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

@@ -35,6 +35,7 @@ namespace NifFile {
int32_t embeddedTexture{ -1 }; // else the block with the texture's pixels in the file (EmbeddedTexture)
bool clampU{};
bool clampV{};
int32_t shaderTag{ -1 }; // mapShaders id from a multishader tag in the name of the mesh or a node above it
};
struct Mesh {
@@ -46,6 +47,31 @@ namespace NifFile {
std::vector<uint16_t> indices; // triangles
};
/**
* What a texture's alpha channel does, which the client's shader decides (res/shaders/*.fx), not the .nif:
* OPACITY it is see-through where the alpha is (Basic, AlphaAsAlpha, fixed function and most others); DECAL the
* texture is laid over the vertex colors by its alpha and the mesh itself stays as opaque as its vertex colors
* (the LEGO lighting shaders); IGNORED the alpha does nothing (LEGO items, terrain meshes).
*/
enum class eTextureAlpha : uint8_t { OPACITY, DECAL, IGNORED };
// mapShaders.gameValue of the LEGO shader, the client's default
constexpr int32_t LEGO_SHADER = 5;
// RenderComponent's shader for models whose parts name their own shaders (mapShaders "Multishader")
constexpr int32_t MULTISHADER = 9999;
/**
* The mapShaders id in a multishader part's name: "S05__TRUNKS" or "rock_S30" (LWOBaseRenderComponent::
* AddObjectToRenderPipe reads "S%d", else "_S%d"); -1 for none.
*/
int32_t ShaderTag(std::string_view name);
// The shader (gameValue) a multishader part is drawn with, from its tag's gameValue: outside 3..108 the LEGO shader
int32_t MultishaderPart(std::optional<int32_t> tagShader);
// What a texture's alpha does under a shader (mapShaders.gameValue); -1 is fixed function (opacity)
eTextureAlpha TextureAlphaFor(int32_t shader);
struct Model {
uint32_t version{};
std::vector<Mesh> meshes;