fix(ugc): transparent bricks drawn see-through in mixed models; dUgcServer in folders by role

- The client puts a shape in its sorted, blended pass only when its
  NiMaterialProperty alpha is under 0.99999 (ShaderCommon::GetAlphaFlags
  0x0109f5a0; the NiAlphaProperty blend flag isn't read); at 1.0 it's drawn
  solid with blending off. Transparent (and transparent glitter) shapes now
  get a material with alpha 0.9999, as the S01_Alpha shapes of the game's own
  brick models (res/BrickModels/ndmade) do; opaque shapes keep 1.0. Models
  with a transparent brick change; the others are byte for byte the same.
- dUgcServer's files move into Bricks/, Model/, Render/, Formats/ and
  Processing/ (the CMakeLists says what each holds); includes are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 19:51:13 -05:00
parent 2277cbd7e2
commit 7c32779e89
32 changed files with 70 additions and 25 deletions

View File

@@ -0,0 +1,723 @@
#include "UgcHsr.h"
#include <algorithm>
#include <array>
#include <cmath>
#include <limits>
#include <numeric>
#include "UgcThrottle.h"
namespace {
constexpr float INF = std::numeric_limits<float>::infinity();
constexpr float PI = 3.14159265358979f;
// Blender's default Glossy bounces (LU Toolbox leaves it)
constexpr int GLOSSY_BOUNCES = 4;
// Points on one triangle at most (very big triangles get their points further apart)
constexpr size_t MAX_POINTS = 4096;
// PCG32 (O'Neill), seeded per path so every path is the same whatever order they're traced in
class Random {
public:
explicit Random(uint64_t seed) {
m_State = 0;
Next();
m_State += seed;
Next();
}
uint32_t Next() {
const uint64_t old = m_State;
m_State = old * 6364136223846793005ull + 1442695040888963407ull;
const auto xorshifted = static_cast<uint32_t>(((old >> 18u) ^ old) >> 27u);
const auto rot = static_cast<uint32_t>(old >> 59u);
return (xorshifted >> rot) | (xorshifted << ((32u - rot) & 31u));
}
// In [0, 1)
float Float() { return static_cast<float>(Next() >> 8) * (1.0f / 16777216.0f); }
private:
uint64_t m_State;
};
uint64_t Mix(uint64_t h) {
h ^= h >> 33;
h *= 0xff51afd7ed558ccdull;
h ^= h >> 33;
h *= 0xc4ceb9fe1a85ec53ull;
h ^= h >> 33;
return h;
}
uint64_t PathSeed(uint64_t seed, uint64_t triangle, uint64_t point, uint64_t sample) {
return Mix(Mix(Mix(seed ^ 0x9E3779B97F4A7C15ull) ^ triangle) ^ (point << 16 | sample));
}
// Directions around a unit normal (Duff et al., "Building an Orthonormal Basis, Revisited")
void Basis(const glm::vec3& n, glm::vec3& t, glm::vec3& b) {
const float sign = std::copysign(1.0f, n.z);
const float a = -1.0f / (sign + n.z);
const float c = n.x * n.y * a;
t = glm::vec3(1.0f + sign * n.x * n.x * a, sign * c, -sign * n.x);
b = glm::vec3(c, sign + n.y * n.y * a, -n.y);
}
glm::vec3 CosineHemisphere(const glm::vec3& n, float u, float v) {
glm::vec3 t, b;
Basis(n, t, b);
const float r = std::sqrt(u), phi = 2.0f * PI * v;
return t * (r * std::cos(phi)) + b * (r * std::sin(phi)) + n * std::sqrt(std::max(0.0f, 1.0f - u));
}
/**
* Cycles' ensure_valid_reflection, which the Principled BSDF applies to its normal: N turned towards Ng just
* enough that the mirror reflection of I (towards where the light goes) stays above the surface.
*/
glm::vec3 EnsureValidReflection(const glm::vec3& ng, const glm::vec3& i, const glm::vec3& n) {
const auto r = 2.0f * glm::dot(n, i) * n - i;
const float threshold = std::min(0.9f * glm::dot(ng, i), 0.01f);
if (glm::dot(ng, r) >= threshold) return n;
const float ndotng = glm::dot(n, ng);
const auto x = glm::normalize(n - ndotng * ng);
const float ix = glm::dot(i, x), iz = glm::dot(i, ng);
const float ix2 = ix * ix, iz2 = iz * iz;
const float a = ix2 + iz2;
const float b = std::sqrt(std::max(ix2 * (a - threshold * threshold), 0.0f));
const float c = iz * threshold + a;
const float fac = 0.5f / a;
const float n1z2 = fac * (b + c), n2z2 = fac * (-b + c);
bool valid1 = n1z2 > 1e-5f && n1z2 <= 1.0f + 1e-5f;
bool valid2 = n2z2 > 1e-5f && n2z2 <= 1.0f + 1e-5f;
const auto root = [](float v) { return std::sqrt(std::max(v, 0.0f)); };
glm::vec2 chosen;
if (valid1 && valid2) {
const glm::vec2 n1(root(1.0f - n1z2), root(n1z2)), n2(root(1.0f - n2z2), root(n2z2));
const float r1 = 2.0f * (n1.x * ix + n1.y * iz) * n1.y - iz;
const float r2 = 2.0f * (n2.x * ix + n2.y * iz) * n2.y - iz;
valid1 = r1 >= 1e-5f;
valid2 = r2 >= 1e-5f;
if (valid1 && valid2) chosen = r1 < r2 ? n1 : n2;
else chosen = r1 > r2 ? n1 : n2;
} else if (valid1 || valid2) {
const float z2 = valid1 ? n1z2 : n2z2;
chosen = glm::vec2(root(1.0f - z2), root(z2));
} else {
return ng;
}
return chosen.x * x + chosen.y * ng;
}
float SchlickFresnel(float u) {
const float m = std::clamp(1.0f - u, 0.0f, 1.0f);
const float m2 = m * m;
return m2 * m2 * m;
}
float FresnelDielectricCos(float cosi, float eta) {
const float c = std::abs(cosi);
float g = eta * eta - 1.0f + c * c;
if (!(g > 0.0f)) return 1.0f;
g = std::sqrt(g);
const float a = (g - c) / (g + c);
const float b = (c * (g + c) - 1.0f) / (c * (g - c) + 1.0f);
return 0.5f * a * a * (1.0f + b * b);
}
/**
* The bake material: a new material's Principled BSDF (Blender 3.1: base color 0.8, specular 0.5, roughness 0.5,
* GGX) as Cycles 3.1 samples it, a diffuse closure (Burley, with retro-reflection) and a specular one (GGX with a
* dielectric Fresnel, IOR 1.5) picked by their sample weights. Only the directions a path takes and its throughput
* (for the Russian roulette) matter here.
*/
class Principled {
public:
static constexpr float BASE = 0.8f; // Base Color
static constexpr float ROUGHNESS = 0.5f; // Roughness
static constexpr float IOR = 1.5f; // (2 / (1 - sqrt(0.08 * Specular 0.5))) - 1
static constexpr float CSPEC0 = 0.04f; // Specular 0.5 * 0.08
// n: the material's normal (after EnsureValidReflection), i: towards where the path came from, ng: the
// geometric normal on the same side, sn: the shading normal. `first`: the bake point (Cycles' defensive
// sampling there); minRayPdf: the smallest bounce pdf so far (Cycles' Filter Glossy 1 blurs the specular)
Principled(const glm::vec3& n, const glm::vec3& i, const glm::vec3& ng, const glm::vec3& sn, bool first, float minRayPdf)
: m_N(n), m_I(i), m_Ng(ng), m_Sn(sn) {
m_F0 = FresnelDielectricCos(1.0f, IOR);
m_WeightDiffuse = BASE;
m_WeightSpecular = Fresnel(m_I, m_N); // the closure's weight 1 times its Fresnel color's average
if (first) {
const float sum = m_WeightDiffuse + m_WeightSpecular;
m_WeightDiffuse = std::max(m_WeightDiffuse, 0.125f * sum);
m_WeightSpecular = std::max(m_WeightSpecular, 0.125f * sum);
}
m_Alpha = std::clamp(ROUGHNESS * ROUGHNESS, 0.0f, 1.0f);
if (minRayPdf < 1.0f) m_Alpha = std::max(std::sqrt(1.0f - minRayPdf) * 0.5f, m_Alpha);
}
struct Sample {
glm::vec3 direction{};
float pdf{}; // of the mixture; 0: nothing sampled, the path ends
float throughput{}; // eval / pdf
bool glossy{};
};
Sample Draw(Random& random) const {
Sample sample;
const float pick = random.Float() * (m_WeightDiffuse + m_WeightSpecular);
const float u = random.Float(), v = random.Float();
float pdfDiffuse = 0.0f, pdfSpecular = 0.0f;
float eval = 0.0f;
if (pick < m_WeightDiffuse) {
sample.direction = CosineHemisphere(m_N, u, v);
if (!(glm::dot(m_Ng, sample.direction) > 0.0f)) return sample;
eval = EvalDiffuse(sample.direction, pdfDiffuse);
if (!(pdfDiffuse > 0.0f) || !(eval > 0.0f)) return sample;
if (!Transmission(sample.direction)) eval += EvalSpecular(sample.direction, pdfSpecular);
} else {
sample.glossy = true;
if (!SampleSpecular(u, v, sample.direction, eval, pdfSpecular)) return sample;
if (!Transmission(sample.direction)) eval += EvalDiffuse(sample.direction, pdfDiffuse);
}
sample.pdf = (pdfDiffuse * m_WeightDiffuse + pdfSpecular * m_WeightSpecular) / (m_WeightDiffuse + m_WeightSpecular);
sample.throughput = sample.pdf > 0.0f ? eval / sample.pdf : 0.0f;
return sample;
}
private:
// Cycles decides reflection or transmission by the shading normal; both closures only reflect
bool Transmission(const glm::vec3& l) const { return glm::dot(m_Sn, l) < 0.0f; }
float Fresnel(const glm::vec3& l, const glm::vec3& h) const {
const float fh = (FresnelDielectricCos(glm::dot(l, h), IOR) - m_F0) / (1.0f - m_F0);
return CSPEC0 * (1.0f - fh) + fh;
}
// bsdf_principled_diffuse_eval_reflect times the closure weight
float EvalDiffuse(const glm::vec3& l, float& pdf) const {
const float nl = glm::dot(m_N, l);
if (!(nl > 0.0f)) {
pdf = 0.0f;
return 0.0f;
}
pdf = nl / PI;
const float nv = glm::dot(m_N, m_I);
const float fv = SchlickFresnel(nv), fl = SchlickFresnel(nl);
float f = (1.0f - 0.5f * fv) * (1.0f - 0.5f * fl);
const float rr = ROUGHNESS * (glm::dot(l, m_I) + 1.0f);
f += rr * (fl + fv + fl * fv * (rr - 1.0f));
return BASE * nl / PI * f;
}
// bsdf_microfacet_ggx_eval_reflect (isotropic, Fresnel) times the closure weight 1
float EvalSpecular(const glm::vec3& l, float& pdf) const {
pdf = 0.0f;
const float cosNO = glm::dot(m_N, m_I), cosNI = glm::dot(m_N, l);
if (!(cosNI > 0.0f && cosNO > 0.0f) || m_Alpha * m_Alpha <= 1e-7f) return 0.0f;
const auto m = glm::normalize(l + m_I);
const float alpha2 = m_Alpha * m_Alpha;
const float cosThetaM = glm::dot(m_N, m);
const float cosThetaM2 = cosThetaM * cosThetaM;
const float tanThetaM2 = (1.0f - cosThetaM2) / cosThetaM2;
const float d = alpha2 / (PI * cosThetaM2 * cosThetaM2 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
const float g1o = 2.0f / (1.0f + std::sqrt(std::max(0.0f, 1.0f + alpha2 * (1.0f - cosNO * cosNO) / (cosNO * cosNO))));
const float g1i = 2.0f / (1.0f + std::sqrt(std::max(0.0f, 1.0f + alpha2 * (1.0f - cosNI * cosNI) / (cosNI * cosNI))));
const float common = d * 0.25f / cosNO;
pdf = g1o * common;
return Fresnel(l, m) * g1o * g1i * common;
}
// bsdf_microfacet_ggx_sample (isotropic): a visible normal (Heitz and d'Eon), the view reflected in it
bool SampleSpecular(float randu, float randv, glm::vec3& l, float& eval, float& pdf) const {
const float cosNO = glm::dot(m_N, m_I);
if (!(cosNO > 0.0f)) return false;
glm::vec3 x, y;
Basis(m_N, x, y);
// Stretch the view, sample the slopes, rotate and unstretch
auto local = glm::normalize(glm::vec3(m_Alpha * glm::dot(x, m_I), m_Alpha * glm::dot(y, m_I), cosNO));
float costheta = 1.0f, sintheta = 0.0f, cosphi = 1.0f, sinphi = 0.0f;
if (local.z < 0.99999f) {
costheta = local.z;
sintheta = std::sqrt(std::max(0.0f, 1.0f - costheta * costheta));
cosphi = local.x / sintheta;
sinphi = local.y / sintheta;
}
float slopeX, slopeY, g1o;
if (costheta >= 0.99999f) {
const float r = std::sqrt(randu / (1.0f - randu));
const float phi = 2.0f * PI * randv;
slopeX = r * std::cos(phi);
slopeY = r * std::sin(phi);
g1o = 1.0f;
} else {
const float tanThetaI = sintheta / costheta;
const float g1Inv = 0.5f * (1.0f + std::sqrt(std::max(0.0f, 1.0f + tanThetaI * tanThetaI)));
g1o = 1.0f / g1Inv;
const float a = 2.0f * randu * g1Inv - 1.0f;
const float aa = a * a;
const float tmp = 1.0f / (aa - 1.0f);
const float b = tanThetaI, bb = b * b;
const float dd = std::sqrt(std::max(0.0f, bb * (tmp * tmp) - (aa - bb) * tmp));
const float x1 = b * tmp - dd, x2 = b * tmp + dd;
slopeX = (a < 0.0f || x2 * tanThetaI > 1.0f) ? x1 : x2;
float s;
if (randv > 0.5f) {
s = 1.0f;
randv = 2.0f * (randv - 0.5f);
} else {
s = -1.0f;
randv = 2.0f * (0.5f - randv);
}
const float z = (randv * (randv * (randv * 0.27385f - 0.73369f) + 0.46341f)) / (randv * (randv * (randv * 0.093073f + 0.309420f) - 1.0f) + 0.597999f);
slopeY = s * z * std::sqrt(std::max(0.0f, 1.0f + slopeX * slopeX));
}
const float rotated = cosphi * slopeX - sinphi * slopeY;
slopeY = sinphi * slopeX + cosphi * slopeY;
slopeX = rotated * m_Alpha;
slopeY *= m_Alpha;
const auto localM = glm::normalize(glm::vec3(-slopeX, -slopeY, 1.0f));
const auto m = x * localM.x + y * localM.y + m_N * localM.z;
const float cosMO = glm::dot(m, m_I);
if (!(cosMO > 0.0f)) return false;
l = 2.0f * cosMO * m - m_I;
if (!(glm::dot(m_Ng, l) > 0.0f)) return false;
const float alpha2 = m_Alpha * m_Alpha;
const float cosThetaM2 = localM.z * localM.z;
const float tanThetaM2 = 1.0f / cosThetaM2 - 1.0f;
const float d = alpha2 / (PI * cosThetaM2 * cosThetaM2 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
const float cosNI = glm::dot(m_N, l);
const float g1i = 2.0f / (1.0f + std::sqrt(std::max(0.0f, 1.0f + alpha2 * (1.0f - cosNI * cosNI) / (cosNI * cosNI))));
const float common = g1o * d * 0.25f / cosNO;
pdf = common;
eval = g1i * common * Fresnel(l, m);
return pdf > 0.0f && eval > 0.0f;
}
glm::vec3 m_N, m_I, m_Ng, m_Sn;
float m_F0{};
float m_WeightDiffuse{}, m_WeightSpecular{};
float m_Alpha{};
};
struct Hit {
float t{ INF };
uint32_t triangle{ UINT32_MAX };
float u{}, v{}; // weights of the triangle's second and third vertex
};
/**
* A bounding volume hierarchy (binned surface area heuristic) over a mesh's triangles, for the paths' rays: the
* nearest hit. A ray never hits the triangle it leaves (`skip`), as in Cycles.
*/
class Bvh {
public:
explicit Bvh(const UgcModel::Mesh& mesh) {
const size_t count = mesh.TriangleCount();
std::vector<uint32_t> order(count);
std::iota(order.begin(), order.end(), 0u);
std::vector<glm::vec3> lo(count), hi(count), centre(count);
for (size_t t = 0; t < count; t++) {
const auto& a = mesh.positions[mesh.indices[t * 3]];
const auto& b = mesh.positions[mesh.indices[t * 3 + 1]];
const auto& c = mesh.positions[mesh.indices[t * 3 + 2]];
lo[t] = glm::min(a, glm::min(b, c));
hi[t] = glm::max(a, glm::max(b, c));
centre[t] = (lo[t] + hi[t]) * 0.5f;
}
if (count > 0) Build(order, lo, hi, centre);
m_Triangles.reserve(count);
for (const auto t : order) {
const auto& a = mesh.positions[mesh.indices[t * 3]];
m_Triangles.push_back({ a, mesh.positions[mesh.indices[t * 3 + 1]] - a, mesh.positions[mesh.indices[t * 3 + 2]] - a, t });
}
}
// The nearest triangle along the ray (unit direction) before `maxT`
Hit Closest(const glm::vec3& origin, const glm::vec3& direction, uint32_t skip, float maxT = INF) const {
Hit hit;
hit.t = maxT;
if (m_Nodes.empty()) return hit;
const auto inverse = Inverse(direction);
uint32_t stack[128];
int top = 0;
uint32_t index = 0;
while (true) {
const auto& node = m_Nodes[index];
if (node.count > 0) {
for (uint32_t i = node.first; i < node.first + node.count; i++) Intersect(m_Triangles[i], origin, direction, skip, hit);
} else {
const uint32_t left = node.first, right = node.first + 1;
const float tl = Enter(m_Nodes[left], origin, inverse, hit.t);
const float tr = Enter(m_Nodes[right], origin, inverse, hit.t);
if (tl <= tr) {
if (tr != INF && top < 128) stack[top++] = right;
if (tl != INF) { index = left; continue; }
} else {
if (tl != INF && top < 128) stack[top++] = left;
index = right;
continue;
}
}
// Next from the stack, skipping nodes now farther than the nearest hit
bool found = false;
while (top > 0) {
index = stack[--top];
if (Enter(m_Nodes[index], origin, inverse, hit.t) != INF) {
found = true;
break;
}
}
if (!found) break;
}
return hit;
}
private:
struct Node {
glm::vec3 min{ INF };
uint32_t first{}; // leaf: first triangle; inner: the left child (the right one follows it)
glm::vec3 max{ -INF };
uint32_t count{}; // triangles, 0 for inner nodes
};
// Where the ray enters the node's box, INF when it misses it before `maxT`
static float Enter(const Node& node, const glm::vec3& origin, const glm::vec3& inverse, float maxT) {
const auto t0 = (node.min - origin) * inverse;
const auto t1 = (node.max - origin) * inverse;
const auto near = glm::min(t0, t1), far = glm::max(t0, t1);
const float enter = std::max(std::max(near.x, near.y), std::max(near.z, 0.0f));
const float exit = std::min(std::min(far.x, far.y), std::min(far.z, maxT));
return enter <= exit ? enter : INF;
}
struct Triangle {
glm::vec3 a, e1, e2;
uint32_t index;
};
static glm::vec3 Inverse(const glm::vec3& d) {
const auto safe = [](float x) { return 1.0f / (std::abs(x) > 1e-20f ? x : std::copysign(1e-20f, x)); };
return { safe(d.x), safe(d.y), safe(d.z) };
}
// Möller-Trumbore; keeps the hit when it's nearer than hit.t
static bool Intersect(const Triangle& tri, const glm::vec3& origin, const glm::vec3& direction, uint32_t skip, Hit& hit) {
if (tri.index == skip) return false;
const auto p = glm::cross(direction, tri.e2);
const float det = glm::dot(tri.e1, p);
if (det == 0.0f) return false;
const float inv = 1.0f / det;
const auto s = origin - tri.a;
const float u = glm::dot(s, p) * inv;
if (u < 0.0f || u > 1.0f) return false;
const auto q = glm::cross(s, tri.e1);
const float v = glm::dot(direction, q) * inv;
if (v < 0.0f || u + v > 1.0f) return false;
const float t = glm::dot(tri.e2, q) * inv;
if (!(t > 0.0f) || t >= hit.t) return false;
hit.t = t;
hit.triangle = tri.index;
hit.u = u;
hit.v = v;
return true;
}
void Build(std::vector<uint32_t>& order, const std::vector<glm::vec3>& lo, const std::vector<glm::vec3>& hi, const std::vector<glm::vec3>& centre) {
constexpr int BINS = 16;
constexpr uint32_t LEAF = 4;
struct Task { uint32_t node, first, count; };
const auto area = [](const glm::vec3& min, const glm::vec3& max) {
const auto d = glm::max(max - min, glm::vec3(0.0f));
return d.x * d.y + d.y * d.z + d.z * d.x;
};
m_Nodes.reserve(order.size() * 2 / LEAF + 1);
m_Nodes.push_back({});
std::vector<Task> tasks{ { 0, 0, static_cast<uint32_t>(order.size()) } };
while (!tasks.empty()) {
const auto task = tasks.back();
tasks.pop_back();
Node node;
glm::vec3 cmin(INF), cmax(-INF);
for (uint32_t i = task.first; i < task.first + task.count; i++) {
node.min = glm::min(node.min, lo[order[i]]);
node.max = glm::max(node.max, hi[order[i]]);
cmin = glm::min(cmin, centre[order[i]]);
cmax = glm::max(cmax, centre[order[i]]);
}
node.first = task.first;
node.count = task.count;
int bestAxis = -1;
int bestSplit = 0;
float bestCost = static_cast<float>(task.count) * area(node.min, node.max); // not splitting
if (task.count > LEAF) {
for (int axis = 0; axis < 3; axis++) {
const float extent = cmax[axis] - cmin[axis];
if (!(extent > 0.0f)) continue;
struct Bin { glm::vec3 min{ INF }, max{ -INF }; uint32_t count{}; };
std::array<Bin, BINS> bins{};
const float scale = BINS / extent;
for (uint32_t i = task.first; i < task.first + task.count; i++) {
const auto t = order[i];
const int b = std::min(BINS - 1, static_cast<int>((centre[t][axis] - cmin[axis]) * scale));
bins[b].min = glm::min(bins[b].min, lo[t]);
bins[b].max = glm::max(bins[b].max, hi[t]);
bins[b].count++;
}
std::array<float, BINS - 1> leftCost{};
glm::vec3 lmin(INF), lmax(-INF);
uint32_t lcount = 0;
for (int b = 0; b < BINS - 1; b++) {
lmin = glm::min(lmin, bins[b].min);
lmax = glm::max(lmax, bins[b].max);
lcount += bins[b].count;
leftCost[b] = lcount ? lcount * area(lmin, lmax) : 0.0f;
}
glm::vec3 rmin(INF), rmax(-INF);
uint32_t rcount = 0;
for (int b = BINS - 1; b > 0; b--) {
rmin = glm::min(rmin, bins[b].min);
rmax = glm::max(rmax, bins[b].max);
rcount += bins[b].count;
const float cost = leftCost[b - 1] + (rcount ? rcount * area(rmin, rmax) : 0.0f);
if (rcount > 0 && rcount < task.count && cost < bestCost) {
bestCost = cost;
bestAxis = axis;
bestSplit = b;
}
}
}
}
if (bestAxis < 0) {
m_Nodes[task.node] = node;
continue;
}
const float extent = cmax[bestAxis] - cmin[bestAxis];
const float scale = BINS / extent;
auto* begin = order.data() + task.first;
auto* middle = std::partition(begin, begin + task.count, [&](uint32_t t) {
return std::min(BINS - 1, static_cast<int>((centre[t][bestAxis] - cmin[bestAxis]) * scale)) < bestSplit;
});
const auto leftCount = static_cast<uint32_t>(middle - begin);
node.first = static_cast<uint32_t>(m_Nodes.size());
node.count = 0;
m_Nodes[task.node] = node;
m_Nodes.push_back({});
m_Nodes.push_back({});
tasks.push_back({ node.first, task.first, leftCount });
tasks.push_back({ node.first + 1, task.first + leftCount, task.count - leftCount });
}
}
std::vector<Node> m_Nodes;
std::vector<Triangle> m_Triangles;
};
// LU Toolbox's ground plane: a box 1000 x 1000 x 100 whose top is at LDD y 0, black (a path hitting it ends)
float GroundHit(const glm::vec3& origin, const glm::vec3& direction, float maxT) {
static const glm::vec3 MIN(-500.0f, -100.0f, -500.0f), MAX(500.0f, 0.0f, 500.0f);
float enter = 0.0f, exit = maxT;
for (int axis = 0; axis < 3; axis++) {
if (std::abs(direction[axis]) < 1e-20f) {
if (origin[axis] < MIN[axis] || origin[axis] > MAX[axis]) return INF;
continue;
}
const float inv = 1.0f / direction[axis];
float t0 = (MIN[axis] - origin[axis]) * inv, t1 = (MAX[axis] - origin[axis]) * inv;
if (t0 > t1) std::swap(t0, t1);
enter = std::max(enter, t0);
exit = std::min(exit, t1);
if (enter > exit) return INF;
}
return enter;
}
class Tracer {
public:
Tracer(const UgcModel::Mesh& mesh, const UgcHsr::Options& options) : m_Mesh(mesh), m_Bvh(mesh), m_Options(options) {
m_Smooth = mesh.normals.size() == mesh.positions.size();
}
// The triangle's normal from its winding (unit; zero when it has no area)
glm::vec3 FaceNormal(uint32_t t) const {
const auto& a = m_Mesh.positions[m_Mesh.indices[t * 3]];
const auto n = glm::cross(m_Mesh.positions[m_Mesh.indices[t * 3 + 1]] - a, m_Mesh.positions[m_Mesh.indices[t * 3 + 2]] - a);
const float length = glm::length(n);
return length > 0.0f ? n / length : glm::vec3(0.0f);
}
// The vertex normals at barycentric w (Cycles' smooth normal: the face's own when they sum to nothing)
glm::vec3 ShadingNormal(uint32_t t, const glm::vec3& w, const glm::vec3& faceNormal) const {
if (!m_Smooth) return faceNormal;
const auto n = m_Mesh.normals[m_Mesh.indices[t * 3]] * w.x + m_Mesh.normals[m_Mesh.indices[t * 3 + 1]] * w.y + m_Mesh.normals[m_Mesh.indices[t * 3 + 2]] * w.z;
const float length = glm::length(n);
return length > 0.0f ? n / length : faceNormal;
}
glm::vec3 Position(uint32_t t, const glm::vec3& w) const {
return m_Mesh.positions[m_Mesh.indices[t * 3]] * w.x + m_Mesh.positions[m_Mesh.indices[t * 3 + 1]] * w.y + m_Mesh.positions[m_Mesh.indices[t * 3 + 2]] * w.z;
}
/**
* One path from point w (barycentric) of triangle t, as a Cycles diffuse bake traces it: whether it reaches the
* sky. The path bounces off the model in the directions the bake material draws until a bounce ray hits
* nothing, which is the sky. The sky isn't sampled directly: Cycles doesn't sample a world of one flat color as
* a light, so only rays that happen to leave count. Up to `bounces` bounces (4 of them glossy), and from the
* second bounce on the path may end early (Cycles' Russian roulette: it goes on with probability
* sqrt(throughput)).
*/
bool Escapes(uint32_t t, const glm::vec3& w, Random& random) const {
glm::vec3 ng = FaceNormal(t);
// The bake looks at the point along its smooth normal (the ray comes from there): that side is lit, and
// when the winding faces the other way Cycles treats it as the back of the face (both normals turned)
glm::vec3 n = ShadingNormal(t, w, ng);
glm::vec3 incoming = n;
if (glm::dot(ng, incoming) < 0.0f) {
ng = -ng;
n = -n;
}
glm::vec3 p = Position(t, w);
uint32_t self = t;
float throughput = 1.0f;
float minRayPdf = INF;
int glossy = 0;
for (int bounce = 0;; bounce++) {
// The material's normal: the Principled BSDF keeps its mirror reflection above the surface
const Principled material(EnsureValidReflection(ng, incoming, n), incoming, ng, n, bounce == 0, minRayPdf);
const auto sample = material.Draw(random);
// Nothing sampled (below the surface): the path ends
if (!(sample.pdf > 0.0f) || !(sample.throughput > 0.0f)) return false;
const auto& direction = sample.direction;
throughput *= sample.throughput;
minRayPdf = std::min(minRayPdf, sample.pdf);
const auto hit = m_Bvh.Closest(p, direction, self);
if (m_Options.groundPlane && GroundHit(p, direction, hit.t) < hit.t) return false;
if (hit.triangle == UINT32_MAX) return true;
// Past the bounce limits the next surface doesn't scatter (Cycles: Max Bounces, Glossy 4)
if (bounce + 1 > m_Options.bounces) return false;
if (sample.glossy && ++glossy > GLOSSY_BOUNCES) return false;
if (bounce + 1 >= 2) {
const float probability = std::min(std::sqrt(throughput), 1.0f);
if (random.Float() >= probability) return false;
throughput /= probability;
}
self = hit.triangle;
ng = FaceNormal(self);
n = ShadingNormal(self, glm::vec3(1.0f - hit.u - hit.v, hit.u, hit.v), ng);
incoming = -direction;
// Hit from behind: the back is lit (both normals turned towards the ray)
if (glm::dot(ng, incoming) < 0.0f) {
ng = -ng;
n = -n;
}
p = p + direction * hit.t;
}
}
private:
const UgcModel::Mesh& m_Mesh;
Bvh m_Bvh;
const UgcHsr::Options& m_Options;
bool m_Smooth{};
};
}
namespace UgcHsr {
std::vector<glm::vec3> SamplePoints(const glm::vec3& a, const glm::vec3& b, const glm::vec3& c, float spacing, size_t minimum) {
// Too small to lay out: the centre and one point towards each corner (the centres of its four halved-side
// triangles)
const std::vector<glm::vec3> fallback{ { 1.0f / 3, 1.0f / 3, 1.0f / 3 }, { 2.0f / 3, 1.0f / 6, 1.0f / 6 }, { 1.0f / 6, 2.0f / 3, 1.0f / 6 },
{ 1.0f / 6, 1.0f / 6, 2.0f / 3 } };
const std::array<glm::vec3, 3> corners{ a, b, c };
// The longest side from corner `first` to the next; the third is the apex
int first = 0;
float longest = -1.0f;
for (int i = 0; i < 3; i++) {
const float length = glm::length(corners[(i + 1) % 3] - corners[i]);
if (length > longest) {
longest = length;
first = i;
}
}
const float area = 0.5f * glm::length(glm::cross(b - a, c - a));
if (!(longest > 0.0f) || !(area > 0.0f) || !(spacing > 0.0f) || !std::isfinite(area)) return fallback;
minimum = std::min(minimum, MAX_POINTS);
// Very big triangles: points further apart, at most MAX_POINTS
spacing = std::max(spacing, std::sqrt(area / static_cast<float>(MAX_POINTS)));
const float height = 2.0f * area / longest;
std::vector<glm::vec3> points;
for (int attempt = 0; attempt < 16; attempt++) {
points.clear();
const int along = std::max(1, static_cast<int>(std::ceil(longest / spacing)));
const int rows = std::max(1, static_cast<int>(std::ceil(height / spacing)));
for (int row = 0; row < rows; row++) {
// v: from the longest side (0) to the apex (1); the row is (1 - v) of the side's length
const float v = (row + 0.5f) / rows;
const int count = std::max(1, static_cast<int>(std::lround(along * (1.0f - v))));
for (int j = 0; j < count; j++) {
const float u = (j + 0.5f) / count;
glm::vec3 w{};
w[first] = (1.0f - u) * (1.0f - v);
w[(first + 1) % 3] = u * (1.0f - v);
w[(first + 2) % 3] = v;
points.push_back(w);
}
}
if (points.size() >= minimum) break;
// Fewer than the minimum: closer together
spacing *= 0.95f * std::sqrt(static_cast<float>(points.size()) / static_cast<float>(minimum));
}
return points.size() < fallback.size() ? fallback : points;
}
std::vector<bool> Visible(const UgcModel::Mesh& mesh, const Options& options, uint64_t* pointCount, uint64_t* pathCount) {
const size_t triangles = mesh.TriangleCount();
std::vector<bool> visible(triangles, true);
if (triangles == 0) return visible;
const Tracer tracer(mesh, options);
const int samples = std::max(options.samples, 1);
uint64_t points = 0, paths = 0, sinceCheckpoint = 0;
for (uint32_t t = 0; t < triangles; t++) {
const auto& a = mesh.positions[mesh.indices[t * 3]];
const auto& b = mesh.positions[mesh.indices[t * 3 + 1]];
const auto& c = mesh.positions[mesh.indices[t * 3 + 2]];
// A triangle without area draws nothing (LU Toolbox's bake leaves it dark too): removed
if (tracer.FaceNormal(t) == glm::vec3(0.0f)) {
visible[t] = false;
continue;
}
const auto weights = SamplePoints(a, b, c, options.spacing, static_cast<size_t>(std::max(options.minPoints, 1)));
points += weights.size();
bool escaped = false;
// A path from each point, then another from each, ...: a triangle that's seen is usually known at once
for (int sample = 0; sample < samples && !escaped; sample++) {
for (size_t i = 0; i < weights.size(); i++) {
Random random(PathSeed(options.seed, t, i, static_cast<uint64_t>(sample)));
paths++;
if (tracer.Escapes(t, weights[i], random)) {
escaped = true;
break;
}
}
sinceCheckpoint += weights.size();
if (sinceCheckpoint >= 256) {
UgcThrottle::Checkpoint();
sinceCheckpoint = 0;
}
}
visible[t] = escaped;
}
if (pointCount) *pointCount = points;
if (pathCount) *pathCount = paths;
return visible;
}
Result RemoveHiddenFaces(UgcModel::Model& model, const Options& options) {
Result result;
auto& opaque = model.opaque;
result.trianglesBefore = opaque.TriangleCount() + model.transparent.TriangleCount();
if (opaque.Empty() || !options.enabled) return result;
result.kept = Visible(opaque, options, &result.points, &result.paths);
for (const bool kept : result.kept) result.trianglesRemoved += kept ? 0 : 1;
UgcModel::KeepTriangles(opaque, result.kept);
return result;
}
}

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#pragma once
#include <cstddef>
#include <cstdint>
#include <vector>
#include <glm/glm.hpp>
#include "UgcModel.h"
/**
* Hidden surface removal as LU Toolbox's Remove Hidden Faces decides it, without its texture: paths are traced from
* points on each opaque triangle under a sky of overwhelming brightness, bouncing off the model; a triangle none of
* whose paths reaches the sky is removed. So faces seen only through openings, or lit only by light bounced in
* (interiors, recesses), stay; faces sealed inside go. docs/UgcServer.md ("Hidden faces") has the details.
*/
namespace UgcHsr {
struct Options {
bool enabled{ true }; // remove_hidden_faces
bool groundPlane{ false }; // hsr_ground_plane: LU Toolbox's black box under the model (y 0 down to -100)
int samples{ 8 }; // hsr_samples: paths traced from each point (LU Toolbox's Samples)
int bounces{ 8 }; // hsr_bounces: bounces a path may take (the Cycles bake's Max Bounces)
float spacing{ 0.1143f }; // hsr_sample_spacing: LDD units between points (a stud is 0.8: 7 points along it)
int minPoints{ 28 }; // hsr_min_points: points on a triangle at least (LU Toolbox bakes 28 texels a triangle)
uint64_t seed{}; // of the paths' random numbers (the same seed gives the same result)
};
struct Result {
size_t trianglesBefore{}; // opaque and transparent
size_t trianglesRemoved{};
std::vector<bool> kept; // per opaque triangle before: whether it stayed
uint64_t points{}; // sample points traced from
uint64_t paths{}; // paths traced
};
/**
* Which triangles of `mesh` a path from them reaches the sky from (triangles without area: none). `mesh` is
* everything that occludes (the opaque bricks; transparent ones hide nothing, as in LU Toolbox).
*/
std::vector<bool> Visible(const UgcModel::Mesh& mesh, const Options& options, uint64_t* points = nullptr, uint64_t* paths = nullptr);
// Removes the opaque triangles that aren't Visible (nothing when options.enabled is off); transparent ones stay
Result RemoveHiddenFaces(UgcModel::Model& model, const Options& options);
/**
* The points on triangle a, b, c paths start from, as barycentric weights (of a, b, c): rows parallel to its
* longest side, `spacing` apart, with points `spacing` apart along each row (so about area / spacing^2 of them).
* When that gives fewer than `minimum` the rows and points are closer together until there are that many; at
* least 4 (its centre and one towards each corner), at most 4096 (big triangles get them further apart).
*/
std::vector<glm::vec3> SamplePoints(const glm::vec3& a, const glm::vec3& b, const glm::vec3& c, float spacing, size_t minimum = 4);
}

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#include "UgcIconParams.h"
#include <algorithm>
#include <cmath>
#include "GeneralUtils.h"
#include "json.hpp"
namespace {
using Options = UgcRender::IconOptions;
}
namespace UgcIconParams {
const std::vector<Param>& List() {
// Framing from LU Toolbox's icon renderer (its UGC render add-on's BrickBuild scene); the light matched to the
// brightness of the game's own model icons (res/textures/ui/inventory/models), docs/UgcServer.md
static const std::vector<Param> list = {
{ "yaw", "camera", "icon_yaw", "Angle around", "degrees", -180, 180, 1, 53.36f, "The camera's angle around the model, from its front.", [](Options& o, float v) { o.yawDegrees = v; } },
{ "pitch", "camera", "icon_pitch", "Angle above", "degrees", -89, 89, 1, 19.54f, "", [](Options& o, float v) { o.pitchDegrees = v; } },
{ "fov", "camera", "icon_fov", "Field of view", "degrees", 5, 90, 0.5f, 39.6f, "", [](Options& o, float v) { o.fovDegrees = v; } },
{ "margin", "framing", "icon_margin", "Border (zoom)", "", 0.5f, 3, 0.01f, 1.03f, "1 fills the icon, more leaves a border.", [](Options& o, float v) { o.margin = v; } },
{ "offsetX", "framing", "icon_offset_x", "Shift right", "", -0.5f, 0.5f, 0.01f, 0.0f, "Share of the icon's width.", [](Options& o, float v) { o.offsetX = v; } },
{ "offsetY", "framing", "icon_offset_y", "Shift up", "", -0.5f, 0.5f, 0.01f, 0.0f, "Share of the icon's height.", [](Options& o, float v) { o.offsetY = v; } },
{ "modelYaw", "model", "icon_model_yaw", "Model turned around", "degrees", -180, 180, 1, 0.0f, "The model turned around its up axis before the camera looks at it.", [](Options& o, float v) { o.modelYawDegrees = v; } },
{ "modelPitch", "model", "icon_model_pitch", "Model tipped forward", "degrees", -90, 90, 1, 0.0f, "Turned around its side axis, after the turn around.", [](Options& o, float v) { o.modelPitchDegrees = v; } },
{ "modelRoll", "model", "icon_model_roll", "Model rolled", "degrees", -180, 180, 1, 0.0f, "Turned around its front axis, last.", [](Options& o, float v) { o.modelRollDegrees = v; } },
{ "sunYaw", "sun", "icon_sun_yaw", "Sun around", "degrees", -180, 180, 1, 21.0f, "", [](Options& o, float v) { o.sunYawDegrees = v; } },
{ "sunPitch", "sun", "icon_sun_pitch", "Sun above", "degrees", -10, 90, 1, 50.3f, "", [](Options& o, float v) { o.sunPitchDegrees = v; } },
{ "sunStrength", "sun", "icon_sun_light", "Sun strength", "", 0, 10, 0.05f, 2.0f, "", [](Options& o, float v) { o.sunStrength = v; } },
{ "ambient", "light", "icon_world_light", "World light", "", 0, 2, 0.01f, 1.0f, "What every face gets.", [](Options& o, float v) { o.ambient = v; } },
{ "fill", "light", "icon_fill", "Fill light", "", 0, 5, 0.05f, 0.8f, "A light from the camera.", [](Options& o, float v) { o.fill = v; } },
{ "specular", "light", "icon_specular", "Highlights", "", 0, 2, 0.05f, 0.2f, "The sun's highlight on the plastic.", [](Options& o, float v) { o.specular = v; } },
{ "shininess", "light", "icon_shininess", "Highlight tightness", "", 1, 200, 1, 40.0f, "", [](Options& o, float v) { o.shininess = v; } },
{ "exposure", "look", "icon_exposure", "Exposure", "", 0.1f, 4, 0.05f, 2.6f, "Brightness of everything.", [](Options& o, float v) { o.exposure = v; } },
{ "contrast", "look", "icon_contrast", "Contrast", "", 0.5f, 1.5f, 0.01f, 1.0f, "", [](Options& o, float v) { o.contrast = v; } },
{ "shadows", "sun", "icon_shadow_strength", "Shadows", "", 0, 1, 0.05f, 0.4f, "How much the sun's shadows darken.", [](Options& o, float v) { o.shadows = v; } },
{ "aoStrength", "look", "icon_ao_strength", "Ambient occlusion", "", 0, 1, 0.05f, 0.0f,
"Occlusion worked out for the icon. Player models' meshes have theirs baked in already.", [](Options& o, float v) { o.ao.strength = v; o.ao.enabled = v > 0.0f; } },
};
return list;
}
const Param* Find(std::string_view key) {
const auto& list = List();
const auto it = std::find_if(list.begin(), list.end(), [key](const Param& p) { return p.key == key; });
return it != list.end() ? &*it : nullptr;
}
Values Parse(std::string_view text) {
Values values;
const auto json = nlohmann::json::parse(text, nullptr, false);
if (!json.is_object()) return values;
for (const auto& param : List()) {
const auto it = json.find(param.key);
if (it == json.end() || !it->is_number()) continue;
const auto value = it->get<float>();
if (std::isfinite(value)) values[param.key] = std::clamp(value, param.min, param.max);
}
return values;
}
std::string ToJson(const Values& values) {
nlohmann::json json = nlohmann::json::object();
for (const auto& [key, value] : values) {
if (Find(key)) json[key] = value;
}
return json.dump();
}
void Apply(UgcRender::IconOptions& options, const Values& values) {
for (const auto& [key, value] : values) {
if (const auto* param = Find(key)) param->apply(options, std::clamp(value, param->min, param->max));
}
}
UgcRender::IconOptions FromSettings(const std::function<std::optional<std::string>(const std::string&)>& get) {
UgcRender::IconOptions options;
for (const auto& param : List()) {
const auto text = get(param.setting);
const auto value = text ? GeneralUtils::TryParse<float>(*text) : std::nullopt;
param.apply(options, std::clamp(value.value_or(param.defaultValue), param.min, param.max));
}
return options;
}
std::string KindTarget(const std::string& kind) { return "kind:" + kind; }
std::string ModelTarget(int64_t id) { return "model:" + std::to_string(id); }
std::string CombinationTarget(const std::string& key) { return "combo:" + key; }
std::string ModelKind() { return "model"; }
std::string BuildKind(int32_t buildType) { return "build" + std::to_string(buildType); }
}

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#pragma once
#include <functional>
#include <map>
#include <optional>
#include <string>
#include <string_view>
#include <vector>
#include "UgcRender.h"
/**
* Everything about an icon's framing and lighting that can be set, listed once: its name (in presets and overrides),
* its setting (the shipped default, in ugcconfig.ini and the dashboard's settings), label, unit, range and default.
* The UGC server reads the settings through it, the dashboard builds its settings entries and the icon editor's
* controls from it, and presets and overrides are checked against it. Values for an icon come, each over the one
* before: the settings (icon_*), the kind's preset (player models, or a car or rocket build type) and the item's or
* module combination's own override, both stored in the database (ugc_icon_settings). Pure.
*/
namespace UgcIconParams {
struct Param {
std::string key; // in presets and overrides, e.g. "sunStrength"
std::string group; // what it is part of, for the editor: camera, framing, model, sun, light, look
std::string setting; // ugcconfig.ini, e.g. "icon_sun_strength"
std::string label;
std::string unit;
float min{};
float max{};
float step{};
float defaultValue{};
std::string description;
std::function<void(UgcRender::IconOptions&, float)> apply;
};
const std::vector<Param>& List();
const Param* Find(std::string_view key);
using Values = std::map<std::string, float>;
// Known keys only, numbers only, clamped to their ranges
Values Parse(std::string_view json);
std::string ToJson(const Values& values);
// Values over the options' own
void Apply(UgcRender::IconOptions& options, const Values& values);
// The options from the settings: `get` gives a setting's value (nullopt or unparsable: the parameter's default)
UgcRender::IconOptions FromSettings(const std::function<std::optional<std::string>(const std::string&)>& get);
// Where presets and overrides are stored (ugc_icon_settings.target)
std::string KindTarget(const std::string& kind); // "kind:model", "kind:build6"
std::string ModelTarget(int64_t id); // "model:<id>"
std::string CombinationTarget(const std::string& key); // "combo:<key>"
// The kind of a player model, and of a car or rocket of build type `buildType` (ModuleComponent.buildType)
std::string ModelKind();
std::string BuildKind(int32_t buildType);
}

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#include "UgcIconPose.h"
#include <algorithm>
#include <cmath>
#include <limits>
#include <glm/gtc/matrix_transform.hpp>
namespace UgcIconPose {
glm::vec3 CameraDirection(float yawDegrees, float pitchDegrees) {
const float yaw = glm::radians(yawDegrees), pitch = glm::radians(pitchDegrees);
return { std::sin(yaw) * std::cos(pitch), std::sin(pitch), std::cos(yaw) * std::cos(pitch) };
}
glm::vec2 DirectionAngles(const glm::vec3& direction) {
const float horizontal = std::sqrt(direction.x * direction.x + direction.z * direction.z);
return { glm::degrees(std::atan2(direction.x, direction.z)), glm::degrees(std::atan2(direction.y, horizontal)) };
}
glm::mat4 ModelRotation(float yawDegrees, float pitchDegrees, float rollDegrees) {
auto rotation = glm::rotate(glm::mat4(1.0f), glm::radians(yawDegrees), glm::vec3(0.0f, 1.0f, 0.0f));
rotation = glm::rotate(rotation, glm::radians(pitchDegrees), glm::vec3(1.0f, 0.0f, 0.0f));
return glm::rotate(rotation, glm::radians(rollDegrees), glm::vec3(0.0f, 0.0f, 1.0f));
}
glm::vec3 RotationAngles(const glm::mat4& m) {
// Ry*Rx*Rz: m[2][1] (column 2, row 1) is -sin(pitch); as three.js's Euler.setFromRotationMatrix for 'YXZ'
const float m13 = m[2][0], m23 = m[2][1], m33 = m[2][2];
const float m21 = m[0][1], m22 = m[1][1], m11 = m[0][0], m31 = m[0][2];
const float pitch = std::asin(std::clamp(-m23, -1.0f, 1.0f));
float yaw, roll;
if (std::abs(m23) < 0.9999999f) {
yaw = std::atan2(m13, m33);
roll = std::atan2(m21, m22);
} else {
yaw = std::atan2(-m31, m11);
roll = 0.0f;
}
return { glm::degrees(yaw), glm::degrees(pitch), glm::degrees(roll) };
}
glm::vec3 Frame::IconPoint(const glm::vec3& position) const {
const auto clip = viewProjection * glm::vec4(position, 1.0f);
const float w = clip.w > 1e-6f ? clip.w : 1e-6f;
return { 0.5f + offset.x + (clip.x / w - centerX) * scale * 0.5f, 0.5f - offset.y - (clip.y / w - centerY) * scale * 0.5f, clip.z / w };
}
glm::vec4 Frame::IconRect() const {
// Inverse of IconPoint at the icon's edges (0 and 1)
const float half = 2.0f / scale;
return { centerX + (0.0f - 0.5f - offset.x) * half, centerY + (0.5f - offset.y - 1.0f) * half,
centerX + (1.0f - 0.5f - offset.x) * half, centerY + (0.5f - offset.y) * half };
}
Frame Compute(const std::vector<const std::vector<glm::vec3>*>& positions, const Camera& camera) {
constexpr float INF = std::numeric_limits<float>::infinity();
Frame frame;
glm::vec3 min(INF), max(-INF);
for (const auto* list : positions) {
for (const auto& p : *list) {
min = glm::min(min, p);
max = glm::max(max, p);
}
}
if (min.x > max.x) {
frame.center = glm::vec3(0.0f);
frame.radius = 1.0f;
} else {
frame.center = (min + max) * 0.5f;
frame.radius = std::max(glm::length(max - min) * 0.5f, 0.01f);
}
const auto direction = CameraDirection(camera.yawDegrees, camera.pitchDegrees);
frame.fov = glm::radians(std::clamp(camera.fovDegrees, 1.0f, 120.0f));
frame.distance = frame.radius / std::sin(frame.fov * 0.5f);
frame.eye = frame.center + direction * frame.distance;
const float nearPlane = std::max(frame.distance - frame.radius * 1.5f, frame.distance * 0.01f);
frame.viewProjection = glm::perspective(frame.fov, 1.0f, nearPlane, frame.distance + frame.radius * 1.5f) *
glm::lookAt(frame.eye, frame.center, glm::vec3(0.0f, 1.0f, 0.0f));
float minX = INF, minY = INF, maxX = -INF, maxY = -INF;
for (const auto* list : positions) {
for (const auto& p : *list) {
const auto clip = frame.viewProjection * glm::vec4(p, 1.0f);
if (clip.w <= 0.0f) continue;
minX = std::min(minX, clip.x / clip.w);
maxX = std::max(maxX, clip.x / clip.w);
minY = std::min(minY, clip.y / clip.w);
maxY = std::max(maxY, clip.y / clip.w);
}
}
if (minX > maxX) return frame;
frame.centerX = (minX + maxX) * 0.5f;
frame.centerY = (minY + maxY) * 0.5f;
frame.scale = 2.0f / (std::max({ maxX - minX, maxY - minY, 1e-6f }) * std::max(camera.margin, 0.1f));
frame.offset = { camera.offsetX, camera.offsetY };
frame.ok = true;
return frame;
}
}

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#pragma once
#include <vector>
#include <glm/glm.hpp>
/**
* Where the icon's camera is and how the model is turned for it, worked out the same way in the icon renderer and in
* the dashboard's pose editor (static/js/ugc-pose.js mirrors these functions, so its 3D view shows what the icon
* will). Angles are degrees. Pure.
*
* The model is turned first (ModelRotation, about its origin), then the camera looks at the centre of its bounds from
* CameraDirection, as far away as makes the bounding sphere fill the field of view, and last the picture is cropped to
* the model's projected bounds (Frame): scaled so the larger side fills the icon less the margin, then shifted.
*/
namespace UgcIconPose {
// From the model towards the camera: yaw around +Y from +Z towards +X, pitch up from the ground
glm::vec3 CameraDirection(float yawDegrees, float pitchDegrees);
// The inverse: {yaw, pitch} of a direction (need not be unit length)
glm::vec2 DirectionAngles(const glm::vec3& direction);
// The model's turn: yaw around +Y, then pitch around +X, then roll around +Z (R = Ry * Rx * Rz, three.js's 'YXZ' Euler order)
glm::mat4 ModelRotation(float yawDegrees, float pitchDegrees, float rollDegrees);
// The inverse: {yaw, pitch, roll} of a rotation (pitch in -90..90; at +-90 the roll is folded into the yaw)
glm::vec3 RotationAngles(const glm::mat4& rotation);
struct Camera {
float yawDegrees{};
float pitchDegrees{};
float fovDegrees{ 40.0f };
float margin{ 1.0f }; // 1: the model's larger projected side fills the icon
float offsetX{}; // share of the icon's width the model is moved right
float offsetY{}; // and up
};
struct Frame {
bool ok{};
glm::vec3 center{}; // of the model's bounds
float radius{}; // half their diagonal
glm::vec3 eye{};
float fov{}; // radians
float distance{};
glm::mat4 viewProjection{ 1.0f };
float centerX{}, centerY{}; // centre of the projected bounds (NDC)
float scale{ 1.0f }; // NDC -> icon: 2 / (larger projected side * margin)
glm::vec2 offset{};
// A point's place in the icon: x right and y down, 0..1 across it, and its depth (NDC z)
glm::vec3 IconPoint(const glm::vec3& position) const;
// The icon's square in the camera's NDC: {minX, minY, maxX, maxY}
glm::vec4 IconRect() const;
};
// The frame of an already turned model's vertices (any number of lists)
Frame Compute(const std::vector<const std::vector<glm::vec3>*>& positions, const Camera& camera);
}

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#include "UgcRender.h"
#include <algorithm>
#include <cmath>
#include <limits>
#include <numeric>
#include <unordered_map>
#include <glm/gtc/matrix_transform.hpp>
#include "UgcIconPose.h"
#include "UgcPalette.h"
#include "UgcThrottle.h"
namespace {
constexpr float INF = std::numeric_limits<float>::infinity();
float Edge(const glm::vec3& a, const glm::vec3& b, float px, float py) {
return (b.x - a.x) * (py - a.y) - (b.y - a.y) * (px - a.x);
}
// Calls fragment(x, y, z, w0, w1, w2) for every pixel centre inside the screen-space triangle (x, y in pixels)
template<typename Fragment>
void Rasterize(int width, int height, const glm::vec3& a, const glm::vec3& b, const glm::vec3& c, Fragment&& fragment) {
const float area = Edge(a, b, c.x, c.y);
if (!(std::abs(area) > 1e-9f)) return;
const float inverse = 1.0f / area;
const int minX = std::max(0, static_cast<int>(std::floor(std::min({ a.x, b.x, c.x }))));
const int maxX = std::min(width - 1, static_cast<int>(std::ceil(std::max({ a.x, b.x, c.x }))));
const int minY = std::max(0, static_cast<int>(std::floor(std::min({ a.y, b.y, c.y }))));
const int maxY = std::min(height - 1, static_cast<int>(std::ceil(std::max({ a.y, b.y, c.y }))));
for (int y = minY; y <= maxY; y++) {
const float py = y + 0.5f;
for (int x = minX; x <= maxX; x++) {
const float px = x + 0.5f;
const float w0 = Edge(b, c, px, py) * inverse;
const float w1 = Edge(c, a, px, py) * inverse;
const float w2 = 1.0f - w0 - w1;
if (w0 < 0.0f || w1 < 0.0f || w2 < 0.0f) continue;
fragment(x, y, w0 * a.z + w1 * b.z + w2 * c.z, w0, w1, w2);
}
}
}
float ToLinear(float c) { return UgcPalette::SrgbToLinear(std::clamp(c, 0.0f, 1.0f)); }
float ToSrgb(float c) { return UgcPalette::LinearToSrgb(std::clamp(c, 0.0f, 1.0f)); }
// A bounding volume hierarchy over a mesh's triangles, for the occlusion rays
class Bvh {
public:
explicit Bvh(const UgcModel::Mesh& mesh) : m_Mesh(mesh) {
const size_t count = mesh.TriangleCount();
m_Order.resize(count);
std::iota(m_Order.begin(), m_Order.end(), 0u);
m_Centers.resize(count);
for (size_t t = 0; t < count; t++) m_Centers[t] = (Vertex(t, 0) + Vertex(t, 1) + Vertex(t, 2)) / 3.0f;
if (count > 0) Build(0, static_cast<uint32_t>(count));
Flatten();
}
// Whether a ray from `origin` along `direction` (unit) hits a triangle nearer than `maxDistance`
bool Hits(const glm::vec3& origin, const glm::vec3& direction, float maxDistance) const {
if (m_Nodes.empty()) return false;
const glm::vec3 inverse(1.0f / (std::abs(direction.x) > 1e-12f ? direction.x : 1e-12f), 1.0f / (std::abs(direction.y) > 1e-12f ? direction.y : 1e-12f),
1.0f / (std::abs(direction.z) > 1e-12f ? direction.z : 1e-12f));
uint32_t stack[64];
int top = 0;
stack[top++] = 0;
while (top > 0) {
const auto& node = m_Nodes[stack[--top]];
if (!BoxHit(node, origin, inverse, maxDistance)) continue;
if (node.count > 0) {
for (uint32_t i = node.first; i < node.first + node.count; i++) {
if (TriangleHit(m_Triangles[i], origin, direction, maxDistance)) return true;
}
} else if (top < 62) {
stack[top++] = node.first;
stack[top++] = node.first + 1;
}
}
return false;
}
private:
struct Node {
glm::vec3 min{};
glm::vec3 max{};
uint32_t first{}; // leaf: first triangle in m_Order; inner: the first of two children
uint32_t count{}; // triangles, 0 for inner nodes
};
glm::vec3 Vertex(size_t t, int k) const { return m_Mesh.positions[m_Mesh.indices[t * 3 + k]]; }
void Build(uint32_t first, uint32_t count) {
// Iterative, so deep trees don't use the stack
struct Task { uint32_t node, first, count; };
m_Nodes.push_back({});
std::vector<Task> tasks{ { 0, first, count } };
while (!tasks.empty()) {
const auto task = tasks.back();
tasks.pop_back();
Node node;
node.min = glm::vec3(INF);
node.max = glm::vec3(-INF);
glm::vec3 centerMin(INF), centerMax(-INF);
for (uint32_t i = task.first; i < task.first + task.count; i++) {
for (int k = 0; k < 3; k++) {
node.min = glm::min(node.min, Vertex(m_Order[i], k));
node.max = glm::max(node.max, Vertex(m_Order[i], k));
}
centerMin = glm::min(centerMin, m_Centers[m_Order[i]]);
centerMax = glm::max(centerMax, m_Centers[m_Order[i]]);
}
const auto extent = centerMax - centerMin;
const int axis = extent.x >= extent.y && extent.x >= extent.z ? 0 : extent.y >= extent.z ? 1 : 2;
if (task.count <= 4 || extent[axis] <= 0.0f) {
node.first = task.first;
node.count = task.count;
m_Nodes[task.node] = node;
continue;
}
const uint32_t half = task.count / 2;
auto* begin = m_Order.data() + task.first;
std::nth_element(begin, begin + half, begin + task.count, [&](uint32_t a, uint32_t b) { return m_Centers[a][axis] < m_Centers[b][axis]; });
node.first = static_cast<uint32_t>(m_Nodes.size());
node.count = 0;
m_Nodes[task.node] = node;
m_Nodes.push_back({});
m_Nodes.push_back({});
tasks.push_back({ node.first, task.first, half });
tasks.push_back({ node.first + 1, task.first + half, task.count - half });
}
}
static bool BoxHit(const Node& node, const glm::vec3& origin, const glm::vec3& inverse, float maxDistance) {
const auto t0 = (node.min - origin) * inverse;
const auto t1 = (node.max - origin) * inverse;
const auto near = glm::min(t0, t1), far = glm::max(t0, t1);
const float enter = std::max(std::max(near.x, near.y), std::max(near.z, 0.0f));
const float exit = std::min(std::min(far.x, far.y), std::min(far.z, maxDistance));
return enter <= exit;
}
struct Triangle {
glm::vec3 a, e1, e2;
};
// The triangles in leaf order, edges worked out once (the rays read them far more often than the tree is built)
void Flatten() {
m_Triangles.reserve(m_Order.size());
for (const auto t : m_Order) {
const auto a = Vertex(t, 0);
m_Triangles.push_back({ a, Vertex(t, 1) - a, Vertex(t, 2) - a });
}
}
static bool TriangleHit(const Triangle& triangle, const glm::vec3& origin, const glm::vec3& direction, float maxDistance) {
const auto& a = triangle.a;
const auto& e1 = triangle.e1;
const auto& e2 = triangle.e2;
const auto p = glm::cross(direction, e2);
const float det = glm::dot(e1, p);
if (std::abs(det) < 1e-12f) return false;
const float inv = 1.0f / det;
const auto s = origin - a;
const float u = glm::dot(s, p) * inv;
if (u < 0.0f || u > 1.0f) return false;
const auto q = glm::cross(s, e1);
const float v = glm::dot(direction, q) * inv;
if (v < 0.0f || u + v > 1.0f) return false;
const float distance = glm::dot(e2, q) * inv;
return distance > 1e-4f && distance < maxDistance;
}
const UgcModel::Mesh& m_Mesh;
std::vector<Triangle> m_Triangles;
std::vector<uint32_t> m_Order;
std::vector<glm::vec3> m_Centers;
std::vector<Node> m_Nodes;
};
float RadicalInverse(uint32_t bits) {
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return static_cast<float>(bits) * 2.3283064365386963e-10f;
}
// Looking at a sphere (center, radius) from direction `dir` (towards the viewer), square orthographic view
struct OrthoView {
glm::vec3 center{};
glm::vec3 dir{};
glm::vec3 right{};
glm::vec3 up{};
float radius{};
int resolution{};
OrthoView(const glm::vec3& center_, float radius_, const glm::vec3& dir_, int resolution_)
: center(center_), dir(dir_), radius(radius_), resolution(resolution_) {
const glm::vec3 worldUp = std::abs(dir.y) < 0.99f ? glm::vec3(0.0f, 1.0f, 0.0f) : glm::vec3(1.0f, 0.0f, 0.0f);
right = glm::normalize(glm::cross(worldUp, dir));
up = glm::cross(dir, right);
}
// x, y in pixels; z the distance from the camera plane (smaller is nearer)
glm::vec3 Project(const glm::vec3& p) const {
const auto offset = p - center;
const float scale = 0.5f * resolution / radius;
return { resolution * 0.5f + glm::dot(offset, right) * scale, resolution * 0.5f - glm::dot(offset, up) * scale, radius - glm::dot(offset, dir) };
}
float PixelSize() const { return 2.0f * radius / resolution; }
};
}
namespace UgcRender {
std::vector<float> AmbientOcclusion(const UgcModel::Mesh& mesh, const UgcModel::Mesh& occluders, float distance, int samples) {
std::vector<float> ao(mesh.positions.size(), 1.0f);
if (occluders.Empty() || samples <= 0 || distance <= 0.0f || mesh.normals.size() != mesh.positions.size()) return ao;
const Bvh bvh(occluders);
const auto count = static_cast<uint32_t>(samples);
// Vertices at the same place facing the same way (bricks' shared corners) are worked out once
struct Key {
int32_t p[3], n[3];
bool operator==(const Key& o) const { return std::equal(p, p + 3, o.p) && std::equal(n, n + 3, o.n); }
};
struct KeyHash {
size_t operator()(const Key& k) const {
size_t h = 1469598103934665603ull;
for (int i = 0; i < 3; i++) h = (h ^ static_cast<uint32_t>(k.p[i])) * 1099511628211ull ^ static_cast<uint32_t>(k.n[i]) * 0x9E3779B97F4A7C15ull;
return h;
}
};
std::unordered_map<Key, float, KeyHash> known;
known.reserve(mesh.positions.size());
for (size_t v = 0; v < mesh.positions.size(); v++) {
if ((v & 0xFF) == 0) UgcThrottle::Checkpoint();
const auto& normal = mesh.normals[v];
const Key key{ { static_cast<int32_t>(std::lround(mesh.positions[v].x * 1000.0f)), static_cast<int32_t>(std::lround(mesh.positions[v].y * 1000.0f)),
static_cast<int32_t>(std::lround(mesh.positions[v].z * 1000.0f)) }, { static_cast<int32_t>(std::lround(normal.x * 100.0f)),
static_cast<int32_t>(std::lround(normal.y * 100.0f)), static_cast<int32_t>(std::lround(normal.z * 100.0f)) } };
if (const auto it = known.find(key); it != known.end()) {
ao[v] = it->second;
continue;
}
if (glm::dot(normal, normal) < 0.5f) continue;
// A frame around the normal
const glm::vec3 helper = std::abs(normal.x) < 0.9f ? glm::vec3(1, 0, 0) : glm::vec3(0, 1, 0);
const auto tangent = glm::normalize(glm::cross(helper, normal));
const auto bitangent = glm::cross(normal, tangent);
// Hammersley points, turned by an amount of the vertex's own (fixed) so neighbours don't band
const float turn = static_cast<float>((v * 0x9E3779B9u) >> 8 & 0xFFFFFF) / 16777216.0f;
const auto origin = mesh.positions[v] + normal * 1e-3f;
uint32_t open = 0;
for (uint32_t i = 0; i < count; i++) {
const float u = (i + 0.5f) / static_cast<float>(count);
const float phi = 2.0f * 3.14159265f * std::fmod(RadicalInverse(i) + turn, 1.0f);
const float r = std::sqrt(u), z = std::sqrt(std::max(0.0f, 1.0f - u));
const auto direction = tangent * (r * std::cos(phi)) + bitangent * (r * std::sin(phi)) + normal * z;
if (!bvh.Hits(origin, direction, distance)) open++;
}
ao[v] = static_cast<float>(open) / static_cast<float>(count);
known.emplace(key, ao[v]);
}
return ao;
}
std::vector<float> BakeAo(UgcModel::Model& model, const AoOptions& options) {
auto& opaque = model.opaque;
if (!options.enabled || opaque.Empty()) return {};
auto ao = AmbientOcclusion(opaque, opaque, options.distance, options.samples);
const float strength = std::clamp(options.strength, 0.0f, 1.0f);
for (size_t v = 0; v < opaque.colors.size() && v < ao.size(); v++) {
glm::vec3 lit(1.0f - strength * (1.0f - ao[v]));
if (v < opaque.glow.size()) lit += opaque.glow[v] * options.glowStrength;
lit = glm::clamp(lit, 0.0f, 1.0f);
auto& color = opaque.colors[v];
color.r = ToSrgb(ToLinear(color.r) * lit.r);
color.g = ToSrgb(ToLinear(color.g) * lit.g);
color.b = ToSrgb(ToLinear(color.b) * lit.b);
}
return ao;
}
Image RenderIcon(const UgcModel::Model& source, const IconOptions& options, const std::vector<float>* opaqueAo) {
const int size = std::clamp(options.size, 8, 1024);
const int supersample = std::clamp(options.supersample, 1, 8);
const int n = size * supersample;
Image image{ size, size, std::vector<uint8_t>(static_cast<size_t>(size) * size * 4, 0) };
if (source.Empty()) return image;
UgcModel::Model model = source;
const auto rotation = UgcIconPose::ModelRotation(options.modelYawDegrees, options.modelPitchDegrees, options.modelRollDegrees) * options.modelRotation;
model.opaque.Transform(rotation);
model.transparent.Transform(rotation);
// The camera and the crop to the model's projected bounds (shared with the dashboard's pose editor)
const auto frame = UgcIconPose::Compute({ &model.opaque.positions, &model.transparent.positions },
{ options.yawDegrees, options.pitchDegrees, options.fovDegrees, options.margin, options.offsetX, options.offsetY });
if (!frame.ok) return image;
const glm::vec3 center = frame.center;
const float radius = frame.radius;
const glm::vec3 eye = frame.eye;
const glm::vec3 dir = glm::normalize(eye - center);
const auto project = [&](const glm::vec3& position) {
const auto point = frame.IconPoint(position);
return glm::vec3(point.x * n, point.y * n, point.z);
};
// Linear, premultiplied
std::vector<glm::vec4> color(static_cast<size_t>(n) * n, glm::vec4(0.0f));
std::vector<float> depth(static_cast<size_t>(n) * n, INF);
const float sunYaw = glm::radians(options.sunYawDegrees), sunPitch = glm::radians(options.sunPitchDegrees);
const glm::vec3 light = glm::normalize(glm::vec3(std::sin(sunYaw) * std::cos(sunPitch), std::sin(sunPitch), std::cos(sunYaw) * std::cos(sunPitch)));
// Ambient occlusion darkens the world light (opaque bricks only, as they are what occludes)
std::vector<float> ao;
if (options.ao.enabled) {
ao = opaqueAo && opaqueAo->size() == model.opaque.positions.size() ? *opaqueAo : AmbientOcclusion(model.opaque, model.opaque, options.ao.distance, options.ao.samples);
}
// The sun's shadows: a depth map seen from the sun, looked up with a few taps for the sun's soft edge
const int shadowSize = 1024;
const OrthoView sunView(center, radius * 1.05f, light, shadowSize);
std::vector<float> shadowDepth;
if (options.shadows > 0.0f) {
shadowDepth.assign(static_cast<size_t>(shadowSize) * shadowSize, INF);
const auto& mesh = model.opaque;
std::vector<glm::vec3> screen(mesh.positions.size());
for (size_t v = 0; v < mesh.positions.size(); v++) screen[v] = sunView.Project(mesh.positions[v]);
for (size_t i = 0; i + 2 < mesh.indices.size(); i += 3) {
if ((i & 0xFFFF) == 0) UgcThrottle::Checkpoint();
Rasterize(shadowSize, shadowSize, screen[mesh.indices[i]], screen[mesh.indices[i + 1]], screen[mesh.indices[i + 2]], [&](int x, int y, float z, float, float, float) {
auto& stored = shadowDepth[static_cast<size_t>(y) * shadowSize + x];
stored = std::min(stored, z);
});
}
}
const float shadowBias = sunView.PixelSize() * 2.0f;
const auto sunlit = [&](const glm::vec3& position) {
if (shadowDepth.empty()) return 1.0f;
const auto p = sunView.Project(position);
float lit = 0.0f;
for (int dy = -1; dy <= 1; dy++) {
for (int dx = -1; dx <= 1; dx++) {
const int x = static_cast<int>(p.x) + dx, y = static_cast<int>(p.y) + dy;
if (x < 0 || y < 0 || x >= shadowSize || y >= shadowSize || p.z <= shadowDepth[static_cast<size_t>(y) * shadowSize + x] + shadowBias) lit += 1.0f;
}
}
const float shadowed = 1.0f - lit / 9.0f;
return 1.0f - std::clamp(options.shadows, 0.0f, 1.0f) * shadowed;
};
const glm::vec3 toCamera = glm::normalize(dir);
const glm::vec3 halfway = glm::normalize(light + toCamera);
bool anyGlitter = false;
for (const auto* mesh : { &model.opaque, &model.transparent }) {
anyGlitter = anyGlitter || std::find(mesh->looks.begin(), mesh->looks.end(), UgcModel::eLook::GLITTER) != mesh->looks.end();
}
const auto glitterAlpha = anyGlitter ? UgcGlitter::FleckAlpha(options.glitter.flecks) : std::vector<uint8_t>{};
const auto shade = [&](const UgcModel::Mesh& mesh, bool isOpaque, uint32_t i0, uint32_t i1, uint32_t i2, float w0, float w1, float w2) {
glm::vec3 normal(0.0f, 1.0f, 0.0f);
if (mesh.normals.size() == mesh.positions.size()) {
normal = mesh.normals[i0] * w0 + mesh.normals[i1] * w1 + mesh.normals[i2] * w2;
const auto length = glm::length(normal);
normal = length > 0.0f ? normal / length : glm::vec3(0.0f, 1.0f, 0.0f);
if (glm::dot(normal, dir) < 0.0f) normal = -normal; // the back of a face
}
glm::vec4 base(0.63f, 0.63f, 0.63f, 1.0f);
if (mesh.colors.size() == mesh.positions.size()) base = mesh.colors[i0] * w0 + mesh.colors[i1] * w1 + mesh.colors[i2] * w2;
const float occlusion = isOpaque && ao.size() == mesh.positions.size() ? ao[i0] * w0 + ao[i1] * w1 + ao[i2] * w2 : 1.0f;
const float strength = std::clamp(options.ao.strength, 0.0f, 1.0f);
const auto position = mesh.positions[i0] * w0 + mesh.positions[i1] * w1 + mesh.positions[i2] * w2;
const float direct = std::max(0.0f, glm::dot(normal, light));
const float sun = direct > 0.0f ? sunlit(position + normal * shadowBias) : 0.0f;
// Diffuse: the world's light (radiance `ambient`), a fill from the camera and the sun's (irradiances, over pi)
const float lighting = options.ambient * (1.0f - strength * (1.0f - occlusion)) +
(options.fill * std::max(0.0f, glm::dot(normal, toCamera)) + options.sunStrength * direct * sun) / 3.14159265f;
// The sun's highlight (Blinn-Phong), white, on top of the color
const float highlight = direct > 0.0f ? options.specular * options.sunStrength / 3.14159265f * sun * std::pow(std::max(0.0f, glm::dot(normal, halfway)), std::max(options.shininess, 1.0f)) : 0.0f;
const float exposure = std::max(options.exposure, 0.0f);
const auto look = mesh.looks.size() == mesh.positions.size() && (isOpaque || mesh.looks[i0] == UgcModel::eLook::GLITTER) ? mesh.looks[i0] : UgcModel::eLook::PLASTIC;
if (look == UgcModel::eLook::GLITTER) {
// LEGO-AnimUV: lerp(vertex color, the texture's white, its alpha), then lit as plastic
const float fleck = UgcGlitter::Sample(glitterAlpha, UgcGlitter::Uv(position, normal, options.glitter.tile));
base = glm::vec4(glm::mix(glm::vec3(base), glm::vec3(1.0f), fleck), base.a);
}
if (look == UgcModel::eLook::PLASTIC || look == UgcModel::eLook::GLITTER) {
return glm::vec4((ToLinear(base.r) * lighting + highlight) * exposure, (ToLinear(base.g) * lighting + highlight) * exposure,
(ToLinear(base.b) * lighting + highlight) * exposure, std::clamp(base.a, 0.0f, 1.0f));
}
const glm::vec3 linear(ToLinear(base.r), ToLinear(base.g), ToLinear(base.b));
glm::vec3 shaded = (linear * lighting + glm::vec3(highlight)) * exposure;
if (look == UgcModel::eLook::METAL || look == UgcModel::eLook::BRUSHED) {
// A reflection of a bright sky over a dark ground, tinted by the color (polished: sharp; brushed: blurred
// and duller), over a dimmed diffuse light, and the sun's highlight in the metal's color
const bool polished = look == UgcModel::eLook::METAL;
const auto reflected = glm::reflect(-toCamera, normal);
const float up = polished ? glm::smoothstep(-0.15f, 0.5f, reflected.y) : 0.5f + 0.5f * reflected.y;
const float environment = glm::mix(0.06f, polished ? 1.1f : 0.75f, up);
const float spot = direct > 0.0f ? options.sunStrength / 3.14159265f * sun *
std::pow(std::max(0.0f, glm::dot(normal, halfway)), polished ? 180.0f : 30.0f) * (polished ? 4.0f : 1.2f) : 0.0f;
shaded = linear * (lighting * 0.35f + environment + spot) * exposure;
} else if (look == UgcModel::eLook::GLOW) {
// LEGO-Emissive: lerp(lit, vertex color, vertex alpha * the material's emissive red)
shaded = glm::mix(shaded, linear, std::clamp(options.glowEmissive, 0.0f, 1.0f));
}
return glm::vec4(shaded, std::clamp(base.a, 0.0f, 1.0f));
};
// Opaque first, with the depth buffer
{
const auto& mesh = model.opaque;
std::vector<glm::vec3> screen(mesh.positions.size());
for (size_t v = 0; v < mesh.positions.size(); v++) screen[v] = project(mesh.positions[v]);
for (size_t i = 0; i + 2 < mesh.indices.size(); i += 3) {
const auto i0 = mesh.indices[i], i1 = mesh.indices[i + 1], i2 = mesh.indices[i + 2];
Rasterize(n, n, screen[i0], screen[i1], screen[i2], [&](int x, int y, float z, float w0, float w1, float w2) {
const size_t index = static_cast<size_t>(y) * n + x;
if (z >= depth[index]) return;
depth[index] = z;
const auto shaded = shade(mesh, true, i0, i1, i2, w0, w1, w2);
color[index] = glm::vec4(glm::vec3(shaded), 1.0f);
});
}
}
// Then transparent triangles, farthest first, blended over it
{
const auto& mesh = model.transparent;
std::vector<glm::vec3> screen(mesh.positions.size());
for (size_t v = 0; v < mesh.positions.size(); v++) screen[v] = project(mesh.positions[v]);
std::vector<size_t> order(mesh.indices.size() / 3);
std::iota(order.begin(), order.end(), 0);
const auto depthOf = [&](size_t t) { return screen[mesh.indices[t * 3]].z + screen[mesh.indices[t * 3 + 1]].z + screen[mesh.indices[t * 3 + 2]].z; };
std::sort(order.begin(), order.end(), [&](size_t a, size_t b) { return depthOf(a) > depthOf(b); });
for (const auto t : order) {
const auto i0 = mesh.indices[t * 3], i1 = mesh.indices[t * 3 + 1], i2 = mesh.indices[t * 3 + 2];
Rasterize(n, n, screen[i0], screen[i1], screen[i2], [&](int x, int y, float z, float w0, float w1, float w2) {
const size_t index = static_cast<size_t>(y) * n + x;
if (z >= depth[index]) return;
const auto shaded = shade(mesh, false, i0, i1, i2, w0, w1, w2);
const float alpha = shaded.a;
auto& target = color[index];
target = glm::vec4(glm::vec3(shaded) * alpha + glm::vec3(target) * (1.0f - alpha), alpha + target.a * (1.0f - alpha));
});
}
}
// Box filter down to the icon's size
const float samples = static_cast<float>(supersample * supersample);
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++) {
glm::vec4 sum(0.0f);
for (int sy = 0; sy < supersample; sy++) {
for (int sx = 0; sx < supersample; sx++) sum += color[static_cast<size_t>(y * supersample + sy) * n + (x * supersample + sx)];
}
sum /= samples;
uint8_t* out = &image.rgba[(static_cast<size_t>(y) * size + x) * 4];
if (sum.a <= 0.0f) continue;
// sRGB, then the contrast around its middle grey
const auto tone = [&options](float linear) { return std::clamp(0.5f + (ToSrgb(linear) - 0.5f) * options.contrast, 0.0f, 1.0f); };
out[0] = static_cast<uint8_t>(std::lround(tone(sum.r / sum.a) * 255.0f));
out[1] = static_cast<uint8_t>(std::lround(tone(sum.g / sum.a) * 255.0f));
out[2] = static_cast<uint8_t>(std::lround(tone(sum.b / sum.a) * 255.0f));
out[3] = static_cast<uint8_t>(std::lround(std::clamp(sum.a, 0.0f, 1.0f) * 255.0f));
}
}
return image;
}
}

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#pragma once
#include <cstdint>
#include <vector>
#include <glm/glm.hpp>
#include "UgcGlitter.h"
#include "UgcModel.h"
/**
* A small software rasterizer (no GPU or display needed) for what the UGC server draws: the icons, and the occlusion
* rays that bake ambient occlusion into the vertex colors.
*/
namespace UgcRender {
// 8-bit RGBA, rows top to bottom, not premultiplied
struct Image {
int width{};
int height{};
std::vector<uint8_t> rgba;
};
struct AoOptions {
bool enabled{ true };
float distance{ 5.0f }; // LU Toolbox's AO distance (Bake Lighting, AO Only)
int samples{ 64 }; // rays per vertex (AO Samples)
float strength{ 1.0f }; // 0 leaves the colors, 1 is the full bake
float glowStrength{ 6.0f }; // what glowing colors add to the light (Glow Strength 3 x Glow Multiplier 2)
};
/**
* How an icon is drawn. The values that can be set (settings icon_*, presets and overrides) are listed once, with
* their ranges and shipped defaults, in UgcIconParams; the ones here are only what the struct starts with.
*/
struct IconOptions {
int size{ 128 };
int supersample{ 4 };
float yawDegrees{ 53.36f }; // camera around the model, from +Z towards +X
float pitchDegrees{ 19.54f }; // camera above the model
float fovDegrees{ 39.6f };
float margin{ 1.03f }; // 1 fills the icon, more leaves a border
float offsetX{}; // the model moved right by this share of the icon's width (after framing)
float offsetY{}; // and up by this share of its height
float modelYawDegrees{}; // the model turned (UgcIconPose::ModelRotation), after modelRotation
float modelPitchDegrees{};
float modelRollDegrees{};
glm::mat4 modelRotation{ 1.0f }; // the model's own turn before that (a build type's AdditionalModelRotation)
float sunYawDegrees{ 21.0f };
float sunPitchDegrees{ 50.3f };
float sunStrength{ 2.5f };
float ambient{ 0.192f }; // the world light (radiance) every face gets
float fill{ 0.0f }; // a light from the camera (irradiance), what lifts the sides facing the viewer
float specular{ 0.0f }; // the sun's highlight on the plastic
float shininess{ 60.0f }; // how tight the highlight is
float exposure{ 1.0f }; // everything times this before it's written as sRGB
float contrast{ 1.0f }; // around the middle grey of the sRGB result
float shadows{ 1.0f }; // how much the sun's shadows darken, 0 to 1
AoOptions ao{ false, 5.0f, 32, 1.0f, 0.0f };
float glowEmissive{ 1.0f }; // how far glowing shapes go from lit to their plain color (the glow_emissive setting)
UgcGlitter::Params glitter; // the glitter's flecks (glitter_size, glitter_density), drawn where they are at the start
};
// The model drawn from the icon's camera, framed to fit, on a transparent background. `opaqueAo`: the opaque mesh's
// ambient occlusion (AmbientOcclusion) when it is known already, else it is worked out when options.ao wants it.
// Opaque vertices with a look (UgcModel::Mesh::looks) are drawn roughly as the game's shaders draw them: GLOW goes
// from lit to its plain color by glowEmissive (LEGO-Emissive), METAL and BRUSHED dim the diffuse light and add a
// sky-and-ground reflection tinted by the color and a highlight, sharp for polished metal and broad for brushed
// steel (Polished Metal, Brushed Steel: an environment map tinted by the vertex color). GLITTER vertices (opaque or
// transparent) get the glitter texture's white flecks over their color before the light (LEGO-AnimUV), still.
Image RenderIcon(const UgcModel::Model& model, const IconOptions& options, const std::vector<float>* opaqueAo = nullptr);
/**
* Ambient occlusion of each vertex of `mesh`: the share of `samples` rays (cosine weighted around the vertex
* normal, the same pattern every time) that leave without hitting a triangle of `occluders` within `distance`.
* 1 is open, 0 fully hidden.
*/
std::vector<float> AmbientOcclusion(const UgcModel::Mesh& mesh, const UgcModel::Mesh& occluders, float distance, int samples);
/**
* LU Toolbox's Bake Lighting with AO Only (its defaults): the opaque mesh's occlusion (transparent bricks are hidden
* while baking and not baked) plus the glow colors, multiplied into the vertex colors.
*/
std::vector<float> BakeAo(UgcModel::Model& model, const AoOptions& options); // the occlusion used, per opaque vertex
}