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

@@ -1,6 +1,9 @@
#pragma once
#include <array>
#include <cstdint>
#include <map>
#include <optional>
#include <string>
#include <string_view>
#include <vector>
@@ -32,11 +35,19 @@ namespace UgcModel {
// Whether an LXFML reads but has no bricks at all (nothing to make; not a failure)
bool HasNoBricks(std::string_view lxfml);
/**
* How an opaque color looks in the game when the UGC server's shader settings give it a shader of its own
* (docs/UgcServer.md, "Metal and glow"): the LEGO plastic of S01_Opaque_Model, polished metal, brushed steel or glow.
*/
enum class eLook : uint8_t { PLASTIC = 0, METAL, BRUSHED, GLOW };
constexpr size_t LOOK_COUNT = 4;
struct Mesh {
std::vector<glm::vec3> positions;
std::vector<glm::vec3> normals;
std::vector<glm::vec4> colors; // sRGB, 0..1, alpha is opacity
std::vector<glm::vec3> glow; // linear glow color per vertex (LU Toolbox's "Glow" layer); empty when nothing glows
std::vector<eLook> looks; // per vertex; empty when everything is plastic
std::vector<uint32_t> indices;
size_t TriangleCount() const { return indices.size() / 3; }
@@ -62,6 +73,19 @@ namespace UgcModel {
BRICKDB, // the brick database's Materials.xml
};
/**
* Which colors have which look, from the client's data: a Materials.xml MaterialType (brickdb.zip) and LU Toolbox's
* metallic and glow colors (UgcPalette). Glow wins over metal; transparent bricks are always plastic.
*/
struct LookRules {
std::map<std::string, eLook> materialTypes{ { "shinySteel", eLook::METAL }, { "brushedSteel", eLook::BRUSHED }, { "matteSteel", eLook::BRUSHED } };
bool paletteMetallic{ true }; // LU Toolbox's Metallic colors (UgcPalette::IsMetallic) are METAL
bool paletteGlow{ true }; // its glow colors (UgcPalette::Glow) are GLOW
};
// The look of an opaque material `id` whose Materials.xml entry is `material`
eLook LookOf(uint32_t id, const UgcBricks::Material& material, const LookRules& rules);
struct BuildOptions {
ePalette palette{ ePalette::LU_TOOLBOX };
float colorVariation{ 5.0f }; // percent, 0: none (LU Toolbox: Apply Color Variation, 5%)
@@ -69,6 +93,7 @@ namespace UgcModel {
float transparentOpacity{ 58.82f }; // percent, transparent bricks' vertex alpha (LU Toolbox palette only)
bool icon{}; // the icon renderer's color corrections
uint32_t lod{}; // brickprimitives level
LookRules looks; // which colors are metal and glow (Mesh::looks)
};
/**
@@ -100,8 +125,15 @@ namespace UgcModel {
*/
std::vector<Mesh> Divide(const Mesh& mesh, size_t maxVertices = 65535, size_t maxTriangles = 65535);
// A client .nif's meshes as one model (vertex colors times material color; transparent when blended)
Model FromNif(const NifFile::Model& nif);
// A client .nif's meshes as one model (vertex colors times material color; transparent when blended). `tagLooks`:
// the look of the opaque shapes whose multishader tag (NifFile::ShaderTag, a mapShaders id) is listed
Model FromNif(const NifFile::Model& nif, const std::map<int32_t, eLook>& tagLooks = {});
/**
* The mesh's triangles by look ([eLook] -> its triangles; a triangle's look is its first vertex's), the looks not
* in `separate` staying with PLASTIC. nullopt when nothing is separated: the mesh stays as it is.
*/
std::optional<std::array<Mesh, LOOK_COUNT>> SplitLooks(const Mesh& mesh, const std::array<bool, LOOK_COUNT>& separate);
// The mesh cut into pieces at these index offsets (each piece's triangles start at one), e.g. one per brick
std::vector<Mesh> SplitAt(const Mesh& mesh, const std::vector<size_t>& starts);