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

@@ -159,6 +159,11 @@ namespace UgcModel {
if (other.glow.empty()) glow.resize(positions.size(), glm::vec3(0.0f));
else glow.insert(glow.end(), other.glow.begin(), other.glow.end());
}
if (!looks.empty() || !other.looks.empty()) {
looks.resize(base, eLook::PLASTIC);
if (other.looks.empty()) looks.resize(positions.size(), eLook::PLASTIC);
else looks.insert(looks.end(), other.looks.begin(), other.looks.end());
}
indices.reserve(indices.size() + other.indices.size());
for (const auto index : other.indices) indices.push_back(base + index);
}
@@ -185,11 +190,39 @@ namespace UgcModel {
return any;
}
eLook LookOf(uint32_t id, const UgcBricks::Material& material, const LookRules& rules) {
if (rules.paletteGlow && UgcPalette::Glow(id)) return eLook::GLOW;
if (rules.paletteMetallic && UgcPalette::IsMetallic(id)) return eLook::METAL;
const auto type = rules.materialTypes.find(material.type);
return type != rules.materialTypes.end() ? type->second : eLook::PLASTIC;
}
std::optional<std::array<Mesh, LOOK_COUNT>> SplitLooks(const Mesh& mesh, const std::array<bool, LOOK_COUNT>& separate) {
if (mesh.looks.size() != mesh.positions.size()) return std::nullopt;
const auto lookOf = [&](size_t triangle) {
const auto look = mesh.looks[mesh.indices[triangle * 3]];
return separate[static_cast<size_t>(look)] ? look : eLook::PLASTIC;
};
bool any = false;
for (size_t t = 0; t < mesh.TriangleCount() && !any; t++) any = lookOf(t) != eLook::PLASTIC;
if (!any) return std::nullopt;
std::array<Mesh, LOOK_COUNT> out;
for (size_t look = 0; look < LOOK_COUNT; look++) {
std::vector<bool> keep(mesh.TriangleCount());
bool some = false;
for (size_t t = 0; t < keep.size(); t++) some = (keep[t] = static_cast<size_t>(lookOf(t)) == look) || some;
if (!some) continue;
out[look] = mesh;
KeepTriangles(out[look], keep);
}
return out;
}
Model Build(const std::vector<Part>& parts, UgcBricks::BrickLibrary& library, const BuildOptions& options) {
Model model;
std::set<uint32_t> missing;
const bool luToolbox = options.palette == ePalette::LU_TOOLBOX;
bool anyGlow = false;
bool anyGlow = false, anyLook = false;
for (uint32_t brick = 0; brick < parts.size(); brick++) {
const auto& part = parts[brick];
const auto design = library.GetDesign(part.designId, options.lod);
@@ -249,6 +282,8 @@ namespace UgcModel {
}
const glm::vec4 color(UgcPalette::LinearToSrgb(linear), alpha);
anyGlow = anyGlow || glow != glm::vec3(0.0f);
const auto look = transparent ? eLook::PLASTIC : LookOf(colorId, library.GetMaterial(colorId), options.looks);
anyLook = anyLook || look != eLook::PLASTIC;
const auto base = static_cast<uint32_t>(mesh.positions.size());
const size_t vertexCount = geometry.positions.size() / 3;
for (size_t v = 0; v < vertexCount; v++) {
@@ -260,13 +295,17 @@ namespace UgcModel {
mesh.positions.push_back(glm::vec3(part.transform * glm::vec4(position, 1.0f)));
mesh.normals.push_back(normal);
mesh.colors.push_back(color);
if (&mesh == &model.opaque) model.opaque.glow.push_back(glow);
if (&mesh == &model.opaque) {
model.opaque.glow.push_back(glow);
model.opaque.looks.push_back(look);
}
}
for (const auto i : geometry.indices) mesh.indices.push_back(base + i);
}
}
if (!anyGlow) model.opaque.glow.clear();
else model.opaque.glow.resize(model.opaque.positions.size(), glm::vec3(0.0f));
if (!anyLook) model.opaque.looks.clear();
model.missingDesigns.assign(missing.begin(), missing.end());
return model;
}
@@ -303,7 +342,7 @@ namespace UgcModel {
return ranges;
}
Model FromNif(const NifFile::Model& nif) {
Model FromNif(const NifFile::Model& nif, const std::map<int32_t, eLook>& tagLooks) {
Model model;
for (const auto& source : nif.meshes) {
Mesh mesh;
@@ -334,6 +373,9 @@ namespace UgcModel {
// Blending only shows where something is see-through (the game's brick models blend every shape)
bool seeThrough = source.material.alphaBlend && source.material.alpha < 0.99f;
for (size_t v = 0; source.material.alphaBlend && !seeThrough && v < mesh.colors.size(); v++) seeThrough = mesh.colors[v].a < 0.99f;
if (const auto look = tagLooks.find(source.material.shaderTag); !seeThrough && look != tagLooks.end() && look->second != eLook::PLASTIC) {
mesh.looks.assign(mesh.positions.size(), look->second);
}
(seeThrough ? model.transparent : model.opaque).Append(mesh);
}
return model;
@@ -355,6 +397,7 @@ namespace UgcModel {
if (source < mesh.normals.size()) piece.normals.push_back(mesh.normals[source]);
if (source < mesh.colors.size()) piece.colors.push_back(mesh.colors[source]);
if (source < mesh.glow.size()) piece.glow.push_back(mesh.glow[source]);
if (source < mesh.looks.size()) piece.looks.push_back(mesh.looks[source]);
}
piece.indices.push_back(it->second);
}
@@ -376,6 +419,7 @@ namespace UgcModel {
if (source < mesh.normals.size()) kept.normals.push_back(mesh.normals[source]);
if (source < mesh.colors.size()) kept.colors.push_back(mesh.colors[source]);
if (source < mesh.glow.size()) kept.glow.push_back(mesh.glow[source]);
if (source < mesh.looks.size()) kept.looks.push_back(mesh.looks[source]);
}
kept.indices.push_back(remap[source]);
}
@@ -408,6 +452,7 @@ namespace UgcModel {
if (source < mesh.normals.size()) current.normals.push_back(mesh.normals[source]);
if (source < mesh.colors.size()) current.colors.push_back(mesh.colors[source]);
if (source < mesh.glow.size()) current.glow.push_back(mesh.glow[source]);
if (source < mesh.looks.size()) current.looks.push_back(mesh.looks[source]);
}
current.indices.push_back(it->second);
}
@@ -460,6 +505,7 @@ namespace UgcModel {
if (source < mesh.normals.size()) half.normals.push_back(mesh.normals[source]);
if (source < mesh.colors.size()) half.colors.push_back(mesh.colors[source]);
if (source < mesh.glow.size()) half.glow.push_back(mesh.glow[source]);
if (source < mesh.looks.size()) half.looks.push_back(mesh.looks[source]);
}
half.indices.push_back(remap[source]);
}