Files
DarkflameServer/dUgcServer/UgcJobs.h
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

127 lines
6.8 KiB
C++

#pragma once
#include <cstdint>
#include <filesystem>
#include <map>
#include <optional>
#include <string>
#include <string_view>
#include <vector>
#include "UgcBricks.h"
#include "UgcHsr.h"
#include "UgcIconParams.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)
float glowEmissive{ 1.0f }; // glow_emissive: the glow shapes' NiMaterialProperty emissive (how much the vertex color shows unlit)
UgcGlitter::Params glitterParams; // glitter_size, glitter_density, glitter_speed
// 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;
};
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
};
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
};
// 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
bool IconFromNif(const std::string& nif, const UgcRender::IconOptions& options, UgcStorage::Files& files, std::string& error,
const std::map<int32_t, UgcModel::eLook>& tagLooks = {});
// 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);
// 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);
}