mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-21 12:12:48 +00:00
fix(dashboard): scenery models keep their colors, lit like the game
Glom models (multishader) drew their trees, rocks, fences and water white. Their conversions kept on disk from before meshes carried their multishader tag were still served (the cache format version was never bumped), so every part fell back to the LEGO shader, whose texture alpha lays the (mostly grey) texture over the vertex colors that hold the actual colors. Browsers also kept those models for a week. - Bump the conversion format so old conversions are made again, and put it in the manifests; the viewers add it to model and texture URLs. - Light scenery as the client's shaders do: the scene's sun and ambient light from its .lvl (read as level_read_lighting_info, 0x0102f8f0, and EnvironmentManager::SetLightEnv, 0x01088aa0, do), per vertex, clamped, instead of the view's own lights, environment map and tone mapping. The zone takes the lighting most of its objects' scenes have. - Programmable shaders read vertex colors and ignore NiMaterialProperty's color and alpha; unlit and untextured shaders (by mapShaders gameValue) leave out lighting or the texture. Fixed function stays as it was. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -43,14 +43,46 @@ export function parseModel(buffer) {
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* their shader in their node names (mesh.shaderTag); a tag the client can't use falls back to the LEGO shader.
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*/
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export function textureAlphaMode(manifest, asset, mesh) {
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if (!manifest || !manifest.shaders || !manifest.textureAlpha) return 'opacity';
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let shader = manifest.shaders[asset];
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if (shader === undefined || shader === null) return 'opacity';
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if (shader === manifest.multishader) {
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const tagged = mesh && mesh.shaderTag >= 0 && manifest.shaderTags ? manifest.shaderTags[mesh.shaderTag] : undefined;
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shader = tagged !== undefined && tagged >= 3 && tagged <= 108 ? tagged : manifest.defaultShader;
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}
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return manifest.textureAlpha[shader] || 'opacity';
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if (!manifest || !manifest.textureAlpha) return 'opacity';
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const shader = shaderOf(manifest, asset, mesh);
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return shader === null ? 'opacity' : manifest.textureAlpha[shader] || 'opacity';
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}
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/**
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* The shader (mapShaders.gameValue) the game draws a mesh of a model with, or null when the manifest doesn't say
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* (-1 is fixed function). A multishader model's parts name theirs in their node names (mesh.shaderTag, a mapShaders
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* id); a tag the client can't use falls back to the LEGO shader.
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*/
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export function shaderOf(manifest, asset, mesh) {
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if (!manifest || !manifest.shaders) return null;
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const shader = manifest.shaders[asset];
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if (shader === undefined || shader === null) return null;
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if (shader !== manifest.multishader) return shader;
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const tagged = mesh && mesh.shaderTag >= 0 && manifest.shaderTags ? manifest.shaderTags[mesh.shaderTag] : undefined;
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return tagged !== undefined && tagged >= 3 && tagged <= 108 ? tagged : manifest.defaultShader;
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}
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// NifFile::eShaderLook bits
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export const SHADER_LOOK = { UNLIT: 1, NO_TEXTURE: 2, NO_VERTEX_COLORS: 4, MATERIAL_COLOR: 8 };
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/**
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* How a mesh is drawn under the game's shaders, when the manifest has the zone's lighting: {lit, texture,
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* vertexColors, material} — whether the scene's sun and ambient light it, its texture and vertex colors are used, and
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* whether its NiMaterialProperty colors are (only fixed function and the "Material" shaders use them). Null without
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* lighting in the manifest (older servers), for the viewer's own lights.
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*/
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export function gameLook(manifest, asset, mesh) {
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if (!manifest || !manifest.lighting) return null;
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const shader = shaderOf(manifest, asset, mesh);
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const fixedFunction = shader === null || shader < 0;
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const bits = fixedFunction || !manifest.shaderLooks ? 0 : manifest.shaderLooks[shader] || 0;
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return {
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lit: !(bits & SHADER_LOOK.UNLIT),
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texture: !(bits & SHADER_LOOK.NO_TEXTURE),
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// Fixed function reads them as NiVertexColorProperty says; the shaders always do, unless they have none
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vertexColors: !!(mesh.colors && !(bits & SHADER_LOOK.NO_VERTEX_COLORS) && (!fixedFunction || mesh.vertexColors !== 0)),
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material: fixedFunction || !!(bits & SHADER_LOOK.MATERIAL_COLOR)
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};
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}
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/**
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@@ -9,7 +9,7 @@
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* follows the camera, far away, behind everything.
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*/
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import * as THREE from 'three';
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import { parseModel, mergeMeshes, parseDds, decodeDxt, completeChain, linearColors, groupObjects, cellsOf, textureAlphaMode } from '/js/scenery-core.js';
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import { parseModel, mergeMeshes, parseDds, decodeDxt, completeChain, linearColors, groupObjects, cellsOf, textureAlphaMode, gameLook } from '/js/scenery-core.js';
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// Per detail level (the property view's 0 high, 1 medium, 2 low): the model LOD, how far objects are drawn, the
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// largest texture side and a memory budget for geometry and textures
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@@ -64,6 +64,12 @@ export function createScenery({ scene, camera, renderer, urls, focus, onProgress
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onProgress(done, wanted);
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}
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// A model or texture URL with the manifest's conversion format, so a browser's week-long cache of models
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// converted the old way isn't used once the server converts them anew
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function versioned(url) {
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return manifest && manifest.format ? url + (url.includes('?') ? '&' : '?') + 'v=' + manifest.format : url;
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}
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async function fetchBuffer(url) {
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const response = await fetch(url, { credentials: 'same-origin' });
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if (!response.ok) throw new Error(response.status + ' ' + url);
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@@ -105,7 +111,7 @@ export function createScenery({ scene, camera, renderer, urls, focus, onProgress
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const key = lod + '/' + (path.startsWith('#') ? asset + path : path);
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if (!textures.has(key)) {
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const size = detail.texture;
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textures.set(key, fetchBuffer(urls.texture(manifest.zone, asset, slot, lod)).then((buffer) => {
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textures.set(key, fetchBuffer(versioned(urls.texture(manifest.zone, asset, slot, lod))).then((buffer) => {
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const texture = makeTexture(buffer, size);
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if (texture) used += texture.userData.bytes;
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return texture;
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@@ -114,12 +120,15 @@ export function createScenery({ scene, camera, renderer, urls, focus, onProgress
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return textures.get(key);
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}
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function geometryOf(mesh) {
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// Whether a mesh's vertex colors are drawn: as its game look says, else as NiVertexColorProperty does
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const usesVertexColors = (mesh, look) => (look ? look.vertexColors : !!(mesh.colors && mesh.vertexColors !== 0));
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function geometryOf(mesh, look) {
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute('position', new THREE.BufferAttribute(mesh.positions, 3));
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if (mesh.normals) geometry.setAttribute('normal', new THREE.BufferAttribute(mesh.normals, 3, true));
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if (mesh.uvs) geometry.setAttribute('uv', new THREE.BufferAttribute(mesh.uvs, 2));
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if (mesh.colors && mesh.vertexColors !== 0) geometry.setAttribute('color', new THREE.BufferAttribute(linearColors(mesh.colors), 4, true));
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if (usesVertexColors(mesh, look)) geometry.setAttribute('color', new THREE.BufferAttribute(linearColors(mesh.colors), 4, true));
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geometry.setIndex(new THREE.BufferAttribute(mesh.indices, 1));
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if (!mesh.normals) geometry.computeVertexNormals();
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geometry.computeBoundingSphere();
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@@ -149,51 +158,105 @@ export function createScenery({ scene, camera, renderer, urls, focus, onProgress
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#endif
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`;
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// The texture alpha mode's change to a fragment shader
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function textureAlphaPatch(shader, mode) {
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if (mode === 'decal') {
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shader.fragmentShader = shader.fragmentShader.replace('#include <map_fragment>', '').replace('#include <color_fragment>', DECAL_FRAGMENT);
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} else if (mode === 'ignored') {
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shader.fragmentShader = shader.fragmentShader.replace('#include <map_fragment>', OPAQUE_MAP_FRAGMENT);
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}
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}
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function useTextureAlpha(material, mode) {
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if (mode === 'opacity' || !material.map) return material;
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material.onBeforeCompile = (shader) => {
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if (mode === 'decal') {
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shader.fragmentShader = shader.fragmentShader.replace('#include <map_fragment>', '').replace('#include <color_fragment>', DECAL_FRAGMENT);
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} else {
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shader.fragmentShader = shader.fragmentShader.replace('#include <map_fragment>', OPAQUE_MAP_FRAGMENT);
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}
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};
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material.onBeforeCompile = (shader) => textureAlphaPatch(shader, mode);
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material.customProgramCacheKey = () => 'textureAlpha:' + mode;
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return material;
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}
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function materialOf(mesh, map, forSky, alphaMode = 'opacity') {
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// The zone's lights as the game's shaders get them (manifest.lighting), shared by every lit material
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const gameLights = { gameLightColor: { value: new THREE.Vector3(1, 1, 1) }, gameAmbient: { value: new THREE.Vector3() }, gameLightVec: { value: new THREE.Vector3(0, 1, 0) } };
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function setGameLights(lighting) {
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if (!lighting) return;
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gameLights.gameLightColor.value.fromArray(lighting.light);
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gameLights.gameAmbient.value.fromArray(lighting.ambient);
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gameLights.gameLightVec.value.fromArray(lighting.lightVec);
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}
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/**
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* Lighting per vertex as BasicShaders.fx and LEGOPPLighting.fx do it: sun * max(0, N.L) + ambient in the game's
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* (sRGB) color space, which the vertex shader's color output clamps to 1, then made linear for three.js.
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*/
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const GAME_LIGHT_VERTEX = `#include <begin_vertex>
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vec3 gameNormal = normal;
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#ifdef USE_INSTANCING
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gameNormal = mat3( instanceMatrix ) * gameNormal;
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#endif
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gameNormal = normalize( mat3( modelMatrix ) * gameNormal );
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vGameLight = pow( clamp( gameLightColor * max( 0.0, dot( gameNormal, gameLightVec ) ) + gameAmbient, 0.0, 1.0 ), vec3( 2.2 ) );`;
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/**
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* A material that draws a mesh the way its game shader does (gameLook): unlit by the view's own lights and tone
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* mapping, the zone's sun and ambient light per vertex when the shader is lit, the material's color only when the
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* shader reads it.
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*/
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function gameMaterial(options, mesh, alphaMode, look) {
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const material = new THREE.MeshBasicMaterial({
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...options,
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color: look.material ? options.color : new THREE.Color(1, 1, 1)
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});
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material.toneMapped = false;
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material.onBeforeCompile = (shader) => {
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if (options.map) textureAlphaPatch(shader, alphaMode);
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if (!look.lit) return;
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Object.assign(shader.uniforms, gameLights);
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shader.vertexShader = 'uniform vec3 gameLightColor;\nuniform vec3 gameAmbient;\nuniform vec3 gameLightVec;\nvarying vec3 vGameLight;\n' +
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shader.vertexShader.replace('#include <begin_vertex>', GAME_LIGHT_VERTEX);
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shader.fragmentShader = 'varying vec3 vGameLight;\n' +
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shader.fragmentShader.replace('#include <aomap_fragment>', '#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= vGameLight;');
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};
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material.customProgramCacheKey = () => 'game:' + (options.map ? alphaMode : '') + ':' + look.lit;
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return material;
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}
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function materialOf(mesh, map, forSky, alphaMode = 'opacity', look = null) {
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// Nearly everything in the game's files has alpha blending switched on; it only shows where something is see-
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// through: the material, a vertex or the texture (only when the object's shader uses the texture's alpha as
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// opacity). Blended meshes still write depth, as Gamebryo's default does.
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const vertexColors = usesVertexColors(mesh, look);
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let vertexAlpha = false;
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if (mesh.colors && mesh.vertexColors !== 0) for (let i = 3; i < mesh.colors.length && !vertexAlpha; i += 4) vertexAlpha = mesh.colors[i] < 250;
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if (vertexColors) for (let i = 3; i < mesh.colors.length && !vertexAlpha; i += 4) vertexAlpha = mesh.colors[i] < 250;
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const textureAlpha = alphaMode === 'opacity' && !!(map && map.userData.alpha);
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const seeThrough = mesh.blend && (mesh.alpha < 0.99 || vertexAlpha || textureAlpha);
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// The game's shaders take alpha from the vertex colors and texture only; NiMaterialProperty's is for fixed function
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const materialAlpha = look && !look.material ? 1 : mesh.alpha;
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const seeThrough = mesh.blend && (materialAlpha < 0.99 || vertexAlpha || textureAlpha);
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const options = {
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color: new THREE.Color().setRGB(mesh.diffuse[0], mesh.diffuse[1], mesh.diffuse[2], THREE.SRGBColorSpace),
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vertexColors: !!(mesh.colors && mesh.vertexColors !== 0),
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vertexColors,
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transparent: seeThrough,
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opacity: mesh.alpha,
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opacity: materialAlpha,
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alphaTest: mesh.test >= 0 ? Math.max(mesh.test / 255, 0.01) : 0,
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side: mesh.doubleSided ? THREE.DoubleSide : THREE.FrontSide,
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map: map || null
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};
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if (forSky) return useTextureAlpha(new THREE.MeshBasicMaterial({ ...options, depthWrite: false, fog: false }), alphaMode);
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if (look) return gameMaterial(options, mesh, alphaMode, look);
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const material = new THREE.MeshStandardMaterial({ ...options, roughness: 0.85, metalness: 0 });
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material.emissive.setRGB(mesh.emissive[0], mesh.emissive[1], mesh.emissive[2], THREE.SRGBColorSpace);
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return useTextureAlpha(material, alphaMode);
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}
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async function buildParts(asset, lod, forSky) {
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const buffer = await fetchBuffer(urls.mesh(manifest.zone, asset, lod));
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const buffer = await fetchBuffer(versioned(urls.mesh(manifest.zone, asset, lod)));
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const model = parseModel(buffer);
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const parts = [];
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// The sky's layers keep their order; everything else has its look-alike pieces joined
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for (const mesh of forSky ? model.meshes : mergeMeshes(model.meshes)) {
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if (!mesh.vertices || !mesh.indices.length) continue;
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// The sky keeps its own unlit look
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const look = forSky ? null : gameLook(manifest, asset, mesh);
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let map = null;
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if (mesh.texture >= 0 && mesh.uv) {
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if (mesh.texture >= 0 && mesh.uv && (!look || look.texture)) {
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const texture = await loadTexture(asset, mesh.texture, model.header.textures[mesh.texture], lod);
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if (texture) {
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map = texture.clone(); // shares the image; wrapping differs per mesh
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@@ -202,8 +265,8 @@ export function createScenery({ scene, camera, renderer, urls, focus, onProgress
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map.needsUpdate = true;
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}
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}
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const geometry = geometryOf(mesh);
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parts.push({ geometry, material: materialOf(mesh, map, forSky, textureAlphaMode(manifest, asset, mesh)) });
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const geometry = geometryOf(mesh, look);
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parts.push({ geometry, material: materialOf(mesh, map, forSky, textureAlphaMode(manifest, asset, mesh), look) });
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}
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const min = model.header.min, max = model.header.max;
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const radius = Math.hypot(max[0] - min[0], max[1] - min[1], max[2] - min[2]) / 2;
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@@ -361,6 +424,7 @@ export function createScenery({ scene, camera, renderer, urls, focus, onProgress
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if (!response.ok) { manifest = null; return false; }
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manifest = await response.json();
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manifest.url = url;
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setGameLights(manifest.lighting);
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byAsset = groupObjects(manifest.objects);
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if (manifest.sky >= 0) byAsset.delete(manifest.sky);
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}
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