diff options
author | Nat Goodspeed <nat@lindenlab.com> | 2024-06-11 10:21:19 -0400 |
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committer | Nat Goodspeed <nat@lindenlab.com> | 2024-06-11 10:21:19 -0400 |
commit | 30f4163b7b576d96533b61d9b31243960fb83f2e (patch) | |
tree | bd5dc1450e08c674a4619d7f16a9a4816005f9c4 /indra/newview/gltf | |
parent | 3d1aac4f5c369e9d402c41f1c790d9015f7c7773 (diff) | |
parent | f5e2708a0fc4e08d3d0a5dc393bbd4bac09e1c55 (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')
-rw-r--r-- | indra/newview/gltf/accessor.cpp | 66 | ||||
-rw-r--r-- | indra/newview/gltf/accessor.h | 95 | ||||
-rw-r--r-- | indra/newview/gltf/animation.cpp | 287 | ||||
-rw-r--r-- | indra/newview/gltf/animation.h | 181 | ||||
-rw-r--r-- | indra/newview/gltf/asset.cpp | 664 | ||||
-rw-r--r-- | indra/newview/gltf/asset.h | 264 | ||||
-rw-r--r-- | indra/newview/gltf/buffer_util.h | 402 | ||||
-rw-r--r-- | indra/newview/gltf/primitive.cpp | 400 | ||||
-rw-r--r-- | indra/newview/gltf/primitive.h | 93 |
9 files changed, 2452 insertions, 0 deletions
diff --git a/indra/newview/gltf/accessor.cpp b/indra/newview/gltf/accessor.cpp new file mode 100644 index 0000000000..55d36b7a32 --- /dev/null +++ b/indra/newview/gltf/accessor.cpp @@ -0,0 +1,66 @@ +/** + * @file accessor.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" + +using namespace LL::GLTF; + +const Buffer& Buffer::operator=(const tinygltf::Buffer& src) +{ + mData = src.data; + mName = src.name; + mUri = src.uri; + return *this; +} + +const BufferView& BufferView::operator=(const tinygltf::BufferView& src) +{ + mBuffer = src.buffer; + mByteLength = src.byteLength; + mByteOffset = src.byteOffset; + mByteStride = src.byteStride; + mTarget = src.target; + mName = src.name; + return *this; +} + +const Accessor& Accessor::operator=(const tinygltf::Accessor& src) +{ + mBufferView = src.bufferView; + mByteOffset = src.byteOffset; + mComponentType = src.componentType; + mCount = src.count; + mType = src.type; + mNormalized = src.normalized; + mName = src.name; + mMax = src.maxValues; + mMin = src.minValues; + + return *this; +} + diff --git a/indra/newview/gltf/accessor.h b/indra/newview/gltf/accessor.h new file mode 100644 index 0000000000..9b8265d8da --- /dev/null +++ b/indra/newview/gltf/accessor.h @@ -0,0 +1,95 @@ +#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 "../lltinygltfhelper.h" +#include "llstrider.h" + +// LL GLTF Implementation +namespace LL +{ + namespace GLTF + { + class Asset; + + constexpr S32 INVALID_INDEX = -1; + + class Buffer + { + public: + std::vector<U8> mData; + std::string mName; + std::string mUri; + + const Buffer& operator=(const tinygltf::Buffer& src); + }; + + class BufferView + { + public: + S32 mBuffer = INVALID_INDEX; + S32 mByteLength; + S32 mByteOffset; + S32 mByteStride; + S32 mTarget; + S32 mComponentType; + + std::string mName; + + const BufferView& operator=(const tinygltf::BufferView& src); + + }; + + class Accessor + { + public: + S32 mBufferView = INVALID_INDEX; + S32 mByteOffset; + S32 mComponentType; + S32 mCount; + std::vector<double> mMax; + std::vector<double> mMin; + + enum class Type : S32 + { + SCALAR = TINYGLTF_TYPE_SCALAR, + VEC2 = TINYGLTF_TYPE_VEC2, + VEC3 = TINYGLTF_TYPE_VEC3, + VEC4 = TINYGLTF_TYPE_VEC4, + MAT2 = TINYGLTF_TYPE_MAT2, + MAT3 = TINYGLTF_TYPE_MAT3, + MAT4 = TINYGLTF_TYPE_MAT4 + }; + + S32 mType; + bool mNormalized; + std::string mName; + + const Accessor& operator=(const tinygltf::Accessor& src); + }; + } +} diff --git a/indra/newview/gltf/animation.cpp b/indra/newview/gltf/animation.cpp new file mode 100644 index 0000000000..da6d02b356 --- /dev/null +++ b/indra/newview/gltf/animation.cpp @@ -0,0 +1,287 @@ +/** + * @file animation.cpp + * @brief LL GLTF Animation 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 "buffer_util.h" + +using namespace LL::GLTF; + +void Animation::allocateGLResources(Asset& asset) +{ + if (!mSamplers.empty()) + { + mMinTime = FLT_MAX; + mMaxTime = -FLT_MAX; + for (auto& sampler : mSamplers) + { + sampler.allocateGLResources(asset); + mMinTime = llmin(sampler.mMinTime, mMinTime); + mMaxTime = llmax(sampler.mMaxTime, mMaxTime); + } + } + else + { + mMinTime = mMaxTime = 0.f; + } + + for (auto& channel : mRotationChannels) + { + channel.allocateGLResources(asset, mSamplers[channel.mSampler]); + } + + for (auto& channel : mTranslationChannels) + { + channel.allocateGLResources(asset, mSamplers[channel.mSampler]); + } +} + +void Animation::update(Asset& asset, F32 dt) +{ + mTime += dt; + + apply(asset, mTime); +} + +void Animation::apply(Asset& asset, float time) +{ + // convert time to animation loop time + time = fmod(time, mMaxTime - mMinTime) + mMinTime; + + // apply each channel + for (auto& channel : mRotationChannels) + { + channel.apply(asset, mSamplers[channel.mSampler], time); + } + + for (auto& channel : mTranslationChannels) + { + channel.apply(asset, mSamplers[channel.mSampler], time); + } +}; + + +void Animation::Sampler::allocateGLResources(Asset& asset) +{ + Accessor& accessor = asset.mAccessors[mInput]; + mMinTime = accessor.mMin[0]; + mMaxTime = accessor.mMax[0]; + + mFrameTimes.resize(accessor.mCount); + + LLStrider<F32> frame_times = mFrameTimes.data(); + copy(asset, accessor, frame_times); +} + +void Animation::Sampler::getFrameInfo(Asset& asset, F32 time, U32& frameIndex, F32& t) +{ + if (time < mMinTime) + { + frameIndex = 0; + t = 0.0f; + return; + } + + if (mFrameTimes.size() > 1) + { + if (time > mMaxTime) + { + frameIndex = mFrameTimes.size() - 2; + t = 1.0f; + return; + } + + frameIndex = mFrameTimes.size() - 2; + t = 1.f; + + for (U32 i = 0; i < mFrameTimes.size() - 1; i++) + { + if (time >= mFrameTimes[i] && time < mFrameTimes[i + 1]) + { + frameIndex = i; + t = (time - mFrameTimes[i]) / (mFrameTimes[i + 1] - mFrameTimes[i]); + return; + } + } + } + else + { + frameIndex = 0; + t = 0.0f; + } +} + +void Animation::RotationChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler) +{ + Accessor& accessor = asset.mAccessors[sampler.mOutput]; + + copy(asset, accessor, mRotations); +} + +void Animation::RotationChannel::apply(Asset& asset, Sampler& sampler, F32 time) +{ + U32 frameIndex; + F32 t; + + Node& node = asset.mNodes[mTarget.mNode]; + + sampler.getFrameInfo(asset, time, frameIndex, t); + + if (sampler.mFrameTimes.size() == 1) + { + node.setRotation(mRotations[0]); + } + else + { + // interpolate + LLQuaternion q0(mRotations[frameIndex].get_value()); + LLQuaternion q1(mRotations[frameIndex + 1].get_value()); + + LLQuaternion qf = slerp(t, q0, q1); + + qf.normalize(); + node.setRotation(glh::quaternionf(qf.mQ)); + } +} + +void Animation::TranslationChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler) +{ + Accessor& accessor = asset.mAccessors[sampler.mOutput]; + + copy(asset, accessor, mTranslations); +} + +void Animation::TranslationChannel::apply(Asset& asset, Sampler& sampler, F32 time) +{ + U32 frameIndex; + F32 t; + + Node& node = asset.mNodes[mTarget.mNode]; + + sampler.getFrameInfo(asset, time, frameIndex, t); + + if (sampler.mFrameTimes.size() == 1) + { + node.setTranslation(mTranslations[0]); + } + else + { + // interpolate + const glh::vec3f& v0 = mTranslations[frameIndex]; + const glh::vec3f& v1 = mTranslations[frameIndex + 1]; + + glh::vec3f vf = v0 + t * (v1 - v0); + + node.setTranslation(vf); + } +} + +void Animation::ScaleChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler) +{ + Accessor& accessor = asset.mAccessors[sampler.mOutput]; + + copy(asset, accessor, mScales); +} + +void Animation::ScaleChannel::apply(Asset& asset, Sampler& sampler, F32 time) +{ + U32 frameIndex; + F32 t; + + Node& node = asset.mNodes[mTarget.mNode]; + + sampler.getFrameInfo(asset, time, frameIndex, t); + + if (sampler.mFrameTimes.size() == 1) + { + node.setScale(mScales[0]); + } + else + { + // interpolate + const glh::vec3f& v0 = mScales[frameIndex]; + const glh::vec3f& v1 = mScales[frameIndex + 1]; + + glh::vec3f vf = v0 + t * (v1 - v0); + + node.setScale(vf); + } +} + +const Animation& Animation::operator=(const tinygltf::Animation& src) +{ + mName = src.name; + + mSamplers.resize(src.samplers.size()); + for (U32 i = 0; i < src.samplers.size(); ++i) + { + mSamplers[i] = src.samplers[i]; + } + + for (U32 i = 0; i < src.channels.size(); ++i) + { + if (src.channels[i].target_path == "rotation") + { + mRotationChannels.push_back(RotationChannel()); + mRotationChannels.back() = src.channels[i]; + } + + if (src.channels[i].target_path == "translation") + { + mTranslationChannels.push_back(TranslationChannel()); + mTranslationChannels.back() = src.channels[i]; + } + + if (src.channels[i].target_path == "scale") + { + mScaleChannels.push_back(ScaleChannel()); + mScaleChannels.back() = src.channels[i]; + } + } + + return *this; +} + +void Skin::allocateGLResources(Asset& asset) +{ + if (mInverseBindMatrices != INVALID_INDEX) + { + Accessor& accessor = asset.mAccessors[mInverseBindMatrices]; + copy(asset, accessor, mInverseBindMatricesData); + } +} + +const Skin& Skin::operator=(const tinygltf::Skin& src) +{ + mName = src.name; + mSkeleton = src.skeleton; + mInverseBindMatrices = src.inverseBindMatrices; + mJoints = src.joints; + + return *this; +} + diff --git a/indra/newview/gltf/animation.h b/indra/newview/gltf/animation.h new file mode 100644 index 0000000000..869eae963a --- /dev/null +++ b/indra/newview/gltf/animation.h @@ -0,0 +1,181 @@ +#pragma once + +/** + * @file animation.h + * @brief LL GLTF Animation 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 "accessor.h" + +// LL GLTF Implementation +namespace LL +{ + namespace GLTF + { + class Asset; + + class Animation + { + public: + class Sampler + { + public: + std::vector<F32> mFrameTimes; + + F32 mMinTime = -FLT_MAX; + F32 mMaxTime = FLT_MAX; + + S32 mInput = INVALID_INDEX; + S32 mOutput = INVALID_INDEX; + std::string mInterpolation; + + void allocateGLResources(Asset& asset); + + const Sampler& operator=(const tinygltf::AnimationSampler& src) + { + mInput = src.input; + mOutput = src.output; + mInterpolation = src.interpolation; + + return *this; + } + + // get the frame index and time for the specified time + // asset -- the asset to reference for Accessors + // time -- the animation time to get the frame info for + // frameIndex -- index of the closest frame that precedes the specified time + // t - interpolant value between the frameIndex and the next frame + void getFrameInfo(Asset& asset, F32 time, U32& frameIndex, F32& t); + }; + + class Channel + { + public: + class Target + { + public: + S32 mNode = INVALID_INDEX; + std::string mPath; + }; + + S32 mSampler = INVALID_INDEX; + Target mTarget; + std::string mTargetPath; + std::string mName; + + const Channel& operator=(const tinygltf::AnimationChannel& src) + { + mSampler = src.sampler; + + mTarget.mNode = src.target_node; + mTarget.mPath = src.target_path; + + return *this; + } + + }; + + class RotationChannel : public Channel + { + public: + std::vector<glh::quaternionf> mRotations; + + const RotationChannel& operator=(const tinygltf::AnimationChannel& src) + { + Channel::operator=(src); + return *this; + } + + // prepare data needed for rendering + // asset -- asset to reference for Accessors + // sampler -- Sampler associated with this channel + void allocateGLResources(Asset& asset, Sampler& sampler); + + void apply(Asset& asset, Sampler& sampler, F32 time); + }; + + class TranslationChannel : public Channel + { + public: + std::vector<glh::vec3f> mTranslations; + + const TranslationChannel& operator=(const tinygltf::AnimationChannel& src) + { + Channel::operator=(src); + return *this; + } + + // prepare data needed for rendering + // asset -- asset to reference for Accessors + // sampler -- Sampler associated with this channel + void allocateGLResources(Asset& asset, Sampler& sampler); + + void apply(Asset& asset, Sampler& sampler, F32 time); + }; + + class ScaleChannel : public Channel + { + public: + std::vector<glh::vec3f> mScales; + + const ScaleChannel& operator=(const tinygltf::AnimationChannel& src) + { + Channel::operator=(src); + return *this; + } + + // prepare data needed for rendering + // asset -- asset to reference for Accessors + // sampler -- Sampler associated with this channel + void allocateGLResources(Asset& asset, Sampler& sampler); + + void apply(Asset& asset, Sampler& sampler, F32 time); + }; + + std::string mName; + std::vector<Sampler> mSamplers; + + // min/max time values for all samplers combined + F32 mMinTime = 0.f; + F32 mMaxTime = 0.f; + + // current time of the animation + F32 mTime = 0.f; + + std::vector<RotationChannel> mRotationChannels; + std::vector<TranslationChannel> mTranslationChannels; + std::vector<ScaleChannel> mScaleChannels; + + const Animation& operator=(const tinygltf::Animation& src); + + void allocateGLResources(Asset& asset); + + void update(Asset& asset, float dt); + + // apply this animation at the specified time + void apply(Asset& asset, F32 time); + }; + + } +} 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()); +} + diff --git a/indra/newview/gltf/asset.h b/indra/newview/gltf/asset.h new file mode 100644 index 0000000000..5ceac74a8a --- /dev/null +++ b/indra/newview/gltf/asset.h @@ -0,0 +1,264 @@ +#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); + + }; + } +} diff --git a/indra/newview/gltf/buffer_util.h b/indra/newview/gltf/buffer_util.h new file mode 100644 index 0000000000..4e6f5901e7 --- /dev/null +++ b/indra/newview/gltf/buffer_util.h @@ -0,0 +1,402 @@ +#pragma once + +/** + * @file buffer_util.inl + * @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 + * $/LicenseInfo$ + */ + +// inline template implementations for copying data out of GLTF buffers +// DO NOT include from header files to avoid the need to rebuild the whole project +// whenever we add support for more types + +#ifdef _MSC_VER +#define LL_FUNCSIG __FUNCSIG__ +#else +#define LL_FUNCSIG __PRETTY_FUNCTION__ +#endif + +namespace LL +{ + namespace GLTF + { + // copy one Scalar from src to dst + template<class S, class T> + static void copyScalar(S* src, T& dst) + { + LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL; + } + + // copy one vec2 from src to dst + template<class S, class T> + static void copyVec2(S* src, T& dst) + { + LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL; + } + + // copy one vec3 from src to dst + template<class S, class T> + static void copyVec3(S* src, T& dst) + { + LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL; + } + + // copy one vec4 from src to dst + template<class S, class T> + static void copyVec4(S* src, T& dst) + { + LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL; + } + + // copy one vec2 from src to dst + template<class S, class T> + static void copyMat2(S* src, T& dst) + { + LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL; + } + + // copy one vec3 from src to dst + template<class S, class T> + static void copyMat3(S* src, T& dst) + { + LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL; + } + + // copy one vec4 from src to dst + template<class S, class T> + static void copyMat4(S* src, T& dst) + { + LL_ERRS() << "TODO: implement " << LL_FUNCSIG << LL_ENDL; + } + + //========================================================================================================= + // concrete implementations for different types of source and destination + //========================================================================================================= + +// suppress unused function warning -- clang complains here but these specializations are definitely used +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" +#endif + + template<> + void copyScalar<F32, F32>(F32* src, F32& dst) + { + dst = *src; + } + + template<> + void copyScalar<U32, U32>(U32* src, U32& dst) + { + dst = *src; + } + + template<> + void copyScalar<U32, U16>(U32* src, U16& dst) + { + dst = *src; + } + + template<> + void copyScalar<U16, U16>(U16* src, U16& dst) + { + dst = *src; + } + + template<> + void copyScalar<U16, U32>(U16* src, U32& dst) + { + dst = *src; + } + + template<> + void copyScalar<U8, U16>(U8* src, U16& dst) + { + dst = *src; + } + + template<> + void copyScalar<U8, U32>(U8* src, U32& dst) + { + dst = *src; + } + + template<> + void copyVec2<F32, LLVector2>(F32* src, LLVector2& dst) + { + dst.set(src[0], src[1]); + } + + template<> + void copyVec3<F32, glh::vec3f>(F32* src, glh::vec3f& dst) + { + dst.set_value(src[0], src[1], src[2]); + } + + template<> + void copyVec3<F32, LLVector4a>(F32* src, LLVector4a& dst) + { + dst.load3(src); + } + + template<> + void copyVec3<U16, LLColor4U>(U16* src, LLColor4U& dst) + { + dst.set(src[0], src[1], src[2], 255); + } + + template<> + void copyVec4<U8, LLColor4U>(U8* src, LLColor4U& dst) + { + dst.set(src[0], src[1], src[2], src[3]); + } + + template<> + void copyVec4<U16, LLColor4U>(U16* src, LLColor4U& dst) + { + dst.set(src[0], src[1], src[2], src[3]); + } + + template<> + void copyVec4<F32, LLColor4U>(F32* src, LLColor4U& dst) + { + dst.set(src[0]*255, src[1]*255, src[2]*255, src[3]*255); + } + + template<> + void copyVec4<F32, LLVector4a>(F32* src, LLVector4a& dst) + { + dst.loadua(src); + } + + template<> + void copyVec4<U16, LLVector4a>(U16* src, LLVector4a& dst) + { + dst.set(src[0], src[1], src[2], src[3]); + } + + template<> + void copyVec4<U8, LLVector4a>(U8* src, LLVector4a& dst) + { + dst.set(src[0], src[1], src[2], src[3]); + } + + template<> + void copyVec4<F32, glh::quaternionf>(F32* src, glh::quaternionf& dst) + { + dst.set_value(src); + } + + template<> + void copyMat4<F32, glh::matrix4f>(F32* src, glh::matrix4f& dst) + { + dst.set_value(src); + } + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + + //========================================================================================================= + + // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy + template<class S, class T> + static void copyScalar(S* src, LLStrider<T> dst, S32 stride, S32 count) + { + for (S32 i = 0; i < count; ++i) + { + copyScalar(src, *dst); + dst++; + src = (S*)((U8*)src + stride); + } + } + + // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy + template<class S, class T> + static void copyVec2(S* src, LLStrider<T> dst, S32 stride, S32 count) + { + for (S32 i = 0; i < count; ++i) + { + copyVec2(src, *dst); + dst++; + src = (S*)((U8*)src + stride); + } + } + + // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy + template<class S, class T> + static void copyVec3(S* src, LLStrider<T> dst, S32 stride, S32 count) + { + for (S32 i = 0; i < count; ++i) + { + copyVec3(src, *dst); + dst++; + src = (S*)((U8*)src + stride); + } + } + + // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy + template<class S, class T> + static void copyVec4(S* src, LLStrider<T> dst, S32 stride, S32 count) + { + for (S32 i = 0; i < count; ++i) + { + copyVec4(src, *dst); + dst++; + src = (S*)((U8*)src + stride); + } + } + + // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy + template<class S, class T> + static void copyMat2(S* src, LLStrider<T> dst, S32 stride, S32 count) + { + for (S32 i = 0; i < count; ++i) + { + copyMat2(src, *dst); + dst++; + src = (S*)((U8*)src + stride); + } + } + + // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy + template<class S, class T> + static void copyMat3(S* src, LLStrider<T> dst, S32 stride, S32 count) + { + for (S32 i = 0; i < count; ++i) + { + copyMat3(src, *dst); + dst++; + src = (S*)((U8*)src + stride); + } + } + + // copy from src to dst, stride is the number of bytes between each element in src, count is number of elements to copy + template<class S, class T> + static void copyMat4(S* src, LLStrider<T> dst, S32 stride, S32 count) + { + for (S32 i = 0; i < count; ++i) + { + copyMat4(src, *dst); + dst++; + src = (S*)((U8*)src + stride); + } + } + + template<class S, class T> + static void copy(Asset& asset, Accessor& accessor, const S* src, LLStrider<T>& dst, S32 byteStride) + { + if (accessor.mType == (S32)Accessor::Type::SCALAR) + { + S32 stride = byteStride == 0 ? sizeof(S) * 1 : byteStride; + copyScalar((S*)src, dst, stride, accessor.mCount); + } + else if (accessor.mType == (S32)Accessor::Type::VEC2) + { + S32 stride = byteStride == 0 ? sizeof(S) * 2 : byteStride; + copyVec2((S*)src, dst, stride, accessor.mCount); + } + else if (accessor.mType == (S32)Accessor::Type::VEC3) + { + S32 stride = byteStride == 0 ? sizeof(S) * 3 : byteStride; + copyVec3((S*)src, dst, stride, accessor.mCount); + } + else if (accessor.mType == (S32)Accessor::Type::VEC4) + { + S32 stride = byteStride == 0 ? sizeof(S) * 4 : byteStride; + copyVec4((S*)src, dst, stride, accessor.mCount); + } + else if (accessor.mType == (S32)Accessor::Type::MAT2) + { + S32 stride = byteStride == 0 ? sizeof(S) * 4 : byteStride; + copyMat2((S*)src, dst, stride, accessor.mCount); + } + else if (accessor.mType == (S32)Accessor::Type::MAT3) + { + S32 stride = byteStride == 0 ? sizeof(S) * 9 : byteStride; + copyMat3((S*)src, dst, stride, accessor.mCount); + } + else if (accessor.mType == (S32)Accessor::Type::MAT4) + { + S32 stride = byteStride == 0 ? sizeof(S) * 16 : byteStride; + copyMat4((S*)src, dst, stride, accessor.mCount); + } + else + { + LL_ERRS("GLTF") << "Unsupported accessor type" << LL_ENDL; + } + } + + // copy data from accessor to strider + template<class T> + static void copy(Asset& asset, Accessor& accessor, LLStrider<T>& dst) + { + const BufferView& bufferView = asset.mBufferViews[accessor.mBufferView]; + const Buffer& buffer = asset.mBuffers[bufferView.mBuffer]; + const U8* src = buffer.mData.data() + bufferView.mByteOffset + accessor.mByteOffset; + + if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_FLOAT) + { + LL::GLTF::copy(asset, accessor, (const F32*)src, dst, bufferView.mByteStride); + } + else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT) + { + LL::GLTF::copy(asset, accessor, (const U16*)src, dst, bufferView.mByteStride); + } + else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_INT) + { + LL::GLTF::copy(asset, accessor, (const U32*)src, dst, bufferView.mByteStride); + } + else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE) + { + LL::GLTF::copy(asset, accessor, (const U8*)src, dst, bufferView.mByteStride); + } + else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_SHORT) + { + LL::GLTF::copy(asset, accessor, (const S16*)src, dst, bufferView.mByteStride); + } + else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_BYTE) + { + LL::GLTF::copy(asset, accessor, (const S8*)src, dst, bufferView.mByteStride); + } + else if (accessor.mComponentType == TINYGLTF_COMPONENT_TYPE_DOUBLE) + { + LL::GLTF::copy(asset, accessor, (const F64*)src, dst, bufferView.mByteStride); + } + else + { + LL_ERRS("GLTF") << "Unsupported component type" << LL_ENDL; + } + } + + // copy data from accessor to vector + template<class T> + static void copy(Asset& asset, Accessor& accessor, std::vector<T>& dst) + { + dst.resize(accessor.mCount); + LLStrider<T> strider = dst.data(); + copy(asset, accessor, strider); + } + } +} + diff --git a/indra/newview/gltf/primitive.cpp b/indra/newview/gltf/primitive.cpp new file mode 100644 index 0000000000..b57a0af18d --- /dev/null +++ b/indra/newview/gltf/primitive.cpp @@ -0,0 +1,400 @@ +/** + * @file primitive.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 "buffer_util.h" + +#include "../lltinygltfhelper.h" + +using namespace LL::GLTF; + +void Primitive::allocateGLResources(Asset& asset) +{ + // allocate vertex buffer + // We diverge from the intent of the GLTF format here to work with our existing render pipeline + // GLTF wants us to copy the buffer views into GPU storage as is and build render commands that source that data. + // For our engine, though, it's better to rearrange the buffers at load time into a layout that's more consistent. + // The GLTF native approach undoubtedly works well if you can count on VAOs, but VAOs perform much worse with our scenes. + + // load vertex data + for (auto& it : mAttributes) + { + const std::string& attribName = it.first; + Accessor& accessor = asset.mAccessors[it.second]; + + // load vertex data + if (attribName == "POSITION") + { + copy(asset, accessor, mPositions); + } + else if (attribName == "NORMAL") + { + copy(asset, accessor, mNormals); + } + else if (attribName == "TANGENT") + { + copy(asset, accessor, mTangents); + } + else if (attribName == "COLOR_0") + { + copy(asset, accessor, mColors); + } + else if (attribName == "TEXCOORD_0") + { + copy(asset, accessor, mTexCoords); + } + else if (attribName == "JOINTS_0") + { + copy(asset, accessor, mJoints); + } + else if (attribName == "WEIGHTS_0") + { + copy(asset, accessor, mWeights); + } + } + + // copy index buffer + if (mIndices != INVALID_INDEX) + { + Accessor& accessor = asset.mAccessors[mIndices]; + copy(asset, accessor, mIndexArray); + } + + U32 mask = ATTRIBUTE_MASK; + + if (!mWeights.empty()) + { + mask |= LLVertexBuffer::MAP_WEIGHT4; + } + + mVertexBuffer = new LLVertexBuffer(mask); + mVertexBuffer->allocateBuffer(mPositions.size(), mIndexArray.size()*2); // double the size of the index buffer for 32-bit indices + + mVertexBuffer->setBuffer(); + mVertexBuffer->setPositionData(mPositions.data()); + + if (!mIndexArray.empty()) + { + mVertexBuffer->setIndexData(mIndexArray.data()); + } + + if (mTexCoords.empty()) + { + mTexCoords.resize(mPositions.size()); + } + + // flip texcoord y, upload, then flip back (keep the off-spec data in vram only) + for (auto& tc : mTexCoords) + { + tc[1] = 1.f - tc[1]; + } + mVertexBuffer->setTexCoordData(mTexCoords.data()); + + for (auto& tc : mTexCoords) + { + tc[1] = 1.f - tc[1]; + } + + if (mColors.empty()) + { + mColors.resize(mPositions.size(), LLColor4U::white); + } + + // bake material basecolor into color array + if (mMaterial != INVALID_INDEX) + { + const Material& material = asset.mMaterials[mMaterial]; + LLColor4 baseColor = material.mMaterial->mBaseColor; + for (auto& dst : mColors) + { + dst = LLColor4U(baseColor * LLColor4(dst)); + } + } + + mVertexBuffer->setColorData(mColors.data()); + + if (mNormals.empty()) + { + mNormals.resize(mPositions.size(), LLVector4a(0, 0, 1, 0)); + } + + mVertexBuffer->setNormalData(mNormals.data()); + + if (mTangents.empty()) + { + // TODO: generate tangents if needed + mTangents.resize(mPositions.size(), LLVector4a(1, 0, 0, 1)); + } + + mVertexBuffer->setTangentData(mTangents.data()); + + if (!mWeights.empty()) + { + std::vector<LLVector4a> weight_data; + weight_data.resize(mWeights.size()); + + F32 max_weight = 1.f - FLT_EPSILON*100.f; + LLVector4a maxw(max_weight, max_weight, max_weight, max_weight); + for (U32 i = 0; i < mWeights.size(); ++i) + { + LLVector4a& w = weight_data[i]; + w.setMin(mWeights[i], maxw); + w.add(mJoints[i]); + }; + + mVertexBuffer->setWeight4Data(weight_data.data()); + } + + createOctree(); + + mVertexBuffer->unbind(); +} + +void initOctreeTriangle(LLVolumeTriangle* tri, F32 scaler, S32 i0, S32 i1, S32 i2, const LLVector4a& v0, const LLVector4a& v1, const LLVector4a& v2) +{ + //store pointers to vertex data + tri->mV[0] = &v0; + tri->mV[1] = &v1; + tri->mV[2] = &v2; + + //store indices + tri->mIndex[0] = i0; + tri->mIndex[1] = i1; + tri->mIndex[2] = i2; + + //get minimum point + LLVector4a min = v0; + min.setMin(min, v1); + min.setMin(min, v2); + + //get maximum point + LLVector4a max = v0; + max.setMax(max, v1); + max.setMax(max, v2); + + //compute center + LLVector4a center; + center.setAdd(min, max); + center.mul(0.5f); + + tri->mPositionGroup = center; + + //compute "radius" + LLVector4a size; + size.setSub(max, min); + + tri->mRadius = size.getLength3().getF32() * scaler; +} + +void Primitive::createOctree() +{ + // create octree + mOctree = new LLVolumeOctree(); + + F32 scaler = 0.25f; + + if (mMode == TINYGLTF_MODE_TRIANGLES) + { + const U32 num_triangles = mVertexBuffer->getNumIndices() / 3; + // Initialize all the triangles we need + mOctreeTriangles.resize(num_triangles); + + for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index) + { //for each triangle + const U32 index = triangle_index * 3; + LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index]; + S32 i0 = mIndexArray[index]; + S32 i1 = mIndexArray[index + 1]; + S32 i2 = mIndexArray[index + 2]; + + const LLVector4a& v0 = mPositions[i0]; + const LLVector4a& v1 = mPositions[i1]; + const LLVector4a& v2 = mPositions[i2]; + + initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2); + + //insert + mOctree->insert(tri); + } + } + else if (mMode == TINYGLTF_MODE_TRIANGLE_STRIP) + { + const U32 num_triangles = mVertexBuffer->getNumIndices() - 2; + // Initialize all the triangles we need + mOctreeTriangles.resize(num_triangles); + + for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index) + { //for each triangle + const U32 index = triangle_index + 2; + LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index]; + S32 i0 = mIndexArray[index]; + S32 i1 = mIndexArray[index - 1]; + S32 i2 = mIndexArray[index - 2]; + + const LLVector4a& v0 = mPositions[i0]; + const LLVector4a& v1 = mPositions[i1]; + const LLVector4a& v2 = mPositions[i2]; + + initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2); + + //insert + mOctree->insert(tri); + } + } + else if (mMode == TINYGLTF_MODE_TRIANGLE_FAN) + { + const U32 num_triangles = mVertexBuffer->getNumIndices() - 2; + // Initialize all the triangles we need + mOctreeTriangles.resize(num_triangles); + + for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index) + { //for each triangle + const U32 index = triangle_index + 2; + LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index]; + S32 i0 = mIndexArray[0]; + S32 i1 = mIndexArray[index - 1]; + S32 i2 = mIndexArray[index - 2]; + + const LLVector4a& v0 = mPositions[i0]; + const LLVector4a& v1 = mPositions[i1]; + const LLVector4a& v2 = mPositions[i2]; + + initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2); + + //insert + mOctree->insert(tri); + } + } + else if (mMode == TINYGLTF_MODE_POINTS || + mMode == TINYGLTF_MODE_LINE || + mMode == TINYGLTF_MODE_LINE_LOOP || + mMode == TINYGLTF_MODE_LINE_STRIP) + { + // nothing to do, no volume... maybe add some collision geometry around these primitive types? + } + + else + { + LL_ERRS() << "Unsupported Primitive mode" << LL_ENDL; + } + + //remove unneeded octree layers + while (!mOctree->balance()) {} + + //calculate AABB for each node + LLVolumeOctreeRebound rebound; + rebound.traverse(mOctree); +} + +const LLVolumeTriangle* Primitive::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end, + LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent_out) +{ + if (mOctree.isNull()) + { + return nullptr; + } + + LLVector4a dir; + dir.setSub(end, start); + + F32 closest_t = 2.f; // must be larger than 1 + + //create a proxy LLVolumeFace for the raycast + LLVolumeFace face; + face.mPositions = mPositions.data(); + face.mTexCoords = mTexCoords.data(); + face.mNormals = mNormals.data(); + face.mTangents = mTangents.data(); + face.mIndices = nullptr; // unreferenced + + face.mNumIndices = mIndexArray.size(); + face.mNumVertices = mPositions.size(); + + LLOctreeTriangleRayIntersect intersect(start, dir, &face, &closest_t, intersection, tex_coord, normal, tangent_out); + intersect.traverse(mOctree); + + // null out proxy data so it doesn't get freed + face.mPositions = face.mNormals = face.mTangents = nullptr; + face.mIndices = nullptr; + face.mTexCoords = nullptr; + + return intersect.mHitTriangle; +} + +Primitive::~Primitive() +{ + mOctree = nullptr; +} + + +const Primitive& Primitive::operator=(const tinygltf::Primitive& src) +{ + // load material + mMaterial = src.material; + + // load mode + mMode = src.mode; + + // load indices + mIndices = src.indices; + + // load attributes + for (auto& it : src.attributes) + { + mAttributes[it.first] = it.second; + } + + switch (mMode) + { + case TINYGLTF_MODE_POINTS: + mGLMode = LLRender::POINTS; + break; + case TINYGLTF_MODE_LINE: + mGLMode = LLRender::LINES; + break; + case TINYGLTF_MODE_LINE_LOOP: + mGLMode = LLRender::LINE_LOOP; + break; + case TINYGLTF_MODE_LINE_STRIP: + mGLMode = LLRender::LINE_STRIP; + break; + case TINYGLTF_MODE_TRIANGLES: + mGLMode = LLRender::TRIANGLES; + break; + case TINYGLTF_MODE_TRIANGLE_STRIP: + mGLMode = LLRender::TRIANGLE_STRIP; + break; + case TINYGLTF_MODE_TRIANGLE_FAN: + mGLMode = LLRender::TRIANGLE_FAN; + break; + default: + mGLMode = GL_TRIANGLES; + } + + return *this; +} diff --git a/indra/newview/gltf/primitive.h b/indra/newview/gltf/primitive.h new file mode 100644 index 0000000000..07e8e7deb2 --- /dev/null +++ b/indra/newview/gltf/primitive.h @@ -0,0 +1,93 @@ +#pragma once + +/** + * @file primitive.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" + +// LL GLTF Implementation +namespace LL +{ + namespace GLTF + { + class Asset; + + constexpr U32 ATTRIBUTE_MASK = + LLVertexBuffer::MAP_VERTEX | + LLVertexBuffer::MAP_NORMAL | + LLVertexBuffer::MAP_TEXCOORD0 | + LLVertexBuffer::MAP_TANGENT | + LLVertexBuffer::MAP_COLOR; + + class Primitive + { + public: + ~Primitive(); + + // GPU copy of mesh data + LLPointer<LLVertexBuffer> mVertexBuffer; + + // CPU copy of mesh data + std::vector<LLVector2> mTexCoords; + std::vector<LLVector4a> mNormals; + std::vector<LLVector4a> mTangents; + std::vector<LLVector4a> mPositions; + std::vector<LLVector4a> mJoints; + std::vector<LLVector4a> mWeights; + std::vector<LLColor4U> mColors; + std::vector<U32> mIndexArray; + + // raycast acceleration structure + LLPointer<LLVolumeOctree> mOctree; + std::vector<LLVolumeTriangle> mOctreeTriangles; + + S32 mMaterial = -1; + U32 mMode = TINYGLTF_MODE_TRIANGLES; // default to triangles + U32 mGLMode = LLRender::TRIANGLES; + S32 mIndices = -1; + std::unordered_map<std::string, int> mAttributes; + + // create octree based on vertex buffer + // must be called before buffer is unmapped and after buffer is populated with good data + void createOctree(); + + //get the LLVolumeTriangle that intersects with the given line segment at the point + //closest to start. Moves end to the point of intersection. Returns nullptr if no intersection. + //Line segment must be in the same coordinate frame as this Primitive + const LLVolumeTriangle* lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end, + LLVector4a* intersection = NULL, // return the intersection point + LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point + LLVector4a* normal = NULL, // return the surface normal at the intersection point + LLVector4a* tangent = NULL // return the surface tangent at the intersection point + ); + + const Primitive& operator=(const tinygltf::Primitive& src); + + void allocateGLResources(Asset& asset); + }; + } +} |