#pragma once #include #include #include #include "UgcModel.h" /** * A small software rasterizer (no GPU or display needed) for what the UGC server draws: the icons, and the renders * from many directions that find the faces nobody can see and 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 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) }; // 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). Image RenderIcon(const UgcModel::Model& model, const IconOptions& options, const std::vector* opaqueAo = nullptr); struct OptimizeOptions { int resolution{ 1024 }; // of each direction's render bool removeHidden{ true }; bool groundPlane{ false }; // LU Toolbox's Use Ground Plane: nothing is seen from below the model }; struct OptimizeResult { size_t trianglesBefore{}; size_t trianglesRemoved{}; std::vector kept; // per opaque triangle before: whether it stayed (for UgcModel::KeepTriangles) }; /** * Hidden surface removal: renders the opaque mesh from 42 directions around it and removes the triangles that show * in none of them (with a conservative test, so small visible ones stay). Transparent bricks hide nothing and * aren't touched, as in LU Toolbox. */ OptimizeResult Optimize(UgcModel::Model& model, const OptimizeOptions& options); /** * 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 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 BakeAo(UgcModel::Model& model, const AoOptions& options); // the occlusion used, per opaque vertex // The 42 directions Optimize renders from (an icosahedron's corners and edge centres), unit length std::vector SphereDirections(); }