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Glom models (multishader) drew their trees, rocks, fences and water white. Their conversions kept on disk from before meshes carried their multishader tag were still served (the cache format version was never bumped), so every part fell back to the LEGO shader, whose texture alpha lays the (mostly grey) texture over the vertex colors that hold the actual colors. Browsers also kept those models for a week. - Bump the conversion format so old conversions are made again, and put it in the manifests; the viewers add it to model and texture URLs. - Light scenery as the client's shaders do: the scene's sun and ambient light from its .lvl (read as level_read_lighting_info, 0x0102f8f0, and EnvironmentManager::SetLightEnv, 0x01088aa0, do), per vertex, clamped, instead of the view's own lights, environment map and tone mapping. The zone takes the lighting most of its objects' scenes have. - Programmable shaders read vertex colors and ignore NiMaterialProperty's color and alpha; unlit and untextured shaders (by mapShaders gameValue) leave out lighting or the texture. Fixed function stays as it was. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
51 lines
2.6 KiB
JavaScript
51 lines
2.6 KiB
JavaScript
// The 3D views' shader lookups (static/js/scenery-core.js): which shader draws a mesh and what it uses.
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// Run by ctest: node scenery-core.test.mjs <scenery-core.js>
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import { pathToFileURL } from 'node:url';
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const [modulePath] = process.argv.slice(2);
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const S = await import(pathToFileURL(modulePath).href);
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let failures = 0;
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const same = (actual, expected, what) => {
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if (JSON.stringify(actual) !== JSON.stringify(expected)) {
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failures++;
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console.error(`${what}: ${JSON.stringify(actual)} is not ${JSON.stringify(expected)}`);
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}
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};
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const manifest = {
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shaders: [38, 9999, -1, 33],
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shaderTags: { 1: 5, 30: 38, 25: 33, 2: 2 },
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textureAlpha: { 5: 'decal' },
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shaderLooks: { 33: S.SHADER_LOOK.UNLIT | S.SHADER_LOOK.NO_TEXTURE },
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multishader: 9999,
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defaultShader: 5,
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lighting: { ambient: [0.4, 0.6, 0.7], light: [1, 1, 1], lightVec: [0, 1, 0] }
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};
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const colored = { colors: new Uint8Array(4), vertexColors: 2 };
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// A multishader part's tag names its shader; an unusable or missing tag is the LEGO shader
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same(S.shaderOf(manifest, 1, { shaderTag: 30 }), 38, 'tagged part');
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same(S.shaderOf(manifest, 1, { shaderTag: 2 }), 5, 'unusable tag');
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same(S.shaderOf(manifest, 1, { shaderTag: -1 }), 5, 'untagged part');
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same(S.shaderOf(manifest, 0, {}), 38, 'object shader');
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same(S.shaderOf({}, 0, {}), null, 'no shaders in the manifest');
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same(S.textureAlphaMode(manifest, 1, { shaderTag: 1 }), 'decal', 'LEGO part texture alpha');
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same(S.textureAlphaMode(manifest, 1, { shaderTag: 30 }), 'opacity', 'Basic VC part texture alpha');
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// Lit, textured, vertex colors, no material colors: Basic VC
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same(S.gameLook(manifest, 1, { ...colored, shaderTag: 30 }), { lit: true, texture: true, vertexColors: true, material: false }, 'Basic VC');
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// Vertex colors are read even when NiVertexColorProperty ignores them, but only if the mesh has some
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same(S.gameLook(manifest, 0, { ...colored, vertexColors: 0 }).vertexColors, true, 'shader reads vertex colors');
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same(S.gameLook(manifest, 0, {}).vertexColors, false, 'mesh without vertex colors');
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same(S.gameLook(manifest, 3, colored), { lit: false, texture: false, vertexColors: true, material: false }, 'Basic NL VC NT');
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// Fixed function: NiVertexColorProperty and the material decide
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same(S.gameLook(manifest, 2, { ...colored, vertexColors: 0 }), { lit: true, texture: true, vertexColors: false, material: true }, 'fixed function');
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// Without the zone's lighting the viewer lights scenery itself
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same(S.gameLook({ ...manifest, lighting: null }, 0, colored), null, 'no lighting');
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if (failures) {
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console.error(`${failures} failed`);
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process.exit(1);
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}
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console.log('scenery-core: all passed');
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