mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 10:53:44 +00:00
NifFile::ShaderLookFor knows Polished Metal (98), Brushed Steel (99) and LEGO-Emissive (53). The UGC mesh route sends each mesh's look (from its multishader tag), and the UGC 3D view draws metal as reflective and glow unlit. The zone views draw LEGO-Emissive objects going to their vertex color by its alpha, as the shader does. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
83 lines
5.1 KiB
JavaScript
83 lines
5.1 KiB
JavaScript
// The 3D views' shader lookups (static/js/scenery-core.js): which shader draws a mesh and what it uses.
|
|
// Run by ctest: node scenery-core.test.mjs <scenery-core.js>
|
|
import { pathToFileURL } from 'node:url';
|
|
|
|
const [modulePath] = process.argv.slice(2);
|
|
const S = await import(pathToFileURL(modulePath).href);
|
|
let failures = 0;
|
|
const same = (actual, expected, what) => {
|
|
if (JSON.stringify(actual) !== JSON.stringify(expected)) {
|
|
failures++;
|
|
console.error(`${what}: ${JSON.stringify(actual)} is not ${JSON.stringify(expected)}`);
|
|
}
|
|
};
|
|
|
|
const manifest = {
|
|
shaders: [38, 9999, -1, 33],
|
|
shaderTags: { 1: 5, 30: 38, 25: 33, 2: 2 },
|
|
textureAlpha: { 5: 'decal' },
|
|
shaderLooks: { 33: S.SHADER_LOOK.UNLIT | S.SHADER_LOOK.NO_TEXTURE },
|
|
multishader: 9999,
|
|
defaultShader: 5,
|
|
lighting: { ambient: [0.4, 0.6, 0.7], light: [1, 1, 1], lightVec: [0, 1, 0] }
|
|
};
|
|
const colored = { colors: new Uint8Array(4), vertexColors: 2 };
|
|
|
|
// A multishader part's tag names its shader; an unusable or missing tag is the LEGO shader
|
|
same(S.shaderOf(manifest, 1, { shaderTag: 30 }), 38, 'tagged part');
|
|
same(S.shaderOf(manifest, 1, { shaderTag: 2 }), 5, 'unusable tag');
|
|
same(S.shaderOf(manifest, 1, { shaderTag: -1 }), 5, 'untagged part');
|
|
same(S.shaderOf(manifest, 0, {}), 38, 'object shader');
|
|
same(S.shaderOf({}, 0, {}), null, 'no shaders in the manifest');
|
|
same(S.textureAlphaMode(manifest, 1, { shaderTag: 1 }), 'decal', 'LEGO part texture alpha');
|
|
same(S.textureAlphaMode(manifest, 1, { shaderTag: 30 }), 'opacity', 'Basic VC part texture alpha');
|
|
|
|
// Lit, textured, vertex colors, no material colors: Basic VC
|
|
same(S.gameLook(manifest, 1, { ...colored, shaderTag: 30 }), { lit: true, texture: true, vertexColors: true, material: false, layers: null, metal: null, emissive: false }, 'Basic VC');
|
|
// Vertex colors are read even when NiVertexColorProperty ignores them, but only if the mesh has some
|
|
same(S.gameLook(manifest, 0, { ...colored, vertexColors: 0 }).vertexColors, true, 'shader reads vertex colors');
|
|
same(S.gameLook(manifest, 0, {}).vertexColors, false, 'mesh without vertex colors');
|
|
same(S.gameLook(manifest, 3, colored), { lit: false, texture: false, vertexColors: true, material: false, layers: null, metal: null, emissive: false }, 'Basic NL VC NT');
|
|
// Fixed function: NiVertexColorProperty and the material decide
|
|
same(S.gameLook(manifest, 2, { ...colored, vertexColors: 0 }), { lit: true, texture: true, vertexColors: false, material: true, layers: null, metal: null, emissive: false }, 'fixed function');
|
|
// Without the zone's lighting the viewer lights scenery itself
|
|
same(S.gameLook({ ...manifest, lighting: null }, 0, colored), null, 'no lighting');
|
|
|
|
// Scene maps: the same terrain as ZoneScenesTests.FindsTheSceneUnderAPosition, as runs of [length, scene]
|
|
const runs = (bytes) => Buffer.from(bytes).toString('base64');
|
|
const map = S.decodeSceneMap({ chunks: [
|
|
{ x: 0, z: 0, maxX: 64, maxZ: 64, size: 2, runs: runs([1, 1, 1, 2, 1, 3, 1, 255]) },
|
|
{ x: 64, z: 0, maxX: 128, maxZ: 64, size: 1, runs: runs([1, 7]) }
|
|
] });
|
|
same([[1, 1], [1, 17], [17, 1], [17, 17], [100, 10], [-50, -50], [500, 10]].map(([x, z]) => S.sceneAt(map, x, z)), [1, 2, 3, 0, 7, 1, 7], 'scene at');
|
|
same(S.sceneAt(null, 1, 1), S.GLOBAL_SCENE, 'no scene map');
|
|
const scenes = [{ id: 0, neighbours: [] }, { id: 1, neighbours: [2] }, { id: 2, neighbours: [1, 3] }, { id: 3, neighbours: [2] }];
|
|
same([...S.loadedScenes(scenes, 2)].sort(), [0, 1, 2, 3], 'loaded around 2');
|
|
same([...S.loadedScenes(scenes, 0)], [0], 'loaded in the global scene');
|
|
// A run longer than the map stops at its end
|
|
same(S.decodeSceneMap({ chunks: [{ x: 0, z: 0, maxX: 1, maxZ: 1, size: 1, runs: runs([9, 4]) }] }).chunks[0].cells.length, 1, 'runs clipped');
|
|
|
|
// Two layer shaders
|
|
const layered = { ...manifest, shaders: [106, 107], shaderLooks: { 106: S.SHADER_LOOK.TWO_LAYERS_BLENDED, 107: S.SHADER_LOOK.TWO_LAYERS_ADDED } };
|
|
same(S.gameLook(layered, 0, colored).layers, 'blended', 'two layers blended');
|
|
same(S.gameLook(layered, 1, colored).layers, 'added', 'two layers added');
|
|
same(S.gameLook(manifest, 0, colored).layers, null, 'one layer');
|
|
|
|
// A player model's metal and glow groups (UGC server shader settings): Polished Metal, Brushed Steel, LEGO-Emissive
|
|
const shiny = { ...manifest, shaders: [9999], shaderTags: { 1: 5, 88: 98, 89: 99, 46: 53 },
|
|
shaderLooks: { 98: S.SHADER_LOOK.REFLECTIVE, 99: S.SHADER_LOOK.REFLECTIVE | S.SHADER_LOOK.BRUSHED, 53: S.SHADER_LOOK.EMISSIVE } };
|
|
same(S.gameLook(shiny, 0, { ...colored, shaderTag: 88 }).metal, 'polished', 'polished metal');
|
|
same(S.gameLook(shiny, 0, { ...colored, shaderTag: 89 }).metal, 'brushed', 'brushed steel');
|
|
same(S.gameLook(shiny, 0, { ...colored, shaderTag: 46 }).emissive, true, 'emissive');
|
|
same(S.gameLook(shiny, 0, { ...colored, shaderTag: 1 }).metal, null, 'plastic');
|
|
same([S.metalOf(0), S.metalOf(S.SHADER_LOOK.REFLECTIVE), S.metalOf(S.SHADER_LOOK.REFLECTIVE | S.SHADER_LOOK.BRUSHED)], [null, 'polished', 'brushed'], 'metal of look bits');
|
|
|
|
// The near plane grows with the distance, within limits
|
|
same([S.nearPlaneFor(10), S.nearPlaneFor(2000), S.nearPlaneFor(100000)], [0.5, 5, 20], 'near plane');
|
|
|
|
if (failures) {
|
|
console.error(`${failures} failed`);
|
|
process.exit(1);
|
|
}
|
|
console.log('scenery-core: all passed');
|