mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 02:43:44 +00:00
fix(dashboard): texture alpha in 3D scenery follows the game's shaders
The viewer treated every blended texture's alpha as opacity, so models whose shader uses the alpha for something else rendered see-through. The scenery manifest now carries each model's shader (RenderComponent. shader_id via mapShaders) and the multishader tag table; meshes carry their S##__ tag, read the way LWOBaseRenderComponent::AddObjectToRenderPipe does (S%d, else _S%d, outside 3..108 the LEGO shader). Per res/shaders: the LEGO lighting shaders lerp the texture over the vertex colors (decal), LEGO items and terrain meshes ignore its alpha, everything else keeps opacity. Pure rules unit tested. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -118,6 +118,7 @@ namespace {
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int32_t texturing = -1;
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int32_t vertexColor = -1;
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int32_t stencil = -1;
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int32_t shaderTag = -1; // the nearest multishader tag ("S05__...") on the way down the tree
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};
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struct NetHeader {
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@@ -125,6 +126,7 @@ namespace {
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};
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struct AvHeader {
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std::string name;
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uint16_t flags{};
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Transform transform;
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std::vector<int32_t> properties;
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@@ -330,7 +332,7 @@ namespace {
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AvHeader ReadAv(Reader& reader) {
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AvHeader av;
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ReadNet(reader);
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av.name = ReadNet(reader).name;
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av.flags = reader.U16();
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for (auto& value : av.transform.t) value = reader.Float();
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// Matrix33 is stored m11, m21, m31, m12, ... (nif.xml): column by column
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@@ -385,6 +387,7 @@ namespace {
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const auto world = parent.Then(av.transform);
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properties = Inherit(properties, av.properties);
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if (const auto tag = NifFile::ShaderTag(av.name); tag >= 0) properties.shaderTag = tag;
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std::vector<int32_t> drawn = children;
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if (type == "NiSwitchNode" || type == "NiLODNode") {
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@@ -431,6 +434,7 @@ namespace {
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const auto skin = reader.I32();
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if (!reader.Ok() || (av.flags & APP_CULLED)) return;
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properties = Inherit(properties, av.properties);
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if (const auto tag = NifFile::ShaderTag(av.name); tag >= 0) properties.shaderTag = tag;
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const auto* dataType = TypeOf(dataRef);
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if (!dataType || (*dataType != "NiTriShapeData" && *dataType != "NiTriStripsData")) return;
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m_Used.insert(dataRef);
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@@ -438,6 +442,7 @@ namespace {
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NifFile::Mesh mesh;
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if (!ReadGeometryData(dataRef, *dataType == "NiTriStripsData", parent.Then(av.transform), mesh) || mesh.indices.empty()) return;
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mesh.material = ReadMaterial(properties);
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mesh.material.shaderTag = properties.shaderTag;
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if (skin >= 0) {
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m_Model.skinned++;
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m_Used.insert(skin);
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@@ -606,6 +611,48 @@ namespace {
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}
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namespace NifFile {
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int32_t ShaderTag(std::string_view name) {
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// The client reads the tag with sscanf: "S%d" at the start of the name, else "_S%d" after the first "_S"
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const auto number = [](std::string_view digits) -> int32_t {
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size_t i = 0;
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while (i < digits.size() && (digits[i] == ' ' || digits[i] == '\t')) i++;
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// A signed number names no mapShaders row, like no number at all
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if (i >= digits.size() || digits[i] < '0' || digits[i] > '9') return -1;
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int32_t value = 0;
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for (; i < digits.size() && digits[i] >= '0' && digits[i] <= '9' && value < 100000; i++) value = value * 10 + (digits[i] - '0');
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return value;
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};
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if (name.starts_with('S')) {
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const auto tag = number(name.substr(1));
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if (tag >= 0) return tag;
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}
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const auto at = name.find("_S");
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if (at == std::string_view::npos || at + 3 >= name.size()) return -1;
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return number(name.substr(at + 2));
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}
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int32_t MultishaderPart(std::optional<int32_t> tagShader) {
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return tagShader && *tagShader >= 3 && *tagShader <= 0x6C ? *tagShader : LEGO_SHADER;
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}
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eTextureAlpha TextureAlphaFor(int32_t shader) {
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switch (shader) {
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// LEGOPPLighting: textured alone the texture's alpha is forced to 1; with vertex colors it only lays the
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// texture over them (lerp by its alpha) and the vertex alpha is what shows through
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case 4: case 5: case 12: case 25: case 27: case 28: case 29: case 30: case 50: case 72: case 88:
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// Darkling: the same lay-over; alpha from lighting or the fade
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case 75: case 76: case 77: case 102: case 103: case 104:
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return eTextureAlpha::DECAL;
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// LEGOPPLighting_Item: texture alpha forced to 1, multiplied by the vertex colors
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case 31: case 48:
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// TerrainMeshLighting_Rim: texture times vertex colors, alpha only the fade
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case 3:
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return eTextureAlpha::IGNORED;
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default:
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return eTextureAlpha::OPACITY;
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}
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}
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std::optional<Model> Parse(std::string_view data, uint32_t lod, std::string& error) {
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return Parser(data, lod).Run(error);
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}
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@@ -635,7 +682,8 @@ namespace NifFile {
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{"normals", !mesh.normals.empty()}, {"uv", !mesh.uvs.empty() && textureIndex >= 0}, {"colors", !mesh.colors.empty()},
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{"diffuse", Color(material.diffuse)}, {"emissive", Color(material.emissive)}, {"alpha", std::round(material.alpha * 1000.0f) / 1000.0f},
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{"blend", material.alphaBlend}, {"test", material.alphaTest ? material.alphaThreshold : -1}, {"doubleSided", material.doubleSided},
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{"vertexColors", material.vertexColorMode}, {"texture", textureIndex}, {"clampU", material.clampU}, {"clampV", material.clampV}
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{"vertexColors", material.vertexColorMode}, {"texture", textureIndex}, {"clampU", material.clampU}, {"clampV", material.clampV},
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{"shaderTag", material.shaderTag}
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};
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Append(body, mesh.positions.data(), mesh.positions.size() * sizeof(float));
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if (!mesh.normals.empty()) {
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@@ -35,6 +35,7 @@ namespace NifFile {
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int32_t embeddedTexture{ -1 }; // else the block with the texture's pixels in the file (EmbeddedTexture)
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bool clampU{};
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bool clampV{};
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int32_t shaderTag{ -1 }; // mapShaders id from a multishader tag in the name of the mesh or a node above it
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};
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struct Mesh {
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@@ -46,6 +47,31 @@ namespace NifFile {
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std::vector<uint16_t> indices; // triangles
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};
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/**
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* What a texture's alpha channel does, which the client's shader decides (res/shaders/*.fx), not the .nif:
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* OPACITY it is see-through where the alpha is (Basic, AlphaAsAlpha, fixed function and most others); DECAL the
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* texture is laid over the vertex colors by its alpha and the mesh itself stays as opaque as its vertex colors
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* (the LEGO lighting shaders); IGNORED the alpha does nothing (LEGO items, terrain meshes).
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*/
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enum class eTextureAlpha : uint8_t { OPACITY, DECAL, IGNORED };
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// mapShaders.gameValue of the LEGO shader, the client's default
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constexpr int32_t LEGO_SHADER = 5;
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// RenderComponent's shader for models whose parts name their own shaders (mapShaders "Multishader")
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constexpr int32_t MULTISHADER = 9999;
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/**
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* The mapShaders id in a multishader part's name: "S05__TRUNKS" or "rock_S30" (LWOBaseRenderComponent::
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* AddObjectToRenderPipe reads "S%d", else "_S%d"); -1 for none.
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*/
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int32_t ShaderTag(std::string_view name);
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// The shader (gameValue) a multishader part is drawn with, from its tag's gameValue: outside 3..108 the LEGO shader
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int32_t MultishaderPart(std::optional<int32_t> tagShader);
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// What a texture's alpha does under a shader (mapShaders.gameValue); -1 is fixed function (opacity)
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eTextureAlpha TextureAlphaFor(int32_t shader);
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struct Model {
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uint32_t version{};
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std::vector<Mesh> meshes;
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@@ -142,16 +142,24 @@ namespace {
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struct RenderInfo {
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std::string asset; // RenderComponent.render_asset as stored
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std::string type; // Objects.type
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int32_t shader{ -1 }; // mapShaders.gameValue of RenderComponent.shader_id (-1 fixed function or unknown)
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};
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// mapShaders: id (what RenderComponent.shader_id and multishader tags name) -> gameValue (the shader drawn)
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std::map<int32_t, int32_t> g_ShaderValues;
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// Every LOT with a render component, read once (Objects has no index on id, so it is read whole too)
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std::unordered_map<uint32_t, RenderInfo> ReadRenderInfos() {
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std::unordered_map<uint32_t, RenderInfo> infos;
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try {
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auto row = CDClientDatabase::ExecuteQuery(
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"SELECT cr.id, rc.render_asset FROM ComponentsRegistry cr JOIN RenderComponent rc ON rc.id = cr.component_id "
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"WHERE cr.component_type = " + std::to_string(RENDER_COMPONENT) + ";");
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for (; !row.eof(); row.nextRow()) infos.try_emplace(static_cast<uint32_t>(row.getIntField(0)), RenderInfo{ row.getStringField(1, ""), "" });
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"SELECT cr.id, rc.render_asset, m.gameValue FROM ComponentsRegistry cr JOIN RenderComponent rc ON rc.id = cr.component_id "
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"LEFT JOIN mapShaders m ON m.id = rc.shader_id WHERE cr.component_type = " + std::to_string(RENDER_COMPONENT) + ";");
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for (; !row.eof(); row.nextRow()) {
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infos.try_emplace(static_cast<uint32_t>(row.getIntField(0)), RenderInfo{ row.getStringField(1, ""), "", row.fieldIsNull(2) ? -1 : row.getIntField(2) });
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}
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auto shaders = CDClientDatabase::ExecuteQuery("SELECT id, gameValue FROM mapShaders;");
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for (; !shaders.eof(); shaders.nextRow()) g_ShaderValues.try_emplace(shaders.getIntField(0), shaders.getIntField(1));
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auto types = CDClientDatabase::ExecuteQuery("SELECT id, type FROM Objects;");
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for (; !types.eof(); types.nextRow()) {
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const auto it = infos.find(static_cast<uint32_t>(types.getIntField(0)));
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@@ -171,6 +179,7 @@ namespace {
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struct Model {
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std::string path; // res path of the .nif, empty for none
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bool hidden{}; // the client doesn't draw it (WorldScene::ClientDraws)
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int32_t shader{ -1 }; // RenderInfo::shader
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};
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/**
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@@ -189,12 +198,34 @@ namespace {
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const auto& stored = object.nifName.empty() ? info->second.asset : object.nifName;
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{
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std::lock_guard lock(mutex);
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if (const auto it = resolved.find(stored); it != resolved.end()) return { it->second, draw == WorldScene::eClientDraw::HIDDEN };
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if (const auto it = resolved.find(stored); it != resolved.end()) return { it->second, draw == WorldScene::eClientDraw::HIDDEN, info->second.shader };
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}
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auto path = ResolveModel(stored);
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std::lock_guard lock(mutex);
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resolved.try_emplace(stored, path);
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return { std::move(path), draw == WorldScene::eClientDraw::HIDDEN };
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return { std::move(path), draw == WorldScene::eClientDraw::HIDDEN, info->second.shader };
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}
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/**
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* How the client's shaders use each model's texture alpha, for the viewer: "shaders" gives each asset's shader
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* (the first object drawing it wins; -1 fixed function or not an object), "shaderTags" a multishader part's tag ->
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* shader, and "textureAlpha" the shaders whose texture alpha isn't opacity (NifFile::TextureAlphaFor).
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*/
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void AddShaders(nlohmann::json& manifest, const std::vector<int32_t>& assetShaders) {
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RenderInfos(); // reads g_ShaderValues
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manifest["shaders"] = assetShaders;
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nlohmann::json tags = nlohmann::json::object(), modes = nlohmann::json::object();
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for (const auto& [id, value] : g_ShaderValues) tags[std::to_string(id)] = value;
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auto mode = [&modes](int32_t value) {
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const auto alpha = NifFile::TextureAlphaFor(value);
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if (alpha != NifFile::eTextureAlpha::OPACITY) modes[std::to_string(value)] = alpha == NifFile::eTextureAlpha::DECAL ? "decal" : "ignored";
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};
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for (const auto& [id, value] : g_ShaderValues) mode(value);
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mode(NifFile::LEGO_SHADER);
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manifest["shaderTags"] = std::move(tags);
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manifest["textureAlpha"] = std::move(modes);
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manifest["multishader"] = NifFile::MULTISHADER;
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manifest["defaultShader"] = NifFile::LEGO_SHADER;
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}
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std::optional<std::string> LuzPath(uint32_t zone) {
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@@ -233,6 +264,7 @@ namespace {
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ZoneScenery scenery;
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nlohmann::json assetOf = nlohmann::json::array(), positions = nlohmann::json::array(), rotations = nlohmann::json::array(), scales = nlohmann::json::array();
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nlohmann::json hidden = nlohmann::json::array();
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std::vector<int32_t> assetShaders;
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int64_t sky = -1;
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for (const auto& scene : ZonePaths::ReadSceneFiles(*luz)) {
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const auto lvl = ClientAssets::ReadResFile("maps/" + folder + scene);
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@@ -245,17 +277,23 @@ namespace {
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// A spawner is drawn as what it spawns, where the client would show it
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const auto model = ModelFor(object);
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if (model.path.empty()) continue;
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assetOf.push_back(scenery.IndexOf(model.path));
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const auto asset = scenery.IndexOf(model.path);
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assetOf.push_back(asset);
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if (asset >= assetShaders.size()) assetShaders.resize(asset + 1, -1);
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if (assetShaders[asset] == -1) assetShaders[asset] = model.shader;
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hidden.push_back(model.hidden ? 1 : 0);
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for (const auto value : { object.x, object.y, object.z }) positions.push_back(Round(value, 100.0));
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for (const auto value : { object.qx, object.qy, object.qz, object.qw }) rotations.push_back(Round(value, 10000.0));
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scales.push_back(Round(object.scale, 1000.0));
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}
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}
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scenery.json = nlohmann::json{
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nlohmann::json manifest{
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{"zone", zoneId}, {"sky", sky}, {"assets", scenery.assets},
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{"objects", { {"asset", assetOf}, {"pos", positions}, {"rot", rotations}, {"scale", scales}, {"hidden", hidden} }}
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}.dump();
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};
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assetShaders.resize(scenery.assets.size(), -1);
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AddShaders(manifest, assetShaders);
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scenery.json = manifest.dump();
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return std::make_shared<ZoneScenery>(std::move(scenery));
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}
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@@ -36,6 +36,23 @@ export function parseModel(buffer) {
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return { header, meshes };
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}
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/**
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* What a mesh's texture alpha does in the game, from the manifest's shader data (Scenery.cpp AddShaders): the
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* client's shader decides, not the .nif. 'opacity' see-through where the alpha is; 'decal' the texture is laid over
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* the vertex colors by its alpha (LEGO shaders); 'ignored' the alpha does nothing. A multishader model's parts name
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* their shader in their node names (mesh.shaderTag); a tag the client can't use falls back to the LEGO shader.
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*/
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export function textureAlphaMode(manifest, asset, mesh) {
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if (!manifest || !manifest.shaders || !manifest.textureAlpha) return 'opacity';
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let shader = manifest.shaders[asset];
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if (shader === undefined || shader === null) return 'opacity';
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if (shader === manifest.multishader) {
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const tagged = mesh && mesh.shaderTag >= 0 && manifest.shaderTags ? manifest.shaderTags[mesh.shaderTag] : undefined;
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shader = tagged !== undefined && tagged >= 3 && tagged <= 108 ? tagged : manifest.defaultShader;
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}
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return manifest.textureAlpha[shader] || 'opacity';
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}
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/**
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* Meshes of a model that look the same (texture, colors, blending, sides, attributes) joined into one, so a model
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* made of many pieces (the zones' "glom" files have over a hundred) costs a few draw calls instead of one per piece.
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@@ -46,7 +63,7 @@ export function mergeMeshes(meshes) {
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for (const mesh of meshes) {
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if (!mesh.vertices || !mesh.indices.length) continue;
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const key = JSON.stringify([mesh.texture, mesh.diffuse, mesh.emissive, mesh.alpha, mesh.blend, mesh.test, mesh.doubleSided,
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mesh.vertexColors, mesh.clampU, mesh.clampV, !!mesh.normals, !!mesh.uvs, !!mesh.colors]);
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mesh.vertexColors, mesh.clampU, mesh.clampV, !!mesh.normals, !!mesh.uvs, !!mesh.colors, mesh.shaderTag]);
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if (!groups.has(key)) groups.set(key, []);
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groups.get(key).push(mesh);
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}
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@@ -9,7 +9,7 @@
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* follows the camera, far away, behind everything.
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*/
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import * as THREE from 'three';
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import { parseModel, mergeMeshes, parseDds, decodeDxt, completeChain, linearColors, groupObjects, cellsOf } from '/js/scenery-core.js';
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import { parseModel, mergeMeshes, parseDds, decodeDxt, completeChain, linearColors, groupObjects, cellsOf, textureAlphaMode } from '/js/scenery-core.js';
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// Per detail level (the property view's 0 high, 1 medium, 2 low): the model LOD, how far objects are drawn, the
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// largest texture side and a memory budget for geometry and textures
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@@ -126,12 +126,50 @@ export function createScenery({ scene, camera, renderer, urls, focus, onProgress
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return geometry;
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}
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function materialOf(mesh, map, forSky) {
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// The game's LEGO shaders lay the texture over the vertex colors by its alpha instead of letting it show through
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const DECAL_FRAGMENT = `
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#if defined( USE_COLOR_ALPHA )
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diffuseColor *= vColor;
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#elif defined( USE_COLOR )
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diffuseColor.rgb *= vColor;
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#endif
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#ifdef USE_MAP
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vec4 sampledDiffuseColor = texture2D( map, vMapUv );
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#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )
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diffuseColor.rgb = mix( diffuseColor.rgb, sampledDiffuseColor.rgb, sampledDiffuseColor.a );
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#else
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diffuseColor.rgb *= sampledDiffuseColor.rgb;
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#endif
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#endif
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`;
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// ... or leave its alpha out altogether (LEGO items, terrain meshes)
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const OPAQUE_MAP_FRAGMENT = `
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#ifdef USE_MAP
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diffuseColor.rgb *= texture2D( map, vMapUv ).rgb;
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#endif
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`;
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function useTextureAlpha(material, mode) {
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if (mode === 'opacity' || !material.map) return material;
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material.onBeforeCompile = (shader) => {
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if (mode === 'decal') {
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shader.fragmentShader = shader.fragmentShader.replace('#include <map_fragment>', '').replace('#include <color_fragment>', DECAL_FRAGMENT);
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} else {
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shader.fragmentShader = shader.fragmentShader.replace('#include <map_fragment>', OPAQUE_MAP_FRAGMENT);
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}
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};
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material.customProgramCacheKey = () => 'textureAlpha:' + mode;
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return material;
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}
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function materialOf(mesh, map, forSky, alphaMode = 'opacity') {
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// Nearly everything in the game's files has alpha blending switched on; it only shows where something is see-
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// through: the material, a vertex or the texture. Blended meshes still write depth, as Gamebryo's default does.
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||||
// through: the material, a vertex or the texture (only when the object's shader uses the texture's alpha as
|
||||
// opacity). Blended meshes still write depth, as Gamebryo's default does.
|
||||
let vertexAlpha = false;
|
||||
if (mesh.colors && mesh.vertexColors !== 0) for (let i = 3; i < mesh.colors.length && !vertexAlpha; i += 4) vertexAlpha = mesh.colors[i] < 250;
|
||||
const seeThrough = mesh.blend && (mesh.alpha < 0.99 || vertexAlpha || !!(map && map.userData.alpha));
|
||||
const textureAlpha = alphaMode === 'opacity' && !!(map && map.userData.alpha);
|
||||
const seeThrough = mesh.blend && (mesh.alpha < 0.99 || vertexAlpha || textureAlpha);
|
||||
const options = {
|
||||
color: new THREE.Color().setRGB(mesh.diffuse[0], mesh.diffuse[1], mesh.diffuse[2], THREE.SRGBColorSpace),
|
||||
vertexColors: !!(mesh.colors && mesh.vertexColors !== 0),
|
||||
@@ -141,10 +179,10 @@ export function createScenery({ scene, camera, renderer, urls, focus, onProgress
|
||||
side: mesh.doubleSided ? THREE.DoubleSide : THREE.FrontSide,
|
||||
map: map || null
|
||||
};
|
||||
if (forSky) return new THREE.MeshBasicMaterial({ ...options, depthWrite: false, fog: false });
|
||||
if (forSky) return useTextureAlpha(new THREE.MeshBasicMaterial({ ...options, depthWrite: false, fog: false }), alphaMode);
|
||||
const material = new THREE.MeshStandardMaterial({ ...options, roughness: 0.85, metalness: 0 });
|
||||
material.emissive.setRGB(mesh.emissive[0], mesh.emissive[1], mesh.emissive[2], THREE.SRGBColorSpace);
|
||||
return material;
|
||||
return useTextureAlpha(material, alphaMode);
|
||||
}
|
||||
|
||||
async function buildParts(asset, lod, forSky) {
|
||||
@@ -165,7 +203,7 @@ export function createScenery({ scene, camera, renderer, urls, focus, onProgress
|
||||
}
|
||||
}
|
||||
const geometry = geometryOf(mesh);
|
||||
parts.push({ geometry, material: materialOf(mesh, map, forSky) });
|
||||
parts.push({ geometry, material: materialOf(mesh, map, forSky, textureAlphaMode(manifest, asset, mesh)) });
|
||||
}
|
||||
const min = model.header.min, max = model.header.max;
|
||||
const radius = Math.hypot(max[0] - min[0], max[1] - min[1], max[2] - min[2]) / 2;
|
||||
|
||||
@@ -964,6 +964,10 @@ first; the detail setting picks the model level of detail, how far objects are d
|
||||
sharpness and a memory budget. Switch it off with *Scenery*. The 3D world view draws the same as its *Models* layer
|
||||
(on by default, Medium detail), plus the terrain's flairs. Converted models are cached in memory (64 MB) and in
|
||||
`dDashboardServer/scenery_cache` next to the server (at most 512 MB); nothing needs ImageMagick.
|
||||
Whether a texture's alpha makes a model see-through follows the shader the game draws it with (the render component's
|
||||
shader, or for a multishaded model the `S05__`-style tag in each part's name), not only the .nif: the LEGO shaders
|
||||
lay the texture over the vertex colors and terrain meshes and LEGO items ignore its alpha, so their textures' alpha
|
||||
channels (often gloss or leftover masks) don't punch holes in them.
|
||||
|
||||
Converting a model the caches don't have yet (a big "glom" file takes a moment) happens on a few worker threads, so
|
||||
the dashboard keeps answering everything else meanwhile: the route hands the request to a worker (`Web::Defer`) and
|
||||
|
||||
@@ -395,3 +395,47 @@ TEST(NifFileTests, ReadsTheClientsMeshes) {
|
||||
EXPECT_EQ(read, files);
|
||||
EXPECT_GT(withMeshes, files * 9 / 10);
|
||||
}
|
||||
|
||||
TEST(NifFileTests, ReadsMultishaderTagsLikeTheClient) {
|
||||
EXPECT_EQ(NifFile::ShaderTag("S05__TRUNKS"), 5);
|
||||
EXPECT_EQ(NifFile::ShaderTag("S30__Rockwall_0"), 30);
|
||||
EXPECT_EQ(NifFile::ShaderTag("rock_S14"), 14);
|
||||
EXPECT_EQ(NifFile::ShaderTag("Shadow_S7_glow"), 7); // "S" not followed by a number: the "_S" tag counts
|
||||
EXPECT_EQ(NifFile::ShaderTag("rock_S"), -1);
|
||||
EXPECT_EQ(NifFile::ShaderTag("ROCK"), -1);
|
||||
EXPECT_EQ(NifFile::ShaderTag(""), -1);
|
||||
// The client draws a part with the LEGO shader when its tag names no usable shader
|
||||
EXPECT_EQ(NifFile::MultishaderPart(38), 38);
|
||||
EXPECT_EQ(NifFile::MultishaderPart(2), NifFile::LEGO_SHADER);
|
||||
EXPECT_EQ(NifFile::MultishaderPart(9999), NifFile::LEGO_SHADER);
|
||||
EXPECT_EQ(NifFile::MultishaderPart(std::nullopt), NifFile::LEGO_SHADER);
|
||||
}
|
||||
|
||||
TEST(NifFileTests, KnowsWhichShadersUseTextureAlphaAsOpacity) {
|
||||
using NifFile::eTextureAlpha;
|
||||
EXPECT_EQ(NifFile::TextureAlphaFor(NifFile::LEGO_SHADER), eTextureAlpha::DECAL); // LEGOPPLighting: lerp over vertex colors
|
||||
EXPECT_EQ(NifFile::TextureAlphaFor(31), eTextureAlpha::IGNORED); // LEGO-Item: alpha forced to 1
|
||||
EXPECT_EQ(NifFile::TextureAlphaFor(3), eTextureAlpha::IGNORED); // Terrain Mesh Rim Light: alpha is the fade only
|
||||
EXPECT_EQ(NifFile::TextureAlphaFor(7), eTextureAlpha::OPACITY); // VertColor_Alpha (AlphaAsAlpha)
|
||||
EXPECT_EQ(NifFile::TextureAlphaFor(38), eTextureAlpha::OPACITY); // Basic VC
|
||||
EXPECT_EQ(NifFile::TextureAlphaFor(14), eTextureAlpha::OPACITY); // LEGO Masked NonDecal: texture alpha is output
|
||||
EXPECT_EQ(NifFile::TextureAlphaFor(53), eTextureAlpha::OPACITY); // LEGO-Emissive lets texture alpha through
|
||||
EXPECT_EQ(NifFile::TextureAlphaFor(-1), eTextureAlpha::OPACITY); // fixed function: NiAlphaProperty as Gamebryo does
|
||||
}
|
||||
|
||||
TEST(NifFileTests, PassesMultishaderTagsDownToMeshes) {
|
||||
NifBuilder nif;
|
||||
auto rootAv = Av(0, { 0, 0, 0 }, IDENTITY, 1.0f, {});
|
||||
const auto name = nif.String("S30__Rockwall_0");
|
||||
std::memcpy(rootAv.data.data(), &name, 4);
|
||||
const auto file = OneTriangle(nif, rootAv);
|
||||
std::string error;
|
||||
const auto model = NifFile::Parse(file, 0, error);
|
||||
ASSERT_TRUE(model) << error;
|
||||
ASSERT_EQ(model->meshes.size(), 1u);
|
||||
EXPECT_EQ(model->meshes[0].material.shaderTag, 30);
|
||||
const auto encoded = NifFile::Encode(*model, { "" });
|
||||
uint32_t length{};
|
||||
std::memcpy(&length, encoded.data(), 4);
|
||||
EXPECT_EQ(nlohmann::json::parse(encoded.substr(4, length))["meshes"][0]["shaderTag"], 30);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user