Files
DarkflameServer/dUgcServer/Processing/UgcJobs.cpp
Aaron Kimbrell 2e2e8153e2 feat(ugc): denoise=oidn traces icons' occlusion per pixel and denoises it (optional build)
Intel Open Image Denoise 2 (Apache-2.0) behind the CMake option DLU_OIDN (off):
an installed OIDN is used when found, else Intel's release package (pinned by
hash) is downloaded and its libraries copied next to the servers.

A denoiser only removes noise that differs from pixel to pixel; the icons'
occlusion comes from the bake, per vertex, which it leaves as it is (checked:
white noise 0.17 -> 0.006 relative spread, per-vertex blocks unchanged). So
with denoise=oidn a model's icon is drawn from model.noao.nif (its colors
before the bake) with its occlusion traced per pixel of the supersampled image
(denoise_samples rays, default 4, with the bake's distance and strength and the
ray backend), box filtered and denoised at the icon's size, guided by the colors
and normals. The model keeps its baked occlusion. Icons drawn again from stored
files use the stored model.noao.nif the same way.

OIDN works on a thread of its own; its time is charged to the job's thread
(UgcThrottle::Charge), so the CPU budget and the recorded CPU time include it.

Check: configure with -DDLU_OIDN=ON; UgcServer --make-model x.lxfml out oidn
and compare its icon.png with one made with off; an OFF build leaves icons as
they were.

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

463 lines
22 KiB
C++

#include "UgcJobs.h"
#include <algorithm>
#include <chrono>
#include <cmath>
#include <sstream>
#include "json.hpp"
#include "NifFile.h"
#include "Sd0.h"
#include "UgcFormats.h"
#include "UgcModel.h"
#include "UgcModular.h"
#include "ZCompression.h"
namespace UgcJobs {
void AddDownload(UgcStorage::Files& files, const std::string& name, const std::string& data) {
files[name + ".gz"] = ZCompression::Gzip(data);
files[name + ".checksum"] = UgcFormats::ChecksumXml(data);
// Without 3D services the client downloads it as sd0 (after asking its world for the checksum)
auto sd0 = Sd0::Compress(data);
if (!sd0.empty()) files[name + ".sd0"] = std::move(sd0);
}
std::string LxfmlFromBlob(const std::string& blob) {
if (blob.starts_with("<?xml") || blob.starts_with("<LXFML")) return blob;
std::stringstream stream(blob);
try {
Sd0 sd0(stream);
return sd0.GetAsStringUncompressed();
} catch (...) {
return {};
}
}
namespace {
// The icon files of a model, and false when nothing was drawn
bool AddIcon(UgcStorage::Files& files, const UgcModel::Model& model, const UgcRender::IconOptions& options, const std::vector<float>* ao = nullptr,
const UgcModel::Model* plain = nullptr) {
const auto icon = UgcRender::RenderIcon(model, options, ao, plain);
bool drawn = false;
for (size_t i = 3; i < icon.rgba.size(); i += 4) drawn = drawn || icon.rgba[i] != 0;
files["icon.png"] = UgcFormats::EncodePng(icon);
AddDownload(files, "icon.dds", UgcFormats::EncodeDds(icon));
return drawn;
}
}
size_t CountParts(std::string_view lxfml) {
size_t count = 0;
for (size_t at = lxfml.find("<Part"); at != std::string_view::npos; at = lxfml.find("<Part", at + 5)) count++;
return count;
}
uint64_t EstimateMemory(size_t parts, const Settings& settings) {
// Measured: the icon's buffers, and per brick its mesh in each LOD (positions, normals, colors, indices,
// the occlusion tree and copies made along the way), about 40 KB at LOD 0, and the hidden faces' ray tree
// (about 60 bytes a triangle, one LOD at a time)
const uint64_t icon = static_cast<uint64_t>(settings.icon.size) * settings.icon.supersample;
const uint64_t fixed = icon * icon * 20 + 1024 * 1024 * 4 + 16 * 1024 * 1024;
return fixed + static_cast<uint64_t>(parts) * (40 * 1024 * (1 + settings.lods.size()) + 16 * 1024);
}
namespace {
double Since(std::chrono::steady_clock::time_point start) {
return std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - start).count();
}
// An opaque mesh's pieces by look ([eLook]: UgcModel::Divide's pieces), the looks without a shader of their own
// with the plastic ones
using LookPieces = std::array<std::vector<UgcModel::Mesh>, UgcModel::LOOK_COUNT>;
LookPieces DivideByLook(const UgcModel::Mesh& mesh, const std::array<bool, UgcModel::LOOK_COUNT>& separate) {
LookPieces pieces;
const auto split = UgcModel::SplitLooks(mesh, separate);
if (!split) {
pieces[0] = UgcModel::Divide(mesh);
return pieces;
}
for (size_t look = 0; look < UgcModel::LOOK_COUNT; look++) pieces[look] = UgcModel::Divide((*split)[look]);
return pieces;
}
// A model's transparent bricks as the .nif's shapes: one per brick (or all together, `combine`), the glitter
// ones apart when `glitterApart`
std::array<std::vector<UgcModel::Mesh>, 2> DivideTransparent(const UgcModel::Model& model, bool combine, bool glitterApart) {
std::array<std::vector<UgcModel::Mesh>, 2> out;
std::array<bool, UgcModel::LOOK_COUNT> separate{};
separate[static_cast<size_t>(UgcModel::eLook::GLITTER)] = glitterApart;
const auto glitter = static_cast<size_t>(UgcModel::eLook::GLITTER);
if (combine) {
const auto split = UgcModel::SplitLooks(model.transparent, separate);
if (!split) {
out[0] = UgcModel::Divide(model.transparent);
} else {
out[0] = UgcModel::Divide((*split)[0]);
out[1] = UgcModel::Divide((*split)[glitter]);
}
return out;
}
for (auto& piece : UgcModel::SplitAt(model.transparent, model.transparentBricks)) {
const auto split = UgcModel::SplitLooks(piece, separate);
if (!split) {
out[0].push_back(std::move(piece));
continue;
}
if (!(*split)[0].Empty()) out[0].push_back(std::move((*split)[0]));
if (!(*split)[glitter].Empty()) out[1].push_back(std::move((*split)[glitter]));
}
return out;
}
}
uint32_t Shaders::TagOf(UgcModel::eLook look) const {
switch (look) {
case UgcModel::eLook::METAL: return metal;
case UgcModel::eLook::BRUSHED: return brushed;
case UgcModel::eLook::GLOW: return glow;
case UgcModel::eLook::GLITTER: return glitter;
default: return 0;
}
}
std::map<int32_t, UgcModel::eLook> Shaders::TagLooks() const {
std::map<int32_t, UgcModel::eLook> looks{ { 88, UgcModel::eLook::METAL }, { 89, UgcModel::eLook::BRUSHED }, { 46, UgcModel::eLook::GLOW },
{ 21, UgcModel::eLook::GLITTER } };
for (const auto look : { UgcModel::eLook::METAL, UgcModel::eLook::BRUSHED, UgcModel::eLook::GLOW, UgcModel::eLook::GLITTER }) {
if (const auto tag = TagOf(look); tag != 0) looks[static_cast<int32_t>(tag)] = look;
}
return looks;
}
std::set<int32_t> Shaders::OverlayTags() const {
std::set<int32_t> tags{ 79 };
if (sparkle != 0) tags.insert(static_cast<int32_t>(sparkle));
return tags;
}
std::string SparkleName(const Settings& settings) {
const auto tag = std::to_string(settings.shaders.sparkle);
return ("S" + std::string(tag.size() < 2 ? "0" : "") + tag + "_GlitterSparkle_Model").substr(0, 60);
}
std::string ShapeName(const Settings& settings, UgcModel::eLook look, bool transparent) {
if (transparent && look != UgcModel::eLook::GLITTER) return "S01_Alpha_Model";
if (look == UgcModel::eLook::PLASTIC) return ("S" + settings.shaderOpaque + "_Opaque_Model").substr(0, 60);
const auto tag = std::to_string(settings.shaders.TagOf(look));
const char* name = look == UgcModel::eLook::METAL ? "_Metal_Model" : look == UgcModel::eLook::BRUSHED ? "_Brushed_Model" :
look == UgcModel::eLook::GLOW ? "_Glow_Model" : transparent ? "_GlitterAlpha_Model" : "_Glitter_Model";
return ("S" + std::string(tag.size() < 2 ? "0" : "") + tag + name).substr(0, 60);
}
bool IconFromNif(const std::string& nif, const UgcRender::IconOptions& options, UgcStorage::Files& files, std::string& error,
const std::map<int32_t, UgcModel::eLook>& tagLooks, const std::set<int32_t>& overlayTags, const std::string* plainNif) {
const auto readBack = NifFile::Parse(nif, 0, error);
if (!readBack) return false;
// The denoiser's guide: the model before its occlusion was baked in (model.noao.nif), when there is one
std::optional<UgcModel::Model> plain;
if (options.denoise != UgcRender::eDenoise::OFF && plainNif) {
std::string plainError;
if (const auto plainRead = NifFile::Parse(*plainNif, 0, plainError)) plain = UgcModel::FromNif(*plainRead, tagLooks, overlayTags);
}
AddIcon(files, UgcModel::FromNif(*readBack, tagLooks, overlayTags), options, nullptr, plain ? &*plain : nullptr);
return true;
}
std::optional<std::string> WithIconTime(const std::string& stats, double iconMs, double& change) {
auto parsed = nlohmann::json::parse(stats, nullptr, false);
if (!parsed.is_object()) return std::nullopt;
auto& ms = parsed["ms"];
if (!ms.is_object()) ms = nlohmann::json::object();
const double before = ms.value("icon", 0.0);
change = iconMs - before;
ms["icon"] = std::lround(iconMs);
ms["total"] = std::max(0L, std::lround(ms.value("total", 0.0) + change));
return parsed.dump();
}
void ApplyOptions(Settings& settings, const UgcProcessOptions::Choice& choice) {
if (const auto rays = UgcRays::Parse(choice.rays)) settings.hsr.rays = settings.ao.rays = settings.icon.ao.rays = *rays;
if (const auto method = UgcHsr::Parse(choice.hsr)) settings.hsr.method = *method;
if (const auto denoise = UgcRender::ParseDenoise(choice.denoise)) settings.icon.denoise = *denoise;
}
UgcProcessOptions::Choice MadeWith(const Settings& settings) {
const auto denoise = UgcRender::Available(settings.icon.denoise) ? settings.icon.denoise : UgcRender::eDenoise::OFF;
return { std::string(UgcRays::Name(UgcRays::Resolve(settings.hsr.rays))), std::string(UgcHsr::Name(settings.hsr.method)),
std::string(UgcRender::Name(denoise)) };
}
Outcome ProcessModel(const std::string& blob, UgcBricks::BrickLibrary& library, const Settings& settings, uint64_t seed, const UgcIconParams::Values& iconValues) {
Outcome outcome;
const auto started = std::chrono::steady_clock::now();
const auto lxfml = LxfmlFromBlob(blob);
if (lxfml.empty()) {
outcome.error = "the stored LXFML can't be read";
return outcome;
}
std::string error;
const auto parts = UgcModel::ParseLxfml(lxfml, error);
if (parts.empty()) {
outcome.error = error;
// A model with no bricks has nothing to make; the LXFML itself is still served
outcome.empty = UgcModel::HasNoBricks(lxfml);
return outcome;
}
if (settings.maxBricks > 0 && parts.size() > settings.maxBricks) {
outcome.error = "the model has " + std::to_string(parts.size()) + " bricks, more than max_model_bricks (" + std::to_string(settings.maxBricks) + ")";
return outcome;
}
auto lods = settings.lods;
std::erase_if(lods, [](uint32_t lod) { return lod > 3; });
std::sort(lods.begin(), lods.end());
lods.erase(std::unique(lods.begin(), lods.end()), lods.end());
if (lods.empty()) lods.push_back(0);
const auto ranges = UgcModel::LodRanges(lods, settings.lodDistances);
nlohmann::json stats;
stats["version"] = 1;
stats["bricks"] = parts.size();
auto& lodStats = stats["lods"] = nlohmann::json::array();
double buildMs = 0, hsrMs = 0, aoMs = 0;
// Every LOD made like LU Toolbox makes each LOD collection: colored, hidden faces removed, lighting baked, divided
std::vector<UgcModel::Model> models;
std::vector<LookPieces> opaquePieces;
// Per level: the transparent bricks' pieces, plastic and (with the glitter group on) glitter
using TransparentPieces = std::array<std::vector<UgcModel::Mesh>, 2>;
std::vector<TransparentPieces> transparentPieces;
// The looks with a shader of their own (UgcJobs::Shaders), each an NiLODNode apart from the plastic
std::array<bool, UgcModel::LOOK_COUNT> separate{};
for (size_t look = 1; look < UgcModel::LOOK_COUNT; look++) separate[look] = settings.shaders.TagOf(static_cast<UgcModel::eLook>(look)) != 0;
const bool glowApart = separate[static_cast<size_t>(UgcModel::eLook::GLOW)];
// The glitter bricks' sparkles, a group over both glitter groups
const bool sparkles = separate[static_cast<size_t>(UgcModel::eLook::GLITTER)] && settings.shaders.sparkle != 0;
UgcModel::Model preview; // LOD 0 before the lighting bake, for the dashboard
for (size_t i = 0; i < lods.size(); i++) {
auto options = settings.build;
options.seed = seed;
options.lod = lods[i];
auto step = std::chrono::steady_clock::now();
auto model = UgcModel::Build(parts, library, options);
buildMs += Since(step);
if (i == 0) {
if (!model.missingDesigns.empty()) {
outcome.note = "no geometry for design(s)";
for (const auto design : model.missingDesigns) outcome.note += " " + std::to_string(design);
stats["missingDesigns"] = model.missingDesigns;
}
if (model.Empty()) {
outcome.error = "none of the model's bricks have geometry";
if (!outcome.note.empty()) outcome.error += " (" + outcome.note + ")";
return outcome;
}
}
nlohmann::json entry{ { "lod", lods[i] }, { "near", ranges[i].first }, { "far", ranges[i].second },
{ "opaqueBefore", model.opaque.TriangleCount() }, { "transparent", model.transparent.TriangleCount() } };
step = std::chrono::steady_clock::now();
auto hsr = settings.hsr;
hsr.seed = seed;
const auto optimized = UgcHsr::RemoveHiddenFaces(model, hsr);
hsrMs += Since(step);
if (i == 0 && optimized.trianglesRemoved > 0) {
if (!outcome.note.empty()) outcome.note += "; ";
outcome.note += "removed " + std::to_string(optimized.trianglesRemoved) + " of " + std::to_string(optimized.trianglesBefore) + " triangles";
}
if (i == 0) preview = model;
// The emissive shader lerps from its own lighting to the vertex color, so glowing bricks keep their plain
// color: no occlusion, and no glow added (it would glow twice)
std::vector<glm::vec4> plainColors;
if (glowApart && !model.opaque.looks.empty()) plainColors = model.opaque.colors;
step = std::chrono::steady_clock::now();
UgcRender::BakeAo(model, settings.ao);
aoMs += Since(step);
for (size_t v = 0; v < plainColors.size() && v < model.opaque.looks.size(); v++) {
if (model.opaque.looks[v] == UgcModel::eLook::GLOW) model.opaque.colors[v] = glm::vec4(glm::vec3(plainColors[v]), 1.0f);
}
entry["opaqueAfter"] = model.opaque.TriangleCount();
entry["vertices"] = model.opaque.positions.size() + model.transparent.positions.size();
opaquePieces.push_back(DivideByLook(model.opaque, separate));
transparentPieces.push_back(DivideTransparent(model, settings.combineTransparent, separate[static_cast<size_t>(UgcModel::eLook::GLITTER)]));
size_t shapes = transparentPieces.back()[0].size() + transparentPieces.back()[1].size();
for (const auto& pieces : opaquePieces.back()) shapes += pieces.size();
entry["shapes"] = shapes;
// Triangles per group (NiLODNode) when metal, glow or glitter have groups of their own
if (std::find(separate.begin(), separate.end(), true) != separate.end()) {
auto& byGroup = entry["groups"] = nlohmann::json::object();
for (size_t look = 0; look < UgcModel::LOOK_COUNT; look++) {
size_t triangles = 0;
for (const auto& piece : opaquePieces.back()[look]) triangles += piece.TriangleCount();
if (triangles > 0) byGroup[ShapeName(settings, static_cast<UgcModel::eLook>(look), false)] = triangles;
}
for (size_t kind = 0; kind < 2; kind++) {
size_t triangles = 0;
for (const auto& piece : transparentPieces.back()[kind]) triangles += piece.TriangleCount();
if (triangles > 0) byGroup[ShapeName(settings, kind ? UgcModel::eLook::GLITTER : UgcModel::eLook::PLASTIC, true)] = triangles;
}
if (sparkles) {
size_t triangles = 0;
for (const auto& piece : opaquePieces.back()[static_cast<size_t>(UgcModel::eLook::GLITTER)]) triangles += piece.TriangleCount();
for (const auto& piece : transparentPieces.back()[1]) triangles += piece.TriangleCount();
if (triangles > 0) byGroup[SparkleName(settings)] = triangles;
}
}
lodStats.push_back(entry);
}
outcome.aoBaked = settings.ao.enabled;
// An NiLODNode for the opaque bricks and one for the transparent ones, as LU Toolbox names them, and one for
// each look with a shader of its own between them. Every group has every level (empty where it has nothing).
// Transparent glitter last, after the plain transparent bricks.
const auto groups = [&](size_t levels, const std::vector<LookPieces>& opaque, const std::vector<TransparentPieces>& transparent) {
std::vector<UgcFormats::NifLodGroup> out;
for (size_t kind = 0; kind < UgcModel::LOOK_COUNT + 2; kind++) {
const bool isTransparent = kind >= UgcModel::LOOK_COUNT;
const bool glitter = kind == UgcModel::LOOK_COUNT + 1 || kind == static_cast<size_t>(UgcModel::eLook::GLITTER);
const auto look = glitter ? UgcModel::eLook::GLITTER : isTransparent ? UgcModel::eLook::PLASTIC : static_cast<UgcModel::eLook>(kind);
UgcFormats::NifLodGroup group{ ShapeName(settings, look, isTransparent), isTransparent, {} };
if (look == UgcModel::eLook::GLOW) group.emissive = std::max(settings.shaders.glowEmissive, 0.0f);
if (glitter) group.glitter = &settings.shaders.glitterParams;
bool any = false;
for (size_t i = 0; i < levels; i++) {
UgcFormats::NifLod lod{ ranges[i].first, ranges[i].second, "LOD_" + std::to_string(lods[i]), {} };
for (const auto& piece : (isTransparent ? transparent[i][glitter ? 1 : 0] : opaque[i][kind])) lod.pieces.push_back(&piece);
any = any || !lod.pieces.empty();
group.lods.push_back(std::move(lod));
}
if (any) out.push_back(std::move(group));
}
// Last, over everything: the sparkles over the opaque and the transparent glitter bricks
if (sparkles) {
UgcFormats::NifLodGroup group{ SparkleName(settings), false, {} };
group.glitter = &settings.shaders.glitterParams;
group.sparkle = true;
bool any = false;
for (size_t i = 0; i < levels; i++) {
UgcFormats::NifLod lod{ ranges[i].first, ranges[i].second, "LOD_" + std::to_string(lods[i]), {} };
for (const auto& piece : opaque[i][static_cast<size_t>(UgcModel::eLook::GLITTER)]) lod.pieces.push_back(&piece);
for (const auto& piece : transparent[i][1]) lod.pieces.push_back(&piece);
any = any || !lod.pieces.empty();
group.lods.push_back(std::move(lod));
}
if (any) out.push_back(std::move(group));
}
return out;
};
const auto nif = UgcFormats::WriteLodNif("SceneNode_Model", groups(lods.size(), opaquePieces, transparentPieces));
// Stored compressed only (the client downloads .gz; the dashboard's copies are inflated when asked for). The
// LXFML is served from the database.
AddDownload(outcome.files, "model.nif", nif);
std::string plainNif;
{
const std::vector<LookPieces> opaque{ DivideByLook(preview.opaque, separate) };
const std::vector<TransparentPieces> transparent{ transparentPieces[0] };
plainNif = UgcFormats::WriteLodNif("SceneNode_Model", groups(1, opaque, transparent));
outcome.files["model.noao.nif.gz"] = ZCompression::Gzip(plainNif);
}
// The icon is drawn from the .nif just made (its most detailed LOD, read back like any client .nif), so it
// shows what the game shows: the colors with their variation, hidden faces removed, the baked lighting.
const auto iconStart = std::chrono::steady_clock::now();
auto iconOptions = settings.icon;
UgcIconParams::Apply(iconOptions, iconValues);
std::string nifError;
if (!IconFromNif(nif, iconOptions, outcome.files, nifError, settings.shaders.TagLooks(), settings.shaders.OverlayTags(), &plainNif)) {
outcome.error = "the .nif made can't be read back for the icon: " + nifError;
return outcome;
}
const double iconMs = Since(iconStart);
stats["ms"] = { { "build", std::lround(buildMs) }, { "hiddenSurfaces", std::lround(hsrMs) }, { "ambientOcclusion", std::lround(aoMs) },
{ "icon", std::lround(iconMs) }, { "total", std::lround(Since(started)) } };
stats["settings"] = { { "palette", settings.build.palette == UgcModel::ePalette::LU_TOOLBOX ? "lu_toolbox" : "brickdb" },
{ "colorVariation", settings.build.colorVariation }, { "transparentOpacity", settings.build.transparentOpacity },
{ "removeHiddenFaces", settings.hsr.enabled }, { "groundPlane", settings.hsr.groundPlane }, { "hsrSamples", settings.hsr.samples },
{ "hsrBounces", settings.hsr.bounces }, { "hsrSampleSpacing", settings.hsr.spacing }, { "hsrMinPoints", settings.hsr.minPoints },
{ "ao", settings.ao.enabled }, { "aoDistance", settings.ao.distance }, { "aoSamples", settings.ao.samples }, { "aoStrength", settings.ao.strength } };
const auto madeWith = MadeWith(settings);
stats["settings"]["rays"] = madeWith.rays;
stats["settings"]["hsrMethod"] = madeWith.hsr;
stats["settings"]["denoise"] = madeWith.denoise;
if (settings.hsr.method == UgcHsr::eMethod::FAST) stats["settings"]["hsrFastResolution"] = settings.hsr.fastResolution;
outcome.options = UgcProcessOptions::ToString(madeWith);
outcome.stats = stats.dump();
outcome.files["stats.json"] = outcome.stats;
outcome.ok = true;
return outcome;
}
std::optional<UgcModel::Model> AssembleModular(const ModularInput& input, const std::filesystem::path& res, glm::mat4& additionalRotation, std::string& error, std::string& note) {
const auto build = UgcModular::ParseBuild(input.buildXml);
if (!build) {
error = "the build type has no topology in ModularBuildComponent";
return std::nullopt;
}
additionalRotation = build->additionalRotation;
std::vector<UgcModular::Module> modules;
for (const auto& moduleInput : input.modules) {
const auto path = UgcBricks::ResolvePath(res, moduleInput.renderAsset);
const auto data = path ? UgcBricks::ReadFile(*path) : std::nullopt;
if (!data) {
note += "module " + std::to_string(moduleInput.lot) + " has no mesh (" + moduleInput.renderAsset + "); ";
continue;
}
std::string nifError;
auto nif = NifFile::Parse(*data, 0, nifError);
if (!nif) {
note += "module " + std::to_string(moduleInput.lot) + ": " + nifError + "; ";
continue;
}
modules.push_back({ moduleInput.partCode, std::move(*nif), UgcModular::ParseModuleConnections(moduleInput.moduleXml) });
}
if (modules.empty()) {
error = "none of the modules have a mesh";
if (!note.empty()) error += " (" + note + ")";
return std::nullopt;
}
auto model = UgcModular::Assemble(*build, modules, note);
if (model.Empty()) {
error = "the modules have no triangles";
return std::nullopt;
}
return model;
}
Outcome ProcessModular(const ModularInput& input, const std::filesystem::path& res, const Settings& settings) {
Outcome outcome;
glm::mat4 additionalRotation{ 1.0f };
const auto model = AssembleModular(input, res, additionalRotation, outcome.error, outcome.note);
if (!model) return outcome;
auto options = ModularIconOptions(input, settings);
options.modelRotation = additionalRotation;
AddIcon(outcome.files, *model, options);
outcome.files["combo.json"] = nlohmann::json{ { "key", input.key }, { "buildType", input.buildType } }.dump();
outcome.ok = true;
return outcome;
}
std::optional<std::string> AssemblyNif(const ModularInput& input, const std::filesystem::path& res, std::string& error) {
glm::mat4 additionalRotation{ 1.0f };
std::string note;
auto model = AssembleModular(input, res, additionalRotation, error, note);
if (!model) return std::nullopt;
// Turned as the icon renderer turns it before the pose's own rotation, so the editor's model rotation starts from here
model->opaque.Transform(additionalRotation);
model->transparent.Transform(additionalRotation);
const auto opaque = UgcModel::Split(model->opaque), transparent = UgcModel::Split(model->transparent);
std::vector<UgcFormats::NifShape> shapes;
for (const auto& piece : opaque) shapes.push_back({ "S01_Opaque_Model", &piece, false });
for (const auto& piece : transparent) shapes.push_back({ "S01_Alpha_Model", &piece, true });
return UgcFormats::WriteNif("SceneNode_Assembly", shapes);
}
UgcRender::IconOptions ModularIconOptions(const ModularInput& input, const Settings& settings) {
auto options = settings.icon;
UgcIconParams::Apply(options, input.iconValues);
return options;
}
}