Commit graph

2 commits

Author SHA1 Message Date
Erik
f21dbfad80 feat(D.5.1): faithful item-icon type-default underlay (EnumIDMap 0x10000004) — opaque icon backing
Retail IconData::RenderIcons (decomp 407524) builds the icon layer stack bottom→top:
type-default underlay (OPAQUE, Blit_Normal) first, then custom underlay, base icon,
custom overlay.  acdream's IconComposer omitted the type-default underlay, leaving
filled toolbar slots with a transparent background.

Resolution via the two-level EnumIDMap chain that retail uses (DBCache::GetDIDFromEnum
0x413940): Portal.Header.MasterMapId (0x25000000) → master[0x10000004] → submap DID
(0x25000008) → submap[LSB(itemType)+1] → 0x06 RenderSurface underlay DID.  Golden
values confirmed against the live dats: MeleeWeapon→0x060011CB, Armor→0x060011CF,
Clothing→0x060011F3, Jewelry→0x060011D5, None(fallback 0x21)→0x060011D4.

Changes:
- IconComposer: add ResolveUnderlayDid(ItemType)/EnsureUnderlaySubMap (memoised);
  widen cache key from (uint,uint,uint)→(uint,uint,uint,uint); GetIcon gains ItemType
  param and prepends the opaque underlay as layer 0 (Compose sizes to it → fully opaque)
- ToolbarController: widen _iconIds Func from 3-arg to 4-arg; Populate passes item.Type
- GameWindow: update toolbar mount lambda to 4-arg form
- Tests: update ToolbarController test stubs to (_,_,_,_); add
  Compose_opaqueUnderlayFirst_resultIsFullyOpaque (dat-free) and
  ResolveUnderlayDid_goldenValues_matchDat (dat-gated, skip when dats absent)

No divergence-register row existed for this omission; none added (fully ported now).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 13:37:53 +02:00
Erik
6e82807863 feat(D.5.1): IconComposer — CPU alpha-over icon composite + cache
Adds IconComposer (AcDream.App.UI) which mirrors retail IconData::RenderIcons
(decomp 407524): decodes each RenderSurface layer directly via SurfaceDecoder,
composites them bottom-to-top with Porter-Duff alpha-over, and uploads the
result to a GL texture via TextureCache. Composited handles are keyed by the
(iconId, underlayId, overlayId) tuple so each unique combo is uploaded once.

Adds a public TextureCache.UploadRgba8(byte[], int, int, bool) wrapper — a
thin shell around the existing private overload — so IconComposer can upload
its CPU-side composite without duplicating any GL state logic.

Pure Compose() path is covered by 2 unit tests (opaque top wins; transparent
top preserves bottom). Dat-decode + GL-upload exercised by the visual gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:09:41 +02:00