Commit Graph

4 Commits

Author SHA1 Message Date
Aaron Kimbrell
06be40471b feat(ugc): settings for the ray tracer, hidden-face method and denoising
New UGC settings (ugcconfig.ini and the dashboard's settings page):

- ray_backend: builtin (default), embree or hiprt (falls back to embree when
  the build or machine can't); the hidden faces' paths and the occlusion rays
- hsr_method: toolbox (default, LU Toolbox's paths) or fast (the renders from
  around the model), and hsr_fast_resolution (1024) for the fast one
- denoise: off (default) or oidn (icons; off until a build has it)

UgcProcessOptions (dCommon/UgcKeys.h) names the choices for everything that
passes them on ("embree fast oidn", any order, left out: the setting's).
UgcJobs::ApplyOptions puts a choice over the settings and MadeWith says what a
make used after fallbacks; a made model's stats.json records it (rays,
hsrMethod, denoise). UgcServer --make-model and --make-modular take the
choices after the folder and print the CPU time and what made it.

Check: the defaults make the same files as before; the settings page shows the
four settings under UGC; UgcServer --make-model model.lxfml out embree fast.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
fcd939a92f feat(ugc): a model's time keeps its icon's when the icon is drawn again
A make's recorded time (process_ms, stats.json's ms.total) includes the
icon drawn at its end. Drawing only the icons again (the icon editor's
Draw all icons of this type again) left the stats and the rows with the
old icons' time. Now the icon-only job writes stats.json with the new
icon's time (ms.icon, ms.total changed by the difference,
UgcJobs::WithIconTime) and the main thread changes the row's process_ms
and process_cpu_ms by the same difference (the icon is drawn on one
thread, so its time is taken as its CPU time). The dashboard's Took,
CPU and totals follow.

Check: open a player model on the UGC page, Draw all icons of this type
again: afterwards its Took changes by the icon's difference and its
stats show the new icon time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:22:08 -05:00
Aaron Kimbrell
fb7850fb9f fix(ugc): glitter sparkles that move on placed models
Why the glitter never moved: player models (LOT 14) are wrapped in
weeblewobble.kfm (RenderComponentWrapper 9845), so the client makes them
an LWOSkinnedRenderComponent, whose Run (0x00d6d3d0) updates the scene
graph (and so any NiTextureTransformController) only while animation is
enabled, and LWOModelBehaviorComponent::EnableAnimation (0x00be2740)
turns it off for modelType 2, which every placed property model is. The
root flags 0x102 added earlier are only read by the base render
component. Nothing in a placed model's .nif can move.

What does move: shader classes set globals in their own per-frame Run.
Distortion Directional (Ocean) (mapShaders 79, Run 0x010b90c0) slides
its texture layers by fixed shares of a tile a second, as the game's own
pond ripples (S79__pond_ripplesShape). Glitter bricks now get a sparkle
group, S79_GlitterSparkle_Model: their triangles lifted 0.005 off the
brick, vertex colors white tinted by the brick, UVs placed per brick,
alpha tested (ShaderCommon's alpha test phase, GREATEREQUAL 127), with a
stored texture of flat sparkles at alpha 230: one layer's sparkle alone
averages under the test, two meeting pass, so sparkles flash and go out
as the layers cross. The flecks stay (LEGO-AnimUV, now without the
controllers and flags that never ran). The icon and the dashboard's 3D
view leave the sparkles out.

New settings: shader_glitter_sparkle (79, 0 off), glitter_sparkle_size,
glitter_sparkle_amount, glitter_sparkle_tint, glitter_sparkle_brightness;
glitter_speed is now how fast sparkles flash (the sparkle tile). Only
glitter output changes; non-glitter models are byte-identical.

Check in game: reprocess a property with glitter models, then look at
them from a few angles and distances, on each graphics quality:
- sparkles flash on and off all over the glitter bricks, continuously
- no flickering fight between the sparkles and the brick surface
- transparent glitter bricks still see-through, flecks still visible
- nothing drawn where there is no glitter brick; icons unchanged
  apart from the flecks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:40:10 -05:00
Aaron Kimbrell
7c32779e89 fix(ugc): transparent bricks drawn see-through in mixed models; dUgcServer in folders by role
- The client puts a shape in its sorted, blended pass only when its
  NiMaterialProperty alpha is under 0.99999 (ShaderCommon::GetAlphaFlags
  0x0109f5a0; the NiAlphaProperty blend flag isn't read); at 1.0 it's drawn
  solid with blending off. Transparent (and transparent glitter) shapes now
  get a material with alpha 0.9999, as the S01_Alpha shapes of the game's own
  brick models (res/BrickModels/ndmade) do; opaque shapes keep 1.0. Models
  with a transparent brick change; the others are byte for byte the same.
- dUgcServer's files move into Bricks/, Model/, Render/, Formats/ and
  Processing/ (the CMakeLists says what each holds); includes are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:26 -05:00