fix(gfx): restore third CG glow

This commit is contained in:
gamer147
2026-07-11 20:05:51 -04:00
parent 1f18a378d3
commit 593a24b510
9 changed files with 154 additions and 27 deletions

View File

@@ -24,6 +24,22 @@ public class GfxAnimationTests
Assert.True(o.TranslationEnabled);
}
[Fact]
public void CurrentScaleSetter_ExpandsGlowAroundItsAnchor()
{
var g = new GfxState();
g.SetSurface(6, 0x29, -1);
g.BindDraw(0xcb8e, 6, 0, 0, 800, 800, 0, 550);
g.GetOrCreate(0xcb8e).V18 = (400, 950, 0);
g.SetCurrentScale(0xcb8e, (210, 210, 100));
var v = g.SnapshotVisibleObjects().Single();
var top = Transform2DMath.Build(v.Transform).FromLocalOrigin(v.DstX, v.DstY).Apply(400, 0);
Assert.Equal(2.1, v.Transform.ScaleX, 3);
Assert.Equal(2.1, v.Transform.ScaleY, 3);
Assert.Equal(110, top.Y, 3);
}
[Fact]
public void RotationCycle_DoesNotOverwriteMatrixChannels()
{
@@ -140,6 +156,20 @@ public class GfxAnimationTests
Assert.True(o.RotationChannelEnabled);
}
[Fact]
public void Op0x1fd_SetsCurrentScalePercentages()
{
var t = T();
var scene = ScriptAssembler.Assemble(t, "STATIC_SCALE", new List<(int, Operand[])>
{
MovGI(1, 0xcb8e), MovGI(2, 210), MovGI(3, 240), MovGI(4, 100),
(0x1fd, new[] { G(1), G(2), G(3), G(4) }), Exit(),
}, System.Array.Empty<string>());
var vm = new VirtualMachine(scene, t, new RecordingHost());
vm.Run();
Assert.Equal((2.1, 2.4, 1.0), vm.Gfx.TryGet(0xcb8e)!.ScaleCurrent);
}
[Fact]
public void RotationCycleAndClock_DispatchRemainSeparate()
{

View File

@@ -46,24 +46,53 @@ public class RenderObjectBlendTests
}
[Fact]
public void DrawColor_0x203_IsTintStrength_ObjectStaysOpaque()
public void TexturedMode0_UsesOpaqueMultiplicativeRgbAndIgnoresPackedAlpha()
{
// Op 0x203/0x202 alpha is TINT-BLEND STRENGTH, not object opacity (evidence: a CG drawn with
// (alpha=0, color=white) must stay fully OPAQUE + untinted, not vanish). Root cause of the grey-BG.
// Mode 0 is the native opaque textured path. Its packed alpha byte is neither object opacity nor
// tint strength; RGB multiplicatively modulates the source, so white is identity.
var g = WithVisibleObject(0x100, resId: 5, colorKey: -1);
g.SetObjectColor(0x100, GfxState.PackColor(0x00, 0xFFFFFF)); // "no tint" — the grey-BG case
var ro = g.SnapshotVisibleObjects().Single();
Assert.Equal(255, ro.Alpha); // OBJECT STAYS OPAQUE (was wrongly 0 -> invisible)
Assert.Equal(255, ro.Alpha); // opaque
Assert.Equal(0, ro.TintStrength); // zero tint strength
Assert.True(ro.MultiplyTint);
g.SetObjectColor(0x100, GfxState.PackColor(0x80, 0x102030)); // half-strength tint toward 0x102030
g.SetObjectColor(0x100, GfxState.PackColor(0x80, 0x102030));
var ro2 = g.SnapshotVisibleObjects().Single();
Assert.Equal(255, ro2.Alpha); // still opaque
Assert.Equal(0x80, ro2.TintStrength); // strength from the alpha byte
Assert.Equal(255, ro2.Alpha); // packed alpha remains ignored
Assert.Equal(0, ro2.TintStrength);
Assert.Equal(0x102030, ro2.Tint);
Assert.True(ro2.MultiplyTint);
Assert.Equal(BlendKind.Alpha, ro2.Blend);
}
[Fact]
public void TransitionCleanup_Mode2ToMode0PreservedWhite_RemainsIdentity()
{
var g = WithVisibleObject(0x100, resId: 5, colorKey: -1);
g.SetStaticObjectColorResolved(0x100, 2, -1, -1); // 0x128de: transition source
Assert.Equal(0, g.SnapshotVisibleObjects().Single().TintStrength);
g.SetStaticObjectColorResolved(0x100, 0, -1, -1); // 0x12478: transition cleanup
var rendered = g.SnapshotVisibleObjects().Single();
Assert.Equal(255, rendered.Alpha);
Assert.Equal(0xffffff, rendered.Tint);
Assert.Equal(0, rendered.TintStrength);
Assert.True(rendered.MultiplyTint);
}
[Fact]
public void SurfacelessMode0_RetainsFillStrength()
{
var g = new GfxState();
g.BindDraw(0x100, 1, 0, 0, 10, 10, 0, 0);
g.SetObjectColor(0x100, GfxState.PackColor(0x80, 0x102030));
var rendered = g.SnapshotVisibleObjects().Single();
Assert.Equal(255, rendered.Alpha);
Assert.Equal(0x80, rendered.TintStrength);
Assert.False(rendered.MultiplyTint);
}
[Fact]
public void Mode1_UsesArgbAlphaAsOpacityAndRgbAsMultiplicativeModulation()
{