Commit Graph

4 Commits

Author SHA1 Message Date
Aaron Kimbrell
57110a7081 feat(ugc): rays behind a backend interface, with Embree as a second backend
UgcRays::Scene answers the two ray queries the UGC server makes: the nearest
hit for the hidden faces' paths (never the triangle a path leaves) and any hit
for the ambient occlusion rays. Two backends:

- builtin: the two hierarchies the queries had before, moved unchanged (each
  built the first time it is asked), so the files made are the same bytes
- embree: Embree 4 on the job's thread (a device per worker thread, no threads
  of its own, so its time counts in the CPU budget), watertight, the skipped
  triangle filtered out

UgcHsr::Options::rays and UgcRender::AoOptions::rays pick the backend; both
default to builtin, and nothing sets them yet.

Check: the UGC tests (builtin's files keep their hashes; UgcRays tests compare
embree's hits, hidden faces and occlusion with builtin's).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00
Aaron Kimbrell
aab161038e fix(ugc): glitter flecks look like LEGO glitter
The fleck texture was 50 soft round blobs of one size, bright in the
middle and fading out, which read as a smudgy dot pattern. LEGO's glitter
bricks have many small flat flakes (about half a millimetre) of which
most look faint and a few catch the light. The flecks are now flat
flakes of glitter_fleck_size (0.05 model units, i.e. 0.5 mm; 0.7 to 1.3
of it) with a one-pixel edge, each as bright as its facet catches the
light (0.3 to 1 of glitter_fleck_opacity, 80%, weighted towards dim),
80 a tile by default. The texture grows (128 to 512) to keep a fleck 3
pixels wide. New settings glitter_fleck_size and glitter_fleck_opacity;
glitter_density defaults to 80. Only glitter output changes.

Check in game: reprocess a glitter model; close up, the flecks are small
crisp flakes of varied brightness, not blurry dots; from a few metres
the brick still reads as its color with a fine glitter.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:40:10 -05:00
Aaron Kimbrell
63bfaf545e fix(ugc): each glitter brick gets its own fleck pattern
Every glitter brick had the same flecks in the same places: the UVs were
the vertex positions projected on an axis plane, so bricks a whole tile
apart (and every brick of the same shape at the same spot in its own
model) looked identical. Each brick now has a number of its own
(UgcGlitter::BrickSeed, from the model's id and the brick's index, kept
per vertex in Mesh::brickSeeds) that turns the projection by an angle
and moves it by an offset under a tile, differently for each axis
plane. A model made again gets the same patterns; every LOD of a brick
the same one. The icon now draws the flecks on the UVs the .nif has
(Mesh::uvs read back by FromNif). New setting glitter_random (1; 0 puts
the same pattern on every brick as before). Non-glitter models are
byte-identical (hash tests unchanged).

Check in game: reprocess a model with several glitter bricks of the
same shape; the fleck patterns differ from brick to brick.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:40:09 -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