Files
DarkflameServer/dUgcServer/UgcModel.h
Aaron Kimbrell 7c5d69c1ed feat(ugc): make models like LU Toolbox does, within CPU and memory budgets
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>
2026-09-28 22:31:06 -05:00

108 lines
4.2 KiB
C++

#pragma once
#include <cstdint>
#include <string>
#include <string_view>
#include <vector>
#include <glm/glm.hpp>
#include "UgcBricks.h"
namespace NifFile {
struct Model;
}
/**
* Brick models as triangle meshes: LXFML parts, the mesh built from them (opaque and transparent bricks apart, with
* the material colors as vertex colors) and the mesh of a client .nif. Pure apart from BrickLibrary's file reads.
*/
namespace UgcModel {
// A brick in a model: its primitive, materials (one per geometry part) and where it is
struct Part {
uint32_t designId{};
std::vector<uint32_t> materials;
glm::mat4 transform{ 1.0f };
};
// The parts of an LXFML 5 (Bricks/Brick/Part with bones) or 4 (Scene/Model/Group/Part with axis angles) model.
// Empty with `error` set when it can't be read.
std::vector<Part> ParseLxfml(std::string_view lxfml, std::string& error);
struct Mesh {
std::vector<glm::vec3> positions;
std::vector<glm::vec3> normals;
std::vector<glm::vec4> colors; // sRGB, 0..1, alpha is opacity
std::vector<glm::vec3> glow; // linear glow color per vertex (LU Toolbox's "Glow" layer); empty when nothing glows
std::vector<uint32_t> indices;
size_t TriangleCount() const { return indices.size() / 3; }
bool Empty() const { return indices.empty(); }
void Append(const Mesh& other);
void Transform(const glm::mat4& transform);
};
struct Model {
Mesh opaque;
Mesh transparent;
std::vector<uint32_t> missingDesigns; // designs without geometry in the client, skipped
size_t bricks{};
bool Empty() const { return opaque.Empty() && transparent.Empty(); }
// The bounds of every vertex; false when there are none
bool Bounds(glm::vec3& min, glm::vec3& max) const;
};
enum class ePalette {
LU_TOOLBOX, // LU Toolbox's colors (UgcPalette), what its importer colors models with
BRICKDB, // the brick database's Materials.xml
};
struct BuildOptions {
ePalette palette{ ePalette::LU_TOOLBOX };
float colorVariation{ 5.0f }; // percent, 0: none (LU Toolbox: Apply Color Variation, 5%)
uint64_t seed{}; // of the variation's random numbers
float transparentOpacity{ 58.82f }; // percent, transparent bricks' vertex alpha (LU Toolbox palette only)
bool icon{}; // the icon renderer's color corrections
uint32_t lod{}; // brickprimitives level
};
/**
* The mesh of a model's parts, colored as LU Toolbox's Process Model does: a brick is transparent only when all of
* its materials are, each material of each brick has its brightness shifted by the color variation (the same
* random number for a brick's material in every LOD and every time), vertex colors are sRGB with alpha 1 for
* opaque bricks and the transparent opacity for transparent ones.
*/
Model Build(const std::vector<Part>& parts, UgcBricks::BrickLibrary& library, const BuildOptions& options = {});
/**
* The distance range (near, far) of each LOD LU Toolbox makes, for the brickprimitives levels in `used` (0 to 3),
* from its settings (lod0..lod3, cull): its setup_lod_data, which picks the ranges by which levels are there.
* {0, 0} for a level it has no range for.
*/
struct LodDistances {
float lod0{ 0.0f };
float lod1{ 50.0f };
float lod2{ 100.0f };
float lod3{ 280.0f };
float cull{ 10000.0f };
};
std::vector<std::pair<float, float>> LodRanges(const std::vector<uint32_t>& used, const LodDistances& distances);
/**
* Splits a mesh the way LU Toolbox's divide_mesh does while it has too many vertices (or triangles): at the mean
* of its vertices along its longest side, keeping connected pieces whole. Falls back to Split when that can't
* divide it.
*/
std::vector<Mesh> Divide(const Mesh& mesh, size_t maxVertices = 65535, size_t maxTriangles = 65535);
// A client .nif's meshes as one model (vertex colors times material color; transparent when blended)
Model FromNif(const NifFile::Model& nif);
// Keeps the triangles whose flag is set (and the vertices they use)
void KeepTriangles(Mesh& mesh, const std::vector<bool>& keep);
// Splits a mesh into pieces the .nif format can hold (at most `maxVertices` vertices and `maxTriangles` triangles)
std::vector<Mesh> Split(const Mesh& mesh, size_t maxVertices = 65535, size_t maxTriangles = 65535);
}