Files
DarkflameServer/dUgcServer/UgcJobs.cpp
Aaron Kimbrell bea6b17b25 feat(ugc): hidden faces removed as LU Toolbox's Remove Hidden Faces decides them
The 42 depth renders only saw faces in direct view, so faces reached only by
bounced light (interiors, recesses, rooms seen through openings) were removed.
UgcHsr traces the paths LU Toolbox's Cycles bake traces, directly from points
on each opaque triangle, and removes a triangle only when none of its paths
reaches the sky:

- points in rows along the triangle's longest side, hsr_sample_spacing apart
  (0.1143, 7 x 7 on a stud-sized square), at least hsr_min_points (28, the
  texels LU Toolbox bakes for a triangle), at most 4096
- hsr_samples (8) paths from each point, at most hsr_bounces (8) bounces, as
  Cycles 3.1 samples the bake material (Principled BSDF defaults: Burley
  diffuse and GGX specular, defensive sampling, Filter Glossy, 4 glossy
  bounces, Russian roulette from the second bounce, ensure_valid_reflection);
  no direct sky sampling (Cycles doesn't sample a flat world as a light)
- hsr_ground_plane: LU Toolbox's black box under LDD's floor
- decided per triangle, deterministic per model; triangles without area removed
- the VC pre-pass isn't done

Checked against LU Toolbox's operator in Blender 3.1.2 on the same meshes (27
models, 937,814 triangles): 501,362 removed there, 501,172 here, differences
as large as LU Toolbox's own between seeds. optimize_resolution is retired;
remove_hidden_faces=0 makes the same files as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:24 -05:00

389 lines
18 KiB
C++

#include "UgcJobs.h"
#include <chrono>
#include <cmath>
#include <sstream>
#include "json.hpp"
#include "NifFile.h"
#include "Sd0.h"
#include "UgcFormats.h"
#include "UgcModel.h"
#include "UgcModular.h"
#include "ZCompression.h"
namespace UgcJobs {
void AddDownload(UgcStorage::Files& files, const std::string& name, const std::string& data) {
files[name + ".gz"] = ZCompression::Gzip(data);
files[name + ".checksum"] = UgcFormats::ChecksumXml(data);
// Without 3D services the client downloads it as sd0 (after asking its world for the checksum)
auto sd0 = Sd0::Compress(data);
if (!sd0.empty()) files[name + ".sd0"] = std::move(sd0);
}
std::string LxfmlFromBlob(const std::string& blob) {
if (blob.starts_with("<?xml") || blob.starts_with("<LXFML")) return blob;
std::stringstream stream(blob);
try {
Sd0 sd0(stream);
return sd0.GetAsStringUncompressed();
} catch (...) {
return {};
}
}
namespace {
// The icon files of a model, and false when nothing was drawn
bool AddIcon(UgcStorage::Files& files, const UgcModel::Model& model, const UgcRender::IconOptions& options, const std::vector<float>* ao = nullptr) {
const auto icon = UgcRender::RenderIcon(model, options, ao);
bool drawn = false;
for (size_t i = 3; i < icon.rgba.size(); i += 4) drawn = drawn || icon.rgba[i] != 0;
files["icon.png"] = UgcFormats::EncodePng(icon);
AddDownload(files, "icon.dds", UgcFormats::EncodeDds(icon));
return drawn;
}
}
size_t CountParts(std::string_view lxfml) {
size_t count = 0;
for (size_t at = lxfml.find("<Part"); at != std::string_view::npos; at = lxfml.find("<Part", at + 5)) count++;
return count;
}
uint64_t EstimateMemory(size_t parts, const Settings& settings) {
// Measured: the icon's buffers, and per brick its mesh in each LOD (positions, normals, colors, indices,
// the occlusion tree and copies made along the way), about 40 KB at LOD 0, and the hidden faces' ray tree
// (about 60 bytes a triangle, one LOD at a time)
const uint64_t icon = static_cast<uint64_t>(settings.icon.size) * settings.icon.supersample;
const uint64_t fixed = icon * icon * 20 + 1024 * 1024 * 4 + 16 * 1024 * 1024;
return fixed + static_cast<uint64_t>(parts) * (40 * 1024 * (1 + settings.lods.size()) + 16 * 1024);
}
namespace {
double Since(std::chrono::steady_clock::time_point start) {
return std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - start).count();
}
// An opaque mesh's pieces by look ([eLook]: UgcModel::Divide's pieces), the looks without a shader of their own
// with the plastic ones
using LookPieces = std::array<std::vector<UgcModel::Mesh>, UgcModel::LOOK_COUNT>;
LookPieces DivideByLook(const UgcModel::Mesh& mesh, const std::array<bool, UgcModel::LOOK_COUNT>& separate) {
LookPieces pieces;
const auto split = UgcModel::SplitLooks(mesh, separate);
if (!split) {
pieces[0] = UgcModel::Divide(mesh);
return pieces;
}
for (size_t look = 0; look < UgcModel::LOOK_COUNT; look++) pieces[look] = UgcModel::Divide((*split)[look]);
return pieces;
}
// A model's transparent bricks as the .nif's shapes: one per brick (or all together, `combine`), the glitter
// ones apart when `glitterApart`
std::array<std::vector<UgcModel::Mesh>, 2> DivideTransparent(const UgcModel::Model& model, bool combine, bool glitterApart) {
std::array<std::vector<UgcModel::Mesh>, 2> out;
std::array<bool, UgcModel::LOOK_COUNT> separate{};
separate[static_cast<size_t>(UgcModel::eLook::GLITTER)] = glitterApart;
const auto glitter = static_cast<size_t>(UgcModel::eLook::GLITTER);
if (combine) {
const auto split = UgcModel::SplitLooks(model.transparent, separate);
if (!split) {
out[0] = UgcModel::Divide(model.transparent);
} else {
out[0] = UgcModel::Divide((*split)[0]);
out[1] = UgcModel::Divide((*split)[glitter]);
}
return out;
}
for (auto& piece : UgcModel::SplitAt(model.transparent, model.transparentBricks)) {
const auto split = UgcModel::SplitLooks(piece, separate);
if (!split) {
out[0].push_back(std::move(piece));
continue;
}
if (!(*split)[0].Empty()) out[0].push_back(std::move((*split)[0]));
if (!(*split)[glitter].Empty()) out[1].push_back(std::move((*split)[glitter]));
}
return out;
}
}
uint32_t Shaders::TagOf(UgcModel::eLook look) const {
switch (look) {
case UgcModel::eLook::METAL: return metal;
case UgcModel::eLook::BRUSHED: return brushed;
case UgcModel::eLook::GLOW: return glow;
case UgcModel::eLook::GLITTER: return glitter;
default: return 0;
}
}
std::map<int32_t, UgcModel::eLook> Shaders::TagLooks() const {
std::map<int32_t, UgcModel::eLook> looks{ { 88, UgcModel::eLook::METAL }, { 89, UgcModel::eLook::BRUSHED }, { 46, UgcModel::eLook::GLOW },
{ 21, UgcModel::eLook::GLITTER } };
for (const auto look : { UgcModel::eLook::METAL, UgcModel::eLook::BRUSHED, UgcModel::eLook::GLOW, UgcModel::eLook::GLITTER }) {
if (const auto tag = TagOf(look); tag != 0) looks[static_cast<int32_t>(tag)] = look;
}
return looks;
}
std::string ShapeName(const Settings& settings, UgcModel::eLook look, bool transparent) {
if (transparent && look != UgcModel::eLook::GLITTER) return "S01_Alpha_Model";
if (look == UgcModel::eLook::PLASTIC) return ("S" + settings.shaderOpaque + "_Opaque_Model").substr(0, 60);
const auto tag = std::to_string(settings.shaders.TagOf(look));
const char* name = look == UgcModel::eLook::METAL ? "_Metal_Model" : look == UgcModel::eLook::BRUSHED ? "_Brushed_Model" :
look == UgcModel::eLook::GLOW ? "_Glow_Model" : transparent ? "_GlitterAlpha_Model" : "_Glitter_Model";
return ("S" + std::string(tag.size() < 2 ? "0" : "") + tag + name).substr(0, 60);
}
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 auto readBack = NifFile::Parse(nif, 0, error);
if (!readBack) return false;
AddIcon(files, UgcModel::FromNif(*readBack, tagLooks), options);
return true;
}
Outcome ProcessModel(const std::string& blob, UgcBricks::BrickLibrary& library, const Settings& settings, uint64_t seed, const UgcIconParams::Values& iconValues) {
Outcome outcome;
const auto started = std::chrono::steady_clock::now();
const auto lxfml = LxfmlFromBlob(blob);
if (lxfml.empty()) {
outcome.error = "the stored LXFML can't be read";
return outcome;
}
std::string error;
const auto parts = UgcModel::ParseLxfml(lxfml, error);
if (parts.empty()) {
outcome.error = error;
// A model with no bricks has nothing to make; the LXFML itself is still served
outcome.empty = UgcModel::HasNoBricks(lxfml);
return outcome;
}
if (settings.maxBricks > 0 && parts.size() > settings.maxBricks) {
outcome.error = "the model has " + std::to_string(parts.size()) + " bricks, more than max_model_bricks (" + std::to_string(settings.maxBricks) + ")";
return outcome;
}
auto lods = settings.lods;
std::erase_if(lods, [](uint32_t lod) { return lod > 3; });
std::sort(lods.begin(), lods.end());
lods.erase(std::unique(lods.begin(), lods.end()), lods.end());
if (lods.empty()) lods.push_back(0);
const auto ranges = UgcModel::LodRanges(lods, settings.lodDistances);
nlohmann::json stats;
stats["version"] = 1;
stats["bricks"] = parts.size();
auto& lodStats = stats["lods"] = nlohmann::json::array();
double buildMs = 0, hsrMs = 0, aoMs = 0;
// Every LOD made like LU Toolbox makes each LOD collection: colored, hidden faces removed, lighting baked, divided
std::vector<UgcModel::Model> models;
std::vector<LookPieces> opaquePieces;
// Per level: the transparent bricks' pieces, plastic and (with the glitter group on) glitter
using TransparentPieces = std::array<std::vector<UgcModel::Mesh>, 2>;
std::vector<TransparentPieces> transparentPieces;
// The looks with a shader of their own (UgcJobs::Shaders), each an NiLODNode apart from the plastic
std::array<bool, UgcModel::LOOK_COUNT> separate{};
for (size_t look = 1; look < UgcModel::LOOK_COUNT; look++) separate[look] = settings.shaders.TagOf(static_cast<UgcModel::eLook>(look)) != 0;
const bool glowApart = separate[static_cast<size_t>(UgcModel::eLook::GLOW)];
UgcModel::Model preview; // LOD 0 before the lighting bake, for the dashboard
for (size_t i = 0; i < lods.size(); i++) {
auto options = settings.build;
options.seed = seed;
options.lod = lods[i];
auto step = std::chrono::steady_clock::now();
auto model = UgcModel::Build(parts, library, options);
buildMs += Since(step);
if (i == 0) {
if (!model.missingDesigns.empty()) {
outcome.note = "no geometry for design(s)";
for (const auto design : model.missingDesigns) outcome.note += " " + std::to_string(design);
stats["missingDesigns"] = model.missingDesigns;
}
if (model.Empty()) {
outcome.error = "none of the model's bricks have geometry";
if (!outcome.note.empty()) outcome.error += " (" + outcome.note + ")";
return outcome;
}
}
nlohmann::json entry{ { "lod", lods[i] }, { "near", ranges[i].first }, { "far", ranges[i].second },
{ "opaqueBefore", model.opaque.TriangleCount() }, { "transparent", model.transparent.TriangleCount() } };
step = std::chrono::steady_clock::now();
auto hsr = settings.hsr;
hsr.seed = seed;
const auto optimized = UgcHsr::RemoveHiddenFaces(model, hsr);
hsrMs += Since(step);
if (i == 0 && optimized.trianglesRemoved > 0) {
if (!outcome.note.empty()) outcome.note += "; ";
outcome.note += "removed " + std::to_string(optimized.trianglesRemoved) + " of " + std::to_string(optimized.trianglesBefore) + " triangles";
}
if (i == 0) preview = model;
// The emissive shader lerps from its own lighting to the vertex color, so glowing bricks keep their plain
// color: no occlusion, and no glow added (it would glow twice)
std::vector<glm::vec4> plainColors;
if (glowApart && !model.opaque.looks.empty()) plainColors = model.opaque.colors;
step = std::chrono::steady_clock::now();
UgcRender::BakeAo(model, settings.ao);
aoMs += Since(step);
for (size_t v = 0; v < plainColors.size() && v < model.opaque.looks.size(); v++) {
if (model.opaque.looks[v] == UgcModel::eLook::GLOW) model.opaque.colors[v] = glm::vec4(glm::vec3(plainColors[v]), 1.0f);
}
entry["opaqueAfter"] = model.opaque.TriangleCount();
entry["vertices"] = model.opaque.positions.size() + model.transparent.positions.size();
opaquePieces.push_back(DivideByLook(model.opaque, separate));
transparentPieces.push_back(DivideTransparent(model, settings.combineTransparent, separate[static_cast<size_t>(UgcModel::eLook::GLITTER)]));
size_t shapes = transparentPieces.back()[0].size() + transparentPieces.back()[1].size();
for (const auto& pieces : opaquePieces.back()) shapes += pieces.size();
entry["shapes"] = shapes;
// Triangles per group (NiLODNode) when metal, glow or glitter have groups of their own
if (std::find(separate.begin(), separate.end(), true) != separate.end()) {
auto& byGroup = entry["groups"] = nlohmann::json::object();
for (size_t look = 0; look < UgcModel::LOOK_COUNT; look++) {
size_t triangles = 0;
for (const auto& piece : opaquePieces.back()[look]) triangles += piece.TriangleCount();
if (triangles > 0) byGroup[ShapeName(settings, static_cast<UgcModel::eLook>(look), false)] = triangles;
}
for (size_t kind = 0; kind < 2; kind++) {
size_t triangles = 0;
for (const auto& piece : transparentPieces.back()[kind]) triangles += piece.TriangleCount();
if (triangles > 0) byGroup[ShapeName(settings, kind ? UgcModel::eLook::GLITTER : UgcModel::eLook::PLASTIC, true)] = triangles;
}
}
lodStats.push_back(entry);
}
outcome.aoBaked = settings.ao.enabled;
// An NiLODNode for the opaque bricks and one for the transparent ones, as LU Toolbox names them, and one for
// each look with a shader of its own between them. Every group has every level (empty where it has nothing).
// Transparent glitter last, after the plain transparent bricks.
const auto groups = [&](size_t levels, const std::vector<LookPieces>& opaque, const std::vector<TransparentPieces>& transparent) {
std::vector<UgcFormats::NifLodGroup> out;
for (size_t kind = 0; kind < UgcModel::LOOK_COUNT + 2; kind++) {
const bool isTransparent = kind >= UgcModel::LOOK_COUNT;
const bool glitter = kind == UgcModel::LOOK_COUNT + 1 || kind == static_cast<size_t>(UgcModel::eLook::GLITTER);
const auto look = glitter ? UgcModel::eLook::GLITTER : isTransparent ? UgcModel::eLook::PLASTIC : static_cast<UgcModel::eLook>(kind);
UgcFormats::NifLodGroup group{ ShapeName(settings, look, isTransparent), isTransparent, {} };
if (look == UgcModel::eLook::GLOW) group.emissive = std::max(settings.shaders.glowEmissive, 0.0f);
if (glitter) group.glitter = &settings.shaders.glitterParams;
bool any = false;
for (size_t i = 0; i < levels; i++) {
UgcFormats::NifLod lod{ ranges[i].first, ranges[i].second, "LOD_" + std::to_string(lods[i]), {} };
for (const auto& piece : (isTransparent ? transparent[i][glitter ? 1 : 0] : opaque[i][kind])) lod.pieces.push_back(&piece);
any = any || !lod.pieces.empty();
group.lods.push_back(std::move(lod));
}
if (any) out.push_back(std::move(group));
}
return out;
};
const auto nif = UgcFormats::WriteLodNif("SceneNode_Model", groups(lods.size(), opaquePieces, transparentPieces));
// Stored compressed only (the client downloads .gz; the dashboard's copies are inflated when asked for). The
// LXFML is served from the database.
AddDownload(outcome.files, "model.nif", nif);
{
const std::vector<LookPieces> opaque{ DivideByLook(preview.opaque, separate) };
const std::vector<TransparentPieces> transparent{ transparentPieces[0] };
outcome.files["model.noao.nif.gz"] = ZCompression::Gzip(UgcFormats::WriteLodNif("SceneNode_Model", groups(1, opaque, transparent)));
}
// The icon is drawn from the .nif just made (its most detailed LOD, read back like any client .nif), so it
// shows what the game shows: the colors with their variation, hidden faces removed, the baked lighting.
const auto iconStart = std::chrono::steady_clock::now();
auto iconOptions = settings.icon;
UgcIconParams::Apply(iconOptions, iconValues);
std::string nifError;
if (!IconFromNif(nif, iconOptions, outcome.files, nifError, settings.shaders.TagLooks())) {
outcome.error = "the .nif made can't be read back for the icon: " + nifError;
return outcome;
}
const double iconMs = Since(iconStart);
stats["ms"] = { { "build", std::lround(buildMs) }, { "hiddenSurfaces", std::lround(hsrMs) }, { "ambientOcclusion", std::lround(aoMs) },
{ "icon", std::lround(iconMs) }, { "total", std::lround(Since(started)) } };
stats["settings"] = { { "palette", settings.build.palette == UgcModel::ePalette::LU_TOOLBOX ? "lu_toolbox" : "brickdb" },
{ "colorVariation", settings.build.colorVariation }, { "transparentOpacity", settings.build.transparentOpacity },
{ "removeHiddenFaces", settings.hsr.enabled }, { "groundPlane", settings.hsr.groundPlane }, { "hsrSamples", settings.hsr.samples },
{ "hsrBounces", settings.hsr.bounces }, { "hsrSampleSpacing", settings.hsr.spacing }, { "hsrMinPoints", settings.hsr.minPoints },
{ "ao", settings.ao.enabled }, { "aoDistance", settings.ao.distance }, { "aoSamples", settings.ao.samples }, { "aoStrength", settings.ao.strength } };
outcome.stats = stats.dump();
outcome.files["stats.json"] = outcome.stats;
outcome.ok = true;
return outcome;
}
std::optional<UgcModel::Model> AssembleModular(const ModularInput& input, const std::filesystem::path& res, glm::mat4& additionalRotation, std::string& error, std::string& note) {
const auto build = UgcModular::ParseBuild(input.buildXml);
if (!build) {
error = "the build type has no topology in ModularBuildComponent";
return std::nullopt;
}
additionalRotation = build->additionalRotation;
std::vector<UgcModular::Module> modules;
for (const auto& moduleInput : input.modules) {
const auto path = UgcBricks::ResolvePath(res, moduleInput.renderAsset);
const auto data = path ? UgcBricks::ReadFile(*path) : std::nullopt;
if (!data) {
note += "module " + std::to_string(moduleInput.lot) + " has no mesh (" + moduleInput.renderAsset + "); ";
continue;
}
std::string nifError;
auto nif = NifFile::Parse(*data, 0, nifError);
if (!nif) {
note += "module " + std::to_string(moduleInput.lot) + ": " + nifError + "; ";
continue;
}
modules.push_back({ moduleInput.partCode, std::move(*nif), UgcModular::ParseModuleConnections(moduleInput.moduleXml) });
}
if (modules.empty()) {
error = "none of the modules have a mesh";
if (!note.empty()) error += " (" + note + ")";
return std::nullopt;
}
auto model = UgcModular::Assemble(*build, modules, note);
if (model.Empty()) {
error = "the modules have no triangles";
return std::nullopt;
}
return model;
}
Outcome ProcessModular(const ModularInput& input, const std::filesystem::path& res, const Settings& settings) {
Outcome outcome;
glm::mat4 additionalRotation{ 1.0f };
const auto model = AssembleModular(input, res, additionalRotation, outcome.error, outcome.note);
if (!model) return outcome;
auto options = ModularIconOptions(input, settings);
options.modelRotation = additionalRotation;
AddIcon(outcome.files, *model, options);
outcome.files["combo.json"] = nlohmann::json{ { "key", input.key }, { "buildType", input.buildType } }.dump();
outcome.ok = true;
return outcome;
}
std::optional<std::string> AssemblyNif(const ModularInput& input, const std::filesystem::path& res, std::string& error) {
glm::mat4 additionalRotation{ 1.0f };
std::string note;
auto model = AssembleModular(input, res, additionalRotation, error, note);
if (!model) return std::nullopt;
// Turned as the icon renderer turns it before the pose's own rotation, so the editor's model rotation starts from here
model->opaque.Transform(additionalRotation);
model->transparent.Transform(additionalRotation);
const auto opaque = UgcModel::Split(model->opaque), transparent = UgcModel::Split(model->transparent);
std::vector<UgcFormats::NifShape> shapes;
for (const auto& piece : opaque) shapes.push_back({ "S01_Opaque_Model", &piece, false });
for (const auto& piece : transparent) shapes.push_back({ "S01_Alpha_Model", &piece, true });
return UgcFormats::WriteNif("SceneNode_Assembly", shapes);
}
UgcRender::IconOptions ModularIconOptions(const ModularInput& input, const Settings& settings) {
auto options = settings.icon;
UgcIconParams::Apply(options, input.iconValues);
return options;
}
}