Revert "feat(dashboard): one table of the game's shader techniques for the 3D views"

This reverts commit ee9135437f.
This commit is contained in:
Aaron Kimbrell
2026-09-28 13:53:44 -05:00
parent c3b52545b5
commit d6dd573741
7 changed files with 123 additions and 515 deletions

View File

@@ -719,182 +719,79 @@ namespace NifFile {
return tagShader && *tagShader >= 3 && *tagShader <= 0x6C ? *tagShader : LEGO_SHADER;
}
namespace {
using F = eShaderFamily;
constexpr auto OPACITY = eTextureAlpha::OPACITY, DECAL = eTextureAlpha::DECAL, IGNORED = eTextureAlpha::IGNORED;
struct TechniqueRow {
int32_t shader;
ShaderTechnique technique;
};
/**
* Every mapShaders gameValue, by the technique its shader class sets up (ShaderManager's factory table at
* 0x01889608, indexed by gameValue; the class's technique setup names it) and the client's res/shaders/*.fx.
* Checked in the client: 33 and 82 Technique_Basic_NoLighting_VertColor_NoTexture, 35 and 84
* Technique_Basic_NoLighting_VertColor, 37 Technique_Basic_Lighting_VertColor_NoTexture, 38 and 94
* Technique_Basic_Lighting_VertColor (94 "Basic": the vtable slot at +0x90 of the class made at 0x0045f240 names
* it), 70 Technique_AlphaAsAlpha_UVScrolling_SimpleV_NoLighting_AlphaAnim, 105
* Technique_TwoLayersBlended_NoLighting_VertColor_UVScrolling. The rest follow their mapShaders labels ("NL" no
* lighting, "NT" no texture, "VC" vertex colors, "AnimUV"/"ScrollingUV" the texture transform, "OneSidedAlpha"
* AlphaAsAlpha culled) and the technique of that name in res/shaders.
*/
constexpr TechniqueRow TECHNIQUES[] = {
{ -1, { F::FIXED_FUNCTION, 0, OPACITY, 0 } },
// TerrainDiffuse.fx's mesh techniques: the texture times the vertex colors and the light, alpha only the fade
{ 2, { F::TERRAIN, 0, OPACITY, NO_BLEND } }, // Terrain Mesh
{ 3, { F::TERRAIN, 0, IGNORED, RIM_LIGHT | NO_BLEND } }, // Terrain Mesh Rim Light
{ 97, { F::TERRAIN, 0, OPACITY, DIFFUSE_ONLY | NO_BLEND } }, // Terrain Diffuse Map Only
eTextureAlpha TextureAlphaFor(int32_t shader) {
switch (shader) {
// LEGOPPLighting: textured alone the texture's alpha is forced to 1; with vertex colors it only lays the
// texture over them (lerp by its alpha) and the vertex alpha is what shows through
{ 4, { F::LEGO, 0, DECAL, 0 } }, // LEGO (No LOD)
{ 5, { F::LEGO, 0, DECAL, 0 } }, // LEGO
{ 12, { F::LEGO, 0, DECAL, 0 } }, // LEGO-Reveal (the reveal mask left out)
{ 14, { F::LEGO, 0, OPACITY, NON_DECAL } }, // LEGO Masked NonDecal (the specular mask left out)
{ 19, { F::LEGO, 0, DECAL, 0 } }, // Powerups (their own effect, drawn as LEGO)
{ 20, { F::LEGO, 0, DECAL, 0 } }, // Orb (Powerups.fx, drawn as LEGO)
{ 22, { F::LEGO, EMISSIVE, OPACITY, SUPER_EMISSIVE } }, // LEGO-SuperEmissive
{ 25, { F::LEGO, 0, DECAL, 0 } }, // LEGO_FrontEnd
{ 26, { F::LEGO, 0, OPACITY, NON_DECAL } }, // LEGO_FaceCreate
{ 27, { F::LEGO, 0, DECAL, GLOW } }, // LEGO-Glow
{ 28, { F::LEGO, 0, DECAL, GRAYSCALE } }, // LEGO-Grayscale
{ 29, { F::LEGO, 0, DECAL, GLOW | IGNORE_VERTEX_ALPHA } }, // LEGO-Glow-IgnoreVertAlpha
{ 30, { F::LEGO, 0, DECAL, UV_ANIM } }, // LEGO-AnimUV
case 4: case 5: case 12: case 25: case 27: case 28: case 29: case 30: case 50: case 72: case 88:
// Darkling: the same lay-over; alpha from lighting or the fade
case 75: case 76: case 77: case 102: case 103: case 104:
return eTextureAlpha::DECAL;
// LEGOPPLighting_Item: texture alpha forced to 1, multiplied by the vertex colors
{ 31, { F::LEGO, 0, IGNORED, NON_DECAL } }, // LEGO-Item
{ 48, { F::LEGO, 0, IGNORED, NON_DECAL | GLOW } }, // LEGO-ItemGlow
{ 50, { F::LEGO, 0, DECAL, 0 } }, // LEGO-FadeUp (as when faded in)
{ 53, { F::LEGO, EMISSIVE, OPACITY, 0 } }, // LEGO-Emissive
{ 72, { F::LEGO, 0, DECAL, SHINY_GLINT } }, // ShinyGlint
{ 88, { F::LEGO, 0, DECAL, NO_AMBIENT } }, // LEGO NoAmbient
{ 92, { F::LEGO, 0, DECAL, 0 } }, // Pet Taming LEGO In Cloud
// LEGOPPLighting's NL pixel shaders: the vertex color or texture as it is
{ 52, { F::BASIC, UNLIT, OPACITY, ANIM_ALPHA } }, // LEGO-No Light
// Darkling: the same lay-over; the dark texture on the second UV set through a window of vertex alphas
{ 75, { F::DARKLING, 0, DECAL, 0 } }, // Darkling
{ 76, { F::DARKLING, 0, DECAL, SPECULAR } }, // Darkling /w Specular
{ 77, { F::DARKLING, 0, DECAL, NON_DECAL } }, // Darkling Structure
{ 102, { F::DARKLING, 0, DECAL, SHINY_GLINT } }, // Darking Shiny Glint
{ 103, { F::DARKLING, 0, DECAL, SPECULAR | SHINY_GLINT } }, // Darkling /w Specular Shiny Glint
{ 104, { F::DARKLING, 0, DECAL, NON_DECAL | SHINY_GLINT } }, // Darkling Structure Shiny Glint
// AlphaAsAlpha: texture times the (lit) vertex color, both sides
{ 7, { F::BASIC, 0, OPACITY, DOUBLE_SIDED } }, // VertColor_Alpha
{ 8, { F::BASIC, UNLIT, OPACITY, DOUBLE_SIDED | ANIM_ALPHA } }, // VertColor_NoLighting_Alpha
{ 9, { F::BASIC, 0, OPACITY, DOUBLE_SIDED } }, // VertColor_Alpha_Fade
{ 10, { F::BASIC, UNLIT, OPACITY, DOUBLE_SIDED | ANIM_ALPHA | BLEND } }, // VertColorTex_NoLight_AlphaBlend
{ 54, { F::BASIC, UNLIT, OPACITY, DOUBLE_SIDED | ANIM_ALPHA | ALPHA_TEST } }, // VertColorTex_NoLight_AlphaTest
{ 13, { F::BASIC, 0, OPACITY, UV_ANIM } }, // ScrollingUV
{ 70, { F::BASIC, UNLIT, OPACITY, UV_ANIM | ANIM_ALPHA } }, // ScrollingUV_NoLight_AnimAlpha
{ 73, { F::BASIC, UNLIT, OPACITY, UV_ANIM | ANIM_ALPHA } }, // ScrollingUV_NoLight_AimAlpha_Post
{ 81, { F::BASIC, UNLIT, OPACITY, UV_ANIM | ANIM_ALPHA | NO_FOG } }, // ScrollingUV NL AnimAlpha NoFog
// OneSidedAlpha: the same, culled
{ 55, { F::BASIC, 0, OPACITY, 0 } }, // OneSidedAlpha VC
{ 56, { F::BASIC, UNLIT | NO_VERTEX_COLORS, OPACITY, 0 } }, // OneSidedAlpha NL
{ 57, { F::BASIC, UNLIT, OPACITY, ANIM_ALPHA } }, // OneSidedAlpha NL VC
{ 58, { F::BASIC, UNLIT | NO_TEXTURE, OPACITY, ANIM_ALPHA } }, // OneSidedAlpha NL VC NT
{ 59, { F::BASIC, 0, OPACITY, UV_ANIM } }, // OneSidedAlpha AnimUV V Skinned
{ 60, { F::BASIC, 0, OPACITY, 0 } }, // OneSidedAlpha VC Skinned
{ 61, { F::BASIC, UNLIT | NO_VERTEX_COLORS, OPACITY, 0 } }, // OneSidedAlpha NL Skinned
{ 62, { F::BASIC, UNLIT, OPACITY, ANIM_ALPHA } }, // OneSidedAlpha NL VC Skinned
{ 63, { F::BASIC, UNLIT | NO_TEXTURE, OPACITY, ANIM_ALPHA } }, // OneSidedAlpha NL VC NT Skinned
{ 64, { F::BASIC, 0, OPACITY, UV_ANIM } }, // OneSidedAlpha AnimUV V
{ 68, { F::BASIC, UNLIT, OPACITY, ANIM_ALPHA } }, // OneSidedAlpha NL AnimAlpha
// BasicShaders
{ 11, { F::BASIC, UNLIT | NO_TEXTURE, OPACITY, ANIM_ALPHA } }, // VertColor_NoLight_NoTex_AnimAlpha
{ 15, { F::BASIC, UNLIT, OPACITY, 0 } }, // VC_NoLighting_2D
{ 16, { F::BASIC, UNLIT | NO_TEXTURE, OPACITY, 0 } }, // VC_NL_NoTex_2D
{ 17, { F::BASIC, UNLIT, OPACITY, 0 } }, // TV Screen (its static and flicker left out)
{ 18, { F::BASIC, UNLIT, OPACITY, 0 } }, // Head Icon
{ 23, { F::BASIC, UNLIT, OPACITY, 0 } }, // Over Everything (Unlit)
{ 24, { F::BASIC, UNLIT, OPACITY, NO_FOG | BLEND } }, // Fogless GrayBubble
{ 32, { F::BASIC, UNLIT | NO_VERTEX_COLORS | MATERIAL_COLOR, OPACITY, 0 } }, // Basic NL Material
{ 33, { F::BASIC, UNLIT | NO_TEXTURE, OPACITY, ANIM_ALPHA } }, // Basic NL VC NT
{ 34, { F::BASIC, UNLIT | NO_VERTEX_COLORS, OPACITY, 0 } }, // Basic NL
{ 35, { F::BASIC, UNLIT, OPACITY, 0 } }, // Basic NL VC
{ 36, { F::BASIC, UNLIT | NO_VERTEX_COLORS, OPACITY, UV_ANIM } }, // Basic NL UVAnim
{ 37, { F::BASIC, NO_TEXTURE, OPACITY, 0 } }, // Basic VC NT
{ 38, { F::BASIC, 0, OPACITY, 0 } }, // Basic VC
{ 39, { F::BASIC, 0, OPACITY, UV_ANIM } }, // Basic VC UVAnim
{ 49, { F::BASIC, 0, OPACITY, 0 } }, // Experimental Stub
{ 65, { F::BASIC, 0, OPACITY, BASIC_EMISSIVE } }, // VC_Texture_Emissive
{ 80, { F::BASIC, UNLIT | NO_TEXTURE, OPACITY, 0 } }, // Basic NL NT
{ 82, { F::BASIC, UNLIT | NO_TEXTURE, OPACITY, NO_BLEND | NO_FOG } }, // Opaque NL VC NT NoFog
{ 83, { F::BASIC, UNLIT | NO_VERTEX_COLORS, OPACITY, NO_BLEND | NO_FOG } }, // Opaque NL NoFog
{ 84, { F::BASIC, UNLIT, OPACITY, NO_BLEND | NO_FOG } }, // Opaque NL VC NoFog
{ 85, { F::BASIC, NO_TEXTURE, OPACITY, NO_BLEND | NO_FOG } }, // Opaque VC NT NoFog
{ 86, { F::BASIC, 0, OPACITY, NO_BLEND | NO_FOG } }, // Opaque VC NoFog
{ 87, { F::BASIC, UNLIT, OPACITY, ADDITIVE } }, // Additive NoLight VertColor
{ 91, { F::BASIC, UNLIT, OPACITY, BLEND } }, // Pet Taming Imagination Cloud
{ 94, { F::BASIC, 0, OPACITY, 0 } }, // Basic
{ 108, { F::BASIC, UNLIT | NO_VERTEX_COLORS | MATERIAL_COLOR, OPACITY, 0 } }, // Over Everything Material Unlit
// Two layers (TwoLayersAdded_PS in BasicShaders.fx; the client ships no Technique_TwoLayersBlended_* shader,
// so the blended ones follow the meshes' data: the dark texture under the base one by the vertex alpha, as
// Avant Gardens' snow caps and grass fade into rock by it)
{ 93, { F::BASIC, UNLIT | TWO_LAYERS_ADDED, OPACITY, UV_ANIM } }, // Two Textures Added NL VC AnimUV
{ 105, { F::BASIC, UNLIT | TWO_LAYERS_BLENDED, OPACITY, UV_ANIM } }, // Two Layers Blended NL VC AnimUV
{ 106, { F::BASIC, TWO_LAYERS_BLENDED, OPACITY, UV_ANIM } }, // Two Layers Blended VC AnimUV
{ 107, { F::BASIC, TWO_LAYERS_ADDED, OPACITY, UV_ANIM } }, // Two Layers Added VC AnimUV
// Metallic.fx: both load their reflection cubes themselves (textures/metal)
{ 98, { F::METAL, REFLECTIVE, OPACITY, 0 } }, // Polished Metal
{ 99, { F::METAL, REFLECTIVE | BRUSHED, OPACITY, 0 } }, // Brushed Steel
{ 100, { F::METAL, REFLECTIVE | BRUSHED, OPACITY, 0 } }, // Brushed Steel Item
{ 6, { F::CLEAR_PLASTIC, 0, OPACITY, BLEND } }, // Clear Plastic
{ 51, { F::BRICK_WATER, 0, OPACITY, 0 } }, // BrickWater
// Ocean.fx
{ 69, { F::OCEAN, 0, OPACITY, UV_ANIM } }, // Distortion (Ocean)
{ 89, { F::OCEAN, 0, OPACITY, UV_ANIM } }, // Distortion Directional (Ocean)
{ 90, { F::OCEAN, UNLIT, OPACITY, UV_ANIM | OCEAN_FX } }, // Distortion FX (Ocean)
{ 95, { F::OCEAN, 0, OPACITY, UV_ANIM | BLEND } }, // Distortion NoDepth (Ocean) (Alpha)
{ 101, { F::OCEAN, UNLIT, OPACITY, UV_ANIM } }, // Distortion (Ocean) Unlit
{ 78, { F::FLAT_SURF, 0, OPACITY, UV_ANIM } }, // Flat Surf
// Drawn by other passes, not in the world: footprints, post-processing, drop shadows, Technique_Undefined
{ 21, { F::BASIC, 0, OPACITY, NOT_DRAWN } }, // Model Footprint
{ 71, { F::BASIC, 0, OPACITY, NOT_DRAWN } }, // PostProcess Gray Bubble
{ 74, { F::BASIC, 0, OPACITY, NOT_DRAWN } }, // Drop Shadow
{ 79, { F::BASIC, 0, OPACITY, NOT_DRAWN } }, // Post Process Gray Bubble Interior Ghost
{ 96, { F::BASIC, 0, OPACITY, NOT_DRAWN } }, // Undefined
};
}
const char* FamilyName(eShaderFamily family) {
switch (family) {
case eShaderFamily::FIXED_FUNCTION: return "fixed";
case eShaderFamily::LEGO: return "lego";
case eShaderFamily::BASIC: return "basic";
case eShaderFamily::METAL: return "metal";
case eShaderFamily::CLEAR_PLASTIC: return "clearPlastic";
case eShaderFamily::OCEAN: return "ocean";
case eShaderFamily::FLAT_SURF: return "flatSurf";
case eShaderFamily::BRICK_WATER: return "brickWater";
case eShaderFamily::DARKLING: return "darkling";
case eShaderFamily::TERRAIN: return "terrain";
case 31: case 48:
// TerrainMeshLighting_Rim: texture times vertex colors, alpha only the fade
case 3:
return eTextureAlpha::IGNORED;
default:
return eTextureAlpha::OPACITY;
}
return "lego";
}
ShaderTechnique TechniqueFor(int32_t shader) {
for (const auto& row : TECHNIQUES) {
if (row.shader == shader) return row.technique;
}
return ShaderTechnique{}; // the LEGO shader, as the client falls back to
}
std::string TechniquesJson(const std::vector<int32_t>& shaders) {
nlohmann::json out = nlohmann::json::object();
for (const auto shader : shaders) {
const auto technique = TechniqueFor(shader);
const char* alpha = technique.textureAlpha == eTextureAlpha::DECAL ? "decal" : technique.textureAlpha == eTextureAlpha::IGNORED ? "ignored" : "opacity";
out[std::to_string(shader)] = { {"family", FamilyName(technique.family)}, {"look", technique.look}, {"alpha", alpha}, {"flags", technique.flags} };
}
return out.dump();
}
eTextureAlpha TextureAlphaFor(int32_t shader) {
return TechniqueFor(shader).textureAlpha;
}
uint16_t ShaderLookFor(int32_t shader) {
return TechniqueFor(shader).look;
// By the technique each shader class sets up (ShaderManager's factory table at 0x01889608, indexed by gameValue;
// the class's technique setup names it). Checked in the client: 33 and 82 Technique_Basic_NoLighting_VertColor_
// NoTexture, 35 and 84 Technique_Basic_NoLighting_VertColor, 37 Technique_Basic_Lighting_VertColor_NoTexture,
// 38 and 94 Technique_Basic_Lighting_VertColor, 70 Technique_AlphaAsAlpha_UVScrolling_SimpleV_NoLighting_
// AlphaAnim, 105 Technique_TwoLayersBlended_NoLighting_VertColor_UVScrolling. The rest follow their mapShaders
// labels ("NL" no lighting, "NT" no texture, "VC" vertex colors)
switch (shader) {
// Basic NL Material, Over Everything Material Unlit
case 32: case 108:
return UNLIT | NO_VERTEX_COLORS | MATERIAL_COLOR;
// Basic NL, Basic NL UVAnim, OneSidedAlpha NL (and skinned), Opaque NL NoFog
case 34: case 36: case 56: case 61: case 83:
return UNLIT | NO_VERTEX_COLORS;
// (94 "Basic" is Technique_Basic_Lighting_VertColor like "Basic VC": its shader's technique setup, the vtable
// slot at +0x90 of the class made at 0x0045f240, names that technique, so it's the usual look)
// VertColor_NoLight_NoTex_AnimAlpha, VC_NL_NoTex_2D, Basic NL VC NT, OneSidedAlpha NL VC NT (and skinned),
// Basic NL NT, Opaque NL VC NT NoFog
case 11: case 16: case 33: case 58: case 63: case 80: case 82:
return UNLIT | NO_TEXTURE;
// Basic VC NT, Opaque VC NT NoFog
case 37: case 85:
return NO_TEXTURE;
// Two Textures Added NL VC AnimUV (TwoLayersAdded_PS in BasicShaders.fx), Two Layers Added VC AnimUV
case 93:
return UNLIT | TWO_LAYERS_ADDED;
case 107:
return TWO_LAYERS_ADDED;
// Two Layers Blended NL VC AnimUV and Two Layers Blended VC AnimUV. The client names techniques for them
// (Technique_TwoLayersBlended_*) that no shader it ships has, so how the game draws them is a guess: the dark
// texture under the base one by the vertex alpha, as the meshes' data suggests (Avant Gardens' snow caps
// and grass fade into rock by it)
case 105:
return UNLIT | TWO_LAYERS_BLENDED;
case 106:
return TWO_LAYERS_BLENDED;
// VertColor_NoLighting_Alpha, VertColorTex_NoLight_AlphaBlend and _AlphaTest, VC_NoLighting_2D, Over
// Everything (Unlit), Basic NL VC, LEGO-No Light, OneSidedAlpha NL VC (and skinned), OneSidedAlpha NL
// AnimAlpha, the NoLight scrolling UVs, Opaque NL VC NoFog, Additive NoLight VertColor, Distortion (Ocean)
// Unlit
case 8: case 10: case 54: case 15: case 23: case 35: case 52: case 57: case 62: case 68: case 70: case 73: case 81:
case 84: case 87: case 101:
return UNLIT;
// Polished Metal (Technique_Lighting_PolishedMetal_VertColor in Metallic.fx) and Brushed Steel (its noise
// in object space); both load their reflection textures themselves
case 98:
return REFLECTIVE;
case 99:
return REFLECTIVE | BRUSHED;
// LEGO-Emissive
case 53:
return EMISSIVE;
default:
return 0;
}
}
std::optional<Model> Parse(std::string_view data, uint32_t lod, std::string& error) {

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@@ -78,7 +78,7 @@ namespace NifFile {
// The shader (gameValue) a multishader part is drawn with, from its tag's gameValue: outside 3..108 the LEGO shader
int32_t MultishaderPart(std::optional<int32_t> tagShader);
// What a texture's alpha does under a shader (mapShaders.gameValue, TechniqueFor); -1 is fixed function (opacity)
// What a texture's alpha does under a shader (mapShaders.gameValue); -1 is fixed function (opacity)
eTextureAlpha TextureAlphaFor(int32_t shader);
/**
@@ -112,66 +112,6 @@ namespace NifFile {
// eShaderLook bits of a shader (mapShaders.gameValue); 0 for the usual lit look and for fixed function
uint16_t ShaderLookFor(int32_t shader);
/**
* The client's shader families (res/shaders/*.fx), each drawn by one program in the dashboard's 3D views
* (static/js/game-shaders.js): FIXED_FUNCTION Gamebryo's own lighting with the material; LEGO LEGOPPLighting (hemisphere
* lit sun, fresnel rim, specular, a faint environment reflection); BASIC BasicShaders and AlphaAsAlpha (sun * N.L +
* ambient per vertex, or unlit, times vertex color and texture); METAL Metallic.fx; CLEAR_PLASTIC ClearPlastic.fx;
* OCEAN Ocean.fx's Distortion techniques (warped texture layers); FLAT_SURF Ocean.fx's Flat Surf; BRICK_WATER
* BrickWater.fx; DARKLING LEGOPPLighting's Darkling techniques (a second, dark texture on its own UV set); TERRAIN
* TerrainDiffuse.fx's mesh techniques.
*/
enum class eShaderFamily : uint8_t { FIXED_FUNCTION, LEGO, BASIC, METAL, CLEAR_PLASTIC, OCEAN, FLAT_SURF, BRICK_WATER, DARKLING, TERRAIN };
// Its name in the scenery manifest ("fixed", "lego", "basic", "metal", "clearPlastic", "ocean", "flatSurf", "brickWater", "darkling", "terrain")
const char* FamilyName(eShaderFamily family);
// What a technique does besides its family and eShaderLook bits (static/js/scenery-core.js TECHNIQUE has the same bits)
enum eTechniqueFlag : uint32_t {
UV_ANIM = 1, // the base texture moves by the .nif's texture transform (g_textureMotion)
DOUBLE_SIDED = 2, // Cullmode none (AlphaAsAlpha)
BLEND = 4, // alpha blended without depth writes
ALPHA_TEST = 8, // cut out by the alpha
ADDITIVE = 16, // added onto what's behind
NO_AMBIENT = 32, // lit as if the ambient light were white
GLOW = 64, // LEGOPP_ApplyGlow: the glow color by the alpha
IGNORE_VERTEX_ALPHA = 128, // ... with the vertex alpha taken as 1
SUPER_EMISSIVE = 256, // LEGO-Emissive going to ten times the color
GRAYSCALE = 512, // LEGOPP_ApplyGrayscale
SHINY_GLINT = 1024, // a highlight band moving up the object
SPECULAR = 2048, // Darkling with LEGO lighting
NON_DECAL = 4096, // the texture multiplies the vertex colors instead of being laid over them
OCEAN_FX = 8192, // Distortion FX: unlit, the alpha a window set by the material's emissive
RIM_LIGHT = 16384, // Terrain Mesh Rim Light
DIFFUSE_ONLY = 32768, // Terrain Diffuse Map Only: the texture doubled, lit
ANIM_ALPHA = 65536, // NiMaterialProperty's alpha (animated) multiplies the output alpha
BASIC_EMISSIVE = 131072, // Basic_Emissive_PS
NO_FOG = 262144, // the "NoFog" techniques
NOT_DRAWN = 524288, // nothing of it is drawn in the world (post-processing, footprints, drop shadows)
NO_BLEND = 1048576 // no alpha blending ("Opaque" techniques, terrain meshes)
};
struct ShaderTechnique {
eShaderFamily family{ eShaderFamily::LEGO };
uint16_t look{}; // eShaderLook bits
eTextureAlpha textureAlpha{ eTextureAlpha::DECAL };
uint32_t flags{}; // eTechniqueFlag bits
};
/**
* How the client draws with a shader (mapShaders.gameValue): the one table of the game's shaders for the views.
* Every mapShaders gameValue has a row; -1 is fixed function; any other value is the LEGO shader, which the client
* falls back to.
*/
ShaderTechnique TechniqueFor(int32_t shader);
/**
* The techniques of these shaders (gameValues) as the scenery manifest's "techniques": a JSON object of gameValue ->
* {"family": FamilyName, "look": eShaderLook bits, "alpha": "opacity"|"decal"|"ignored", "flags": eTechniqueFlag
* bits}.
*/
std::string TechniquesJson(const std::vector<int32_t>& shaders);
// Where a node is in the model's space: p' = rotation * p + translation (row-major, scale folded in)
struct NodeTransform {
std::array<float, 9> rotation{ 1, 0, 0, 0, 1, 0, 0, 0, 1 };

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@@ -208,21 +208,29 @@ namespace {
}
/**
* How the client draws each model, for the viewers' game shaders (static/js/game-shaders.js): "shaders" gives each
* asset's shader (the first object drawing it wins; -1 fixed function or not an object), "shaderTags" a multishader
* part's tag -> shader, and "techniques" every shader's technique (NifFile::TechniquesJson, the one table of them).
* How the client's shaders use each model's texture alpha, for the viewer: "shaders" gives each asset's shader
* (the first object drawing it wins; -1 fixed function or not an object), "shaderTags" a multishader part's tag ->
* shader, and "textureAlpha" the shaders whose texture alpha isn't opacity (NifFile::TextureAlphaFor).
*/
void AddShaders(nlohmann::json& manifest, const std::vector<int32_t>& assetShaders) {
RenderInfos(); // reads g_ShaderValues
manifest["shaders"] = assetShaders;
nlohmann::json tags = nlohmann::json::object();
std::set<int32_t> values{ -1, NifFile::LEGO_SHADER };
nlohmann::json tags = nlohmann::json::object(), modes = nlohmann::json::object();
for (const auto& [id, value] : g_ShaderValues) tags[std::to_string(id)] = value;
auto mode = [&modes](int32_t value) {
const auto alpha = NifFile::TextureAlphaFor(value);
if (alpha != NifFile::eTextureAlpha::OPACITY) modes[std::to_string(value)] = alpha == NifFile::eTextureAlpha::DECAL ? "decal" : "ignored";
};
for (const auto& [id, value] : g_ShaderValues) mode(value);
mode(NifFile::LEGO_SHADER);
// What each shader leaves out of the lit look (NifFile::eShaderLook bits), for the ones that do
nlohmann::json looks = nlohmann::json::object();
for (const auto& [id, value] : g_ShaderValues) {
tags[std::to_string(id)] = value;
values.insert(value);
if (const auto look = NifFile::ShaderLookFor(value)) looks[std::to_string(value)] = look;
}
manifest["shaderTags"] = std::move(tags);
manifest["techniques"] = nlohmann::json::parse(NifFile::TechniquesJson({ values.begin(), values.end() }));
manifest["textureAlpha"] = std::move(modes);
manifest["shaderLooks"] = std::move(looks);
manifest["multishader"] = NifFile::MULTISHADER;
manifest["defaultShader"] = NifFile::LEGO_SHADER;
}
@@ -237,16 +245,15 @@ namespace {
* Bump when NifFile's output changes: converted models kept on disk are made again, and the manifests' "format"
* goes into the viewers' model and texture URLs so browsers don't keep drawing the old ones (they're cached for
* a week). 2: meshes carry their multishader tag; conversions without it drew glom parts with the LEGO shader.
* 3: dark textures and the UV set each texture names. 4: the game's shaders draw the models (manifest
* "techniques"), vertex colors go to them as stored.
* 3: dark textures and the UV set each texture names.
*/
constexpr uint32_t FORMAT_VERSION = 4;
constexpr uint32_t FORMAT_VERSION = 3;
// A zone's lighting (WorldScene::Lighting) for the viewers' shaders
nlohmann::json LightingJson(const WorldScene::Lighting& lighting) {
const auto triple = [](const std::array<float, 3>& value) { return nlohmann::json{ Round(value[0], 1000.0), Round(value[1], 1000.0), Round(value[2], 1000.0) }; };
return {
{"ambient", triple(lighting.ambient)}, {"light", triple(lighting.light)}, {"lightVec", triple(lighting.lightVec)}, {"specular", triple(lighting.specular)},
{"ambient", triple(lighting.ambient)}, {"light", triple(lighting.light)}, {"lightVec", triple(lighting.lightVec)},
{"upperHemi", triple(lighting.upperHemi)}, {"fogColor", triple(lighting.fogColor)},
{"fogNear", Round(lighting.fogNear, 10.0)}, {"fogFar", Round(lighting.fogFar, 10.0)}
};
@@ -438,8 +445,6 @@ namespace {
}
return nlohmann::json{
{"zone", zoneId}, {"sky", -1}, {"assets", assets}, {"distance", FLAIR_DISTANCE}, {"colorScale", 1.0 / 63.0}, {"lighting", scenery.lighting}, {"format", FORMAT_VERSION},
// Flair.fx for all of them: (0.85 * sun + ambient) * the flair's tint, whatever their facing
{"technique", { {"family", "flair"}, {"look", 0}, {"alpha", "opacity"}, {"flags", 0} }},
{"objects", { {"asset", assetOf}, {"pos", positions}, {"rot", rotations}, {"scale", scales}, {"color", colors} }}
}.dump();
}
@@ -951,46 +956,7 @@ namespace Scenery {
});
}
/**
* The environment textures the client's shaders load themselves, by the name the viewers ask for them: the default
* reflection cube (LEGOPPLighting, ClearPlastic) and Metallic.fx's cubes and noise.
*/
static const std::map<std::string, std::string>& EnvironmentTextures() {
static const std::map<std::string, std::string> textures{
{ "reflection", "textures/env/default_reflection.dds" },
{ "polished", "textures/metal/metal_reflection_polished.dds" },
{ "brushed", "textures/metal/metal_reflection_brushed.dds" },
{ "brushedNoise", "textures/metal/metal_reflection_brushed_noise.dds" }
};
return textures;
}
void RegisterRoutes() {
Route(eHTTPMethod::GET, "/api/scenery/env/:name", 0,
"An environment texture the client's shaders load themselves, as a DDS file: reflection (the default reflection cube), polished, brushed (the metal cubes) or brushedNoise",
[](HTTPReply& reply, const HTTPContext& context) {
const std::string name(PathSegment(context.path, 3));
const auto& textures = EnvironmentTextures();
const auto it = textures.find(name);
if (it == textures.end()) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "No such environment texture");
// Read once: a few megabytes the views ask for with every zone
static std::mutex mutex;
static std::map<std::string, std::shared_ptr<const std::string>> cache;
std::shared_ptr<const std::string> bytes;
{
std::lock_guard lock(mutex);
if (const auto cached = cache.find(name); cached != cache.end()) bytes = cached->second;
}
if (!bytes) {
auto read = ClientAssets::ReadResFile(it->second);
if (!read) return JsonError(reply, eHTTPStatusCode::NOT_FOUND, "The client has no such texture");
bytes = std::make_shared<const std::string>(std::move(*read));
std::lock_guard lock(mutex);
cache.try_emplace(name, bytes);
}
Binary(reply, *bytes);
});
Route(eHTTPMethod::GET, "/api/scenery/:zone/mesh/:asset", 0,
"Model `asset` of a zone's scenery (see the scenery routes of properties and /world3d), converted from the client's .nif. Query: ?lod=0 (most detailed) to 3",
[](HTTPReply& reply, const HTTPContext& context) {

View File

@@ -40,6 +40,18 @@ export function parseModel(buffer) {
return { header, meshes };
}
/**
* What a mesh's texture alpha does in the game, from the manifest's shader data (Scenery.cpp AddShaders): the
* client's shader decides, not the .nif. 'opacity' see-through where the alpha is; 'decal' the texture is laid over
* the vertex colors by its alpha (LEGO shaders); 'ignored' the alpha does nothing. A multishader model's parts name
* their shader in their node names (mesh.shaderTag); a tag the client can't use falls back to the LEGO shader.
*/
export function textureAlphaMode(manifest, asset, mesh) {
if (!manifest || !manifest.textureAlpha) return 'opacity';
const shader = shaderOf(manifest, asset, mesh);
return shader === null ? 'opacity' : manifest.textureAlpha[shader] || 'opacity';
}
/**
* The shader (mapShaders.gameValue) the game draws a mesh of a model with, or null when the manifest doesn't say
* (-1 is fixed function). A multishader model's parts name theirs in their node names (mesh.shaderTag, a mapShaders
@@ -100,57 +112,22 @@ float glitterFleck(vec2 uv) {
return { update(seconds) { uniforms.glitterTime.value = seconds; } };
}
// NifFile::eTechniqueFlag bits (what a technique does besides its family and eShaderLook bits)
export const TECHNIQUE = {
UV_ANIM: 1, DOUBLE_SIDED: 2, BLEND: 4, ALPHA_TEST: 8, ADDITIVE: 16, NO_AMBIENT: 32, GLOW: 64, IGNORE_VERTEX_ALPHA: 128,
SUPER_EMISSIVE: 256, GRAYSCALE: 512, SHINY_GLINT: 1024, SPECULAR: 2048, NON_DECAL: 4096, OCEAN_FX: 8192, RIM_LIGHT: 16384,
DIFFUSE_ONLY: 32768, ANIM_ALPHA: 65536, BASIC_EMISSIVE: 131072, NO_FOG: 262144, NOT_DRAWN: 524288, NO_BLEND: 1048576
};
// A technique the manifest doesn't name: the LEGO shader's, as the client falls back to it
const LEGO_TECHNIQUE = { family: 'lego', look: 0, alpha: 'decal', flags: 0 };
const FIXED_TECHNIQUE = { family: 'fixed', look: 0, alpha: 'opacity', flags: 0 };
/**
* The technique (NifFile::TechniqueFor, the manifest's "techniques" by gameValue) a mesh of a model is drawn with:
* {shader, family, look, alpha, flags}. A manifest-wide "technique" (the flairs') is every mesh's; without a shader the
* mesh is fixed function; a shader the table lacks is drawn as LEGO.
*/
export function techniqueOf(manifest, asset, mesh) {
if (manifest && manifest.technique) return { shader: null, ...manifest.technique };
const shader = shaderOf(manifest, asset, mesh);
if (shader === null || shader < 0) return { shader, ...FIXED_TECHNIQUE };
const known = manifest.techniques && manifest.techniques[shader];
return { shader, ...(known || LEGO_TECHNIQUE) };
}
/**
* What a texture's alpha does in the game (the technique's, NifFile::eTextureAlpha): 'opacity' see-through where the
* alpha is; 'decal' the texture is laid over the vertex colors by its alpha (LEGO shaders); 'ignored' it does nothing.
*/
export function textureAlphaMode(manifest, asset, mesh) {
return techniqueOf(manifest, asset, mesh).alpha || 'opacity';
}
/**
* How a mesh is drawn under the game's shaders, when the manifest has the zone's lighting: {family (game-shaders.js),
* lit, texture, vertexColors, material, layers, metal, emissive, textureAlpha, uvAnim, flags, blend, doubleSided,
* hidden} — whether the scene's sun and ambient light it, its texture and vertex colors are used, whether its
* NiMaterialProperty colors are (only fixed function and the "Material" shaders use them), how a two layer shader puts
* its dark texture with the base one ('blended', 'added' or null), whether it is metal ('polished', 'brushed' or null),
* whether it glows (LEGO-Emissive: the vertex alpha is then no opacity), whether its texture moves as the .nif's
* texture transform says, its blending ('nif': as NiAlphaProperty says; 'blend': see-through without depth writes;
* 'test': cut out; 'additive'; 'opaque') and whether the game draws it in the world at all (hidden: post-processing
* and shadow shaders). Null without lighting in the manifest (older servers), for the viewer's own lights.
* How a mesh is drawn under the game's shaders, when the manifest has the zone's lighting: {lit, texture,
* vertexColors, material, layers} — whether the scene's sun and ambient light it, its texture and vertex colors are
* used, whether its NiMaterialProperty colors are (only fixed function and the "Material" shaders use them), and how
* a two layer shader puts its dark texture with the base one ('blended', 'added' or null), whether it is metal
* ('polished', 'brushed' or null: an environment reflection tinted by the vertex color) and whether it glows
* (LEGO-Emissive: the lit color goes to the vertex color by the vertex alpha times the material's emissive red, so
* the vertex alpha is no opacity). Null without
* lighting in the manifest (older servers), for the viewer's own lights.
*/
export function gameLook(manifest, asset, mesh) {
if (!manifest || !manifest.lighting) return null;
const technique = techniqueOf(manifest, asset, mesh);
const fixedFunction = technique.family === 'fixed';
const bits = technique.look || 0;
const flags = technique.flags || 0;
const shader = shaderOf(manifest, asset, mesh);
const fixedFunction = shader === null || shader < 0;
const bits = fixedFunction || !manifest.shaderLooks ? 0 : manifest.shaderLooks[shader] || 0;
return {
family: technique.family,
lit: !(bits & SHADER_LOOK.UNLIT),
texture: !(bits & SHADER_LOOK.NO_TEXTURE),
// Fixed function reads them as NiVertexColorProperty says; the shaders always do, unless they have none
@@ -158,34 +135,10 @@ export function gameLook(manifest, asset, mesh) {
material: fixedFunction || !!(bits & SHADER_LOOK.MATERIAL_COLOR),
layers: bits & SHADER_LOOK.TWO_LAYERS_BLENDED ? 'blended' : bits & SHADER_LOOK.TWO_LAYERS_ADDED ? 'added' : null,
metal: metalOf(bits),
emissive: !!(bits & SHADER_LOOK.EMISSIVE),
textureAlpha: technique.alpha || 'opacity',
uvAnim: !!(flags & TECHNIQUE.UV_ANIM),
flags,
blend: flags & TECHNIQUE.ADDITIVE ? 'additive' : flags & TECHNIQUE.BLEND ? 'blend' : flags & TECHNIQUE.ALPHA_TEST ? 'test' : flags & TECHNIQUE.NO_BLEND ? 'opaque' : 'nif',
doubleSided: !!(flags & TECHNIQUE.DOUBLE_SIDED),
hidden: !!(flags & TECHNIQUE.NOT_DRAWN)
emissive: !!(bits & SHADER_LOOK.EMISSIVE)
};
}
/**
* How a mesh drawn with `look` is blended: {transparent, depthWrite, additive, alphaCutoff, doubleSided}. Most of the
* game's files have alpha blending switched on; it only shows where something is see-through (`seeThrough`: the
* material, a vertex or the texture's alpha as opacity). Blended meshes still write depth, as Gamebryo's default does,
* unless the technique turns that off.
*/
export function blendingOf(look, mesh, seeThrough) {
const cutoff = mesh.test >= 0 ? Math.max(mesh.test / 255, 0.01) : 0;
const doubleSided = !!mesh.doubleSided || !!(look && look.doubleSided);
switch (look ? look.blend : 'nif') {
case 'additive': return { transparent: true, depthWrite: false, additive: true, alphaCutoff: 0, doubleSided };
case 'blend': return { transparent: true, depthWrite: false, additive: false, alphaCutoff: cutoff, doubleSided };
case 'test': return { transparent: false, depthWrite: true, additive: false, alphaCutoff: cutoff || 0.5, doubleSided };
case 'opaque': return { transparent: false, depthWrite: true, additive: false, alphaCutoff: 0, doubleSided };
default: return { transparent: !!(mesh.blend && seeThrough), depthWrite: true, additive: false, alphaCutoff: cutoff, doubleSided };
}
}
// A shader's metal from its eShaderLook bits: 'polished', 'brushed' or null
export function metalOf(bits) {
if (!(bits & SHADER_LOOK.REFLECTIVE)) return null;
@@ -309,37 +262,6 @@ export function parseDds(buffer, maxSize = 4096) {
return image;
}
/**
* A DDS cube map (the client's environment cubes, textures/env and textures/metal) as six RGBA faces no larger than
* maxSize: {faces: [{format: 'RGBA', width, height, data}]} in the file's order (+X, -X, +Y, -Y, +Z, -Z, as WebGL
* takes them). With `plain`, a DDS that isn't a cube comes back as its one face instead; null otherwise.
*/
export function parseDdsCube(buffer, maxSize = 256, plain = false) {
if (buffer.byteLength < 128) return null;
const view = new DataView(buffer);
if (view.getUint32(0, true) !== 0x20534444) return null;
const isCube = (view.getUint32(112, true) & 0x200) !== 0;
if (isCube === plain) return null;
const height = view.getUint32(12, true), width = view.getUint32(16, true);
const mipCount = Math.max(1, view.getUint32(28, true));
const pfFlags = view.getUint32(80, true);
const format = FOURCC[view.getUint32(84, true)];
if (!(pfFlags & 0x4) || !format || !width || !height || width > 4096 || height > 4096) return null;
const blockBytes = format === 'DXT1' ? 8 : 16;
const levelBytes = (w, h) => Math.max(1, (w + 3) >> 2) * Math.max(1, (h + 3) >> 2) * blockBytes;
let faceBytes = 0;
for (let i = 0, w = width, h = height; i < mipCount; i++, w = Math.max(1, w >> 1), h = Math.max(1, h >> 1)) faceBytes += levelBytes(w, h);
const count = isCube ? 6 : 1;
if (128 + faceBytes * count > buffer.byteLength) return null;
const faces = [];
for (let f = 0; f < count; f++) {
const data = new Uint8Array(buffer, 128 + f * faceBytes, levelBytes(width, height));
const rgba = decodeDxt(format, width, height, data);
faces.push(downscale({ format: 'RGBA', width, height, levels: [{ width, height, data: rgba }] }, maxSize).levels[0]);
}
return plain ? { format: 'RGBA', ...faces[0] } : { faces: faces.map((face) => ({ format: 'RGBA', ...face })) };
}
// Halve an RGBA image (box filter) until it fits maxSize
function downscale(image, maxSize) {
let { width, height, data } = image.levels[0];

View File

@@ -83,9 +83,9 @@ gtest_discover_tests(dWebTests)
target_compile_definitions(dWebTests PRIVATE DLU_SOURCE_DIR="${PROJECT_SOURCE_DIR}")
# The 3D views' shader lookups (static/js/scenery-core.js) against the server's bits (NifFile.h), when node is there
# The 3D views' shader lookups (static/js/scenery-core.js), when node is there
find_program(NODE_EXECUTABLE node)
if(NODE_EXECUTABLE)
add_test(NAME SceneryCoreJs COMMAND ${NODE_EXECUTABLE} "${CMAKE_CURRENT_SOURCE_DIR}/scenery-core.test.mjs"
"${PROJECT_SOURCE_DIR}/dDashboardServer/static/js/scenery-core.js" "${PROJECT_SOURCE_DIR}/dCommon/NifFile.h")
"${PROJECT_SOURCE_DIR}/dDashboardServer/static/js/scenery-core.js")
endif()

View File

@@ -587,58 +587,6 @@ TEST(NifFileTests, KnowsWhichShadersUseTextureAlphaAsOpacity) {
EXPECT_EQ(NifFile::TextureAlphaFor(-1), eTextureAlpha::OPACITY); // fixed function: NiAlphaProperty as Gamebryo does
}
TEST(NifFileTests, KnowsEachShadersTechniqueFamily) {
using NifFile::eShaderFamily;
const auto family = [](int32_t shader) { return NifFile::TechniqueFor(shader).family; };
const auto flags = [](int32_t shader) { return NifFile::TechniqueFor(shader).flags; };
EXPECT_EQ(family(-1), eShaderFamily::FIXED_FUNCTION);
// The ones most of the zones' objects use: LEGO, Basic VC, "Basic", VertColor_Alpha, LEGO NoAmbient
EXPECT_EQ(family(NifFile::LEGO_SHADER), eShaderFamily::LEGO);
EXPECT_EQ(family(38), eShaderFamily::BASIC);
EXPECT_EQ(family(94), eShaderFamily::BASIC);
EXPECT_EQ(family(7), eShaderFamily::BASIC);
EXPECT_TRUE(flags(7) & NifFile::DOUBLE_SIDED); // AlphaAsAlpha: Cullmode none
EXPECT_EQ(family(88), eShaderFamily::LEGO);
EXPECT_TRUE(flags(88) & NifFile::NO_AMBIENT);
EXPECT_EQ(family(3), eShaderFamily::TERRAIN);
EXPECT_TRUE(flags(3) & NifFile::RIM_LIGHT);
// Moving textures, water, metal, glass, darklings
EXPECT_TRUE(flags(30) & NifFile::UV_ANIM); // LEGO-AnimUV
EXPECT_TRUE(flags(70) & NifFile::UV_ANIM); // ScrollingUV_NoLight_AnimAlpha
EXPECT_FALSE(flags(38) & NifFile::UV_ANIM);
EXPECT_EQ(family(69), eShaderFamily::OCEAN);
EXPECT_TRUE(flags(90) & NifFile::OCEAN_FX);
EXPECT_EQ(family(98), eShaderFamily::METAL);
EXPECT_EQ(family(99), eShaderFamily::METAL);
EXPECT_EQ(family(6), eShaderFamily::CLEAR_PLASTIC);
EXPECT_TRUE(flags(6) & NifFile::BLEND);
EXPECT_EQ(family(75), eShaderFamily::DARKLING);
EXPECT_TRUE(flags(76) & NifFile::SPECULAR);
EXPECT_TRUE(flags(22) & NifFile::SUPER_EMISSIVE);
EXPECT_TRUE(flags(87) & NifFile::ADDITIVE);
EXPECT_TRUE(flags(74) & NifFile::NOT_DRAWN); // Drop Shadow
// A value the table lacks is the LEGO shader, as the client falls back to it
EXPECT_EQ(family(4242), eShaderFamily::LEGO);
EXPECT_EQ(NifFile::TextureAlphaFor(4242), NifFile::eTextureAlpha::DECAL);
}
TEST(NifFileTests, WritesTechniquesForTheManifest) {
const auto json = nlohmann::json::parse(NifFile::TechniquesJson({ -1, 5, 99, 87 }));
ASSERT_EQ(json.size(), 4u);
EXPECT_EQ(json["-1"]["family"], "fixed");
EXPECT_EQ(json["5"]["family"], "lego");
EXPECT_EQ(json["5"]["alpha"], "decal");
EXPECT_EQ(json["99"]["family"], "metal");
EXPECT_EQ(json["99"]["look"], NifFile::REFLECTIVE | NifFile::BRUSHED);
EXPECT_EQ(json["87"]["flags"], NifFile::ADDITIVE);
EXPECT_EQ(json["87"]["look"], NifFile::UNLIT);
for (const auto family : { "fixed", "lego", "basic", "metal", "clearPlastic", "ocean", "flatSurf", "brickWater", "darkling", "terrain" }) {
bool named = false;
for (int i = 0; i <= static_cast<int>(NifFile::eShaderFamily::TERRAIN); i++) named |= std::string(NifFile::FamilyName(static_cast<NifFile::eShaderFamily>(i))) == family;
EXPECT_TRUE(named) << family;
}
}
TEST(NifFileTests, PassesMultishaderTagsDownToMeshes) {
NifBuilder nif;
auto rootAv = Av(0, { 0, 0, 0 }, IDENTITY, 1.0f, {});

View File

@@ -1,9 +1,8 @@
// The 3D views' shader lookups (static/js/scenery-core.js): which technique draws a mesh and what it uses.
// Run by ctest: node scenery-core.test.mjs <scenery-core.js> [NifFile.h]
// The 3D views' shader lookups (static/js/scenery-core.js): which shader draws a mesh and what it uses.
// Run by ctest: node scenery-core.test.mjs <scenery-core.js>
import { pathToFileURL } from 'node:url';
import { readFileSync } from 'node:fs';
const [modulePath, nifHeader] = process.argv.slice(2);
const [modulePath] = process.argv.slice(2);
const S = await import(pathToFileURL(modulePath).href);
let failures = 0;
const same = (actual, expected, what) => {
@@ -13,24 +12,16 @@ const same = (actual, expected, what) => {
}
};
// A manifest as Scenery.cpp writes it: "techniques" from NifFile::TechniquesJson
const L = S.SHADER_LOOK, T = S.TECHNIQUE;
const manifest = {
shaders: [38, 9999, -1, 33],
shaderTags: { 1: 5, 30: 38, 25: 33, 2: 2 },
techniques: {
'-1': { family: 'fixed', look: 0, alpha: 'opacity', flags: 0 },
5: { family: 'lego', look: 0, alpha: 'decal', flags: 0 },
33: { family: 'basic', look: L.UNLIT | L.NO_TEXTURE, alpha: 'opacity', flags: T.ANIM_ALPHA },
38: { family: 'basic', look: 0, alpha: 'opacity', flags: 0 }
},
textureAlpha: { 5: 'decal' },
shaderLooks: { 33: S.SHADER_LOOK.UNLIT | S.SHADER_LOOK.NO_TEXTURE },
multishader: 9999,
defaultShader: 5,
lighting: { ambient: [0.4, 0.6, 0.7], light: [1, 1, 1], lightVec: [0, 1, 0] }
};
const colored = { colors: new Uint8Array(4), vertexColors: 2 };
const pick = (look, keys) => Object.fromEntries(keys.map((k) => [k, look[k]]));
const BASICS = ['family', 'lit', 'texture', 'vertexColors', 'material', 'layers', 'metal', 'emissive'];
// A multishader part's tag names its shader; an unusable or missing tag is the LEGO shader
same(S.shaderOf(manifest, 1, { shaderTag: 30 }), 38, 'tagged part');
@@ -41,41 +32,17 @@ same(S.shaderOf({}, 0, {}), null, 'no shaders in the manifest');
same(S.textureAlphaMode(manifest, 1, { shaderTag: 1 }), 'decal', 'LEGO part texture alpha');
same(S.textureAlphaMode(manifest, 1, { shaderTag: 30 }), 'opacity', 'Basic VC part texture alpha');
// Techniques: the manifest's table, fixed function without a shader, the LEGO shader for one it lacks
same(S.techniqueOf(manifest, 0, {}).family, 'basic', 'Basic VC technique');
same(S.techniqueOf(manifest, 2, {}).family, 'fixed', 'fixed function technique');
same(S.techniqueOf({ ...manifest, shaders: [77] }, 0, {}), { shader: 77, family: 'lego', look: 0, alpha: 'decal', flags: 0 }, 'unknown shader is LEGO');
same(S.techniqueOf({ ...manifest, technique: { family: 'flair', look: 0, alpha: 'opacity', flags: 0 } }, 0, {}).family, 'flair', 'manifest-wide technique');
// Lit, textured, vertex colors, no material colors: Basic VC
same(pick(S.gameLook(manifest, 1, { ...colored, shaderTag: 30 }), BASICS), { family: 'basic', lit: true, texture: true, vertexColors: true, material: false, layers: null, metal: null, emissive: false }, '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(pick(S.gameLook(manifest, 3, colored), BASICS), { family: 'basic', lit: false, texture: false, vertexColors: true, material: false, layers: null, metal: null, emissive: false }, '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(pick(S.gameLook(manifest, 2, { ...colored, vertexColors: 0 }), BASICS), { family: 'fixed', lit: true, texture: true, vertexColors: false, material: true, layers: null, metal: null, emissive: false }, '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');
// What the flags turn into: moving textures, both sides, blending, not drawn
const flagged = (flags, family = 'basic') => S.gameLook({ ...manifest, shaders: [1], techniques: { 1: { family, look: 0, alpha: 'opacity', flags } } }, 0, colored);
same(flagged(T.UV_ANIM).uvAnim, true, 'UV animation');
same(flagged(0).uvAnim, false, 'still texture');
same(flagged(T.DOUBLE_SIDED).doubleSided, true, 'AlphaAsAlpha both sides');
same([flagged(0).blend, flagged(T.BLEND).blend, flagged(T.ALPHA_TEST).blend, flagged(T.ADDITIVE).blend, flagged(T.NO_BLEND).blend], ['nif', 'blend', 'test', 'additive', 'opaque'], 'blend modes');
same(flagged(T.NOT_DRAWN).hidden, true, 'not drawn');
same(flagged(T.ANIM_ALPHA).flags & T.ANIM_ALPHA, T.ANIM_ALPHA, 'flags kept');
// Blending as the look and the mesh say
same(S.blendingOf(null, { blend: true, test: -1 }, true), { transparent: true, depthWrite: true, additive: false, alphaCutoff: 0, doubleSided: false }, 'NiAlphaProperty blend where see-through');
same(S.blendingOf(flagged(0), { blend: true, test: -1 }, false).transparent, false, 'blend on but nothing see-through');
same(S.blendingOf(flagged(T.BLEND), { blend: false, test: -1 }, false), { transparent: true, depthWrite: false, additive: false, alphaCutoff: 0, doubleSided: false }, 'technique blends');
same(S.blendingOf(flagged(T.ADDITIVE), { blend: false, test: -1 }, false).additive, true, 'additive');
same(S.blendingOf(flagged(T.ALPHA_TEST), { blend: true, test: -1 }, true), { transparent: false, depthWrite: true, additive: false, alphaCutoff: 0.5, doubleSided: false }, 'alpha test');
same(S.blendingOf(flagged(T.NO_BLEND), { blend: true, test: 128 }, true).transparent, false, 'opaque technique');
same(S.blendingOf(flagged(T.DOUBLE_SIDED), { blend: false, test: -1, doubleSided: false }, false).doubleSided, true, 'Cullmode none');
// Scene maps: the same terrain as ZoneScenesTests.FindsTheSceneUnderAPosition, as runs of [length, scene]
const runs = (bytes) => Buffer.from(bytes).toString('base64');
const map = S.decodeSceneMap({ chunks: [
@@ -91,51 +58,19 @@ same([...S.loadedScenes(scenes, 0)], [0], 'loaded in the global scene');
same(S.decodeSceneMap({ chunks: [{ x: 0, z: 0, maxX: 1, maxZ: 1, size: 1, runs: runs([9, 4]) }] }).chunks[0].cells.length, 1, 'runs clipped');
// Two layer shaders
const layered = { ...manifest, shaders: [106, 107], techniques: { 106: { family: 'basic', look: L.TWO_LAYERS_BLENDED, alpha: 'opacity', flags: T.UV_ANIM }, 107: { family: 'basic', look: L.TWO_LAYERS_ADDED, alpha: 'opacity', flags: T.UV_ANIM } } };
const layered = { ...manifest, shaders: [106, 107], shaderLooks: { 106: S.SHADER_LOOK.TWO_LAYERS_BLENDED, 107: S.SHADER_LOOK.TWO_LAYERS_ADDED } };
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 },
techniques: { ...manifest.techniques, 98: { family: 'metal', look: L.REFLECTIVE, alpha: 'opacity', flags: 0 }, 99: { family: 'metal', look: L.REFLECTIVE | L.BRUSHED, alpha: 'opacity', flags: 0 },
53: { family: 'lego', look: L.EMISSIVE, alpha: 'opacity', flags: 0 } } };
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: 89 }).family, 'metal', 'metal family');
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(L.REFLECTIVE), S.metalOf(L.REFLECTIVE | L.BRUSHED)], [null, 'polished', 'brushed'], 'metal of look bits');
// Environment cubes: a DXT1 cube of six 4x4 faces, one color each, made RGBA
const cube = new Uint8Array(128 + 6 * 8);
const header = new DataView(cube.buffer);
header.setUint32(0, 0x20534444, true);
header.setUint32(12, 4, true); header.setUint32(16, 4, true); header.setUint32(28, 1, true);
header.setUint32(80, 0x4, true); header.setUint32(84, 0x31545844, true); header.setUint32(112, 0xfe00, true);
const faceColors = [0xf800, 0x07e0, 0x001f, 0xffff, 0x0000, 0x8410];
faceColors.forEach((c, f) => { const at = 128 + f * 8; cube[at] = c & 255; cube[at + 1] = c >> 8; cube[at + 2] = c & 255; cube[at + 3] = c >> 8; });
const parsed = S.parseDdsCube(cube.buffer, 256);
same(parsed.faces.length, 6, 'six faces');
same([...parsed.faces[0].data.slice(0, 4)], [255, 0, 0, 255], '+X red');
same([...parsed.faces[2].data.slice(0, 4)], [0, 0, 255, 255], '+Y blue');
same([parsed.faces[5].width, parsed.faces[5].height], [4, 4], 'face size');
same(S.parseDdsCube(cube.buffer, 2).faces[0].width, 2, 'faces made smaller');
same(S.parseDdsCube(cube.buffer, 256, true), null, 'a cube is no plain texture');
header.setUint32(112, 0, true);
same(S.parseDdsCube(cube.buffer, 256), null, 'a plain texture is no cube');
same(S.parseDdsCube(cube.buffer, 256, true).width, 4, 'plain texture');
// The flag and look bits are the server's (NifFile.h eTechniqueFlag, eShaderLook)
if (nifHeader) {
const text = readFileSync(nifHeader, 'utf8');
const bitsOf = (name) => {
const block = text.slice(text.indexOf('enum ' + name)).split('};')[0];
return Object.fromEntries([...block.matchAll(/^\s*([A-Z_]+) = (\d+)/gm)].map((m) => [m[1], Number(m[2])]));
};
same(bitsOf('eTechniqueFlag'), T, 'TECHNIQUE matches eTechniqueFlag');
same(bitsOf('eShaderLook'), L, 'SHADER_LOOK matches eShaderLook');
}
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');