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authorSulfurNitride <SulfurNitride@users.noreply.github.com>2026-04-12 17:54:45 -0500
committerSulfurNitride <SulfurNitride@users.noreply.github.com>2026-04-12 17:54:45 -0500
commita0355c9b897281d0bfea48bec9d490724ecabd96 (patch)
tree42c56ea4f4829a6115f688956858ada3e59fd9ef /libs
parentfa43a71f9d05b3673d42296a80decb2228d68f83 (diff)
Add NIF previewer plugin with Linux-specific fixes
Vendored from github.com/Parapets/mo2-preview_nif and adapted for Linux: - BSA texture resolution via MO2 virtual tree with case-insensitive fallback walk (Linux FS is case-sensitive; NIFs reference textures with arbitrary case against files on disk) - Process-wide cached BSA candidate list, keyed by profile path, priority-sorted, filtering disabled mods - Path backslash normalization before loose-file lookup - Polygon offset on SLSF1_Decal-flagged shapes to break z-ties with coincident base meshes (road decals, moss overlays) - Opaque framebuffer via glColorMask alpha lock so alpha-blended shapes can't bleed the dialog background through the preview area - QMouseEvent::globalPosition().toPoint() for Qt6 compatibility Preview dialog behavior (organizercore.cpp): - Switch previewFile and previewFileWithAlternatives from stack-allocated exec() to heap + ApplicationModal + show() + WA_DeleteOnClose. - Parent passed as nullptr so preview lifetime is decoupled from the stack-allocated ModInfoDialog that spawns it. Nested exec() inside the enclosing dialog's exec() was softlocking on close. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Diffstat (limited to 'libs')
-rw-r--r--libs/preview_nif/.github/workflows/build.yml28
-rw-r--r--libs/preview_nif/.gitmodules0
-rw-r--r--libs/preview_nif/CMakeLists.txt34
-rw-r--r--libs/preview_nif/CMakePresets.json72
-rw-r--r--libs/preview_nif/LICENSE674
-rw-r--r--libs/preview_nif/README.md2
-rw-r--r--libs/preview_nif/data/shaders/NIFSKOPE LICENSE.md27
-rw-r--r--libs/preview_nif/data/shaders/default.vert50
-rw-r--r--libs/preview_nif/data/shaders/fo4_default.frag341
-rw-r--r--libs/preview_nif/data/shaders/fo4_effectshader.frag148
-rw-r--r--libs/preview_nif/data/shaders/sk_default.frag180
-rw-r--r--libs/preview_nif/data/shaders/sk_effectshader.frag101
-rw-r--r--libs/preview_nif/data/shaders/sk_effectshader.vert46
-rw-r--r--libs/preview_nif/data/shaders/sk_msn.frag194
-rw-r--r--libs/preview_nif/data/shaders/sk_msn.vert41
-rw-r--r--libs/preview_nif/data/shaders/sk_multilayer.frag216
-rw-r--r--libs/preview_nif/plugindefinition.json42
-rw-r--r--libs/preview_nif/src/CMakeLists.txt36
-rw-r--r--libs/preview_nif/src/Camera.cpp50
-rw-r--r--libs/preview_nif/src/Camera.h37
-rw-r--r--libs/preview_nif/src/NifExtensions.h236
-rw-r--r--libs/preview_nif/src/NifWidget.cpp254
-rw-r--r--libs/preview_nif/src/NifWidget.h71
-rw-r--r--libs/preview_nif/src/OpenGLShape.cpp403
-rw-r--r--libs/preview_nif/src/OpenGLShape.h105
-rw-r--r--libs/preview_nif/src/PreviewNif.cpp114
-rw-r--r--libs/preview_nif/src/PreviewNif.h39
-rw-r--r--libs/preview_nif/src/ShaderManager.cpp74
-rw-r--r--libs/preview_nif/src/ShaderManager.h48
-rw-r--r--libs/preview_nif/src/TextureManager.cpp448
-rw-r--r--libs/preview_nif/src/TextureManager.h53
-rw-r--r--libs/preview_nif/src/preview_nif_en.ts33
-rw-r--r--libs/preview_nif/src/previewnif.json1
33 files changed, 4198 insertions, 0 deletions
diff --git a/libs/preview_nif/.github/workflows/build.yml b/libs/preview_nif/.github/workflows/build.yml
new file mode 100644
index 0000000..4bb1166
--- /dev/null
+++ b/libs/preview_nif/.github/workflows/build.yml
@@ -0,0 +1,28 @@
+name: Build NIF Preview Plugin
+
+on:
+ push:
+ branches: main
+ pull_request:
+ types: [opened, synchronize, reopened]
+
+jobs:
+ build:
+ runs-on: windows-2022
+ steps:
+ - name: Build NIF Preview Plugin
+ uses: ModOrganizer2/build-with-mob-action@master
+ with:
+ mo2-third-parties: fmt libbsarch
+ mo2-dependencies: cmake_common uibase
+ - name: Upload Build
+ uses: actions/upload-artifact@v3
+ with:
+ name: preview_nif
+ path: |
+ ./build/modorganizer_super/${{ github.event.repository.name }}/vsbuild/src/RelWithDebInfo/preview_nif.dll
+ - uses: actions/upload-artifact@v3
+ with:
+ name: preview_nif
+ path: |
+ ./build/modorganizer_super/${{ github.event.repository.name }}/**/data/shaders/*
diff --git a/libs/preview_nif/.gitmodules b/libs/preview_nif/.gitmodules
new file mode 100644
index 0000000..e69de29
--- /dev/null
+++ b/libs/preview_nif/.gitmodules
diff --git a/libs/preview_nif/CMakeLists.txt b/libs/preview_nif/CMakeLists.txt
new file mode 100644
index 0000000..7db3db2
--- /dev/null
+++ b/libs/preview_nif/CMakeLists.txt
@@ -0,0 +1,34 @@
+cmake_minimum_required(VERSION 3.22)
+
+project(preview_nif CXX)
+
+include(FetchContent)
+
+# gli (texture loader — header-only, needs glm)
+FetchContent_Declare(
+ gli
+ GIT_REPOSITORY https://github.com/g-truc/gli.git
+ GIT_TAG master
+)
+set(GLI_TEST_ENABLE OFF CACHE BOOL "Build gli unit tests")
+
+# nifly (NIF parser)
+FetchContent_Declare(
+ nifly
+ GIT_REPOSITORY https://github.com/ousnius/nifly.git
+ GIT_TAG main
+)
+
+FetchContent_MakeAvailable(gli nifly)
+
+# mo2_install_target compatibility shim (upstream uses mo2_install_target;
+# Fluorine defines mo2_install_plugin).
+if(NOT COMMAND mo2_install_target AND COMMAND mo2_install_plugin)
+ function(mo2_install_target target)
+ mo2_install_plugin(${target})
+ endfunction()
+endif()
+
+add_subdirectory(src)
+
+target_link_libraries(preview_nif PRIVATE nifly gli)
diff --git a/libs/preview_nif/CMakePresets.json b/libs/preview_nif/CMakePresets.json
new file mode 100644
index 0000000..d00c664
--- /dev/null
+++ b/libs/preview_nif/CMakePresets.json
@@ -0,0 +1,72 @@
+{
+ "version": 3,
+ "configurePresets": [
+ {
+ "name": "windows-2022",
+ "generator": "Visual Studio 17 2022",
+ "binaryDir": "${sourceDir}/vsbuild",
+ "cacheVariables": {
+ "CMAKE_BUILD_TYPE": {
+ "type": "STRING",
+ "value": "Release"
+ },
+ "DEPENDENCIES_DIR": {
+ "type": "PATH",
+ "value": "${sourceDir}/../.."
+ },
+ "BOOST_ROOT": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../boost_1_83_0"
+ },
+ "BOOST_LIBRARYDIR": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../boost_1_83_0/lib64-msvc-14.3/lib"
+ },
+ "FMT_ROOT": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../fmt-8.1.1"
+ },
+ "SPDLOG_ROOT": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../spdlog-v1.10.0"
+ },
+ "LOOT_PATH": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../libloot-0.22.1-win64"
+ },
+ "LZ4_ROOT": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../lz4-v1.9.4"
+ },
+ "QT_ROOT": {
+ "type": "PATH",
+ "value": "C:/Qt/6.5.3/msvc2019_64"
+ },
+ "ZLIB_ROOT": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../zlib-v1.3"
+ },
+ "PYTHON_ROOT": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../python-3.11.5"
+ },
+ "SEVENZ_ROOT": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../7zip-23.01"
+ },
+ "LIBBSARCH_ROOT": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../libbsarch-0.0.9-release-x64"
+ },
+ "BOOST_DI_ROOT": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../di"
+ },
+ "GTEST_ROOT": {
+ "type": "PATH",
+ "value": "${sourceDir}/../../googletest"
+ }
+ }
+ }
+ ]
+} \ No newline at end of file
diff --git a/libs/preview_nif/LICENSE b/libs/preview_nif/LICENSE
new file mode 100644
index 0000000..f288702
--- /dev/null
+++ b/libs/preview_nif/LICENSE
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
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+ Nothing in this License shall be construed as excluding or limiting
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+ 12. No Surrender of Others' Freedom.
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+ If conditions are imposed on you (whether by court order, agreement or
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+ 13. Use with the GNU Affero General Public License.
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+ Notwithstanding any other provision of this License, you have
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+ 14. Revised Versions of this License.
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+ If the Program specifies that a proxy can decide which future
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+ 17. Interpretation of Sections 15 and 16.
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+ END OF TERMS AND CONDITIONS
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+possible use to the public, the best way to achieve this is to make it
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+
+ <one line to give the program's name and a brief idea of what it does.>
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+ it under the terms of the GNU General Public License as published by
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+ (at your option) any later version.
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+ but WITHOUT ANY WARRANTY; without even the implied warranty of
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+ This is free software, and you are welcome to redistribute it
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+
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+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<https://www.gnu.org/licenses/>.
+
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+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+<https://www.gnu.org/licenses/why-not-lgpl.html>.
diff --git a/libs/preview_nif/README.md b/libs/preview_nif/README.md
new file mode 100644
index 0000000..126825c
--- /dev/null
+++ b/libs/preview_nif/README.md
@@ -0,0 +1,2 @@
+# modorganizer-preview_nif
+NIF preview plugin for Mod Organizer
diff --git a/libs/preview_nif/data/shaders/NIFSKOPE LICENSE.md b/libs/preview_nif/data/shaders/NIFSKOPE LICENSE.md
new file mode 100644
index 0000000..d038fbe
--- /dev/null
+++ b/libs/preview_nif/data/shaders/NIFSKOPE LICENSE.md
@@ -0,0 +1,27 @@
+NIFSKOPE LICENSE
+
+Copyright (c) 2005-2014, NIF File Format Library and Tools.
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions
+are met:
+1. Redistributions of source code must retain the above copyright
+ notice, this list of conditions and the following disclaimer.
+2. Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in the
+ documentation and/or other materials provided with the distribution.
+3. The name of the NIF File Format Library and Tools project may not be
+ used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
+IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
+OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
+IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
+INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
+NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
+THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
diff --git a/libs/preview_nif/data/shaders/default.vert b/libs/preview_nif/data/shaders/default.vert
new file mode 100644
index 0000000..90cccd3
--- /dev/null
+++ b/libs/preview_nif/data/shaders/default.vert
@@ -0,0 +1,50 @@
+#version 120
+
+uniform mat4 modelViewMatrix;
+uniform mat4 mvpMatrix;
+uniform mat3 normalMatrix;
+uniform vec3 lightDirection;
+uniform vec4 ambientColor;
+uniform vec4 diffuseColor;
+
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec3 tangent;
+attribute vec3 bitangent;
+attribute vec2 texCoord;
+attribute vec4 color;
+
+varying vec2 TexCoord;
+varying vec3 LightDir;
+varying vec3 ViewDir;
+
+varying vec3 N;
+varying vec3 t;
+varying vec3 b;
+varying vec3 v;
+
+varying vec4 A;
+varying vec4 C;
+varying vec4 D;
+
+void main( void )
+{
+ gl_Position = mvpMatrix * vec4(position, 1.0);
+ TexCoord = texCoord;
+
+ N = normalize(normalMatrix * normal);
+ t = normalize(normalMatrix * tangent);
+ b = normalize(normalMatrix * bitangent);
+ v = vec3(modelViewMatrix * vec4(position, 1.0));
+
+ mat3 tbnMatrix = mat3(b.x, t.x, N.x,
+ b.y, t.y, N.y,
+ b.z, t.z, N.z);
+
+ ViewDir = tbnMatrix * -v;
+ LightDir = tbnMatrix * lightDirection;
+
+ A = ambientColor;
+ C = color;
+ D = diffuseColor;
+}
diff --git a/libs/preview_nif/data/shaders/fo4_default.frag b/libs/preview_nif/data/shaders/fo4_default.frag
new file mode 100644
index 0000000..2b1d6b8
--- /dev/null
+++ b/libs/preview_nif/data/shaders/fo4_default.frag
@@ -0,0 +1,341 @@
+#version 120
+#extension GL_ARB_shader_texture_lod : require
+
+uniform sampler2D BaseMap;
+uniform sampler2D NormalMap;
+uniform sampler2D GlowMap;
+uniform sampler2D BacklightMap;
+uniform sampler2D SpecularMap;
+uniform sampler2D GreyscaleMap;
+uniform sampler2D EnvironmentMap;
+uniform samplerCube CubeMap;
+
+uniform vec3 specColor;
+uniform float specStrength;
+uniform float specGlossiness; // "Smoothness" in FO4; 0-1
+uniform float fresnelPower;
+
+uniform float paletteScale;
+
+uniform vec3 glowColor;
+uniform float glowMult;
+
+uniform float alpha;
+
+uniform vec3 tintColor;
+
+uniform vec2 uvScale;
+uniform vec2 uvOffset;
+
+uniform bool hasEmit;
+uniform bool hasGlowMap;
+uniform bool hasSoftlight;
+uniform bool hasBacklight;
+uniform bool hasRimlight;
+uniform bool hasTintColor;
+uniform bool hasCubeMap;
+uniform bool hasEnvMask;
+uniform bool hasSpecularMap;
+uniform bool greyscaleColor;
+uniform bool doubleSided;
+
+uniform float subsurfaceRolloff;
+uniform float rimPower;
+uniform float backlightPower;
+
+uniform float envReflection;
+
+uniform mat4 modelViewMatrixInverse;
+uniform mat4 worldMatrix;
+
+varying vec2 TexCoord;
+varying vec3 LightDir;
+varying vec3 ViewDir;
+
+varying vec4 A;
+varying vec4 C;
+varying vec4 D;
+
+varying vec3 N;
+varying vec3 t;
+varying vec3 b;
+
+#ifndef M_PI
+ #define M_PI 3.1415926535897932384626433832795
+#endif
+
+#define FLT_EPSILON 1.192092896e-07F // smallest such that 1.0 + FLT_EPSILON != 1.0
+
+float OrenNayar( vec3 L, vec3 V, vec3 N, float roughness, float NdotL )
+{
+ //float NdotL = dot(N, L);
+ float NdotV = dot(N, V);
+ float LdotV = dot(L, V);
+
+ float rough2 = roughness * roughness;
+
+ float A = 1.0 - 0.5 * (rough2 / (rough2 + 0.57));
+ float B = 0.45 * (rough2 / (rough2 + 0.09));
+
+ float a = min( NdotV, NdotL );
+ float b = max( NdotV, NdotL );
+ b = (sign(b) == 0.0) ? FLT_EPSILON : sign(b) * max( 0.01, abs(b) ); // For fudging the smoothness of C
+ float C = sqrt( (1.0 - a * a) * (1.0 - b * b) ) / b;
+
+ float gamma = LdotV - NdotL * NdotV;
+ float L1 = A + B * max( gamma, FLT_EPSILON ) * C;
+
+ return L1 * max( NdotL, FLT_EPSILON );
+}
+
+float OrenNayarFull( vec3 L, vec3 V, vec3 N, float roughness, float NdotL )
+{
+ //float NdotL = dot(N, L);
+ float NdotV = dot(N, V);
+ float LdotV = dot(L, V);
+
+ float angleVN = acos(max(NdotV, FLT_EPSILON));
+ float angleLN = acos(max(NdotL, FLT_EPSILON));
+
+ float alpha = max(angleVN, angleLN);
+ float beta = min(angleVN, angleLN);
+ float gamma = LdotV - NdotL * NdotV;
+
+ float roughnessSquared = roughness * roughness;
+ float roughnessSquared9 = (roughnessSquared / (roughnessSquared + 0.09));
+
+ // C1, C2, and C3
+ float C1 = 1.0 - 0.5 * (roughnessSquared / (roughnessSquared + 0.33));
+ float C2 = 0.45 * roughnessSquared9;
+
+ if( gamma >= 0.0 ) {
+ C2 *= sin(alpha);
+ } else {
+ C2 *= (sin(alpha) - pow((2.0 * beta) / M_PI, 3.0));
+ }
+
+ float powValue = (4.0 * alpha * beta) / (M_PI * M_PI);
+ float C3 = 0.125 * roughnessSquared9 * powValue * powValue;
+
+ // Avoid asymptote at pi/2
+ float asym = M_PI / 2.0;
+ float lim1 = asym + 0.01;
+ float lim2 = asym - 0.01;
+
+ float ab2 = (alpha + beta) / 2.0;
+
+ if ( beta >= asym && beta < lim1 )
+ beta = lim1;
+ else if ( beta < asym && beta >= lim2 )
+ beta = lim2;
+
+ if ( ab2 >= asym && ab2 < lim1 )
+ ab2 = lim1;
+ else if ( ab2 < asym && ab2 >= lim2 )
+ ab2 = lim2;
+
+ // Reflection
+ float A = gamma * C2 * tan(beta);
+ float B = (1.0 - abs(gamma)) * C3 * tan(ab2);
+
+ float L1 = max(FLT_EPSILON, NdotL) * (C1 + A + B);
+
+ // Interreflection
+ float twoBetaPi = 2.0 * beta / M_PI;
+ float L2 = 0.17 * max(FLT_EPSILON, NdotL) * (roughnessSquared / (roughnessSquared + 0.13)) * (1.0 - gamma * twoBetaPi * twoBetaPi);
+
+ return L1 + L2;
+}
+
+// Schlick's Fresnel approximation
+float fresnelSchlick( float VdotH, float F0 )
+{
+ float base = 1.0 - VdotH;
+ float exp = pow( base, fresnelPower );
+ return clamp( exp + F0 * (1.0 - exp), 0.0, 1.0 );
+}
+
+// The Torrance-Sparrow visibility factor, G
+float VisibDiv( float NdotL, float NdotV, float VdotH, float NdotH )
+{
+ float denom = max( VdotH, FLT_EPSILON );
+ float numL = min( NdotV, NdotL );
+ float numR = 2.0 * NdotH;
+ if ( denom >= (numL * numR) ) {
+ numL = (numL == NdotV) ? 1.0 : (NdotL / NdotV);
+ return (numL * numR) / denom;
+ }
+ return 1.0 / NdotV;
+}
+
+// this is a normalized Phong model used in the Torrance-Sparrow model
+vec3 TorranceSparrow(float NdotL, float NdotH, float NdotV, float VdotH, vec3 color, float power, float F0)
+{
+ // D: Normalized phong model
+ float D = ((power + 2.0) / (2.0 * M_PI)) * pow( NdotH, power );
+
+ // G: Torrance-Sparrow visibility term divided by NdotV
+ float G_NdotV = VisibDiv( NdotL, NdotV, VdotH, NdotH );
+
+ // F: Schlick's approximation
+ float F = fresnelSchlick( VdotH, F0 );
+
+ // Torrance-Sparrow:
+ // (F * G * D) / (4 * NdotL * NdotV)
+ // Division by NdotV is done in VisibDiv()
+ // and division by NdotL is removed since
+ // outgoing radiance is determined by:
+ // BRDF * NdotL * L()
+ float spec = (F * G_NdotV * D) / 4.0;
+
+ return color * spec * M_PI;
+}
+
+vec3 tonemap(vec3 x)
+{
+ float _A = 0.15;
+ float _B = 0.50;
+ float _C = 0.10;
+ float _D = 0.20;
+ float _E = 0.02;
+ float _F = 0.30;
+
+ return ((x*(_A*x+_C*_B)+_D*_E)/(x*(_A*x+_B)+_D*_F))-_E/_F;
+}
+
+vec4 colorLookup( float x, float y ) {
+
+ return texture2D( GreyscaleMap, vec2( clamp(x, 0.0, 1.0), clamp(y, 0.0, 1.0) ) );
+}
+
+void main( void )
+{
+ vec2 offset = TexCoord * uvScale + uvOffset;
+
+ vec4 baseMap = texture2D( BaseMap, offset );
+ vec4 normalMap = texture2D( NormalMap, offset );
+ vec4 specMap = texture2D( SpecularMap, offset );
+ vec4 glowMap = texture2D( GlowMap, offset );
+
+ vec3 normal = normalize(normalMap.rgb * 2.0 - 1.0);
+ // Calculate missing blue channel
+ normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));
+ if ( !gl_FrontFacing && doubleSided ) {
+ normal *= -1.0;
+ }
+ // For _msn (Test with FSF1_Face)
+ //normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );
+
+ vec3 L = normalize(LightDir);
+ vec3 V = normalize(ViewDir);
+ vec3 R = reflect(-L, normal);
+ vec3 H = normalize( L + V );
+
+ float NdotL = dot(normal, L);
+ float NdotL0 = max( NdotL, FLT_EPSILON );
+ float NdotH = max( dot(normal, H), FLT_EPSILON );
+ float NdotV = max( dot(normal, V), FLT_EPSILON );
+ float VdotH = max( dot(V, H), FLT_EPSILON );
+ float NdotNegL = max( dot(normal, -L), FLT_EPSILON );
+
+ vec3 reflected = reflect( V, normal );
+ vec3 reflectedVS = b * reflected.x + t * reflected.y + N * reflected.z;
+ vec3 reflectedWS = vec3( worldMatrix * (modelViewMatrixInverse * vec4( reflectedVS, 0.0 )) );
+
+ vec4 color;
+ vec3 albedo = baseMap.rgb * C.rgb;
+ vec3 diffuse = A.rgb + D.rgb * NdotL0;
+ if ( greyscaleColor ) {
+ vec4 luG = colorLookup( baseMap.g, paletteScale - (1 - C.r) );
+
+ albedo = luG.rgb;
+ }
+
+ // Emissive
+ vec3 emissive = vec3(0.0);
+ if ( hasEmit ) {
+ emissive += glowColor * glowMult;
+
+ if ( hasGlowMap ) {
+ emissive *= glowMap.rgb;
+ }
+ }
+
+ // Specular
+ float g = 1.0;
+ float s = 1.0;
+ float smoothness = clamp( specGlossiness, 0.0, 1.0 );
+ float specMask = 1.0;
+ vec3 spec = vec3(0.0);
+ if ( hasSpecularMap ) {
+ g = specMap.g;
+ s = specMap.r;
+ smoothness = g * smoothness;
+ float fSpecularPower = exp2( smoothness * 10 + 1 );
+ specMask = s * specStrength;
+
+ spec = TorranceSparrow( NdotL0, NdotH, NdotV, VdotH, vec3(specMask), fSpecularPower, 0.2 ) * NdotL0 * D.rgb * specColor;
+ }
+
+ // Environment
+ vec4 cube = textureCubeLod( CubeMap, reflectedWS, 8.0 - smoothness * 8.0 );
+ vec4 env = texture2D( EnvironmentMap, offset );
+ if ( hasCubeMap ) {
+ cube.rgb *= envReflection * specStrength;
+ if ( hasEnvMask ) {
+ cube.rgb *= env.r;
+ } else {
+ cube.rgb *= s;
+ }
+
+ spec += cube.rgb * diffuse;
+ }
+
+ vec3 backlight = vec3(0.0);
+ if ( backlightPower > 0.0 ) {
+ backlight = albedo * NdotNegL * clamp( backlightPower, 0.0, 1.0 );
+
+ emissive += backlight * D.rgb;
+ }
+
+ vec3 rim = vec3(0.0);
+ if ( hasRimlight ) {
+ rim = vec3(pow((1.0 - NdotV), rimPower));
+ rim *= smoothstep( -0.2, 1.0, dot(-L, V) );
+
+ //emissive += rim * D.rgb * specMask;
+ }
+
+ // Diffuse
+ float diff = OrenNayarFull( L, V, normal, 1.0 - smoothness, NdotL );
+ diffuse = vec3(diff);
+
+ vec3 soft = vec3(0.0);
+ float wrap = NdotL;
+ if ( hasSoftlight || subsurfaceRolloff > 0.0 ) {
+ wrap = (wrap + subsurfaceRolloff) / (1.0 + subsurfaceRolloff);
+ soft = albedo * max( 0.0, wrap ) * smoothstep( 1.0, 0.0, sqrt(diff) );
+
+ diffuse += soft;
+ }
+
+ if ( hasTintColor ) {
+ albedo *= tintColor;
+ }
+
+ // Diffuse
+ color.rgb = diffuse * albedo * D.rgb;
+ // Ambient
+ color.rgb += A.rgb * albedo;
+ // Specular
+ color.rgb += spec;
+ color.rgb += A.rgb * specMask * fresnelSchlick( VdotH, 0.2 ) * (1.0 - NdotV) * D.rgb;
+ // Emissive
+ color.rgb += emissive;
+
+ color.rgb = tonemap( color.rgb ) / tonemap( vec3(1.0) );
+ color.a = C.a * baseMap.a;
+
+ gl_FragColor = color;
+ gl_FragColor.a *= alpha;
+}
diff --git a/libs/preview_nif/data/shaders/fo4_effectshader.frag b/libs/preview_nif/data/shaders/fo4_effectshader.frag
new file mode 100644
index 0000000..31b241f
--- /dev/null
+++ b/libs/preview_nif/data/shaders/fo4_effectshader.frag
@@ -0,0 +1,148 @@
+#version 120
+
+uniform sampler2D BaseMap;
+uniform sampler2D GreyscaleMap;
+uniform samplerCube CubeMap;
+uniform sampler2D NormalMap;
+uniform sampler2D SpecularMap;
+
+uniform bool doubleSided;
+
+uniform bool hasSourceTexture;
+uniform bool hasGreyscaleMap;
+uniform bool hasCubeMap;
+uniform bool hasNormalMap;
+uniform bool hasEnvMask;
+
+uniform bool greyscaleAlpha;
+uniform bool greyscaleColor;
+
+uniform bool useFalloff;
+uniform bool hasRGBFalloff;
+
+uniform bool hasWeaponBlood;
+
+uniform vec4 glowColor;
+uniform float glowMult;
+
+uniform vec2 uvScale;
+uniform vec2 uvOffset;
+
+uniform vec4 falloffParams;
+uniform float falloffDepth;
+
+uniform float lightingInfluence;
+uniform float envReflection;
+
+uniform mat4 modelViewMatrixInverse;
+uniform mat4 worldMatrix;
+
+varying vec2 TexCoord;
+varying vec3 LightDir;
+varying vec3 ViewDir;
+
+varying vec4 A;
+varying vec4 C;
+varying vec4 D;
+
+varying vec3 N;
+varying vec3 t;
+varying vec3 b;
+varying vec3 v;
+
+vec4 colorLookup( float x, float y ) {
+
+ return texture2D( GreyscaleMap, vec2( clamp(x, 0.0, 1.0), clamp(y, 0.0, 1.0)) );
+}
+
+void main( void )
+{
+ vec2 offset = TexCoord * uvScale + uvOffset;
+
+ vec4 baseMap = texture2D( BaseMap, offset );
+ vec4 normalMap = texture2D( NormalMap, offset );
+ vec4 specMap = texture2D( SpecularMap, offset );
+
+ vec3 normal = normalize(normalMap.rgb * 2.0 - 1.0);
+ // Calculate missing blue channel
+ normal.b = sqrt(1.0 - dot(normal.rg, normal.rg));
+ if ( !gl_FrontFacing && doubleSided ) {
+ normal *= -1.0;
+ }
+
+ vec3 L = normalize(LightDir);
+ vec3 V = normalize(ViewDir);
+ vec3 R = reflect(-L, normal);
+ vec3 H = normalize( L + V );
+
+ float NdotL = max( dot(normal, L), 0.000001 );
+ float NdotH = max( dot(normal, H), 0.000001 );
+ float NdotV = max( dot(normal, V), 0.000001 );
+ float LdotH = max( dot(L, H), 0.000001 );
+ float NdotNegL = max( dot(normal, -L), 0.000001 );
+
+ vec3 reflected = reflect( V, normal );
+ vec3 reflectedVS = b * reflected.x + t * reflected.y + N * reflected.z;
+ vec3 reflectedWS = vec3( worldMatrix * (modelViewMatrixInverse * vec4( reflectedVS, 0.0 )) );
+
+ if ( greyscaleAlpha )
+ baseMap.a = 1.0;
+
+ vec4 baseColor = glowColor;
+ if ( !greyscaleColor )
+ baseColor.rgb *= glowMult;
+
+ // Falloff
+ float falloff = 1.0;
+ if ( useFalloff || hasRGBFalloff ) {
+ falloff = smoothstep( falloffParams.x, falloffParams.y, abs(dot(normal, V)) );
+ falloff = mix( max(falloffParams.z, 0.0), min(falloffParams.w, 1.0), falloff );
+
+ if ( useFalloff )
+ baseMap.a *= falloff;
+
+ if ( hasRGBFalloff )
+ baseMap.rgb *= falloff;
+ }
+
+ float alphaMult = baseColor.a * baseColor.a;
+
+ vec4 color;
+ color.rgb = baseMap.rgb * C.rgb * baseColor.rgb;
+ color.a = alphaMult * C.a * baseMap.a;
+
+ if ( greyscaleColor ) {
+ vec4 luG = colorLookup( texture2D( BaseMap, offset ).g, baseColor.r * C.r * falloff );
+
+ color.rgb = luG.rgb;
+ }
+
+ if ( greyscaleAlpha ) {
+ vec4 luA = colorLookup( texture2D( BaseMap, offset ).a, color.a );
+
+ color.a = luA.a;
+ }
+
+ vec3 diffuse = A.rgb + (D.rgb * NdotL);
+ color.rgb = mix( color.rgb, color.rgb * D.rgb, lightingInfluence );
+
+ // Specular
+ float g = 1.0;
+ float s = 1.0;
+ if ( hasEnvMask ) {
+ g = specMap.r;
+ s = specMap.g;
+ }
+
+ // Environment
+ vec4 cube = textureCube( CubeMap, reflectedWS );
+ if ( hasCubeMap ) {
+ cube.rgb *= envReflection * s;
+ cube.rgb = mix( cube.rgb, cube.rgb * D.rgb, lightingInfluence );
+
+ color.rgb += cube.rgb * falloff;
+ }
+
+ gl_FragColor.rgb = color.rgb;
+ gl_FragColor.a = color.a;
+}
diff --git a/libs/preview_nif/data/shaders/sk_default.frag b/libs/preview_nif/data/shaders/sk_default.frag
new file mode 100644
index 0000000..7cd0dcf
--- /dev/null
+++ b/libs/preview_nif/data/shaders/sk_default.frag
@@ -0,0 +1,180 @@
+#version 120
+
+uniform sampler2D BaseMap;
+uniform sampler2D NormalMap;
+uniform sampler2D GlowMap;
+uniform sampler2D HeightMap;
+uniform sampler2D LightMask;
+uniform sampler2D BacklightMap;
+uniform sampler2D EnvironmentMap;
+uniform samplerCube CubeMap;
+
+uniform vec3 specColor;
+uniform float specStrength;
+uniform float specGlossiness;
+
+uniform bool hasGlowMap;
+uniform vec3 glowColor;
+uniform float glowMult;
+
+uniform float alpha;
+
+uniform vec3 tintColor;
+
+uniform bool hasHeightMap;
+uniform vec2 uvScale;
+uniform vec2 uvOffset;
+
+uniform bool hasEmit;
+uniform bool hasSoftlight;
+uniform bool hasBacklight;
+uniform bool hasRimlight;
+uniform bool hasTintColor;
+uniform bool hasCubeMap;
+uniform bool hasEnvMask;
+
+uniform float softlight;
+uniform float rimPower;
+
+uniform float envReflection;
+
+uniform mat4 modelViewMatrixInverse;
+uniform mat4 worldMatrix;
+
+varying vec2 TexCoord;
+varying vec3 LightDir;
+varying vec3 ViewDir;
+
+varying vec4 A;
+varying vec4 C;
+varying vec4 D;
+
+varying vec3 N;
+varying vec3 t;
+varying vec3 b;
+
+vec3 tonemap(vec3 x)
+{
+ float _A = 0.15;
+ float _B = 0.50;
+ float _C = 0.10;
+ float _D = 0.20;
+ float _E = 0.02;
+ float _F = 0.30;
+
+ return ((x*(_A*x+_C*_B)+_D*_E)/(x*(_A*x+_B)+_D*_F))-_E/_F;
+}
+
+vec3 toGrayscale(vec3 color)
+{
+ return vec3(dot(vec3(0.3, 0.59, 0.11), color));
+}
+
+void main( void )
+{
+ vec2 offset = TexCoord * uvScale + uvOffset;
+
+ vec3 E = normalize(ViewDir);
+
+ if ( hasHeightMap ) {
+ float height = texture2D( HeightMap, offset ).r;
+ offset += E.xy * (height * 0.08 - 0.04);
+ }
+
+ vec4 baseMap = texture2D( BaseMap, offset );
+ vec4 normalMap = texture2D( NormalMap, offset );
+ vec4 glowMap = texture2D( GlowMap, offset );
+
+ vec3 normal = normalize(normalMap.rgb * 2.0 - 1.0);
+
+ vec3 L = normalize(LightDir);
+ vec3 R = reflect(-L, normal);
+ vec3 H = normalize( L + E );
+
+ float NdotL = max( dot(normal, L), 0.0 );
+ float NdotH = max( dot(normal, H), 0.0 );
+ float EdotN = max( dot(normal, E), 0.0 );
+ float NdotNegL = max( dot(normal, -L), 0.0 );
+
+ vec3 reflected = reflect( -E, normal );
+ vec3 reflectedVS = b * reflected.x + t * reflected.y + N * reflected.z;
+ vec3 reflectedWS = vec3( worldMatrix * (modelViewMatrixInverse * vec4( reflectedVS, 0.0 )) );
+
+
+ vec4 color;
+ vec3 albedo = baseMap.rgb * C.rgb;
+ vec3 diffuse = A.rgb + (D.rgb * NdotL);
+
+
+ // Environment
+ if ( hasCubeMap ) {
+ vec4 cube = textureCube( CubeMap, reflectedWS );
+ cube.rgb *= envReflection;
+
+ if ( hasEnvMask ) {
+ vec4 env = texture2D( EnvironmentMap, offset );
+ cube.rgb *= env.r;
+ } else {
+ cube.rgb *= normalMap.a;
+ }
+
+
+ albedo += cube.rgb;
+ }
+
+ // Emissive & Glow
+ vec3 emissive = vec3(0.0);
+ if ( hasEmit ) {
+ emissive += glowColor * glowMult;
+
+ if ( hasGlowMap ) {
+ emissive *= glowMap.rgb;
+ }
+ }
+
+ // Specular
+ vec3 spec = clamp( specColor * specStrength * normalMap.a * pow(NdotH, specGlossiness), 0.0, 1.0 );
+ spec *= D.rgb;
+
+ vec3 backlight = vec3(0.0);
+ if ( hasBacklight ) {
+ backlight = texture2D( BacklightMap, offset ).rgb;
+ backlight *= NdotNegL;
+
+ emissive += backlight * D.rgb;
+ }
+
+ vec4 mask = vec4(0.0);
+ if ( hasRimlight || hasSoftlight ) {
+ mask = texture2D( LightMask, offset );
+ }
+
+ vec3 rim = vec3(0.0);
+ if ( hasRimlight ) {
+ rim = mask.rgb * pow(vec3((1.0 - EdotN)), vec3(rimPower));
+ rim *= smoothstep( -0.2, 1.0, dot(-L, E) );
+
+ emissive += rim * D.rgb;
+ }
+
+ vec3 soft = vec3(0.0);
+ if ( hasSoftlight ) {
+ float wrap = (dot(normal, L) + softlight) / (1.0 + softlight);
+
+ soft = max( wrap, 0.0 ) * mask.rgb * smoothstep( 1.0, 0.0, NdotL );
+ soft *= sqrt( clamp( softlight, 0.0, 1.0 ) );
+
+ emissive += soft * D.rgb;
+ }
+
+ if ( hasTintColor ) {
+ albedo *= tintColor;
+ }
+
+ color.rgb = albedo * (diffuse + emissive) + spec;
+ color.rgb = tonemap( color.rgb ) / tonemap( vec3(1.0) );
+ color.a = C.a * baseMap.a;
+
+ gl_FragColor = color;
+ gl_FragColor.a *= alpha;
+}
diff --git a/libs/preview_nif/data/shaders/sk_effectshader.frag b/libs/preview_nif/data/shaders/sk_effectshader.frag
new file mode 100644
index 0000000..3a22388
--- /dev/null
+++ b/libs/preview_nif/data/shaders/sk_effectshader.frag
@@ -0,0 +1,101 @@
+#version 120
+
+uniform sampler2D BaseMap;
+uniform sampler2D GreyscaleMap;
+
+uniform bool doubleSided;
+
+uniform bool hasSourceTexture;
+uniform bool hasGreyscaleMap;
+uniform bool greyscaleAlpha;
+uniform bool greyscaleColor;
+
+uniform bool useFalloff;
+uniform bool vertexColors;
+uniform bool vertexAlpha;
+
+uniform bool hasWeaponBlood;
+
+uniform vec4 glowColor;
+uniform float glowMult;
+
+uniform vec2 uvScale;
+uniform vec2 uvOffset;
+
+uniform vec4 falloffParams;
+uniform float falloffDepth;
+
+varying vec2 TexCoord;
+varying vec3 LightDir;
+varying vec3 ViewDir;
+
+varying vec4 C;
+
+varying vec3 N;
+varying vec3 v;
+
+vec4 colorLookup( float x, float y ) {
+
+ return texture2D( GreyscaleMap, vec2( clamp(x, 0.0, 1.0), clamp(y, 0.0, 1.0)) );
+}
+
+void main( void )
+{
+ vec4 baseMap = texture2D( BaseMap, TexCoord.st * uvScale + uvOffset );
+
+ vec4 color;
+
+ vec3 normal = N;
+
+ // Reconstructed normal
+ //normal = normalize(cross(dFdy(v.xyz), dFdx(v.xyz)));
+
+ //if ( !doubleSided && !gl_FrontFacing ) { return; }
+
+ vec3 E = normalize(ViewDir);
+
+ float tmp2 = falloffDepth; // Unused right now
+
+ // Falloff
+ float falloff = 1.0;
+ if ( useFalloff ) {
+ float startO = min(falloffParams.z, 1.0);
+ float stopO = max(falloffParams.w, 0.0);
+
+ // TODO: When X and Y are both 0.0 or both 1.0 the effect is reversed.
+ falloff = smoothstep( falloffParams.y, falloffParams.x, abs(E.b));
+
+ falloff = mix( max(falloffParams.w, 0.0), min(falloffParams.z, 1.0), falloff );
+ }
+
+ float alphaMult = glowColor.a * glowColor.a;
+
+ color.rgb = baseMap.rgb;
+ color.a = baseMap.a;
+
+ if ( hasWeaponBlood ) {
+ color.rgb = vec3( 1.0, 0.0, 0.0 ) * baseMap.r;
+ color.a = baseMap.a * baseMap.g;
+ }
+
+ color.rgb *= C.rgb * glowColor.rgb;
+ color.a *= C.a * falloff * alphaMult;
+
+ if ( greyscaleColor ) {
+ // Only Red emissive channel is used
+ float emRGB = glowColor.r;
+
+ vec4 luG = colorLookup( baseMap.g, C.g * falloff * emRGB );
+
+ color.rgb = luG.rgb;
+ }
+
+ if ( greyscaleAlpha ) {
+ vec4 luA = colorLookup( baseMap.a, C.a * falloff * alphaMult );
+
+ color.a = luA.a;
+ }
+
+ gl_FragColor.rgb = color.rgb * glowMult;
+ gl_FragColor.a = color.a;
+}
diff --git a/libs/preview_nif/data/shaders/sk_effectshader.vert b/libs/preview_nif/data/shaders/sk_effectshader.vert
new file mode 100644
index 0000000..3204cba
--- /dev/null
+++ b/libs/preview_nif/data/shaders/sk_effectshader.vert
@@ -0,0 +1,46 @@
+#version 120
+
+uniform mat4 modelViewMatrix;
+uniform mat4 mvpMatrix;
+uniform mat3 normalMatrix;
+uniform vec3 lightDirection;
+uniform vec4 ambientColor;
+uniform vec4 diffuseColor;
+
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec3 tangent;
+attribute vec3 bitangent;
+attribute vec2 texCoord;
+attribute vec4 color;
+
+varying vec2 TexCoord;
+varying vec3 LightDir;
+varying vec3 ViewDir;
+
+varying vec4 C;
+
+varying vec3 N;
+varying vec3 t;
+varying vec3 b;
+varying vec3 v;
+
+void main( void )
+{
+ gl_Position = mvpMatrix * vec4(position, 1);
+ TexCoord = texCoord;
+
+ N = normalize(normalMatrix * normal);
+ t = normalize(normalMatrix * tangent);
+ b = normalize(normalMatrix * bitangent);
+ v = vec3(modelViewMatrix * vec4(position, 1));
+
+ mat3 tbnMatrix = mat3(b.x, t.x, N.x,
+ b.y, t.y, N.y,
+ b.z, t.z, N.z);
+
+ ViewDir = tbnMatrix * -v.xyz;
+ LightDir = tbnMatrix * lightDirection.xyz;
+
+ C = color;
+}
diff --git a/libs/preview_nif/data/shaders/sk_msn.frag b/libs/preview_nif/data/shaders/sk_msn.frag
new file mode 100644
index 0000000..3ebbf93
--- /dev/null
+++ b/libs/preview_nif/data/shaders/sk_msn.frag
@@ -0,0 +1,194 @@
+#version 120
+
+uniform sampler2D BaseMap;
+uniform sampler2D NormalMap;
+uniform sampler2D SpecularMap;
+uniform sampler2D LightMask;
+uniform sampler2D TintMask;
+uniform sampler2D DetailMask;
+uniform sampler2D BacklightMap;
+
+uniform vec3 specColor;
+uniform float specStrength;
+uniform float specGlossiness;
+
+uniform vec3 glowColor;
+uniform float glowMult;
+
+uniform float alpha;
+
+uniform vec3 tintColor;
+
+uniform vec2 uvScale;
+uniform vec2 uvOffset;
+
+uniform bool hasEmit;
+uniform bool hasSoftlight;
+uniform bool hasBacklight;
+uniform bool hasRimlight;
+uniform bool hasSpecularMap;
+uniform bool hasDetailMask;
+uniform bool hasTintMask;
+uniform bool hasTintColor;
+
+uniform float softlight;
+uniform float rimPower;
+
+uniform mat4 viewMatrix;
+
+varying vec3 v;
+
+varying vec2 TexCoord;
+varying vec3 LightDir;
+varying vec3 ViewDir;
+
+varying vec4 A;
+varying vec4 C;
+varying vec4 D;
+
+
+vec3 tonemap(vec3 x)
+{
+ float _A = 0.15;
+ float _B = 0.50;
+ float _C = 0.10;
+ float _D = 0.20;
+ float _E = 0.02;
+ float _F = 0.30;
+
+ return ((x*(_A*x+_C*_B)+_D*_E)/(x*(_A*x+_B)+_D*_F))-_E/_F;
+}
+
+vec3 toGrayscale(vec3 color)
+{
+ return vec3(dot(vec3(0.3, 0.59, 0.11), color));
+}
+
+float overlay( float base, float blend )
+{
+ float result;
+ if ( base < 0.5 ) {
+ result = 2.0 * base * blend;
+ } else {
+ result = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
+ }
+ return result;
+}
+
+vec3 overlay( vec3 ba, vec3 bl )
+{
+ return vec3( overlay(ba.r, bl.r), overlay(ba.g, bl.g), overlay( ba.b, bl.b ) );
+}
+
+void main( void )
+{
+ vec2 offset = TexCoord.st * uvScale + uvOffset;
+
+ vec4 baseMap = texture2D( BaseMap, offset );
+ vec4 normalMap = texture2D( NormalMap, offset );
+
+ vec3 normal = normalMap.rgb * 2.0 - 1.0;
+
+ // Convert model space to view space
+ // Swizzled G/B values!
+ normal = normalize( vec3( viewMatrix * vec4( normal.rbg, 0.0 )));
+
+ // Face Normals
+ //vec3 X = dFdx(v);
+ //vec3 Y = dFdy(v);
+ //vec3 constructedNormal = normalize(cross(X,Y));
+
+
+ vec3 L = normalize(LightDir);
+ vec3 E = normalize(ViewDir);
+ vec3 R = reflect(-L, normal);
+ vec3 H = normalize( L + E );
+
+ float NdotL = max( dot(normal, L), 0.0 );
+ float NdotH = max( dot(normal, H), 0.0 );
+ float EdotN = max( dot(normal, E), 0.0 );
+ float NdotNegL = max( dot(normal, -L), 0.0 );
+
+
+ vec4 color;
+ vec3 albedo = baseMap.rgb * C.rgb;
+ vec3 diffuse = A.rgb + (D.rgb * NdotL);
+
+
+ // Emissive
+ vec3 emissive = vec3(0.0);
+ if ( hasEmit ) {
+ emissive += glowColor * glowMult;
+ }
+
+ // Specular
+
+ float s = texture2D( SpecularMap, offset ).r;
+ if ( !hasSpecularMap || hasBacklight ) {
+ s = normalMap.a;
+ }
+
+ vec3 spec = clamp( specColor * specStrength * s * pow(NdotH, specGlossiness), 0.0, 1.0 );
+ spec *= D.rgb;
+
+
+ vec3 backlight = vec3(0.0);
+ if ( hasBacklight ) {
+ backlight = texture2D( BacklightMap, offset ).rgb;
+ backlight *= NdotNegL;
+
+ emissive += backlight * D.rgb;
+ }
+
+ vec4 mask = vec4(0.0);
+ if ( hasRimlight || hasSoftlight ) {
+ mask = texture2D( LightMask, offset );
+ }
+
+ vec3 rim = vec3(0.0);
+ if ( hasRimlight ) {
+ rim = mask.rgb * pow(vec3((1.0 - EdotN)), vec3(rimPower));
+ rim *= smoothstep( -0.2, 1.0, dot(-L, E) );
+
+ emissive += rim * D.rgb;
+ }
+
+ vec3 soft = vec3(0.0);
+ if ( hasSoftlight ) {
+ float wrap = (dot(normal, L) + softlight) / (1.0 + softlight);
+
+ soft = max( wrap, 0.0 ) * mask.rgb * smoothstep( 1.0, 0.0, NdotL );
+ soft *= sqrt( clamp( softlight, 0.0, 1.0 ) );
+
+ emissive += soft * D.rgb;
+ }
+
+ vec3 detail = vec3(0.0);
+ if ( hasDetailMask ) {
+ detail = texture2D( DetailMask, offset ).rgb;
+
+ albedo = overlay( albedo, detail );
+ }
+
+ vec3 tint = vec3(0.0);
+ if ( hasTintMask ) {
+ tint = texture2D( TintMask, offset ).rgb;
+
+ albedo = overlay( albedo, tint );
+ }
+
+ if ( hasDetailMask ) {
+ albedo += albedo;
+ }
+
+ if ( hasTintColor ) {
+ albedo *= tintColor;
+ }
+
+ color.rgb = albedo * (diffuse + emissive) + spec;
+ color.rgb = tonemap( color.rgb ) / tonemap( vec3(1.0) );
+ color.a = C.a * baseMap.a;
+
+ gl_FragColor = color;
+ gl_FragColor.a *= alpha;
+}
diff --git a/libs/preview_nif/data/shaders/sk_msn.vert b/libs/preview_nif/data/shaders/sk_msn.vert
new file mode 100644
index 0000000..755605f
--- /dev/null
+++ b/libs/preview_nif/data/shaders/sk_msn.vert
@@ -0,0 +1,41 @@
+#version 120
+
+uniform mat4 modelViewMatrix;
+uniform mat4 mvpMatrix;
+uniform mat3 normalMatrix;
+uniform vec3 lightDirection;
+uniform vec4 ambientColor;
+uniform vec4 diffuseColor;
+
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec3 tangent;
+attribute vec3 bitangent;
+attribute vec2 texCoord;
+attribute vec4 color;
+
+varying vec2 TexCoord;
+varying vec3 LightDir;
+varying vec3 ViewDir;
+
+varying vec3 v;
+
+varying vec4 A;
+varying vec4 C;
+varying vec4 D;
+
+
+void main( void )
+{
+ gl_Position = mvpMatrix * vec4(position, 1);
+ TexCoord = texCoord;
+
+ v = vec3(modelViewMatrix * vec4(position, 1));
+
+ ViewDir = -v.xyz;
+ LightDir = lightDirection;
+
+ A = ambientColor;
+ C = color;
+ D = diffuseColor;
+}
diff --git a/libs/preview_nif/data/shaders/sk_multilayer.frag b/libs/preview_nif/data/shaders/sk_multilayer.frag
new file mode 100644
index 0000000..fc4afdb
--- /dev/null
+++ b/libs/preview_nif/data/shaders/sk_multilayer.frag
@@ -0,0 +1,216 @@
+#version 120
+
+uniform sampler2D BaseMap;
+uniform sampler2D NormalMap;
+uniform sampler2D LightMask;
+uniform sampler2D BacklightMap;
+uniform sampler2D InnerMap;
+uniform sampler2D EnvironmentMap;
+uniform samplerCube CubeMap;
+
+uniform vec3 specColor;
+uniform float specStrength;
+uniform float specGlossiness;
+
+uniform vec3 glowColor;
+uniform float glowMult;
+
+uniform float alpha;
+
+uniform vec2 uvScale;
+uniform vec2 uvOffset;
+
+uniform bool hasEmit;
+uniform bool hasSoftlight;
+uniform bool hasBacklight;
+uniform bool hasRimlight;
+uniform bool hasCubeMap;
+uniform bool hasEnvMask;
+
+uniform float softlight;
+uniform float rimPower;
+
+uniform vec2 innerScale;
+uniform float innerThickness;
+uniform float outerRefraction;
+uniform float outerReflection;
+
+uniform mat4 modelViewMatrixInverse;
+uniform mat4 worldMatrix;
+
+varying vec2 TexCoord;
+varying vec3 LightDir;
+varying vec3 ViewDir;
+
+varying vec4 A;
+varying vec4 C;
+varying vec4 D;
+
+varying vec3 N;
+varying vec3 t;
+varying vec3 b;
+
+
+vec3 tonemap(vec3 x)
+{
+ float _A = 0.15;
+ float _B = 0.50;
+ float _C = 0.10;
+ float _D = 0.20;
+ float _E = 0.02;
+ float _F = 0.30;
+
+ return ((x*(_A*x+_C*_B)+_D*_E)/(x*(_A*x+_B)+_D*_F))-_E/_F;
+}
+
+vec3 toGrayscale(vec3 color)
+{
+ return vec3(dot(vec3(0.3, 0.59, 0.11), color));
+}
+
+// Compute inner layer�s texture coordinate and transmission depth
+// vTexCoord: Outer layer�s texture coordinate
+// vInnerScale: Tiling of inner texture
+// vViewTS: View vector in tangent space
+// vNormalTS: Normal in tangent space (sampled normal map)
+// fLayerThickness: Distance from outer layer to inner layer
+vec3 ParallaxOffsetAndDepth( vec2 vTexCoord, vec2 vInnerScale, vec3 vViewTS, vec3 vNormalTS, float fLayerThickness )
+{
+ // Tangent space reflection vector
+ vec3 vReflectionTS = reflect( -vViewTS, vNormalTS );
+ // Tangent space transmission vector (reflect about surface plane)
+ vec3 vTransTS = vec3( vReflectionTS.xy, -vReflectionTS.z );
+
+ // Distance along transmission vector to intersect inner layer
+ float fTransDist = fLayerThickness / abs(vTransTS.z);
+
+ // Texel size
+ // Bethesda's version does indeed seem to assume 1024, which is why they
+ // introduced the additional parameter.
+ vec2 vTexelSize = vec2( 1.0/(1024.0 * vInnerScale.x), 1.0/(1024.0 * vInnerScale.y) );
+
+ // Inner layer�s texture coordinate due to parallax
+ vec2 vOffset = vTexelSize * fTransDist * vTransTS.xy;
+ vec2 vOffsetTexCoord = vTexCoord + vOffset;
+
+ // Return offset texture coordinate in xy and transmission dist in z
+ return vec3( vOffsetTexCoord, fTransDist );
+}
+
+void main( void )
+{
+ vec2 offset = TexCoord * uvScale + uvOffset;
+
+ vec4 baseMap = texture2D( BaseMap, offset );
+ vec4 normalMap = texture2D( NormalMap, offset );
+
+ vec3 normal = normalize(normalMap.rgb * 2.0 - 1.0);
+
+ // Sample the non-parallax offset alpha channel of the inner map
+ // Used to modulate the innerThickness
+ float innerMapAlpha = texture2D( InnerMap, offset ).a;
+
+
+ vec3 L = normalize(LightDir);
+ vec3 E = normalize(ViewDir);
+ vec3 R = reflect(-L, normal);
+ vec3 H = normalize( L + E );
+
+ float NdotL = max( dot(normal, L), 0.0 );
+ float NdotH = max( dot(normal, H), 0.0 );
+ float EdotN = max( dot(normal, E), 0.0 );
+ float NdotNegL = max( dot(normal, -L), 0.0 );
+
+
+ // Mix between the face normal and the normal map based on the refraction scale
+ vec3 mixedNormal = mix( vec3(0.0, 0.0, 1.0), normal, clamp( outerRefraction, 0.0, 1.0 ) );
+ vec3 parallax = ParallaxOffsetAndDepth( offset, innerScale, E, mixedNormal, innerThickness * innerMapAlpha );
+
+ // Sample the inner map at the offset coords
+ vec4 innerMap = texture2D( InnerMap, parallax.xy * innerScale );
+
+ vec3 reflected = reflect( -E, normal );
+ vec3 reflectedVS = b * reflected.x + t * reflected.y + N * reflected.z;
+ vec3 reflectedWS = vec3( worldMatrix * (modelViewMatrixInverse * vec4( reflectedVS, 0.0 )) );
+
+
+ vec4 color;
+ vec3 albedo;
+ vec3 diffuse = A.rgb + (D.rgb * NdotL);
+ vec3 inner = innerMap.rgb * C.rgb;
+ vec3 outer = baseMap.rgb * C.rgb;
+
+
+ // Mix inner/outer layer based on fresnel
+ float outerMix = max( 1.0 - EdotN, baseMap.a );
+ albedo = mix( inner, outer, outerMix );
+
+
+ // Environment
+ if ( hasCubeMap ) {
+ vec4 cube = textureCube( CubeMap, reflectedWS );
+ cube.rgb *= outerReflection;
+
+ if ( hasEnvMask ) {
+ vec4 env = texture2D( EnvironmentMap, offset );
+ cube.rgb *= env.r;
+ } else {
+ cube.rgb *= normalMap.a;
+ }
+
+ albedo += cube.rgb;
+ }
+
+ // Specular
+ vec3 spec = clamp( specColor * specStrength * normalMap.a * pow(NdotH, specGlossiness), 0.0, 1.0 );
+ spec *= D.rgb;
+
+ // Emissive
+ // Mixed with outer map
+ vec3 emissive = vec3(0.0);
+ if ( hasEmit ) {
+ emissive += glowColor * glowMult;
+ }
+
+ // Backlight
+ // Mixed with inner and outer map
+ vec3 backlight = vec3(0.0);
+ if ( hasBacklight ) {
+ backlight = texture2D( BacklightMap, offset ).rgb;
+ backlight *= NdotNegL;
+
+ emissive += backlight * D.rgb;
+ }
+
+ // TODO: Test rim and soft light mixing with inner/outer layer
+
+ vec4 mask = vec4(0.0);
+ if ( hasRimlight || hasSoftlight ) {
+ mask = texture2D( LightMask, offset );
+ }
+
+ vec3 rim = vec3(0.0);
+ if ( hasRimlight ) {
+ rim = mask.rgb * pow(vec3((1.0 - EdotN)), vec3(rimPower));
+ rim *= smoothstep( -0.2, 1.0, dot(-L, E) );
+
+ emissive += rim * D.rgb;
+ }
+
+ vec3 soft = vec3(0.0);
+ if ( hasSoftlight ) {
+ float wrap = (dot(normal, L) + softlight) / (1.0 + softlight);
+
+ soft = max( wrap, 0.0 ) * mask.rgb * smoothstep( 1.0, 0.0, NdotL );
+ soft *= sqrt( clamp( softlight, 0.0, 1.0 ) );
+
+ emissive += soft * D.rgb;
+ }
+
+ color.rgb = albedo * (diffuse + emissive) + spec;
+ color.rgb = tonemap( color.rgb ) / tonemap( vec3(1.0) );
+ color.a = C.a * baseMap.a;
+
+ gl_FragColor = color;
+ gl_FragColor.a *= alpha;
+}
diff --git a/libs/preview_nif/plugindefinition.json b/libs/preview_nif/plugindefinition.json
new file mode 100644
index 0000000..d0d25c2
--- /dev/null
+++ b/libs/preview_nif/plugindefinition.json
@@ -0,0 +1,42 @@
+{
+ "Name": "Preview NIF",
+ "Author": "Parapets",
+ "Description": "Supports previewing NIF files",
+ "DocsUrl": "",
+ "GithubUrl": "https://github.com/Exit-9B/modorganizer-preview_nif",
+ "NexusUrl": "https://www.nexusmods.com/skyrimspecialedition/mods/69813",
+ "Versions": [
+ {
+ "Version": "0.2.0b",
+ "Released": "2023-11-27",
+ "MinSupport": "2.5.0",
+ "MaxSupport": "2.5.0",
+ "MinWorking": "2.5.0",
+ "MaxWorking": "",
+ "DownloadUrl": "https://github.com/Exit-9B/modorganizer-preview_nif/releases/download/v0.2.0/preview_nif-0.2.0.7z",
+ "PluginPath": [
+ "preview_nif.dll",
+ "data"
+ ],
+ "LocalePath": [],
+ "DataPath": [],
+ "ReleaseNotes": []
+ },
+ {
+ "Version": "0.1.8.1b",
+ "Released": "2022-06-24",
+ "MinSupport": "2.4.3",
+ "MaxSupport": "2.4.4",
+ "MinWorking": "2.4.3",
+ "MaxWorking": "2.4.5a3",
+ "DownloadUrl": "https://github.com/Exit-9B/modorganizer-preview_nif/releases/download/v0.1.8/preview_nif-0.1.8.1.7z",
+ "PluginPath": [
+ "preview_nif.dll",
+ "data"
+ ],
+ "LocalePath": [],
+ "DataPath": [],
+ "ReleaseNotes": []
+ }
+ ]
+}
diff --git a/libs/preview_nif/src/CMakeLists.txt b/libs/preview_nif/src/CMakeLists.txt
new file mode 100644
index 0000000..28bb30f
--- /dev/null
+++ b/libs/preview_nif/src/CMakeLists.txt
@@ -0,0 +1,36 @@
+cmake_minimum_required(VERSION 3.22)
+
+find_package(Qt6 CONFIG REQUIRED COMPONENTS Widgets OpenGL OpenGLWidgets)
+find_package(fmt CONFIG REQUIRED)
+
+file(GLOB preview_nif_SOURCES CONFIGURE_DEPENDS
+ ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp
+ ${CMAKE_CURRENT_SOURCE_DIR}/*.h
+)
+
+add_library(preview_nif SHARED ${preview_nif_SOURCES})
+
+mo2_configure_plugin(preview_nif NO_SOURCES WARNINGS OFF)
+
+target_include_directories(preview_nif PRIVATE
+ ${CMAKE_SOURCE_DIR}/libs/uibase/include/uibase/game_features
+ ${CMAKE_SOURCE_DIR}/libs/libbsarch/include/libbsarch
+)
+
+target_link_libraries(preview_nif PRIVATE
+ mo2::uibase
+ libbsarch
+ Qt6::Widgets
+ Qt6::OpenGL
+ Qt6::OpenGLWidgets
+ fmt::fmt
+)
+
+mo2_install_plugin(preview_nif)
+
+# Stage shader files next to the plugin under plugins/data/shaders/.
+install(
+ DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/../data/shaders
+ DESTINATION plugins/data
+ FILES_MATCHING PATTERN "*.vert" PATTERN "*.frag"
+)
diff --git a/libs/preview_nif/src/Camera.cpp b/libs/preview_nif/src/Camera.cpp
new file mode 100644
index 0000000..0a9ce73
--- /dev/null
+++ b/libs/preview_nif/src/Camera.cpp
@@ -0,0 +1,50 @@
+#include "Camera.h"
+
+#include <cmath>
+
+void Camera::setDistance(float distance)
+{
+ m_Distance = qBound(MinDistance, distance, MaxDistance);
+ cameraMoved();
+}
+
+void Camera::setLookAt(QVector3D lookAt)
+{
+ m_LookAt = lookAt;
+ cameraMoved();
+}
+
+void Camera::pan(QVector3D distance)
+{
+ m_LookAt += distance;
+ cameraMoved();
+}
+
+void Camera::rotate(float yaw, float pitch)
+{
+ m_Yaw = repeat(m_Yaw + yaw, 0.0f, 360.0f);
+ m_Pitch = repeat(m_Pitch + pitch, 0.0f, 360.0f);
+
+ cameraMoved();
+}
+
+void Camera::zoomDistance(float distance)
+{
+ m_Distance += distance;
+ m_Distance = qBound(MinDistance, m_Distance, MaxDistance);
+
+ cameraMoved();
+}
+
+void Camera::zoomFactor(float factor)
+{
+ m_Distance *= factor;
+ m_Distance = qBound(MinDistance, m_Distance, MaxDistance);
+
+ cameraMoved();
+}
+
+float Camera::repeat(float value, float min, float max)
+{
+ return fmod(fmod(value, max - min) + (max - min), max - min) + min;
+}
diff --git a/libs/preview_nif/src/Camera.h b/libs/preview_nif/src/Camera.h
new file mode 100644
index 0000000..3d685ea
--- /dev/null
+++ b/libs/preview_nif/src/Camera.h
@@ -0,0 +1,37 @@
+#pragma once
+
+#include <QObject>
+#include <QVector3D>
+
+class Camera : public QObject
+{
+ Q_OBJECT
+
+public:
+ QVector3D lookAt() { return m_LookAt; }
+ float pitch() { return m_Pitch; }
+ float yaw() { return m_Yaw; }
+ float distance() { return m_Distance; }
+
+ void setDistance(float distance);
+ void setLookAt(QVector3D lookAt);
+
+ void pan(QVector3D delta);
+ void rotate(float yaw, float pitch);
+ void zoomDistance(float distance);
+ void zoomFactor(float factor);
+
+private:
+ inline static constexpr float MinDistance = 1.0f;
+ inline static constexpr float MaxDistance = 5000.0f;
+
+ static float repeat(float value, float min, float max);
+
+ QVector3D m_LookAt;
+ float m_Pitch = 0.0f;
+ float m_Yaw = 0.0f;
+ float m_Distance = 100.0f;
+
+signals:
+ void cameraMoved();
+};
diff --git a/libs/preview_nif/src/NifExtensions.h b/libs/preview_nif/src/NifExtensions.h
new file mode 100644
index 0000000..cd529e5
--- /dev/null
+++ b/libs/preview_nif/src/NifExtensions.h
@@ -0,0 +1,236 @@
+#pragma once
+
+#include <QOpenGLFunctions>
+#include <NifFile.hpp>
+#include <cstdint>
+#include <cstring>
+
+struct SLSF1
+{
+ SLSF1() = delete;
+
+ enum BSLightingShaderFlags1 : std::uint32_t
+ {
+ Specular = 1U << 0,
+ Skinned = 1U << 1,
+ TempRefraction = 1U << 2,
+ VertexAlpha = 1U << 3,
+ GreyscaleToPaletteColor = 1U << 4,
+ GreyscaleToPaletteAlpha = 1U << 5,
+ UseFalloff = 1U << 6,
+ EnvironmentMapping = 1U << 7,
+ ReceiveShadows = 1U << 8,
+ CastShadows = 1U << 9,
+ FacegenDetailMap = 1U << 10,
+ Parallax = 1U << 11,
+ ModelSpaceNormals = 1U << 12,
+ NonProjectiveShadows = 1U << 13,
+ Landscape = 1U << 14,
+ Refraction = 1U << 15,
+ FireRefraction = 1U << 16,
+ EyeEnvironmentMapping = 1U << 17,
+ HairSoftLighting = 1U << 18,
+ ScreendoorAlphaFade = 1U << 19,
+ LocalmapHideSecret = 1U << 20,
+ FaceGenRGBTint = 1U << 21,
+ OwnEmit = 1U << 22,
+ ProjectedUV = 1U << 23,
+ MultipleTextures = 1U << 24,
+ RemappableTextures = 1U << 25,
+ Decal = 1U << 26,
+ DynamicDecal = 1U << 27,
+ ParallaxOcclusion = 1U << 28,
+ ExternalEmittance = 1U << 29,
+ SoftEffect = 1U << 30,
+ ZBufferTest = 1U << 31,
+ };
+};
+
+struct SLSF2
+{
+ SLSF2() = delete;
+
+ enum BSLightingShaderFlags2 : std::uint32_t
+ {
+ ZBufferWrite = 1U << 0,
+ LODLandscape = 1U << 1,
+ LODObjects = 1U << 2,
+ NoFade = 1U << 3,
+ DoubleSided = 1U << 4,
+ VertexColors = 1U << 5,
+ GlowMap = 1U << 6,
+ AssumeShadowmask = 1U << 7,
+ PackedTangent = 1U << 8,
+ MultiIndexSnow = 1U << 9,
+ VertexLighting = 1U << 10,
+ UniformScale = 1U << 11,
+ FitSlope = 1U << 12,
+ Billboard = 1U << 13,
+ NoLODLandBlend = 1U << 14,
+ EnvMapLightFade = 1U << 15,
+ Wireframe = 1U << 16,
+ WeaponBlood = 1U << 17,
+ HideOnLocalMap = 1U << 18,
+ PremultAlpha = 1U << 19,
+ CloudLOD = 1U << 20,
+ AnisotropicLighting = 1U << 21,
+ NoTransparencyMultisampling = 1U << 22,
+ Unused01 = 1U << 23,
+ MultiLayerParallax = 1U << 24,
+ SoftLighting = 1U << 25,
+ RimLighting = 1U << 26,
+ BackLighting = 1U << 27,
+ Unused02 = 1U << 28,
+ TreeAnim = 1U << 29,
+ EffectLighting = 1U << 30,
+ HDLODObjects = 1U << 31,
+ };
+};
+
+struct TriShape
+{
+ TriShape() = delete;
+
+ enum NiAVObjectFlags : std::uint32_t
+ {
+ Hidden = 1U << 0,
+ SelectiveUpdate = 1U << 1,
+ SelectiveUpdateTransforms = 1U << 2,
+ SelectiveUpdateController = 1U << 3,
+ SelectiveUpdateRigid = 1U << 4,
+ DisplayUIObject = 1U << 5,
+ DisableSorting = 1U << 6,
+ SelectiveUpdateTransformsOverride = 1U << 7,
+ SaveExternalGeomData = 1U << 9,
+ NoDecals = 1U << 10,
+ AlwaysDraw = 1U << 11,
+ MeshLODFO4 = 1U << 12,
+ FixedBound = 1U << 13,
+ TopFadeNode = 1U << 14,
+ IgnoreFade = 1U << 15,
+ NoAnimSyncX = 1U << 16,
+ NoAnimSyncY = 1U << 17,
+ NoAnimSyncZ = 1U << 18,
+ NoAnimSyncS = 1U << 19,
+ NoDismember = 1U << 20,
+ NoDismemberValidity = 1U << 21,
+ RenderUse = 1U << 22,
+ MaterialsApplied = 1U << 23,
+ HighDetail = 1U << 24,
+ ForceUpdate = 1U << 25,
+ PreProcessedNode = 1U << 26,
+ MeshLODSkyrim = 1U << 27,
+ };
+};
+
+struct NiAlphaPropertyFlags
+{
+public:
+ NiAlphaPropertyFlags(std::uint16_t flags = 0)
+ {
+ std::memcpy(this, &flags, sizeof(NiAlphaPropertyFlags));
+ }
+
+ bool isAlphaBlendEnabled()
+ {
+ return m_AlphaBlendEnable;
+ }
+
+ GLenum sourceBlendingFactor()
+ {
+ return getBlendMode(m_SrcBlendMode);
+ }
+
+ GLenum destinationBlendingFactor()
+ {
+ return getBlendMode(m_DstBlendMode);
+ }
+
+ bool isAlphaTestEnabled()
+ {
+ return m_AlphaTestEnable;
+ }
+
+ GLenum alphaTestMode()
+ {
+ return getTestMode(m_AlphaTestMode);
+ }
+
+ bool isTriangleSortDisabled()
+ {
+ return m_NoSort;
+ }
+
+private:
+ static std::uint32_t getBlendMode(std::uint16_t flags)
+ {
+ switch (flags) {
+ case 0: return GL_ONE;
+ case 1: return GL_ZERO;
+ case 2: return GL_SRC_COLOR;
+ case 3: return GL_ONE_MINUS_SRC_COLOR;
+ case 4: return GL_DST_COLOR;
+ case 5: return GL_ONE_MINUS_DST_COLOR;
+ case 6: return GL_SRC_ALPHA;
+ case 7: return GL_ONE_MINUS_SRC_ALPHA;
+ case 8: return GL_DST_ALPHA;
+ case 9: return GL_ONE_MINUS_DST_ALPHA;
+ default: return GL_ONE;
+ };
+ }
+
+ static std::uint32_t getTestMode(std::uint16_t flags)
+ {
+ switch (flags) {
+ case 0: return GL_ALWAYS;
+ case 1: return GL_LESS;
+ case 2: return GL_EQUAL;
+ case 3: return GL_LEQUAL;
+ case 4: return GL_GREATER;
+ case 5: return GL_NOTEQUAL;
+ case 6: return GL_GEQUAL;
+ case 7: return GL_NEVER;
+ default: return GL_ALWAYS;
+ }
+ };
+
+ std::uint16_t m_AlphaBlendEnable : 1;
+ std::uint16_t m_SrcBlendMode : 4;
+ std::uint16_t m_DstBlendMode : 4;
+ std::uint16_t m_AlphaTestEnable : 1;
+ std::uint16_t m_AlphaTestMode : 3;
+ std::uint16_t m_NoSort : 1;
+};
+static_assert(sizeof(NiAlphaPropertyFlags) == 2);
+
+inline nifly::MatTransform GetShapeTransformToGlobal(
+ nifly::NifFile* nifFile,
+ nifly::NiShape* niShape)
+{
+ nifly::MatTransform xform = niShape->GetTransformToParent();
+ nifly::NiNode* parent = nifFile->GetParentNode(niShape);
+ while (parent) {
+ xform = parent->GetTransformToParent().ComposeTransforms(xform);
+ parent = nifFile->GetParentNode(parent);
+ }
+
+ return xform;
+}
+
+inline nifly::BoundingSphere GetBoundingSphere(
+ nifly::NifFile* nifFile,
+ nifly::NiShape* niShape)
+{
+ if (auto vertices = nifFile->GetVertsForShape(niShape)) {
+ auto bounds = nifly::BoundingSphere(*vertices);
+
+ auto xform = GetShapeTransformToGlobal(nifFile, niShape);
+
+ bounds.center = xform.ApplyTransform(bounds.center);
+ bounds.radius = xform.ApplyTransformToDist(bounds.radius);
+ return bounds;
+ }
+ else {
+ return nifly::BoundingSphere();
+ }
+}
diff --git a/libs/preview_nif/src/NifWidget.cpp b/libs/preview_nif/src/NifWidget.cpp
new file mode 100644
index 0000000..d224d04
--- /dev/null
+++ b/libs/preview_nif/src/NifWidget.cpp
@@ -0,0 +1,254 @@
+#include "NifWidget.h"
+#include "NifExtensions.h"
+
+#include <QMouseEvent>
+#include <QWheelEvent>
+#include <QOpenGLContext>
+#include <QOpenGLFunctions_2_1>
+#include <QOpenGLVersionFunctionsFactory>
+using OpenGLFunctions = QOpenGLFunctions_2_1;
+
+NifWidget::NifWidget(
+ std::shared_ptr<nifly::NifFile> nifFile,
+ MOBase::IOrganizer* moInfo,
+ bool debugContext,
+ QWidget* parent,
+ Qt::WindowFlags f)
+ : QOpenGLWidget(parent, f),
+ m_NifFile{ nifFile },
+ m_MOInfo{ moInfo },
+ m_TextureManager{ std::make_unique<TextureManager>(moInfo) },
+ m_ShaderManager{ std::make_unique<ShaderManager>(moInfo) }
+{
+ QSurfaceFormat format;
+ // CompatibilityProfile — CoreProfile only exists for 3.2+, so the old
+ // CoreProfile+2.1 combo was getting silently downgraded, leaving Qt
+ // to pick a driver path we don't control. Compatibility 2.1 is the
+ // actual legal pair for the fixed-function bits this widget uses.
+ format.setVersion(2, 1);
+ format.setProfile(QSurfaceFormat::CompatibilityProfile);
+ format.setSwapBehavior(QSurfaceFormat::DoubleBuffer);
+ format.setSwapInterval(1);
+ format.setDepthBufferSize(24);
+ // RGBX framebuffer — no alpha channel so compositor can't see through.
+ format.setAlphaBufferSize(0);
+
+ if (debugContext) {
+ format.setOption(QSurfaceFormat::DebugContext);
+ m_Logger = new QOpenGLDebugLogger(this);
+ }
+
+ setFormat(format);
+}
+
+NifWidget::~NifWidget()
+{
+ cleanup();
+}
+
+void NifWidget::mousePressEvent(QMouseEvent* event)
+{
+ m_MousePos = event->globalPosition().toPoint();
+}
+
+void NifWidget::mouseMoveEvent(QMouseEvent* event)
+{
+ auto pos = event->globalPosition().toPoint();
+ auto delta = pos - m_MousePos;
+ m_MousePos = pos;
+
+ switch (event->buttons()) {
+ case Qt::LeftButton:
+ {
+ m_Camera->rotate(delta.x() * 0.5, delta.y() * 0.5);
+ } break;
+ case Qt::MiddleButton:
+ {
+ float viewDX = m_Camera->distance() / m_ViewportWidth;
+ float viewDY = m_Camera->distance() / m_ViewportHeight;
+
+ QMatrix4x4 r;
+ r.rotate(-m_Camera->yaw(), 0.0f, 1.0f, 0.0f);
+ r.rotate(-m_Camera->pitch(), 1.0f, 0.0f, 0.0f);
+
+ auto pan = r * QVector4D(-delta.x() * viewDX, delta.y() * viewDY, 0.0f, 0.0f);
+
+ m_Camera->pan(QVector3D(pan));
+ } break;
+ case Qt::RightButton:
+ {
+ if (event->modifiers() == Qt::ShiftModifier) {
+ m_Camera->zoomDistance(delta.y() * 0.1f);
+ }
+ } break;
+ }
+}
+
+void NifWidget::wheelEvent(QWheelEvent* event)
+{
+ m_Camera->zoomFactor(1.0f - (event->angleDelta().y() / 120.0f * 0.38f));
+}
+
+void NifWidget::initializeGL()
+{
+ if (m_Logger) {
+ m_Logger->initialize();
+ connect(
+ m_Logger,
+ &QOpenGLDebugLogger::messageLogged,
+ this,
+ [](const QOpenGLDebugMessage& debugMessage){
+ auto msg = tr("OpenGL debug message: %1").arg(debugMessage.message());
+ qDebug(qUtf8Printable(msg));
+ });
+ }
+
+ auto shapes = m_NifFile->GetShapes();
+ for (auto& shape : shapes) {
+ if (shape->flags & TriShape::Hidden) {
+ continue;
+ }
+
+ m_GLShapes.emplace_back(m_NifFile.get(), shape, m_TextureManager.get());
+ }
+
+ m_Camera = SharedCamera;
+ if (m_Camera.isNull()) {
+ m_Camera = { new Camera(), &Camera::deleteLater };
+ SharedCamera = m_Camera;
+
+ float largestRadius = 0.0f;
+ for (auto& shape : shapes) {
+ auto bounds = GetBoundingSphere(m_NifFile.get(), shape);
+
+ if (bounds.radius > largestRadius) {
+ largestRadius = bounds.radius;
+
+ m_Camera->setDistance(bounds.radius * 2.4f);
+ m_Camera->setLookAt({ -bounds.center.x, bounds.center.z, bounds.center.y });
+ }
+ }
+ }
+
+ updateCamera();
+
+ connect(
+ m_Camera.get(),
+ &Camera::cameraMoved,
+ this,
+ [this](){
+ updateCamera();
+ update();
+ });
+
+ auto f = QOpenGLVersionFunctionsFactory::get<QOpenGLFunctions_2_1>(
+ QOpenGLContext::currentContext());
+
+ f->glEnable(GL_DEPTH_TEST);
+ f->glDepthFunc(GL_LEQUAL);
+ f->glClearColor(0.18, 0.18, 0.18, 1.0);
+
+ // Persistent polygon offset state — actual per-shape bias is set in
+ // paintGL() by draw order so coplanar overlays tie-break deterministically.
+ f->glEnable(GL_POLYGON_OFFSET_FILL);
+}
+
+void NifWidget::paintGL()
+{
+ auto f = QOpenGLVersionFunctionsFactory::get<QOpenGLFunctions_2_1>(
+ QOpenGLContext::currentContext());
+
+ // Force the framebuffer to be fully opaque. Sequence:
+ // 1. Unmask alpha + clear → writes RGB=dark grey, A=1.0
+ // 2. Mask alpha off → subsequent shape draws can't touch FB alpha
+ // Without this, alpha-blended shapes mutate FB alpha and Qt composites
+ // the dialog background through the preview area (see-through bug).
+ f->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ f->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
+
+ for (auto& shape : m_GLShapes) {
+ // Small polygon offset only on decal-flagged shapes to break z-ties
+ // with their coincident base mesh. Progressive/large offsets push
+ // depth out of the valid [0,1] range at far camera distances,
+ // which culls decals (the moss/road at zoom-out bug).
+ if (shape.isDecal) {
+ f->glPolygonOffset(-1.0f, -1.0f);
+ } else {
+ f->glPolygonOffset(0.0f, 0.0f);
+ }
+
+ auto program = m_ShaderManager->getProgram(shape.shaderType);
+ if (program && program->isLinked() && program->bind()) {
+ auto binder = QOpenGLVertexArrayObject::Binder(shape.vertexArray);
+
+ auto& modelMatrix = shape.modelMatrix;
+ auto modelViewMatrix = m_ViewMatrix * modelMatrix;
+ auto mvpMatrix = m_ProjectionMatrix * modelViewMatrix;
+
+ program->setUniformValue("worldMatrix", modelMatrix);
+ program->setUniformValue("viewMatrix", m_ViewMatrix);
+ program->setUniformValue("modelViewMatrix", modelViewMatrix);
+ program->setUniformValue("modelViewMatrixInverse", modelViewMatrix.inverted());
+ program->setUniformValue("normalMatrix", modelViewMatrix.normalMatrix());
+ program->setUniformValue("mvpMatrix", mvpMatrix);
+ program->setUniformValue("lightDirection", QVector3D(0, 0, 1));
+
+ shape.setupShaders(program);
+
+ if (shape.indexBuffer && shape.indexBuffer->isCreated()) {
+ shape.indexBuffer->bind();
+ f->glDrawElements(GL_TRIANGLES, shape.elements, GL_UNSIGNED_SHORT, nullptr);
+ shape.indexBuffer->release();
+ }
+
+ program->release();
+ }
+ }
+}
+
+void NifWidget::resizeGL(int w, int h)
+{
+ QMatrix4x4 m;
+ m.perspective(40.0f, static_cast<float>(w) / h, 0.1f, 10000.0f);
+
+ m_ProjectionMatrix = m;
+ m_ViewportWidth = w;
+ m_ViewportHeight = h;
+}
+
+void NifWidget::cleanup()
+{
+ // Must run from ~NifWidget (not from the QOpenGLContext::aboutToBeDestroyed
+ // signal), because the signal fires after derived-class members have
+ // already been torn down — iterating m_GLShapes from a signal slot then
+ // walks freed memory. Keep cleanup synchronous in the dtor.
+ if (!context()) {
+ return;
+ }
+
+ makeCurrent();
+
+ for (auto& shape : m_GLShapes) {
+ shape.destroy();
+ }
+ m_GLShapes.clear();
+
+ m_TextureManager->cleanup();
+}
+
+void NifWidget::updateCamera()
+{
+ QMatrix4x4 m;
+ m.translate(0.0f, 0.0f, -m_Camera->distance());
+ m.rotate(m_Camera->pitch(), 1.0f, 0.0f, 0.0f);
+ m.rotate(m_Camera->yaw(), 0.0f, 1.0f, 0.0f);
+ m.translate(-m_Camera->lookAt());
+ m *= QMatrix4x4{
+ -1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ };
+ m_ViewMatrix = m;
+}
diff --git a/libs/preview_nif/src/NifWidget.h b/libs/preview_nif/src/NifWidget.h
new file mode 100644
index 0000000..34f2de0
--- /dev/null
+++ b/libs/preview_nif/src/NifWidget.h
@@ -0,0 +1,71 @@
+#pragma once
+
+#include "Camera.h"
+#include "OpenGLShape.h"
+#include "ShaderManager.h"
+#include "TextureManager.h"
+
+#include <QOpenGLBuffer>
+#include <QOpenGLDebugLogger>
+#include <QOpenGLShaderProgram>
+#include <QOpenGLVertexArrayObject>
+#include <QOpenGLWidget>
+#include <QSharedPointer>
+
+#include <imoinfo.h>
+#include <NifFile.hpp>
+
+#include <memory>
+
+class NifWidget : public QOpenGLWidget
+{
+ Q_OBJECT
+
+public:
+ NifWidget(
+ std::shared_ptr<nifly::NifFile> nifFile,
+ MOBase::IOrganizer* organizer,
+ bool debugContext = false,
+ QWidget* parent = nullptr,
+ Qt::WindowFlags f = {0});
+
+ ~NifWidget();
+ NifWidget(const NifWidget&) = delete;
+ NifWidget(NifWidget&&) = delete;
+ NifWidget& operator=(const NifWidget&) = delete;
+ NifWidget& operator=(NifWidget&&) = delete;
+
+protected:
+ void mousePressEvent(QMouseEvent* event) override;
+ void mouseMoveEvent(QMouseEvent* event) override;
+ void wheelEvent(QWheelEvent* event) override;
+
+ void initializeGL() override;
+ void paintGL() override;
+ void resizeGL(int w, int h) override;
+
+private:
+ void cleanup();
+ void updateCamera();
+
+ inline static QWeakPointer<Camera> SharedCamera;
+
+ std::shared_ptr<nifly::NifFile> m_NifFile;
+ MOBase::IOrganizer* m_MOInfo = nullptr;
+
+ std::unique_ptr<TextureManager> m_TextureManager;
+ std::unique_ptr<ShaderManager> m_ShaderManager;
+
+ QOpenGLDebugLogger* m_Logger = nullptr;
+
+ std::vector<OpenGLShape> m_GLShapes;
+
+ QSharedPointer<Camera> m_Camera;
+
+ QMatrix4x4 m_ViewMatrix;
+ QMatrix4x4 m_ProjectionMatrix;
+
+ int m_ViewportWidth;
+ int m_ViewportHeight;
+ QPoint m_MousePos;
+};
diff --git a/libs/preview_nif/src/OpenGLShape.cpp b/libs/preview_nif/src/OpenGLShape.cpp
new file mode 100644
index 0000000..ac7e678
--- /dev/null
+++ b/libs/preview_nif/src/OpenGLShape.cpp
@@ -0,0 +1,403 @@
+#include "OpenGLShape.h"
+#include "NifExtensions.h"
+
+#include <QOpenGLContext>
+#include <QOpenGLFunctions_2_1>
+#include <QOpenGLVersionFunctionsFactory>
+
+template <typename T>
+inline static QOpenGLBuffer* makeVertexBuffer(const std::vector<T>* data, GLuint attrib)
+{
+ QOpenGLBuffer* buffer = nullptr;
+
+ if (data) {
+ buffer = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
+ if (buffer->create() && buffer->bind()) {
+ buffer->allocate(data->data(), data->size() * sizeof(T));
+
+ auto f = QOpenGLVersionFunctionsFactory::get<QOpenGLFunctions_2_1>(
+ QOpenGLContext::currentContext());
+
+ f->glEnableVertexAttribArray(attrib);
+
+ f->glVertexAttribPointer(attrib, sizeof(T) / sizeof(float), GL_FLOAT,
+ GL_FALSE, sizeof(T), nullptr);
+
+ buffer->release();
+ }
+ }
+
+ return buffer;
+}
+
+OpenGLShape::OpenGLShape(nifly::NifFile* nifFile, nifly::NiShape* niShape,
+ TextureManager* textureManager)
+{
+ auto f = QOpenGLVersionFunctionsFactory::get<QOpenGLFunctions_2_1>(
+ QOpenGLContext::currentContext());
+
+ auto shader = nifFile->GetShader(niShape);
+ auto& version = nifFile->GetHeader().GetVersion();
+ if (version.IsFO4()) {
+ if (shader && shader->HasType<nifly::BSEffectShaderProperty>()) {
+ shaderType = ShaderManager::FO4EffectShader;
+ }
+ else {
+ shaderType = ShaderManager::FO4Default;
+ }
+ }
+ else {
+ if (shader && shader->HasType<nifly::BSEffectShaderProperty>()) {
+ shaderType = ShaderManager::SKEffectShader;
+ }
+ else {
+ if (shader && shader->IsModelSpace()) {
+ shaderType = ShaderManager::SKMSN;
+ }
+ else if (shader &&
+ shader->GetShaderType() == nifly::BSLSP_MULTILAYERPARALLAX) {
+ shaderType = ShaderManager::SKMultilayer;
+ }
+ else {
+ shaderType = ShaderManager::SKDefault;
+ }
+ }
+ }
+
+ vertexArray = new QOpenGLVertexArrayObject();
+ vertexArray->create();
+ auto binder = QOpenGLVertexArrayObject::Binder(vertexArray);
+
+ auto xform = GetShapeTransformToGlobal(nifFile, niShape);
+ modelMatrix = convertTransform(xform);
+
+ f->glVertexAttrib2f(AttribTexCoord, 0.0f, 0.0f);
+ f->glVertexAttrib4f(AttribColor, 1.0f, 1.0f, 1.0f, 1.0f);
+
+ // AMD GPU fails to render without vertex data
+ if (!niShape->HasNormals()) {
+ niShape->SetNormals(true);
+ if (auto geomData = niShape->GetGeomData()) {
+ geomData->RecalcNormals();
+ }
+ }
+
+ if (!niShape->HasTangents()) {
+ niShape->SetTangents(true);
+ if (auto geomData = niShape->GetGeomData()) {
+ geomData->CalcTangentSpace();
+ }
+ }
+
+ if (!niShape->HasUVs()) {
+ niShape->SetUVs(true);
+ }
+
+ if (!niShape->HasVertexColors()) {
+ niShape->SetVertexColors(true);
+ }
+
+ if (auto verts = nifFile->GetVertsForShape(niShape)) {
+ vertexBuffers[AttribPosition] = makeVertexBuffer(verts, AttribPosition);
+ }
+
+ if (auto normals = nifFile->GetNormalsForShape(niShape)) {
+ vertexBuffers[AttribNormal] = makeVertexBuffer(normals, AttribNormal);
+ }
+
+ if (auto tangents = nifFile->GetTangentsForShape(niShape)) {
+ vertexBuffers[AttribTangent] = makeVertexBuffer(tangents, AttribTangent);
+ }
+
+ if (auto bitangents = nifFile->GetBitangentsForShape(niShape)) {
+ vertexBuffers[AttribBitangent] = makeVertexBuffer(bitangents, AttribBitangent);
+ }
+
+ if (auto uvs = nifFile->GetUvsForShape(niShape)) {
+ vertexBuffers[AttribTexCoord] = makeVertexBuffer(uvs, AttribTexCoord);
+ }
+
+ if (std::vector<nifly::Color4> colors;
+ nifFile->GetColorsForShape(niShape, colors)) {
+ vertexBuffers[AttribColor] = makeVertexBuffer(&colors, AttribColor);
+ }
+
+ indexBuffer = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
+ if (indexBuffer->create() && indexBuffer->bind()) {
+
+ if (std::vector<nifly::Triangle> tris; niShape->GetTriangles(tris)) {
+ indexBuffer->allocate(tris.data(), tris.size() * sizeof(nifly::Triangle));
+ }
+
+ elements = niShape->GetNumTriangles() * 3;
+ indexBuffer->release();
+ }
+
+ if (shader) {
+ if (shader->HasTextureSet()) {
+ auto textureSetRef = shader->TextureSetRef();
+ auto textureSet = nifFile->GetHeader().GetBlock(textureSetRef);
+
+ for (std::size_t i = 0; i < textureSet->textures.size(); i++) {
+ auto texturePath = textureSet->textures[i].get();
+ if (!texturePath.empty()) {
+ textures[i] = textureManager->getTexture(texturePath);
+ }
+
+ if (textures[i] == nullptr) {
+ switch (i) {
+ case TextureSlot::BaseMap:
+ textures[i] = textureManager->getErrorTexture();
+ break;
+ case TextureSlot::NormalMap:
+ textures[i] = textureManager->getFlatNormalTexture();
+ break;
+ case TextureSlot::GlowMap:
+ if (shader->HasGlowmap()) {
+ textures[i] = textureManager->getBlackTexture();
+ }
+ else {
+ textures[i] = textureManager->getWhiteTexture();
+ }
+ break;
+ default:
+ textures[i] = nullptr;
+ break;
+ }
+ }
+ }
+ }
+
+ specColor = convertVector3(shader->GetSpecularColor());
+ specStrength = shader->GetSpecularStrength();
+ specGlossiness = qBound(0.0f, shader->GetGlossiness(), 128.0f);
+ fresnelPower = shader->GetFresnelPower();
+ paletteScale = shader->GetGrayscaleToPaletteScale();
+
+ hasGlowMap = shader->HasGlowmap();
+ glowColor = convertColor(shader->GetEmissiveColor());
+ glowMult = shader->GetEmissiveMultiple();
+
+ alpha = shader->GetAlpha();
+ uvScale = convertVector2(shader->GetUVScale());
+ uvOffset = convertVector2(shader->GetUVOffset());
+
+ hasEmit = shader->IsEmissive();
+ hasSoftlight = shader->HasSoftlight();
+ hasBacklight = shader->HasBacklight();
+ hasRimlight = shader->HasRimlight();
+
+ softlight = shader->GetSoftlight();
+ backlightPower = shader->GetBacklightPower();
+ rimPower = shader->GetRimlightPower();
+ doubleSided = shader->IsDoubleSided();
+ envReflection = shader->GetEnvironmentMapScale();
+
+ if (auto alphaProperty = nifFile->GetAlphaProperty(niShape)) {
+
+ NiAlphaPropertyFlags flags = alphaProperty->flags;
+
+ alphaBlendEnable = flags.isAlphaBlendEnabled();
+ srcBlendMode = flags.sourceBlendingFactor();
+ dstBlendMode = flags.destinationBlendingFactor();
+ alphaTestEnable = flags.isAlphaTestEnabled();
+ alphaTestMode = flags.alphaTestMode();
+
+ alphaThreshold = alphaProperty->threshold / 255.0f;
+ }
+
+ if (auto bslsp = dynamic_cast<nifly::BSLightingShaderProperty*>(shader)) {
+ zBufferTest = bslsp->shaderFlags1 & SLSF1::ZBufferTest;
+ zBufferWrite = bslsp->shaderFlags2 & SLSF2::ZBufferWrite;
+ // SLSF1_Decal = 0x04000000, SLSF1_Dynamic_Decal = 0x08000000.
+ // Bethesda marks decals (roads, blood splats, graffiti) with
+ // these flags. We use them to drive polygon offset so decals
+ // don't z-fight with the coincident base mesh.
+ isDecal = bslsp->shaderFlags1 & 0x0C000000;
+
+ auto bslspType = bslsp->GetShaderType();
+ if (bslspType == nifly::BSLSP_SKINTINT || bslspType == nifly::BSLSP_FACE) {
+ tintColor = convertVector3(bslsp->skinTintColor);
+ hasTintColor = true;
+ }
+ else if (bslspType == nifly::BSLSP_HAIRTINT) {
+ tintColor = convertVector3(bslsp->hairTintColor);
+ hasTintColor = true;
+ }
+
+ if (bslspType == nifly::BSLSP_MULTILAYERPARALLAX) {
+ innerScale = convertVector2(bslsp->parallaxInnerLayerTextureScale);
+ innerThickness = bslsp->parallaxInnerLayerThickness;
+ outerRefraction = bslsp->parallaxRefractionScale;
+ outerReflection = bslsp->parallaxEnvmapStrength;
+ }
+ }
+
+ if (auto effectShader = dynamic_cast<nifly::BSEffectShaderProperty*>(shader)) {
+ hasWeaponBlood = effectShader->shaderFlags2 & SLSF2::WeaponBlood;
+ }
+ }
+ else {
+ textures[BaseMap] = textureManager->getWhiteTexture();
+ textures[NormalMap] = textureManager->getFlatNormalTexture();
+ }
+}
+
+void OpenGLShape::destroy()
+{
+ for (std::size_t i = 0; i < ATTRIB_COUNT; i++) {
+ if (vertexBuffers[i]) {
+ vertexBuffers[i]->destroy();
+ delete vertexBuffers[i];
+ vertexBuffers[i] = nullptr;
+ }
+ }
+
+ if (indexBuffer) {
+ indexBuffer->destroy();
+ delete indexBuffer;
+ indexBuffer = nullptr;
+ }
+
+ if (vertexArray) {
+ vertexArray->destroy();
+ vertexArray->deleteLater();
+ }
+}
+
+void OpenGLShape::setupShaders(QOpenGLShaderProgram* program)
+{
+ program->setUniformValue("BaseMap", BaseMap + 1);
+ program->setUniformValue("NormalMap", NormalMap + 1);
+ program->setUniformValue("GlowMap", GlowMap + 1);
+ program->setUniformValue("LightMask", LightMask + 1);
+ program->setUniformValue("hasGlowMap", hasGlowMap && textures[GlowMap] != nullptr);
+ program->setUniformValue("HeightMap", HeightMap + 1);
+ program->setUniformValue("hasHeightMap", textures[HeightMap] != nullptr);
+ program->setUniformValue("DetailMask", DetailMask + 1);
+ program->setUniformValue("hasDetailMask", textures[DetailMask] != nullptr);
+ program->setUniformValue("CubeMap", EnvironmentMap + 1);
+ program->setUniformValue("hasCubeMap", textures[EnvironmentMap] != nullptr);
+ program->setUniformValue("EnvironmentMap", EnvironmentMask + 1);
+ program->setUniformValue("hasEnvMask", textures[EnvironmentMask] != nullptr);
+ program->setUniformValue("TintMask", TintMask + 1);
+ program->setUniformValue("hasTintMask", textures[TintMask] != nullptr);
+ program->setUniformValue("InnerMap", InnerMap + 1);
+ program->setUniformValue("BacklightMap", BacklightMap + 1);
+ program->setUniformValue("SpecularMap", SpecularMap + 1);
+ program->setUniformValue("hasSpecularMap", textures[SpecularMap] != nullptr);
+
+ for (int i = 0; i < textures.size(); i++) {
+ if (textures[i]) {
+ textures[i]->bind(i + 1);
+ }
+ }
+
+ program->setUniformValue("ambientColor", QVector4D(0.2f, 0.2f, 0.2f, 1.0f));
+ program->setUniformValue("diffuseColor", QVector4D(1.0f, 1.0f, 1.0f, 1.0f));
+
+ program->setUniformValue("alpha", alpha);
+ program->setUniformValue("tintColor", tintColor);
+ program->setUniformValue("uvScale", uvScale);
+ program->setUniformValue("uvOffset", uvOffset);
+ program->setUniformValue("specColor", specColor);
+ program->setUniformValue("specStrength", specStrength);
+ program->setUniformValue("specGlossiness", specGlossiness);
+ program->setUniformValue("fresnelPower", fresnelPower);
+
+ program->setUniformValue("paletteScale", paletteScale);
+
+ program->setUniformValue("hasEmit", hasEmit);
+ program->setUniformValue("hasSoftlight", hasSoftlight);
+ program->setUniformValue("hasBacklight", hasBacklight);
+ program->setUniformValue("hasRimlight", hasRimlight);
+ program->setUniformValue("hasTintColor", hasTintColor);
+ program->setUniformValue("hasWeaponBlood", hasWeaponBlood);
+
+ program->setUniformValue("softlight", softlight);
+ program->setUniformValue("backlightPower", backlightPower);
+ program->setUniformValue("rimPower", rimPower);
+ program->setUniformValue("subsurfaceRolloff", subsurfaceRolloff);
+ program->setUniformValue("doubleSided", doubleSided);
+
+ program->setUniformValue("envReflection", envReflection);
+
+ if (shaderType == ShaderManager::SKMultilayer) {
+ program->setUniformValue("innerScale", innerScale);
+ program->setUniformValue("innerThickness", innerThickness);
+ program->setUniformValue("outerRefraction", outerRefraction);
+ program->setUniformValue("outerReflection", outerReflection);
+ }
+
+ auto f = QOpenGLVersionFunctionsFactory::get<QOpenGLFunctions_2_1>(
+ QOpenGLContext::currentContext());
+
+ for (std::size_t i = 0; i < ATTRIB_COUNT; i++) {
+ if (vertexBuffers[i]) {
+ f->glEnableVertexAttribArray(i);
+ }
+ else {
+ f->glDisableVertexAttribArray(i);
+ }
+ }
+
+ f->glDepthMask(zBufferWrite ? GL_TRUE : GL_FALSE);
+
+ if (zBufferTest) {
+ f->glEnable(GL_DEPTH_TEST);
+ }
+ else {
+ f->glDisable(GL_DEPTH_TEST);
+ }
+
+ // Polygon offset bias is set per-shape by the draw loop in
+ // NifWidget::paintGL — don't touch it here.
+
+ if (doubleSided) {
+ f->glDisable(GL_CULL_FACE);
+ }
+ else {
+ f->glEnable(GL_CULL_FACE);
+ f->glCullFace(GL_BACK);
+ }
+
+ if (alphaBlendEnable) {
+ f->glEnable(GL_BLEND);
+ f->glBlendFunc(srcBlendMode, dstBlendMode);
+ }
+ else {
+ f->glDisable(GL_BLEND);
+ }
+
+ if (alphaTestEnable) {
+ f->glEnable(GL_ALPHA_TEST);
+ f->glAlphaFunc(alphaTestMode, alphaThreshold);
+ }
+ else {
+ f->glDisable(GL_ALPHA_TEST);
+ }
+}
+
+QVector2D OpenGLShape::convertVector2(nifly::Vector2 vector)
+{
+ return {vector.u, vector.v};
+}
+
+QVector3D OpenGLShape::convertVector3(nifly::Vector3 vector)
+{
+ return {vector.x, vector.y, vector.z};
+}
+
+QColor OpenGLShape::convertColor(nifly::Color4 color)
+{
+ return QColor::fromRgbF(color.r, color.g, color.b, color.a);
+}
+
+QMatrix4x4 OpenGLShape::convertTransform(nifly::MatTransform transform)
+{
+ auto mat = transform.ToMatrix();
+ return QMatrix4x4{
+ mat[0], mat[1], mat[2], mat[3], mat[4], mat[5], mat[6], mat[7],
+ mat[8], mat[9], mat[10], mat[11], mat[12], mat[13], mat[14], mat[15],
+ };
+}
diff --git a/libs/preview_nif/src/OpenGLShape.h b/libs/preview_nif/src/OpenGLShape.h
new file mode 100644
index 0000000..b53e96d
--- /dev/null
+++ b/libs/preview_nif/src/OpenGLShape.h
@@ -0,0 +1,105 @@
+#pragma once
+
+#include "ShaderManager.h"
+#include "TextureManager.h"
+
+#include <Geometry.hpp>
+#include <NifFile.hpp>
+
+#include <QOpenGLBuffer>
+#include <QOpenGLShaderProgram>
+#include <QOpenGLTexture>
+#include <QOpenGLVertexArrayObject>
+#include <QWidget>
+
+enum TextureSlot
+{
+ BaseMap = 0,
+ NormalMap = 1,
+ GlowMap = 2,
+ LightMask = 2,
+ HeightMap = 3,
+ DetailMask = 3,
+ EnvironmentMap = 4,
+ EnvironmentMask = 5,
+ TintMask = 6,
+ InnerMap = 6,
+ BacklightMap = 7,
+ SpecularMap = 7,
+};
+
+struct OpenGLShape
+{
+public:
+ OpenGLShape(
+ nifly::NifFile* nifFile,
+ nifly::NiShape* niShape,
+ TextureManager* textureManager);
+
+ void destroy();
+ void setupShaders(QOpenGLShaderProgram* program);
+
+ static QVector2D convertVector2(nifly::Vector2 vector);
+ static QVector3D convertVector3(nifly::Vector3 vector);
+ static QColor convertColor(nifly::Color4 color);
+ static QMatrix4x4 convertTransform(nifly::MatTransform transform);
+
+ ShaderManager::ShaderType shaderType = ShaderManager::SKDefault;
+
+ QOpenGLVertexArrayObject* vertexArray = nullptr;
+
+ QOpenGLBuffer* vertexBuffers[ATTRIB_COUNT] { nullptr };
+
+ QOpenGLBuffer* indexBuffer = nullptr;
+ GLsizei elements = 0;
+
+ std::array<QOpenGLTexture*, 13> textures { nullptr };
+
+ QMatrix4x4 modelMatrix;
+ QVector3D specColor{ 1.0f, 1.0f, 1.0f };
+ float specStrength = 1.0f ;
+ float specGlossiness = 1.0f;
+ float fresnelPower;
+
+ float paletteScale;
+
+ bool hasGlowMap = false;
+ QColor glowColor = QColorConstants::White;
+ float glowMult = 1.0f;
+
+ float alpha = 1.0f;
+ QVector3D tintColor{ 1.0f, 1.0f, 1.0f };
+
+ QVector2D uvScale{ 1.0f, 1.0f };
+ QVector2D uvOffset{ 0.0f, 0.0f };
+
+ bool hasEmit = false;
+ bool hasSoftlight = false;
+ bool hasBacklight = false;
+ bool hasRimlight = false;
+ bool hasTintColor = false;
+ bool hasWeaponBlood = false;
+
+ bool doubleSided = false;
+ float softlight = 0.3f;
+ float backlightPower = 0.0f;
+ float rimPower = 2.0f;
+ float subsurfaceRolloff;
+ float envReflection = 1.0f;
+
+ QVector2D innerScale;
+ float innerThickness;
+ float outerRefraction;
+ float outerReflection;
+
+ bool zBufferWrite = true;
+ bool zBufferTest = true;
+ bool isDecal = false;
+
+ bool alphaBlendEnable = false;
+ GLenum srcBlendMode = GL_ONE;
+ GLenum dstBlendMode = GL_ONE;
+ bool alphaTestEnable = false;
+ GLenum alphaTestMode = GL_GREATER;
+ float alphaThreshold = 0.0f;
+};
diff --git a/libs/preview_nif/src/PreviewNif.cpp b/libs/preview_nif/src/PreviewNif.cpp
new file mode 100644
index 0000000..8e7e03a
--- /dev/null
+++ b/libs/preview_nif/src/PreviewNif.cpp
@@ -0,0 +1,114 @@
+#include <NifFile.hpp>
+
+#include "PreviewNif.h"
+#include "NifExtensions.h"
+#include "NifWidget.h"
+
+#include <QGridLayout>
+#include <filesystem>
+#include <sstream>
+#include <string>
+
+bool PreviewNif::init(MOBase::IOrganizer* moInfo)
+{
+ m_MOInfo = moInfo;
+ return true;
+}
+
+QString PreviewNif::name() const
+{
+ return "Preview NIF";
+}
+
+QString PreviewNif::author() const
+{
+ return "Parapets";
+}
+
+QString PreviewNif::description() const
+{
+ return "Supports previewing NIF files";
+}
+
+MOBase::VersionInfo PreviewNif::version() const
+{
+ return MOBase::VersionInfo(0, 2, 0, 0, MOBase::VersionInfo::RELEASE_BETA);
+}
+
+QList<MOBase::PluginSetting> PreviewNif::settings() const
+{
+ return QList<MOBase::PluginSetting>();
+}
+
+bool PreviewNif::enabledByDefault() const
+{
+ return true;
+}
+
+std::set<QString> PreviewNif::supportedExtensions() const
+{
+ return { "bto", "btr", "nif" };
+}
+
+QWidget* PreviewNif::genFilePreview(const QString& fileName, const QSize&) const
+{
+ auto path = std::filesystem::path(fileName.toStdString());
+ auto nifFile = std::make_shared<nifly::NifFile>(path);
+
+ if (!nifFile->IsValid()) {
+ qWarning(qUtf8Printable(tr("Failed to load file: %1").arg(fileName)));
+ return nullptr;
+ }
+
+ return makeWidget(nifFile);
+}
+
+QWidget* PreviewNif::genDataPreview(const QByteArray& fileData,
+ const QString& fileName, const QSize&) const
+{
+ std::string data(fileData.constData(), fileData.size());
+ std::istringstream stream(std::move(data), std::ios::binary);
+
+ auto nifFile = std::make_shared<nifly::NifFile>();
+ if (nifFile->Load(stream) != 0 || !nifFile->IsValid()) {
+ qWarning(qUtf8Printable(tr("Failed to load file: %1").arg(fileName)));
+ return nullptr;
+ }
+
+ return makeWidget(nifFile);
+}
+
+QWidget* PreviewNif::makeWidget(std::shared_ptr<nifly::NifFile> nifFile) const
+{
+ auto layout = new QGridLayout();
+ layout->setRowStretch(0, 1);
+ layout->setColumnStretch(0, 1);
+
+ layout->addWidget(makeLabel(nifFile.get()), 1, 0, 1, 1);
+
+ auto nifWidget = new NifWidget(nifFile, m_MOInfo);
+ layout->addWidget(nifWidget, 0, 0, 1, 1);
+
+ auto widget = new QWidget();
+ widget->setLayout(layout);
+ return widget;
+}
+
+QLabel* PreviewNif::makeLabel(nifly::NifFile* nifFile) const
+{
+ int shapes = 0;
+ int faces = 0;
+ int verts = 0;
+
+ for (auto& shape : nifFile->GetShapes()) {
+ shapes++;
+ faces += shape->GetNumTriangles();
+ verts += shape->GetNumVertices();
+ }
+
+ auto text = tr("Verts: %1 | Faces: %2 | Shapes: %3").arg(verts).arg(faces).arg(shapes);
+ auto label = new QLabel(text);
+ label->setWordWrap(true);
+ label->setTextInteractionFlags(Qt::TextSelectableByMouse);
+ return label;
+}
diff --git a/libs/preview_nif/src/PreviewNif.h b/libs/preview_nif/src/PreviewNif.h
new file mode 100644
index 0000000..cd5175d
--- /dev/null
+++ b/libs/preview_nif/src/PreviewNif.h
@@ -0,0 +1,39 @@
+#pragma once
+
+#include <ipluginpreview.h>
+#include <QLabel>
+#include <NifFile.hpp>
+
+class PreviewNif : public MOBase::IPluginPreview
+{
+ Q_OBJECT
+ Q_INTERFACES(MOBase::IPlugin MOBase::IPluginPreview)
+ Q_PLUGIN_METADATA(IID "org.tannin.PreviewNif" FILE "previewnif.json")
+
+public:
+ PreviewNif() = default;
+
+ // IPlugin Interface
+
+ bool init(MOBase::IOrganizer* moInfo) override;
+ QString name() const override;
+ QString author() const override;
+ QString description() const override;
+ MOBase::VersionInfo version() const override;
+ QList<MOBase::PluginSetting> settings() const override;
+ bool enabledByDefault() const override;
+
+ // IPluginPreview interface
+
+ std::set<QString> supportedExtensions() const override;
+ bool supportsArchives() const override { return true; }
+ QWidget* genFilePreview(const QString& fileName, const QSize& maxSize) const override;
+ QWidget* genDataPreview(const QByteArray& fileData, const QString& fileName,
+ const QSize& maxSize) const override;
+
+private:
+ QWidget* makeWidget(std::shared_ptr<nifly::NifFile> nifFile) const;
+ QLabel* makeLabel(nifly::NifFile* nifFile) const;
+
+ MOBase::IOrganizer* m_MOInfo;
+};
diff --git a/libs/preview_nif/src/ShaderManager.cpp b/libs/preview_nif/src/ShaderManager.cpp
new file mode 100644
index 0000000..2109b44
--- /dev/null
+++ b/libs/preview_nif/src/ShaderManager.cpp
@@ -0,0 +1,74 @@
+#include "ShaderManager.h"
+
+#include <QOpenGLContext>
+
+ShaderManager::ShaderManager(MOBase::IOrganizer* moInfo) : m_MOInfo{ moInfo }
+{}
+
+QOpenGLShaderProgram* ShaderManager::getProgram(ShaderType type)
+{
+ if (type == None) {
+ return nullptr;
+ }
+
+ if (m_Programs[type] == nullptr) {
+ m_Programs[type] = loadProgram(type);
+ }
+
+ return m_Programs[type];
+}
+
+QOpenGLShaderProgram* ShaderManager::loadProgram(ShaderType type)
+{
+ QString vert;
+ QString frag;
+
+ switch (type) {
+ case SKDefault:
+ vert = "default.vert";
+ frag = "sk_default.frag";
+ break;
+ case SKMSN:
+ vert = "sk_msn.vert";
+ frag = "sk_msn.frag";
+ break;
+ case SKMultilayer:
+ vert = "default.vert";
+ frag = "sk_multilayer.frag";
+ break;
+ case SKEffectShader:
+ vert = "sk_effectshader.vert";
+ frag = "sk_effectshader.frag";
+ break;
+ case FO4Default:
+ vert = "default.vert";
+ frag = "fo4_default.frag";
+ break;
+ case FO4EffectShader:
+ vert = "default.vert";
+ frag = "fo4_effectshader.frag";
+ break;
+ default:
+ return nullptr;
+ }
+
+ auto game = m_MOInfo->managedGame();
+ auto dataPath = MOBase::IOrganizer::getPluginDataPath();
+ auto vertexShader = QString("%1/shaders/%2").arg(dataPath).arg(vert);
+ auto fragmentShader = QString("%1/shaders/%2").arg(dataPath).arg(frag);
+
+ auto program = new QOpenGLShaderProgram(QOpenGLContext::currentContext());
+ program->addShaderFromSourceFile(QOpenGLShader::Vertex, vertexShader);
+ program->addShaderFromSourceFile(QOpenGLShader::Fragment, fragmentShader);
+
+ program->bindAttributeLocation("position", AttribPosition);
+ program->bindAttributeLocation("normal", AttribNormal);
+ program->bindAttributeLocation("tangent", AttribTangent);
+ program->bindAttributeLocation("bitangent", AttribBitangent);
+ program->bindAttributeLocation("texCoord", AttribTexCoord);
+ program->bindAttributeLocation("color", AttribColor);
+
+ program->link();
+
+ return program;
+}
diff --git a/libs/preview_nif/src/ShaderManager.h b/libs/preview_nif/src/ShaderManager.h
new file mode 100644
index 0000000..3c38ba1
--- /dev/null
+++ b/libs/preview_nif/src/ShaderManager.h
@@ -0,0 +1,48 @@
+#pragma once
+
+#include <imoinfo.h>
+#include <QOpenGLShaderProgram>
+
+enum VertexAttrib
+{
+ AttribPosition = 0,
+ AttribNormal = 1,
+ AttribTangent = 2,
+ AttribBitangent = 3,
+ AttribTexCoord = 4,
+ AttribColor = 5,
+
+ ATTRIB_COUNT,
+};
+
+class ShaderManager
+{
+public:
+ enum ShaderType
+ {
+ None = -1,
+ SKDefault,
+ SKMSN,
+ SKMultilayer,
+ SKEffectShader,
+ FO4Default,
+ FO4EffectShader,
+
+ SHADER_COUNT,
+ };
+
+ ShaderManager(MOBase::IOrganizer* moInfo);
+ ~ShaderManager() = default;
+ ShaderManager(const ShaderManager&) = delete;
+ ShaderManager(ShaderManager&&) = delete;
+ ShaderManager& operator=(const ShaderManager&) = delete;
+ ShaderManager& operator=(ShaderManager&&) = delete;
+
+ QOpenGLShaderProgram* getProgram(ShaderType type);
+
+private:
+ QOpenGLShaderProgram* loadProgram(ShaderType type);
+
+ MOBase::IOrganizer* m_MOInfo;
+ QOpenGLShaderProgram* m_Programs[SHADER_COUNT] { nullptr };
+};
diff --git a/libs/preview_nif/src/TextureManager.cpp b/libs/preview_nif/src/TextureManager.cpp
new file mode 100644
index 0000000..2135ec6
--- /dev/null
+++ b/libs/preview_nif/src/TextureManager.cpp
@@ -0,0 +1,448 @@
+#include "TextureManager.h"
+#include "PreviewNif.h"
+
+#include <dataarchives.h>
+#include <igamefeatures.h>
+#include <imodinterface.h>
+#include <imodlist.h>
+#include <imoinfo.h>
+#include <ipluginlist.h>
+#include <iplugingame.h>
+
+#include <gli/gli.hpp>
+#include <libbsarch.h>
+
+#include <QDir>
+#include <QDirIterator>
+#include <QFileInfo>
+#include <QSet>
+
+#include <QOpenGLContext>
+#include <QOpenGLFunctions_2_1>
+#include <QOpenGLVersionFunctionsFactory>
+#include <QVector4D>
+
+#include <exception>
+#include <memory>
+
+TextureManager::TextureManager(MOBase::IOrganizer* moInfo) : m_MOInfo{moInfo} {}
+
+void TextureManager::cleanup()
+{
+ for (auto it = m_Textures.cbegin(); it != m_Textures.cend();) {
+ auto texture = it->second;
+ m_Textures.erase(it++);
+ delete texture;
+ }
+
+ if (m_ErrorTexture) {
+ delete m_ErrorTexture;
+ m_ErrorTexture = nullptr;
+ }
+
+ if (m_BlackTexture) {
+ delete m_BlackTexture;
+ m_BlackTexture = nullptr;
+ }
+
+ if (m_WhiteTexture) {
+ delete m_WhiteTexture;
+ m_WhiteTexture = nullptr;
+ }
+
+ if (m_FlatNormalTexture) {
+ delete m_FlatNormalTexture;
+ m_FlatNormalTexture = nullptr;
+ }
+}
+
+QOpenGLTexture* TextureManager::getTexture(const std::string& texturePath)
+{
+ return getTexture(QString::fromStdString(texturePath));
+}
+
+QOpenGLTexture* TextureManager::getTexture(QString texturePath)
+{
+ if (texturePath.isEmpty()) {
+ return nullptr;
+ }
+
+ auto key = texturePath.toLower().toStdWString();
+
+ auto cached = m_Textures.find(key);
+ if (cached != m_Textures.end()) {
+ return cached->second;
+ }
+
+ auto texture = loadTexture(texturePath);
+
+ m_Textures[key] = texture;
+ return texture;
+}
+
+QOpenGLTexture* TextureManager::getErrorTexture()
+{
+ if (!m_ErrorTexture) {
+ m_ErrorTexture = makeSolidColor({1.0f, 0.0f, 1.0f, 1.0f});
+ }
+
+ return m_ErrorTexture;
+}
+
+QOpenGLTexture* TextureManager::getBlackTexture()
+{
+ if (!m_BlackTexture) {
+ m_BlackTexture = makeSolidColor({0.0f, 0.0f, 0.0f, 1.0f});
+ }
+
+ return m_BlackTexture;
+}
+
+QOpenGLTexture* TextureManager::getWhiteTexture()
+{
+ if (!m_WhiteTexture) {
+ m_WhiteTexture = makeSolidColor({1.0f, 1.0f, 1.0f, 1.0f});
+ }
+
+ return m_WhiteTexture;
+}
+
+QOpenGLTexture* TextureManager::getFlatNormalTexture()
+{
+ if (!m_FlatNormalTexture) {
+ m_FlatNormalTexture = makeSolidColor({0.5f, 0.5f, 1.0f, 1.0f});
+ }
+
+ return m_FlatNormalTexture;
+}
+
+QOpenGLTexture* TextureManager::loadTexture(QString texturePath)
+{
+ if (texturePath.isEmpty()) {
+ return nullptr;
+ }
+
+ auto game = m_MOInfo->managedGame();
+
+ if (!game) {
+ return nullptr;
+ }
+
+ // 1) Loose file via MO2's virtual tree (honors mod priority + Overwrite).
+ auto realPath = resolvePath(game, texturePath);
+ if (!realPath.isEmpty()) {
+ return makeTexture(gli::load(realPath.toStdString()));
+ }
+
+ // 2) BSA fallback. Walk cached priority-sorted candidate list.
+ auto tryExtract = [&](const QString& bsaPath) -> QOpenGLTexture* {
+ using bsa_ptr = std::unique_ptr<void, decltype(&bsa_free)>;
+ auto bsa = bsa_ptr(bsa_create(), bsa_free);
+
+ const std::wstring bsaPathW = bsaPath.toStdWString();
+ const std::wstring texturePathW = texturePath.toStdWString();
+
+ bsa_result_message_t result =
+ bsa_load_from_file(bsa.get(), bsaPathW.c_str());
+ if (result.code == BSA_RESULT_EXCEPTION) {
+ return nullptr;
+ }
+
+ auto result_buffer =
+ bsa_extract_file_data_by_filename(bsa.get(), texturePathW.c_str());
+ if (result_buffer.message.code == BSA_RESULT_EXCEPTION ||
+ !result_buffer.buffer.data) {
+ return nullptr;
+ }
+
+ auto buffer_free = [&bsa](bsa_result_buffer_t* buffer) {
+ bsa_file_data_free(bsa.get(), *buffer);
+ };
+ using buffer_ptr =
+ std::unique_ptr<bsa_result_buffer_t, decltype(buffer_free)>;
+ auto buffer = buffer_ptr(&result_buffer.buffer, buffer_free);
+
+ return makeTexture(
+ gli::load(static_cast<char*>(buffer->data), buffer->size));
+ };
+
+ for (const QString& bsaPath : bsaCandidates()) {
+ if (auto* tex = tryExtract(bsaPath)) {
+ return tex;
+ }
+ }
+
+ return nullptr;
+}
+
+// Process-wide BSA candidate cache. Keyed by profile directory path so
+// switching instances invalidates automatically. Built once, reused across
+// every NIF preview until the profile changes.
+namespace {
+ QString g_cachedProfileKey;
+ QStringList g_cachedBsaCandidates;
+}
+
+const QStringList& TextureManager::bsaCandidates()
+{
+ QString profileKey;
+ if (auto profile = m_MOInfo->profile()) {
+ profileKey = profile->absolutePath();
+ }
+
+ if (profileKey == g_cachedProfileKey && !g_cachedBsaCandidates.isEmpty()) {
+ return g_cachedBsaCandidates;
+ }
+
+ g_cachedBsaCandidates.clear();
+ rebuildBsaCandidates();
+ g_cachedProfileKey = profileKey;
+ return g_cachedBsaCandidates;
+}
+
+void TextureManager::rebuildBsaCandidates()
+{
+ QSet<QString> seen;
+
+ auto addCandidate = [&](const QString& p) {
+ QString norm = QDir::cleanPath(p);
+ if (!norm.isEmpty() && !seen.contains(norm)) {
+ seen.insert(norm);
+ g_cachedBsaCandidates.append(norm);
+ }
+ };
+
+ try {
+ auto game = m_MOInfo->managedGame();
+
+ if (auto* modList = m_MOInfo->modList()) {
+ auto profile = m_MOInfo->profile();
+ QStringList modNames =
+ modList->allModsByProfilePriority(profile.get());
+
+ for (auto it = modNames.rbegin(); it != modNames.rend(); ++it) {
+ if (!(modList->state(*it) & MOBase::IModList::STATE_ACTIVE))
+ continue;
+
+ MOBase::IModInterface* mod = modList->getMod(*it);
+ if (!mod) continue;
+
+ QDir modDir(mod->absolutePath());
+ if (!modDir.exists()) continue;
+
+ const QStringList bsas =
+ modDir.entryList(QStringList{"*.bsa", "*.ba2"},
+ QDir::Files | QDir::NoDotAndDotDot);
+ for (const QString& name : bsas) {
+ addCandidate(modDir.absoluteFilePath(name));
+ }
+ }
+ }
+
+ // Vanilla/game archives from DataArchives ini list.
+ if (auto* features = m_MOInfo->gameFeatures()) {
+ if (auto gameArchives =
+ features->gameFeature<MOBase::DataArchives>()) {
+ auto profile = m_MOInfo->profile();
+ auto archives = gameArchives->archives(profile.get());
+ for (auto it = archives.rbegin(); it != archives.rend(); ++it) {
+ QString resolved = resolvePath(game, *it);
+ if (!resolved.isEmpty()) addCandidate(resolved);
+ }
+ }
+ }
+ } catch (...) {
+ }
+}
+
+
+QOpenGLTexture* TextureManager::makeTexture(const gli::texture& texture)
+{
+ if (texture.empty()) {
+ return nullptr;
+ }
+
+ gli::gl GL(gli::gl::PROFILE_GL32);
+ const gli::gl::format format = GL.translate(texture.format(), texture.swizzles());
+ GLenum target = GL.translate(texture.target());
+
+ auto f = QOpenGLVersionFunctionsFactory::get<QOpenGLFunctions_2_1>(
+ QOpenGLContext::currentContext());
+ QOpenGLTexture* glTexture =
+ new QOpenGLTexture(static_cast<QOpenGLTexture::Target>(target));
+
+ glTexture->create();
+ glTexture->bind();
+ glTexture->setMipLevels(texture.levels());
+ glTexture->setMipBaseLevel(0);
+ glTexture->setMipMaxLevel(texture.levels() - 1);
+ glTexture->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear,
+ QOpenGLTexture::Linear);
+ glTexture->setSwizzleMask(
+ static_cast<QOpenGLTexture::SwizzleValue>(format.Swizzles[0]),
+ static_cast<QOpenGLTexture::SwizzleValue>(format.Swizzles[1]),
+ static_cast<QOpenGLTexture::SwizzleValue>(format.Swizzles[2]),
+ static_cast<QOpenGLTexture::SwizzleValue>(format.Swizzles[3]));
+
+ glTexture->setWrapMode(QOpenGLTexture::Repeat);
+
+ auto extent = texture.extent();
+ const GLsizei faceTotal = texture.layers() * texture.faces();
+
+ glTexture->setSize(extent.x, extent.y, extent.z);
+ glTexture->setFormat(static_cast<QOpenGLTexture::TextureFormat>(format.Internal));
+ glTexture->allocateStorage(
+ static_cast<QOpenGLTexture::PixelFormat>(format.External),
+ static_cast<QOpenGLTexture::PixelType>(format.Type));
+
+ for (std::size_t layer = 0; layer < texture.layers(); layer++)
+ for (std::size_t face = 0; face < texture.faces(); face++)
+ for (std::size_t level = 0; level < texture.levels(); level++) {
+ auto extent = texture.extent(level);
+
+ target =
+ gli::is_target_cube(texture.target())
+ ? static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face)
+ : target;
+
+ // Qt's upload functions lag badly so we just use the GL API
+ switch (texture.target()) {
+ case gli::TARGET_1D:
+ if (gli::is_compressed(texture.format())) {
+ f->glCompressedTexSubImage1D(
+ target, level, 0, extent.x, format.Internal,
+ texture.size(level), texture.data(layer, face, level));
+ }
+ else {
+ f->glTexSubImage1D(target, level, 0, extent.x, format.External,
+ format.Type,
+ texture.data(layer, face, level));
+ }
+ break;
+ case gli::TARGET_1D_ARRAY:
+ case gli::TARGET_2D:
+ case gli::TARGET_CUBE:
+ if (gli::is_compressed(texture.format())) {
+ f->glCompressedTexSubImage2D(
+ target, level, 0, 0, extent.x,
+ texture.target() == gli::TARGET_1D_ARRAY ? layer : extent.y,
+ format.Internal, texture.size(level),
+ texture.data(layer, face, level));
+ }
+ else {
+ f->glTexSubImage2D(
+ target, level, 0, 0, extent.x,
+ texture.target() == gli::TARGET_1D_ARRAY ? layer : extent.y,
+ format.External, format.Type,
+ texture.data(layer, face, level));
+ }
+ break;
+ case gli::TARGET_2D_ARRAY:
+ case gli::TARGET_3D:
+ case gli::TARGET_CUBE_ARRAY:
+ if (gli::is_compressed(texture.format())) {
+ f->glCompressedTexSubImage3D(
+ target, level, 0, 0, 0, extent.x, extent.y,
+ texture.target() == gli::TARGET_3D ? extent.z : layer,
+ format.Internal, texture.size(level),
+ texture.data(layer, face, level));
+ }
+ else {
+ f->glTexSubImage3D(target, level, 0, 0, 0, extent.x, extent.y,
+ texture.target() == gli::TARGET_3D ? extent.z
+ : layer,
+ format.External, format.Type,
+ texture.data(layer, face, level));
+ }
+ break;
+ }
+ }
+
+ glTexture->release();
+
+ return glTexture;
+}
+
+QOpenGLTexture* TextureManager::makeSolidColor(QVector4D color)
+{
+ QOpenGLTexture* glTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
+ glTexture->create();
+ glTexture->bind();
+
+ glTexture->setSize(1, 1);
+ glTexture->setFormat(QOpenGLTexture::RGBA32F);
+ glTexture->allocateStorage(QOpenGLTexture::RGBA, QOpenGLTexture::Float32);
+
+ glTexture->setData(QOpenGLTexture::RGBA, QOpenGLTexture::Float32, &color);
+
+ glTexture->release();
+
+ return glTexture;
+}
+
+// Case-insensitive walk of a path relative to a root dir. Used because the
+// Linux FS is case-sensitive but Bethesda NIFs reference textures with
+// arbitrary case. We fix the case component-by-component against the real
+// on-disk filenames.
+static QString resolveCaseInsensitive(const QString& rootAbs, const QString& relPath)
+{
+ QStringList parts = QDir::cleanPath(relPath).split('/', Qt::SkipEmptyParts);
+ QString cursor = rootAbs;
+ for (const QString& part : parts) {
+ QDir cur(cursor);
+ if (!cur.exists()) return "";
+ const QStringList entries =
+ cur.entryList(QDir::Files | QDir::Dirs | QDir::NoDotAndDotDot);
+ QString match;
+ for (const QString& entry : entries) {
+ if (entry.compare(part, Qt::CaseInsensitive) == 0) {
+ match = entry;
+ break;
+ }
+ }
+ if (match.isEmpty()) return "";
+ cursor = cur.absoluteFilePath(match);
+ }
+ return QFileInfo::exists(cursor) ? cursor : QString();
+}
+
+QString TextureManager::resolvePath(const MOBase::IPluginGame* game, QString path)
+{
+ // NIF texture paths use Windows backslashes. On Linux, IOrganizer's
+ // virtual tree keys on forward-slash paths, so normalize here before
+ // lookup. BSA lookups keep the raw backslash form separately.
+ QString normalized = path;
+ normalized.replace('\\', '/');
+
+ // MO2's virtual tree may return a path that matches case-insensitively
+ // against its internal index but doesn't match the real on-disk case.
+ // Verify existence — if the returned path doesn't actually exist, do a
+ // case-insensitive walk against the containing mod directory to recover
+ // the correct case.
+ auto virtPath = m_MOInfo->resolvePath(normalized);
+ if (!virtPath.isEmpty()) {
+ if (QFileInfo::exists(virtPath)) {
+ return virtPath;
+ }
+ // Path wasn't valid — walk up to find the mod root, then re-resolve
+ // case-insensitively under it. We detect the mod root by looking for
+ // the "textures/" segment (NIF texture paths are always rooted at
+ // textures/).
+ const int texIdx = virtPath.indexOf("/textures/", 0, Qt::CaseInsensitive);
+ if (texIdx > 0) {
+ const QString modRoot = virtPath.left(texIdx);
+ const QString rel = virtPath.mid(texIdx + 1);
+ const QString fixed = resolveCaseInsensitive(modRoot, rel);
+ if (!fixed.isEmpty()) return fixed;
+ }
+ }
+
+ auto dataDir = game->dataDirectory();
+ auto dataPath = dataDir.absoluteFilePath(QDir::cleanPath(normalized));
+ if (QFileInfo::exists(dataPath)) {
+ return dataPath;
+ }
+
+ // Final fallback: case-insensitive walk under the game data directory.
+ return resolveCaseInsensitive(dataDir.absolutePath(), normalized);
+}
diff --git a/libs/preview_nif/src/TextureManager.h b/libs/preview_nif/src/TextureManager.h
new file mode 100644
index 0000000..7ba1c9a
--- /dev/null
+++ b/libs/preview_nif/src/TextureManager.h
@@ -0,0 +1,53 @@
+#pragma once
+
+#include <imoinfo.h>
+#include <gli/gli.hpp>
+#include <QOpenGLTexture>
+#include <QSet>
+#include <QStringList>
+#include <map>
+
+class TextureManager
+{
+public:
+ TextureManager(MOBase::IOrganizer* organizer);
+ ~TextureManager() = default;
+ TextureManager(const TextureManager&) = delete;
+ TextureManager(TextureManager&&) = delete;
+ TextureManager& operator=(const TextureManager&) = delete;
+ TextureManager& operator=(TextureManager&&) = delete;
+
+ void cleanup();
+
+ QOpenGLTexture* getTexture(const std::string& texturePath);
+ QOpenGLTexture* getTexture(QString texturePath);
+
+ QOpenGLTexture* getErrorTexture();
+ QOpenGLTexture* getBlackTexture();
+ QOpenGLTexture* getWhiteTexture();
+ QOpenGLTexture* getFlatNormalTexture();
+
+private:
+ QOpenGLTexture* loadTexture(QString texturePath);
+ QOpenGLTexture* makeTexture(const gli::texture& texture);
+ QOpenGLTexture* makeSolidColor(QVector4D color);
+
+ QString resolvePath(const MOBase::IPluginGame* game, QString path);
+
+ // Build priority-sorted BSA candidate list. Shared process-wide, keyed by
+ // the current instance's profile path so switching instances rebuilds.
+ // Conflict semantics: only active mods contribute, highest profile
+ // priority first, then vanilla archives. No plugin-attachment filter —
+ // matches BodySlide's "load all BSAs" approach which is what MO2's
+ // virtual data tree effectively does.
+ const QStringList& bsaCandidates();
+ void rebuildBsaCandidates();
+
+ MOBase::IOrganizer* m_MOInfo;
+ QOpenGLTexture* m_ErrorTexture = nullptr;
+ QOpenGLTexture* m_BlackTexture = nullptr;
+ QOpenGLTexture* m_WhiteTexture = nullptr;
+ QOpenGLTexture* m_FlatNormalTexture = nullptr;
+
+ std::map<std::wstring, QOpenGLTexture*> m_Textures;
+};
diff --git a/libs/preview_nif/src/preview_nif_en.ts b/libs/preview_nif/src/preview_nif_en.ts
new file mode 100644
index 0000000..10b8b07
--- /dev/null
+++ b/libs/preview_nif/src/preview_nif_en.ts
@@ -0,0 +1,33 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!DOCTYPE TS>
+<TS version="2.1" language="en_US">
+<context>
+ <name>NifWidget</name>
+ <message>
+ <location filename="NifWidget.cpp" line="92"/>
+ <source>OpenGL debug message: %1</source>
+ <translation type="unfinished"></translation>
+ </message>
+</context>
+<context>
+ <name>PreviewNif</name>
+ <message>
+ <location filename="PreviewNif.cpp" line="57"/>
+ <source>Failed to load file: %1</source>
+ <translation type="unfinished"></translation>
+ </message>
+ <message>
+ <location filename="PreviewNif.cpp" line="87"/>
+ <source>Verts: %1 | Faces: %2 | Shapes: %3</source>
+ <translation type="unfinished"></translation>
+ </message>
+</context>
+<context>
+ <name>QObject</name>
+ <message>
+ <location filename="TextureManager.cpp" line="118"/>
+ <source>Failed to interface with managed game plugin</source>
+ <translation type="unfinished"></translation>
+ </message>
+</context>
+</TS>
diff --git a/libs/preview_nif/src/previewnif.json b/libs/preview_nif/src/previewnif.json
new file mode 100644
index 0000000..0967ef4
--- /dev/null
+++ b/libs/preview_nif/src/previewnif.json
@@ -0,0 +1 @@
+{}