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Embree 4 (always built) replaces the UGC server's own bounding volume hierarchies (the nearest-hit one and the occlusion rays' any-hit one), with no fallback to them. ray_backend is embree (default) or hiprt (optional build; Embree when it can't be used). Settings, stored options and stats that say builtin still read: it is embree (UgcRays::Parse, UgcProcessOptions::Parse). The dashboard's picker, /reprocessproperty and --make-model offer embree and hiprt. Tests: the backends are compared with Embree (hiprt when built), Embree against rays whose hits are known, and the clutter's occlusion against what the old hierarchy worked out (296 vertices summing to 114.5, 26 open, 183 dark); the pinned model hashes are unchanged with Embree. Check: ray_backend=builtin in an ini still starts and uses embree; the settings page offers Embree and HIPRT. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
119 lines
6.6 KiB
C++
119 lines
6.6 KiB
C++
#pragma once
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#include <cstdint>
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#include <optional>
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#include <string_view>
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#include <vector>
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#include <glm/glm.hpp>
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#include "UgcGlitter.h"
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#include "UgcModel.h"
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#include "UgcRays.h"
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/**
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* A small software rasterizer (no GPU or display needed) for what the UGC server draws: the icons, and the occlusion
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* rays that bake ambient occlusion into the vertex colors.
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*/
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namespace UgcRender {
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// 8-bit RGBA, rows top to bottom, not premultiplied
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struct Image {
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int width{};
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int height{};
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std::vector<uint8_t> rgba;
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};
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// Whether an icon is denoised (the denoise setting): off, or with Intel Open Image Denoise when the build has it
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enum class eDenoise : uint8_t { OFF = 0, OIDN };
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// The setting's name (off, oidn)
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std::string_view Name(eDenoise denoise);
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// A value by its name; nullopt for anything else
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std::optional<eDenoise> ParseDenoise(std::string_view name);
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// Whether this build can denoise that way (off always)
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bool Available(eDenoise denoise);
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struct AoOptions {
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bool enabled{ true };
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float distance{ 5.0f }; // LU Toolbox's AO distance (Bake Lighting, AO Only)
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int samples{ 64 }; // rays per vertex (AO Samples)
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float strength{ 1.0f }; // 0 leaves the colors, 1 is the full bake
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float glowStrength{ 6.0f }; // what glowing colors add to the light (Glow Strength 3 x Glow Multiplier 2)
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UgcRays::eBackend rays{}; // what traces the occlusion rays (ray_backend)
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};
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/**
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* How an icon is drawn. The values that can be set (settings icon_*, presets and overrides) are listed once, with
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* their ranges and shipped defaults, in UgcIconParams; the ones here are only what the struct starts with.
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*/
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struct IconOptions {
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int size{ 128 };
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int supersample{ 4 };
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float yawDegrees{ 53.36f }; // camera around the model, from +Z towards +X
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float pitchDegrees{ 19.54f }; // camera above the model
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float fovDegrees{ 39.6f };
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float margin{ 1.03f }; // 1 fills the icon, more leaves a border
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float offsetX{}; // the model moved right by this share of the icon's width (after framing)
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float offsetY{}; // and up by this share of its height
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float modelYawDegrees{}; // the model turned (UgcIconPose::ModelRotation), after modelRotation
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float modelPitchDegrees{};
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float modelRollDegrees{};
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glm::mat4 modelRotation{ 1.0f }; // the model's own turn before that (a build type's AdditionalModelRotation)
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float sunYawDegrees{ 21.0f };
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float sunPitchDegrees{ 50.3f };
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float sunStrength{ 2.5f };
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float ambient{ 0.192f }; // the world light (radiance) every face gets
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float fill{ 0.0f }; // a light from the camera (irradiance), what lifts the sides facing the viewer
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float specular{ 0.0f }; // the sun's highlight on the plastic
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float shininess{ 60.0f }; // how tight the highlight is
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float exposure{ 1.0f }; // everything times this before it's written as sRGB
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float contrast{ 1.0f }; // around the middle grey of the sRGB result
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float shadows{ 1.0f }; // how much the sun's shadows darken, 0 to 1
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AoOptions ao{ false, 5.0f, 32, 1.0f, 0.0f };
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float glowEmissive{ 1.0f }; // how far glowing shapes go from lit to their plain color (the glow_emissive setting)
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UgcGlitter::Params glitter; // the glitter's flecks (glitter_size, glitter_density), drawn where they are at the start
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eDenoise denoise{}; // the finished icon denoised (denoise); off when the build can't
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int denoiseSamples{ 4 }; // denoised: occlusion rays per pixel (of the supersampled image) traced on the model before its bake
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float bakedAo{ 1.0f }; // denoised: the bake's strength (ao_strength; 0 when bake_ao is off), for the traced occlusion
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};
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// The model drawn from the icon's camera, framed to fit, on a transparent background. `opaqueAo`: the opaque mesh's
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// ambient occlusion (AmbientOcclusion) when it is known already, else it is worked out when options.ao wants it.
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// Opaque vertices with a look (UgcModel::Mesh::looks) are drawn roughly as the game's shaders draw them: GLOW goes
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// from lit to its plain color by glowEmissive (LEGO-Emissive), METAL and BRUSHED dim the diffuse light and add a
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// sky-and-ground reflection tinted by the color and a highlight, sharp for polished metal and broad for brushed
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// steel (Polished Metal, Brushed Steel: an environment map tinted by the vertex color). GLITTER vertices (opaque or
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// transparent) get the glitter texture's white flecks over their color before the light (LEGO-AnimUV), still.
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// With options.denoise (and a build that has it) the image is denoised by Open Image Denoise, guided by the colors
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// before the light and the normals (which have no noise). A denoiser only removes noise that differs from pixel to
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// pixel, not the baked occlusion's (which is per vertex), so with `plain` (the same model with the colors it had
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// before its occlusion was baked in) that is drawn instead, with its occlusion traced per pixel: options.
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// denoiseSamples rays (options.ao's distance, strength and ray backend) from each pixel of the supersampled image,
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// noisy, then denoised. Without `plain` it is only denoised.
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Image RenderIcon(const UgcModel::Model& model, const IconOptions& options, const std::vector<float>* opaqueAo = nullptr, const UgcModel::Model* plain = nullptr);
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/**
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* The hidden-face test (UgcHsr): the opaque mesh rendered from 42 directions around the whole model (SphereDirections), `resolution` pixels square;
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* per opaque triangle whether it shows in any of them (with a conservative test, so small visible ones stay).
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* Faces seen only by bounced light (interiors, recesses) don't show. `groundPlane`: nothing is seen from below.
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*/
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std::vector<bool> VisibleFromAround(const UgcModel::Model& model, int resolution, bool groundPlane);
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// The 42 directions VisibleFromAround renders from (an icosahedron's corners and edge centres), unit length
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std::vector<glm::vec3> SphereDirections();
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/**
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* Ambient occlusion of each vertex of `mesh`: the share of `samples` rays (cosine weighted around the vertex
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* normal, the same pattern every time) that leave without hitting a triangle of `occluders` within `distance`.
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* 1 is open, 0 fully hidden.
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*/
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std::vector<float> AmbientOcclusion(const UgcModel::Mesh& mesh, const UgcModel::Mesh& occluders, float distance, int samples,
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UgcRays::eBackend rays = UgcRays::eBackend::EMBREE);
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/**
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* LU Toolbox's Bake Lighting with AO Only (its defaults): the opaque mesh's occlusion (transparent bricks are hidden
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* while baking and not baked) plus the glow colors, multiplied into the vertex colors.
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*/
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std::vector<float> BakeAo(UgcModel::Model& model, const AoOptions& options); // the occlusion used, per opaque vertex
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}
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