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- The client puts a shape in its sorted, blended pass only when its NiMaterialProperty alpha is under 0.99999 (ShaderCommon::GetAlphaFlags 0x0109f5a0; the NiAlphaProperty blend flag isn't read); at 1.0 it's drawn solid with blending off. Transparent (and transparent glitter) shapes now get a material with alpha 0.9999, as the S01_Alpha shapes of the game's own brick models (res/BrickModels/ndmade) do; opaque shapes keep 1.0. Models with a transparent brick change; the others are byte for byte the same. - dUgcServer's files move into Bricks/, Model/, Render/, Formats/ and Processing/ (the CMakeLists says what each holds); includes are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
52 lines
2.2 KiB
C++
52 lines
2.2 KiB
C++
#pragma once
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#include <cstdint>
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#include <optional>
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#include <glm/glm.hpp>
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/**
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* LU Toolbox's color palette (its materials/__init__.py), which it colors imported models with instead of the brick
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* database's Materials.xml: LU's colors in linear RGB, the LDD colors LU doesn't have mapped onto the nearest LU one,
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* which colors are transparent, glow and metallic, how much each color varies from brick to brick, and the icon
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* renderer's corrections. Also the brick to brick color variation itself (process_model.py apply_color_variation).
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* Pure.
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*/
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namespace UgcPalette {
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// A material id's color in linear RGB; nullopt when LU Toolbox doesn't know it (it uses black, 26, then).
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// `icon`: with the icon renderer's corrections (white and black are toned down).
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std::optional<glm::vec3> Linear(uint32_t id, bool icon = false);
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bool IsTransparent(uint32_t id);
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bool IsMetallic(uint32_t id);
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// The glow color (linear) of a glowing material, nullopt for the others
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std::optional<glm::vec3> Glow(uint32_t id);
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// How much of the color variation a color gets (CUSTOM_VARIATION: black varies less, orange more); 1 by default
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float VariationScale(uint32_t id);
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// The color LU Toolbox falls back to for unknown ids
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constexpr uint32_t FALLBACK_ID = 26;
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// sRGB <-> linear, exactly as LU Toolbox converts (color_conversions.py)
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float SrgbToLinear(float srgb);
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float LinearToSrgb(float linear);
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glm::vec3 SrgbToLinear(const glm::vec3& srgb);
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glm::vec3 LinearToSrgb(const glm::vec3& linear);
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/**
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* LU Toolbox's color variation of one color: its HSV value, taken to a 1/2.224 gamma, shifted by
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* `random` (0..1, mapped to -variation/200 .. +variation/200, variation in percent), clamped to 0..1 and taken back.
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* Hue and saturation stay. `color` is linear RGB.
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*/
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glm::vec3 ApplyVariation(const glm::vec3& color, float variationPercent, float random);
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/**
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* The random number (0..1) of one brick's material: the same for the same seed, brick and material every time,
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* so making a model again gives the same colors, and the same in every LOD (LU Toolbox restarts its random sequence
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* for each LOD). `brick` is the brick's index in the LXFML.
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*/
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float BrickRandom(uint64_t seed, uint32_t brick, uint32_t material);
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}
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