Files
DarkflameServer/dDashboardServer/routes/NifFile.h
Aaron Kimbrell 4735ce4f42 fix(dashboard): texture alpha in 3D scenery follows the game's shaders
The viewer treated every blended texture's alpha as opacity, so models
whose shader uses the alpha for something else rendered see-through. The
scenery manifest now carries each model's shader (RenderComponent.
shader_id via mapShaders) and the multishader tag table; meshes carry
their S##__ tag, read the way LWOBaseRenderComponent::AddObjectToRenderPipe
does (S%d, else _S%d, outside 3..108 the LEGO shader). Per res/shaders:
the LEGO lighting shaders lerp the texture over the vertex colors
(decal), LEGO items and terrain meshes ignore its alpha, everything else
keeps opacity. Pure rules unit tested.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 09:33:12 -05:00

108 lines
5.3 KiB
C++

#pragma once
#include <array>
#include <cstdint>
#include <map>
#include <optional>
#include <string>
#include <string_view>
#include <vector>
/**
* Reads the game client's Gamebryo meshes (.nif) into flat, drawable meshes for the dashboard's 3D views, following
* the NifTools project's format description (nif.xml). Pure (bytes in, meshes out) so it can be unit tested.
*
* The client's files are versions 20.2.0.8 and 20.3.0.9 with user version 0. What is drawn: the scene graph
* (NiNode, NiLODNode, NiBillboardNode and other nodes) with its transforms baked into the vertices, NiTriShape and
* NiTriStrips geometry (positions, normals, the first UV set, vertex colors), and the properties Gamebryo passes down
* the tree: NiMaterialProperty, NiAlphaProperty, NiTexturingProperty's base texture (an external NiSourceTexture),
* NiVertexColorProperty and NiStencilProperty's draw mode (double sided). Skipped: hidden subtrees, animation,
* particles, lights and cameras; skinned geometry is drawn in its bind pose. Blocks are skipped by their stored sizes,
* so a block this reader doesn't know never breaks the rest of the file.
*/
namespace NifFile {
struct Material {
std::array<float, 3> diffuse{ 1.0f, 1.0f, 1.0f }; // sRGB 0..1
std::array<float, 3> emissive{ 0.0f, 0.0f, 0.0f };
float alpha{ 1.0f };
bool alphaBlend{};
bool alphaTest{};
uint8_t alphaThreshold{ 128 };
bool doubleSided{};
// NiVertexColorProperty's source vertex mode: 0 ignore vertex colors, 1 they're emissive, 2 they're ambient and diffuse
uint8_t vertexColorMode{ 2 };
std::string texture; // the base texture's file name as stored (often relative to the .nif's folder)
int32_t embeddedTexture{ -1 }; // else the block with the texture's pixels in the file (EmbeddedTexture)
bool clampU{};
bool clampV{};
int32_t shaderTag{ -1 }; // mapShaders id from a multishader tag in the name of the mesh or a node above it
};
struct Mesh {
Material material;
std::vector<float> positions; // x, y, z per vertex, in the model's space
std::vector<float> normals; // empty when the geometry has none
std::vector<float> uvs; // u, v per vertex, empty when none
std::vector<uint8_t> colors; // r, g, b, a per vertex (sRGB), empty when none
std::vector<uint16_t> indices; // triangles
};
/**
* What a texture's alpha channel does, which the client's shader decides (res/shaders/*.fx), not the .nif:
* OPACITY it is see-through where the alpha is (Basic, AlphaAsAlpha, fixed function and most others); DECAL the
* texture is laid over the vertex colors by its alpha and the mesh itself stays as opaque as its vertex colors
* (the LEGO lighting shaders); IGNORED the alpha does nothing (LEGO items, terrain meshes).
*/
enum class eTextureAlpha : uint8_t { OPACITY, DECAL, IGNORED };
// mapShaders.gameValue of the LEGO shader, the client's default
constexpr int32_t LEGO_SHADER = 5;
// RenderComponent's shader for models whose parts name their own shaders (mapShaders "Multishader")
constexpr int32_t MULTISHADER = 9999;
/**
* The mapShaders id in a multishader part's name: "S05__TRUNKS" or "rock_S30" (LWOBaseRenderComponent::
* AddObjectToRenderPipe reads "S%d", else "_S%d"); -1 for none.
*/
int32_t ShaderTag(std::string_view name);
// The shader (gameValue) a multishader part is drawn with, from its tag's gameValue: outside 3..108 the LEGO shader
int32_t MultishaderPart(std::optional<int32_t> tagShader);
// What a texture's alpha does under a shader (mapShaders.gameValue); -1 is fixed function (opacity)
eTextureAlpha TextureAlphaFor(int32_t shader);
struct Model {
uint32_t version{};
std::vector<Mesh> meshes;
std::array<float, 3> min{};
std::array<float, 3> max{};
std::map<std::string, uint32_t> skipped; // block types in the file that aren't drawn, with how many
uint32_t skinned{}; // meshes drawn in their bind pose
};
/**
* The meshes of a .nif. `lod` picks among an NiLODNode's children: 0 the most detailed (the nearest range), higher
* numbers coarser ones, clamped to what the node has. nullopt and `error` set when the file can't be read at all.
*/
std::optional<Model> Parse(std::string_view data, uint32_t lod, std::string& error);
/**
* A model for the browser: a little-endian uint32 with the length of a JSON header, the header (padded with spaces
* to a multiple of 4), then the binary data it describes. Per mesh at "offset": float32 positions (3 per vertex),
* int8 normals (3 per vertex, times 127, padded to 4 bytes) when "normals", float32 UVs (2 per vertex) when "uv",
* uint8 RGBA colors when "colors", then uint16 indices (padded to 4 bytes). `textures[i]` is where mesh i's texture
* is (empty: none); the header lists each once in "textures" and a mesh's "texture" indexes it (-1: none).
*/
std::string Encode(const Model& model, const std::vector<std::string>& textures);
/**
* A texture stored inside a .nif (NiPixelData or NiPersistentSrcTextureRendererData, block `block`) as a DDS file
* with its mipmaps: DXT1/3/5 as they are, 24 and 32-bit RGB(A) uncompressed. nullopt for other formats.
*/
std::optional<std::string> EmbeddedTexture(std::string_view data, int32_t block);
// The model a Gamebryo animation set (.kfm) is for, as stored (relative to the .kfm's folder, backslashes)
std::optional<std::string> KfmModelPath(std::string_view data);
}