Files
DarkflameServer/dUgcServer/UgcFormats.h
Aaron Kimbrell c39b7ee935 feat(ugc): opt-in metal and glow shader groups in made models
Player models are multishader (RenderComponent shader 100): the client
wraps each NiLODNode and draws it with the mapShaders id in its name.
With shader_metal, shader_brushed or shader_glow set, the opaque bricks
are split by look into S<id>_Metal_Model, S<id>_Brushed_Model and
S<id>_Glow_Model beside S01_Opaque_Model and S01_Alpha_Model, each with
every LOD level. Metal is LU Toolbox's metallic colors plus Materials.xml
types (shinySteel; brushedSteel and matteSteel for brushed), glow its
glow colors. Glow shapes get an emissive material (glow_emissive) and
their plain color, not the baked one. Transparent glow stays in S01_Alpha.

All off by default, which writes the same bytes as before (tested). Not
how live looked; models already made change only when made again.

The icon renderer reads the groups back by tag and draws glow at its
plain color and metal with a tinted reflection and highlight.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:18 -05:00

76 lines
3.0 KiB
C++

#pragma once
#include <array>
#include <cstdint>
#include <string>
#include <string_view>
#include <vector>
#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 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.
*/
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);
}