fix(dashboard): white pines, see-through hills and fighting surfaces in the 3D views

- Shader 94 ("Basic") draws with vertex colors: its class's technique setup
  names Technique_Basic_Lighting_VertColor, as 38 "Basic VC" does. The views
  treated it as having none, so Nimbus Station's glom pines (tag S84) came
  out as their grey texture, white. The other shader looks in use were
  checked the same way (33, 35, 37, 70, 82, 84, 105 hold).
- Two layer shaders: NiTexturingProperty's dark texture and the UV set each
  texture's flags name are read, and the views draw "Two Layers Blended" as
  the dark texture under the base one by the vertex alpha (no longer as
  opacity) and "Two Textures Added" as in TwoLayersAdded_PS. Avant Gardens'
  snowy grass mounds were see-through hills. The client ships no technique
  for the blended ones, so that blend follows the meshes' data.
- The near plane follows how far out the camera is (distance / 400, 0.5 to
  20) instead of a fixed 0.5 over a far plane in the thousands, so ground
  overlays, floor rings and road pieces stop fighting in far views.
- Conversion format 3 (new model data), so kept conversions are made again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 09:07:35 -05:00
parent 966a12f4af
commit 7c6c4bc232
9 changed files with 272 additions and 77 deletions

View File

@@ -35,6 +35,10 @@ namespace NifFile {
int32_t embeddedTexture{ -1 }; // else the block with the texture's pixels in the file (EmbeddedTexture)
bool clampU{};
bool clampV{};
// NiTexturingProperty's dark texture (its second slot), which the client's two layer shaders blend or add to
// the base texture; as `texture` and `embeddedTexture`
std::string darkTexture;
int32_t embeddedDarkTexture{ -1 };
int32_t shaderTag{ -1 }; // mapShaders id from a multishader tag in the name of the mesh or a node above it
};
@@ -42,7 +46,8 @@ namespace NifFile {
Material material;
std::vector<float> positions; // x, y, z per vertex, in the model's space
std::vector<float> normals; // empty when the geometry has none
std::vector<float> uvs; // u, v per vertex, empty when none
std::vector<float> uvs; // u, v per vertex, empty when none: the UV set the base texture names
std::vector<float> uvs2; // the UV set the dark texture names, empty without one
std::vector<uint8_t> colors; // r, g, b, a per vertex (sRGB), empty when none
std::vector<uint16_t> indices; // triangles
};
@@ -82,7 +87,11 @@ namespace NifFile {
UNLIT = 1, // no lighting: the colors as they are (the "NoLighting" techniques)
NO_TEXTURE = 2, // the texture isn't sampled ("NoTexture")
NO_VERTEX_COLORS = 4, // vertex colors aren't read
MATERIAL_COLOR = 8 // NiMaterialProperty's diffuse color is (the "Material" techniques)
MATERIAL_COLOR = 8, // NiMaterialProperty's diffuse color is (the "Material" techniques)
// Two textures (base and dark, each with its UV set): blended by the vertex alpha, which is then no opacity
// ("Two Layers Blended"), or added, weighted by the material's diffuse red and green ("Two Textures Added")
TWO_LAYERS_BLENDED = 16,
TWO_LAYERS_ADDED = 32
};
// eShaderLook bits of a shader (mapShaders.gameValue); 0 for the usual lit look and for fixed function
@@ -114,10 +123,11 @@ namespace NifFile {
* A model for the browser: a little-endian uint32 with the length of a JSON header, the header (padded with spaces
* to a multiple of 4), then the binary data it describes. Per mesh at "offset": float32 positions (3 per vertex),
* int8 normals (3 per vertex, times 127, padded to 4 bytes) when "normals", float32 UVs (2 per vertex) when "uv",
* uint8 RGBA colors when "colors", then uint16 indices (padded to 4 bytes). `textures[i]` is where mesh i's texture
* is (empty: none); the header lists each once in "textures" and a mesh's "texture" indexes it (-1: none).
* float32 dark texture UVs when "uv2", uint8 RGBA colors when "colors", then uint16 indices (padded to 4 bytes).
* `textures[i]` is where mesh i's texture is (empty: none) and `darkTextures[i]` its dark texture; the header
* lists each once in "textures" and a mesh's "texture" and "darkTexture" index it (-1: none).
*/
std::string Encode(const Model& model, const std::vector<std::string>& textures);
std::string Encode(const Model& model, const std::vector<std::string>& textures, const std::vector<std::string>& darkTextures = {});
/**
* A texture stored inside a .nif (NiPixelData or NiPersistentSrcTextureRendererData, block `block`) as a DDS file