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authorNat Goodspeed <nat@lindenlab.com>2024-06-11 10:21:19 -0400
committerNat Goodspeed <nat@lindenlab.com>2024-06-11 10:21:19 -0400
commit30f4163b7b576d96533b61d9b31243960fb83f2e (patch)
treebd5dc1450e08c674a4619d7f16a9a4816005f9c4 /indra/newview/gltf/asset.cpp
parent3d1aac4f5c369e9d402c41f1c790d9015f7c7773 (diff)
parentf5e2708a0fc4e08d3d0a5dc393bbd4bac09e1c55 (diff)
Merge branch 'main' of github.com:secondlife/viewer into lua-bradfix
to pick up Featurettes promotion + Brad's GitHub Windows build workaround.
Diffstat (limited to 'indra/newview/gltf/asset.cpp')
-rw-r--r--indra/newview/gltf/asset.cpp664
1 files changed, 664 insertions, 0 deletions
diff --git a/indra/newview/gltf/asset.cpp b/indra/newview/gltf/asset.cpp
new file mode 100644
index 0000000000..313e82bf01
--- /dev/null
+++ b/indra/newview/gltf/asset.cpp
@@ -0,0 +1,664 @@
+/**
+ * @file asset.cpp
+ * @brief LL GLTF Implementation
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "../llviewerprecompiledheaders.h"
+
+#include "asset.h"
+#include "llvolumeoctree.h"
+#include "../llviewershadermgr.h"
+#include "../llviewercontrol.h"
+
+using namespace LL::GLTF;
+
+void Scene::updateTransforms(Asset& asset)
+{
+ LLMatrix4a identity;
+ identity.setIdentity();
+ for (auto& nodeIndex : mNodes)
+ {
+ Node& node = asset.mNodes[nodeIndex];
+ node.updateTransforms(asset, identity);
+ }
+}
+
+void Scene::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview)
+{
+ for (auto& nodeIndex : mNodes)
+ {
+ Node& node = asset.mNodes[nodeIndex];
+ node.updateRenderTransforms(asset, modelview);
+ }
+}
+
+void Node::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview)
+{
+ matMul(mMatrix, modelview, mRenderMatrix);
+
+ for (auto& childIndex : mChildren)
+ {
+ Node& child = asset.mNodes[childIndex];
+ child.updateRenderTransforms(asset, mRenderMatrix);
+ }
+}
+
+LLMatrix4a inverse(const LLMatrix4a& mat);
+
+void Node::updateTransforms(Asset& asset, const LLMatrix4a& parentMatrix)
+{
+ makeMatrixValid();
+ matMul(mMatrix, parentMatrix, mAssetMatrix);
+ mAssetMatrixInv = inverse(mAssetMatrix);
+
+ S32 my_index = this - &asset.mNodes[0];
+
+ for (auto& childIndex : mChildren)
+ {
+ Node& child = asset.mNodes[childIndex];
+ child.mParent = my_index;
+ child.updateTransforms(asset, mAssetMatrix);
+ }
+}
+
+void Asset::updateTransforms()
+{
+ for (auto& scene : mScenes)
+ {
+ scene.updateTransforms(*this);
+ }
+}
+
+void Asset::updateRenderTransforms(const LLMatrix4a& modelview)
+{
+#if 0
+ // traverse hierarchy and update render transforms from scratch
+ for (auto& scene : mScenes)
+ {
+ scene.updateRenderTransforms(*this, modelview);
+ }
+#else
+ // use mAssetMatrix to update render transforms from node list
+ for (auto& node : mNodes)
+ {
+ //if (node.mMesh != INVALID_INDEX)
+ {
+ matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
+ }
+ }
+
+#endif
+
+}
+
+S32 Asset::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
+ LLVector4a* intersection, // return the intersection point
+ LLVector2* tex_coord, // return the texture coordinates of the intersection point
+ LLVector4a* normal, // return the surface normal at the intersection point
+ LLVector4a* tangent, // return the surface tangent at the intersection point
+ S32* primitive_hitp
+)
+{
+ S32 node_hit = -1;
+ S32 primitive_hit = -1;
+
+ LLVector4a local_start;
+ LLVector4a asset_end = end;
+ LLVector4a local_end;
+ LLVector4a p;
+
+
+ for (auto& node : mNodes)
+ {
+ if (node.mMesh != INVALID_INDEX)
+ {
+
+ bool newHit = false;
+
+ // transform start and end to this node's local space
+ node.mAssetMatrixInv.affineTransform(start, local_start);
+ node.mAssetMatrixInv.affineTransform(asset_end, local_end);
+
+ Mesh& mesh = mMeshes[node.mMesh];
+ for (auto& primitive : mesh.mPrimitives)
+ {
+ const LLVolumeTriangle* tri = primitive.lineSegmentIntersect(local_start, local_end, &p, tex_coord, normal, tangent);
+ if (tri)
+ {
+ newHit = true;
+ local_end = p;
+
+ // pointer math to get the node index
+ node_hit = &node - &mNodes[0];
+ llassert(&mNodes[node_hit] == &node);
+
+ //pointer math to get the primitive index
+ primitive_hit = &primitive - &mesh.mPrimitives[0];
+ llassert(&mesh.mPrimitives[primitive_hit] == &primitive);
+ }
+ }
+
+ if (newHit)
+ {
+ // shorten line segment on hit
+ node.mAssetMatrix.affineTransform(p, asset_end);
+
+ // transform results back to asset space
+ if (intersection)
+ {
+ *intersection = asset_end;
+ }
+
+ if (normal || tangent)
+ {
+ LLMatrix4 normalMatrix(node.mAssetMatrixInv.getF32ptr());
+
+ normalMatrix.transpose();
+
+ LLMatrix4a norm_mat;
+ norm_mat.loadu((F32*)normalMatrix.mMatrix);
+
+ if (normal)
+ {
+ LLVector4a n = *normal;
+ F32 w = n.getF32ptr()[3];
+ n.getF32ptr()[3] = 0.0f;
+
+ norm_mat.affineTransform(n, *normal);
+ normal->getF32ptr()[3] = w;
+ }
+
+ if (tangent)
+ {
+ LLVector4a t = *tangent;
+ F32 w = t.getF32ptr()[3];
+ t.getF32ptr()[3] = 0.0f;
+
+ norm_mat.affineTransform(t, *tangent);
+ tangent->getF32ptr()[3] = w;
+ }
+ }
+ }
+ }
+ }
+
+ if (node_hit != -1)
+ {
+ if (primitive_hitp)
+ {
+ *primitive_hitp = primitive_hit;
+ }
+ }
+
+ return node_hit;
+}
+
+
+void Node::makeMatrixValid()
+{
+ if (!mMatrixValid && mTRSValid)
+ {
+ glh::matrix4f rot;
+ mRotation.get_value(rot);
+
+ glh::matrix4f trans;
+ trans.set_translate(mTranslation);
+
+ glh::matrix4f sc;
+ sc.set_scale(mScale);
+
+ glh::matrix4f t;
+ //t = sc * rot * trans;
+ //t = trans * rot * sc; // best so far, still wrong on negative scale
+ //t = sc * trans * rot;
+ t = trans * sc * rot;
+
+ mMatrix.loadu(t.m);
+ mMatrixValid = true;
+ }
+}
+
+void Node::makeTRSValid()
+{
+ if (!mTRSValid && mMatrixValid)
+ {
+ glh::matrix4f t(mMatrix.getF32ptr());
+
+ glh::vec4f p = t.get_column(3);
+ mTranslation.set_value(p.v[0], p.v[1], p.v[2]);
+
+ mScale.set_value(t.get_column(0).length(), t.get_column(1).length(), t.get_column(2).length());
+ mRotation.set_value(t);
+ mTRSValid = true;
+ }
+}
+
+void Node::setRotation(const glh::quaternionf& q)
+{
+ makeTRSValid();
+ mRotation = q;
+ mMatrixValid = false;
+}
+
+void Node::setTranslation(const glh::vec3f& t)
+{
+ makeTRSValid();
+ mTranslation = t;
+ mMatrixValid = false;
+}
+
+void Node::setScale(const glh::vec3f& s)
+{
+ makeTRSValid();
+ mScale = s;
+ mMatrixValid = false;
+}
+
+const Node& Node::operator=(const tinygltf::Node& src)
+{
+ F32* dstMatrix = mMatrix.getF32ptr();
+
+ if (src.matrix.size() == 16)
+ {
+ // Node has a transformation matrix, just copy it
+ for (U32 i = 0; i < 16; ++i)
+ {
+ dstMatrix[i] = (F32)src.matrix[i];
+ }
+
+ mMatrixValid = true;
+ }
+ else if (!src.rotation.empty() || !src.translation.empty() || !src.scale.empty())
+ {
+ // node has rotation/translation/scale, convert to matrix
+ if (src.rotation.size() == 4)
+ {
+ mRotation = glh::quaternionf((F32)src.rotation[0], (F32)src.rotation[1], (F32)src.rotation[2], (F32)src.rotation[3]);
+ }
+
+ if (src.translation.size() == 3)
+ {
+ mTranslation = glh::vec3f((F32)src.translation[0], (F32)src.translation[1], (F32)src.translation[2]);
+ }
+
+ glh::vec3f scale;
+ if (src.scale.size() == 3)
+ {
+ mScale = glh::vec3f((F32)src.scale[0], (F32)src.scale[1], (F32)src.scale[2]);
+ }
+ else
+ {
+ mScale.set_value(1.f, 1.f, 1.f);
+ }
+
+ mTRSValid = true;
+ }
+ else
+ {
+ // node specifies no transformation, set to identity
+ mMatrix.setIdentity();
+ }
+
+ mChildren = src.children;
+ mMesh = src.mesh;
+ mSkin = src.skin;
+ mName = src.name;
+
+ return *this;
+}
+
+void Asset::render(bool opaque, bool rigged)
+{
+ if (rigged)
+ {
+ gGL.loadIdentity();
+ }
+
+ for (auto& node : mNodes)
+ {
+ if (node.mSkin != INVALID_INDEX)
+ {
+ if (rigged)
+ {
+ Skin& skin = mSkins[node.mSkin];
+ skin.uploadMatrixPalette(*this, node);
+ }
+ else
+ {
+ //skip static nodes if we're rendering rigged
+ continue;
+ }
+ }
+ else if (rigged)
+ {
+ // skip rigged nodes if we're not rendering rigged
+ continue;
+ }
+
+
+ if (node.mMesh != INVALID_INDEX)
+ {
+ Mesh& mesh = mMeshes[node.mMesh];
+ for (auto& primitive : mesh.mPrimitives)
+ {
+ if (!rigged)
+ {
+ gGL.loadMatrix((F32*)node.mRenderMatrix.mMatrix);
+ }
+ bool cull = true;
+ if (primitive.mMaterial != INVALID_INDEX)
+ {
+ Material& material = mMaterials[primitive.mMaterial];
+
+ if ((material.mMaterial->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND) == opaque)
+ {
+ continue;
+ }
+ material.mMaterial->bind();
+ cull = !material.mMaterial->mDoubleSided;
+ }
+ else
+ {
+ if (!opaque)
+ {
+ continue;
+ }
+ LLFetchedGLTFMaterial::sDefault.bind();
+ }
+
+ LLGLDisable cull_face(!cull ? GL_CULL_FACE : 0);
+
+ primitive.mVertexBuffer->setBuffer();
+ if (primitive.mVertexBuffer->getNumIndices() > 0)
+ {
+ primitive.mVertexBuffer->draw(primitive.mGLMode, primitive.mVertexBuffer->getNumIndices(), 0);
+ }
+ else
+ {
+ primitive.mVertexBuffer->drawArrays(primitive.mGLMode, 0, primitive.mVertexBuffer->getNumVerts());
+ }
+
+ }
+ }
+ }
+}
+
+void Asset::renderOpaque()
+{
+ render(true);
+}
+
+void Asset::renderTransparent()
+{
+ render(false);
+}
+
+void Asset::update()
+{
+ F32 dt = gFrameTimeSeconds - mLastUpdateTime;
+
+ if (dt > 0.f)
+ {
+ mLastUpdateTime = gFrameTimeSeconds;
+ if (mAnimations.size() > 0)
+ {
+ static LLCachedControl<U32> anim_idx(gSavedSettings, "GLTFAnimationIndex", 0);
+ static LLCachedControl<F32> anim_speed(gSavedSettings, "GLTFAnimationSpeed", 1.f);
+
+ U32 idx = llclamp(anim_idx(), 0U, mAnimations.size() - 1);
+ mAnimations[idx].update(*this, dt*anim_speed);
+ }
+
+ updateTransforms();
+ }
+}
+
+void Asset::allocateGLResources(const std::string& filename, const tinygltf::Model& model)
+{
+ // do images first as materials may depend on images
+ for (auto& image : mImages)
+ {
+ image.allocateGLResources();
+ }
+
+ // do materials before meshes as meshes may depend on materials
+ for (U32 i = 0; i < mMaterials.size(); ++i)
+ {
+ mMaterials[i].allocateGLResources(*this);
+ LLTinyGLTFHelper::getMaterialFromModel(filename, model, i, mMaterials[i].mMaterial, mMaterials[i].mName, true);
+ }
+
+ for (auto& mesh : mMeshes)
+ {
+ mesh.allocateGLResources(*this);
+ }
+
+ for (auto& animation : mAnimations)
+ {
+ animation.allocateGLResources(*this);
+ }
+
+ for (auto& skin : mSkins)
+ {
+ skin.allocateGLResources(*this);
+ }
+}
+
+const Asset& Asset::operator=(const tinygltf::Model& src)
+{
+ mScenes.resize(src.scenes.size());
+ for (U32 i = 0; i < src.scenes.size(); ++i)
+ {
+ mScenes[i] = src.scenes[i];
+ }
+
+ mNodes.resize(src.nodes.size());
+ for (U32 i = 0; i < src.nodes.size(); ++i)
+ {
+ mNodes[i] = src.nodes[i];
+ }
+
+ mMeshes.resize(src.meshes.size());
+ for (U32 i = 0; i < src.meshes.size(); ++i)
+ {
+ mMeshes[i] = src.meshes[i];
+ }
+
+ mMaterials.resize(src.materials.size());
+ for (U32 i = 0; i < src.materials.size(); ++i)
+ {
+ mMaterials[i] = src.materials[i];
+ }
+
+ mBuffers.resize(src.buffers.size());
+ for (U32 i = 0; i < src.buffers.size(); ++i)
+ {
+ mBuffers[i] = src.buffers[i];
+ }
+
+ mBufferViews.resize(src.bufferViews.size());
+ for (U32 i = 0; i < src.bufferViews.size(); ++i)
+ {
+ mBufferViews[i] = src.bufferViews[i];
+ }
+
+ mTextures.resize(src.textures.size());
+ for (U32 i = 0; i < src.textures.size(); ++i)
+ {
+ mTextures[i] = src.textures[i];
+ }
+
+ mSamplers.resize(src.samplers.size());
+ for (U32 i = 0; i < src.samplers.size(); ++i)
+ {
+ mSamplers[i] = src.samplers[i];
+ }
+
+ mImages.resize(src.images.size());
+ for (U32 i = 0; i < src.images.size(); ++i)
+ {
+ mImages[i] = src.images[i];
+ }
+
+ mAccessors.resize(src.accessors.size());
+ for (U32 i = 0; i < src.accessors.size(); ++i)
+ {
+ mAccessors[i] = src.accessors[i];
+ }
+
+ mAnimations.resize(src.animations.size());
+ for (U32 i = 0; i < src.animations.size(); ++i)
+ {
+ mAnimations[i] = src.animations[i];
+ }
+
+ mSkins.resize(src.skins.size());
+ for (U32 i = 0; i < src.skins.size(); ++i)
+ {
+ mSkins[i] = src.skins[i];
+ }
+
+ return *this;
+}
+
+const Material& Material::operator=(const tinygltf::Material& src)
+{
+ mName = src.name;
+ return *this;
+}
+
+void Material::allocateGLResources(Asset& asset)
+{
+ // allocate material
+ mMaterial = new LLFetchedGLTFMaterial();
+}
+
+const Mesh& Mesh::operator=(const tinygltf::Mesh& src)
+{
+ mPrimitives.resize(src.primitives.size());
+ for (U32 i = 0; i < src.primitives.size(); ++i)
+ {
+ mPrimitives[i] = src.primitives[i];
+ }
+
+ mWeights = src.weights;
+ mName = src.name;
+
+ return *this;
+}
+
+void Mesh::allocateGLResources(Asset& asset)
+{
+ for (auto& primitive : mPrimitives)
+ {
+ primitive.allocateGLResources(asset);
+ }
+}
+
+const Scene& Scene::operator=(const tinygltf::Scene& src)
+{
+ mNodes = src.nodes;
+ mName = src.name;
+
+ return *this;
+}
+
+const Texture& Texture::operator=(const tinygltf::Texture& src)
+{
+ mSampler = src.sampler;
+ mSource = src.source;
+ mName = src.name;
+
+ return *this;
+}
+
+const Sampler& Sampler::operator=(const tinygltf::Sampler& src)
+{
+ mMagFilter = src.magFilter;
+ mMinFilter = src.minFilter;
+ mWrapS = src.wrapS;
+ mWrapT = src.wrapT;
+ mName = src.name;
+
+ return *this;
+}
+
+void Skin::uploadMatrixPalette(Asset& asset, Node& node)
+{
+ // prepare matrix palette
+
+ // modelview will be applied by the shader, so assume matrix palette is in asset space
+ std::vector<glh::matrix4f> t_mp;
+
+ t_mp.resize(mJoints.size());
+
+ for (U32 i = 0; i < mJoints.size(); ++i)
+ {
+ Node& joint = asset.mNodes[mJoints[i]];
+
+ //t_mp[i].set_value(joint.mRenderMatrix.getF32ptr());
+ //t_mp[i] = t_mp[i] * mInverseBindMatricesData[i];
+
+ //t_mp[i].set_value(joint.mRenderMatrix.getF32ptr());
+ //t_mp[i] = mInverseBindMatricesData[i] * t_mp[i];
+
+ t_mp[i].set_value(joint.mRenderMatrix.getF32ptr());
+ t_mp[i] = t_mp[i] * mInverseBindMatricesData[i];
+
+ }
+
+ std::vector<F32> glmp;
+
+ glmp.resize(mJoints.size() * 12);
+
+ F32* mp = glmp.data();
+
+ for (U32 i = 0; i < mJoints.size(); ++i)
+ {
+ F32* m = (F32*)t_mp[i].m;
+
+ U32 idx = i * 12;
+
+ mp[idx + 0] = m[0];
+ mp[idx + 1] = m[1];
+ mp[idx + 2] = m[2];
+ mp[idx + 3] = m[12];
+
+ mp[idx + 4] = m[4];
+ mp[idx + 5] = m[5];
+ mp[idx + 6] = m[6];
+ mp[idx + 7] = m[13];
+
+ mp[idx + 8] = m[8];
+ mp[idx + 9] = m[9];
+ mp[idx + 10] = m[10];
+ mp[idx + 11] = m[14];
+ }
+
+ LLGLSLShader::sCurBoundShaderPtr->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
+ mJoints.size(),
+ FALSE,
+ (GLfloat*)glmp.data());
+}
+