#include "UgcRender.h" #include #include #include #include #include #include #include "UgcIconPose.h" #include "UgcPalette.h" #include "UgcThrottle.h" namespace { constexpr float INF = std::numeric_limits::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 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(std::floor(std::min({ a.x, b.x, c.x })))); const int maxX = std::min(width - 1, static_cast(std::ceil(std::max({ a.x, b.x, c.x })))); const int minY = std::max(0, static_cast(std::floor(std::min({ a.y, b.y, c.y })))); const int maxY = std::min(height - 1, static_cast(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(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 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(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 m_Triangles; std::vector m_Order; std::vector m_Centers; std::vector 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(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; } }; void Bounds(const UgcModel::Model& model, glm::vec3& center, float& radius) { glm::vec3 min{}, max{}; if (!model.Bounds(min, max)) { center = glm::vec3(0.0f); radius = 1.0f; return; } center = (min + max) * 0.5f; radius = std::max(glm::length(max - min) * 0.5f, 0.01f); } } namespace UgcRender { std::vector SphereDirections() { const float t = (1.0f + std::sqrt(5.0f)) / 2.0f; const std::vector corners = { { -1, t, 0 }, { 1, t, 0 }, { -1, -t, 0 }, { 1, -t, 0 }, { 0, -1, t }, { 0, 1, t }, { 0, -1, -t }, { 0, 1, -t }, { t, 0, -1 }, { t, 0, 1 }, { -t, 0, -1 }, { -t, 0, 1 }, }; std::vector directions; for (const auto& corner : corners) directions.push_back(glm::normalize(corner)); // Edge centres: the pairs of corners that are neighbours (the shortest distance apart) const float edge = glm::length(corners[0] - corners[1]); for (size_t i = 0; i < corners.size(); i++) { for (size_t j = i + 1; j < corners.size(); j++) { if (std::abs(glm::length(corners[i] - corners[j]) - edge) < 1e-3f) directions.push_back(glm::normalize(corners[i] + corners[j])); } } return directions; } OptimizeResult Optimize(UgcModel::Model& model, const OptimizeOptions& options) { OptimizeResult result; auto& opaque = model.opaque; result.trianglesBefore = opaque.TriangleCount() + model.transparent.TriangleCount(); if (opaque.Empty() || !options.removeHidden) return result; glm::vec3 center{}; float radius{}; Bounds(model, center, radius); radius *= 1.02f; const int resolution = std::clamp(options.resolution, 64, 4096); const size_t pixels = static_cast(resolution) * resolution; std::vector depth(pixels); std::vector ids(pixels); std::vector screen(opaque.positions.size()); const size_t triangles = opaque.TriangleCount(); std::vector visible(triangles, false); std::vector facing(triangles, true); std::vector faceNormals(triangles, glm::vec3(0.0f)); for (size_t t = 0; t < triangles; t++) { if (opaque.normals.size() != opaque.positions.size()) break; faceNormals[t] = glm::normalize(opaque.normals[opaque.indices[t * 3]] + opaque.normals[opaque.indices[t * 3 + 1]] + opaque.normals[opaque.indices[t * 3 + 2]] + glm::vec3(1e-6f)); } // Without normals nothing is culled if (opaque.normals.size() != opaque.positions.size()) std::fill(faceNormals.begin(), faceNormals.end(), glm::vec3(0.0f)); for (const auto& direction : SphereDirections()) { // A ground plane under the model hides everything from below if (options.groundPlane && direction.y < -0.05f) continue; UgcThrottle::Checkpoint(); const OrthoView view(center, radius, direction, resolution); const float bias = view.PixelSize(); std::fill(depth.begin(), depth.end(), INF); std::fill(ids.begin(), ids.end(), 0); for (size_t v = 0; v < opaque.positions.size(); v++) screen[v] = view.Project(opaque.positions[v]); // Faces turned away can't be seen from here (they're seen from the directions they face); their vertex // normals say which way they face, which doesn't depend on the files' winding for (size_t t = 0; t < triangles; t++) facing[t] = glm::dot(faceNormals[t], direction) > -0.1f; for (size_t t = 0; t < triangles; t++) { if (!facing[t]) continue; if ((t & 0x3FFF) == 0) UgcThrottle::Checkpoint(); const auto id = static_cast(t + 1); Rasterize(resolution, resolution, screen[opaque.indices[t * 3]], screen[opaque.indices[t * 3 + 1]], screen[opaque.indices[t * 3 + 2]], [&](int x, int y, float z, float, float, float) { auto& stored = depth[static_cast(y) * resolution + x]; if (z < stored) { stored = z; ids[static_cast(y) * resolution + x] = id; } }); } for (const auto id : ids) { if (id != 0) visible[id - 1] = true; } // Triangles too small or thin to cover a pixel centre: kept when their centre isn't behind what was drawn. // Bigger ones that show would have covered one. const float smallArea = 2.0f; // pixels for (size_t t = 0; t < triangles; t++) { if (visible[t] || !facing[t]) continue; const auto& a = screen[opaque.indices[t * 3]]; const auto& b = screen[opaque.indices[t * 3 + 1]]; const auto& c = screen[opaque.indices[t * 3 + 2]]; if (std::abs(Edge(a, b, c.x, c.y)) * 0.5f > smallArea) continue; const auto centre = (a + b + c) / 3.0f; const int x = static_cast(centre.x), y = static_cast(centre.y); if (x < 0 || y < 0 || x >= resolution || y >= resolution || centre.z <= depth[static_cast(y) * resolution + x] + bias) visible[t] = true; } } for (size_t t = 0; t < triangles; t++) result.trianglesRemoved += visible[t] ? 0 : 1; result.kept = visible; UgcModel::KeepTriangles(opaque, visible); return result; } std::vector AmbientOcclusion(const UgcModel::Mesh& mesh, const UgcModel::Mesh& occluders, float distance, int samples) { std::vector 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(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(k.p[i])) * 1099511628211ull ^ static_cast(k.n[i]) * 0x9E3779B97F4A7C15ull; return h; } }; std::unordered_map 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(std::lround(mesh.positions[v].x * 1000.0f)), static_cast(std::lround(mesh.positions[v].y * 1000.0f)), static_cast(std::lround(mesh.positions[v].z * 1000.0f)) }, { static_cast(std::lround(normal.x * 100.0f)), static_cast(std::lround(normal.y * 100.0f)), static_cast(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((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(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(open) / static_cast(count); known.emplace(key, ao[v]); } return ao; } std::vector 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* 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(static_cast(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 color(static_cast(n) * n, glm::vec4(0.0f)); std::vector depth(static_cast(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 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 shadowDepth; if (options.shadows > 0.0f) { shadowDepth.assign(static_cast(shadowSize) * shadowSize, INF); const auto& mesh = model.opaque; std::vector 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(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(p.x) + dx, y = static_cast(p.y) + dy; if (x < 0 || y < 0 || x >= shadowSize || y >= shadowSize || p.z <= shadowDepth[static_cast(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{}; 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 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(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 screen(mesh.positions.size()); for (size_t v = 0; v < mesh.positions.size(); v++) screen[v] = project(mesh.positions[v]); std::vector 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(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(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(y * supersample + sy) * n + (x * supersample + sx)]; } sum /= samples; uint8_t* out = &image.rgba[(static_cast(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(std::lround(tone(sum.r / sum.a) * 255.0f)); out[1] = static_cast(std::lround(tone(sum.g / sum.a) * 255.0f)); out[2] = static_cast(std::lround(tone(sum.b / sum.a) * 255.0f)); out[3] = static_cast(std::lround(std::clamp(sum.a, 0.0f, 1.0f) * 255.0f)); } } return image; } }