feat(dashboard): metal and glow looks in the UGC and zone 3D views

NifFile::ShaderLookFor knows Polished Metal (98), Brushed Steel (99) and
LEGO-Emissive (53). The UGC mesh route sends each mesh's look (from its
multishader tag), and the UGC 3D view draws metal as reflective and glow
unlit. The zone views draw LEGO-Emissive objects going to their vertex
color by its alpha, as the shader does.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 09:55:00 -05:00
parent b34e8cb254
commit bc9ffeefaf
10 changed files with 130 additions and 21 deletions

View File

@@ -492,6 +492,31 @@ TEST(NifFileTests, KnowsWhatEachShaderLeavesOut) {
EXPECT_EQ(NifFile::ShaderLookFor(37), NifFile::NO_TEXTURE); // Basic VC NT
EXPECT_EQ(NifFile::ShaderLookFor(70), NifFile::UNLIT); // ScrollingUV_NoLight_AnimAlpha
EXPECT_EQ(NifFile::ShaderLookFor(32), NifFile::UNLIT | NifFile::NO_VERTEX_COLORS | NifFile::MATERIAL_COLOR); // Basic NL Material
// The UGC server's metal and glow groups: Polished Metal, Brushed Steel, LEGO-Emissive
EXPECT_EQ(NifFile::ShaderLookFor(98), NifFile::REFLECTIVE);
EXPECT_EQ(NifFile::ShaderLookFor(99), NifFile::REFLECTIVE | NifFile::BRUSHED);
EXPECT_EQ(NifFile::ShaderLookFor(53), NifFile::EMISSIVE);
// Through a multishader tag's gameValue (S88 -> 98), as a player model's parts are drawn
EXPECT_EQ(NifFile::ShaderLookFor(NifFile::MultishaderPart(98)), NifFile::REFLECTIVE);
EXPECT_EQ(NifFile::ShaderLookFor(NifFile::MultishaderPart(std::nullopt)), 0);
}
TEST(NifFileTests, EncodesEachMeshsLook) {
NifFile::Model model;
model.meshes.resize(2);
for (auto& mesh : model.meshes) {
mesh.positions = { 0, 0, 0, 1, 0, 0, 0, 1, 0 };
mesh.indices = { 0, 1, 2 };
}
const auto header = [](const std::string& encoded) {
uint32_t length = 0;
std::memcpy(&length, encoded.data(), 4);
return nlohmann::json::parse(encoded.substr(4, length));
};
const auto with = header(NifFile::Encode(model, { "", "" }, {}, { NifFile::REFLECTIVE, NifFile::EMISSIVE }));
EXPECT_EQ(with["meshes"][0]["look"], NifFile::REFLECTIVE);
EXPECT_EQ(with["meshes"][1]["look"], NifFile::EMISSIVE);
EXPECT_FALSE(header(NifFile::Encode(model, { "", "" }))["meshes"][0].contains("look"));
}
// The game client's own meshes, when a client is configured (DLU_CLIENT_RES, else client_location in the build's

View File

@@ -33,13 +33,13 @@ same(S.textureAlphaMode(manifest, 1, { shaderTag: 1 }), 'decal', 'LEGO part text
same(S.textureAlphaMode(manifest, 1, { shaderTag: 30 }), 'opacity', 'Basic VC part texture alpha');
// Lit, textured, vertex colors, no material colors: Basic VC
same(S.gameLook(manifest, 1, { ...colored, shaderTag: 30 }), { lit: true, texture: true, vertexColors: true, material: false, layers: null }, 'Basic VC');
same(S.gameLook(manifest, 1, { ...colored, shaderTag: 30 }), { lit: true, texture: true, vertexColors: true, material: false, layers: null, metal: null, emissive: false }, 'Basic VC');
// Vertex colors are read even when NiVertexColorProperty ignores them, but only if the mesh has some
same(S.gameLook(manifest, 0, { ...colored, vertexColors: 0 }).vertexColors, true, 'shader reads vertex colors');
same(S.gameLook(manifest, 0, {}).vertexColors, false, 'mesh without vertex colors');
same(S.gameLook(manifest, 3, colored), { lit: false, texture: false, vertexColors: true, material: false, layers: null }, 'Basic NL VC NT');
same(S.gameLook(manifest, 3, colored), { lit: false, texture: false, vertexColors: true, material: false, layers: null, metal: null, emissive: false }, 'Basic NL VC NT');
// Fixed function: NiVertexColorProperty and the material decide
same(S.gameLook(manifest, 2, { ...colored, vertexColors: 0 }), { lit: true, texture: true, vertexColors: false, material: true, layers: null }, 'fixed function');
same(S.gameLook(manifest, 2, { ...colored, vertexColors: 0 }), { lit: true, texture: true, vertexColors: false, material: true, layers: null, metal: null, emissive: false }, 'fixed function');
// Without the zone's lighting the viewer lights scenery itself
same(S.gameLook({ ...manifest, lighting: null }, 0, colored), null, 'no lighting');
@@ -63,6 +63,15 @@ same(S.gameLook(layered, 0, colored).layers, 'blended', 'two layers blended');
same(S.gameLook(layered, 1, colored).layers, 'added', 'two layers added');
same(S.gameLook(manifest, 0, colored).layers, null, 'one layer');
// A player model's metal and glow groups (UGC server shader settings): Polished Metal, Brushed Steel, LEGO-Emissive
const shiny = { ...manifest, shaders: [9999], shaderTags: { 1: 5, 88: 98, 89: 99, 46: 53 },
shaderLooks: { 98: S.SHADER_LOOK.REFLECTIVE, 99: S.SHADER_LOOK.REFLECTIVE | S.SHADER_LOOK.BRUSHED, 53: S.SHADER_LOOK.EMISSIVE } };
same(S.gameLook(shiny, 0, { ...colored, shaderTag: 88 }).metal, 'polished', 'polished metal');
same(S.gameLook(shiny, 0, { ...colored, shaderTag: 89 }).metal, 'brushed', 'brushed steel');
same(S.gameLook(shiny, 0, { ...colored, shaderTag: 46 }).emissive, true, 'emissive');
same(S.gameLook(shiny, 0, { ...colored, shaderTag: 1 }).metal, null, 'plastic');
same([S.metalOf(0), S.metalOf(S.SHADER_LOOK.REFLECTIVE), S.metalOf(S.SHADER_LOOK.REFLECTIVE | S.SHADER_LOOK.BRUSHED)], [null, 'polished', 'brushed'], 'metal of look bits');
// The near plane grows with the distance, within limits
same([S.nearPlaneFor(10), S.nearPlaneFor(2000), S.nearPlaneFor(100000)], [0.5, 5, 20], 'near plane');