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