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Parity with LU Toolbox's Process Model, Bake Lighting and icon renderer, with its defaults as the settings' defaults: - Colors from its LU palette (UgcPalette: LU colors, LDD colors mapped to the nearest LU one, unknown ones black), transparent bricks at 58.82% opacity, a brick transparent only when all of its materials are. - Color variation: each brick's material gets its HSV value shifted in a 2.224 gamma by up to 5% (times the color's own amount), from a random number of the model, brick and material, so reprocessing gives the same colors in every LOD. Icons get none, and the icon renderer's color corrections. - LODs 0 and 2 with its distance logic, written as NiLODNode/NiRangeLODData like its exports and the game's own brick models, shapes divided at 65535 vertices along the longest side like divide_mesh. - Ambient occlusion like its AO-only bake: 64 rays per vertex, distance 5, after hidden surface removal, transparent bricks neither baked nor occluding, glow colors added. - Icons from its icon scene: 50 mm lens at 53.4/19.5 degrees, sun of 2.5 at 21/50.3 degrees with soft shadows, grey world light with occlusion; LOD 0's hidden surface removal and occlusion are reused for them. - Optional ground plane for hidden surface removal; stats.json per model and the previous version's previews kept for comparing. Budgets, applied live on config reload: max_cpu_percent (workers account their thread CPU time and sleep to stay under it, long renders included), worker_nice, max_memory_mb (jobs are estimated from their brick count and wait until they fit), max_model_bricks and pause_hours. /status and the traffic report show CPU, memory and throttling. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
84 lines
3.0 KiB
C++
84 lines
3.0 KiB
C++
#pragma once
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#include <array>
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#include <cstdint>
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#include <filesystem>
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#include <map>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <string>
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#include <string_view>
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#include <vector>
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/**
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* The client's brick data the UGC server builds models from: LDD geometry (res/brickprimitives/lod<n>/<design>.g, .g1,
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* ...) and the material colors (Materials.xml in res/brickdb.zip). The parsers are pure; BrickLibrary loads and caches
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* files and may be used from any thread.
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*/
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namespace UgcBricks {
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// One LDD .g file: a triangle mesh with a normal per vertex
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struct Geometry {
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std::vector<float> positions; // x, y, z per vertex
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std::vector<float> normals; // x, y, z per vertex
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std::vector<uint32_t> indices;
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};
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// An LDD material: sRGB color and opacity, 0-255
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struct Material {
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uint8_t r{ 160 };
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uint8_t g{ 160 };
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uint8_t b{ 160 };
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uint8_t a{ 255 };
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bool Transparent() const { return a < 255; }
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};
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// A .g file ("10GB" magic, counts, positions, normals, texture coordinates for decorated parts, indices)
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std::optional<Geometry> ParseGeometry(std::string_view data);
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// Materials.xml: MatID -> color
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std::map<uint32_t, Material> ParseMaterials(std::string_view xml);
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// A file from a zip archive (stored or deflated), matched without regard to case; nullopt when it isn't there
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std::optional<std::string> ReadZipEntry(std::string_view zip, std::string_view name);
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// `relative` (either slash, any case) under `root`, matching each part without regard to case as the client's
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// files are named on Windows; nullopt when there is no such file
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std::optional<std::filesystem::path> ResolvePath(const std::filesystem::path& root, std::string_view relative);
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// Reads a whole file; nullopt when it can't
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std::optional<std::string> ReadFile(const std::filesystem::path& path);
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class BrickLibrary {
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public:
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// `res` is the client's res folder; `lod` the brickprimitives level used (0 is the most detailed)
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BrickLibrary(std::filesystem::path res, uint32_t lod);
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// Loads the material colors; false when brickdb.zip or its Materials.xml can't be read
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bool LoadMaterials();
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// For tests and callers that have the colors already
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void SetMaterials(std::map<uint32_t, Material> materials);
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// A material's color (a grey when the id is unknown)
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Material GetMaterial(uint32_t id) const;
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// Every geometry file of a design, in order (.g, .g1, ...); empty when the design has none. Loaded once.
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// `lod`: the brickprimitives level, the library's own when omitted; a design without that level uses the
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// next more detailed one.
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std::shared_ptr<const std::vector<Geometry>> GetDesign(uint32_t design, std::optional<uint32_t> lod = std::nullopt);
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// Designs loaded (for the memory report)
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size_t CachedDesigns() const;
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const std::filesystem::path& GetResPath() const { return m_Res; }
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private:
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std::filesystem::path m_Res;
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uint32_t m_Lod;
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std::map<uint32_t, Material> m_Materials;
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mutable std::mutex m_Mutex;
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std::map<uint64_t, std::shared_ptr<const std::vector<Geometry>>> m_Designs; // lod << 32 | design
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};
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}
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