Files
DarkflameServer/dUgcServer/Render/UgcHsr.h
Aaron Kimbrell 7c32779e89 fix(ugc): transparent bricks drawn see-through in mixed models; dUgcServer in folders by role
- The client puts a shape in its sorted, blended pass only when its
  NiMaterialProperty alpha is under 0.99999 (ShaderCommon::GetAlphaFlags
  0x0109f5a0; the NiAlphaProperty blend flag isn't read); at 1.0 it's drawn
  solid with blending off. Transparent (and transparent glitter) shapes now
  get a material with alpha 0.9999, as the S01_Alpha shapes of the game's own
  brick models (res/BrickModels/ndmade) do; opaque shapes keep 1.0. Models
  with a transparent brick change; the others are byte for byte the same.
- dUgcServer's files move into Bricks/, Model/, Render/, Formats/ and
  Processing/ (the CMakeLists says what each holds); includes are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:26 -05:00

53 lines
2.7 KiB
C++

#pragma once
#include <cstddef>
#include <cstdint>
#include <vector>
#include <glm/glm.hpp>
#include "UgcModel.h"
/**
* Hidden surface removal as LU Toolbox's Remove Hidden Faces decides it, without its texture: paths are traced from
* points on each opaque triangle under a sky of overwhelming brightness, bouncing off the model; a triangle none of
* whose paths reaches the sky is removed. So faces seen only through openings, or lit only by light bounced in
* (interiors, recesses), stay; faces sealed inside go. docs/UgcServer.md ("Hidden faces") has the details.
*/
namespace UgcHsr {
struct Options {
bool enabled{ true }; // remove_hidden_faces
bool groundPlane{ false }; // hsr_ground_plane: LU Toolbox's black box under the model (y 0 down to -100)
int samples{ 8 }; // hsr_samples: paths traced from each point (LU Toolbox's Samples)
int bounces{ 8 }; // hsr_bounces: bounces a path may take (the Cycles bake's Max Bounces)
float spacing{ 0.1143f }; // hsr_sample_spacing: LDD units between points (a stud is 0.8: 7 points along it)
int minPoints{ 28 }; // hsr_min_points: points on a triangle at least (LU Toolbox bakes 28 texels a triangle)
uint64_t seed{}; // of the paths' random numbers (the same seed gives the same result)
};
struct Result {
size_t trianglesBefore{}; // opaque and transparent
size_t trianglesRemoved{};
std::vector<bool> kept; // per opaque triangle before: whether it stayed
uint64_t points{}; // sample points traced from
uint64_t paths{}; // paths traced
};
/**
* Which triangles of `mesh` a path from them reaches the sky from (triangles without area: none). `mesh` is
* everything that occludes (the opaque bricks; transparent ones hide nothing, as in LU Toolbox).
*/
std::vector<bool> Visible(const UgcModel::Mesh& mesh, const Options& options, uint64_t* points = nullptr, uint64_t* paths = nullptr);
// Removes the opaque triangles that aren't Visible (nothing when options.enabled is off); transparent ones stay
Result RemoveHiddenFaces(UgcModel::Model& model, const Options& options);
/**
* The points on triangle a, b, c paths start from, as barycentric weights (of a, b, c): rows parallel to its
* longest side, `spacing` apart, with points `spacing` apart along each row (so about area / spacing^2 of them).
* When that gives fewer than `minimum` the rows and points are closer together until there are that many; at
* least 4 (its centre and one towards each corner), at most 4096 (big triangles get them further apart).
*/
std::vector<glm::vec3> SamplePoints(const glm::vec3& a, const glm::vec3& b, const glm::vec3& c, float spacing, size_t minimum = 4);
}