feat(graphics): add unified transparency rendering
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@@ -115,6 +115,33 @@ TEST_CASE("RenderSystem.sprite2dPropertyApiReachesDrawItem") {
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sprite->release();
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}
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TEST_CASE("DrawItem2D.equalVisualKeysPreserveSubmissionOrder") {
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std::vector<DrawItem2D> items(3);
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for (auto &item : items) {
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item.layer = 4;
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item.depthY = 20.f;
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}
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items[0].texture = reinterpret_cast<Texture *>(uintptr_t(0x300));
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items[1].texture = reinterpret_cast<Texture *>(uintptr_t(0x100));
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items[2].texture = reinterpret_cast<Texture *>(uintptr_t(0x200));
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Texture *first = items[0].texture;
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Texture *second = items[1].texture;
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Texture *third = items[2].texture;
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sortDrawItems2D(items);
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CHECK(items[0].texture == first);
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CHECK(items[1].texture == second);
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CHECK(items[2].texture == third);
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}
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TEST_CASE("RenderSystem.spriteExtendedBlendModes") {
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auto *sprite = Renderable2D::create();
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sprite->setBlend("premultiplied");
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CHECK(sprite->getBlend() == "premultiplied");
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sprite->setBlend("multiply");
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CHECK(sprite->getBlend() == "multiply");
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sprite->release();
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}
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static std::vector<uint8_t> makeCheckerRGBA(int w, int h, int cell, uint8_t r0, uint8_t g0, uint8_t b0,
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uint8_t r1, uint8_t g1, uint8_t b1) {
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std::vector<uint8_t> px(size_t(w) * size_t(h) * 4);
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