feat(ugc): opt-in metal and glow shader groups in made models

Player models are multishader (RenderComponent shader 100): the client
wraps each NiLODNode and draws it with the mapShaders id in its name.
With shader_metal, shader_brushed or shader_glow set, the opaque bricks
are split by look into S<id>_Metal_Model, S<id>_Brushed_Model and
S<id>_Glow_Model beside S01_Opaque_Model and S01_Alpha_Model, each with
every LOD level. Metal is LU Toolbox's metallic colors plus Materials.xml
types (shinySteel; brushedSteel and matteSteel for brushed), glow its
glow colors. Glow shapes get an emissive material (glow_emissive) and
their plain color, not the baked one. Transparent glow stays in S01_Alpha.

All off by default, which writes the same bytes as before (tested). Not
how live looked; models already made change only when made again.

The icon renderer reads the groups back by tag and draws glow at its
plain color and metal with a tinted reflection and highlight.

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 b65220b446
commit c39b7ee935
16 changed files with 560 additions and 45 deletions

View File

@@ -26,19 +26,20 @@ namespace UgcBricks {
std::vector<uint32_t> indices;
};
// An LDD material: sRGB color and opacity, 0-255
// An LDD material: sRGB color and opacity, 0-255, and its MaterialType (shinyPlastic, shinySteel, glitter, ...)
struct Material {
uint8_t r{ 160 };
uint8_t g{ 160 };
uint8_t b{ 160 };
uint8_t a{ 255 };
std::string type;
bool Transparent() const { return a < 255; }
};
// A .g file ("10GB" magic, counts, positions, normals, texture coordinates for decorated parts, indices)
std::optional<Geometry> ParseGeometry(std::string_view data);
// Materials.xml: MatID -> color
// Materials.xml: MatID -> color and type
std::map<uint32_t, Material> ParseMaterials(std::string_view xml);
// A file from a zip archive (stored or deflated), matched without regard to case; nullopt when it isn't there