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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>
147 lines
6.4 KiB
C++
147 lines
6.4 KiB
C++
#pragma once
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#include <array>
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#include <cstdint>
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#include <map>
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#include <optional>
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#include <string>
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#include <string_view>
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#include <vector>
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#include <glm/glm.hpp>
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#include "UgcBricks.h"
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namespace NifFile {
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struct Model;
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}
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/**
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* Brick models as triangle meshes: LXFML parts, the mesh built from them (opaque and transparent bricks apart, with
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* the material colors as vertex colors) and the mesh of a client .nif. Pure apart from BrickLibrary's file reads.
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*/
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namespace UgcModel {
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// A brick in a model: its primitive, materials (one per geometry part) and where it is
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struct Part {
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uint32_t designId{};
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std::vector<uint32_t> materials;
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glm::mat4 transform{ 1.0f };
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};
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// The parts of an LXFML 5 (Bricks/Brick/Part with bones) or 4 (Scene/Model/Group/Part with axis angles) model.
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// Empty with `error` set when it can't be read.
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std::vector<Part> ParseLxfml(std::string_view lxfml, std::string& error);
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// Whether an LXFML reads but has no bricks at all (nothing to make; not a failure)
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bool HasNoBricks(std::string_view lxfml);
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/**
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* How an opaque color looks in the game when the UGC server's shader settings give it a shader of its own
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* (docs/UgcServer.md, "Metal and glow"): the LEGO plastic of S01_Opaque_Model, polished metal, brushed steel or glow.
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*/
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enum class eLook : uint8_t { PLASTIC = 0, METAL, BRUSHED, GLOW };
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constexpr size_t LOOK_COUNT = 4;
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struct Mesh {
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std::vector<glm::vec3> positions;
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std::vector<glm::vec3> normals;
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std::vector<glm::vec4> colors; // sRGB, 0..1, alpha is opacity
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std::vector<glm::vec3> glow; // linear glow color per vertex (LU Toolbox's "Glow" layer); empty when nothing glows
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std::vector<eLook> looks; // per vertex; empty when everything is plastic
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std::vector<uint32_t> indices;
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size_t TriangleCount() const { return indices.size() / 3; }
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bool Empty() const { return indices.empty(); }
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void Append(const Mesh& other);
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void Transform(const glm::mat4& transform);
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};
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struct Model {
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Mesh opaque;
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Mesh transparent;
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std::vector<uint32_t> missingDesigns; // designs without geometry in the client, skipped
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std::vector<size_t> transparentBricks; // where each transparent brick's triangles start in transparent.indices
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size_t bricks{};
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bool Empty() const { return opaque.Empty() && transparent.Empty(); }
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// The bounds of every vertex; false when there are none
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bool Bounds(glm::vec3& min, glm::vec3& max) const;
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};
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enum class ePalette {
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LU_TOOLBOX, // LU Toolbox's colors (UgcPalette), what its importer colors models with
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BRICKDB, // the brick database's Materials.xml
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};
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/**
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* Which colors have which look, from the client's data: a Materials.xml MaterialType (brickdb.zip) and LU Toolbox's
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* metallic and glow colors (UgcPalette). Glow wins over metal; transparent bricks are always plastic.
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*/
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struct LookRules {
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std::map<std::string, eLook> materialTypes{ { "shinySteel", eLook::METAL }, { "brushedSteel", eLook::BRUSHED }, { "matteSteel", eLook::BRUSHED } };
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bool paletteMetallic{ true }; // LU Toolbox's Metallic colors (UgcPalette::IsMetallic) are METAL
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bool paletteGlow{ true }; // its glow colors (UgcPalette::Glow) are GLOW
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};
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// The look of an opaque material `id` whose Materials.xml entry is `material`
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eLook LookOf(uint32_t id, const UgcBricks::Material& material, const LookRules& rules);
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struct BuildOptions {
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ePalette palette{ ePalette::LU_TOOLBOX };
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float colorVariation{ 5.0f }; // percent, 0: none (LU Toolbox: Apply Color Variation, 5%)
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uint64_t seed{}; // of the variation's random numbers
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float transparentOpacity{ 58.82f }; // percent, transparent bricks' vertex alpha (LU Toolbox palette only)
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bool icon{}; // the icon renderer's color corrections
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uint32_t lod{}; // brickprimitives level
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LookRules looks; // which colors are metal and glow (Mesh::looks)
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};
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/**
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* The mesh of a model's parts, colored as LU Toolbox's Process Model does: a brick is transparent only when all of
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* its materials are, each material of each brick has its brightness shifted by the color variation (the same
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* random number for a brick's material in every LOD and every time), vertex colors are sRGB with alpha 1 for
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* opaque bricks and the transparent opacity for transparent ones.
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*/
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Model Build(const std::vector<Part>& parts, UgcBricks::BrickLibrary& library, const BuildOptions& options = {});
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/**
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* The distance range (near, far) of each LOD LU Toolbox makes, for the brickprimitives levels in `used` (0 to 3),
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* from its settings (lod0..lod3, cull): its setup_lod_data, which picks the ranges by which levels are there.
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* {0, 0} for a level it has no range for.
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*/
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struct LodDistances {
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float lod0{ 0.0f };
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float lod1{ 50.0f };
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float lod2{ 100.0f };
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float lod3{ 280.0f };
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float cull{ 10000.0f };
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};
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std::vector<std::pair<float, float>> LodRanges(const std::vector<uint32_t>& used, const LodDistances& distances);
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/**
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* Splits a mesh the way LU Toolbox's divide_mesh does while it has too many vertices (or triangles): at the mean
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* of its vertices along its longest side, keeping connected pieces whole. Falls back to Split when that can't
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* divide it.
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*/
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std::vector<Mesh> Divide(const Mesh& mesh, size_t maxVertices = 65535, size_t maxTriangles = 65535);
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// A client .nif's meshes as one model (vertex colors times material color; transparent when blended). `tagLooks`:
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// the look of the opaque shapes whose multishader tag (NifFile::ShaderTag, a mapShaders id) is listed
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Model FromNif(const NifFile::Model& nif, const std::map<int32_t, eLook>& tagLooks = {});
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/**
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* The mesh's triangles by look ([eLook] -> its triangles; a triangle's look is its first vertex's), the looks not
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* in `separate` staying with PLASTIC. nullopt when nothing is separated: the mesh stays as it is.
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*/
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std::optional<std::array<Mesh, LOOK_COUNT>> SplitLooks(const Mesh& mesh, const std::array<bool, LOOK_COUNT>& separate);
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// The mesh cut into pieces at these index offsets (each piece's triangles start at one), e.g. one per brick
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std::vector<Mesh> SplitAt(const Mesh& mesh, const std::vector<size_t>& starts);
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// Keeps the triangles whose flag is set (and the vertices they use)
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void KeepTriangles(Mesh& mesh, const std::vector<bool>& keep);
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// Splits a mesh into pieces the .nif format can hold (at most `maxVertices` vertices and `maxTriangles` triangles)
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std::vector<Mesh> Split(const Mesh& mesh, size_t maxVertices = 65535, size_t maxTriangles = 65535);
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}
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