Files
DarkflameServer/dDashboardServer/routes/WorldScene.h
Aaron Kimbrell c0054d8fa3 fix(dashboard): scenery models keep their colors, lit like the game
Glom models (multishader) drew their trees, rocks, fences and water white.
Their conversions kept on disk from before meshes carried their multishader
tag were still served (the cache format version was never bumped), so every
part fell back to the LEGO shader, whose texture alpha lays the (mostly grey)
texture over the vertex colors that hold the actual colors. Browsers also
kept those models for a week.

- Bump the conversion format so old conversions are made again, and put it
  in the manifests; the viewers add it to model and texture URLs.
- Light scenery as the client's shaders do: the scene's sun and ambient
  light from its .lvl (read as level_read_lighting_info, 0x0102f8f0, and
  EnvironmentManager::SetLightEnv, 0x01088aa0, do), per vertex, clamped,
  instead of the view's own lights, environment map and tone mapping. The
  zone takes the lighting most of its objects' scenes have.
- Programmable shaders read vertex colors and ignore NiMaterialProperty's
  color and alpha; unlit and untextured shaders (by mapShaders gameValue)
  leave out lighting or the texture. Fixed function stays as it was.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:17 -05:00

254 lines
11 KiB
C++

#pragma once
#include <algorithm>
#include <array>
#include <cmath>
#include <cstring>
#include <cstdint>
#include <exception>
#include <optional>
#include <sstream>
#include <string>
#include <vector>
#include "GeneralUtils.h"
#include "LevelFile.h"
#include "eReplicaComponentType.h"
/**
* What the 3D world view draws of a zone besides its terrain: every object in its scene files (.lvl), read with LevelFile
* (dCommon) like the world server's Level, sorted into a few kinds by the components their LOT has. Pure (bytes and
* component lists in, objects and kinds out) so it can be unit tested; the route reads the files and the CDClient.
*/
namespace WorldScene {
struct Object {
LWOOBJID id{};
uint32_t lot{};
uint32_t templateLot{}; // what a spawner (LOT 176) spawns (spawntemplate); the object's own LOT otherwise
float x{}, y{}, z{};
float scale{ 1.0f };
float qx{}, qy{}, qz{}, qw{ 1.0f }; // rotation
bool spawner{};
// The client draws no model for it (ObjectLoader2::LoadRenderComponent): renderDisabled or CreateNULLRender is
// set, whatever the value (trigger volumes, markers)
bool renderDisabled{};
// carver_only: only carves the navigation mesh; the client never loads the object at all
// (LWOResMgr2Interface::Run, 0x010610e5 in client 1.10.64), so it's never drawn (trigger volumes like LOT 5651)
bool carverOnly{};
std::string nifName; // nif_name: the model to draw instead of its render component's
bool clientOnly{}; // loadOnClientOnly: the client draws it, the world server never loads it
std::string name; // spawner_name, else respawnname, else empty
};
constexpr uint32_t SPAWNER_LOT = 176;
// Every object in a scene file, as far as it could be read
inline std::vector<Object> ReadObjects(const std::string& lvl) {
std::istringstream stream(lvl);
LevelFile level;
try {
level.Read(stream);
} catch (const std::exception&) {
// A damaged file: keep the objects read before the damage
}
std::vector<Object> objects;
objects.reserve(level.objects.size());
for (const auto& object : level.objects) {
const auto setting = [&object](const std::u16string& key) {
const auto it = object.settings.find(key);
auto value = it == object.settings.end() || !it->second ? std::string{} : it->second->GetValueAsString();
while (!value.empty() && (value.back() == '\r' || value.back() == ' ')) value.pop_back();
return value;
};
Object out{ object.id, static_cast<uint32_t>(object.lot), static_cast<uint32_t>(object.lot),
object.position.x, object.position.y, object.position.z, object.scale,
object.rotation.x, object.rotation.y, object.rotation.z, object.rotation.w };
out.spawner = object.lot == SPAWNER_LOT;
if (out.spawner) out.templateLot = GeneralUtils::TryParse<uint32_t>(setting(u"spawntemplate")).value_or(0);
out.clientOnly = GeneralUtils::TryParse(setting(u"loadOnClientOnly"), false);
out.renderDisabled = object.settings.find(u"renderDisabled") != object.settings.end() || object.settings.find(u"CreateNULLRender") != object.settings.end();
out.carverOnly = GeneralUtils::TryParse(setting(u"carver_only"), false);
out.nifName = setting(u"nif_name");
out.name = setting(u"spawner_name");
if (out.name.empty()) out.name = setting(u"respawnname");
objects.push_back(std::move(out));
}
return objects;
}
enum class eClientDraw : uint8_t {
NO_MODEL, // nothing to draw: a spawner itself, or a model built from parts at run time
HIDDEN, // it has a model, but the client doesn't draw it (volumes, triggers, markers)
DRAWN
};
/**
* Whether the client draws an object's model, given its LOT's Objects.type. As the client's
* ObjectLoader2::LoadRenderComponent (0x01053ca5 in client 1.10.64): nothing for renderDisabled or CreateNULLRender,
* blocking volumes and a few LOTs it leaves out by number (6368 is the 3D ambient sound, which gets an effect
* instead); and objects marked carver_only are never loaded at all (see carverOnly).
*/
inline eClientDraw ClientDraws(const Object& object, const std::string& type) {
static constexpr std::array<uint32_t, 7> NOT_DRAWN{ 5937, 5938, 9741, 9742, 9862, 9863, 6368 };
const auto lot = object.spawner ? object.templateLot : object.lot;
if (lot == SPAWNER_LOT || lot == 0 || type == "PrimitiveModels") return eClientDraw::NO_MODEL;
if (object.carverOnly || object.renderDisabled || type == "BlockingVolume" || std::find(NOT_DRAWN.begin(), NOT_DRAWN.end(), lot) != NOT_DRAWN.end()) return eClientDraw::HIDDEN;
return eClientDraw::DRAWN;
}
/**
* The sky of a scene file: the first file name of its environment chunk's skydome info (the model the client draws
* around the camera, e.g. mesh\env\env_sky_won_ag_property.nif), empty when it has none. The chunk starts with
* the file offsets of its lighting, skydome and editor settings; the skydome info is length-prefixed file names.
*/
inline std::string ReadSkydome(const std::string& lvl) {
std::istringstream stream(lvl);
LevelFile level;
try {
level.Read(stream);
} catch (const std::exception&) {
// The chunk headers read before any damage are enough
}
const auto read32 = [&lvl](size_t offset, uint32_t& value) {
if (offset > lvl.size() || lvl.size() - offset < 4) return false;
std::memcpy(&value, lvl.data() + offset, 4);
return true;
};
for (const auto& [id, header] : level.chunkHeaders) {
if (id != LevelFile::SceneEnviroment) continue;
uint32_t skydome{}, length{};
if (!read32(header.startPosition + 4, skydome) || !read32(skydome, length) || length == 0 || length > 260 || skydome + 4 + length > lvl.size()) return {};
return lvl.substr(skydome + 4, length);
}
return {};
}
/**
* A scene's lighting from its environment chunk, as the client's shaders get it (EnvironmentManager::SetLightEnv,
* 0x01088aa0 in client 1.10.64): g_ambientLight, g_lightColor (the sun's color), g_upperHemiLight and g_lightVec,
* the unit vector toward the sun (the file stores the direction the light shines in). Colors are 0..1.
*/
struct Lighting {
std::array<float, 3> ambient{};
std::array<float, 3> specular{};
std::array<float, 3> upperHemi{};
std::array<float, 3> light{}; // the sun's color
std::array<float, 3> lightVec{}; // toward the sun, unit length
std::array<float, 3> fogColor{};
float fogNear{}; // fog at the highest draw distance setting
float fogFar{};
bool operator==(const Lighting&) const = default;
};
/**
* The lighting of a scene file, read as the client's level_read_lighting_info (0x0102f8f0) does, gated by the
* file's version; nullopt when the file has none or ends early. Scenes older than version 36 have no sun color
* (the client keeps black there); ones before 31 no fog.
*/
inline std::optional<Lighting> ReadLighting(const std::string& lvl) {
std::istringstream stream(lvl);
LevelFile level;
try {
level.Read(stream);
} catch (const std::exception&) {
// The chunk headers read before any damage are enough
}
const auto info = level.chunkHeaders.find(LevelFile::FileInfo);
const auto environment = level.chunkHeaders.find(LevelFile::SceneEnviroment);
if (info == level.chunkHeaders.end() || environment == level.chunkHeaders.end()) return std::nullopt;
const auto version = info->second.fileInfo.version;
size_t at = environment->second.startPosition; // the chunk starts with the offset of its lighting
bool ok = true;
const auto u32 = [&]() {
uint32_t value{};
if (at > lvl.size() || lvl.size() - at < 4) {
ok = false;
return value;
}
std::memcpy(&value, lvl.data() + at, 4);
at += 4;
return value;
};
const auto f32 = [&]() {
const auto bits = u32();
float value{};
std::memcpy(&value, &bits, 4);
return value;
};
const auto read3 = [&](std::array<float, 3>& out) { for (auto& value : out) value = f32(); };
at = u32();
if (!ok || at == 0) return std::nullopt;
Lighting lighting;
if (version > 44) f32(); // how long the client blends to it
read3(lighting.ambient);
read3(lighting.specular);
read3(lighting.upperHemi);
std::array<float, 3> direction{};
read3(direction);
if (version > 30) {
if (version < 39) {
lighting.fogNear = f32();
lighting.fogFar = f32();
} else {
// Two draw distance settings (lowest, then highest): fog near and far, post fog solid and fade, static
// and dynamic object distance
for (int i = 0; i < 6; i++) f32();
lighting.fogNear = f32();
lighting.fogFar = f32();
for (int i = 0; i < 4; i++) f32();
if (version > 39) {
const auto cullGroups = u32(); // group id, min, max each
if (!ok || cullGroups > (lvl.size() - at) / 12) return std::nullopt;
at += static_cast<size_t>(cullGroups) * 12;
}
}
read3(lighting.fogColor);
}
if (version > 35) read3(lighting.light);
if (!ok) return std::nullopt;
const auto length = std::sqrt(direction[0] * direction[0] + direction[1] * direction[1] + direction[2] * direction[2]);
if (length > 0.0f) for (int i = 0; i < 3; i++) lighting.lightVec[i] = -direction[i] / length;
return lighting;
}
/**
* The lighting to draw a whole zone with: the client blends to each scene's lighting as the player walks in, so a
* view of the zone takes the one most of its objects are lit by (scenes as {lighting, how many objects}; ties go
* to the first). nullopt when no scene has any.
*/
inline std::optional<Lighting> ZoneLighting(const std::vector<std::pair<Lighting, size_t>>& scenes) {
std::vector<std::pair<Lighting, size_t>> totals;
for (const auto& [lighting, objects] : scenes) {
const auto it = std::find_if(totals.begin(), totals.end(), [&lighting](const auto& total) { return total.first == lighting; });
if (it == totals.end()) totals.emplace_back(lighting, objects);
else it->second += objects;
}
if (totals.empty()) return std::nullopt;
return std::max_element(totals.begin(), totals.end(), [](const auto& a, const auto& b) { return a.second < b.second; })->first;
}
/**
* The kinds objects are drawn as, most telling first: an enemy that also offers missions is an enemy. Anything with
* none of these components is "other" (scenery, volumes, markers). Names come from the enum (GameLabels).
*/
constexpr std::array<eReplicaComponentType, 8> KINDS{
eReplicaComponentType::BASE_COMBAT_AI, eReplicaComponentType::VENDOR, eReplicaComponentType::MISSION_OFFER,
eReplicaComponentType::QUICK_BUILD, eReplicaComponentType::ROCKET_LAUNCH, eReplicaComponentType::COLLECTIBLE,
eReplicaComponentType::SCRIPTED_ACTIVITY, eReplicaComponentType::DESTROYABLE
};
// Index into KINDS of an object with these ComponentsRegistry component types, or KINDS.size() for "other"
inline size_t Classify(const std::vector<uint32_t>& registryComponents) {
size_t best = KINDS.size();
for (const auto component : registryComponents) {
const auto type = static_cast<eReplicaComponentType>(component);
for (size_t i = 0; i < best; i++) {
if (KINDS[i] == type) { best = i; break; }
}
}
return best;
}
}