Files
DarkflameServer/tests/dUgcTests/UgcTests.cpp
Aaron Kimbrell 2277cbd7e2 fix(ugc): stopping the UGC server cancels the models being made
Stopping waited for every worker to finish its model, and with the path
traced hidden-face removal a big model takes minutes, so a restart hung.
UgcThrottle::Cancel(true) (set by UgcProcessor::Stop) makes Checkpoint,
which the long loops already call, throw UgcThrottle::Cancelled; the worker
abandons the job without writing or recording anything, so its row stays
waiting and is made again after the restart. The throttle's sleeps wake to
check it. Previews answer 503.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:25 -05:00

1767 lines
88 KiB
C++

#include <gtest/gtest.h>
#include <algorithm>
#include <cstring>
#include <filesystem>
#include <fstream>
#include <sstream>
#include <unistd.h>
#include <glm/gtc/matrix_transform.hpp>
#include "Game.h"
#include "NifFile.h"
#include "UgcBricks.h"
#include "UgcFormats.h"
#include "UgcGlitter.h"
#include "UgcModel.h"
#include "UgcJobs.h"
#include "IUgc.h"
#include "UgcIconParams.h"
#include "UgcIconPose.h"
#include "UgcKeys.h"
#include "UgcModular.h"
#include "UgcPalette.h"
#include "UgcRender.h"
#include "UgcStorage.h"
#include "UgcThrottle.h"
#include "Sd0.h"
#include "ZCompression.h"
#include "json.hpp"
class Logger;
class dConfig;
namespace Game {
Logger* logger = nullptr;
dConfig* config = nullptr;
}
namespace {
// A closed box as an LDD .g file: 8 corners, 12 triangles
std::string BoxGeometry(glm::vec3 min, glm::vec3 max) {
std::vector<float> positions, normals;
for (int i = 0; i < 8; i++) {
const glm::vec3 p((i & 1) ? max.x : min.x, (i & 2) ? max.y : min.y, (i & 4) ? max.z : min.z);
const auto n = glm::normalize(p - (min + max) * 0.5f);
positions.insert(positions.end(), { p.x, p.y, p.z });
normals.insert(normals.end(), { n.x, n.y, n.z });
}
const std::vector<uint32_t> indices = { 0, 2, 1, 1, 2, 3, 4, 5, 6, 5, 7, 6, 0, 1, 4, 1, 5, 4, 2, 6, 3, 3, 6, 7, 0, 4, 2, 2, 4, 6, 1, 3, 5, 3, 7, 5 };
std::string out;
const int32_t header[4] = { 0x42473031, 8, static_cast<int32_t>(indices.size()), 0 };
out.append(reinterpret_cast<const char*>(header), sizeof(header));
out.append(reinterpret_cast<const char*>(positions.data()), positions.size() * 4);
out.append(reinterpret_cast<const char*>(normals.data()), normals.size() * 4);
out.append(reinterpret_cast<const char*>(indices.data()), indices.size() * 4);
return out;
}
std::filesystem::path TempFolder(const std::string& name) {
// One folder per test and process: ctest runs the tests in parallel processes
const auto* test = ::testing::UnitTest::GetInstance()->current_test_info();
auto path = std::filesystem::temp_directory_path() / ("dlu_ugc_test_" + name + "_" + (test ? std::string(test->name()) : std::string()) + "_" + std::to_string(::getpid()));
std::filesystem::remove_all(path);
std::filesystem::create_directories(path);
return path;
}
// A res folder with brick 3001 (a 1x1x1 box) and brick 3002 (a big box)
std::filesystem::path MakeRes() {
const auto res = TempFolder("res");
std::filesystem::create_directories(res / "brickprimitives" / "lod0");
std::ofstream(res / "brickprimitives" / "lod0" / "3001.g", std::ios::binary) << BoxGeometry(glm::vec3(0.0f), glm::vec3(1.0f));
std::ofstream(res / "brickprimitives" / "lod0" / "3002.g", std::ios::binary) << BoxGeometry(glm::vec3(-4.0f), glm::vec3(4.0f));
return res;
}
const char* LXFML5 = R"(<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<LXFML versionMajor="5" versionMinor="0"><Bricks>
<Brick refID="0" designID="3001"><Part refID="0" designID="3001" materials="21,0"><Bone refID="0" transformation="1,0,0,0,1,0,0,0,1,10,0,0"/></Part></Brick>
<Brick refID="1" designID="3001"><Part refID="1" designID="3001" materials="40"><Bone refID="1" transformation="1,0,0,0,1,0,0,0,1,0,5,0"/></Part></Brick>
<Brick refID="2" designID="9999"><Part refID="2" designID="9999" materials="1"><Bone refID="2" transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick>
</Bricks></LXFML>)";
}
TEST(UgcCompression, GzipRoundTrip) {
const std::string data(10000, 'x');
const auto gz = ZCompression::Gzip(data);
ASSERT_GE(gz.size(), 2u);
EXPECT_EQ(static_cast<uint8_t>(gz[0]), 0x1f);
EXPECT_EQ(static_cast<uint8_t>(gz[1]), 0x8b);
EXPECT_EQ(ZCompression::Gunzip(gz), data);
EXPECT_FALSE(ZCompression::Gunzip("not gzip"));
}
TEST(UgcBricks, ParsesGeometryAndRejectsBadData) {
const auto geometry = UgcBricks::ParseGeometry(BoxGeometry(glm::vec3(0.0f), glm::vec3(1.0f)));
ASSERT_TRUE(geometry);
EXPECT_EQ(geometry->positions.size(), 24u);
EXPECT_EQ(geometry->indices.size(), 36u);
EXPECT_FALSE(UgcBricks::ParseGeometry("10GB"));
auto broken = BoxGeometry(glm::vec3(0.0f), glm::vec3(1.0f));
broken.resize(broken.size() - 4);
EXPECT_FALSE(UgcBricks::ParseGeometry(broken));
}
TEST(UgcBricks, ParsesMaterials) {
const auto materials = UgcBricks::ParseMaterials(R"(<Materials><Material MatID="21" Red="222" Green="0" Blue="13" Alpha="255"/><Material MatID="40" Red="238" Green="238" Blue="238" Alpha="150" MaterialType="shinySteel"/></Materials>)");
ASSERT_EQ(materials.size(), 2u);
EXPECT_EQ(materials.at(21).r, 222);
EXPECT_EQ(materials.at(21).type, "");
EXPECT_EQ(materials.at(40).type, "shinySteel");
EXPECT_FALSE(materials.at(21).Transparent());
EXPECT_TRUE(materials.at(40).Transparent());
}
TEST(UgcBricks, ReadsStoredZipEntries) {
// A zip with one stored file, "Materials.xml"
const std::string name = "Materials.xml", content = "<Materials/>";
std::string zip;
const auto u16 = [&zip](uint16_t v) { zip.append(reinterpret_cast<const char*>(&v), 2); };
const auto u32 = [&zip](uint32_t v) { zip.append(reinterpret_cast<const char*>(&v), 4); };
u32(0x04034b50); u16(20); u16(0); u16(0); u16(0); u16(0); u32(0); u32(content.size()); u32(content.size()); u16(name.size()); u16(0);
zip += name + content;
const auto central = static_cast<uint32_t>(zip.size());
u32(0x02014b50); u16(20); u16(20); u16(0); u16(0); u16(0); u16(0); u32(0); u32(content.size()); u32(content.size()); u16(name.size());
u16(0); u16(0); u16(0); u16(0); u32(0); u32(0);
zip += name;
const auto centralSize = static_cast<uint32_t>(zip.size()) - central;
u32(0x06054b50); u16(0); u16(0); u16(1); u16(1); u32(centralSize); u32(central); u16(0);
EXPECT_EQ(UgcBricks::ReadZipEntry(zip, "materials.XML"), content);
EXPECT_FALSE(UgcBricks::ReadZipEntry(zip, "Other.xml"));
}
TEST(UgcModel, ParsesLxfml5And4) {
std::string error;
const auto parts = UgcModel::ParseLxfml(LXFML5, error);
ASSERT_EQ(parts.size(), 3u);
EXPECT_EQ(parts[0].designId, 3001u);
EXPECT_EQ(parts[0].materials, (std::vector<uint32_t>{ 21, 21 })); // 0: the part's first material
EXPECT_FLOAT_EQ(parts[0].transform[3].x, 10.0f);
const auto v4 = UgcModel::ParseLxfml(R"(<LXFML versionMajor="4"><Scene><Model><Group ax="0" ay="1" az="0" angle="90" tx="1" ty="0" tz="0">
<Part designID="3001" materialID="21" ax="0" ay="1" az="0" angle="0" tx="0" ty="2" tz="0"/></Group></Model></Scene></LXFML>)", error);
ASSERT_EQ(v4.size(), 1u);
const auto origin = v4[0].transform * glm::vec4(0, 0, 0, 1);
EXPECT_NEAR(origin.x, 1.0f, 1e-5f);
EXPECT_NEAR(origin.y, 2.0f, 1e-5f);
EXPECT_TRUE(UgcModel::ParseLxfml("<nope", error).empty());
EXPECT_FALSE(error.empty());
}
TEST(UgcModel, BuildsOpaqueAndTransparentMeshes) {
UgcBricks::BrickLibrary library(MakeRes(), 0);
library.SetMaterials({ { 21, { 222, 0, 13, 255 } }, { 40, { 238, 238, 238, 150 } } });
std::string error;
UgcModel::BuildOptions options;
options.palette = UgcModel::ePalette::BRICKDB;
options.colorVariation = 0.0f;
const auto model = UgcModel::Build(UgcModel::ParseLxfml(LXFML5, error), library, options);
EXPECT_EQ(model.bricks, 2u);
EXPECT_EQ(model.missingDesigns, std::vector<uint32_t>{ 9999 });
EXPECT_EQ(model.opaque.TriangleCount(), 12u);
EXPECT_EQ(model.transparent.TriangleCount(), 12u);
EXPECT_NEAR(model.opaque.colors[0].r, 222.0f / 255.0f, 1e-5f);
EXPECT_NEAR(model.transparent.colors[0].a, 150.0f / 255.0f, 1e-5f);
EXPECT_NEAR(model.opaque.positions[0].x, 10.0f, 1e-5f);
}
// A color LU Toolbox's palette doesn't have but the client's Materials.xml does (one added to the brick database) is
// drawn in its Materials.xml color; one neither knows is LU Toolbox's black
TEST(UgcModel, ColorsOnlyInMaterialsXmlAreNotBlack) {
UgcBricks::BrickLibrary library(MakeRes(), 0);
constexpr uint32_t ADDED = 50001;
ASSERT_FALSE(UgcPalette::Linear(ADDED));
library.SetMaterials({ { ADDED, { 0, 200, 100, 255 } } });
std::string error;
UgcModel::BuildOptions options;
options.palette = UgcModel::ePalette::LU_TOOLBOX;
options.colorVariation = 0.0f;
const auto brick = [&error](uint32_t material) {
return UgcModel::ParseLxfml("<LXFML versionMajor=\"5\"><Bricks><Brick><Part designID=\"3001\" materials=\"" + std::to_string(material) +
"\"><Bone transformation=\"1,0,0,0,1,0,0,0,1,0,0,0\"/></Part></Brick></Bricks></LXFML>", error);
};
const auto added = UgcModel::Build(brick(ADDED), library, options);
ASSERT_FALSE(added.opaque.colors.empty());
EXPECT_NEAR(added.opaque.colors[0].g, 200.0f / 255.0f, 1e-3f);
EXPECT_NEAR(added.opaque.colors[0].r, 0.0f, 1e-3f);
ASSERT_FALSE(UgcPalette::Linear(50002));
const auto unknown = UgcModel::Build(brick(50002), library, options);
ASSERT_FALSE(unknown.opaque.colors.empty());
const auto black = UgcModel::Build(brick(UgcPalette::FALLBACK_ID), library, options);
ASSERT_FALSE(black.opaque.colors.empty());
EXPECT_EQ(unknown.opaque.colors[0], black.opaque.colors[0]);
}
TEST(UgcModel, SplitsBigMeshes) {
UgcModel::Mesh mesh;
for (uint32_t i = 0; i < 30; i++) {
mesh.positions.push_back(glm::vec3(static_cast<float>(i)));
mesh.normals.push_back(glm::vec3(0, 1, 0));
mesh.colors.push_back(glm::vec4(1.0f));
}
for (uint32_t i = 0; i + 2 < 30; i += 3) mesh.indices.insert(mesh.indices.end(), { i, i + 1, i + 2 });
const auto pieces = UgcModel::Split(mesh, 9, 100);
ASSERT_EQ(pieces.size(), 4u); // 10 triangles, 3 fit per piece
size_t triangles = 0;
for (const auto& piece : pieces) {
EXPECT_LE(piece.positions.size(), 9u);
triangles += piece.TriangleCount();
}
EXPECT_EQ(triangles, 10u);
}
TEST(UgcRender, RemovesWhatIsInsideAndDrawsIcons) {
UgcBricks::BrickLibrary library(MakeRes(), 0);
library.SetMaterials({ { 21, { 222, 0, 13, 255 } } });
std::string error;
// A small box inside the big one: its faces can't be seen
const auto parts = UgcModel::ParseLxfml(R"(<LXFML versionMajor="5"><Bricks>
<Brick><Part designID="3002" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick>
</Bricks></LXFML>)", error);
auto model = UgcModel::Build(parts, library);
ASSERT_EQ(model.opaque.TriangleCount(), 24u);
const auto result = UgcHsr::RemoveHiddenFaces(model, UgcHsr::Options{});
EXPECT_EQ(result.trianglesRemoved, 12u);
EXPECT_EQ(model.opaque.TriangleCount(), 12u);
EXPECT_EQ(model.opaque.positions.size(), 8u);
const auto icon = UgcRender::RenderIcon(model, UgcRender::IconOptions{ 32, 2 });
ASSERT_EQ(icon.rgba.size(), 32u * 32u * 4u);
EXPECT_EQ(icon.rgba[3], 0); // a corner is background
EXPECT_EQ(icon.rgba[(16 * 32 + 16) * 4 + 3], 255); // the middle is the box
EXPECT_GT(icon.rgba[(16 * 32 + 16) * 4], icon.rgba[(16 * 32 + 16) * 4 + 1]); // red
}
TEST(UgcFormats, NifReadsBack) {
UgcModel::Mesh opaque, transparent;
opaque.positions = { { 0, 0, 0 }, { 1, 0, 0 }, { 0, 1, 0 } };
opaque.normals = { { 0, 0, 1 }, { 0, 0, 1 }, { 0, 0, 1 } };
opaque.colors = { { 1, 0, 0, 1 }, { 1, 0, 0, 1 }, { 1, 0, 0, 1 } };
opaque.indices = { 0, 1, 2 };
transparent = opaque;
for (auto& color : transparent.colors) color.a = 0.5f;
const auto nif = UgcFormats::WriteNif("SceneNode_Model", { { "S01_Opaque_Model", &opaque, false }, { "S01_Alpha_Model", &transparent, true } });
ASSERT_TRUE(nif.starts_with("Gamebryo File Format, Version 20.3.0.9\n"));
std::string error;
const auto model = NifFile::Parse(nif, 0, error);
ASSERT_TRUE(model) << error;
EXPECT_TRUE(model->skipped.empty());
ASSERT_EQ(model->meshes.size(), 2u);
EXPECT_EQ(model->meshes[0].indices.size(), 3u);
EXPECT_EQ(model->meshes[0].colors[0], 255);
// Every shape blends by its vertex alpha, as the game's own brick models do
EXPECT_TRUE(model->meshes[0].material.alphaBlend);
EXPECT_EQ(model->meshes[0].colors[3], 255);
EXPECT_TRUE(model->meshes[1].material.alphaBlend);
EXPECT_EQ(UgcModel::FromNif(*model).transparent.TriangleCount(), 1u);
EXPECT_EQ(model->meshes[1].colors[3], 128);
EXPECT_EQ(model->meshes[0].material.vertexColorMode, 2);
EXPECT_TRUE(model->nodes.contains("SceneNode_Model"));
}
TEST(UgcFormats, ImagesAndChecksums) {
UgcRender::Image image{ 2, 2, std::vector<uint8_t>(16, 0) };
image.rgba[0] = 10; // red of the first pixel
image.rgba[3] = 255;
const auto png = UgcFormats::EncodePng(image);
EXPECT_TRUE(png.starts_with("\x89PNG\r\n\x1a\n"));
const auto dds = UgcFormats::EncodeDds(image);
ASSERT_EQ(dds.size(), 128u + 16u); // one DXT5 block
EXPECT_TRUE(dds.starts_with("DDS "));
EXPECT_EQ(UgcFormats::Md5Hex("abc"), "900150983cd24fb0d6963f7d28e17f72");
EXPECT_NE(UgcFormats::ChecksumXml("abc").find("<Checksum><MD5>900150983cd24fb0d6963f7d28e17f72</MD5><Filesize>3</Filesize></Checksum>"), std::string::npos);
std::string md5;
uint32_t size{};
ASSERT_TRUE(UgcFormats::ReadChecksumXml(UgcFormats::ChecksumXml("abc"), md5, size));
EXPECT_EQ(md5, "900150983cd24fb0d6963f7d28e17f72");
EXPECT_EQ(size, 3u);
EXPECT_FALSE(UgcFormats::ReadChecksumXml("<Checksum><MD5>abc</MD5><Filesize>3</Filesize></Checksum>", md5, size));
EXPECT_FALSE(UgcFormats::ReadChecksumXml("<Checksum><MD5>900150983cd24fb0d6963f7d28e17f72</MD5><Filesize>x</Filesize></Checksum>", md5, size));
}
namespace {
uint32_t U32(const std::string& data, size_t at) {
uint32_t v{};
std::memcpy(&v, data.data() + at, 4);
return v;
}
// A DXT5 block back to RGBA (the reference decoding, for the tests)
std::array<uint8_t, 64> DecodeDxt5Block(const uint8_t* b) {
std::array<uint8_t, 64> out{};
std::array<int, 8> alpha{ b[0], b[1] };
for (int i = 2; i < 8; i++) alpha[i] = b[0] > b[1] ? ((8 - i) * b[0] + (i - 1) * b[1]) / 7 : (i < 6 ? ((6 - i) * b[0] + (i - 1) * b[1]) / 5 : (i == 6 ? 0 : 255));
uint64_t abits = 0;
for (int i = 0; i < 6; i++) abits |= static_cast<uint64_t>(b[2 + i]) << (8 * i);
const uint16_t c0 = b[8] | (b[9] << 8), c1 = b[10] | (b[11] << 8);
const auto rgb = [](uint16_t v) { return std::array<int, 3>{ ((v >> 11) & 31) * 255 / 31, ((v >> 5) & 63) * 255 / 63, (v & 31) * 255 / 31 }; };
const auto a = rgb(c0), z = rgb(c1);
std::array<std::array<int, 3>, 4> pal{ a, z };
for (int c = 0; c < 3; c++) {
pal[2][c] = c0 > c1 ? (2 * a[c] + z[c]) / 3 : (a[c] + z[c]) / 2;
pal[3][c] = c0 > c1 ? (a[c] + 2 * z[c]) / 3 : 0;
}
const uint32_t bits = b[12] | (b[13] << 8) | (b[14] << 16) | (static_cast<uint32_t>(b[15]) << 24);
for (int i = 0; i < 16; i++) {
for (int c = 0; c < 3; c++) out[i * 4 + c] = static_cast<uint8_t>(pal[(bits >> (2 * i)) & 3][c]);
out[i * 4 + 3] = static_cast<uint8_t>(alpha[(abits >> (3 * i)) & 7]);
}
return out;
}
}
// Icons are written like the client's own 128x128 ones: DXT5, no mipmaps, flags 0x81007, the linear size, caps 0x1000
TEST(UgcFormats, DdsIsDxt5LikeTheClientsIcons) {
UgcRender::Image image{ 128, 128, std::vector<uint8_t>(128 * 128 * 4, 0) };
for (int y = 0; y < 128; y++) {
for (int x = 0; x < 128; x++) {
auto* p = &image.rgba[(y * 128 + x) * 4];
const bool inside = x >= 32 && x < 96 && y >= 32 && y < 96;
p[0] = static_cast<uint8_t>(x * 2);
p[1] = static_cast<uint8_t>(y * 2);
p[2] = 90;
p[3] = inside ? 255 : 0;
}
}
const auto dds = UgcFormats::EncodeDds(image);
ASSERT_EQ(dds.size(), 128u + 32u * 32u * 16u);
EXPECT_EQ(U32(dds, 4), 124u);
EXPECT_EQ(U32(dds, 8), 0x81007u);
EXPECT_EQ(U32(dds, 12), 128u);
EXPECT_EQ(U32(dds, 16), 128u);
EXPECT_EQ(U32(dds, 20), 16384u); // linear size
EXPECT_EQ(U32(dds, 28), 0u); // no mipmaps
EXPECT_EQ(U32(dds, 80), 0x4u); // four CC
EXPECT_EQ(dds.substr(84, 4), "DXT5");
EXPECT_EQ(U32(dds, 108), 0x1000u);
// Decoded, the visible pixels are close to the source and the background stays transparent
int worst = 0;
for (int by = 0; by < 32; by++) {
for (int bx = 0; bx < 32; bx++) {
const auto block = DecodeDxt5Block(reinterpret_cast<const uint8_t*>(dds.data()) + 128 + (by * 32 + bx) * 16);
for (int i = 0; i < 16; i++) {
const auto* src = &image.rgba[((by * 4 + i / 4) * 128 + bx * 4 + i % 4) * 4];
EXPECT_EQ(block[i * 4 + 3], src[3]);
if (src[3] == 0) continue;
for (int c = 0; c < 3; c++) worst = std::max(worst, std::abs(block[i * 4 + c] - src[c]));
}
}
}
EXPECT_LE(worst, 12);
// A flat block is one color, however it's stored
std::array<uint8_t, 64> flat{};
for (int i = 0; i < 16; i++) flat[i * 4] = 200, flat[i * 4 + 1] = 40, flat[i * 4 + 2] = 10, flat[i * 4 + 3] = 128;
const auto encoded = UgcFormats::EncodeDxt5Block(flat);
const auto decoded = DecodeDxt5Block(encoded.data());
for (int i = 0; i < 16; i++) {
EXPECT_NEAR(decoded[i * 4], 200, 5);
EXPECT_NEAR(decoded[i * 4 + 1], 40, 5);
EXPECT_EQ(decoded[i * 4 + 3], 128);
}
}
// A download is written for both of the client's modes: .gz and .checksum (3D services) and .sd0 (without), all
// holding the same file
TEST(UgcJobs, AddsTheDownloadForBothClientModes) {
UgcStorage::Files files;
UgcJobs::AddDownload(files, "icon.dds", "abc");
EXPECT_EQ(ZCompression::Gunzip(files.at("icon.dds.gz")).value_or(""), "abc");
std::istringstream sd0(files.at("icon.dds.sd0"));
EXPECT_EQ(Sd0(sd0).GetAsStringUncompressed(), "abc");
std::string md5;
uint32_t size{};
ASSERT_TRUE(UgcFormats::ReadChecksumXml(files.at("icon.dds.checksum"), md5, size));
EXPECT_EQ(md5, "900150983cd24fb0d6963f7d28e17f72");
EXPECT_EQ(size, 3u);
}
TEST(UgcModular, ParsesTheCdClientData) {
EXPECT_EQ(UgcModular::ParseModuleLots("1:4713+1:4714+1:4715"), (std::vector<uint32_t>{ 4713, 4714, 4715 }));
EXPECT_EQ(UgcModular::ParseModuleLots("1:8129;1:x;1:8130"), (std::vector<uint32_t>{ 8129, 8130 }));
const auto build = UgcModular::ParseBuild(R"(<ModularBuild><topology><numberOfParts value="3" /><rootPart value="2" />
<connection myPartid="2" myLocation="CP_A1" connectingPart="1" /><connection myPartid="1" myLocation="CP_B2" connectingPart="0"/></topology>
<Placement><AdditionalModelRotation><Rotation w="0.707" x="0" y="-0.707" z="0" /></AdditionalModelRotation></Placement></ModularBuild>)");
ASSERT_TRUE(build);
EXPECT_EQ(build->rootPart, 2u);
ASSERT_EQ(build->connections.size(), 2u);
EXPECT_EQ(build->connections[1].location, "CP_B2");
const auto connections = UgcModular::ParseModuleConnections(R"(<ModuleInfo moduleLOT="4714"><connection name="CP_B2"><translation x="0" y="0" z="5.2" /></connection></ModuleInfo>)");
EXPECT_FLOAT_EQ(connections.at("CP_B2").z, 5.2f);
EXPECT_FALSE(UgcModular::ParseBuild("<ModularBuild/>"));
}
TEST(UgcModular, PutsPartsOnTheirAttachPoints) {
const auto triangle = [] {
NifFile::Model nif;
NifFile::Mesh mesh;
mesh.positions = { 0, 0, 0, 1, 0, 0, 0, 1, 0 };
mesh.indices = { 0, 1, 2 };
nif.meshes.push_back(mesh);
return nif;
};
UgcModular::BuildInfo build;
build.rootPart = 2;
build.connections = { { 2, "CP_A1", 1 }, { 1, "CP_B2", 0 } };
std::vector<UgcModular::Module> modules(3);
modules[0].partCode = 2; // bottom: node CP_A1 at y 5
modules[0].nif = triangle();
modules[0].nif.nodes["CP_A1"].translation = { 0, 5, 0 };
modules[1].partCode = 1; // middle: no node, a connection offset of y 3 in the CDClient
modules[1].nif = triangle();
modules[1].connections["CP_B2"] = glm::vec3(0, 3, 0);
modules[2].partCode = 0; // top: its own CP_B2 node at y 1 lines up with the middle's
modules[2].nif = triangle();
modules[2].nif.nodes["CP_B2"].translation = { 0, 1, 0 };
std::string warnings;
const auto model = UgcModular::Assemble(build, modules, warnings);
EXPECT_TRUE(warnings.empty()) << warnings;
ASSERT_EQ(model.opaque.positions.size(), 9u);
EXPECT_FLOAT_EQ(model.opaque.positions[0].y, 0.0f);
EXPECT_FLOAT_EQ(model.opaque.positions[3].y, 5.0f);
EXPECT_FLOAT_EQ(model.opaque.positions[6].y, 7.0f); // 5 + 3 - 1
}
TEST(UgcStorage, WritesListsAndEvicts) {
UgcStorage storage(TempFolder("storage"));
std::string error;
ASSERT_TRUE(storage.Write(UgcStorage::Kind::MODEL, 1001, { { "icon.png", std::string(100, 'a') } }, error)) << error;
ASSERT_TRUE(storage.Write(UgcStorage::Kind::MODULAR, 2002, { { "icon.png", std::string(100, 'b') } }, error)) << error;
ASSERT_TRUE(storage.Write(UgcStorage::Kind::MODEL, 1001, { { "icon.png", std::string(50, 'c') } }, error)) << error; // replaced
EXPECT_TRUE(storage.File(UgcStorage::Kind::MODEL, 1001, "icon.png"));
// The version before is kept to compare with
const auto previous = storage.File(UgcStorage::Kind::MODEL, 1001, "previous.icon.png");
ASSERT_TRUE(previous);
EXPECT_EQ(std::filesystem::file_size(*previous), 100u);
EXPECT_FALSE(storage.File(UgcStorage::Kind::MODEL, 1001, "../../etc/passwd"));
EXPECT_EQ(storage.List().size(), 2u);
std::filesystem::last_write_time(storage.Folder(UgcStorage::Kind::MODULAR, 2002), std::filesystem::file_time_type::clock::now() - std::chrono::hours(1));
const auto removed = storage.Evict(160);
ASSERT_EQ(removed.size(), 1u);
EXPECT_EQ(removed[0].id, 2002);
EXPECT_TRUE(storage.File(UgcStorage::Kind::MODEL, 1001, "icon.png"));
std::filesystem::remove_all(storage.GetRoot());
}
TEST(UgcPalette, ColorVariationMatchesLuToolbox) {
const glm::vec3 red = *UgcPalette::Linear(21);
// random 0.5 is the middle of the range: no change
const auto same = UgcPalette::ApplyVariation(red, 7.0f, 0.5f);
EXPECT_NEAR(same.r, red.r, 1e-5f);
EXPECT_NEAR(same.b, red.b, 1e-5f);
// The top of the range: value^(1/2.224) + variation/200, back to the power of 2.224; hue and saturation kept
const auto brighter = UgcPalette::ApplyVariation(red, 7.0f, 1.0f);
const float expected = std::pow(std::pow(red.r, 1.0f / 2.224f) + 0.035f, 2.224f);
EXPECT_NEAR(brighter.r, expected, 1e-5f);
EXPECT_NEAR(brighter.b / brighter.r, red.b / red.r, 1e-5f);
const auto darker = UgcPalette::ApplyVariation(red, 7.0f, 0.0f);
EXPECT_LT(darker.r, red.r);
// Clamped to 0..1, and black turns grey rather than staying black
EXPECT_LE(UgcPalette::ApplyVariation(glm::vec3(1.0f), 100.0f, 1.0f).r, 1.0f);
EXPECT_GT(UgcPalette::ApplyVariation(glm::vec3(0.0f), 10.0f, 1.0f).g, 0.0f);
EXPECT_FLOAT_EQ(UgcPalette::ApplyVariation(red, 0.0f, 1.0f).r, red.r);
// Per color amounts, aliases, transparency, glow and the icon's corrections
EXPECT_FLOAT_EQ(UgcPalette::VariationScale(26), 0.4f);
EXPECT_FLOAT_EQ(UgcPalette::VariationScale(5), 1.0f);
EXPECT_EQ(*UgcPalette::Linear(0), *UgcPalette::Linear(26));
EXPECT_EQ(*UgcPalette::Linear(293), *UgcPalette::Linear(43));
EXPECT_TRUE(UgcPalette::IsTransparent(40));
EXPECT_FALSE(UgcPalette::IsTransparent(21));
EXPECT_TRUE(UgcPalette::Glow(9013).has_value());
EXPECT_FALSE(UgcPalette::Glow(21).has_value());
EXPECT_TRUE(UgcPalette::IsMetallic(309));
EXPECT_FALSE(UgcPalette::Linear(123456).has_value());
EXPECT_NEAR(UgcPalette::LinearToSrgb(*UgcPalette::Linear(1, true)).r, 0.7f, 1e-5f);
EXPECT_NEAR(UgcPalette::LinearToSrgb(red).r * 255.0f, 222.0f, 0.5f); // LDD's bright red
EXPECT_NEAR(UgcPalette::SrgbToLinear(UgcPalette::LinearToSrgb(0.3f)), 0.3f, 1e-5f);
}
TEST(UgcPalette, BrickRandomIsStableAndSpread) {
EXPECT_EQ(UgcPalette::BrickRandom(7, 3, 21), UgcPalette::BrickRandom(7, 3, 21));
EXPECT_NE(UgcPalette::BrickRandom(7, 3, 21), UgcPalette::BrickRandom(7, 4, 21));
EXPECT_NE(UgcPalette::BrickRandom(7, 3, 21), UgcPalette::BrickRandom(8, 3, 21));
EXPECT_NE(UgcPalette::BrickRandom(7, 3, 21), UgcPalette::BrickRandom(7, 3, 23));
double sum = 0.0;
float low = 1.0f, high = 0.0f;
for (uint32_t brick = 0; brick < 10000; brick++) {
const float value = UgcPalette::BrickRandom(1, brick, 1);
ASSERT_GE(value, 0.0f);
ASSERT_LT(value, 1.0f);
sum += value;
low = std::min(low, value);
high = std::max(high, value);
}
EXPECT_NEAR(sum / 10000.0, 0.5, 0.02); // uniform, like random.uniform
EXPECT_LT(low, 0.01f);
EXPECT_GT(high, 0.99f);
}
TEST(UgcModel, ColorsLikeLuToolbox) {
const auto res = MakeRes();
std::filesystem::create_directories(res / "brickprimitives" / "lod1");
std::ofstream(res / "brickprimitives" / "lod1" / "3001.g", std::ios::binary) << BoxGeometry(glm::vec3(0.0f), glm::vec3(1.0f));
UgcBricks::BrickLibrary library(res, 0);
std::string error;
// Three red bricks, a transparent one, a red and transparent one, an unknown color
const auto parts = UgcModel::ParseLxfml(R"(<LXFML versionMajor="5"><Bricks>
<Brick><Part designID="3001" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,2,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,4,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="40"><Bone transformation="1,0,0,0,1,0,0,0,1,6,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="21,40"><Bone transformation="1,0,0,0,1,0,0,0,1,8,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="987654"><Bone transformation="1,0,0,0,1,0,0,0,1,10,0,0"/></Part></Brick>
</Bricks></LXFML>)", error);
ASSERT_EQ(parts.size(), 6u);
UgcModel::BuildOptions plain;
plain.colorVariation = 0.0f;
const auto flat = UgcModel::Build(parts, library, plain);
EXPECT_EQ(flat.transparent.TriangleCount(), 12u); // only the all-transparent brick
EXPECT_EQ(flat.transparentBricks, std::vector<size_t>{ 0 });
EXPECT_EQ(flat.opaque.TriangleCount(), 60u);
EXPECT_NEAR(flat.opaque.colors[0].r * 255.0f, 222.0f, 0.5f);
EXPECT_FLOAT_EQ(flat.opaque.colors[0].a, 1.0f);
EXPECT_NEAR(flat.transparent.colors[0].a, 0.5882f, 1e-4f);
const auto black = UgcPalette::LinearToSrgb(*UgcPalette::Linear(26));
EXPECT_NEAR(flat.opaque.colors[4 * 8].r, black.r, 1e-5f); // the unknown color is black
EXPECT_TRUE(flat.opaque.glow.empty());
UgcModel::BuildOptions varied;
varied.seed = 42;
const auto a = UgcModel::Build(parts, library, varied);
const auto again = UgcModel::Build(parts, library, varied);
EXPECT_EQ(a.opaque.colors, again.opaque.colors); // the same every time
// Each brick has one shift for all its vertices, different between bricks of the same color
EXPECT_EQ(a.opaque.colors[0], a.opaque.colors[7]);
EXPECT_NE(a.opaque.colors[0], a.opaque.colors[8]);
EXPECT_NE(a.opaque.colors[8], a.opaque.colors[16]);
// Within 5% x 1.4 (red's own amount) of the plain color in LU Toolbox's gamma
for (size_t brick = 0; brick < 3; brick++) {
const float value = UgcPalette::SrgbToLinear(a.opaque.colors[brick * 8].r);
const float base = UgcPalette::Linear(21)->r;
EXPECT_LE(std::abs(std::pow(value, 1.0f / 2.224f) - std::pow(base, 1.0f / 2.224f)), 0.035f + 1e-4f);
}
// The same brick gets the same color in another LOD
varied.lod = 1;
const auto lod1 = UgcModel::Build(parts, library, varied);
EXPECT_EQ(lod1.opaque.colors[8], a.opaque.colors[8]);
// Another model (seed) gets other shifts
varied.lod = 0;
varied.seed = 43;
EXPECT_NE(UgcModel::Build(parts, library, varied).opaque.colors[0], a.opaque.colors[0]);
// The icon: its corrections, and no variation
UgcModel::BuildOptions icon;
icon.icon = true;
icon.colorVariation = 0.0f;
const auto white = UgcModel::Build(UgcModel::ParseLxfml(R"(<LXFML versionMajor="5"><Bricks><Brick><Part designID="3001" materials="1">
<Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick></Bricks></LXFML>)", error), library, icon);
EXPECT_NEAR(white.opaque.colors[0].r, 0.7f, 1e-5f);
}
TEST(UgcModel, LodRangesLikeLuToolbox) {
const UgcModel::LodDistances d;
using Ranges = std::vector<std::pair<float, float>>;
EXPECT_EQ(UgcModel::LodRanges({ 0, 2 }, d), (Ranges{ { 0.0f, 100.0f }, { 100.0f, 10000.0f } }));
EXPECT_EQ(UgcModel::LodRanges({ 0 }, d), (Ranges{ { 0.0f, 10000.0f } }));
EXPECT_EQ(UgcModel::LodRanges({ 0, 1, 2 }, d), (Ranges{ { 0.0f, 50.0f }, { 50.0f, 100.0f }, { 100.0f, 10000.0f } }));
EXPECT_EQ(UgcModel::LodRanges({ 0, 1 }, d), (Ranges{ { 0.0f, 50.0f }, { 50.0f, 10000.0f } }));
EXPECT_EQ(UgcModel::LodRanges({ 0, 2, 3 }, d), (Ranges{ { 0.0f, 100.0f }, { 100.0f, 280.0f }, { 280.0f, 10000.0f } }));
}
TEST(UgcModel, DividesAlongTheLongestSide) {
// Two separate strips of triangles far apart on x: divided between them, each kept whole
UgcModel::Mesh mesh;
for (int cluster = 0; cluster < 2; cluster++) {
for (uint32_t i = 0; i < 40; i++) {
mesh.positions.push_back(glm::vec3(cluster * 100.0f + static_cast<float>(i % 2), static_cast<float>(i / 2), 0.0f));
mesh.normals.push_back(glm::vec3(0, 0, 1));
mesh.colors.push_back(glm::vec4(1.0f));
}
const uint32_t base = cluster * 40;
for (uint32_t i = 0; i + 2 < 40; i++) mesh.indices.insert(mesh.indices.end(), { base + i, base + i + 1, base + i + 2 });
}
const auto pieces = UgcModel::Divide(mesh, 50, 1000);
ASSERT_EQ(pieces.size(), 2u);
for (const auto& piece : pieces) {
EXPECT_EQ(piece.positions.size(), 40u);
EXPECT_EQ(piece.TriangleCount(), 38u);
}
EXPECT_EQ(UgcModel::Divide(mesh, 100, 1000).size(), 1u);
}
TEST(UgcModel, SplitsTransparentBricksApart) {
// Two boxes in one mesh, one shape each (LU Toolbox leaves transparent bricks uncombined)
UgcBricks::BrickLibrary library(MakeRes(), 0);
std::string error;
const auto model = UgcModel::Build(UgcModel::ParseLxfml(R"(<LXFML versionMajor="5"><Bricks>
<Brick><Part designID="3001" materials="40"><Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="43"><Bone transformation="1,0,0,0,1,0,0,0,1,5,0,0"/></Part></Brick>
</Bricks></LXFML>)", error), library);
ASSERT_EQ(model.transparentBricks.size(), 2u);
const auto pieces = UgcModel::SplitAt(model.transparent, model.transparentBricks);
ASSERT_EQ(pieces.size(), 2u);
EXPECT_EQ(pieces[0].positions.size(), 8u);
EXPECT_EQ(pieces[1].TriangleCount(), 12u);
EXPECT_NEAR(pieces[1].positions[0].x, 5.0f, 1e-5f);
}
TEST(UgcFormats, LodNifReadsBack) {
UgcModel::Mesh near, far;
near.positions = { { 0, 0, 0 }, { 1, 0, 0 }, { 0, 1, 0 }, { 1, 1, 0 } };
near.normals.assign(4, { 0, 0, 1 });
near.colors.assign(4, { 1, 0, 0, 1 });
near.indices = { 0, 1, 2, 1, 3, 2 };
far = near;
far.indices = { 0, 1, 2 };
const auto nif = UgcFormats::WriteLodNif("SceneNode_Model", { { "S01_Opaque_Model", false, { { 0.0f, 100.0f, "LOD_0", { &near } }, { 100.0f, 10000.0f, "LOD_2", { &far } } } } });
std::string error;
const auto lod0 = NifFile::Parse(nif, 0, error);
ASSERT_TRUE(lod0) << error;
EXPECT_TRUE(lod0->skipped.empty());
ASSERT_EQ(lod0->meshes.size(), 1u);
EXPECT_EQ(lod0->meshes[0].indices.size(), 6u);
EXPECT_TRUE(lod0->nodes.contains("S01_Opaque_Model"));
EXPECT_TRUE(lod0->nodes.contains("LOD_0"));
const auto lod1 = NifFile::Parse(nif, 1, error);
ASSERT_TRUE(lod1) << error;
ASSERT_EQ(lod1->meshes.size(), 1u);
EXPECT_EQ(lod1->meshes[0].indices.size(), 3u);
}
TEST(UgcRender, AmbientOcclusionUnderARoof) {
// A floor vertex under a low roof is dark, one out in the open is lit; nothing is hit past the distance
UgcModel::Mesh points;
points.positions = { { 0, 0, 0 }, { 50, 0, 0 } };
points.normals = { { 0, 1, 0 }, { 0, 1, 0 } };
UgcModel::Mesh roof;
roof.positions = { { -10, 1, -10 }, { 10, 1, -10 }, { -10, 1, 10 }, { 10, 1, 10 } };
roof.normals.assign(4, { 0, -1, 0 });
roof.indices = { 0, 1, 2, 1, 3, 2 };
const auto ao = UgcRender::AmbientOcclusion(points, roof, 5.0f, 64);
ASSERT_EQ(ao.size(), 2u);
EXPECT_LT(ao[0], 0.2f);
EXPECT_FLOAT_EQ(ao[1], 1.0f);
EXPECT_FLOAT_EQ(UgcRender::AmbientOcclusion(points, roof, 0.5f, 64)[0], 1.0f);
// Baking darkens the colors of occluded vertices only, and glow lights them up again
UgcModel::Model model;
model.opaque = roof;
model.opaque.colors.assign(4, glm::vec4(0.8f, 0.8f, 0.8f, 1.0f));
UgcModel::Mesh floor = roof;
for (auto& p : floor.positions) p.y = 0.0f;
floor.normals.assign(4, { 0, 1, 0 });
floor.colors.assign(4, glm::vec4(0.8f, 0.8f, 0.8f, 1.0f));
model.opaque.Append(floor);
UgcRender::BakeAo(model, UgcRender::AoOptions{});
EXPECT_LT(model.opaque.colors[5].r, 0.8f);
EXPECT_EQ(model.opaque.colors[5].a, 1.0f);
}
TEST(UgcThrottle, KeepsUnderTheBudget) {
int from = -1, to = -1;
EXPECT_TRUE(UgcThrottle::ParseHours("22-6", from, to));
EXPECT_TRUE(UgcThrottle::InHours(23, from, to));
EXPECT_TRUE(UgcThrottle::InHours(3, from, to));
EXPECT_FALSE(UgcThrottle::InHours(12, from, to));
EXPECT_FALSE(UgcThrottle::ParseHours("", from, to));
EXPECT_FALSE(UgcThrottle::ParseHours("25-3", from, to));
EXPECT_FALSE(UgcThrottle::InHours(3, -1, -1));
// 0.6 s of CPU work at a quarter of a CPU takes at least (0.6 - the burst) / 0.25 s
UgcThrottle::SetBudget(0.25);
UgcThrottle::Begin();
const auto start = std::chrono::steady_clock::now();
const double cpuStart = UgcThrottle::ThreadCpuSeconds();
volatile double sink = 0.0;
while (UgcThrottle::ThreadCpuSeconds() - cpuStart < 0.6) {
for (int i = 0; i < 10000; i++) sink = sink + std::sqrt(static_cast<double>(i));
UgcThrottle::Checkpoint();
}
const double wall = std::chrono::duration<double>(std::chrono::steady_clock::now() - start).count();
UgcThrottle::SetBudget(0.0);
EXPECT_GE(wall, 1.2);
EXPECT_GT(UgcThrottle::GetStats().sleptMs, 0u);
}
TEST(UgcJobs, MakesLodsStatsAndIcons) {
UgcBricks::BrickLibrary library(MakeRes(), 0);
UgcJobs::Settings settings;
settings.ao.samples = 8;
settings.icon.size = 32;
settings.icon.supersample = 1;
settings.icon.ao.samples = 4;
const auto outcome = UgcJobs::ProcessModel(LXFML5, library, settings, 99);
ASSERT_TRUE(outcome.ok) << outcome.error;
for (const auto* name : { "model.nif.gz", "model.nif.checksum", "model.noao.nif.gz", "icon.png", "icon.dds.gz", "stats.json" }) {
EXPECT_TRUE(outcome.files.contains(name)) << name;
}
EXPECT_NE(outcome.stats.find("\"lods\""), std::string::npos);
EXPECT_NE(outcome.stats.find("\"opaqueAfter\""), std::string::npos);
// Stored compressed only; the LXFML is served from the database
EXPECT_FALSE(outcome.files.contains("model.nif"));
EXPECT_FALSE(outcome.files.contains("model.lxfml.gz"));
const auto nifBytes = *ZCompression::Gunzip(outcome.files.at("model.nif.gz"));
std::string error;
const auto nif = NifFile::Parse(nifBytes, 0, error);
ASSERT_TRUE(nif) << error;
EXPECT_TRUE(nif->nodes.contains("S01_Opaque_Model"));
EXPECT_TRUE(nif->nodes.contains("S01_Alpha_Model"));
EXPECT_TRUE(nif->nodes.contains("LOD_0"));
const auto far = NifFile::Parse(nifBytes, 1, error);
ASSERT_TRUE(far) << error;
EXPECT_TRUE(far->nodes.contains("LOD_2"));
// The icon is the .nif's LOD 0, drawn with the icon camera and no occlusion of its own
auto iconOptions = settings.icon;
iconOptions.ao.enabled = false;
EXPECT_EQ(outcome.files.at("icon.png"), UgcFormats::EncodePng(UgcRender::RenderIcon(UgcModel::FromNif(*nif), iconOptions)));
// The same colors when made again
EXPECT_EQ(UgcJobs::ProcessModel(LXFML5, library, settings, 99).files.at("model.nif.checksum"), outcome.files.at("model.nif.checksum"));
settings.maxBricks = 2;
const auto tooBig = UgcJobs::ProcessModel(LXFML5, library, settings, 99);
EXPECT_FALSE(tooBig.ok);
EXPECT_NE(tooBig.error.find("max_model_bricks"), std::string::npos);
EXPECT_EQ(UgcJobs::CountParts(LXFML5), 3u);
EXPECT_GT(UgcJobs::EstimateMemory(1000, settings), UgcJobs::EstimateMemory(10, settings));
}
TEST(UgcModularKey, SameModulesSameKey) {
// However the modules are written or ordered, the combination is the same; its files are stored once
EXPECT_EQ(UgcModularKey::Normalize("1:4715+1:4713+1:4714"), "4713-4714-4715");
EXPECT_EQ(UgcModularKey::Normalize("1:4713;1:4714,1:4715"), "4713-4714-4715");
EXPECT_EQ(UgcModularKey::Normalize("4714+4715+4713+1:4713"), "4713-4714-4715");
EXPECT_EQ(UgcModularKey::Normalize(""), "");
EXPECT_EQ(UgcModularKey::Normalize("1:abc+"), "");
EXPECT_NE(UgcModularKey::Normalize("1:4713+1:4714+1:4716"), UgcModularKey::Normalize("1:4713+1:4714+1:4715"));
const auto id = UgcModularKey::StorageId("4713-4714-4715");
EXPECT_GT(id, 0);
EXPECT_EQ(id, UgcModularKey::StorageId(UgcModularKey::Normalize("1:4715+1:4714+1:4713")));
EXPECT_NE(id, UgcModularKey::StorageId("4713-4714-4716"));
// Two builds of the same modules find the one set of files
UgcStorage storage(TempFolder("combo"));
std::string error;
ASSERT_TRUE(storage.Write(UgcStorage::Kind::MODULAR, id, { { "icon.png", "png" } }, error)) << error;
EXPECT_TRUE(storage.File(UgcStorage::Kind::MODULAR, UgcModularKey::StorageId(UgcModularKey::Normalize("1:4713+1:4714+1:4715")), "icon.png"));
EXPECT_TRUE(storage.File(UgcStorage::Kind::MODULAR, UgcModularKey::StorageId(UgcModularKey::Normalize("1:4714+1:4715+1:4713")), "icon.png"));
std::filesystem::remove_all(storage.GetRoot());
}
TEST(UgcDebounce, WaitsForTheQuietPeriod) {
EXPECT_EQ(UgcDebounce::ProcessAfter(1000, 120), 1120);
EXPECT_EQ(UgcDebounce::ProcessAfter(1000, 0), 0);
EXPECT_EQ(UgcDebounce::ProcessAfter(1000, -5), 0);
EXPECT_FALSE(UgcDebounce::Due(1120, 1100, false)); // saved 100 s ago: still quiet
EXPECT_TRUE(UgcDebounce::Due(1120, 1120, false));
EXPECT_TRUE(UgcDebounce::Due(1120, 1100, true)); // a client asked for it
EXPECT_TRUE(UgcDebounce::Due(0, 5, false)); // expedited or saved without a wait
// A new save starts the wait again
const auto first = UgcDebounce::ProcessAfter(1000, 120), second = UgcDebounce::ProcessAfter(1100, 120);
EXPECT_FALSE(UgcDebounce::Due(std::max(first, second), 1150, false));
}
TEST(UgcIconParams, OneListDrivesEverything) {
// Every parameter has a setting, a range holding its default, and something it changes
for (const auto& param : UgcIconParams::List()) {
EXPECT_TRUE(param.setting.starts_with("icon_")) << param.key;
EXPECT_LE(param.min, param.defaultValue) << param.key;
EXPECT_GE(param.max, param.defaultValue) << param.key;
EXPECT_TRUE(param.apply) << param.key;
EXPECT_EQ(UgcIconParams::Find(param.key), &param);
}
const auto values = UgcIconParams::Parse(R"({"yaw":10,"pitch":200,"margin":0,"offsetX":0.1,"unknown":1,"fov":"wide","exposure":1.5})");
EXPECT_FLOAT_EQ(values.at("yaw"), 10.0f);
EXPECT_FLOAT_EQ(values.at("pitch"), 89.0f); // clamped
EXPECT_FLOAT_EQ(values.at("margin"), 0.5f);
EXPECT_FALSE(values.contains("fov")); // not a number
EXPECT_FALSE(values.contains("unknown"));
EXPECT_TRUE(UgcIconParams::Parse("not json").empty());
EXPECT_EQ(UgcIconParams::Parse(UgcIconParams::ToJson(values)), values);
// Settings, then values over them
auto options = UgcIconParams::FromSettings([](const std::string& key) -> std::optional<std::string> {
if (key == "icon_fov") return "33";
if (key == "icon_ambient") return "nonsense";
return std::nullopt;
});
EXPECT_FLOAT_EQ(options.fovDegrees, 33.0f);
EXPECT_FLOAT_EQ(options.ambient, UgcIconParams::Find("ambient")->defaultValue);
UgcIconParams::Apply(options, values);
EXPECT_FLOAT_EQ(options.yawDegrees, 10.0f);
EXPECT_FLOAT_EQ(options.fovDegrees, 33.0f); // not in the values: the setting stays
EXPECT_FLOAT_EQ(options.exposure, 1.5f);
EXPECT_FLOAT_EQ(options.offsetX, 0.1f);
UgcIconParams::Apply(options, { { "aoStrength", 0.5f } });
EXPECT_TRUE(options.ao.enabled);
// A car or rocket: the settings with its preset and combination values
UgcJobs::Settings settings;
UgcJobs::ModularInput input;
input.iconValues = { { "yaw", 5.0f } };
EXPECT_FLOAT_EQ(UgcJobs::ModularIconOptions(input, settings).yawDegrees, 5.0f);
EXPECT_EQ(UgcIconParams::KindTarget(UgcIconParams::BuildKind(6)), "kind:build6");
EXPECT_EQ(UgcIconParams::ModelTarget(12), "model:12");
EXPECT_EQ(UgcIconParams::CombinationTarget("1-2"), "combo:1-2");
// Exposure brightens, contrast spreads
UgcBricks::BrickLibrary library(MakeRes(), 0);
std::string error;
const auto box = UgcModel::Build(UgcModel::ParseLxfml(R"(<LXFML versionMajor="5"><Bricks><Brick><Part designID="3001" materials="194">
<Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick></Bricks></LXFML>)", error), library);
const auto mean = [](const UgcRender::Image& image) {
double sum = 0, count = 0;
for (size_t i = 0; i < image.rgba.size(); i += 4) {
if (image.rgba[i + 3] < 128) continue;
sum += image.rgba[i];
count++;
}
return sum / std::max(count, 1.0);
};
UgcRender::IconOptions dim{ 32, 1 }, bright{ 32, 1 };
bright.exposure = 2.0f;
EXPECT_GT(mean(UgcRender::RenderIcon(box, bright)), mean(UgcRender::RenderIcon(box, dim)) + 10.0);
// An offset moves the drawn model by that share of the icon
UgcModel::Model model;
model = UgcModel::Build(UgcModel::ParseLxfml(R"(<LXFML versionMajor="5"><Bricks><Brick><Part designID="3001" materials="21">
<Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick></Bricks></LXFML>)", error), library);
const auto centroid = [](const UgcRender::Image& image) {
double sum = 0, count = 0;
for (int y = 0; y < image.height; y++) for (int x = 0; x < image.width; x++) {
const auto a = image.rgba[(static_cast<size_t>(y) * image.width + x) * 4 + 3];
sum += x * a;
count += a;
}
return count > 0 ? sum / count : -1.0;
};
UgcRender::IconOptions plain{ 64, 1 };
plain.margin = 2.0f;
auto shifted = plain;
shifted.offsetX = 0.25f;
EXPECT_NEAR(centroid(UgcRender::RenderIcon(model, shifted)) - centroid(UgcRender::RenderIcon(model, plain)), 16.0, 1.0);
}
TEST(UgcJobs, ModelsWithoutBricksAreEmptyNotFailed) {
UgcBricks::BrickLibrary library(MakeRes(), 0);
UgcJobs::Settings settings;
const auto empty = UgcJobs::ProcessModel(R"(<?xml version="1.0"?><LXFML versionMajor="5"><Meta/><Bricks/></LXFML>)", library, settings);
EXPECT_FALSE(empty.ok);
EXPECT_TRUE(empty.empty);
EXPECT_TRUE(UgcModel::HasNoBricks(R"(<LXFML versionMajor="5"><Bricks/></LXFML>)"));
// Broken LXFML, or bricks without geometry, are failures
EXPECT_FALSE(UgcJobs::ProcessModel("<LXFML><nope", library, settings).empty);
const auto missing = UgcJobs::ProcessModel(R"(<LXFML versionMajor="5"><Bricks><Brick><Part designID="9999" materials="1">
<Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick></Bricks></LXFML>)", library, settings);
EXPECT_FALSE(missing.ok);
EXPECT_FALSE(missing.empty);
EXPECT_FALSE(UgcModel::HasNoBricks(R"(<LXFML versionMajor="5"><Bricks><Brick><Part designID="9999"/></Brick></Bricks></LXFML>)"));
}
TEST(UgcStates, NamesComeFromTheEnum) {
EXPECT_EQ(IUgc::ProcessStateName(IUgc::eProcessState::EMPTY), "empty");
EXPECT_EQ(IUgc::ProcessStateName(IUgc::eProcessState::FAILED), "failed");
EXPECT_EQ(IUgc::ParseProcessState("empty"), IUgc::eProcessState::EMPTY);
EXPECT_EQ(IUgc::ParseProcessState("pending"), IUgc::eProcessState::PENDING);
EXPECT_FALSE(IUgc::ParseProcessState("nonsense").has_value());
EXPECT_EQ(magic_enum::enum_count<IUgc::eProcessState>(), 4u);
}
TEST(UgcIconPose, AnglesRoundTrip) {
// The camera's direction and back
for (const float yaw : { -170.0f, -53.0f, 0.0f, 21.0f, 90.0f, 179.0f }) {
for (const float pitch : { -80.0f, -10.0f, 0.0f, 19.54f, 60.0f }) {
const auto direction = UgcIconPose::CameraDirection(yaw, pitch);
EXPECT_NEAR(glm::length(direction), 1.0f, 1e-5f);
const auto angles = UgcIconPose::DirectionAngles(direction * 3.0f);
EXPECT_NEAR(angles.x, yaw, 1e-3f);
EXPECT_NEAR(angles.y, pitch, 1e-3f);
}
}
// Yaw 0 looks from +Z, yaw 90 from +X, pitch 90 from above
EXPECT_NEAR(UgcIconPose::CameraDirection(0, 0).z, 1.0f, 1e-6f);
EXPECT_NEAR(UgcIconPose::CameraDirection(90, 0).x, 1.0f, 1e-6f);
EXPECT_NEAR(UgcIconPose::CameraDirection(0, 90).y, 1.0f, 1e-6f);
// The model's rotation and back (Ry * Rx * Rz)
for (const auto& angles : { glm::vec3(0), glm::vec3(30, 20, 10), glm::vec3(-120, -45, 170), glm::vec3(90, 89, -90), glm::vec3(179, 0, -179) }) {
const auto rotation = UgcIconPose::ModelRotation(angles.x, angles.y, angles.z);
const auto back = UgcIconPose::RotationAngles(rotation);
EXPECT_NEAR(back.x, angles.x, 1e-2f);
EXPECT_NEAR(back.y, angles.y, 1e-2f);
EXPECT_NEAR(back.z, angles.z, 1e-2f);
// Same matrix from the angles found
const auto again = UgcIconPose::ModelRotation(back.x, back.y, back.z);
for (int c = 0; c < 4; c++) for (int r = 0; r < 4; r++) EXPECT_NEAR(again[c][r], rotation[c][r], 1e-4f);
}
// The order: yaw turns +X towards -Z, pitch turns +Y towards +Z, roll turns +X towards +Y, applied roll first
const auto yawed = UgcIconPose::ModelRotation(90, 0, 0) * glm::vec4(1, 0, 0, 0);
EXPECT_NEAR(yawed.z, -1.0f, 1e-5f);
const auto pitched = UgcIconPose::ModelRotation(0, 90, 0) * glm::vec4(0, 1, 0, 0);
EXPECT_NEAR(pitched.z, 1.0f, 1e-5f);
const auto rolled = UgcIconPose::ModelRotation(0, 0, 90) * glm::vec4(1, 0, 0, 0);
EXPECT_NEAR(rolled.y, 1.0f, 1e-5f);
const auto both = UgcIconPose::ModelRotation(90, 0, 90) * glm::vec4(1, 0, 0, 0); // rolled to +Y, which the yaw leaves
EXPECT_NEAR(both.y, 1.0f, 1e-5f);
// Glm's own YXZ Euler matrix agrees
const auto glmYxz = glm::rotate(glm::rotate(glm::rotate(glm::mat4(1.0f), glm::radians(30.0f), glm::vec3(0, 1, 0)), glm::radians(20.0f), glm::vec3(1, 0, 0)), glm::radians(10.0f), glm::vec3(0, 0, 1));
const auto ours = UgcIconPose::ModelRotation(30, 20, 10);
for (int c = 0; c < 4; c++) for (int r = 0; r < 4; r++) EXPECT_NEAR(ours[c][r], glmYxz[c][r], 1e-6f);
}
TEST(UgcIconPose, FramingFillsTheIcon) {
const std::vector<glm::vec3> box = { { -1, 0, -2 }, { 3, 0, -2 }, { -1, 2, -2 }, { 3, 2, -2 }, { -1, 0, 1 }, { 3, 0, 1 }, { -1, 2, 1 }, { 3, 2, 1 } };
UgcIconPose::Camera camera{ 53.36f, 19.54f, 39.6f, 1.0f, 0.0f, 0.0f };
auto frame = UgcIconPose::Compute({ &box }, camera);
ASSERT_TRUE(frame.ok);
EXPECT_NEAR(frame.distance, frame.radius / std::sin(glm::radians(39.6f) * 0.5f), 1e-4f);
float minX = 2, maxX = -2, minY = 2, maxY = -2;
for (const auto& p : box) {
const auto point = frame.IconPoint(p);
minX = std::min(minX, point.x), maxX = std::max(maxX, point.x), minY = std::min(minY, point.y), maxY = std::max(maxY, point.y);
}
// Margin 1: the larger side spans the icon exactly, both centred
EXPECT_NEAR(std::max(maxX - minX, maxY - minY), 1.0f, 1e-4f);
EXPECT_NEAR((minX + maxX) * 0.5f, 0.5f, 1e-4f);
EXPECT_NEAR((minY + maxY) * 0.5f, 0.5f, 1e-4f);
// The icon's rectangle in NDC maps back onto the icon's corners, also shifted and with a border
camera.margin = 1.5f;
camera.offsetX = 0.2f;
camera.offsetY = -0.1f;
frame = UgcIconPose::Compute({ &box }, camera);
const auto rect = frame.IconRect();
const auto corner = [&](float ndcX, float ndcY) {
// A point at that NDC place: through the inverse view-projection
const auto world = glm::inverse(frame.viewProjection) * glm::vec4(ndcX, ndcY, 0.5f, 1.0f);
return frame.IconPoint(glm::vec3(world) / world.w);
};
const auto topLeft = corner(rect.x, rect.w), bottomRight = corner(rect.z, rect.y);
EXPECT_NEAR(topLeft.x, 0.0f, 1e-3f);
EXPECT_NEAR(topLeft.y, 0.0f, 1e-3f);
EXPECT_NEAR(bottomRight.x, 1.0f, 1e-3f);
EXPECT_NEAR(bottomRight.y, 1.0f, 1e-3f);
// The model's projected size is the icon's over the margin
minX = 2, maxX = -2;
for (const auto& p : box) minX = std::min(minX, frame.IconPoint(p).x), maxX = std::max(maxX, frame.IconPoint(p).x);
float minY2 = 2, maxY2 = -2;
for (const auto& p : box) minY2 = std::min(minY2, frame.IconPoint(p).y), maxY2 = std::max(maxY2, frame.IconPoint(p).y);
EXPECT_NEAR(std::max(maxX - minX, maxY2 - minY2), 1.0f / 1.5f, 1e-4f);
EXPECT_NEAR((minX + maxX) * 0.5f, 0.7f, 1e-4f);
EXPECT_NEAR((minY2 + maxY2) * 0.5f, 0.6f, 1e-4f);
}
TEST(UgcIconPose, RendererHonoursTheModelRotation) {
UgcBricks::BrickLibrary library(MakeRes(), 0);
library.SetMaterials({ { 21, { 222, 0, 13, 255 } } });
std::string error;
// A long bar along X: seen from the front (yaw 0) it is wide; turned 90 degrees it is narrow
auto model = UgcModel::Build(UgcModel::ParseLxfml(R"(<LXFML versionMajor="5"><Bricks>
<Brick><Part designID="3001" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,1,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,2,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,3,0,0"/></Part></Brick>
</Bricks></LXFML>)", error), library);
const auto coverage = [](const UgcRender::Image& image, bool columns) {
int count = 0;
for (int i = 0; i < image.width; i++) {
bool any = false;
for (int j = 0; j < image.height && !any; j++) any = image.rgba[((columns ? j : i) * image.width + (columns ? i : j)) * 4 + 3] > 0;
count += any;
}
return count;
};
UgcRender::IconOptions options{ 64, 1 };
options.yawDegrees = 0.0f;
options.pitchDegrees = 0.0f;
options.margin = 1.0f;
const auto front = UgcRender::RenderIcon(model, options);
EXPECT_GT(coverage(front, true), coverage(front, false) * 2); // wider than tall
options.modelYawDegrees = 90.0f;
const auto turned = UgcRender::RenderIcon(model, options);
EXPECT_NEAR(coverage(turned, true), coverage(turned, false), 12); // end on: its square end, the rest behind it
// Turning the model is the same as turning the camera the other way (the light turns with the camera here: none)
UgcIconParams::Apply(options, { { "modelYaw", 0.0f }, { "modelRoll", 90.0f } });
EXPECT_FLOAT_EQ(options.modelRollDegrees, 90.0f);
const auto rolled = UgcRender::RenderIcon(model, options);
EXPECT_GT(coverage(rolled, false), coverage(rolled, true) * 2); // standing up: taller than wide
}
TEST(UgcJobs, AssemblyNifIsTheIconsModel) {
// Two modules, each a triangle; the second stands on the first's CP_A1 node
const auto res = TempFolder("assembly");
std::filesystem::create_directories(res / "mesh");
UgcModel::Mesh triangle;
triangle.positions = { { 0, 0, 0 }, { 1, 0, 0 }, { 0, 1, 0 } };
triangle.normals = { { 0, 0, 1 }, { 0, 0, 1 }, { 0, 0, 1 } };
triangle.colors = { { 1, 0, 0, 1 }, { 1, 0, 0, 1 }, { 1, 0, 0, 1 } };
triangle.indices = { 0, 1, 2 };
std::ofstream(res / "mesh" / "a.nif", std::ios::binary) << UgcFormats::WriteNif("A", { { "A", &triangle, false } });
std::ofstream(res / "mesh" / "b.nif", std::ios::binary) << UgcFormats::WriteNif("B", { { "B", &triangle, false } });
UgcJobs::ModularInput input;
input.buildXml = R"(<ModularBuild><topology><numberOfParts value="2" /><rootPart value="0" /><connection myPartid="0" myLocation="CP_A1" connectingPart="1" /></topology>
<Placement><AdditionalModelRotation><Rotation w="0.70710678" x="0" y="0.70710678" z="0" /></AdditionalModelRotation></Placement></ModularBuild>)";
input.modules = { { 1, 0, "mesh/a.nif", "" }, { 2, 1, "mesh/b.nif", R"(<ModuleInfo><connection name="CP_A1"><translation x="0" y="0" z="0" /></connection></ModuleInfo>)" } };
input.key = "1-2";
std::string error, note;
glm::mat4 additional{ 1.0f };
const auto model = UgcJobs::AssembleModular(input, res, additional, error, note);
ASSERT_TRUE(model) << error;
EXPECT_EQ(model->opaque.TriangleCount(), 2u);
const auto nif = UgcJobs::AssemblyNif(input, res, error);
ASSERT_TRUE(nif) << error;
const auto read = NifFile::Parse(*nif, 0, error);
ASSERT_TRUE(read) << error;
// The .nif holds the model already turned by the build type's AdditionalModelRotation (90 degrees around Y: +X -> -Z)
const auto fromNif = UgcModel::FromNif(*read);
ASSERT_EQ(fromNif.opaque.positions.size(), 6u);
EXPECT_NEAR(fromNif.opaque.positions[1].z, -1.0f, 1e-4f);
EXPECT_NEAR(fromNif.opaque.positions[1].x, 0.0f, 1e-4f);
// And drawing it with no further turn gives the same icon as the renderer's own path
UgcRender::IconOptions options{ 32, 1 };
auto turned = options;
turned.modelRotation = additional;
EXPECT_EQ(UgcRender::RenderIcon(fromNif, options).rgba, UgcRender::RenderIcon(*model, turned).rgba);
// Nothing to draw
input.modules.clear();
EXPECT_FALSE(UgcJobs::AssemblyNif(input, res, error));
}
TEST(UgcIconPose, MatchesTheEditorsFixture) {
// The same numbers the dashboard's editor math (ugc-pose-math.js) is checked against
std::ifstream file(UGC_POSE_FIXTURE);
const auto fixture = nlohmann::json::parse(file, nullptr, false);
ASSERT_TRUE(fixture.is_object());
std::vector<glm::vec3> positions;
const auto& flat = fixture["positions"];
for (size_t i = 0; i + 2 < flat.size(); i += 3) positions.emplace_back(flat[i].get<float>(), flat[i + 1].get<float>(), flat[i + 2].get<float>());
for (const auto& c : fixture["cases"]) {
const auto& pose = c["pose"];
const auto rotation = UgcIconPose::ModelRotation(pose["modelYaw"].get<float>(), pose["modelPitch"].get<float>(), pose["modelRoll"].get<float>());
std::vector<glm::vec3> turned;
for (const auto& p : positions) turned.emplace_back(rotation * glm::vec4(p, 1.0f));
const auto frame = UgcIconPose::Compute({ &turned }, { pose["yaw"].get<float>(), pose["pitch"].get<float>(), pose["fov"].get<float>(),
pose["margin"].get<float>(), pose["offsetX"].get<float>(), pose["offsetY"].get<float>() });
ASSERT_TRUE(frame.ok);
for (int k = 0; k < 3; k++) EXPECT_NEAR(frame.center[k], c["center"][k].get<float>(), 1e-4f);
for (int k = 0; k < 3; k++) EXPECT_NEAR(frame.eye[k], c["eye"][k].get<float>(), 1e-3f);
EXPECT_NEAR(frame.scale, c["scale"].get<float>(), 1e-4f);
for (size_t v = 0; v < turned.size(); v++) {
const auto point = frame.IconPoint(turned[v]);
EXPECT_NEAR(point.x, c["iconPoints"][v][0].get<float>(), 1e-4f) << v;
EXPECT_NEAR(point.y, c["iconPoints"][v][1].get<float>(), 1e-4f) << v;
}
}
}
namespace {
// Plastic (21), LU Toolbox metallic (150), glow (329, and 294 which LU Toolbox's palette has opaque) and
// transparent (40)
const char* LOOKS_LXFML = R"(<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<LXFML versionMajor="5" versionMinor="0"><Bricks>
<Brick><Part designID="3001" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="150"><Bone transformation="1,0,0,0,1,0,0,0,1,3,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="329"><Bone transformation="1,0,0,0,1,0,0,0,1,6,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="294"><Bone transformation="1,0,0,0,1,0,0,0,1,9,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="40"><Bone transformation="1,0,0,0,1,0,0,0,1,12,0,0"/></Part></Brick>
</Bricks></LXFML>)";
UgcJobs::Settings SmallSettings() {
UgcJobs::Settings settings;
settings.ao.samples = 8;
settings.icon.size = 32;
settings.icon.supersample = 1;
settings.icon.ao.samples = 4;
return settings;
}
}
TEST(UgcShaders, OffIsByteIdenticalToBefore) {
// With the shader settings off (the default) the files are exactly what the server made before they existed, so
// nothing is made again needlessly. The hashes are of the files made before the settings were added.
UgcBricks::BrickLibrary library(MakeRes(), 0);
const auto outcome = UgcJobs::ProcessModel(LOOKS_LXFML, library, SmallSettings(), 7);
ASSERT_TRUE(outcome.ok) << outcome.error;
const auto nif = *ZCompression::Gunzip(outcome.files.at("model.nif.gz"));
std::string error;
const auto read = NifFile::Parse(nif, 0, error);
ASSERT_TRUE(read) << error;
EXPECT_EQ(read->nodes.size(), 4u); // the root, S01_Opaque_Model, S01_Alpha_Model and LOD_0
for (const auto& mesh : read->meshes) EXPECT_EQ(mesh.material.shaderTag, 1);
// The floating point results (color variation, occlusion) are the same on one platform and compiler; the hashes
// were taken with GCC on x86-64 Linux
#if defined(__linux__) && defined(__x86_64__) && defined(__GNUC__) && !defined(__clang__)
EXPECT_EQ(UgcFormats::Md5Hex(nif), "b0fcb707d36ccdb62e951bf50593e633");
EXPECT_EQ(UgcFormats::Md5Hex(*ZCompression::Gunzip(outcome.files.at("model.noao.nif.gz"))), "db55bd2c8567a862b2c96942aa5a2617");
EXPECT_EQ(UgcFormats::Md5Hex(outcome.files.at("icon.png")), "032ff7df236a636a4c609071d9b46181");
#endif
}
TEST(UgcShaders, OnlyTheShaderIdsSwitchItOn) {
// The other shader settings change nothing while the groups are off
UgcBricks::BrickLibrary library(MakeRes(), 0);
auto settings = SmallSettings();
const auto before = UgcJobs::ProcessModel(LOOKS_LXFML, library, settings, 7);
settings.shaders.glowEmissive = 0.5f;
settings.icon.glowEmissive = 0.5f;
settings.build.looks.materialTypes.clear();
const auto after = UgcJobs::ProcessModel(LOOKS_LXFML, library, settings, 7);
ASSERT_TRUE(before.ok && after.ok);
for (const auto* name : { "model.nif.checksum", "model.noao.nif.gz", "icon.png" }) EXPECT_EQ(before.files.at(name), after.files.at(name)) << name;
}
TEST(UgcShaders, NamesTheGroups) {
UgcJobs::Settings settings;
settings.shaders.metal = 88;
settings.shaders.brushed = 89;
settings.shaders.glow = 7;
EXPECT_EQ(UgcJobs::ShapeName(settings, UgcModel::eLook::PLASTIC, false), "S01_Opaque_Model");
EXPECT_EQ(UgcJobs::ShapeName(settings, UgcModel::eLook::PLASTIC, true), "S01_Alpha_Model");
EXPECT_EQ(UgcJobs::ShapeName(settings, UgcModel::eLook::METAL, false), "S88_Metal_Model");
EXPECT_EQ(UgcJobs::ShapeName(settings, UgcModel::eLook::BRUSHED, false), "S89_Brushed_Model");
EXPECT_EQ(UgcJobs::ShapeName(settings, UgcModel::eLook::GLOW, false), "S07_Glow_Model");
// The client reads the id back as the tag
EXPECT_EQ(NifFile::ShaderTag(UgcJobs::ShapeName(settings, UgcModel::eLook::GLOW, false)), 7);
EXPECT_EQ(NifFile::ShaderTag(UgcJobs::ShapeName(settings, UgcModel::eLook::METAL, false)), 88);
// The client's own ids read back to their looks whatever the settings, the settings' own too
const auto looks = settings.shaders.TagLooks();
EXPECT_EQ(looks.at(88), UgcModel::eLook::METAL);
EXPECT_EQ(looks.at(46), UgcModel::eLook::GLOW);
EXPECT_EQ(looks.at(7), UgcModel::eLook::GLOW);
EXPECT_FALSE(looks.contains(1));
}
TEST(UgcShaders, LooksComeFromTheColorData) {
const UgcModel::LookRules rules;
const UgcBricks::Material plastic{ 200, 0, 0, 255, "shinyPlastic" }, steel{ 150, 150, 150, 255, "shinySteel" }, brushed{ 150, 150, 150, 255, "brushedSteel" };
EXPECT_EQ(UgcModel::LookOf(21, plastic, rules), UgcModel::eLook::PLASTIC);
EXPECT_EQ(UgcModel::LookOf(5000, steel, rules), UgcModel::eLook::METAL); // a Materials.xml shinySteel
EXPECT_EQ(UgcModel::LookOf(5000, brushed, rules), UgcModel::eLook::BRUSHED);
EXPECT_EQ(UgcModel::LookOf(183, plastic, rules), UgcModel::eLook::METAL); // LU Toolbox's metallic, shinyPlastic in Materials.xml
EXPECT_EQ(UgcModel::LookOf(329, plastic, rules), UgcModel::eLook::GLOW); // LU Toolbox's glow colors
EXPECT_EQ(UgcModel::LookOf(50, plastic, rules), UgcModel::eLook::GLOW);
EXPECT_EQ(UgcModel::LookOf(9016, plastic, rules), UgcModel::eLook::GLOW);
UgcModel::LookRules named;
named.colors[298] = UgcModel::eLook::BRUSHED;
named.colors[329] = UgcModel::eLook::BRUSHED;
EXPECT_EQ(UgcModel::LookOf(298, steel, named), UgcModel::eLook::BRUSHED); // a named color wins over its type
EXPECT_EQ(UgcModel::LookOf(329, plastic, named), UgcModel::eLook::BRUSHED); // and over the glow colors
EXPECT_EQ(UgcModel::LookOf(150, steel, named), UgcModel::eLook::METAL);
UgcModel::LookRules none;
none.materialTypes.clear();
none.paletteMetallic = false;
EXPECT_EQ(UgcModel::LookOf(5000, steel, none), UgcModel::eLook::PLASTIC);
EXPECT_EQ(UgcModel::LookOf(150, steel, none), UgcModel::eLook::PLASTIC);
// Built: opaque vertices get their color's look, transparent bricks none (their glow stays with them)
UgcBricks::BrickLibrary library(MakeRes(), 0);
library.SetMaterials({ { 5000, brushed } });
std::string error;
const auto model = UgcModel::Build(UgcModel::ParseLxfml(R"(<LXFML versionMajor="5"><Bricks>
<Brick><Part designID="3001" materials="150"><Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="5000"><Bone transformation="1,0,0,0,1,0,0,0,1,3,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,6,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="40"><Bone transformation="1,0,0,0,1,0,0,0,1,9,0,0"/></Part></Brick>
</Bricks></LXFML>)", error), library);
ASSERT_EQ(model.opaque.looks.size(), 24u);
EXPECT_EQ(model.opaque.looks[0], UgcModel::eLook::METAL);
EXPECT_EQ(model.opaque.looks[8], UgcModel::eLook::BRUSHED);
EXPECT_EQ(model.opaque.looks[16], UgcModel::eLook::PLASTIC);
EXPECT_TRUE(model.transparent.looks.empty());
// Split by the looks that have groups; the rest stay plastic; nothing to split: the mesh as it is
const auto split = UgcModel::SplitLooks(model.opaque, { false, true, false, false });
ASSERT_TRUE(split);
EXPECT_EQ((*split)[0].TriangleCount(), 24u);
EXPECT_EQ((*split)[1].TriangleCount(), 12u);
EXPECT_TRUE((*split)[2].Empty());
EXPECT_FALSE(UgcModel::SplitLooks(model.opaque, { false, false, false, true }));
}
TEST(UgcShaders, WritesAGroupPerLookWithEveryLevel) {
UgcBricks::BrickLibrary library(MakeRes(), 0);
auto settings = SmallSettings();
settings.build.colorVariation = 0.0f;
settings.shaders.metal = 88;
settings.shaders.brushed = 89;
settings.shaders.glow = 46;
settings.shaders.glowEmissive = 0.75f;
const auto outcome = UgcJobs::ProcessModel(LOOKS_LXFML, library, settings, 7);
ASSERT_TRUE(outcome.ok) << outcome.error;
const auto nif = *ZCompression::Gunzip(outcome.files.at("model.nif.gz"));
std::string error;
for (const uint32_t level : { 0u, 1u }) {
const auto read = NifFile::Parse(nif, level, error);
ASSERT_TRUE(read) << error;
// No brushed steel colors: no group for them. Every group has both levels.
for (const auto* name : { "S01_Opaque_Model", "S88_Metal_Model", "S46_Glow_Model", "S01_Alpha_Model" }) EXPECT_TRUE(read->nodes.contains(name)) << name;
EXPECT_FALSE(read->nodes.contains("S89_Brushed_Model"));
EXPECT_TRUE(read->nodes.contains(level == 0 ? "LOD_0" : "LOD_2"));
std::map<int32_t, size_t> triangles;
for (const auto& mesh : read->meshes) triangles[mesh.material.shaderTag] += mesh.indices.size() / 3;
EXPECT_EQ(triangles[1], 24u); // the plastic brick and the transparent one
EXPECT_EQ(triangles[88], 12u);
EXPECT_EQ(triangles[46], 24u); // 329 and 294
}
const auto read = NifFile::Parse(nif, 0, error);
const auto noao = NifFile::Parse(*ZCompression::Gunzip(outcome.files.at("model.noao.nif.gz")), 0, error);
ASSERT_TRUE(read && noao);
size_t glowShapes = 0;
for (const auto& mesh : read->meshes) {
if (mesh.material.shaderTag == 46) {
glowShapes++;
// The emissive shader's material, the plain color (as before the lighting bake), opaque
for (const auto value : mesh.material.emissive) EXPECT_FLOAT_EQ(value, 0.75f);
const auto plain = std::find_if(noao->meshes.begin(), noao->meshes.end(), [&](const auto& other) { return other.material.shaderTag == 46 && other.positions == mesh.positions; });
ASSERT_NE(plain, noao->meshes.end());
EXPECT_EQ(mesh.colors, plain->colors);
for (size_t i = 3; i < mesh.colors.size(); i += 4) EXPECT_EQ(mesh.colors[i], 255);
} else {
for (const auto value : mesh.material.emissive) EXPECT_EQ(value, 0.0f);
}
}
EXPECT_EQ(glowShapes, 1u);
EXPECT_NE(outcome.stats.find("\"S88_Metal_Model\":12"), std::string::npos) << outcome.stats;
}
TEST(UgcShaders, IconsDrawGlowUnlitAndMetalShiny) {
// One quad facing the camera, lit from behind: plastic is dark, glow its full color, metal shows a reflection
UgcModel::Model model;
model.opaque.positions = { { -1, -1, 0 }, { 1, -1, 0 }, { -1, 1, 0 }, { 1, 1, 0 } };
model.opaque.normals.assign(4, { 0, 0, 1 });
model.opaque.colors.assign(4, { 0.8f, 0.4f, 0.2f, 1.0f });
model.opaque.indices = { 0, 1, 2, 1, 3, 2 };
UgcRender::IconOptions options;
options.size = 16;
options.supersample = 1;
options.yawDegrees = 0.0f;
options.pitchDegrees = 0.0f;
options.sunYawDegrees = 180.0f;
options.sunPitchDegrees = 0.0f;
options.shadows = 0.0f;
const auto centre = [&](UgcModel::eLook look) {
auto copy = model;
if (look != UgcModel::eLook::PLASTIC) copy.opaque.looks.assign(4, look);
const auto image = UgcRender::RenderIcon(copy, options);
const size_t at = (8 * 16 + 8) * 4;
return glm::ivec3(image.rgba[at], image.rgba[at + 1], image.rgba[at + 2]);
};
const auto plastic = centre(UgcModel::eLook::PLASTIC), glow = centre(UgcModel::eLook::GLOW), metal = centre(UgcModel::eLook::METAL);
EXPECT_NEAR(glow.r, 204, 2);
EXPECT_NEAR(glow.g, 102, 2);
EXPECT_NEAR(glow.b, 51, 2);
EXPECT_LT(plastic.r, glow.r);
EXPECT_NE(metal, plastic);
EXPECT_GE(metal.r, metal.g); // tinted by its color
options.glowEmissive = 0.0f;
EXPECT_EQ(centre(UgcModel::eLook::GLOW), plastic);
// Read back from a .nif by the groups' tags
const UgcModel::Mesh mesh = model.opaque;
const auto nif = UgcFormats::WriteLodNif("SceneNode_Model", { { "S46_Glow_Model", false, { { 0.0f, 100.0f, "LOD_0", { &mesh } } }, 1.0f } });
std::string error;
const auto read = NifFile::Parse(nif, 0, error);
ASSERT_TRUE(read) << error;
EXPECT_EQ(UgcModel::FromNif(*read, UgcJobs::Shaders{}.TagLooks()).opaque.looks, std::vector<UgcModel::eLook>(4, UgcModel::eLook::GLOW));
EXPECT_TRUE(UgcModel::FromNif(*read).opaque.looks.empty());
}
// color_brightness scales the models' vertex colors (not icons'); transparent_colors makes a color Materials.xml has
// opaque transparent, at transparent_opacity
TEST(UgcModel, BrightnessAndTransparentColors) {
UgcBricks::BrickLibrary library(MakeRes(), 0);
constexpr uint32_t ADDED = 50001;
library.SetMaterials({ { ADDED, { 0, 200, 100, 255 } } });
std::string error;
const auto brick = UgcModel::ParseLxfml("<LXFML versionMajor=\"5\"><Bricks><Brick><Part designID=\"3001\" materials=\"" + std::to_string(ADDED) +
"\"><Bone transformation=\"1,0,0,0,1,0,0,0,1,0,0,0\"/></Part></Brick></Bricks></LXFML>", error);
UgcModel::BuildOptions options;
options.colorVariation = 0.0f;
const auto normal = UgcModel::Build(brick, library, options);
ASSERT_FALSE(normal.opaque.colors.empty());
EXPECT_TRUE(normal.transparent.colors.empty());
options.brightness = 50.0f;
const auto darker = UgcModel::Build(brick, library, options);
ASSERT_FALSE(darker.opaque.colors.empty());
const auto linear = UgcPalette::SrgbToLinear(glm::vec3(normal.opaque.colors[0])) * 0.5f;
EXPECT_NEAR(darker.opaque.colors[0].g, UgcPalette::LinearToSrgb(linear).g, 1e-4f);
options.icon = true;
EXPECT_EQ(UgcModel::Build(brick, library, options).opaque.colors[0], UgcModel::Build(brick, library, [&] { auto o = options; o.brightness = 100.0f; return o; }()).opaque.colors[0]);
options = {};
options.colorVariation = 0.0f;
options.transparentColors.insert(ADDED);
const auto seeThrough = UgcModel::Build(brick, library, options);
EXPECT_TRUE(seeThrough.opaque.colors.empty());
ASSERT_FALSE(seeThrough.transparent.colors.empty());
EXPECT_NEAR(seeThrough.transparent.colors[0].a, 0.5882f, 1e-4f);
}
// The glitter texture: the same every time, tiling (flecks wrap around the edges), mipmapped down to 1x1
TEST(UgcGlitter, TextureIsTheSameEveryTimeAndMipmapped) {
const auto alpha = UgcGlitter::FleckAlpha(50);
ASSERT_EQ(alpha.size(), static_cast<size_t>(UgcGlitter::TEXTURE_SIZE * UgcGlitter::TEXTURE_SIZE));
EXPECT_EQ(alpha, UgcGlitter::FleckAlpha(50));
const auto lit = std::count_if(alpha.begin(), alpha.end(), [](uint8_t a) { return a > 0; });
EXPECT_GT(lit, 50);
EXPECT_LT(lit, static_cast<long>(alpha.size() / 10)); // sparse
const auto none = UgcGlitter::FleckAlpha(0), dense = UgcGlitter::FleckAlpha(200);
EXPECT_EQ(std::count_if(none.begin(), none.end(), [](uint8_t a) { return a > 0; }), 0);
EXPECT_GT(std::count_if(dense.begin(), dense.end(), [](uint8_t a) { return a > 0; }), lit);
const auto mips = UgcGlitter::Mipmaps(alpha);
ASSERT_EQ(mips.size(), 8u); // 128 .. 1
EXPECT_EQ(mips.back().size(), 1u);
double mean = 0;
for (const auto a : alpha) mean += a;
EXPECT_NEAR(mips.back()[0], mean / alpha.size(), 2.0);
// UVs: the axis plane the normal faces most, in tiles; the same density on every side
EXPECT_EQ(UgcGlitter::Uv({ 1.6f, 3.2f, 0.8f }, { 0, 0, 1 }, 1.6f), glm::vec2(1.0f, 2.0f));
EXPECT_EQ(UgcGlitter::Uv({ 1.6f, 3.2f, 0.8f }, { 0, -1, 0 }, 1.6f), glm::vec2(1.0f, 0.5f));
EXPECT_EQ(UgcGlitter::Uv({ 1.6f, 3.2f, 0.8f }, { 1, 0.2f, 0 }, 1.6f), glm::vec2(0.5f, 2.0f));
// Sampling wraps
EXPECT_FLOAT_EQ(UgcGlitter::Sample(alpha, { 0.3f, 0.7f }), UgcGlitter::Sample(alpha, { 2.3f, -0.3f }));
}
namespace {
// A quad in the XY plane, 4 by 4 units, colored
UgcModel::Mesh Quad(const glm::vec4& color) {
UgcModel::Mesh mesh;
mesh.positions = { { -2, -2, 0 }, { 2, -2, 0 }, { -2, 2, 0 }, { 2, 2, 0 } };
mesh.normals.assign(4, { 0, 0, 1 });
mesh.colors.assign(4, color);
mesh.indices = { 0, 1, 2, 1, 3, 2 };
return mesh;
}
}
// A glitter group: UVs, the fleck texture stored in the file, and the two texture transform controllers the client
// animates it with; read back as NifFile sees it
namespace {
// Each block's type and its NiAVObject flags (the u16 after the name, extra data count and controller), from a
// NIF 20.3.0.9 as UgcFormats writes it (no extra data)
std::vector<std::pair<std::string, uint16_t>> BlockFlags(const std::string& nif) {
size_t at = nif.find('\n') + 1;
const auto u32 = [&]() { uint32_t v = 0; std::memcpy(&v, nif.data() + at, 4); at += 4; return v; };
const auto u16 = [&]() { uint16_t v = 0; std::memcpy(&v, nif.data() + at, 2); at += 2; return v; };
at += 4 + 1 + 4; // version, endian, user version
const auto blocks = u32();
const auto typeCount = u16();
std::vector<std::string> types;
for (uint16_t i = 0; i < typeCount; i++) {
const auto length = u32();
types.emplace_back(nif.substr(at, length));
at += length;
}
std::vector<uint16_t> blockTypes;
for (uint32_t i = 0; i < blocks; i++) blockTypes.push_back(u16() & 0x7fff);
std::vector<uint32_t> sizes;
for (uint32_t i = 0; i < blocks; i++) sizes.push_back(u32());
const auto strings = u32();
u32(); // max length
for (uint32_t i = 0; i < strings; i++) at += u32();
const auto groups = u32();
at += groups * 4;
std::vector<std::pair<std::string, uint16_t>> out;
for (uint32_t i = 0; i < blocks; i++) {
uint16_t flags = 0;
const auto& type = types[blockTypes[i]];
if (type == "NiNode" || type == "NiLODNode" || type == "NiTriShape") std::memcpy(&flags, nif.data() + at + 12, 2);
out.emplace_back(type, flags);
at += sizes[i];
}
return out;
}
}
// The client updates an object's scene graph every frame only when its root has the selective update bit (0x02), so
// a model with moving glitter has it on its root, the glitter group's nodes and shapes (as the client's own animated
// files); still glitter and everything else keep the game's brick model flags
TEST(UgcFormats, MovingGlitterIsUpdatedEveryFrame) {
const auto mesh = Quad({ 0.2f, 0.4f, 0.8f, 0.6f });
const UgcGlitter::Params moving{ 1.6f, 50, 1.0f };
const UgcGlitter::Params still{ 1.6f, 50, 0.0f };
for (const auto* glitter : { &moving, &still }) {
const auto nif = UgcFormats::WriteLodNif("SceneNode_Model", {
{ "S01_Opaque_Model", false, { { 0.0f, 100.0f, "LOD_0", { &mesh } } } },
{ "S21_Glitter_Model", false, { { 0.0f, 100.0f, "LOD_0", { &mesh } } }, 0.0f, glitter } });
const auto blocks = BlockFlags(nif);
const bool animated = glitter == &moving;
ASSERT_EQ(blocks[0].first, "NiNode");
EXPECT_EQ(blocks[0].second, animated ? 0x102 : 0x110) << "root";
std::vector<uint16_t> shapes;
for (const auto& [type, flags] : blocks) if (type == "NiTriShape") shapes.push_back(flags);
ASSERT_EQ(shapes.size(), 2u);
EXPECT_EQ(shapes[0], 0x10); // plastic
EXPECT_EQ(shapes[1], animated ? 0x1A : 0x10);
std::vector<uint16_t> lods;
for (const auto& [type, flags] : blocks) if (type == "NiLODNode") lods.push_back(flags);
ASSERT_EQ(lods.size(), 2u);
EXPECT_EQ(lods[0], 0x110);
EXPECT_EQ(lods[1], animated ? 0x102 : 0x110);
}
}
TEST(UgcFormats, GlitterNifReadsBack) {
const auto mesh = Quad({ 0.2f, 0.4f, 0.8f, 0.6f });
const UgcGlitter::Params glitter{ 1.6f, 50, 2.0f };
const auto nif = UgcFormats::WriteLodNif("SceneNode_Model", { { "S21_GlitterAlpha_Model", true, { { 0.0f, 100.0f, "LOD_0", { &mesh, &mesh } } }, 0.0f, &glitter } });
std::string error;
const auto read = NifFile::Parse(nif, 0, error);
ASSERT_TRUE(read) << error;
ASSERT_EQ(read->meshes.size(), 2u);
for (const auto& shape : read->meshes) {
EXPECT_EQ(shape.material.shaderTag, 21);
ASSERT_EQ(shape.uvs.size(), 8u);
for (size_t v = 0; v < 4; v++) {
const auto uv = UgcGlitter::Uv(mesh.positions[v], mesh.normals[v], 1.6f);
EXPECT_FLOAT_EQ(shape.uvs[v * 2], uv.x);
EXPECT_FLOAT_EQ(shape.uvs[v * 2 + 1], uv.y);
}
EXPECT_TRUE(shape.material.texture.empty());
ASSERT_GE(shape.material.embeddedTexture, 0);
EXPECT_FALSE(shape.material.clampU);
EXPECT_FALSE(shape.material.clampV);
EXPECT_TRUE(shape.material.alphaBlend);
// A tile in 7 s and 11 s at speed 1: twice as fast at 2
EXPECT_NEAR(shape.material.uvScroll[0], 2.0f / 7.0f, 1e-6f);
EXPECT_NEAR(shape.material.uvScroll[1], 2.0f / 11.0f, 1e-6f);
// Vertex colors and the white material as the other groups
EXPECT_EQ(shape.colors[3], 153);
EXPECT_EQ(shape.material.diffuse, (std::array<float, 3>{ 1.0f, 1.0f, 1.0f }));
}
// One texturing property and one texture for every glitter shape; every block is read
EXPECT_EQ(read->meshes[0].material.embeddedTexture, read->meshes[1].material.embeddedTexture);
EXPECT_TRUE(read->skipped.empty()) << read->skipped.begin()->first;
// The texture: 128 square, 32-bit, 8 mipmaps, white with the flecks in its alpha
const auto dds = NifFile::EmbeddedTexture(nif, read->meshes[0].material.embeddedTexture);
ASSERT_TRUE(dds);
uint32_t header[31];
std::memcpy(header, dds->data() + 4, sizeof(header));
EXPECT_EQ(header[2], 128u);
EXPECT_EQ(header[3], 128u);
EXPECT_EQ(header[6], 8u);
EXPECT_EQ(header[21], 32u);
const auto alpha = UgcGlitter::FleckAlpha(50);
for (size_t i = 0; i < alpha.size(); i++) {
ASSERT_EQ(static_cast<uint8_t>((*dds)[128 + i * 4]), 255);
ASSERT_EQ(static_cast<uint8_t>((*dds)[128 + i * 4 + 3]), alpha[i]) << i;
}
// The block types, as the client's own animated textures (res/mesh/env/env_ag_ocean-maelstrom.nif)
for (const auto* type : { "NiTexturingProperty", "NiTextureTransformController", "NiFloatInterpolator", "NiFloatData", "NiSourceTexture", "NiPersistentSrcTextureRendererData" }) {
EXPECT_NE(nif.find(type), std::string::npos) << type;
}
// Still (speed 0): the texture without controllers
const UgcGlitter::Params still{ 1.6f, 50, 0.0f };
const auto stillNif = UgcFormats::WriteLodNif("SceneNode_Model", { { "S21_Glitter_Model", false, { { 0.0f, 100.0f, "LOD_0", { &mesh } } }, 0.0f, &still } });
const auto stillRead = NifFile::Parse(stillNif, 0, error);
ASSERT_TRUE(stillRead) << error;
EXPECT_EQ(stillRead->meshes[0].material.uvScroll, (std::array<float, 2>{}));
EXPECT_GE(stillRead->meshes[0].material.embeddedTexture, 0);
EXPECT_EQ(stillNif.find("NiTextureTransformController"), std::string::npos);
// The dashboard's encoding carries the motion
const auto encoded = NifFile::Encode(*read, { "glitter", "glitter" });
uint32_t length = 0;
std::memcpy(&length, encoded.data(), 4);
const auto header2 = nlohmann::json::parse(encoded.substr(4, length));
EXPECT_NEAR(header2["meshes"][0]["uvScroll"][0].get<float>(), 2.0f / 7.0f, 1e-6f);
EXPECT_TRUE(header2["meshes"][0]["uv"].get<bool>());
}
// Glitter colors (a Materials.xml glitter type or glitter_colors) get groups of their own, opaque and transparent,
// with every level; off (shader_glitter 0) they stay plastic and nothing changes
TEST(UgcShaders, GlitterGroups) {
UgcBricks::BrickLibrary library(MakeRes(), 0);
library.SetMaterials({ { 5001, { 67, 84, 147, 255, "glitter" } }, { 5002, { 240, 143, 28, 150, "glitter" } }, { 21, { 200, 0, 0, 255, "shinyPlastic" } },
{ 40, { 238, 238, 238, 150, "shinyPlastic" } } });
const std::string lxfml = R"(<LXFML versionMajor="5"><Bricks>
<Brick><Part designID="3001" materials="5001"><Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="5002"><Bone transformation="1,0,0,0,1,0,0,0,1,3,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="5002"><Bone transformation="1,0,0,0,1,0,0,0,1,6,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="21"><Bone transformation="1,0,0,0,1,0,0,0,1,9,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="40"><Bone transformation="1,0,0,0,1,0,0,0,1,12,0,0"/></Part></Brick>
</Bricks></LXFML>)";
auto settings = SmallSettings();
settings.build.colorVariation = 0.0f;
settings.shaders.glitter = 21;
const auto outcome = UgcJobs::ProcessModel(lxfml, library, settings, 7);
ASSERT_TRUE(outcome.ok) << outcome.error;
const auto nif = *ZCompression::Gunzip(outcome.files.at("model.nif.gz"));
std::string error;
for (const uint32_t level : { 0u, 1u }) {
const auto read = NifFile::Parse(nif, level, error);
ASSERT_TRUE(read) << error;
for (const auto* name : { "S01_Opaque_Model", "S21_Glitter_Model", "S01_Alpha_Model", "S21_GlitterAlpha_Model" }) EXPECT_TRUE(read->nodes.contains(name)) << name;
std::map<std::pair<int32_t, bool>, size_t> triangles; // (tag, transparent) -> triangles
for (const auto& mesh : read->meshes) {
bool seeThrough = false;
for (size_t i = 3; i < mesh.colors.size(); i += 4) seeThrough = seeThrough || mesh.colors[i] < 250;
triangles[{ mesh.material.shaderTag, seeThrough }] += mesh.indices.size() / 3;
// Only the glitter shapes are textured
EXPECT_EQ(mesh.material.embeddedTexture >= 0, mesh.material.shaderTag == 21);
EXPECT_EQ(!mesh.uvs.empty(), mesh.material.shaderTag == 21);
}
EXPECT_EQ((triangles[{ 21, false }]), 12u);
EXPECT_EQ((triangles[{ 21, true }]), 24u); // one shape per brick, as the other transparent bricks
EXPECT_EQ((triangles[{ 1, false }]), 12u);
EXPECT_EQ((triangles[{ 1, true }]), 12u);
}
EXPECT_NE(outcome.stats.find("\"S21_Glitter_Model\":12"), std::string::npos) << outcome.stats;
EXPECT_NE(outcome.stats.find("\"S21_GlitterAlpha_Model\":24"), std::string::npos) << outcome.stats;
EXPECT_NE(outcome.stats.find("\"S01_Alpha_Model\":12"), std::string::npos) << outcome.stats;
// The icon reads the glitter back by the tag (transparent too)
const auto read = NifFile::Parse(nif, 0, error);
const auto back = UgcModel::FromNif(*read, settings.shaders.TagLooks());
EXPECT_EQ(std::count(back.opaque.looks.begin(), back.opaque.looks.end(), UgcModel::eLook::GLITTER), 8);
EXPECT_EQ(std::count(back.transparent.looks.begin(), back.transparent.looks.end(), UgcModel::eLook::GLITTER), 16);
// Combined transparent bricks: one glitter shape
settings.combineTransparent = true;
const auto combined = UgcJobs::ProcessModel(lxfml, library, settings, 7);
ASSERT_TRUE(combined.ok);
const auto combinedRead = NifFile::Parse(*ZCompression::Gunzip(combined.files.at("model.nif.gz")), 0, error);
ASSERT_TRUE(combinedRead);
size_t transparentGlitterShapes = 0;
for (const auto& mesh : combinedRead->meshes) transparentGlitterShapes += mesh.material.shaderTag == 21 && mesh.colors[3] < 250;
EXPECT_EQ(transparentGlitterShapes, 1u);
// Off: the glitter colors are plastic, in S01, and the files are the same as without glitter rules at all
settings.combineTransparent = false;
settings.shaders.glitter = 0;
const auto off = UgcJobs::ProcessModel(lxfml, library, settings, 7);
settings.build.looks.materialTypes.erase("glitter");
settings.shaders.glitterParams = { 3.0f, 7, 5.0f };
settings.icon.glitter = settings.shaders.glitterParams;
const auto noRules = UgcJobs::ProcessModel(lxfml, library, settings, 7);
ASSERT_TRUE(off.ok && noRules.ok);
for (const auto* name : { "model.nif.checksum", "model.noao.nif.gz", "icon.png" }) EXPECT_EQ(off.files.at(name), noRules.files.at(name)) << name;
const auto offRead = NifFile::Parse(*ZCompression::Gunzip(off.files.at("model.nif.gz")), 0, error);
ASSERT_TRUE(offRead);
for (const auto& mesh : offRead->meshes) EXPECT_EQ(mesh.material.shaderTag, 1);
EXPECT_EQ(off.stats.find("groups"), std::string::npos);
}
// Glitter in the icon: the texture's flecks over the color before the light, where they are at the start
TEST(UgcShaders, IconsDrawGlitterFlecks) {
UgcModel::Model model;
model.opaque = Quad({ 0.2f, 0.2f, 0.6f, 1.0f });
UgcRender::IconOptions options;
options.size = 64;
options.supersample = 1;
options.yawDegrees = 0.0f;
options.pitchDegrees = 0.0f;
options.shadows = 0.0f;
options.glitter = { 0.5f, 60, 1.0f };
const auto plain = UgcRender::RenderIcon(model, options);
model.opaque.looks.assign(4, UgcModel::eLook::GLITTER);
const auto glitter = UgcRender::RenderIcon(model, options);
ASSERT_EQ(plain.rgba.size(), glitter.rgba.size());
size_t brighter = 0, same = 0;
for (size_t i = 0; i < plain.rgba.size(); i += 4) {
if (plain.rgba[i + 3] == 0) continue;
if (glitter.rgba[i] > plain.rgba[i] + 20) brighter++;
else if (glitter.rgba[i] == plain.rgba[i]) same++;
}
EXPECT_GT(brighter, 10u); // flecks
EXPECT_GT(same, brighter * 5); // on plain plastic
// Transparent glitter too, and it stays see-through
UgcModel::Model clear;
clear.transparent = Quad({ 0.2f, 0.2f, 0.6f, 0.5f });
clear.transparent.looks.assign(4, UgcModel::eLook::GLITTER);
const auto clearIcon = UgcRender::RenderIcon(clear, options);
clear.transparent.looks.clear();
const auto clearPlain = UgcRender::RenderIcon(clear, options);
EXPECT_NE(clearIcon.rgba, clearPlain.rgba);
for (size_t i = 3; i < clearIcon.rgba.size(); i += 4) EXPECT_EQ(clearIcon.rgba[i], clearPlain.rgba[i]);
}
// Satin colors: transparent at satin_opacity instead of the transparent opacity, and milky; the others as they were
TEST(UgcModel, SatinColors) {
UgcBricks::BrickLibrary library(MakeRes(), 0);
library.SetMaterials({ { 360, { 252, 252, 252, 150 } }, { 367, { 35, 120, 65, 150 } }, { 43, { 0, 50, 200, 150 } } });
std::string error;
const auto parts = UgcModel::ParseLxfml(R"(<LXFML versionMajor="5"><Bricks>
<Brick><Part designID="3001" materials="367"><Bone transformation="1,0,0,0,1,0,0,0,1,0,0,0"/></Part></Brick>
<Brick><Part designID="3001" materials="43"><Bone transformation="1,0,0,0,1,0,0,0,1,3,0,0"/></Part></Brick>
</Bricks></LXFML>)", error);
UgcModel::BuildOptions options;
options.colorVariation = 0.0f;
const auto before = UgcModel::Build(parts, library, options);
options.satinColors = { 360, 367 };
options.satinOpacity = 80.0f;
options.satinWhiten = 25.0f;
const auto satin = UgcModel::Build(parts, library, options);
ASSERT_EQ(satin.transparent.colors.size(), 16u);
EXPECT_NEAR(before.transparent.colors[0].a, 0.5882f, 1e-4f);
EXPECT_NEAR(satin.transparent.colors[0].a, 0.8f, 1e-6f);
const auto linear = UgcPalette::SrgbToLinear(glm::vec3(before.transparent.colors[0]));
const auto milky = UgcPalette::LinearToSrgb(glm::mix(linear, glm::vec3(1.0f), 0.25f));
for (int c = 0; c < 3; c++) EXPECT_NEAR(satin.transparent.colors[0][c], milky[c], 1e-5f);
// The other transparent brick as before
EXPECT_EQ(satin.transparent.colors[8], before.transparent.colors[8]);
// Satin's own group is the transparent one: no look
EXPECT_TRUE(satin.transparent.looks.empty());
}
TEST(UgcHsr, OffIsByteIdenticalToBefore) {
// remove_hidden_faces=0 makes exactly the files made before the path traced hidden faces replaced the renders.
// The hashes were taken with GCC on x86-64 Linux.
UgcBricks::BrickLibrary library(MakeRes(), 0);
auto settings = SmallSettings();
settings.hsr.enabled = false;
const auto outcome = UgcJobs::ProcessModel(LOOKS_LXFML, library, settings, 7);
ASSERT_TRUE(outcome.ok) << outcome.error;
const auto other = UgcJobs::ProcessModel(LXFML5, library, settings, 99);
ASSERT_TRUE(other.ok) << other.error;
#if defined(__linux__) && defined(__x86_64__) && defined(__GNUC__) && !defined(__clang__)
EXPECT_EQ(UgcFormats::Md5Hex(*ZCompression::Gunzip(outcome.files.at("model.nif.gz"))), "f91b88e46a92e9472710854902b25c9a");
EXPECT_EQ(UgcFormats::Md5Hex(*ZCompression::Gunzip(outcome.files.at("model.noao.nif.gz"))), "58a779933695da04bf9b3459c8369528");
EXPECT_EQ(UgcFormats::Md5Hex(outcome.files.at("icon.png")), "032ff7df236a636a4c609071d9b46181");
EXPECT_EQ(UgcFormats::Md5Hex(*ZCompression::Gunzip(other.files.at("model.nif.gz"))), "7eddc020a3e4bf22ed1df0183b042ced");
#endif
}
namespace {
// A quad a b c d (in order around it) facing `normal`, as two triangles wound to face it
void AddQuad(UgcModel::Mesh& mesh, glm::vec3 a, glm::vec3 b, glm::vec3 c, glm::vec3 d, glm::vec3 normal) {
const auto base = static_cast<uint32_t>(mesh.positions.size());
for (const auto& p : { a, b, c, d }) {
mesh.positions.push_back(p);
mesh.normals.push_back(normal);
mesh.colors.push_back(glm::vec4(1.0f));
}
if (glm::dot(glm::cross(b - a, c - a), normal) >= 0.0f) mesh.indices.insert(mesh.indices.end(), { base, base + 1, base + 2, base, base + 2, base + 3 });
else mesh.indices.insert(mesh.indices.end(), { base, base + 2, base + 1, base, base + 3, base + 2 });
}
// An axis aligned box [min, max], faces outwards (or inwards)
void AddBox(UgcModel::Mesh& mesh, glm::vec3 lo, glm::vec3 hi, bool inwards = false) {
const float s = inwards ? -1.0f : 1.0f;
AddQuad(mesh, { lo.x, lo.y, lo.z }, { lo.x, hi.y, lo.z }, { lo.x, hi.y, hi.z }, { lo.x, lo.y, hi.z }, { -s, 0, 0 });
AddQuad(mesh, { hi.x, lo.y, lo.z }, { hi.x, hi.y, lo.z }, { hi.x, hi.y, hi.z }, { hi.x, lo.y, hi.z }, { s, 0, 0 });
AddQuad(mesh, { lo.x, lo.y, lo.z }, { hi.x, lo.y, lo.z }, { hi.x, lo.y, hi.z }, { lo.x, lo.y, hi.z }, { 0, -s, 0 });
AddQuad(mesh, { lo.x, hi.y, lo.z }, { hi.x, hi.y, lo.z }, { hi.x, hi.y, hi.z }, { lo.x, hi.y, hi.z }, { 0, s, 0 });
AddQuad(mesh, { lo.x, lo.y, lo.z }, { hi.x, lo.y, lo.z }, { hi.x, hi.y, lo.z }, { lo.x, hi.y, lo.z }, { 0, 0, -s });
AddQuad(mesh, { lo.x, lo.y, hi.z }, { hi.x, lo.y, hi.z }, { hi.x, hi.y, hi.z }, { lo.x, hi.y, hi.z }, { 0, 0, s });
}
// A room [-2, 2]^3 seen from inside (its walls face inwards), with a doorway in its +Z wall unless `closed`, and a
// small box in the middle of it (triangles from 0 to 11, the room's after)
UgcModel::Mesh Room(bool closed) {
UgcModel::Mesh mesh;
AddBox(mesh, glm::vec3(-0.3f), glm::vec3(0.3f));
const float w = 2.0f;
const glm::vec3 in(0, 0, -1);
AddQuad(mesh, { -w, -w, -w }, { w, -w, -w }, { w, w, -w }, { -w, w, -w }, { 0, 0, 1 });
AddQuad(mesh, { -w, -w, -w }, { -w, w, -w }, { -w, w, w }, { -w, -w, w }, { 1, 0, 0 });
AddQuad(mesh, { w, -w, -w }, { w, w, -w }, { w, w, w }, { w, -w, w }, { -1, 0, 0 });
AddQuad(mesh, { -w, -w, -w }, { w, -w, -w }, { w, -w, w }, { -w, -w, w }, { 0, 1, 0 });
AddQuad(mesh, { -w, w, -w }, { w, w, -w }, { w, w, w }, { -w, w, w }, { 0, -1, 0 });
// The +Z wall around a doorway x -0.5..0.5, y -2..0
AddQuad(mesh, { -w, -w, w }, { -0.5f, -w, w }, { -0.5f, w, w }, { -w, w, w }, in);
AddQuad(mesh, { 0.5f, -w, w }, { w, -w, w }, { w, w, w }, { 0.5f, w, w }, in);
AddQuad(mesh, { -0.5f, 0, w }, { 0.5f, 0, w }, { 0.5f, w, w }, { -0.5f, w, w }, in);
if (closed) AddQuad(mesh, { -0.5f, -w, w }, { 0.5f, -w, w }, { 0.5f, 0, w }, { -0.5f, 0, w }, in);
return mesh;
}
}
TEST(UgcHsr, KeepsWhatIsSeenThroughADoorwayOrOnlyByBouncedLight) {
const auto open = UgcHsr::Visible(Room(false), UgcHsr::Options{});
// Every face of the box in the room, the one turned away from the doorway too (only light bounced off the back
// wall reaches it), and every wall
for (size_t t = 0; t < open.size(); t++) EXPECT_TRUE(open[t]) << t;
const auto closed = UgcHsr::Visible(Room(true), UgcHsr::Options{});
for (size_t t = 0; t < 12; t++) EXPECT_FALSE(closed[t]) << t;
}
TEST(UgcHsr, IsTheSameEveryTime) {
auto options = UgcHsr::Options{};
options.seed = 1234;
options.samples = 1; // few paths, so chance matters
options.bounces = 3;
const auto mesh = Room(false);
const auto first = UgcHsr::Visible(mesh, options);
EXPECT_EQ(UgcHsr::Visible(mesh, options), first);
uint64_t points = 0, paths = 0;
UgcHsr::Visible(mesh, options, &points, &paths);
EXPECT_GT(points, 0u);
EXPECT_GT(paths, 0u);
}
TEST(UgcHsr, GroundPlaneHidesTheUnderside) {
UgcModel::Mesh mesh;
AddBox(mesh, glm::vec3(0.0f), glm::vec3(0.8f, 0.96f, 0.8f)); // a brick on LDD's floor
auto options = UgcHsr::Options{};
const auto without = UgcHsr::Visible(mesh, options);
for (size_t t = 0; t < without.size(); t++) EXPECT_TRUE(without[t]) << t;
options.groundPlane = true;
const auto with = UgcHsr::Visible(mesh, options);
for (size_t t = 0; t < with.size(); t++) EXPECT_EQ(with[t], t != 4 && t != 5) << t; // triangles 4 and 5: the bottom
}
TEST(UgcHsr, RemovesTrianglesWithoutArea) {
UgcModel::Mesh mesh;
AddBox(mesh, glm::vec3(0.0f), glm::vec3(0.8f));
const auto base = static_cast<uint32_t>(mesh.positions.size());
for (int i = 0; i < 3; i++) {
mesh.positions.push_back(glm::vec3(5.0f));
mesh.normals.push_back(glm::vec3(0, 1, 0));
}
mesh.indices.insert(mesh.indices.end(), { base, base + 1, base + 2 });
const auto visible = UgcHsr::Visible(mesh, UgcHsr::Options{});
ASSERT_EQ(visible.size(), 13u);
for (size_t t = 0; t < 12; t++) EXPECT_TRUE(visible[t]) << t;
EXPECT_FALSE(visible[12]);
}
TEST(UgcHsr, SamplePointsFollowTheTrianglesSize) {
const auto check = [](const std::vector<glm::vec3>& points) {
for (const auto& w : points) {
EXPECT_NEAR(w.x + w.y + w.z, 1.0f, 1e-5f);
EXPECT_GT(std::min({ w.x, w.y, w.z }), 0.0f);
}
};
// Half a stud-sized square: 7 x 7 points on the square
const auto half = UgcHsr::SamplePoints({ 0, 0, 0 }, { 0.8f, 0, 0 }, { 0.8f, 0, 0.8f }, 0.1143f);
check(half);
EXPECT_EQ(half.size(), 25u);
// Four times the area, about four times the points
const auto big = UgcHsr::SamplePoints({ 0, 0, 0 }, { 1.6f, 0, 0 }, { 1.6f, 0, 1.6f }, 0.1143f);
check(big);
EXPECT_EQ(big.size(), 100u);
// A tiny triangle: its centre and one towards each corner
const auto tiny = UgcHsr::SamplePoints({ 0, 0, 0 }, { 0.01f, 0, 0 }, { 0, 0.01f, 0 }, 0.1143f);
check(tiny);
EXPECT_EQ(tiny.size(), 4u);
// A long sliver: points along its length
const auto sliver = UgcHsr::SamplePoints({ 0, 0, 0 }, { 3.2f, 0, 0 }, { 1.6f, 0.01f, 0 }, 0.1143f);
check(sliver);
EXPECT_EQ(sliver.size(), 14u);
// With a minimum (LU Toolbox's 28 texels a triangle) small triangles get their points closer together
const auto dense = UgcHsr::SamplePoints({ 0, 0, 0 }, { 0.01f, 0, 0 }, { 0, 0.01f, 0 }, 0.1143f, 28);
check(dense);
EXPECT_GE(dense.size(), 28u);
EXPECT_LE(dense.size(), 40u);
EXPECT_EQ(UgcHsr::SamplePoints({ 0, 0, 0 }, { 1.6f, 0, 0 }, { 1.6f, 0, 1.6f }, 0.1143f, 28).size(), 100u); // bigger ones as before
}
// Stopping the server cancels the jobs being made: Checkpoint throws until the cancel is cleared
TEST(UgcThrottle, CancelStopsJobsAtTheirNextCheckpoint) {
UgcThrottle::Cancel(true);
EXPECT_TRUE(UgcThrottle::IsCancelled());
EXPECT_THROW(UgcThrottle::Checkpoint(), UgcThrottle::Cancelled);
UgcThrottle::Cancel(false);
EXPECT_NO_THROW(UgcThrottle::Checkpoint());
}