Files
DarkflameServer/dUgcServer/UgcFormats.cpp
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

369 lines
13 KiB
C++

#include "UgcFormats.h"
#include <algorithm>
#include <array>
#include <cstring>
#include <limits>
#include "MD5.h"
#include "ZCompression.h"
namespace {
class Writer {
public:
template<typename T>
void Put(T value) {
char bytes[sizeof(T)];
std::memcpy(bytes, &value, sizeof(T));
m_Data.append(bytes, sizeof(T));
}
void U8(uint8_t value) { Put(value); }
void U16(uint16_t value) { Put(value); }
void U32(uint32_t value) { Put(value); }
void I32(int32_t value) { Put(value); }
void Float(float value) { Put(value); }
void SizedString(const std::string& value) {
U32(static_cast<uint32_t>(value.size()));
m_Data += value;
}
void Raw(std::string_view bytes) { m_Data += bytes; }
std::string& Data() { return m_Data; }
private:
std::string m_Data;
};
void PutBigEndian(std::string& out, uint32_t value) {
for (int shift = 24; shift >= 0; shift -= 8) out += static_cast<char>((value >> shift) & 0xFF);
}
uint32_t Crc32(std::string_view data) {
static const auto table = [] {
std::array<uint32_t, 256> values{};
for (uint32_t i = 0; i < 256; i++) {
uint32_t c = i;
for (int k = 0; k < 8; k++) c = (c & 1) ? 0xEDB88320u ^ (c >> 1) : c >> 1;
values[i] = c;
}
return values;
}();
uint32_t crc = 0xFFFFFFFFu;
for (const auto byte : data) crc = table[(crc ^ static_cast<uint8_t>(byte)) & 0xFF] ^ (crc >> 8);
return crc ^ 0xFFFFFFFFu;
}
void PngChunk(std::string& out, const char* type, std::string_view data) {
PutBigEndian(out, static_cast<uint32_t>(data.size()));
std::string typed(type, 4);
typed += data;
out += typed;
PutBigEndian(out, Crc32(typed));
}
// Gamebryo's block writing: a block per call, types and strings collected into the header's tables
class NifBuilder {
public:
int32_t String(const std::string& value) {
if (value.empty()) return -1;
const auto it = std::find(m_Strings.begin(), m_Strings.end(), value);
if (it != m_Strings.end()) return static_cast<int32_t>(it - m_Strings.begin());
m_Strings.push_back(value);
return static_cast<int32_t>(m_Strings.size() - 1);
}
int32_t Add(const std::string& type, std::string data) {
auto it = std::find(m_Types.begin(), m_Types.end(), type);
if (it == m_Types.end()) it = m_Types.insert(m_Types.end(), type);
m_BlockTypes.push_back(static_cast<uint16_t>(it - m_Types.begin()));
m_Blocks.push_back(std::move(data));
return static_cast<int32_t>(m_Blocks.size() - 1);
}
// Reserves a block to fill in later (a parent that lists children made after it)
int32_t Reserve(const std::string& type) { return Add(type, {}); }
void Fill(int32_t block, std::string data) { m_Blocks[block] = std::move(data); }
std::string Finish(int32_t root) {
Writer out;
out.Raw("Gamebryo File Format, Version 20.3.0.9\n");
out.U32(0x14030009);
out.U8(1); // little endian
out.U32(0); // user version
out.U32(static_cast<uint32_t>(m_Blocks.size()));
out.U16(static_cast<uint16_t>(m_Types.size()));
for (const auto& type : m_Types) out.SizedString(type);
for (const auto type : m_BlockTypes) out.U16(type);
for (const auto& block : m_Blocks) out.U32(static_cast<uint32_t>(block.size()));
out.U32(static_cast<uint32_t>(m_Strings.size()));
size_t longest = 0;
for (const auto& value : m_Strings) longest = std::max(longest, value.size());
out.U32(static_cast<uint32_t>(longest));
for (const auto& value : m_Strings) out.SizedString(value);
out.U32(0); // groups
for (const auto& block : m_Blocks) out.Raw(block);
out.U32(1); // roots
out.I32(root);
return std::move(out.Data());
}
private:
std::vector<std::string> m_Types;
std::vector<uint16_t> m_BlockTypes;
std::vector<std::string> m_Blocks;
std::vector<std::string> m_Strings;
};
constexpr uint16_t AV_FLAGS = 14; // the usual NiAVObject flags (selective update), not hidden
void WriteNet(Writer& out, int32_t name) {
out.I32(name);
out.U32(0); // extra data
out.I32(-1); // controller
}
void WriteAv(Writer& out, int32_t name, const std::vector<int32_t>& properties) {
WriteNet(out, name);
out.U16(AV_FLAGS);
for (int i = 0; i < 3; i++) out.Float(0.0f); // translation
for (int row = 0; row < 3; row++) {
for (int col = 0; col < 3; col++) out.Float(row == col ? 1.0f : 0.0f);
}
out.Float(1.0f); // scale
out.U32(static_cast<uint32_t>(properties.size()));
for (const auto property : properties) out.I32(property);
out.I32(-1); // collision object
}
std::string TriShapeData(const UgcModel::Mesh& mesh) {
Writer out;
const auto count = static_cast<uint16_t>(mesh.positions.size());
out.I32(0); // group ID
out.U16(count);
out.U8(0); // keep flags
out.U8(0); // compress flags
out.U8(1); // has vertices
glm::vec3 min(std::numeric_limits<float>::max()), max(-std::numeric_limits<float>::max());
for (const auto& p : mesh.positions) {
out.Float(p.x);
out.Float(p.y);
out.Float(p.z);
min = glm::min(min, p);
max = glm::max(max, p);
}
out.U16(0); // data flags: no texture coordinates or tangents
const bool normals = mesh.normals.size() == mesh.positions.size();
out.U8(normals ? 1 : 0);
if (normals) {
for (const auto& n : mesh.normals) {
out.Float(n.x);
out.Float(n.y);
out.Float(n.z);
}
}
const glm::vec3 center = mesh.positions.empty() ? glm::vec3(0.0f) : (min + max) * 0.5f;
float radius = 0.0f;
for (const auto& p : mesh.positions) radius = std::max(radius, glm::length(p - center));
out.Float(center.x);
out.Float(center.y);
out.Float(center.z);
out.Float(radius);
const bool colors = mesh.colors.size() == mesh.positions.size();
out.U8(colors ? 1 : 0);
if (colors) {
for (const auto& c : mesh.colors) {
out.Float(std::clamp(c.r, 0.0f, 1.0f));
out.Float(std::clamp(c.g, 0.0f, 1.0f));
out.Float(std::clamp(c.b, 0.0f, 1.0f));
out.Float(std::clamp(c.a, 0.0f, 1.0f));
}
}
out.U16(0x4000); // consistency: static
out.I32(-1); // additional data
const auto triangles = static_cast<uint16_t>(mesh.indices.size() / 3);
out.U16(triangles);
out.U32(static_cast<uint32_t>(triangles) * 3);
out.U8(1); // has triangles
for (size_t i = 0; i < static_cast<size_t>(triangles) * 3; i++) out.U16(static_cast<uint16_t>(mesh.indices[i]));
out.U16(0); // match groups
return std::move(out.Data());
}
// An NiNode's data: no properties, `children`, no effects
std::string NodeData(int32_t name, const std::vector<int32_t>& children) {
Writer node;
WriteAv(node, name, {});
node.U32(static_cast<uint32_t>(children.size()));
for (const auto child : children) node.I32(child);
node.U32(0); // effects
return std::move(node.Data());
}
// The properties every shape shares, and the shapes
class SharedProperties {
public:
explicit SharedProperties(NifBuilder& nif) : m_Nif(nif) {
Writer material;
WriteNet(material, -1);
for (int i = 0; i < 3; i++) material.Float(1.0f); // ambient
for (int i = 0; i < 3; i++) material.Float(1.0f); // diffuse
for (int i = 0; i < 3; i++) material.Float(0.0f); // specular
for (int i = 0; i < 3; i++) material.Float(0.0f); // emissive
material.Float(10.0f); // glossiness
material.Float(1.0f); // alpha
m_Material = nif.Add("NiMaterialProperty", std::move(material.Data()));
Writer vertexColor;
WriteNet(vertexColor, -1);
vertexColor.U16((2 << 4) | (1 << 3)); // vertex colors are ambient and diffuse; lit
m_VertexColor = nif.Add("NiVertexColorProperty", std::move(vertexColor.Data()));
}
// An NiTriShape of `mesh` (-1 when it is empty or too big for the format)
int32_t Shape(const std::string& name, const UgcModel::Mesh* mesh, bool transparent) {
if (!mesh || mesh->Empty() || mesh->positions.size() > 65535 || mesh->TriangleCount() > 65535) return -1;
std::vector<int32_t> properties{ m_Material, m_VertexColor };
if (transparent) {
if (m_Alpha < 0) {
Writer alpha;
WriteNet(alpha, -1);
alpha.U16(1 | (6 << 1) | (7 << 5)); // blend source alpha over one minus source alpha
alpha.U8(0);
m_Alpha = m_Nif.Add("NiAlphaProperty", std::move(alpha.Data()));
}
properties.push_back(m_Alpha);
}
const auto shapeBlock = m_Nif.Reserve("NiTriShape");
const auto dataBlock = m_Nif.Add("NiTriShapeData", TriShapeData(*mesh));
Writer tri;
WriteAv(tri, m_Nif.String(name), properties);
tri.I32(dataBlock);
tri.I32(-1); // skin instance
tri.U32(0); // materials
tri.I32(-1); // active material
tri.U8(0); // material needs update
m_Nif.Fill(shapeBlock, std::move(tri.Data()));
return shapeBlock;
}
private:
NifBuilder& m_Nif;
int32_t m_Material{ -1 };
int32_t m_VertexColor{ -1 };
int32_t m_Alpha{ -1 };
};
}
namespace UgcFormats {
std::string WriteNif(const std::string& rootName, const std::vector<NifShape>& shapes) {
NifBuilder nif;
const int32_t root = nif.Reserve("NiNode");
SharedProperties properties(nif);
std::vector<int32_t> children;
for (const auto& shape : shapes) {
const auto block = properties.Shape(shape.name, shape.mesh, shape.transparent);
if (block >= 0) children.push_back(block);
}
nif.Fill(root, NodeData(nif.String(rootName), children));
return nif.Finish(root);
}
std::string WriteLodNif(const std::string& rootName, const std::vector<NifLodGroup>& groups) {
NifBuilder nif;
const int32_t root = nif.Reserve("NiNode");
SharedProperties properties(nif);
std::vector<int32_t> groupBlocks;
for (const auto& group : groups) {
if (group.lods.empty()) continue;
const auto lodNode = nif.Reserve("NiLODNode");
std::vector<int32_t> levels;
Writer ranges;
for (int i = 0; i < 3; i++) ranges.Float(0.0f); // LOD center
ranges.U32(static_cast<uint32_t>(group.lods.size()));
for (const auto& lod : group.lods) {
const auto level = nif.Reserve("NiNode");
std::vector<int32_t> shapes;
for (const auto* piece : lod.pieces) {
const auto block = properties.Shape(group.name, piece, group.transparent);
if (block >= 0) shapes.push_back(block);
}
nif.Fill(level, NodeData(nif.String(lod.name), shapes));
levels.push_back(level);
ranges.Float(lod.nearDistance);
ranges.Float(lod.farDistance);
}
const auto rangeData = nif.Add("NiRangeLODData", std::move(ranges.Data()));
auto data = NodeData(nif.String(group.name), levels);
Writer lod;
lod.Raw(data);
lod.U16(3); // switch flags: update only the active child, and controllers (as the game's own files)
lod.U32(0); // index
lod.I32(rangeData);
nif.Fill(lodNode, std::move(lod.Data()));
groupBlocks.push_back(lodNode);
}
nif.Fill(root, NodeData(nif.String(rootName), groupBlocks));
return nif.Finish(root);
}
std::string EncodePng(const UgcRender::Image& image) {
std::string raw;
raw.reserve(static_cast<size_t>(image.height) * (image.width * 4 + 1));
for (int y = 0; y < image.height; y++) {
raw += '\0'; // no filter
raw.append(reinterpret_cast<const char*>(image.rgba.data()) + static_cast<size_t>(y) * image.width * 4, static_cast<size_t>(image.width) * 4);
}
std::string compressed(ZCompression::GetMaxCompressedLength(static_cast<uint32_t>(raw.size())) + 64, '\0');
const auto size = ZCompression::Compress(reinterpret_cast<const uint8_t*>(raw.data()), static_cast<uint32_t>(raw.size()),
reinterpret_cast<uint8_t*>(compressed.data()), static_cast<uint32_t>(compressed.size()));
if (size <= 0) return {};
compressed.resize(static_cast<size_t>(size));
std::string out("\x89PNG\r\n\x1a\n", 8);
std::string header;
PutBigEndian(header, static_cast<uint32_t>(image.width));
PutBigEndian(header, static_cast<uint32_t>(image.height));
header += std::string("\x08\x06\x00\x00\x00", 5); // 8 bits, RGBA, deflate, no filter method, no interlace
PngChunk(out, "IHDR", header);
PngChunk(out, "IDAT", compressed);
PngChunk(out, "IEND", {});
return out;
}
std::string EncodeDds(const UgcRender::Image& image) {
std::array<uint32_t, 31> header{};
header[0] = 124;
header[1] = 0x1 | 0x2 | 0x4 | 0x8 | 0x1000; // caps, height, width, pitch, pixel format
header[2] = static_cast<uint32_t>(image.height);
header[3] = static_cast<uint32_t>(image.width);
header[4] = static_cast<uint32_t>(image.width) * 4; // pitch
header[18] = 32; // pixel format size
header[19] = 0x41; // RGB with alpha
header[21] = 32;
header[22] = 0x00FF0000;
header[23] = 0x0000FF00;
header[24] = 0x000000FF;
header[25] = 0xFF000000;
header[26] = 0x1000; // texture
std::string out = "DDS ";
out.append(reinterpret_cast<const char*>(header.data()), header.size() * 4);
out.reserve(out.size() + image.rgba.size());
for (size_t i = 0; i + 3 < image.rgba.size(); i += 4) {
out += static_cast<char>(image.rgba[i + 2]);
out += static_cast<char>(image.rgba[i + 1]);
out += static_cast<char>(image.rgba[i]);
out += static_cast<char>(image.rgba[i + 3]);
}
return out;
}
std::string Md5Hex(std::string_view data) {
MD5 md5;
md5.update(reinterpret_cast<const unsigned char*>(data.data()), static_cast<MD5::size_type>(data.size()));
md5.finalize();
return md5.hexdigest();
}
std::string ChecksumXml(std::string_view data) {
return "<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n<Checksum><MD5>" + Md5Hex(data) + "</MD5><Filesize>" + std::to_string(data.size()) + "</Filesize></Checksum>\n";
}
}