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Brighter icons: a world light, a fill from the camera, a highlight, exposure and contrast; with the defaults the icons' mean luminance matches the game's own model icons (118 against 120 on a scratch set). Every icon parameter is listed once (UgcIconParams: key, setting, range, default); the settings, the dashboard's settings entries and the icon editor come from that list. Presets per kind (player models, each car or rocket build type from ModularBuildComponent) and overrides per model or module combination are in ugc_icon_settings. Saved models wait ugc_debounce_seconds (sharedconfig) after the owner's last save before they're made (ugc.process_after); a client asking for one, the owner leaving the world or a reset ends the wait. Cars and rockets: one icon per combination of modules (sorted LOTs), shared by every build of it; builds of a combination made already are marked made right away, the client's per-blueprint downloads serve the shared files. The dashboard can delete one item's files, purge by filter or all, preview icons with any values on the UGC server (/admin routes, master password), save presets and overrides, and draw a kind's icons again (icons only). Migrations dlu/mysql/86 and dlu/sqlite/69. Not done yet: the dashboard editor's lighting controls in the page script (routes are there), docs for it, the empty-model state, /ugc?item= links, the shared fetch helper; the storage size and property loading bugs are next. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
96 lines
4.3 KiB
C++
96 lines
4.3 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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glm::mat4 modelRotation{ 1.0f }; // applied to the model before the camera looks at it
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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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};
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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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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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