Files
DarkflameServer/dUgcServer/Model/UgcGlitter.h
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

49 lines
2.5 KiB
C++

#pragma once
#include <cstdint>
#include <vector>
#include <glm/glm.hpp>
/**
* The glitter the UGC server gives glitter colors (docs/UgcServer.md, "Metal and glow"): a tileable texture of white
* flecks (its alpha) laid over the brick's color by the client's LEGO-AnimUV shader (lerp(vertex color, texture,
* texture alpha), then the LEGO lighting), on UVs projected from the model's own coordinates so every brick gets the
* same density, turned and moved by a number of each brick's own (BrickSeed) so no two bricks have the same pattern,
* drifting as the texture transform's translation loops. Pure.
*/
namespace UgcGlitter {
// The texture's side in pixels (a power of two, mipmapped down to 1)
constexpr int TEXTURE_SIZE = 128;
struct Params {
float tile{ 1.6f }; // glitter_size: the texture's side in model units (LDD units: a stud is 0.8)
uint32_t flecks{ 50 }; // glitter_density: flecks in one tile
float speed{ 1.0f }; // glitter_speed: 1 moves the flecks a tile in U in 7 s and in V in 11 s; 0 keeps them still
bool random{ true }; // glitter_random: each brick its own pattern (BrickSeed), else the same on every brick
// Seconds the texture's translation takes to go one tile in U and in V (0: no animation)
float PeriodU() const { return speed > 0.0f ? 7.0f / speed : 0.0f; }
float PeriodV() const { return speed > 0.0f ? 11.0f / speed : 0.0f; }
bool operator==(const Params&) const = default;
};
// The texture's alpha (TEXTURE_SIZE squared, rows top to bottom): `flecks` soft dots at the same places every time,
// wrapping around the edges so the texture tiles. Its color is white.
std::vector<uint8_t> FleckAlpha(uint32_t flecks);
// The texture's mipmaps' alpha, from TEXTURE_SIZE down to 1 (each the mean of 2x2 of the one before)
std::vector<std::vector<uint8_t>> Mipmaps(const std::vector<uint8_t>& alpha);
// A brick's number for placing its glitter (never 0), from the model's seed and the brick's index: the same for
// the brick in every LOD and every time the model is made
uint32_t BrickSeed(uint64_t modelSeed, uint32_t brick);
// A vertex's UV: its position on the axis plane its normal faces most, in tiles, turned by an angle and moved by
// an offset (under a tile) that `seed` (the brick's BrickSeed) picks for each plane; seed 0 leaves it as it is
glm::vec2 Uv(const glm::vec3& position, const glm::vec3& normal, float tile, uint32_t seed = 0);
// The texture's alpha (0..1) at `uv` (wrapping, bilinear)
float Sample(const std::vector<uint8_t>& alpha, const glm::vec2& uv);
}