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feat(ugc): glitter flecks (LEGO-AnimUV) and milky satin in made models
Glitter colors (Materials.xml type glitter, glitter_colors 114,117) go into S21_Glitter_Model and, transparent, S21_GlitterAlpha_Model (shader_glitter, default 21, LEGO-AnimUV). Their shapes get box-projected UVs, an NiTexturingProperty with a stored 128 px mipmapped fleck texture (NiSourceTexture + NiPersistentSrcTextureRendererData, as the client's own env_ag_ocean-maelstrom.nif) and two NiTextureTransformControllers looping the base map's translation (glitter_size, glitter_density, glitter_speed). The shader lays the texture over the vertex color by its alpha and outputs the vertex alpha, so transparent glitter blends as S01_Alpha does. Satin colors (satin_colors, LEGO's opal colors) stay in S01_Alpha but get satin_opacity and are whitened by satin_whiten. NifFile reads the base map's scroll speed (uvScroll) from the controllers; the icon draws still flecks, the UGC 3D view and the LXFML viewers moving ones. stats.json counts the glitter groups. With shader_glitter 0 and no satin colors the files are the same bytes as before (tested). Also keeps glow_emissive for the icon (it was reset by the icon settings). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -14,7 +14,7 @@
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
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import { parseModel, mergeMeshes, linearColors, nearPlaneFor } from '/js/scenery-core.js';
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import { parseModel, mergeMeshes, linearColors, nearPlaneFor, addGlitter } from '/js/scenery-core.js';
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const GEOMETRY_MAGIC = 0x42473031; // "10GB"
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const MAX_PARALLEL_FETCHES = 6;
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@@ -174,11 +174,13 @@ async function loadGeneratedModel(url) {
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// ---- Viewer ----
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const materialCache = new Map();
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// The glitter colours' moving flecks (window.LDD_GLITTER, the UGC server's glitter settings), updated each frame
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const glitterMaterials = [];
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function material(id) {
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if (!materialCache.has(id)) {
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const c = (window.LDD_MATERIALS || {})[id] || [160, 160, 160, 255];
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const transparent = c[3] < 255;
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materialCache.set(id, new THREE.MeshPhysicalMaterial({
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const created = new THREE.MeshPhysicalMaterial({
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color: new THREE.Color().setRGB(c[0] / 255, c[1] / 255, c[2] / 255, THREE.SRGBColorSpace),
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roughness: 0.28,
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metalness: 0,
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@@ -187,7 +189,14 @@ function material(id) {
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transparent,
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opacity: c[3] / 255,
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depthWrite: !transparent
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}));
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});
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const glitter = window.LDD_GLITTER;
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if (glitter && (glitter.colors || []).includes(Number(id))) {
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// Moving as the game moves its fleck texture: a tile in U in 7 s and in V in 11 s at speed 1
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const speed = glitter.speed || 0;
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glitterMaterials.push(addGlitter(created, { coordinates: 'position', tile: glitter.tile || 1.6, flecks: glitter.flecks || 50, scroll: [speed / 7, speed / 11] }));
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}
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materialCache.set(id, created);
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}
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return materialCache.get(id);
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}
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@@ -749,6 +758,7 @@ export function createViewer(container, { onProgress, onSelect, onTick, brickUrl
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const dt = Math.min((now - lastTime) / 1000, 0.1);
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lastTime = now;
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if (onTick) onTick(dt);
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for (const glitter of glitterMaterials) glitter.update(now / 1000);
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updateBubbles(now);
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controls.update();
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// The near plane follows how far out the camera is (depth precision for the scenery far away), but never
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@@ -67,7 +67,50 @@ export function shaderOf(manifest, asset, mesh) {
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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, TWO_LAYERS_BLENDED: 16, TWO_LAYERS_ADDED: 32, REFLECTIVE: 64, BRUSHED: 128, EMISSIVE: 256 };
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export const SHADER_LOOK = { UNLIT: 1, NO_TEXTURE: 2, NO_VERTEX_COLORS: 4, MATERIAL_COLOR: 8, TWO_LAYERS_BLENDED: 16, TWO_LAYERS_ADDED: 32, REFLECTIVE: 64, BRUSHED: 128, EMISSIVE: 256,
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GLITTER: 512 };
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/**
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* Glitter for a three.js material (the UGC server's glitter colors, UgcGlitter): white flecks over the color before
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* the light, as the game's LEGO-AnimUV shader lays its fleck texture over the vertex color. The flecks are drawn in
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* the shader from a hash of cells of `coordinates` ('uv': the mesh's UVs, one tile of the texture each; 'position':
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* a box projection of the object's position, `tile` units a tile, for meshes without UVs), `flecks` a tile, moving
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* `scroll` tiles a second. Returns {update(seconds)} to animate it.
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*/
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export function addGlitter(material, { coordinates = 'uv', tile = 1.6, flecks = 50, scroll = [0, 0] } = {}) {
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const uniforms = { glitterTime: { value: 0 }, glitterScroll: { value: scroll }, glitterTile: { value: tile }, glitterCells: { value: Math.max(1, Math.sqrt(flecks)) } };
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material.onBeforeCompile = (shader) => {
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Object.assign(shader.uniforms, uniforms);
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const byPosition = coordinates === 'position';
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shader.vertexShader = 'varying vec3 vGlitterPosition;\nvarying vec3 vGlitterNormal;\n' + (byPosition ? '' : 'attribute vec2 glitterUv;\nvarying vec2 vGlitterUv;\n') +
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shader.vertexShader.replace('#include <begin_vertex>', '#include <begin_vertex>\n' +
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(byPosition ? `vec4 glitterAt = vec4(transformed, 1.0);
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vec3 glitterNormal = objectNormal;
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#ifdef USE_INSTANCING
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glitterAt = instanceMatrix * glitterAt;
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glitterNormal = mat3(instanceMatrix) * glitterNormal;
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#endif
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vGlitterPosition = glitterAt.xyz;
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vGlitterNormal = glitterNormal;
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` : 'vGlitterUv = glitterUv;\n'));
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shader.fragmentShader = 'uniform float glitterTime;\nuniform vec2 glitterScroll;\nuniform float glitterTile;\nuniform float glitterCells;\nvarying vec3 vGlitterPosition;\nvarying vec3 vGlitterNormal;\n' +
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(byPosition ? '' : 'varying vec2 vGlitterUv;\n') + `
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float glitterHash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
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float glitterFleck(vec2 uv) {
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vec2 cell = floor(uv * glitterCells);
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vec2 centre = vec2(glitterHash(cell), glitterHash(cell + 17.0));
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float d = length(fract(uv * glitterCells) - centre) * 128.0 / glitterCells;
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return (0.65 + 0.35 * glitterHash(cell + 41.0)) * (1.0 - smoothstep(0.0, 1.7, d));
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}
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` + shader.fragmentShader.replace('#include <color_fragment>', '#include <color_fragment>\n' + (byPosition ? `
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vec3 glitterN = abs(vGlitterNormal);
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vec2 glitterUv = (glitterN.x >= glitterN.y && glitterN.x >= glitterN.z ? vGlitterPosition.zy : glitterN.y >= glitterN.z ? vGlitterPosition.xz : vGlitterPosition.xy) / glitterTile;
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` : 'vec2 glitterUv = vGlitterUv;\n') + 'diffuseColor.rgb = mix(diffuseColor.rgb, vec3(1.0), glitterFleck(glitterUv + glitterScroll * glitterTime));\n');
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};
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material.customProgramCacheKey = () => 'glitter-' + coordinates;
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material.needsUpdate = true;
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return { update(seconds) { uniforms.glitterTime.value = seconds; } };
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}
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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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@@ -112,7 +155,7 @@ export function mergeMeshes(meshes) {
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for (const mesh of meshes) {
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if (!mesh.vertices || !mesh.indices.length) continue;
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const key = JSON.stringify([mesh.texture, mesh.diffuse, mesh.emissive, mesh.alpha, mesh.blend, mesh.test, mesh.doubleSided,
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mesh.vertexColors, mesh.clampU, mesh.clampV, !!mesh.normals, !!mesh.uvs, !!mesh.colors, mesh.shaderTag, mesh.darkTexture, !!mesh.uvs2]);
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mesh.vertexColors, mesh.clampU, mesh.clampV, !!mesh.normals, !!mesh.uvs, !!mesh.colors, mesh.shaderTag, mesh.darkTexture, !!mesh.uvs2, mesh.look, mesh.uvScroll]);
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if (!groups.has(key)) groups.set(key, []);
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groups.get(key).push(mesh);
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}
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@@ -2,12 +2,13 @@
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* A 3D view of a .nif the UGC server made, from /api/ugc/mesh/:id (the dashboard converts it with NifFile::Encode,
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* as it does the scenery's models), with wireframe and vertex color switches and triangle counts. The metal and glow
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* groups (the UGC server's shader settings; each mesh's "look" is its shader's eShaderLook bits) are drawn as metal
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* reflecting the view's environment and as unlit glow.
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* reflecting the view's environment and as unlit glow, the glitter groups with moving white flecks (their UVs and
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* uvScroll, as the game moves its fleck texture).
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*/
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
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import { parseModel, mergeMeshes, linearColors, metalOf, SHADER_LOOK } from '/js/scenery-core.js';
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import { parseModel, mergeMeshes, linearColors, metalOf, addGlitter, SHADER_LOOK } from '/js/scenery-core.js';
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export function createNifViewer(container) {
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const renderer = new THREE.WebGLRenderer({ antialias: true });
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@@ -31,6 +32,7 @@ export function createNifViewer(container) {
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scene.add(root);
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let parts = [];
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const clock = new THREE.Clock();
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let wireframe = false, vertexColors = true, disposed = false, framed = false;
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const grey = new THREE.Color(0xbbbbbb);
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@@ -49,6 +51,8 @@ export function createNifViewer(container) {
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function loop() {
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if (disposed) return;
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controls.update();
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const seconds = clock.getElapsedTime();
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for (const part of parts) if (part.glitter) part.glitter.update(seconds);
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renderer.render(scene, camera);
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requestAnimationFrame(loop);
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}
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@@ -125,10 +129,16 @@ export function createNifViewer(container) {
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? new THREE.MeshBasicMaterial({ color: baseColor.clone(), vertexColors: hasColors })
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: new THREE.MeshStandardMaterial({ color: baseColor.clone(), vertexColors: hasColors, transparent: seeThrough,
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roughness: metal === 'polished' ? 0.18 : metal === 'brushed' ? 0.45 : 0.6, metalness: metal ? 1 : 0 });
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// Glitter: the fleck texture's UVs, one tile of it each, moving as the game moves it
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let glitter = null;
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if (look & SHADER_LOOK.GLITTER && mesh.uvs) {
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geometry.setAttribute('glitterUv', new THREE.BufferAttribute(mesh.uvs, 2));
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glitter = addGlitter(material, { coordinates: 'uv', scroll: mesh.uvScroll || [0, 0] });
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}
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const object = new THREE.Mesh(geometry, material);
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if (seeThrough) object.renderOrder = 1;
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root.add(object);
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parts.push({ mesh: object, hasColors, baseColor });
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parts.push({ mesh: object, hasColors, baseColor, glitter });
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triangles += mesh.indices.length / 3;
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vertices += mesh.vertices;
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}
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