Files
DarkflameServer/dUgcServer/Processing/UgcJobs.h
Aaron Kimbrell 06be40471b feat(ugc): settings for the ray tracer, hidden-face method and denoising
New UGC settings (ugcconfig.ini and the dashboard's settings page):

- ray_backend: builtin (default), embree or hiprt (falls back to embree when
  the build or machine can't); the hidden faces' paths and the occlusion rays
- hsr_method: toolbox (default, LU Toolbox's paths) or fast (the renders from
  around the model), and hsr_fast_resolution (1024) for the fast one
- denoise: off (default) or oidn (icons; off until a build has it)

UgcProcessOptions (dCommon/UgcKeys.h) names the choices for everything that
passes them on ("embree fast oidn", any order, left out: the setting's).
UgcJobs::ApplyOptions puts a choice over the settings and MadeWith says what a
make used after fallbacks; a made model's stats.json records it (rays,
hsrMethod, denoise). UgcServer --make-model and --make-modular take the
choices after the folder and print the CPU time and what made it.

Check: the defaults make the same files as before; the settings page shows the
four settings under UGC; UgcServer --make-model model.lxfml out embree fast.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:29:08 -05:00

158 lines
8.6 KiB
C++

#pragma once
#include <cstdint>
#include <filesystem>
#include <map>
#include <optional>
#include <set>
#include <string>
#include <string_view>
#include <vector>
#include "UgcBricks.h"
#include "UgcHsr.h"
#include "UgcIconParams.h"
#include "UgcKeys.h"
#include "UgcRender.h"
#include "UgcStorage.h"
/**
* The work a UGC worker thread does for one item: everything from the stored LXFML (or a modular build's modules) to
* the finished files. No database, network or CDClient: the main thread gathers the input and stores the result.
*/
namespace UgcJobs {
/**
* How models are made. The defaults are LU Toolbox's (Process Model, Bake Lighting and the icon renderer), see the
* parity table in docs/UgcServer.md.
*/
/**
* The shaders of the metal, glow and glitter colors (UgcModel::eLook): the mapShaders id each look's own NiLODNode
* names (S88_Metal_Model, ...), 0 for none (the colors stay in S01_Opaque_Model, or S01_Alpha_Model when
* transparent, as on live). Not what live did: live's models are all S01 (docs/UgcServer.md, "Metal and glow").
*/
struct Shaders {
uint32_t metal{}; // shader_metal: 88 Polished Metal
uint32_t brushed{}; // shader_brushed: 89 Brushed Steel
uint32_t glow{}; // shader_glow: 46 LEGO-Emissive
uint32_t glitter{}; // shader_glitter: 21 LEGO-AnimUV (opaque and transparent glitter, each a group)
// shader_glitter_sparkle: 79 Distortion Directional (Ocean), the glitter bricks' sparkles, a group over both
// glitter groups (so only with shader_glitter)
uint32_t sparkle{};
float glowEmissive{ 1.0f }; // glow_emissive: the glow shapes' NiMaterialProperty emissive (how much the vertex color shows unlit)
UgcGlitter::Params glitterParams; // glitter_* (flecks and sparkles)
// The mapShaders id of a look's group, 0 for the plastic S01_Opaque_Model
uint32_t TagOf(UgcModel::eLook look) const;
// Multishader tag -> look, for reading the looks back out of a .nif (the icon): these settings' ids, and the
// client's Polished Metal (88), Brushed Steel (89), LEGO-Emissive (46) and LEGO-AnimUV (21) for .nifs made with
// other settings
std::map<int32_t, UgcModel::eLook> TagLooks() const;
// The tags of groups drawn over others (the sparkles: this setting's id and the client's 79), which the icon
// leaves out (UgcModel::FromNif)
std::set<int32_t> OverlayTags() const;
};
struct Settings {
UgcModel::BuildOptions build; // palette, color variation, transparent opacity
std::vector<uint32_t> lods{ 0, 2 }; // brickprimitives levels made (LU Toolbox imports LOD 0 and 2; the client has no 3)
UgcModel::LodDistances lodDistances;
std::string shaderOpaque{ "01" }; // S<shader>_Opaque_...; transparent shapes are always S01
bool combineTransparent{ false }; // one shape for all transparent bricks, else one per brick (Combine Transparent)
Shaders shaders; // metal and glow groups (all off by default)
UgcHsr::Options hsr; // hidden surface removal (Remove Hidden Faces)
UgcRender::AoOptions ao; // Bake Lighting (AO Only)
UgcRender::IconOptions icon; // from the icon_* settings (UgcIconParams); presets and overrides go over it
uint32_t maxBricks{}; // a model with more fails; 0: no limit
};
/**
* The processing options (UgcProcessOptions) staff picked for one make, over the settings: ray backend (the hidden
* faces' paths and the occlusion rays, the icon's too), hidden-face method and denoising. Choices left empty keep
* the settings'.
*/
void ApplyOptions(Settings& settings, const UgcProcessOptions::Choice& choice);
// What the settings make with, as it is used: the ray backend after its fallback (UgcRays::Resolve), off for a
// denoiser the build doesn't have; every choice filled ("embree toolbox off")
UgcProcessOptions::Choice MadeWith(const Settings& settings);
struct Outcome {
bool ok{};
std::string error; // why it failed
std::string note; // what was odd but not fatal (missing bricks, ...)
UgcStorage::Files files; // name -> bytes, when ok
bool aoBaked{};
bool empty{}; // nothing to make (no bricks): not a failure
std::string stats; // stats.json: bricks, triangles before and after per LOD, timings
std::string options; // players' models: what made them (MadeWith, as UgcProcessOptions::ToString)
};
// The client's download of `data` (`name` + ".gz" and ".checksum") added to `files`
void AddDownload(UgcStorage::Files& files, const std::string& name, const std::string& data);
// The LXFML of a ugc row's lxfml column (an sd0 stream, or plain LXFML); empty when it can't be read
std::string LxfmlFromBlob(const std::string& blob);
// A player model: the optimized .nif, its icon and its LXFML for download, and stats.json. `seed` picks the color
// variation's random numbers (the model's id, so making it again gives the same colors).
// `iconValues`: the player models' preset and this model's override (UgcIconParams), over settings.icon.
Outcome ProcessModel(const std::string& blob, UgcBricks::BrickLibrary& library, const Settings& settings, uint64_t seed = 0,
const UgcIconParams::Values& iconValues = {});
// A model's icon files (icon.png, icon.dds download) drawn from its .nif (LOD 0), its metal and glow groups by
// `tagLooks` (Shaders::TagLooks); false (and `error`) when the .nif can't be read
// (the groups drawn over others, `overlayTags` (Shaders::OverlayTags), left out)
bool IconFromNif(const std::string& nif, const UgcRender::IconOptions& options, UgcStorage::Files& files, std::string& error,
const std::map<int32_t, UgcModel::eLook>& tagLooks = {}, const std::set<int32_t>& overlayTags = {});
/**
* A model's stats.json after its icon was drawn again in `iconMs`: ms.icon becomes that and ms.total changes by the
* difference, so the make's time keeps its icon's. `change` is the difference (the icon's time before is 0 when it
* wasn't recorded). nullopt when the stats can't be read.
*/
std::optional<std::string> WithIconTime(const std::string& stats, double iconMs, double& change);
// The name of a group of shapes (its NiLODNode and shapes): S01_Opaque_Model, S01_Alpha_Model, S88_Metal_Model,
// S89_Brushed_Model, S46_Glow_Model, S21_Glitter_Model and S21_GlitterAlpha_Model (transparent glitter; the ids from
// the settings), at most 60 characters as LU Toolbox cuts them
std::string ShapeName(const Settings& settings, UgcModel::eLook look, bool transparent);
// The name of the glitter sparkles' group, S79_GlitterSparkle_Model (the id from the settings)
std::string SparkleName(const Settings& settings);
// How many bricks (parts) an LXFML has, counted cheaply (for the memory estimate before a job starts)
size_t CountParts(std::string_view lxfml);
// About how much memory making a model of `parts` bricks takes, in bytes
uint64_t EstimateMemory(size_t parts, const Settings& settings);
struct ModuleInput {
uint32_t lot{};
uint32_t partCode{};
std::string renderAsset; // RenderComponent.render_asset, relative to the client's res folder
std::string moduleXml; // ModuleComponent.xml
};
struct ModularInput {
std::vector<ModuleInput> modules;
std::string buildXml; // ModularBuildComponent.xml of the modules' build type
int32_t buildType{}; // 3 rocket, 6 car
std::string key; // the combination (UgcModularKey::Normalize)
UgcIconParams::Values iconValues; // the build type's preset and the combination's override (DB), over the settings
};
// The icon options for a car or rocket: the settings, then its build type's preset and the combination's override
UgcRender::IconOptions ModularIconOptions(const ModularInput& input, const Settings& settings);
// A modular build's modules' meshes put together (UgcModular::Assemble), not yet turned by the build type's
// AdditionalModelRotation (given back in `additionalRotation`); nullopt with `error` when there's nothing to draw
std::optional<UgcModel::Model> AssembleModular(const ModularInput& input, const std::filesystem::path& res, glm::mat4& additionalRotation, std::string& error, std::string& note);
// A modular build's icon (icon.png, icon.dds download, combo.json), from its modules' meshes put together
Outcome ProcessModular(const ModularInput& input, const std::filesystem::path& res, const Settings& settings);
// The assembled mesh as the icon renderer turns it (AdditionalModelRotation applied), as a .nif for the dashboard's
// pose editor; nullopt with `error` when there's nothing to draw
std::optional<std::string> AssemblyNif(const ModularInput& input, const std::filesystem::path& res, std::string& error);
}