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>
This commit is contained in:
Aaron Kimbrell
2026-09-28 12:53:52 -05:00
parent 49c1486771
commit dfe4cc523a
24 changed files with 966 additions and 93 deletions

View File

@@ -2,12 +2,13 @@
* A 3D view of a .nif the UGC server made, from /api/ugc/mesh/:id (the dashboard converts it with NifFile::Encode,
* as it does the scenery's models), with wireframe and vertex color switches and triangle counts. The metal and glow
* groups (the UGC server's shader settings; each mesh's "look" is its shader's eShaderLook bits) are drawn as metal
* reflecting the view's environment and as unlit glow.
* reflecting the view's environment and as unlit glow, the glitter groups with moving white flecks (their UVs and
* uvScroll, as the game moves its fleck texture).
*/
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
import { parseModel, mergeMeshes, linearColors, metalOf, SHADER_LOOK } from '/js/scenery-core.js';
import { parseModel, mergeMeshes, linearColors, metalOf, addGlitter, SHADER_LOOK } from '/js/scenery-core.js';
export function createNifViewer(container) {
const renderer = new THREE.WebGLRenderer({ antialias: true });
@@ -31,6 +32,7 @@ export function createNifViewer(container) {
scene.add(root);
let parts = [];
const clock = new THREE.Clock();
let wireframe = false, vertexColors = true, disposed = false, framed = false;
const grey = new THREE.Color(0xbbbbbb);
@@ -49,6 +51,8 @@ export function createNifViewer(container) {
function loop() {
if (disposed) return;
controls.update();
const seconds = clock.getElapsedTime();
for (const part of parts) if (part.glitter) part.glitter.update(seconds);
renderer.render(scene, camera);
requestAnimationFrame(loop);
}
@@ -125,10 +129,16 @@ export function createNifViewer(container) {
? new THREE.MeshBasicMaterial({ color: baseColor.clone(), vertexColors: hasColors })
: new THREE.MeshStandardMaterial({ color: baseColor.clone(), vertexColors: hasColors, transparent: seeThrough,
roughness: metal === 'polished' ? 0.18 : metal === 'brushed' ? 0.45 : 0.6, metalness: metal ? 1 : 0 });
// Glitter: the fleck texture's UVs, one tile of it each, moving as the game moves it
let glitter = null;
if (look & SHADER_LOOK.GLITTER && mesh.uvs) {
geometry.setAttribute('glitterUv', new THREE.BufferAttribute(mesh.uvs, 2));
glitter = addGlitter(material, { coordinates: 'uv', scroll: mesh.uvScroll || [0, 0] });
}
const object = new THREE.Mesh(geometry, material);
if (seeThrough) object.renderOrder = 1;
root.add(object);
parts.push({ mesh: object, hasColors, baseColor });
parts.push({ mesh: object, hasColors, baseColor, glitter });
triangles += mesh.indices.length / 3;
vertices += mesh.vertices;
}