Files
DarkflameServer/dUgcServer/UgcJobs.h
Aaron Kimbrell 175db95c98 feat(ugc): one shape per transparent brick, as LU Toolbox leaves them
LU Toolbox's Combine Transparent is off by default, so each transparent brick
is its own object and shape (the client can sort them). combine_transparent=1
joins them as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:06 -05:00

77 lines
3.3 KiB
C++

#pragma once
#include <cstdint>
#include <filesystem>
#include <string>
#include <string_view>
#include <vector>
#include "UgcBricks.h"
#include "UgcRender.h"
#include "UgcStorage.h"
/**
* The work a UGC worker thread does for one item: everything from the stored LXFML (or a modular build's modules) to
* the finished files. No database, network or CDClient: the main thread gathers the input and stores the result.
*/
namespace UgcJobs {
/**
* How models are made. The defaults are LU Toolbox's (Process Model, Bake Lighting and the icon renderer), see the
* parity table in docs/UgcServer.md.
*/
struct Settings {
UgcModel::BuildOptions build; // palette, color variation, transparent opacity
std::vector<uint32_t> lods{ 0, 2 }; // brickprimitives levels made (LU Toolbox imports LOD 0 and 2; the client has no 3)
UgcModel::LodDistances lodDistances;
std::string shaderOpaque{ "01" }; // S<shader>_Opaque_...; transparent shapes are always S01
bool combineTransparent{ false }; // one shape for all transparent bricks, else one per brick (Combine Transparent)
UgcRender::OptimizeOptions optimize; // hidden surface removal
UgcRender::AoOptions ao; // Bake Lighting (AO Only)
UgcRender::IconOptions icon;
bool iconCorrectColors{ true }; // the icon renderer's Correct Colors
float iconColorVariation{ 0.0f }; // percent; its Apply Color Variation is off
UgcRender::IconOptions modularIcon;
uint32_t maxBricks{}; // a model with more fails; 0: no limit
};
struct Outcome {
bool ok{};
std::string error; // why it failed
std::string note; // what was odd but not fatal (missing bricks, ...)
UgcStorage::Files files; // name -> bytes, when ok
bool aoBaked{};
std::string stats; // stats.json: bricks, triangles before and after per LOD, timings
};
// The client's download of `data` (`name` + ".gz" and ".checksum") added to `files`
void AddDownload(UgcStorage::Files& files, const std::string& name, const std::string& data);
// The LXFML of a ugc row's lxfml column (an sd0 stream, or plain LXFML); empty when it can't be read
std::string LxfmlFromBlob(const std::string& blob);
// A player model: the optimized .nif, its icon and its LXFML for download, and stats.json. `seed` picks the color
// variation's random numbers (the model's id, so making it again gives the same colors).
Outcome ProcessModel(const std::string& blob, UgcBricks::BrickLibrary& library, const Settings& settings, uint64_t seed = 0);
// How many bricks (parts) an LXFML has, counted cheaply (for the memory estimate before a job starts)
size_t CountParts(std::string_view lxfml);
// About how much memory making a model of `parts` bricks takes, in bytes
uint64_t EstimateMemory(size_t parts, const Settings& settings);
struct ModuleInput {
uint32_t lot{};
uint32_t partCode{};
std::string renderAsset; // RenderComponent.render_asset, relative to the client's res folder
std::string moduleXml; // ModuleComponent.xml
};
struct ModularInput {
std::vector<ModuleInput> modules;
std::string buildXml; // ModularBuildComponent.xml of the modules' build type
};
// A modular build's icon, from its modules' meshes put together
Outcome ProcessModular(const ModularInput& input, const std::filesystem::path& res, const Settings& settings);
}