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:
Aaron Kimbrell
2026-09-27 03:43:36 -05:00
parent 2961089d6b
commit 330f02de30
7 changed files with 233 additions and 18 deletions

View File

@@ -118,6 +118,7 @@ namespace {
int32_t texturing = -1;
int32_t vertexColor = -1;
int32_t stencil = -1;
int32_t shaderTag = -1; // the nearest multishader tag ("S05__...") on the way down the tree
};
struct NetHeader {
@@ -125,6 +126,7 @@ namespace {
};
struct AvHeader {
std::string name;
uint16_t flags{};
Transform transform;
std::vector<int32_t> properties;
@@ -330,7 +332,7 @@ namespace {
AvHeader ReadAv(Reader& reader) {
AvHeader av;
ReadNet(reader);
av.name = ReadNet(reader).name;
av.flags = reader.U16();
for (auto& value : av.transform.t) value = reader.Float();
// Matrix33 is stored m11, m21, m31, m12, ... (nif.xml): column by column
@@ -385,6 +387,7 @@ namespace {
const auto world = parent.Then(av.transform);
properties = Inherit(properties, av.properties);
if (const auto tag = NifFile::ShaderTag(av.name); tag >= 0) properties.shaderTag = tag;
std::vector<int32_t> drawn = children;
if (type == "NiSwitchNode" || type == "NiLODNode") {
@@ -431,6 +434,7 @@ namespace {
const auto skin = reader.I32();
if (!reader.Ok() || (av.flags & APP_CULLED)) return;
properties = Inherit(properties, av.properties);
if (const auto tag = NifFile::ShaderTag(av.name); tag >= 0) properties.shaderTag = tag;
const auto* dataType = TypeOf(dataRef);
if (!dataType || (*dataType != "NiTriShapeData" && *dataType != "NiTriStripsData")) return;
m_Used.insert(dataRef);
@@ -438,6 +442,7 @@ namespace {
NifFile::Mesh mesh;
if (!ReadGeometryData(dataRef, *dataType == "NiTriStripsData", parent.Then(av.transform), mesh) || mesh.indices.empty()) return;
mesh.material = ReadMaterial(properties);
mesh.material.shaderTag = properties.shaderTag;
if (skin >= 0) {
m_Model.skinned++;
m_Used.insert(skin);
@@ -606,6 +611,48 @@ namespace {
}
namespace NifFile {
int32_t ShaderTag(std::string_view name) {
// The client reads the tag with sscanf: "S%d" at the start of the name, else "_S%d" after the first "_S"
const auto number = [](std::string_view digits) -> int32_t {
size_t i = 0;
while (i < digits.size() && (digits[i] == ' ' || digits[i] == '\t')) i++;
// A signed number names no mapShaders row, like no number at all
if (i >= digits.size() || digits[i] < '0' || digits[i] > '9') return -1;
int32_t value = 0;
for (; i < digits.size() && digits[i] >= '0' && digits[i] <= '9' && value < 100000; i++) value = value * 10 + (digits[i] - '0');
return value;
};
if (name.starts_with('S')) {
const auto tag = number(name.substr(1));
if (tag >= 0) return tag;
}
const auto at = name.find("_S");
if (at == std::string_view::npos || at + 3 >= name.size()) return -1;
return number(name.substr(at + 2));
}
int32_t MultishaderPart(std::optional<int32_t> tagShader) {
return tagShader && *tagShader >= 3 && *tagShader <= 0x6C ? *tagShader : LEGO_SHADER;
}
eTextureAlpha TextureAlphaFor(int32_t shader) {
switch (shader) {
// LEGOPPLighting: textured alone the texture's alpha is forced to 1; with vertex colors it only lays the
// texture over them (lerp by its alpha) and the vertex alpha is what shows through
case 4: case 5: case 12: case 25: case 27: case 28: case 29: case 30: case 50: case 72: case 88:
// Darkling: the same lay-over; alpha from lighting or the fade
case 75: case 76: case 77: case 102: case 103: case 104:
return eTextureAlpha::DECAL;
// LEGOPPLighting_Item: texture alpha forced to 1, multiplied by the vertex colors
case 31: case 48:
// TerrainMeshLighting_Rim: texture times vertex colors, alpha only the fade
case 3:
return eTextureAlpha::IGNORED;
default:
return eTextureAlpha::OPACITY;
}
}
std::optional<Model> Parse(std::string_view data, uint32_t lod, std::string& error) {
return Parser(data, lod).Run(error);
}
@@ -635,7 +682,8 @@ namespace NifFile {
{"normals", !mesh.normals.empty()}, {"uv", !mesh.uvs.empty() && textureIndex >= 0}, {"colors", !mesh.colors.empty()},
{"diffuse", Color(material.diffuse)}, {"emissive", Color(material.emissive)}, {"alpha", std::round(material.alpha * 1000.0f) / 1000.0f},
{"blend", material.alphaBlend}, {"test", material.alphaTest ? material.alphaThreshold : -1}, {"doubleSided", material.doubleSided},
{"vertexColors", material.vertexColorMode}, {"texture", textureIndex}, {"clampU", material.clampU}, {"clampV", material.clampV}
{"vertexColors", material.vertexColorMode}, {"texture", textureIndex}, {"clampU", material.clampU}, {"clampV", material.clampV},
{"shaderTag", material.shaderTag}
};
Append(body, mesh.positions.data(), mesh.positions.size() * sizeof(float));
if (!mesh.normals.empty()) {