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Player models are multishader (RenderComponent shader 100): the client wraps each NiLODNode and draws it with the mapShaders id in its name. With shader_metal, shader_brushed or shader_glow set, the opaque bricks are split by look into S<id>_Metal_Model, S<id>_Brushed_Model and S<id>_Glow_Model beside S01_Opaque_Model and S01_Alpha_Model, each with every LOD level. Metal is LU Toolbox's metallic colors plus Materials.xml types (shinySteel; brushedSteel and matteSteel for brushed), glow its glow colors. Glow shapes get an emissive material (glow_emissive) and their plain color, not the baked one. Transparent glow stays in S01_Alpha. All off by default, which writes the same bytes as before (tested). Not how live looked; models already made change only when made again. The icon renderer reads the groups back by tag and draws glow at its plain color and metal with a tinted reflection and highlight. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
104 lines
5.0 KiB
C++
104 lines
5.0 KiB
C++
#pragma once
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#include <cstdint>
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#include <vector>
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#include <glm/glm.hpp>
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#include "UgcModel.h"
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/**
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* A small software rasterizer (no GPU or display needed) for what the UGC server draws: the icons, and the renders
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* from many directions that find the faces nobody can see and bake ambient occlusion into the vertex colors.
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*/
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namespace UgcRender {
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// 8-bit RGBA, rows top to bottom, not premultiplied
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struct Image {
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int width{};
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int height{};
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std::vector<uint8_t> rgba;
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};
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struct AoOptions {
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bool enabled{ true };
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float distance{ 5.0f }; // LU Toolbox's AO distance (Bake Lighting, AO Only)
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int samples{ 64 }; // rays per vertex (AO Samples)
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float strength{ 1.0f }; // 0 leaves the colors, 1 is the full bake
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float glowStrength{ 6.0f }; // what glowing colors add to the light (Glow Strength 3 x Glow Multiplier 2)
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};
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/**
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* How an icon is drawn. The values that can be set (settings icon_*, presets and overrides) are listed once, with
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* their ranges and shipped defaults, in UgcIconParams; the ones here are only what the struct starts with.
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*/
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struct IconOptions {
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int size{ 128 };
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int supersample{ 4 };
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float yawDegrees{ 53.36f }; // camera around the model, from +Z towards +X
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float pitchDegrees{ 19.54f }; // camera above the model
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float fovDegrees{ 39.6f };
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float margin{ 1.03f }; // 1 fills the icon, more leaves a border
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float offsetX{}; // the model moved right by this share of the icon's width (after framing)
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float offsetY{}; // and up by this share of its height
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float modelYawDegrees{}; // the model turned (UgcIconPose::ModelRotation), after modelRotation
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float modelPitchDegrees{};
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float modelRollDegrees{};
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glm::mat4 modelRotation{ 1.0f }; // the model's own turn before that (a build type's AdditionalModelRotation)
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float sunYawDegrees{ 21.0f };
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float sunPitchDegrees{ 50.3f };
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float sunStrength{ 2.5f };
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float ambient{ 0.192f }; // the world light (radiance) every face gets
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float fill{ 0.0f }; // a light from the camera (irradiance), what lifts the sides facing the viewer
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float specular{ 0.0f }; // the sun's highlight on the plastic
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float shininess{ 60.0f }; // how tight the highlight is
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float exposure{ 1.0f }; // everything times this before it's written as sRGB
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float contrast{ 1.0f }; // around the middle grey of the sRGB result
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float shadows{ 1.0f }; // how much the sun's shadows darken, 0 to 1
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AoOptions ao{ false, 5.0f, 32, 1.0f, 0.0f };
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float glowEmissive{ 1.0f }; // how far glowing shapes go from lit to their plain color (the glow_emissive setting)
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};
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// The model drawn from the icon's camera, framed to fit, on a transparent background. `opaqueAo`: the opaque mesh's
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// ambient occlusion (AmbientOcclusion) when it is known already, else it is worked out when options.ao wants it.
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// Opaque vertices with a look (UgcModel::Mesh::looks) are drawn roughly as the game's shaders draw them: GLOW goes
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// from lit to its plain color by glowEmissive (LEGO-Emissive), METAL and BRUSHED dim the diffuse light and add a
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// sky-and-ground reflection tinted by the color and a highlight, sharp for polished metal and broad for brushed
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// steel (Polished Metal, Brushed Steel: an environment map tinted by the vertex color).
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Image RenderIcon(const UgcModel::Model& model, const IconOptions& options, const std::vector<float>* opaqueAo = nullptr);
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struct OptimizeOptions {
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int resolution{ 1024 }; // of each direction's render
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bool removeHidden{ true };
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bool groundPlane{ false }; // LU Toolbox's Use Ground Plane: nothing is seen from below the model
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};
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struct OptimizeResult {
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size_t trianglesBefore{};
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size_t trianglesRemoved{};
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std::vector<bool> kept; // per opaque triangle before: whether it stayed (for UgcModel::KeepTriangles)
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};
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/**
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* Hidden surface removal: renders the opaque mesh from 42 directions around it and removes the triangles that show
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* in none of them (with a conservative test, so small visible ones stay). Transparent bricks hide nothing and
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* aren't touched, as in LU Toolbox.
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*/
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OptimizeResult Optimize(UgcModel::Model& model, const OptimizeOptions& options);
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/**
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* Ambient occlusion of each vertex of `mesh`: the share of `samples` rays (cosine weighted around the vertex
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* normal, the same pattern every time) that leave without hitting a triangle of `occluders` within `distance`.
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* 1 is open, 0 fully hidden.
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*/
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std::vector<float> AmbientOcclusion(const UgcModel::Mesh& mesh, const UgcModel::Mesh& occluders, float distance, int samples);
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/**
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* LU Toolbox's Bake Lighting with AO Only (its defaults): the opaque mesh's occlusion (transparent bricks are hidden
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* while baking and not baked) plus the glow colors, multiplied into the vertex colors.
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*/
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std::vector<float> BakeAo(UgcModel::Model& model, const AoOptions& options); // the occlusion used, per opaque vertex
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// The 42 directions Optimize renders from (an icosahedron's corners and edge centres), unit length
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std::vector<glm::vec3> SphereDirections();
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}
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