#include "UgcRender.h" #include #include #include #include #include #include #include #include #include #ifdef DLU_OIDN #include #endif #include "UgcIconPose.h" #include "UgcPalette.h" #include "UgcRays.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)); } 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; } }; #ifdef DLU_OIDN // Open Image Denoise's CPU device for the thread, made the first time: one thread of its own (not all the cores), // whose time Denoise charges to the asking thread (UgcThrottle::Charge); null when it can't be made oidn::DeviceRef* OidnDevice() { thread_local std::optional device; thread_local bool tried = false; if (!tried) { tried = true; auto made = oidn::newDevice(oidn::DeviceType::CPU); if (made) { made.set("numThreads", 1); made.set("setAffinity", false); made.commit(); const char* message = nullptr; if (made.getError(message) == oidn::Error::None) device = std::move(made); } } return device ? &*device : nullptr; } #endif // Denoises `color` (linear, premultiplied, n x n) with Open Image Denoise's ray tracing filter, guided by `albedo` // and `normals` (noise free); false (and `color` as it was) when it can't bool Denoise(std::vector& color, const std::vector& albedo, const std::vector& normals, int n) { #ifdef DLU_OIDN auto* device = OidnDevice(); if (!device || n <= 0) return false; const size_t pixels = static_cast(n) * n; std::vector input(pixels), output(pixels); for (size_t i = 0; i < pixels; i++) input[i] = glm::vec3(color[i]); auto filter = device->newFilter("RT"); filter.setImage("color", input.data(), oidn::Format::Float3, n, n); filter.setImage("albedo", const_cast(albedo.data()), oidn::Format::Float3, n, n); filter.setImage("normal", const_cast(normals.data()), oidn::Format::Float3, n, n); filter.setImage("output", output.data(), oidn::Format::Float3, n, n); filter.set("hdr", true); filter.set("cleanAux", true); // It works on a thread of its own while this one waits: its time is this job's CPU time const auto started = std::chrono::steady_clock::now(); filter.commit(); filter.execute(); UgcThrottle::Charge(std::chrono::duration(std::chrono::steady_clock::now() - started).count()); const char* message = nullptr; if (device->getError(message) != oidn::Error::None) return false; // The shape's outline and coverage stay as drawn for (size_t i = 0; i < pixels; i++) { if (color[i].a > 0.0f) color[i] = glm::vec4(glm::max(output[i], glm::vec3(0.0f)), color[i].a); } return true; #else (void)color; (void)albedo; (void)normals; (void)n; return false; #endif } 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::string_view Name(eDenoise denoise) { return denoise == eDenoise::OIDN ? "oidn" : "off"; } std::optional ParseDenoise(std::string_view name) { for (const auto denoise : { eDenoise::OFF, eDenoise::OIDN }) { if (Name(denoise) == name) return denoise; } return std::nullopt; } bool Available(eDenoise denoise) { #ifdef DLU_OIDN if (denoise == eDenoise::OIDN) return OidnDevice() != nullptr; #endif return denoise == eDenoise::OFF; } 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; } std::vector VisibleFromAround(const UgcModel::Model& model, int resolution, bool groundPlane) { const auto& opaque = model.opaque; const size_t triangles = opaque.TriangleCount(); std::vector visible(triangles, false); if (opaque.Empty()) return visible; glm::vec3 center{}; float radius{}; Bounds(model, center, radius); radius *= 1.02f; resolution = std::clamp(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()); 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 (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; } } return visible; } std::vector AmbientOcclusion(const UgcModel::Mesh& mesh, const UgcModel::Mesh& occluders, float distance, int samples, UgcRays::eBackend rays) { 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 auto scene = UgcRays::Make(rays, 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; } }; // Which vertices are worked out (the first at each place and facing) and which take another's std::unordered_map first; first.reserve(mesh.positions.size()); std::vector copyOf(mesh.positions.size(), SIZE_MAX); std::vector traced; for (size_t v = 0; v < mesh.positions.size(); v++) { 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 = first.find(key); it != first.end()) { copyOf[v] = it->second; continue; } if (glm::dot(normal, normal) < 0.5f) continue; first.emplace(key, v); traced.push_back(v); } // The rays in batches of vertices: small ones between checkpoints on the CPU, big ones for a GPU const size_t perBatch = scene->PrefersBatches() ? std::max(1, (1u << 18) / count) : 256; std::vector batch; std::vector occluded; for (size_t start = 0; start < traced.size(); start += perBatch) { UgcThrottle::Checkpoint(); const size_t end = std::min(traced.size(), start + perBatch); batch.clear(); for (size_t j = start; j < end; j++) { const auto v = traced[j]; const auto& normal = mesh.normals[v]; // 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; 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; batch.push_back(UgcRays::Ray{ origin, 1e-4f, direction, distance }); } } occluded.resize(batch.size()); scene->Occluded(batch.data(), occluded.data(), batch.size()); for (size_t j = start; j < end; j++) { uint32_t open = 0; for (uint32_t i = 0; i < count; i++) open += occluded[(j - start) * count + i] ? 0 : 1; ao[traced[j]] = static_cast(open) / static_cast(count); } } for (size_t v = 0; v < ao.size(); v++) { if (copyOf[v] != SIZE_MAX) ao[v] = ao[copyOf[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, options.rays); 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 UgcModel::Model* plain) { 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; // Denoised with the model before its bake: its occlusion is traced per pixel (noisy), then denoised const bool denoise = options.denoise != eDenoise::OFF && Available(options.denoise); const bool traced = denoise && plain && !plain->opaque.Empty() && options.denoiseSamples > 0 && options.bakedAo > 0.0f && options.ao.distance > 0.0f; UgcModel::Model model = traced ? *plain : 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 && !traced) { ao = opaqueAo && opaqueAo->size() == model.opaque.positions.size() ? *opaqueAo : AmbientOcclusion(model.opaque, model.opaque, options.ao.distance, options.ao.samples, options.ao.rays); } // 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) : std::vector{}; // A point's surface: its normal (towards the camera), its color before the light (glitter's flecks on it), where // it is and how it looks struct Surface { glm::vec3 normal; glm::vec4 base; glm::vec3 position; UgcModel::eLook look; }; const auto surface = [&](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 auto position = mesh.positions[i0] * w0 + mesh.positions[i1] * w1 + mesh.positions[i2] * w2; 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 // On the mesh's own UVs (read from the .nif: each brick's pattern placed as it was made), else projected const auto uv = mesh.uvs.size() == mesh.positions.size() ? mesh.uvs[i0] * w0 + mesh.uvs[i1] * w1 + mesh.uvs[i2] * w2 : UgcGlitter::Uv(position, normal, options.glitter.tile); const float fleck = UgcGlitter::Sample(glitterAlpha, uv); base = glm::vec4(glm::mix(glm::vec3(base), glm::vec3(1.0f), fleck), base.a); } return Surface{ normal, base, position, look }; }; const auto shade = [&](const UgcModel::Mesh& mesh, bool isOpaque, uint32_t i0, uint32_t i1, uint32_t i2, float w0, float w1, float w2) { const auto point = surface(mesh, isOpaque, i0, i1, i2, w0, w1, w2); const auto& normal = point.normal; const auto& base = point.base; const auto& position = point.position; const auto look = point.look; 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 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); 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 // Traced: each pixel's point, for the occlusion traced after std::vector points, pointNormals; if (traced) { points.assign(color.size(), glm::vec3(0.0f)); pointNormals.assign(color.size(), glm::vec3(0.0f)); } { 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); if (traced) { const auto point = surface(mesh, true, i0, i1, i2, w0, w1, w2); points[index] = point.position; pointNormals[index] = point.normal; } }); } } // Traced: every opaque pixel's occlusion from a few rays (cosine weighted around its normal, a pattern turned // per pixel, so the error differs from pixel to pixel as the denoiser expects), darkening it as the bake darkens // the vertex colors (LU Toolbox's Bake Lighting: the color times 1 - strength x (1 - occlusion)) if (traced) { const auto scene = UgcRays::Make(options.ao.rays, model.opaque); const auto count = static_cast(std::clamp(options.denoiseSamples, 1, 256)); // In batches of pixels: small ones between checkpoints on the CPU, big ones for a GPU const size_t perBatch = scene->PrefersBatches() ? std::max(1, (1u << 18) / count) : 1024; std::vector drawn; for (size_t index = 0; index < color.size(); index++) { if (color[index].a > 0.0f) drawn.push_back(index); } std::vector batch; std::vector occluded; for (size_t start = 0; start < drawn.size(); start += perBatch) { UgcThrottle::Checkpoint(); const size_t end = std::min(drawn.size(), start + perBatch); batch.clear(); for (size_t j = start; j < end; j++) { const auto index = drawn[j]; const auto& normal = pointNormals[index]; 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); uint32_t hash = static_cast(index) * 0x9E3779B9u; hash ^= hash >> 16; hash *= 0x85EBCA6Bu; hash ^= hash >> 13; const float turn = static_cast(hash >> 8) / 16777216.0f; const float shift = static_cast((hash * 0xC2B2AE35u) >> 8) / 16777216.0f; const auto origin = points[index] + normal * 1e-3f; for (uint32_t i = 0; i < count; i++) { const float u = std::fmod((i + shift) / static_cast(count), 1.0f); const float phi = 2.0f * 3.14159265f * std::fmod(RadicalInverse(i) + turn, 1.0f); const float r = std::sqrt(u), up = std::sqrt(std::max(0.0f, 1.0f - u)); const auto direction = tangent * (r * std::cos(phi)) + bitangent * (r * std::sin(phi)) + normal * up; batch.push_back(UgcRays::Ray{ origin, 1e-4f, direction, options.ao.distance }); } } occluded.resize(batch.size()); scene->Occluded(batch.data(), occluded.data(), batch.size()); for (size_t j = start; j < end; j++) { uint32_t open = 0; for (uint32_t i = 0; i < count; i++) open += occluded[(j - start) * count + i] ? 0 : 1; const auto index = drawn[j]; const float occlusion = static_cast(open) / static_cast(count); const float lit = 1.0f - std::clamp(options.bakedAo, 0.0f, 1.0f) * (1.0f - occlusion); color[index] = glm::vec4(glm::vec3(color[index]) * lit, color[index].a); } } } // 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 (linear, premultiplied) const float samples = static_cast(supersample * supersample); const auto boxFilter = [&](const auto& full) { using Pixel = typename std::decay_t::value_type; std::vector small(static_cast(size) * size, Pixel(0.0f)); for (int y = 0; y < size; y++) { for (int x = 0; x < size; x++) { Pixel sum(0.0f); for (int sy = 0; sy < supersample; sy++) { for (int sx = 0; sx < supersample; sx++) sum += full[static_cast(y * supersample + sy) * n + (x * supersample + sx)]; } sum /= samples; small[static_cast(y) * size + x] = sum; } } return small; }; auto filtered = boxFilter(color); // Denoised at the icon's size (the supersampling has averaged the pixels already; a denoiser's time grows with // the pixels), guided by the colors before the light and the normals of the same view, which have no noise if (denoise) { std::vector albedo(static_cast(n) * n, glm::vec3(0.0f)), normals(static_cast(n) * n, glm::vec3(0.0f)); // The colors before the bake when known (traced: the model drawn) UgcModel::Model guide = plain && !traced ? *plain : UgcModel::Model{}; if (plain && !traced) { guide.opaque.Transform(rotation); guide.transparent.Transform(rotation); } const auto& drawn = plain && !traced ? guide : model; std::vector guideDepth(static_cast(n) * n, INF); for (const bool isOpaque : { true, false }) { const auto& mesh = isOpaque ? drawn.opaque : drawn.transparent; 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; // Transparent surfaces over the opaque ones, in any order (a guide needn't be exact) if (z >= guideDepth[index]) return; const auto point = surface(mesh, isOpaque, i0, i1, i2, w0, w1, w2); const glm::vec3 linear(ToLinear(point.base.r), ToLinear(point.base.g), ToLinear(point.base.b)); if (isOpaque) { guideDepth[index] = z; albedo[index] = linear; normals[index] = point.normal; } else { const float alpha = std::clamp(point.base.a, 0.0f, 1.0f); albedo[index] = glm::mix(albedo[index], linear, alpha); normals[index] = glm::normalize(glm::mix(normals[index], point.normal, alpha) + glm::vec3(1e-6f)); } }); } } Denoise(filtered, boxFilter(albedo), boxFilter(normals), size); } for (int y = 0; y < size; y++) { for (int x = 0; x < size; x++) { const auto& sum = filtered[static_cast(y) * size + x]; 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; } }