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authorRunitaiLinden <davep@lindenlab.com>2023-06-27 18:49:36 -0500
committerRunitaiLinden <davep@lindenlab.com>2023-06-27 18:49:36 -0500
commit8d17467f7f70aa28d7ad012426ca59dc760bc43f (patch)
tree7450535fd9aadb0ad0d585be9c55ff93dc87846d
parent298109864503d9c1e00d41dd1556f9dfea988e14 (diff)
SL-19884 Fix for garbled rigged meshes in model import preview window.
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/previewV.glsl24
-rw-r--r--indra/newview/llmodelpreview.cpp115
-rw-r--r--indra/newview/llviewershadermgr.cpp12
3 files changed, 86 insertions, 65 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
index b474a5803f..f51b0f4d9e 100644
--- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -25,7 +25,6 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
-uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
in vec3 position;
@@ -54,14 +53,27 @@ float calcDirectionalLight(vec3 n, vec3 l)
//====================================================================================================
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+#endif
+
void main()
{
- //transform vertex
- vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec3 norm;
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec4 pos = mat * vec4(position.xyz, 1.0);
+ gl_Position = projection_matrix * pos;
+ norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
+#else
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ norm = normalize(normal_matrix * normal);
+#endif
+
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vec3 norm = normalize(normal_matrix * normal);
vec4 col = vec4(0,0,0,1);
diff --git a/indra/newview/llmodelpreview.cpp b/indra/newview/llmodelpreview.cpp
index c98e0e1bbe..6ceffd452e 100644
--- a/indra/newview/llmodelpreview.cpp
+++ b/indra/newview/llmodelpreview.cpp
@@ -2751,6 +2751,16 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
base_iter++;
+ bool skinned = include_skin_weights && !mdl->mSkinWeights.empty();
+
+ LLMatrix4a mat_normal;
+ if (skinned)
+ {
+ glh::matrix4f m((F32*)mdl->mSkinInfo.mBindShapeMatrix.getF32ptr());
+ m = m.inverse().transpose();
+ mat_normal.loadu(m.m);
+ }
+
S32 num_faces = mdl->getNumVolumeFaces();
for (S32 i = 0; i < num_faces; ++i)
{
@@ -2765,7 +2775,7 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
LLVertexBuffer* vb = NULL;
- bool skinned = include_skin_weights && !mdl->mSkinWeights.empty();
+
U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0;
@@ -2803,6 +2813,15 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
LLVector4a::memcpyNonAliased16((F32*)vertex_strider.get(), (F32*)vf.mPositions, num_vertices * 4 * sizeof(F32));
+ if (skinned)
+ {
+ for (U32 i = 0; i < num_vertices; ++i)
+ {
+ LLVector4a* v = (LLVector4a*)vertex_strider.get();
+ mdl->mSkinInfo.mBindShapeMatrix.affineTransform(*v, *v);
+ vertex_strider++;
+ }
+ }
if (vf.mTexCoords)
{
vb->getTexCoord0Strider(tc_strider);
@@ -2813,7 +2832,25 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights)
if (vf.mNormals)
{
vb->getNormalStrider(normal_strider);
- LLVector4a::memcpyNonAliased16((F32*)normal_strider.get(), (F32*)vf.mNormals, num_vertices * 4 * sizeof(F32));
+
+ if (skinned)
+ {
+ F32* normals = (F32*)normal_strider.get();
+ LLVector4a* src = vf.mNormals;
+ LLVector4a* end = src + num_vertices;
+
+ while (src < end)
+ {
+ LLVector4a normal;
+ mat_normal.rotate(*src++, normal);
+ normal.store4a(normals);
+ normals += 4;
+ }
+ }
+ else
+ {
+ LLVector4a::memcpyNonAliased16((F32*)normal_strider.get(), (F32*)vf.mNormals, num_vertices * 4 * sizeof(F32));
+ }
}
if (skinned)
@@ -3276,7 +3313,7 @@ BOOL LLModelPreview::render()
refresh();
}
- gObjectPreviewProgram.bind();
+ gObjectPreviewProgram.bind(skin_weight);
gGL.loadIdentity();
gPipeline.enableLightsPreview();
@@ -3351,11 +3388,11 @@ BOOL LLModelPreview::render()
}
gGL.pushMatrix();
+
LLMatrix4 mat = instance.mTransform;
gGL.multMatrix((GLfloat*)mat.mMatrix);
-
-
+
U32 num_models = mVertexBuffer[mPreviewLOD][model].size();
for (U32 i = 0; i < num_models; ++i)
{
@@ -3685,65 +3722,41 @@ BOOL LLModelPreview::render()
{
LLVertexBuffer* buffer = mVertexBuffer[mPreviewLOD][model][i];
- const LLVolumeFace& face = model->getVolumeFace(i);
-
- LLStrider<LLVector3> position;
- buffer->getVertexStrider(position);
-
- LLStrider<LLVector4> weight;
- buffer->getWeight4Strider(weight);
+ model->mSkinInfo.updateHash();
+ LLRenderPass::uploadMatrixPalette(mPreviewAvatar, &model->mSkinInfo);
- //quick 'n dirty software vertex skinning
-
- //build matrix palette
-
- LLMatrix4a mat[LL_MAX_JOINTS_PER_MESH_OBJECT];
- LLSkinningUtil::initSkinningMatrixPalette(mat, joint_count,
- skin, getPreviewAvatar());
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- const LLMatrix4a& bind_shape_matrix = skin->mBindShapeMatrix;
- U32 max_joints = LLSkinningUtil::getMaxJointCount();
- for (U32 j = 0; j < buffer->getNumVerts(); ++j)
+ if (textures)
{
- LLMatrix4a final_mat;
- F32 *wptr = weight[j].mV;
- LLSkinningUtil::getPerVertexSkinMatrix(wptr, mat, true, final_mat, max_joints);
-
- //VECTORIZE THIS
- LLVector4a& v = face.mPositions[j];
+ int materialCnt = instance.mModel->mMaterialList.size();
+ if (i < materialCnt)
+ {
+ const std::string& binding = instance.mModel->mMaterialList[i];
+ const LLImportMaterial& material = instance.mMaterial[binding];
- LLVector4a t;
- LLVector4a dst;
- bind_shape_matrix.affineTransform(v, t);
- final_mat.affineTransform(t, dst);
+ gGL.diffuseColor4fv(material.mDiffuseColor.mV);
- position[j][0] = dst[0];
- position[j][1] = dst[1];
- position[j][2] = dst[2];
+ // Find the tex for this material, bind it, and add it to our set
+ //
+ LLViewerFetchedTexture* tex = bindMaterialDiffuseTexture(material);
+ if (tex)
+ {
+ mTextureSet.insert(tex);
+ }
+ }
}
-
- llassert(model->mMaterialList.size() > i);
- const std::string& binding = instance.mModel->mMaterialList[i];
- const LLImportMaterial& material = instance.mMaterial[binding];
-
- buffer->unmapBuffer();
-
- buffer->setBuffer();
- gGL.diffuseColor4fv(material.mDiffuseColor.mV);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- // Find the tex for this material, bind it, and add it to our set
- //
- LLViewerFetchedTexture* tex = bindMaterialDiffuseTexture(material);
- if (tex)
+ else
{
- mTextureSet.insert(tex);
+ gGL.diffuseColor4fv(PREVIEW_BASE_COL.mV);
}
+ buffer->setBuffer();
buffer->draw(LLRender::TRIANGLES, buffer->getNumIndices(), 0);
if (edges)
{
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.diffuseColor4fv(PREVIEW_EDGE_COL.mV);
glLineWidth(PREVIEW_EDGE_WIDTH);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 5eae1dfb18..4559d71d6d 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -92,6 +92,7 @@ LLGLSLShader gCopyDepthProgram;
//object shaders
LLGLSLShader gObjectPreviewProgram;
+LLGLSLShader gSkinnedObjectPreviewProgram;
LLGLSLShader gPhysicsPreviewProgram;
LLGLSLShader gObjectFullbrightAlphaMaskProgram;
LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
@@ -251,7 +252,6 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gWaterProgram);
mShaderList.push_back(&gWaterEdgeProgram);
mShaderList.push_back(&gAvatarEyeballProgram);
- mShaderList.push_back(&gObjectPreviewProgram);
mShaderList.push_back(&gImpostorProgram);
mShaderList.push_back(&gObjectBumpProgram);
mShaderList.push_back(&gSkinnedObjectBumpProgram);
@@ -2876,20 +2876,16 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
- gObjectPreviewProgram.mName = "Simple Shader";
- gObjectPreviewProgram.mFeatures.calculatesLighting = false;
- gObjectPreviewProgram.mFeatures.calculatesAtmospherics = false;
- gObjectPreviewProgram.mFeatures.hasGamma = false;
- gObjectPreviewProgram.mFeatures.hasAtmospherics = false;
- gObjectPreviewProgram.mFeatures.hasLighting = false;
- gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
+ gObjectPreviewProgram.mName = "Object Preview Shader";
gObjectPreviewProgram.mFeatures.disableTextureIndex = true;
gObjectPreviewProgram.mShaderFiles.clear();
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER));
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER));
gObjectPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
+ success = make_rigged_variant(gObjectPreviewProgram, gSkinnedObjectPreviewProgram);
success = gObjectPreviewProgram.createShader(NULL, NULL);
gObjectPreviewProgram.mFeatures.hasLighting = true;
+ gSkinnedObjectPreviewProgram.mFeatures.hasLighting = true;
}
if (success)