Files
DarkflameServer/dUgcServer/UgcGlitter.h
Aaron Kimbrell 7bba8344fc feat(ugc): glitter flecks (LEGO-AnimUV) and milky satin in made models
Glitter colors (Materials.xml type glitter, glitter_colors 114,117) go into
S21_Glitter_Model and, transparent, S21_GlitterAlpha_Model (shader_glitter,
default 21, LEGO-AnimUV). Their shapes get box-projected UVs, an
NiTexturingProperty with a stored 128 px mipmapped fleck texture
(NiSourceTexture + NiPersistentSrcTextureRendererData, as the client's own
env_ag_ocean-maelstrom.nif) and two NiTextureTransformControllers looping
the base map's translation (glitter_size, glitter_density, glitter_speed).
The shader lays the texture over the vertex color by its alpha and outputs
the vertex alpha, so transparent glitter blends as S01_Alpha does.

Satin colors (satin_colors, LEGO's opal colors) stay in S01_Alpha but get
satin_opacity and are whitened by satin_whiten.

NifFile reads the base map's scroll speed (uvScroll) from the controllers;
the icon draws still flecks, the UGC 3D view and the LXFML viewers moving
ones. stats.json counts the glitter groups. With shader_glitter 0 and no
satin colors the files are the same bytes as before (tested). Also keeps
glow_emissive for the icon (it was reset by the icon settings).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:21 -05:00

42 lines
1.9 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, 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
// 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 vertex's UV: its position on the axis plane its normal faces most, in tiles
glm::vec2 Uv(const glm::vec3& position, const glm::vec3& normal, float tile);
// The texture's alpha (0..1) at `uv` (wrapping, bilinear)
float Sample(const std::vector<uint8_t>& alpha, const glm::vec2& uv);
}