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authorDave Parks <davep@lindenlab.com>2024-05-20 13:22:55 -0500
committerGitHub <noreply@github.com>2024-05-20 13:22:55 -0500
commit03c4458bdcc6821a3047f93b729d412e274ab9af (patch)
treeecc314de3aa32161e8ac5b1a554e9e7d2a608dc3 /indra/newview/gltfscenemanager.cpp
parenteab232d3ed49bfb1f873e332ff57ec8c311c163b (diff)
#1392 GLTF Upload (#1394)
* #1392 WIP -- Functional texture upload, stubbed out .bin upload. * #1392 GLTF Upload WIP -- Emulates successful upload Successfully uploads texture Emulates successful .gltf and .bin upload by injecting into local asset cache. Emulates rez from inventory by setting sculpt ID of selected object Currently fails in tinygltf parsing due to missing .bin * Add missing notification * Build fix * #1392 Add boost::json .gltf reading support. * #1392 boost::json GLTF writing prototype * Create gltf/README.md * Update README.md * Update README.md * Update README.md * Update README.md * Update README.md * #1392 Add ability to render directly from LL::GLTF::Material * Fix for mac build * Mac build fix * #1392 AssetType and Inventory Type plumbing * #1392 More sane error handling and scheduling of uploads. * #1392 Actually attempt to upload glbin * Mac build fix, upload nudge * Mac build fix * Fix glTF asset uploads to server * Mac build fix (inline not static) * More consistent inline * Add glm, mac nudge. * #1392 For consistency with spec, start using glm over glh:: and LLFoo * Another attempt at placating Mac builds * Another Mac nudge * Mac build take 23 * #1392 Prune LLMatrix4a from GLTF namespace. * #1392 Fix for orientation being off (glm::quat is wxyz, not xyzw) * #1392 WIP -- Actually send the sculpt type and id, nudge readme and alpha rendering * #1392 Working download! * #1394 Add support for GLTFEnabled SimulatorFeature * #1392 Review feedback --------- Co-authored-by: Pepper Linden <3782201+rohvani@users.noreply.github.com>
Diffstat (limited to 'indra/newview/gltfscenemanager.cpp')
-rw-r--r--indra/newview/gltfscenemanager.cpp451
1 files changed, 413 insertions, 38 deletions
diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp
index 8bbcef1594..ae4d252d34 100644
--- a/indra/newview/gltfscenemanager.cpp
+++ b/indra/newview/gltfscenemanager.cpp
@@ -39,7 +39,14 @@
#include "gltf/asset.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
+#include "llviewertexturelist.h"
+#include "llimagej2c.h"
+#include "llfloaterperms.h"
+#include "llagentbenefits.h"
+#include "llfilesystem.h"
+#include "boost/json.hpp"
+#define GLTF_SIM_SUPPORT 1
using namespace LL;
@@ -126,6 +133,170 @@ void GLTFSceneManager::decomposeSelection()
}
}
+void GLTFSceneManager::uploadSelection()
+{
+ if (mUploadingAsset)
+ { // upload already in progress
+ LLNotificationsUtil::add("GLTFUploadInProgress");
+ return;
+ }
+
+ LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
+ if (obj && obj->mGLTFAsset)
+ {
+ // make a copy of the asset prior to uploading
+ mUploadingAsset = std::make_shared<Asset>();
+ mUploadingObject = obj;
+ *mUploadingAsset = *obj->mGLTFAsset;
+
+ GLTF::Asset& asset = *mUploadingAsset;
+
+ for (auto& image : asset.mImages)
+ {
+ if (!image.mData.empty())
+ {
+ mPendingImageUploads++;
+
+ LLPointer<LLImageRaw> raw = new LLImageRaw(image.mWidth, image.mHeight, image.mComponent);
+ U8* data = raw->allocateData();
+ llassert_always(image.mData.size() == raw->getDataSize());
+ memcpy(data, image.mData.data(), image.mData.size());
+
+ // for GLTF native content, store image in GLTF orientation
+ raw->verticalFlip();
+
+ LLPointer<LLImageJ2C> j2c = LLViewerTextureList::convertToUploadFile(raw);
+
+ std::string buffer;
+ buffer.assign((const char*)j2c->getData(), j2c->getDataSize());
+
+ LLUUID asset_id = LLUUID::generateNewID();
+
+ std::string name;
+ S32 idx = (S32)(&image - &asset.mImages[0]);
+
+ if (image.mName.empty())
+ {
+
+ name = llformat("Image_%d", idx);
+ }
+ else
+ {
+ name = image.mName;
+ }
+
+ LLNewBufferedResourceUploadInfo::uploadFailure_f failure = [this](LLUUID assetId, LLSD response, std::string reason)
+ {
+ // TODO: handle failure
+ mPendingImageUploads--;
+ return false;
+ };
+
+
+ LLNewBufferedResourceUploadInfo::uploadFinish_f finish = [this, idx, raw, j2c](LLUUID assetId, LLSD response)
+ {
+ if (mUploadingAsset && mUploadingAsset->mImages.size() > idx)
+ {
+ mUploadingAsset->mImages[idx].mUri = assetId.asString();
+ mPendingImageUploads--;
+ }
+ };
+
+ S32 expected_upload_cost = LLAgentBenefitsMgr::current().getTextureUploadCost(j2c);
+
+ LLResourceUploadInfo::ptr_t uploadInfo(std::make_shared<LLNewBufferedResourceUploadInfo>(
+ buffer,
+ asset_id,
+ name,
+ name,
+ 0,
+ LLFolderType::FT_TEXTURE,
+ LLInventoryType::IT_TEXTURE,
+ LLAssetType::AT_TEXTURE,
+ LLFloaterPerms::getNextOwnerPerms("Uploads"),
+ LLFloaterPerms::getGroupPerms("Uploads"),
+ LLFloaterPerms::getEveryonePerms("Uploads"),
+ expected_upload_cost,
+ false,
+ finish,
+ failure));
+
+ upload_new_resource(uploadInfo);
+
+ image.clearData(asset);
+ }
+ }
+
+ // upload .bin
+ for (auto& bin : asset.mBuffers)
+ {
+ mPendingBinaryUploads++;
+
+ S32 idx = (S32)(&bin - &asset.mBuffers[0]);
+
+ std::string buffer;
+ buffer.assign((const char*)bin.mData.data(), bin.mData.size());
+
+ LLUUID asset_id = LLUUID::generateNewID();
+
+ LLNewBufferedResourceUploadInfo::uploadFailure_f failure = [this](LLUUID assetId, LLSD response, std::string reason)
+ {
+ // TODO: handle failure
+ mPendingBinaryUploads--;
+ mUploadingAsset = nullptr;
+ mUploadingObject = nullptr;
+ LL_WARNS("GLTF") << "Failed to upload GLTF binary: " << reason << LL_ENDL;
+ LL_WARNS("GLTF") << response << LL_ENDL;
+ return false;
+ };
+
+ LLNewBufferedResourceUploadInfo::uploadFinish_f finish = [this, idx](LLUUID assetId, LLSD response)
+ {
+ if (mUploadingAsset && mUploadingAsset->mBuffers.size() > idx)
+ {
+ mUploadingAsset->mBuffers[idx].mUri = assetId.asString();
+ mPendingBinaryUploads--;
+
+ // HACK: save buffer to cache to emulate a successful download
+ LLFileSystem cache(assetId, LLAssetType::AT_GLTF_BIN, LLFileSystem::WRITE);
+ auto& data = mUploadingAsset->mBuffers[idx].mData;
+
+ cache.write((const U8*)data.data(), data.size());
+ }
+ };
+#if GLTF_SIM_SUPPORT
+ S32 expected_upload_cost = 1;
+
+ LLResourceUploadInfo::ptr_t uploadInfo(std::make_shared<LLNewBufferedResourceUploadInfo>(
+ buffer,
+ asset_id,
+ "",
+ "",
+ 0,
+ LLFolderType::FT_NONE,
+ LLInventoryType::IT_GLTF_BIN,
+ LLAssetType::AT_GLTF_BIN,
+ LLFloaterPerms::getNextOwnerPerms("Uploads"),
+ LLFloaterPerms::getGroupPerms("Uploads"),
+ LLFloaterPerms::getEveryonePerms("Uploads"),
+ expected_upload_cost,
+ false,
+ finish,
+ failure));
+
+ upload_new_resource(uploadInfo);
+#else
+ // dummy finish
+ finish(LLUUID::generateNewID(), LLSD());
+#endif
+ }
+ }
+ else
+ {
+ LLNotificationsUtil::add("GLTFUploadSelection");
+ }
+}
+
void GLTFSceneManager::decomposeSelection(const std::string& filename)
{
LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
@@ -176,7 +347,7 @@ void GLTFSceneManager::load(const std::string& filename)
if (obj)
{ // assign to self avatar
obj->mGLTFAsset = asset;
-
+ obj->markForUpdate();
if (std::find(mObjects.begin(), mObjects.end(), obj) == mObjects.end())
{
mObjects.push_back(obj);
@@ -199,6 +370,109 @@ void GLTFSceneManager::renderAlpha()
render(false);
}
+void GLTFSceneManager::addGLTFObject(LLViewerObject* obj, LLUUID gltf_id)
+{
+ llassert(obj->getVolume()->getParams().getSculptID() == gltf_id);
+ llassert(obj->getVolume()->getParams().getSculptType() == LL_SCULPT_TYPE_GLTF);
+
+ obj->ref();
+ gAssetStorage->getAssetData(gltf_id, LLAssetType::AT_GLTF, onGLTFLoadComplete, obj);
+}
+
+//static
+void GLTFSceneManager::onGLTFBinLoadComplete(const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status)
+{
+ LLViewerObject* obj = (LLViewerObject*)user_data;
+ llassert(asset_type == LLAssetType::AT_GLTF_BIN);
+
+ if (status == LL_ERR_NOERR)
+ {
+ if (obj)
+ {
+ // find the Buffer with the given id in the asset
+ if (obj->mGLTFAsset)
+ {
+ for (auto& buffer : obj->mGLTFAsset->mBuffers)
+ {
+ LLUUID buffer_id;
+ if (LLUUID::parseUUID(buffer.mUri, &buffer_id) && buffer_id == id)
+ {
+ LLFileSystem file(id, asset_type, LLFileSystem::READ);
+
+ buffer.mData.resize(file.getSize());
+ file.read((U8*)buffer.mData.data(), buffer.mData.size());
+
+ obj->mGLTFAsset->mPendingBuffers--;
+
+ if (obj->mGLTFAsset->mPendingBuffers == 0)
+ {
+ obj->mGLTFAsset->allocateGLResources();
+ GLTFSceneManager& mgr = GLTFSceneManager::instance();
+ if (std::find(mgr.mObjects.begin(), mgr.mObjects.end(), obj) == mgr.mObjects.end())
+ {
+ GLTFSceneManager::instance().mObjects.push_back(obj);
+ }
+ }
+ }
+ }
+ }
+
+
+ }
+ }
+ else
+ {
+ LL_WARNS("GLTF") << "Failed to load GLTF asset: " << id << LL_ENDL;
+ obj->unref();
+ }
+}
+
+//static
+void GLTFSceneManager::onGLTFLoadComplete(const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status)
+{
+ LLViewerObject* obj = (LLViewerObject*)user_data;
+ llassert(asset_type == LLAssetType::AT_GLTF);
+
+ if (status == LL_ERR_NOERR)
+ {
+ if (obj)
+ {
+ LLFileSystem file(id, asset_type, LLFileSystem::READ);
+ std::string data;
+ data.resize(file.getSize());
+ file.read((U8*)data.data(), data.size());
+
+ boost::json::value json = boost::json::parse(data);
+
+ std::shared_ptr<Asset> asset = std::make_shared<Asset>(json);
+ obj->mGLTFAsset = asset;
+
+ for (auto& buffer : asset->mBuffers)
+ {
+ // for now just assume the buffer is already in the asset cache
+ LLUUID buffer_id;
+ if (LLUUID::parseUUID(buffer.mUri, &buffer_id))
+ {
+ asset->mPendingBuffers++;
+
+ gAssetStorage->getAssetData(buffer_id, LLAssetType::AT_GLTF_BIN, onGLTFBinLoadComplete, obj);
+ }
+ else
+ {
+ LL_WARNS("GLTF") << "Buffer URI is not a valid UUID: " << buffer.mUri << LL_ENDL;
+ obj->unref();
+ return;
+ }
+ }
+ }
+ }
+ else
+ {
+ LL_WARNS("GLTF") << "Failed to load GLTF asset: " << id << LL_ENDL;
+ obj->unref();
+ }
+}
+
void GLTFSceneManager::update()
{
for (U32 i = 0; i < mObjects.size(); ++i)
@@ -212,6 +486,107 @@ void GLTFSceneManager::update()
mObjects[i]->mGLTFAsset->update();
}
+
+ // process pending uploads
+ if (mUploadingAsset && !mGLTFUploadPending)
+ {
+ if (mPendingImageUploads == 0 && mPendingBinaryUploads == 0)
+ {
+ std::string filename(gDirUtilp->getTempDir() + "/upload.gltf");
+#if 0
+ tinygltf::Model model;
+ mUploadingAsset->save(model);
+
+ tinygltf::TinyGLTF writer;
+
+ writer.WriteGltfSceneToFile(&model, filename, false, false, true, false);
+#else
+ boost::json::object obj;
+ mUploadingAsset->serialize(obj);
+ std::string json = boost::json::serialize(obj, {});
+
+ {
+ std::ofstream o(filename);
+ o << json;
+ }
+#endif
+
+ std::ifstream t(filename);
+ std::stringstream str;
+ str << t.rdbuf();
+
+ std::string buffer = str.str();
+
+ LLNewBufferedResourceUploadInfo::uploadFailure_f failure = [this](LLUUID assetId, LLSD response, std::string reason)
+ {
+ // TODO: handle failure
+ LL_WARNS("GLTF") << "Failed to upload GLTF json: " << reason << LL_ENDL;
+ LL_WARNS("GLTF") << response << LL_ENDL;
+
+ mUploadingAsset = nullptr;
+ mUploadingObject = nullptr;
+ mGLTFUploadPending = false;
+ return false;
+ };
+
+ LLNewBufferedResourceUploadInfo::uploadFinish_f finish = [this, buffer](LLUUID assetId, LLSD response)
+ {
+ LLAppViewer::instance()->postToMainCoro(
+ [=]()
+ {
+ if (mUploadingAsset)
+ {
+ // HACK: save buffer to cache to emulate a successful upload
+ LLFileSystem cache(assetId, LLAssetType::AT_GLTF, LLFileSystem::WRITE);
+
+ LL_INFOS("GLTF") << "Uploaded GLTF json: " << assetId << LL_ENDL;
+ cache.write((const U8 *) buffer.c_str(), buffer.size());
+
+ mUploadingAsset = nullptr;
+ }
+
+ if (mUploadingObject)
+ {
+ mUploadingObject->mGLTFAsset = nullptr;
+ mUploadingObject->setGLTFAsset(assetId);
+ mUploadingObject->markForUpdate();
+ mUploadingObject = nullptr;
+ }
+
+ mGLTFUploadPending = false;
+ });
+ };
+
+#if GLTF_SIM_SUPPORT
+ S32 expected_upload_cost = 1;
+ LLUUID asset_id = LLUUID::generateNewID();
+
+ mGLTFUploadPending = true;
+
+ LLResourceUploadInfo::ptr_t uploadInfo(std::make_shared<LLNewBufferedResourceUploadInfo>(
+ buffer,
+ asset_id,
+ "",
+ "",
+ 0,
+ LLFolderType::FT_NONE,
+ LLInventoryType::IT_GLTF,
+ LLAssetType::AT_GLTF,
+ LLFloaterPerms::getNextOwnerPerms("Uploads"),
+ LLFloaterPerms::getGroupPerms("Uploads"),
+ LLFloaterPerms::getEveryonePerms("Uploads"),
+ expected_upload_cost,
+ false,
+ finish,
+ failure));
+
+ upload_new_resource(uploadInfo);
+#else
+ // dummy finish
+ finish(LLUUID::generateNewID(), LLSD());
+#endif
+ }
+ }
}
void GLTFSceneManager::render(bool opaque, bool rigged)
@@ -219,7 +594,7 @@ void GLTFSceneManager::render(bool opaque, bool rigged)
// for debugging, just render the whole scene as opaque
// by traversing the whole scenegraph
// Assumes camera transform is already set and
- // appropriate shader is already bound
+ // appropriate shader is already boundd
gGL.matrixMode(LLRender::MM_MODELVIEW);
@@ -243,7 +618,8 @@ void GLTFSceneManager::render(bool opaque, bool rigged)
matMul(mat, modelview, modelview);
- asset->updateRenderTransforms(modelview);
+ mat4 mdv = glm::make_mat4(modelview.getF32ptr());
+ asset->updateRenderTransforms(mdv);
asset->render(opaque, rigged);
gGL.popMatrix();
@@ -411,20 +787,24 @@ void renderAssetDebug(LLViewerObject* obj, Asset* asset)
// get raycast in asset space
LLMatrix4a agent_to_asset = obj->getAgentToGLTFAssetTransform();
- LLVector4a start;
- LLVector4a end;
+ vec4 start;
+ vec4 end;
- agent_to_asset.affineTransform(gDebugRaycastStart, start);
- agent_to_asset.affineTransform(gDebugRaycastEnd, end);
+ LLVector4a t;
+ agent_to_asset.affineTransform(gDebugRaycastStart, t);
+ start = glm::make_vec4(t.getF32ptr());
+ agent_to_asset.affineTransform(gDebugRaycastEnd, t);
+ end = glm::make_vec4(t.getF32ptr());
+
+ start.w = end.w = 1.0;
-
for (auto& node : asset->mNodes)
{
Mesh& mesh = asset->mMeshes[node.mMesh];
if (node.mMesh != INVALID_INDEX)
{
- gGL.loadMatrix((F32*)node.mRenderMatrix.mMatrix);
+ gGL.loadMatrix((F32*)glm::value_ptr(node.mRenderMatrix));
// draw bounding box of mesh primitives
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BBOXES))
@@ -442,24 +822,24 @@ void renderAssetDebug(LLViewerObject* obj, Asset* asset)
}
}
-#if 0
+#if 1
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST))
{
gGL.flush();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// convert raycast to node local space
- LLVector4a local_start;
- LLVector4a local_end;
-
- node.mAssetMatrixInv.affineTransform(start, local_start);
- node.mAssetMatrixInv.affineTransform(end, local_end);
+ vec4 local_start = node.mAssetMatrixInv * start;
+ vec4 local_end = node.mAssetMatrixInv * end;
for (auto& primitive : mesh.mPrimitives)
{
if (primitive.mOctree.notNull())
{
- renderOctreeRaycast(local_start, local_end, primitive.mOctree);
+ LLVector4a s, e;
+ s.load3(glm::value_ptr(local_start));
+ e.load3(glm::value_ptr(local_end));
+ renderOctreeRaycast(s, e, primitive.mOctree);
}
}
@@ -499,18 +879,18 @@ void GLTFSceneManager::renderDebug()
continue;
}
- LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
-
- LLMatrix4a modelview;
- modelview.loadu(gGLModelView);
+ mat4 mat = glm::make_mat4(obj->getGLTFAssetToAgentTransform().getF32ptr());
- matMul(mat, modelview, modelview);
+ mat4 modelview = glm::make_mat4(gGLModelView);
+
+ modelview = modelview * mat;
+
Asset* asset = obj->mGLTFAsset.get();
for (auto& node : asset->mNodes)
{
- matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
+ node.mRenderMatrix = modelview * node.mAssetMatrix;
}
}
@@ -523,13 +903,6 @@ void GLTFSceneManager::renderDebug()
Asset* asset = obj->mGLTFAsset.get();
- LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
-
- LLMatrix4a modelview;
- modelview.loadu(gGLModelView);
-
- matMul(mat, modelview, modelview);
-
renderAssetDebug(obj, asset);
}
@@ -551,21 +924,20 @@ void GLTFSceneManager::renderDebug()
continue;
}
- LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
+ mat4 mat = glm::make_mat4(obj->getGLTFAssetToAgentTransform().getF32ptr());
- LLMatrix4a modelview;
- modelview.loadu(gGLModelView);
+ mat4 modelview = glm::make_mat4(gGLModelView);
- matMul(mat, modelview, modelview);
+ modelview = modelview * mat;
Asset* asset = obj->mGLTFAsset.get();
for (auto& node : asset->mNodes)
{
// force update all mRenderMatrix, not just nodes with meshes
- matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
+ node.mRenderMatrix = modelview * node.mAssetMatrix;
- gGL.loadMatrix(node.mRenderMatrix.getF32ptr());
+ gGL.loadMatrix(glm::value_ptr(node.mRenderMatrix));
// render x-axis red, y-axis green, z-axis blue
gGL.color4f(1.f, 0.f, 0.f, 0.5f);
gGL.begin(LLRender::LINES);
@@ -595,7 +967,9 @@ void GLTFSceneManager::renderDebug()
{
Node& child = asset->mNodes[child_idx];
gGL.vertex3f(0.f, 0.f, 0.f);
- gGL.vertex3fv(child.mMatrix.getTranslation().getF32ptr());
+
+
+ gGL.vertex3fv(glm::value_ptr(child.mMatrix[3]));
}
gGL.end();
gGL.flush();
@@ -628,9 +1002,8 @@ void GLTFSceneManager::renderDebug()
gGL.color3f(1, 0, 1);
drawBoxOutline(intersection, LLVector4a(0.1f, 0.1f, 0.1f, 0.f));
- gGL.loadMatrix((F32*) node->mRenderMatrix.mMatrix);
+ gGL.loadMatrix(glm::value_ptr(node->mRenderMatrix));
-
auto* listener = (LLVolumeOctreeListener*) primitive->mOctree->getListener(0);
drawBoxOutline(listener->mBounds[0], listener->mBounds[1]);
@@ -643,3 +1016,5 @@ void GLTFSceneManager::renderDebug()
gDebugProgram.unbind();
}
+
+