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

@@ -5,6 +5,7 @@
#include <glm/glm.hpp>
#include "UgcGlitter.h"
#include "UgcModel.h"
/**
@@ -56,6 +57,7 @@ namespace UgcRender {
float shadows{ 1.0f }; // how much the sun's shadows darken, 0 to 1
AoOptions ao{ false, 5.0f, 32, 1.0f, 0.0f };
float glowEmissive{ 1.0f }; // how far glowing shapes go from lit to their plain color (the glow_emissive setting)
UgcGlitter::Params glitter; // the glitter's flecks (glitter_size, glitter_density), drawn where they are at the start
};
// The model drawn from the icon's camera, framed to fit, on a transparent background. `opaqueAo`: the opaque mesh's
@@ -63,7 +65,8 @@ namespace UgcRender {
// Opaque vertices with a look (UgcModel::Mesh::looks) are drawn roughly as the game's shaders draw them: GLOW goes
// from lit to its plain color by glowEmissive (LEGO-Emissive), METAL and BRUSHED dim the diffuse light and add a
// sky-and-ground reflection tinted by the color and a highlight, sharp for polished metal and broad for brushed
// steel (Polished Metal, Brushed Steel: an environment map tinted by the vertex color).
// steel (Polished Metal, Brushed Steel: an environment map tinted by the vertex color). GLITTER vertices (opaque or
// transparent) get the glitter texture's white flecks over their color before the light (LEGO-AnimUV), still.
Image RenderIcon(const UgcModel::Model& model, const IconOptions& options, const std::vector<float>* opaqueAo = nullptr);
struct OptimizeOptions {