fix(ugc): metal look only from the client's material types

LU Toolbox's metallic table also has colors the client's Materials.xml types
shinyPlastic, such as 131, the grey of many baseplates, so whole baseplates went
into S88_Metal_Model. Metal now comes from the Materials.xml types (shinySteel)
and the settings' colors only; the table still gives colors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-30 03:43:30 -05:00
parent 5265da7b2e
commit 19b6443fb4
6 changed files with 14 additions and 17 deletions

View File

@@ -476,7 +476,7 @@ TEST(UgcPalette, ColorVariationMatchesLuToolbox) {
EXPECT_FALSE(UgcPalette::IsTransparent(21));
EXPECT_TRUE(UgcPalette::Glow(9013).has_value());
EXPECT_FALSE(UgcPalette::Glow(21).has_value());
EXPECT_TRUE(UgcPalette::IsMetallic(309));
EXPECT_TRUE(UgcPalette::Linear(309).has_value()); // LU Toolbox's metallic colors are colors, not looks
EXPECT_FALSE(UgcPalette::Linear(123456).has_value());
EXPECT_NEAR(UgcPalette::LinearToSrgb(*UgcPalette::Linear(1, true)).r, 0.7f, 1e-5f);
EXPECT_NEAR(UgcPalette::LinearToSrgb(red).r * 255.0f, 222.0f, 0.5f); // LDD's bright red
@@ -1146,7 +1146,8 @@ TEST(UgcShaders, LooksComeFromTheColorData) {
EXPECT_EQ(UgcModel::LookOf(21, plastic, rules), UgcModel::eLook::PLASTIC);
EXPECT_EQ(UgcModel::LookOf(5000, steel, rules), UgcModel::eLook::METAL); // a Materials.xml shinySteel
EXPECT_EQ(UgcModel::LookOf(5000, brushed, rules), UgcModel::eLook::BRUSHED);
EXPECT_EQ(UgcModel::LookOf(183, plastic, rules), UgcModel::eLook::METAL); // LU Toolbox's metallic, shinyPlastic in Materials.xml
EXPECT_EQ(UgcModel::LookOf(183, plastic, rules), UgcModel::eLook::PLASTIC); // LU Toolbox's metallic, shinyPlastic in Materials.xml
EXPECT_EQ(UgcModel::LookOf(131, plastic, rules), UgcModel::eLook::PLASTIC); // the same (a grey that is often a whole baseplate)
EXPECT_EQ(UgcModel::LookOf(329, plastic, rules), UgcModel::eLook::GLOW); // LU Toolbox's glow colors
EXPECT_EQ(UgcModel::LookOf(50, plastic, rules), UgcModel::eLook::GLOW);
EXPECT_EQ(UgcModel::LookOf(9016, plastic, rules), UgcModel::eLook::GLOW);
@@ -1158,13 +1159,12 @@ TEST(UgcShaders, LooksComeFromTheColorData) {
EXPECT_EQ(UgcModel::LookOf(150, steel, named), UgcModel::eLook::METAL);
UgcModel::LookRules none;
none.materialTypes.clear();
none.paletteMetallic = false;
EXPECT_EQ(UgcModel::LookOf(5000, steel, none), UgcModel::eLook::PLASTIC);
EXPECT_EQ(UgcModel::LookOf(150, steel, none), UgcModel::eLook::PLASTIC);
// Built: opaque vertices get their color's look, transparent bricks none (their glow stays with them)
UgcBricks::BrickLibrary library(MakeRes(), 0);
library.SetMaterials({ { 5000, brushed } });
library.SetMaterials({ { 150, steel }, { 5000, brushed } });
std::string error;
const auto model = UgcModel::Build(UgcModel::ParseLxfml(R"(<LXFML versionMajor="5"><Bricks>
<Brick><Part designID="3001" materials="150"><Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick>
@@ -1189,6 +1189,7 @@ TEST(UgcShaders, LooksComeFromTheColorData) {
TEST(UgcShaders, WritesAGroupPerLookWithEveryLevel) {
UgcBricks::BrickLibrary library(MakeRes(), 0);
library.SetMaterials({ { 150, { 152, 155, 153, 255, "shinySteel" } } }); // the client's Materials.xml entry
auto settings = SmallSettings();
settings.build.colorVariation = 0.0f;
settings.shaders.metal = 88;