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authorErik Kundiman <erik@megapahit.org>2024-06-11 09:12:53 +0800
committerErik Kundiman <erik@megapahit.org>2024-06-11 09:12:53 +0800
commitdedd91fdcabe5af455bbbb1cb0149aea30b0faf9 (patch)
tree246d37024406883c917e0c54ce61306552b1671c /indra/newview/gltf/asset.h
parentb0e7f040658132d398fd2b29585ed5ae782c1fdd (diff)
parent730d94779c0e798ec91b269b530a08f0eebaa13d (diff)
Merge tag '7.1.8-release'
source for viewer 7.1.8.9375512768
Diffstat (limited to 'indra/newview/gltf/asset.h')
-rw-r--r--indra/newview/gltf/asset.h264
1 files changed, 264 insertions, 0 deletions
diff --git a/indra/newview/gltf/asset.h b/indra/newview/gltf/asset.h
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+#pragma once
+
+/**
+ * @file asset.h
+ * @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 "llvertexbuffer.h"
+#include "llvolumeoctree.h"
+#include "../lltinygltfhelper.h"
+#include "accessor.h"
+#include "primitive.h"
+#include "animation.h"
+
+extern F32SecondsImplicit gFrameTimeSeconds;
+
+// LL GLTF Implementation
+namespace LL
+{
+ namespace GLTF
+ {
+ class Asset;
+
+ class Material
+ {
+ public:
+ // use LLFetchedGLTFMaterial for now, but eventually we'll want to use
+ // a more flexible GLTF material implementation instead of the fixed packing
+ // version we use for sharable GLTF material assets
+ LLPointer<LLFetchedGLTFMaterial> mMaterial;
+ std::string mName;
+
+ const Material& operator=(const tinygltf::Material& src);
+
+ void allocateGLResources(Asset& asset);
+ };
+
+ class Mesh
+ {
+ public:
+ std::vector<Primitive> mPrimitives;
+ std::vector<double> mWeights;
+ std::string mName;
+
+ const Mesh& operator=(const tinygltf::Mesh& src);
+
+ void allocateGLResources(Asset& asset);
+ };
+
+ class Node
+ {
+ public:
+ LLMatrix4a mMatrix; //local transform
+ LLMatrix4a mRenderMatrix; //transform for rendering
+ LLMatrix4a mAssetMatrix; //transform from local to asset space
+ LLMatrix4a mAssetMatrixInv; //transform from asset to local space
+
+ glh::vec3f mTranslation;
+ glh::quaternionf mRotation;
+ glh::vec3f mScale;
+
+ // if true, mMatrix is valid and up to date
+ bool mMatrixValid = false;
+
+ // if true, translation/rotation/scale are valid and up to date
+ bool mTRSValid = false;
+
+ bool mNeedsApplyMatrix = false;
+
+ std::vector<S32> mChildren;
+ S32 mParent = INVALID_INDEX;
+
+ S32 mMesh = INVALID_INDEX;
+ S32 mSkin = INVALID_INDEX;
+
+ std::string mName;
+
+ const Node& operator=(const tinygltf::Node& src);
+
+ // Set mRenderMatrix to a transform that can be used for the current render pass
+ // modelview -- parent's render matrix
+ void updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview);
+
+ // update mAssetMatrix and mAssetMatrixInv
+ void updateTransforms(Asset& asset, const LLMatrix4a& parentMatrix);
+
+ // ensure mMatrix is valid -- if mMatrixValid is false and mTRSValid is true, will update mMatrix to match Translation/Rotation/Scale
+ void makeMatrixValid();
+
+ // ensure Translation/Rotation/Scale are valid -- if mTRSValid is false and mMatrixValid is true, will update Translation/Rotation/Scale to match mMatrix
+ void makeTRSValid();
+
+ // Set rotation of this node
+ // SIDE EFFECT: invalidates mMatrix
+ void setRotation(const glh::quaternionf& rotation);
+
+ // Set translation of this node
+ // SIDE EFFECT: invalidates mMatrix
+ void setTranslation(const glh::vec3f& translation);
+
+ // Set scale of this node
+ // SIDE EFFECT: invalidates mMatrix
+ void setScale(const glh::vec3f& scale);
+ };
+
+ class Skin
+ {
+ public:
+ S32 mInverseBindMatrices = INVALID_INDEX;
+ S32 mSkeleton = INVALID_INDEX;
+ std::vector<S32> mJoints;
+ std::string mName;
+ std::vector<glh::matrix4f> mInverseBindMatricesData;
+
+ void allocateGLResources(Asset& asset);
+ void uploadMatrixPalette(Asset& asset, Node& node);
+
+ const Skin& operator=(const tinygltf::Skin& src);
+ };
+
+ class Scene
+ {
+ public:
+ std::vector<S32> mNodes;
+ std::string mName;
+
+ const Scene& operator=(const tinygltf::Scene& src);
+
+ void updateTransforms(Asset& asset);
+ void updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview);
+ };
+
+ class Texture
+ {
+ public:
+ S32 mSampler = INVALID_INDEX;
+ S32 mSource = INVALID_INDEX;
+ std::string mName;
+
+ const Texture& operator=(const tinygltf::Texture& src);
+ };
+
+ class Sampler
+ {
+ public:
+ S32 mMagFilter;
+ S32 mMinFilter;
+ S32 mWrapS;
+ S32 mWrapT;
+ std::string mName;
+
+ const Sampler& operator=(const tinygltf::Sampler& src);
+ };
+
+ class Image
+ {
+ public:
+ std::string mName;
+ std::string mUri;
+ std::string mMimeType;
+ std::vector<U8> mData;
+ S32 mWidth;
+ S32 mHeight;
+ S32 mComponent;
+ S32 mBits;
+ LLPointer<LLViewerFetchedTexture> mTexture;
+
+ const Image& operator=(const tinygltf::Image& src)
+ {
+ mName = src.name;
+ mUri = src.uri;
+ mMimeType = src.mimeType;
+ mData = src.image;
+ mWidth = src.width;
+ mHeight = src.height;
+ mComponent = src.component;
+ mBits = src.bits;
+
+ return *this;
+ }
+
+ void allocateGLResources()
+ {
+ // allocate texture
+
+ }
+ };
+
+ // C++ representation of a GLTF Asset
+ class Asset : public LLRefCount
+ {
+ public:
+ std::vector<Scene> mScenes;
+ std::vector<Node> mNodes;
+ std::vector<Mesh> mMeshes;
+ std::vector<Material> mMaterials;
+ std::vector<Buffer> mBuffers;
+ std::vector<BufferView> mBufferViews;
+ std::vector<Texture> mTextures;
+ std::vector<Sampler> mSamplers;
+ std::vector<Image> mImages;
+ std::vector<Accessor> mAccessors;
+ std::vector<Animation> mAnimations;
+ std::vector<Skin> mSkins;
+
+ // the last time update() was called according to gFrameTimeSeconds
+ F32 mLastUpdateTime = gFrameTimeSeconds;
+
+ // prepare the asset for rendering
+ void allocateGLResources(const std::string& filename, const tinygltf::Model& model);
+
+ // Called periodically (typically once per frame)
+ // Any ongoing work (such as animations) should be handled here
+ // NOT guaranteed to be called every frame
+ // MAY be called more than once per frame
+ // Upon return, all Node Matrix transforms should be up to date
+ void update();
+
+ // update asset-to-node and node-to-asset transforms
+ void updateTransforms();
+
+ // update node render transforms
+ void updateRenderTransforms(const LLMatrix4a& modelview);
+
+ void render(bool opaque, bool rigged = false);
+ void renderOpaque();
+ void renderTransparent();
+
+ // return the index of the node that the line segment intersects with, or -1 if no hit
+ // input and output values must be in this asset's local coordinate frame
+ S32 lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
+ LLVector4a* intersection = nullptr, // return the intersection point
+ LLVector2* tex_coord = nullptr, // return the texture coordinates of the intersection point
+ LLVector4a* normal = nullptr, // return the surface normal at the intersection point
+ LLVector4a* tangent = nullptr, // return the surface tangent at the intersection point
+ S32* primitive_hitp = nullptr // return the index of the primitive that was hit
+ );
+
+ const Asset& operator=(const tinygltf::Model& src);
+
+ };
+ }
+}