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

NifFile::TechniqueFor maps every mapShaders gameValue to the client's
technique family (fixed function, LEGO, Basic/AlphaAsAlpha, metal, clear
plastic, ocean distortion, flat surf, BrickWater, darkling, terrain mesh),
its eShaderLook bits, texture alpha and eTechniqueFlag bits (moving
texture, both sides, blend, alpha test, additive, no ambient, glow,
super emissive, grayscale, shiny glint, not drawn, ...), from res/shaders
and the verified technique setups. Values it lacks are the LEGO shader,
as the client falls back to it. TextureAlphaFor and ShaderLookFor read it.

The scenery manifests carry it as "techniques" (replacing textureAlpha
and shaderLooks), the flairs' manifest a Flair.fx technique, the
lighting its specular color. /api/scenery/env/:name serves the
environment cubes the client's shaders load themselves (default
reflection, polished and brushed metal, brushed noise). Conversion
format 4.

scenery-core.js: techniqueOf, gameLook with the family and flags,
blendingOf, parseDdsCube; its test checks the flag and look bits against
NifFile.h.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 13:38:47 -05:00
parent 7bba8344fc
commit e1d36f7dbe
7 changed files with 515 additions and 123 deletions

View File

@@ -719,79 +719,182 @@ namespace NifFile {
return tagShader && *tagShader >= 3 && *tagShader <= 0x6C ? *tagShader : LEGO_SHADER;
}
eTextureAlpha TextureAlphaFor(int32_t shader) {
switch (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
// 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
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;
{ 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
// LEGOPPLighting_Item: texture alpha forced to 1, multiplied by the vertex colors
case 31: case 48:
// TerrainMeshLighting_Rim: texture times vertex colors, alpha only the fade
case 3:
return eTextureAlpha::IGNORED;
default:
return eTextureAlpha::OPACITY;
{ 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";
}
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) {
// 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;
}
return TechniqueFor(shader).look;
}
std::optional<Model> Parse(std::string_view data, uint32_t lod, std::string& error) {

View File

@@ -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); -1 is fixed function (opacity)
// What a texture's alpha does under a shader (mapShaders.gameValue, TechniqueFor); -1 is fixed function (opacity)
eTextureAlpha TextureAlphaFor(int32_t shader);
/**
@@ -112,6 +112,66 @@ 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 };