fix(ugc): each glitter brick gets its own fleck pattern

Every glitter brick had the same flecks in the same places: the UVs were
the vertex positions projected on an axis plane, so bricks a whole tile
apart (and every brick of the same shape at the same spot in its own
model) looked identical. Each brick now has a number of its own
(UgcGlitter::BrickSeed, from the model's id and the brick's index, kept
per vertex in Mesh::brickSeeds) that turns the projection by an angle
and moves it by an offset under a tile, differently for each axis
plane. A model made again gets the same patterns; every LOD of a brick
the same one. The icon now draws the flecks on the UVs the .nif has
(Mesh::uvs read back by FromNif). New setting glitter_random (1; 0 puts
the same pattern on every brick as before). Non-glitter models are
byte-identical (hash tests unchanged).

Check in game: reprocess a model with several glitter bricks of the
same shape; the fleck patterns differ from brick to brick.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 00:17:43 -05:00
parent 0a1e33d3d2
commit 63bfaf545e
11 changed files with 148 additions and 11 deletions

View File

@@ -53,12 +53,33 @@ namespace UgcGlitter {
return levels;
}
glm::vec2 Uv(const glm::vec3& position, const glm::vec3& normal, float tile) {
namespace {
uint64_t SplitMix(uint64_t x) {
x += 0x9E3779B97F4A7C15ull;
x = (x ^ (x >> 30)) * 0xBF58476D1CE4E5B9ull;
x = (x ^ (x >> 27)) * 0x94D049BB133111EBull;
return x ^ (x >> 31);
}
// 0..1 from 24 bits of a hash
float Unit(uint64_t bits) { return static_cast<float>(bits >> 40) / static_cast<float>(1ull << 24); }
}
uint32_t BrickSeed(uint64_t modelSeed, uint32_t brick) {
const auto hash = SplitMix(SplitMix(modelSeed ^ 0x676C6974746572ull) + brick);
return static_cast<uint32_t>(hash >> 32) | 1u;
}
glm::vec2 Uv(const glm::vec3& position, const glm::vec3& normal, float tile, uint32_t seed) {
const auto a = glm::abs(normal);
const float scale = 1.0f / std::max(tile, 1e-3f);
if (a.x >= a.y && a.x >= a.z) return glm::vec2(position.z, position.y) * scale;
if (a.y >= a.z) return glm::vec2(position.x, position.z) * scale;
return glm::vec2(position.x, position.y) * scale;
const int plane = a.x >= a.y && a.x >= a.z ? 0 : a.y >= a.z ? 1 : 2;
const glm::vec2 uv = (plane == 0 ? glm::vec2(position.z, position.y) : plane == 1 ? glm::vec2(position.x, position.z) : glm::vec2(position.x, position.y)) * scale;
if (seed == 0) return uv;
const auto hash = SplitMix((static_cast<uint64_t>(seed) << 2) | static_cast<uint64_t>(plane));
const float angle = Unit(hash) * 6.28318530718f;
const glm::vec2 offset(Unit(SplitMix(hash)), Unit(SplitMix(hash + 1)));
const float c = std::cos(angle), s = std::sin(angle);
return glm::vec2(c * uv.x - s * uv.y, s * uv.x + c * uv.y) + offset;
}
float Sample(const std::vector<uint8_t>& alpha, const glm::vec2& uv) {