/** * The scenery loader's decoding, without three.js so it can be tested with node: the server's converted models * (NifFile::Encode) and the client's DDS textures (DXT1/3/5 and uncompressed), which the browser decodes itself. */ /** * A model from /api/scenery/:zone/mesh/:asset: {header, meshes: [{...header entry, positions, normals, uvs, colors, * indices}]} with typed arrays viewing the response (normals int8 x3, colors uint8 RGBA, indices uint16). */ export function parseModel(buffer) { const view = new DataView(buffer); const length = view.getUint32(0, true); const header = JSON.parse(new TextDecoder().decode(new Uint8Array(buffer, 4, length))); const base = 4 + length; const meshes = header.meshes.map((entry) => { let offset = base + entry.offset; const n = entry.vertices; const mesh = { ...entry }; mesh.positions = new Float32Array(buffer, offset, n * 3); offset += n * 12; if (entry.normals) { mesh.normals = new Int8Array(buffer, offset, n * 3); offset += (n * 3 + 3) & ~3; } if (entry.uv) { mesh.uvs = new Float32Array(buffer, offset, n * 2); offset += n * 8; } if (entry.uv2) { mesh.uvs2 = new Float32Array(buffer, offset, n * 2); offset += n * 8; } if (entry.colors) { mesh.colors = new Uint8Array(buffer, offset, n * 4); offset += n * 4; } mesh.indices = new Uint16Array(buffer, offset, entry.indices); return mesh; }); return { header, meshes }; } /** * The shader (mapShaders.gameValue) the game draws a mesh of a model with, or null when the manifest doesn't say * (-1 is fixed function). A multishader model's parts name theirs in their node names (mesh.shaderTag, a mapShaders * id); a tag the client can't use falls back to the LEGO shader. */ export function shaderOf(manifest, asset, mesh) { if (!manifest || !manifest.shaders) return null; const shader = manifest.shaders[asset]; if (shader === undefined || shader === null) return null; if (shader !== manifest.multishader) return shader; const tagged = mesh && mesh.shaderTag >= 0 && manifest.shaderTags ? manifest.shaderTags[mesh.shaderTag] : undefined; return tagged !== undefined && tagged >= 3 && tagged <= 108 ? tagged : manifest.defaultShader; } // NifFile::eShaderLook bits export const SHADER_LOOK = { UNLIT: 1, NO_TEXTURE: 2, NO_VERTEX_COLORS: 4, MATERIAL_COLOR: 8, TWO_LAYERS_BLENDED: 16, TWO_LAYERS_ADDED: 32, REFLECTIVE: 64, BRUSHED: 128, EMISSIVE: 256, GLITTER: 512, SPARKLE: 1024 }; /** * The UGC server's glitter (UgcGlitter) for a three.js material, drawn in the shader from hashes of cells: * * Flecks ({flecks}): flat flakes over the color before the light, as the game's LEGO-AnimUV shader lays its fleck * texture over the vertex color: `flecks` a tile, `fleckSize` model units across (0.7 to 1.3 of it), each as bright as * its facet catches the light (0.3 to 1 of `fleckOpacity` percent, mostly dim). On `coordinates` 'uv' (the mesh's * 'glitterUv' attribute, in tiles) or 'position' (a box projection of the object's position, `tile` units a tile). * * Sparkles ({sparkles}): what the game's Distortion Directional shader does with the sparkle texture: two layers of * sparkles (`sparkleAmount` percent covered, `sparkleSize` across) sliding at the client's rates (a tile in 24 s at * three quarters the scale, and in 48 s), drawn only where both have one (the alpha test), in `sparkleColor`. On * 'glitterSparkleUv' (in sparkle tiles) or the projected position (`sparkleTile` units a tile). With `sparklesOnly` * the rest of the surface is discarded and the sparkles keep the material's color (the made model's sparkle shapes, * whose vertex colors are the sparkles'). * * Returns {update(seconds)} to move the sparkles. */ export function addGlitter(material, { coordinates = 'uv', tile = 1.6, flecks = 80, fleckSize = 0.05, fleckOpacity = 80, sparkles = false, sparkleTile = 7.5, sparkleSize = 0.1, sparkleAmount = 5, sparkleColor = [1, 1, 1], sparklesOnly = false } = {}) { const fleckCells = Math.max(1, Math.sqrt(flecks)); // A sparkle's radius in sparkle tiles, and cells of one sparkle each covering `sparkleAmount` percent const sparkleRadius = sparkleSize / Math.max(sparkleTile, 1e-3) / 2; const sparkleShare = Math.min(Math.max(sparkleAmount / 100, 0), 0.5); const sparkleCells = sparkleShare > 0 ? Math.sqrt(sparkleShare / (Math.PI * sparkleRadius * sparkleRadius)) : 1; const uniforms = { glitterTime: { value: 0 }, glitterTile: { value: tile }, glitterCells: { value: fleckCells }, glitterFleckRadius: { value: fleckSize / Math.max(tile, 1e-3) / 2 * fleckCells }, glitterOpacity: { value: Math.min(Math.max(fleckOpacity / 100, 0), 1) }, glitterFlecksOn: { value: sparklesOnly ? 0 : 1 }, sparkleOn: { value: sparkles && sparkleShare > 0 ? 1 : 0 }, sparkleTileSize: { value: sparkleTile }, sparkleCells: { value: sparkleCells }, sparkleCellRadius: { value: sparkleRadius * sparkleCells }, sparkleColor: { value: new Float32Array(sparkleColor) }, sparklesOnly: { value: sparklesOnly ? 1 : 0 } }; material.onBeforeCompile = (shader) => { Object.assign(shader.uniforms, uniforms); const byPosition = coordinates === 'position'; shader.vertexShader = 'varying vec3 vGlitterPosition;\nvarying vec3 vGlitterNormal;\n' + (byPosition ? '' : 'attribute vec2 glitterUv;\nvarying vec2 vGlitterUv;\nattribute vec2 glitterSparkleUv;\nvarying vec2 vGlitterSparkleUv;\n') + shader.vertexShader.replace('#include ', '#include \n' + (byPosition ? `vec4 glitterAt = vec4(transformed, 1.0); vec3 glitterNormal = objectNormal; #ifdef USE_INSTANCING glitterAt = instanceMatrix * glitterAt; glitterNormal = mat3(instanceMatrix) * glitterNormal; #endif vGlitterPosition = glitterAt.xyz; vGlitterNormal = glitterNormal; ` : 'vGlitterUv = glitterUv;\nvGlitterSparkleUv = glitterSparkleUv;\n')); shader.fragmentShader = `uniform float glitterTime; uniform float glitterTile; uniform float glitterCells; uniform float glitterFleckRadius; uniform float glitterOpacity; uniform float glitterFlecksOn; uniform float sparkleOn; uniform float sparkleTileSize; uniform float sparkleCells; uniform float sparkleCellRadius; uniform vec3 sparkleColor; uniform float sparklesOnly; varying vec3 vGlitterPosition; varying vec3 vGlitterNormal; ` + (byPosition ? '' : 'varying vec2 vGlitterUv;\nvarying vec2 vGlitterSparkleUv;\n') + ` float glitterHash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); } // A flat disc of radius r (in cells) at a random place in each cell, its edge a pixel wide float glitterDisc(vec2 uv, float cells, float r, float salt) { vec2 at = uv * cells; vec2 cell = floor(at); vec2 centre = r + (1.0 - 2.0 * r) * vec2(glitterHash(cell + salt), glitterHash(cell + salt + 17.0)); float d = length(fract(at) - centre); float edge = max(fwidth(d), 1e-4); return clamp((r - d) / edge + 0.5, 0.0, 1.0); } float glitterFleck(vec2 uv) { vec2 cell = floor(uv * glitterCells); float size = 0.7 + 0.6 * glitterHash(cell + 29.0); float facet = glitterHash(cell + 41.0); return glitterOpacity * (0.3 + 0.7 * facet * facet) * glitterDisc(uv, glitterCells, min(glitterFleckRadius * size, 0.45), 0.0); } // Two layers sliding as Distortion Directional's (2-layer technique): uv * 0.75 + a tile in 24 s, uv - 0.3 + a tile in 48 s float glitterSparkle(vec2 uv) { float r = min(sparkleCellRadius, 0.45); float a = glitterDisc(uv * 0.75 + vec2(glitterTime / 24.0, 0.0), sparkleCells, r, 3.0); float b = glitterDisc(uv - 0.3 + vec2(glitterTime / 48.0, 0.0), sparkleCells, r, 7.0); return step(0.996, a + b); } ` + shader.fragmentShader.replace('#include ', '#include \n' + (byPosition ? ` vec3 glitterN = abs(vGlitterNormal); vec2 glitterPlane = glitterN.x >= glitterN.y && glitterN.x >= glitterN.z ? vGlitterPosition.zy : glitterN.y >= glitterN.z ? vGlitterPosition.xz : vGlitterPosition.xy; vec2 glitterUv = glitterPlane / glitterTile; vec2 glitterSparkleUv = glitterPlane / sparkleTileSize; ` : 'vec2 glitterUv = vGlitterUv;\nvec2 glitterSparkleUv = vGlitterSparkleUv;\n') + ` if (glitterFlecksOn > 0.5) diffuseColor.rgb = mix(diffuseColor.rgb, vec3(1.0), glitterFleck(glitterUv)); if (sparkleOn > 0.5) { float glitterSparkles = glitterSparkle(glitterSparkleUv); if (sparklesOnly > 0.5 && glitterSparkles < 0.5) discard; if (sparklesOnly < 0.5) diffuseColor = mix(diffuseColor, vec4(sparkleColor, 1.0), glitterSparkles); } `); }; material.customProgramCacheKey = () => 'glitter-' + coordinates; material.needsUpdate = true; return { update(seconds) { uniforms.glitterTime.value = seconds; } }; } // The UGC server's glitter settings for addGlitter (window.LDD_GLITTER), its defaults without them export function glitterSettings() { const g = window.LDD_GLITTER || {}; const speed = g.speed > 0 ? g.speed : 1, sparkleSize = g.sparkleSize > 0 ? g.sparkleSize : 0.1; return { tile: g.tile || 1.6, flecks: g.flecks ?? 80, fleckSize: g.fleckSize || 0.05, fleckOpacity: g.fleckOpacity ?? 80, sparkles: !!g.sparkles, sparkleSize, sparkleAmount: g.sparkleAmount ?? 5, sparkleTile: 75 * sparkleSize * speed, sparkleTint: g.sparkleTint ?? 30, sparkleBrightness: g.sparkleBrightness ?? 100 }; } // NifFile::eTechniqueFlag bits (what a technique does besides its family and eShaderLook bits) export const TECHNIQUE = { UV_ANIM: 1, DOUBLE_SIDED: 2, BLEND: 4, ALPHA_TEST: 8, ADDITIVE: 16, NO_AMBIENT: 32, GLOW: 64, IGNORE_VERTEX_ALPHA: 128, SUPER_EMISSIVE: 256, GRAYSCALE: 512, SHINY_GLINT: 1024, SPECULAR: 2048, NON_DECAL: 4096, OCEAN_FX: 8192, RIM_LIGHT: 16384, DIFFUSE_ONLY: 32768, ANIM_ALPHA: 65536, BASIC_EMISSIVE: 131072, NO_FOG: 262144, NOT_DRAWN: 524288, NO_BLEND: 1048576 }; /** * The conversion format (Scenery.cpp FORMAT_VERSION) these views are written for. Manifest URLs carry it, so a * browser never draws with a manifest it kept from an older server (they are cached for up to a day). */ export const SCENERY_FORMAT = 6; /** A manifest URL asking for SCENERY_FORMAT's manifest (the server ignores the parameter; browsers cache by it). */ export function manifestUrl(url) { return url + (url.includes('?') ? '&' : '?') + 'format=' + SCENERY_FORMAT; } /** * Whether a manifest's models are drawn with the game's shaders: it has the zone's lighting and says which technique * each shader is (format 4 on). Older manifests have neither all shaders' techniques nor the looks the shaders need, * so they are drawn with the viewer's own lights rather than every shader guessed as LEGO. */ export function gameShaded(manifest) { return !!(manifest && manifest.lighting && (manifest.techniques || manifest.technique)); } // A technique the manifest doesn't name: the LEGO shader's, as the client falls back to it const LEGO_TECHNIQUE = { family: 'lego', look: 0, alpha: 'decal', flags: 0 }; const FIXED_TECHNIQUE = { family: 'fixed', look: 0, alpha: 'opacity', flags: 0 }; /** * The technique (NifFile::TechniqueFor, the manifest's "techniques" by gameValue) a mesh of a model is drawn with: * {shader, family, look, alpha, flags}. A manifest-wide "technique" (the flairs') is every mesh's; without a shader the * mesh is fixed function; a shader the table lacks is drawn as LEGO. */ export function techniqueOf(manifest, asset, mesh) { if (manifest && manifest.technique) return { shader: null, ...manifest.technique }; const shader = shaderOf(manifest, asset, mesh); if (shader === null || shader < 0) return { shader, ...FIXED_TECHNIQUE }; const known = manifest.techniques && manifest.techniques[shader]; return { shader, ...(known || LEGO_TECHNIQUE) }; } /** * What a texture's alpha does in the game (the technique's, NifFile::eTextureAlpha): 'opacity' see-through where the * alpha is; 'decal' the texture is laid over the vertex colors by its alpha (LEGO shaders); 'ignored' it does nothing. */ export function textureAlphaMode(manifest, asset, mesh) { if (!manifest || (!manifest.techniques && !manifest.technique)) { // A manifest from before the techniques (format 3 and older) names only the shaders whose alpha isn't opacity const shader = shaderOf(manifest, asset, mesh); return (shader !== null && manifest && manifest.textureAlpha && manifest.textureAlpha[shader]) || 'opacity'; } return techniqueOf(manifest, asset, mesh).alpha || 'opacity'; } /** * How a mesh is drawn under the game's shaders, when the manifest has the zone's lighting: {family (game-shaders.js), * lit, texture, vertexColors, material, layers, metal, emissive, textureAlpha, uvAnim, flags, blend, doubleSided, * hidden} — whether the scene's sun and ambient light it, its texture and vertex colors are used, whether its * NiMaterialProperty colors are (only fixed function and the "Material" shaders use them), how a two layer shader puts * its dark texture with the base one ('blended', 'added' or null), whether it is metal ('polished', 'brushed' or null), * whether it glows (LEGO-Emissive: the vertex alpha is then no opacity), whether its texture moves as the .nif's * texture transform says, its blending ('nif': as NiAlphaProperty says; 'blend': see-through without depth writes; * 'test': cut out; 'additive'; 'opaque') and whether the game draws it in the world at all (hidden: post-processing * and shadow shaders). Null without lighting or techniques in the manifest (older servers, gameShaded), for the * viewer's own lights. */ export function gameLook(manifest, asset, mesh) { if (!gameShaded(manifest)) return null; const technique = techniqueOf(manifest, asset, mesh); const fixedFunction = technique.family === 'fixed'; const bits = technique.look || 0; const flags = technique.flags || 0; return { family: technique.family, lit: !(bits & SHADER_LOOK.UNLIT), texture: !(bits & SHADER_LOOK.NO_TEXTURE), // Fixed function reads them as NiVertexColorProperty says; the shaders always do, unless they have none vertexColors: !!(mesh.colors && !(bits & SHADER_LOOK.NO_VERTEX_COLORS) && (!fixedFunction || mesh.vertexColors !== 0)), material: fixedFunction || !!(bits & SHADER_LOOK.MATERIAL_COLOR), layers: bits & SHADER_LOOK.TWO_LAYERS_BLENDED ? 'blended' : bits & SHADER_LOOK.TWO_LAYERS_ADDED ? 'added' : null, metal: metalOf(bits), emissive: !!(bits & SHADER_LOOK.EMISSIVE), textureAlpha: technique.alpha || 'opacity', uvAnim: !!(flags & TECHNIQUE.UV_ANIM), flags, blend: flags & TECHNIQUE.ADDITIVE ? 'additive' : flags & TECHNIQUE.BLEND ? 'blend' : flags & TECHNIQUE.ALPHA_TEST ? 'test' : flags & TECHNIQUE.NO_BLEND ? 'opaque' : 'nif', doubleSided: !!(flags & TECHNIQUE.DOUBLE_SIDED), hidden: !!(flags & TECHNIQUE.NOT_DRAWN) }; } /** * How a mesh drawn with `look` is blended: {transparent, depthWrite, additive, alphaCutoff, doubleSided}. Most of the * game's files have alpha blending switched on; it only shows where something is see-through (`seeThrough`: the * material, a vertex or the texture's alpha as opacity). Blended meshes still write depth, as Gamebryo's default does, * unless the technique turns that off. */ export function blendingOf(look, mesh, seeThrough) { const cutoff = mesh.test >= 0 ? Math.max(mesh.test / 255, 0.01) : 0; const doubleSided = !!mesh.doubleSided || !!(look && look.doubleSided); switch (look ? look.blend : 'nif') { case 'additive': return { transparent: true, depthWrite: false, additive: true, alphaCutoff: 0, doubleSided }; case 'blend': return { transparent: true, depthWrite: false, additive: false, alphaCutoff: cutoff, doubleSided }; case 'test': return { transparent: false, depthWrite: true, additive: false, alphaCutoff: cutoff || 0.5, doubleSided }; case 'opaque': return { transparent: false, depthWrite: true, additive: false, alphaCutoff: 0, doubleSided }; default: return { transparent: !!(mesh.blend && seeThrough), depthWrite: true, additive: false, alphaCutoff: cutoff, doubleSided }; } } // A shader's metal from its eShaderLook bits: 'polished', 'brushed' or null export function metalOf(bits) { if (!(bits & SHADER_LOOK.REFLECTIVE)) return null; return bits & SHADER_LOOK.BRUSHED ? 'brushed' : 'polished'; } /** * Meshes of a model that look the same (texture, colors, blending, sides, attributes) joined into one, so a model * made of many pieces (the zones' "glom" files have over a hundred) costs a few draw calls instead of one per piece. * Order is kept otherwise; indices become 32-bit when a joined mesh passes 65535 vertices. */ export function mergeMeshes(meshes) { const groups = new Map(); for (const mesh of meshes) { if (!mesh.vertices || !mesh.indices.length) continue; const key = JSON.stringify([mesh.texture, mesh.diffuse, mesh.emissive, mesh.alpha, mesh.blend, mesh.test, mesh.doubleSided, mesh.vertexColors, mesh.clampU, mesh.clampV, !!mesh.normals, !!mesh.uvs, !!mesh.colors, mesh.shaderTag, mesh.darkTexture, !!mesh.uvs2, mesh.look, mesh.uvScroll]); if (!groups.has(key)) groups.set(key, []); groups.get(key).push(mesh); } return [...groups.values()].map((list) => { if (list.length === 1) return list[0]; const first = list[0]; const vertices = list.reduce((sum, m) => sum + m.vertices, 0); const indexCount = list.reduce((sum, m) => sum + m.indices.length, 0); const out = { ...first, vertices, positions: new Float32Array(vertices * 3) }; if (first.normals) out.normals = new Int8Array(vertices * 3); if (first.uvs) out.uvs = new Float32Array(vertices * 2); if (first.uvs2) out.uvs2 = new Float32Array(vertices * 2); if (first.colors) out.colors = new Uint8Array(vertices * 4); out.indices = vertices > 65535 ? new Uint32Array(indexCount) : new Uint16Array(indexCount); let v = 0, i = 0; for (const m of list) { out.positions.set(m.positions, v * 3); if (out.normals) out.normals.set(m.normals, v * 3); if (out.uvs) out.uvs.set(m.uvs, v * 2); if (out.uvs2) out.uvs2.set(m.uvs2, v * 2); if (out.colors) out.colors.set(m.colors, v * 4); for (let k = 0; k < m.indices.length; k++) out.indices[i + k] = m.indices[k] + v; v += m.vertices; i += m.indices.length; } return out; }); } // sRGB byte -> linear byte, for vertex colors (three.js takes vertex colors as linear) const SRGB_TO_LINEAR = new Uint8Array(256); for (let i = 0; i < 256; i++) { const c = i / 255; SRGB_TO_LINEAR[i] = Math.round((c <= 0.04045 ? c / 12.92 : Math.pow((c + 0.055) / 1.055, 2.4)) * 255); } export function linearColors(srgb) { const out = new Uint8Array(srgb.length); for (let i = 0; i < srgb.length; i += 4) { out[i] = SRGB_TO_LINEAR[srgb[i]]; out[i + 1] = SRGB_TO_LINEAR[srgb[i + 1]]; out[i + 2] = SRGB_TO_LINEAR[srgb[i + 2]]; out[i + 3] = srgb[i + 3]; } return out; } const FOURCC = { 0x31545844: 'DXT1', 0x33545844: 'DXT3', 0x35545844: 'DXT5' }; /** * A DDS file's header and mipmap levels: {format: 'DXT1'|'DXT3'|'DXT5'|'RGBA', width, height, levels: [{width, * height, data}]}, starting at the first level no larger than maxSize (so big textures cost less), or null when the * file isn't a DDS this reads. Uncompressed files (24 or 32 bits with masks) come back as RGBA, one level. */ export function parseDds(buffer, maxSize = 4096) { if (buffer.byteLength < 128) return null; const view = new DataView(buffer); if (view.getUint32(0, true) !== 0x20534444) return null; // "DDS " const height = view.getUint32(12, true), width = view.getUint32(16, true); const mipCount = Math.max(1, view.getUint32(28, true)); const pfFlags = view.getUint32(80, true); const fourCC = view.getUint32(84, true); if (!width || !height || width > 8192 || height > 8192) return null; let offset = 128; if (pfFlags & 0x4) { const format = FOURCC[fourCC]; if (!format) return null; const blockBytes = format === 'DXT1' ? 8 : 16; const levels = []; let w = width, h = height; for (let i = 0; i < mipCount; i++) { const size = Math.max(1, (w + 3) >> 2) * Math.max(1, (h + 3) >> 2) * blockBytes; if (offset + size > buffer.byteLength) break; levels.push({ width: w, height: h, data: new Uint8Array(buffer, offset, size) }); offset += size; w = Math.max(1, w >> 1); h = Math.max(1, h >> 1); } let first = 0; while (first < levels.length - 1 && (levels[first].width > maxSize || levels[first].height > maxSize)) first++; const chosen = levels.slice(first); if (!chosen.length) return null; return { format, width: chosen[0].width, height: chosen[0].height, levels: chosen }; } if (!(pfFlags & 0x40)) return null; const bits = view.getUint32(88, true); if (bits !== 32 && bits !== 24) return null; const masks = [92, 96, 100, 104].map((at) => view.getUint32(at, true)); const hasAlpha = (pfFlags & 0x1) && masks[3]; const bytes = bits / 8; if (offset + width * height * bytes > buffer.byteLength) return null; const shift = (mask) => (mask ? 31 - Math.clz32(mask & -mask) : 0); const shifts = masks.map(shift); const rgba = new Uint8Array(width * height * 4); const src = new Uint8Array(buffer, offset, width * height * bytes); for (let i = 0, s = 0; i < width * height; i++, s += bytes) { const pixel = bytes === 4 ? (src[s] | (src[s + 1] << 8) | (src[s + 2] << 16) | (src[s + 3] << 24)) >>> 0 : src[s] | (src[s + 1] << 8) | (src[s + 2] << 16); rgba[i * 4] = (pixel & masks[0]) >>> shifts[0]; rgba[i * 4 + 1] = (pixel & masks[1]) >>> shifts[1]; rgba[i * 4 + 2] = (pixel & masks[2]) >>> shifts[2]; rgba[i * 4 + 3] = hasAlpha ? (pixel & masks[3]) >>> shifts[3] : 255; } const image = downscale({ format: 'RGBA', width, height, levels: [{ width, height, data: rgba }] }, maxSize); image.alpha = !!hasAlpha; return image; } /** * A DDS cube map (the client's environment cubes, textures/env and textures/metal) as six RGBA faces no larger than * maxSize: {faces: [{format: 'RGBA', width, height, data}]} in the file's order (+X, -X, +Y, -Y, +Z, -Z, as WebGL * takes them). With `plain`, a DDS that isn't a cube comes back as its one face instead; null otherwise. */ export function parseDdsCube(buffer, maxSize = 256, plain = false) { if (buffer.byteLength < 128) return null; const view = new DataView(buffer); if (view.getUint32(0, true) !== 0x20534444) return null; const isCube = (view.getUint32(112, true) & 0x200) !== 0; if (isCube === plain) return null; const height = view.getUint32(12, true), width = view.getUint32(16, true); const mipCount = Math.max(1, view.getUint32(28, true)); const pfFlags = view.getUint32(80, true); const format = FOURCC[view.getUint32(84, true)]; if (!(pfFlags & 0x4) || !format || !width || !height || width > 4096 || height > 4096) return null; const blockBytes = format === 'DXT1' ? 8 : 16; const levelBytes = (w, h) => Math.max(1, (w + 3) >> 2) * Math.max(1, (h + 3) >> 2) * blockBytes; let faceBytes = 0; for (let i = 0, w = width, h = height; i < mipCount; i++, w = Math.max(1, w >> 1), h = Math.max(1, h >> 1)) faceBytes += levelBytes(w, h); const count = isCube ? 6 : 1; if (128 + faceBytes * count > buffer.byteLength) return null; const faces = []; for (let f = 0; f < count; f++) { const data = new Uint8Array(buffer, 128 + f * faceBytes, levelBytes(width, height)); const rgba = decodeDxt(format, width, height, data); faces.push(downscale({ format: 'RGBA', width, height, levels: [{ width, height, data: rgba }] }, maxSize).levels[0]); } return plain ? { format: 'RGBA', ...faces[0] } : { faces: faces.map((face) => ({ format: 'RGBA', ...face })) }; } // Halve an RGBA image (box filter) until it fits maxSize function downscale(image, maxSize) { let { width, height, data } = image.levels[0]; while (width > maxSize || height > maxSize) { const w = Math.max(1, width >> 1), h = Math.max(1, height >> 1); const out = new Uint8Array(w * h * 4); for (let y = 0; y < h; y++) { for (let x = 0; x < w; x++) { for (let c = 0; c < 4; c++) { const at = (dx, dy) => data[((Math.min(y * 2 + dy, height - 1)) * width + Math.min(x * 2 + dx, width - 1)) * 4 + c]; out[(y * w + x) * 4 + c] = (at(0, 0) + at(1, 0) + at(0, 1) + at(1, 1) + 2) >> 2; } } } width = w; height = h; data = out; } return { format: 'RGBA', width, height, levels: [{ width, height, data }] }; } function color565(value, out, at) { out[at] = ((value >> 11) & 31) * 255 / 31 | 0; out[at + 1] = ((value >> 5) & 63) * 255 / 63 | 0; out[at + 2] = (value & 31) * 255 / 31 | 0; } /** * One DXT level as RGBA bytes (for GPUs without S3TC support, e.g. most phones). DXT1 blocks whose first color is * not greater than the second have a transparent fourth color. */ export function decodeDxt(format, width, height, data) { const out = new Uint8Array(width * height * 4); const blockBytes = format === 'DXT1' ? 8 : 16; const bw = Math.max(1, (width + 3) >> 2), bh = Math.max(1, (height + 3) >> 2); const palette = new Uint8Array(16); const alphas = new Uint8Array(16); for (let by = 0; by < bh; by++) { for (let bx = 0; bx < bw; bx++) { const block = (by * bw + bx) * blockBytes; const colorAt = format === 'DXT1' ? block : block + 8; const c0 = data[colorAt] | (data[colorAt + 1] << 8), c1 = data[colorAt + 2] | (data[colorAt + 3] << 8); color565(c0, palette, 0); color565(c1, palette, 4); palette[3] = palette[7] = palette[11] = palette[15] = 255; if (c0 > c1 || format !== 'DXT1') { for (let c = 0; c < 3; c++) { palette[8 + c] = (2 * palette[c] + palette[4 + c]) / 3 | 0; palette[12 + c] = (palette[c] + 2 * palette[4 + c]) / 3 | 0; } } else { for (let c = 0; c < 3; c++) palette[8 + c] = (palette[c] + palette[4 + c]) >> 1; palette[12] = palette[13] = palette[14] = palette[15] = 0; } if (format === 'DXT3') { for (let i = 0; i < 16; i++) alphas[i] = ((data[block + (i >> 1)] >> ((i & 1) * 4)) & 15) * 17; } else if (format === 'DXT5') { const a0 = data[block], a1 = data[block + 1]; const table = [a0, a1]; if (a0 > a1) for (let i = 1; i < 7; i++) table.push(((7 - i) * a0 + i * a1) / 7 | 0); else { for (let i = 1; i < 5; i++) table.push(((5 - i) * a0 + i * a1) / 5 | 0); table.push(0, 255); } // 48 bits of 3-bit indices let bits = 0, count = 0, byte = block + 2; for (let i = 0; i < 16; i++) { if (count < 3) { bits |= data[byte++] << count; count += 8; } alphas[i] = table[bits & 7]; bits >>= 3; count -= 3; } } const indices = data[colorAt + 4] | (data[colorAt + 5] << 8) | (data[colorAt + 6] << 16) | (data[colorAt + 7] << 24); for (let i = 0; i < 16; i++) { const x = bx * 4 + (i & 3), y = by * 4 + (i >> 2); if (x >= width || y >= height) continue; const p = ((indices >>> (i * 2)) & 3) * 4; const at = (y * width + x) * 4; out[at] = palette[p]; out[at + 1] = palette[p + 1]; out[at + 2] = palette[p + 2]; out[at + 3] = format === 'DXT1' ? palette[p + 3] : alphas[i]; } } } return out; } /** A level chain is complete (usable for mipmapping) when it runs down to 1x1. */ export function completeChain(levels) { const last = levels[levels.length - 1]; return levels.length > 0 && last.width === 1 && last.height === 1; } /** * Objects of a manifest grouped by model: Map asset -> [{index, x, y, z, qx, qy, qz, qw, scale}]. */ export function groupObjects(objects) { const byAsset = new Map(); for (let i = 0; i < objects.asset.length; i++) { const asset = objects.asset[i]; if (!byAsset.has(asset)) byAsset.set(asset, []); byAsset.get(asset).push({ index: i, x: objects.pos[i * 3], y: objects.pos[i * 3 + 1], z: objects.pos[i * 3 + 2], qx: objects.rot[i * 4], qy: objects.rot[i * 4 + 1], qz: objects.rot[i * 4 + 2], qw: objects.rot[i * 4 + 3], scale: objects.scale[i], // A tint per object ([r, g, b, ...]), for the flairs color: objects.color ? [objects.color[i * 3], objects.color[i * 3 + 1], objects.color[i * 3 + 2]] : null, // The game doesn't draw it (a trigger or blocking volume): only shown on request hidden: !!(objects.hidden && objects.hidden[i]), // The zone scene it was placed in (null: the manifest has none), for scenes like the game scene: objects.scene ? objects.scene[i] : null }); } return byAsset; } /** Split instances into square cells `size` wide (by x and z): Map "cx,cz" -> instances. */ export function cellsOf(instances, size) { const cells = new Map(); for (const instance of instances) { const key = Math.floor(instance.x / size) + ',' + Math.floor(instance.z / size); if (!cells.has(key)) cells.set(key, []); cells.get(key).push(instance); } return cells; } // ---- Scenes, as the game client streams them (ZoneScenes on the server) ---- export const GLOBAL_SCENE = 0; const NO_SCENE = 255; /** * The manifest's terrain scene map (sceneMap: {chunks: [{x, z, maxX, maxZ, size, runs (base64)}]}) ready for * sceneAt, or null without one. */ export function decodeSceneMap(json) { if (!json || !json.chunks || !json.chunks.length) return null; const chunks = json.chunks.map((c) => { // Runs of [length, scene] (ZoneScenes::RunLengths) const bytes = typeof atob === 'function' ? atob(c.runs) : Buffer.from(c.runs, 'base64').toString('binary'); const cells = new Uint8Array(c.size * c.size).fill(NO_SCENE); for (let i = 0, at = 0; i + 1 < bytes.length && at < cells.length; i += 2) { const length = bytes.charCodeAt(i); cells.fill(bytes.charCodeAt(i + 1), at, Math.min(at + length, cells.length)); at += length; } // Cells per unit as the client works it out, in 32-bit floats const perX = Math.fround(c.size / Math.fround(c.maxX - c.x)), perZ = Math.fround(c.size / Math.fround(c.maxZ - c.z)); return { ...c, cells, perX, perZ }; }); return { chunks, minX: Math.min(...chunks.map((c) => c.x)), minZ: Math.min(...chunks.map((c) => c.z)), maxX: Math.max(...chunks.map((c) => c.maxX)), maxZ: Math.max(...chunks.map((c) => c.maxZ)) }; } /** * The scene at (x, z) as the client's TerrainManager::GetSceneAtPos finds it (ZoneScenes::SceneMap::SceneAt): the * nearest cell of the chunk under the point, the point clamped to the terrain; the global scene where there's none. */ export function sceneAt(map, x, z) { if (!map || !Number.isFinite(x) || !Number.isFinite(z)) return GLOBAL_SCENE; const EDGE = 0.001; x = Math.min(Math.max(x, map.minX), map.maxX); z = Math.min(Math.max(z, map.minZ), map.maxZ); for (const c of map.chunks) { const px = Math.min(x, map.maxX - 1 / c.perX), pz = Math.min(z, map.maxZ - 1 / c.perZ); if (px < c.x - EDGE || px >= c.maxX - EDGE || pz < c.z - EDGE || pz >= c.maxZ - EDGE) continue; const cx = Math.min(Math.max(Math.floor(c.perX * (px - c.x) + 0.5), 0), c.size - 1); const cz = Math.min(Math.max(Math.floor(c.perZ * (pz - c.z) + 0.5), 0), c.size - 1); const scene = c.cells[cx * c.size + cz]; return scene === NO_SCENE ? GLOBAL_SCENE : scene; } return GLOBAL_SCENE; } /** The scenes the client keeps loaded with the player in `scene` (manifest.scenes): the global scene, it and its neighbours. */ export function loadedScenes(scenes, scene) { const loaded = new Set([GLOBAL_SCENE]); if (scene === GLOBAL_SCENE) return loaded; loaded.add(scene); const entry = (scenes || []).find((s) => s.id === scene); if (entry) for (const n of entry.neighbours) loaded.add(n); return loaded; } /** * The camera's near plane for a view `distance` from what it looks at. A depth buffer's precision goes with * near / distance², so a fixed small near plane (0.5) makes coplanar pieces fight (ground overlays, floor rings, road * pieces) once the camera is far out; the game's own camera stays close to the player. A four hundredth * of the distance keeps close-ups working and far views steady. */ export function nearPlaneFor(distance) { return Math.min(20, Math.max(0.5, distance / 400)); }