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The client's 128x128 UI icons are almost all DXT5 without mipmaps, with header flags caps|height|width|pixel format|linear size (0x81007) and caps 0x1000. The UGC server's icon.dds is now written the same way instead of as uncompressed 32-bit BGRA with a pitch. The BC3 encoder fits each block's colour endpoints along the principal axis of its visible pixels (transparent ones are never seen), refines them by least squares, and stores alpha with the block's own range. Tests check the header against the client's format and decode the result back. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
72 lines
2.7 KiB
C++
72 lines
2.7 KiB
C++
#pragma once
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#include <array>
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#include <cstdint>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "UgcModel.h"
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#include "UgcRender.h"
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/**
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* The files the UGC server writes: the mesh as a Gamebryo .nif the client loads, icons as .png and .dds, and the
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* client's .checksum files for its downloads. Pure (data in, bytes out).
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*/
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namespace UgcFormats {
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struct NifShape {
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std::string name;
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const UgcModel::Mesh* mesh{};
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bool transparent{};
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};
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/**
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* A Gamebryo 20.3.0.9 file (user version 0, as the client's own meshes): a root NiNode named `rootName` with one
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* NiTriShape per shape (at most 65535 vertices and triangles each: UgcModel::Split), with vertex colors that are
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* the diffuse and ambient color (NiVertexColorProperty), a white NiMaterialProperty, and for transparent shapes an
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* NiAlphaProperty blending with the vertex alpha.
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*/
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std::string WriteNif(const std::string& rootName, const std::vector<NifShape>& shapes);
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struct NifLod {
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float nearDistance{};
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float farDistance{};
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std::string name; // the level's node, e.g. LOD_0
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std::vector<const UgcModel::Mesh*> pieces; // its shapes (UgcModel::Divide's pieces)
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};
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struct NifLodGroup {
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std::string name; // S01_Opaque_Model: the NiLODNode and its shapes
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bool transparent{};
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std::vector<NifLod> lods;
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};
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/**
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* The layout LU Toolbox exports (setup_lod_data) and the game's own brick models (res/BrickModels/ndmade) have:
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* the root node, an NiLODNode per group with NiRangeLODData holding each level's distances, a node per level and
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* the level's shapes under it, named like the group. Properties as WriteNif.
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*/
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std::string WriteLodNif(const std::string& rootName, const std::vector<NifLodGroup>& groups);
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// PNG (8-bit RGBA)
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std::string EncodePng(const UgcRender::Image& image);
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// DDS as the client's own icons are: DXT5 (BC3), without mipmaps, header flags caps|height|width|pixel format|linear
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// size (0x81007), caps texture (0x1000)
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std::string EncodeDds(const UgcRender::Image& image);
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// One 4x4 block (RGBA, 64 bytes, row by row) as DXT5's 16 bytes: alpha endpoints and 3-bit indices, then the
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// color's two RGB565 endpoints and 2-bit indices
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std::array<uint8_t, 16> EncodeDxt5Block(const std::array<uint8_t, 64>& rgba);
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// Lowercase hex MD5 of `data`
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std::string Md5Hex(std::string_view data);
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// What the client reads from a UGC file's .checksum: the MD5 and size of the file as it is after inflating it
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std::string ChecksumXml(std::string_view data);
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// The MD5 (lowercase hex) and size a .checksum (ChecksumXml) holds; false when it doesn't hold both
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bool ReadChecksumXml(std::string_view xml, std::string& md5, uint32_t& size);
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}
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