Files
DarkflameServer/dUgcServer/Formats/UgcFormats.h
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

83 lines
3.5 KiB
C++

#pragma once
#include <array>
#include <cstdint>
#include <string>
#include <string_view>
#include <vector>
#include "UgcGlitter.h"
#include "UgcModel.h"
#include "UgcRender.h"
/**
* The files the UGC server writes: the mesh as a Gamebryo .nif the client loads, icons as .png and .dds, and the
* client's .checksum files for its downloads. Pure (data in, bytes out).
*/
namespace UgcFormats {
struct NifShape {
std::string name;
const UgcModel::Mesh* mesh{};
bool transparent{};
};
/**
* A Gamebryo 20.3.0.9 file (user version 0, as the client's own meshes): a root NiNode named `rootName` with one
* NiTriShape per shape (at most 65535 vertices and triangles each: UgcModel::Split), with vertex colors that are
* the diffuse and ambient color (NiVertexColorProperty), a white NiMaterialProperty, and for transparent shapes an
* NiAlphaProperty blending with the vertex alpha.
*/
std::string WriteNif(const std::string& rootName, const std::vector<NifShape>& shapes);
struct NifLod {
float nearDistance{};
float farDistance{};
std::string name; // the level's node, e.g. LOD_0
std::vector<const UgcModel::Mesh*> pieces; // its shapes (UgcModel::Divide's pieces)
};
struct NifLodGroup {
std::string name; // S01_Opaque_Model: the NiLODNode and its shapes
bool transparent{};
std::vector<NifLod> lods;
// NiMaterialProperty's emissive color (grey) of the group's shapes; 0 the shared white material with none.
// The client's emissive shader (S46) lerps from the lit color to the vertex color by vertex alpha times its red.
float emissive{};
// The glitter of the UGC server's glitter groups (docs/UgcServer.md, "Metal and glow"): the shapes get UVs
// (UgcGlitter::Uv) and an NiTexturingProperty whose base map is the fleck texture stored in the file
// (NiSourceTexture, NiPersistentSrcTextureRendererData), its texture transform's translation looped by an
// NiTextureTransformController for U and one for V. Null: none.
const UgcGlitter::Params* glitter{};
};
/**
* The layout LU Toolbox exports (setup_lod_data) and the game's own brick models (res/BrickModels/ndmade) have:
* the root node, an NiLODNode per group with NiRangeLODData holding each level's distances, a node per level and
* the level's shapes under it, named like the group. Properties as WriteNif; a group with
* an emissive color gets a material of its own, a glitter group the glitter texture's NiTexturingProperty (one
* for every glitter group of the file).
*/
std::string WriteLodNif(const std::string& rootName, const std::vector<NifLodGroup>& groups);
// PNG (8-bit RGBA)
std::string EncodePng(const UgcRender::Image& image);
// DDS as the client's own icons are: DXT5 (BC3), without mipmaps, header flags caps|height|width|pixel format|linear
// size (0x81007), caps texture (0x1000)
std::string EncodeDds(const UgcRender::Image& image);
// One 4x4 block (RGBA, 64 bytes, row by row) as DXT5's 16 bytes: alpha endpoints and 3-bit indices, then the
// color's two RGB565 endpoints and 2-bit indices
std::array<uint8_t, 16> EncodeDxt5Block(const std::array<uint8_t, 64>& rgba);
// Lowercase hex MD5 of `data`
std::string Md5Hex(std::string_view data);
// What the client reads from a UGC file's .checksum: the MD5 and size of the file as it is after inflating it
std::string ChecksumXml(std::string_view data);
// The MD5 (lowercase hex) and size a .checksum (ChecksumXml) holds; false when it doesn't hold both
bool ReadChecksumXml(std::string_view xml, std::string& md5, uint32_t& size);
}