Fix ADV chrome one-shot blending

This commit is contained in:
gamer147
2026-07-11 13:28:31 -04:00
parent 71ceab5458
commit 54d11f513d
7 changed files with 85 additions and 14 deletions

View File

@@ -28,9 +28,10 @@ public readonly record struct ColorTransitionState(long Current, long Target,
/// (= the engine's z-order) each frame. Built by <see cref="GfxState.SnapshotVisibleObjects"/>; the surface
/// resId/colorkey are resolved from the object's live source slot at snapshot time (see docs/engine-re.md,
/// "The full gfx render model").</summary>
/// <summary>The packed-color channel is mode-dependent. Mode 0 uses <paramref name="TintStrength"/> to blend
/// <paramref name="Tint"/> into the texel; mode 1 uses <paramref name="Alpha"/> as opacity and multiplies the
/// texel by <paramref name="Tint"/>. <paramref name="MultiplyTint"/> selects the latter compositor path.</summary>
/// <summary>The packed-color channel is mode-dependent. Static mode 0 uses <paramref name="TintStrength"/>
/// to blend <paramref name="Tint"/> into the texel. A mode-0 color which has passed through op 0x202, and
/// mode 1, use <paramref name="Alpha"/> as opacity and multiply the texel by <paramref name="Tint"/>.
/// <paramref name="MultiplyTint"/> selects the latter compositor path.</summary>
public readonly record struct RenderObject(long Handle, long SurfaceResId, long ColorKey,
int SrcX, int SrcY, int W, int H, int DstX, int DstY,
TransformState Transform, RotationCycleState Rotation,
@@ -65,6 +66,10 @@ public sealed class GfxState
// duration +0x4c. It shares obj+0x34's start timestamp with the one-shot matrix channels.
public long OneShotColorTarget = -1, ColorDelayMs, ColorDurationMs;
public bool OneShotColorEnabled;
// Once op 0x202 arms this object's color channel, its sampled/current ARGB is consumed as D3D
// opacity + multiplicative modulation even after the target commits. This distinguishes ADV chrome
// fades from a static mode-0 0x203 such as a CG initialized with 0x00ffffff (opaque identity).
public bool OneShotColorBlend;
// ---- src-rect / spritesheet-cell channel (ops 0x239 static cell, 0x231 animate). Interpolator
// SRC-RECT SCROLL channel: period obj+0x230, start obj+0x21c, grid obj+0x238/0x23c. ----
@@ -152,6 +157,7 @@ public sealed class GfxState
Color = s.Color, HasColor = s.HasColor, StaticColorMode = s.StaticColorMode,
OneShotColorTarget = s.OneShotColorTarget, ColorDelayMs = s.ColorDelayMs,
ColorDurationMs = s.ColorDurationMs, OneShotColorEnabled = s.OneShotColorEnabled,
OneShotColorBlend = s.OneShotColorBlend,
SrcGridW = s.SrcGridW, SrcGridH = s.SrcGridH, SrcCell = s.SrcCell,
SrcPeriod = s.SrcPeriod, SrcStart = s.SrcStart, SrcAnim = s.SrcAnim,
ColorPeriod = s.ColorPeriod, ColorStart = s.ColorStart, ColorTarget = s.ColorTarget,
@@ -265,6 +271,7 @@ public sealed class GfxState
o.ColorDelayMs = delayMs;
o.ColorDurationMs = durationMs;
o.OneShotColorEnabled = true;
o.OneShotColorBlend = true;
o.OneShotStartMs = -1;
}
}
@@ -469,8 +476,10 @@ public sealed class GfxState
if (!o.Visible) continue;
var (resId, ck) = _surfaces.TryGetValue(o.SourceSlot, out var s) ? s : (0L, 0L);
// ---- packed color: mode 0 treats alpha as tint/fill strength; mode 1 treats it as opacity and
// RGB as multiplicative source modulation. 0x232 ping-pongs the mode-0 strength/tint. ----
// ---- packed color: a static mode 0 treats alpha as tint/fill strength. Once op 0x202 has
// armed the one-shot channel, its current/target ARGB instead supplies opacity and D3D-style
// multiplicative RGB modulation (including after target commit). Mode 1 uses the same blend.
// 0x232 remains the separate ping-pong mode-0 strength/tint channel. ----
int alpha = 255; long tint = 0xFFFFFF; int strength = 0; var blend = BlendKind.Opaque;
bool multiplyTint = false;
long sampledColor = o.Color;
@@ -484,7 +493,7 @@ public sealed class GfxState
{
var (a, r, g, b) = BlendMath.UnpackArgb(sampledColor);
tint = ((long)r << 16) | ((long)g << 8) | (long)b;
if (o.StaticColorMode == 1)
if (o.StaticColorMode == 1 || (o.StaticColorMode == 0 && o.OneShotColorBlend))
{
// Native mode 1 enables SRCALPHA/INVSRCALPHA and passes packed ARGB as D3D
// modulation. Its high byte is opacity, not mode-0 tint/fill strength.