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authorCosmic Linden <cosmic@lindenlab.com>2023-11-13 17:26:14 -0800
committerCosmic Linden <cosmic@lindenlab.com>2024-01-19 15:43:13 -0800
commit2f18d74f9ab3165da680ce2ee2f0c455ce7e0796 (patch)
treeeb5e264b470ebd6113db0965e09eddb95de9adb4 /indra/newview/llgltfmaterialpreviewmgr.cpp
parentc2a30057f8c8dde913d12c0ee21d98191f58c5f1 (diff)
SL-20606: Full GLTF material preview. Works for most materials.
Diffstat (limited to 'indra/newview/llgltfmaterialpreviewmgr.cpp')
-rw-r--r--indra/newview/llgltfmaterialpreviewmgr.cpp501
1 files changed, 501 insertions, 0 deletions
diff --git a/indra/newview/llgltfmaterialpreviewmgr.cpp b/indra/newview/llgltfmaterialpreviewmgr.cpp
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index 0000000000..9ef1bbf884
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+++ b/indra/newview/llgltfmaterialpreviewmgr.cpp
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+/**
+ * @file llgltfmaterialpreviewmgr.cpp
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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 "llgltfmaterialpreviewmgr.h"
+
+#include <vector>
+
+#include "llavatarappearancedefines.h"
+#include "llenvironment.h"
+#include "llselectmgr.h"
+#include "llviewercamera.h"
+#include "llviewerobject.h"
+#include "llviewershadermgr.h"
+#include "llviewertexturelist.h"
+#include "llviewerwindow.h"
+#include "llvolumemgr.h"
+#include "pipeline.h"
+
+LLGLTFMaterialPreviewMgr gGLTFMaterialPreviewMgr;
+
+namespace
+{
+ constexpr S32 FULLY_LOADED = 0;
+ constexpr S32 NOT_LOADED = 99;
+};
+
+LLGLTFPreviewTexture::MaterialLoadLevels::MaterialLoadLevels()
+{
+ for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
+ {
+ levels[i] = NOT_LOADED;
+ }
+}
+
+S32& LLGLTFPreviewTexture::MaterialLoadLevels::operator[](size_t i)
+{
+ llassert(i >= 0 && i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT);
+ return levels[i];
+}
+
+const S32& LLGLTFPreviewTexture::MaterialLoadLevels::operator[](size_t i) const
+{
+ llassert(i >= 0 && i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT);
+ return levels[i];
+}
+
+bool LLGLTFPreviewTexture::MaterialLoadLevels::operator<(const MaterialLoadLevels& other) const
+{
+ bool less = false;
+ for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
+ {
+ if (((*this)[i] > other[i])) { return false; }
+ less = less || ((*this)[i] < other[i]);
+ }
+ return less;
+}
+
+bool LLGLTFPreviewTexture::MaterialLoadLevels::operator>(const MaterialLoadLevels& other) const
+{
+ bool great = false;
+ for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
+ {
+ if (((*this)[i] < other[i])) { return false; }
+ great = great || ((*this)[i] > other[i]);
+ }
+ return great;
+}
+
+namespace
+{
+ void fetch_texture_for_ui(LLPointer<LLViewerFetchedTexture>& img, const LLUUID& id)
+ {
+ if (id.notNull())
+ {
+ if (LLAvatarAppearanceDefines::LLAvatarAppearanceDictionary::isBakedImageId(id))
+ {
+ LLViewerObject* obj = LLSelectMgr::getInstance()->getSelection()->getFirstObject();
+ if (obj)
+ {
+ LLViewerTexture* viewerTexture = obj->getBakedTextureForMagicId(id);
+ img = viewerTexture ? dynamic_cast<LLViewerFetchedTexture*>(viewerTexture) : NULL;
+ }
+ }
+ else
+ {
+ img = LLViewerTextureManager::getFetchedTexture(id, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
+ }
+ }
+ if (img)
+ {
+ img->setBoostLevel(LLGLTexture::BOOST_PREVIEW);
+ img->forceToSaveRawImage(0);
+ }
+ };
+
+ // *NOTE: Does not use the same conventions as texture discard level. Lower is better.
+ S32 get_texture_load_level(const LLPointer<LLViewerFetchedTexture>& texture)
+ {
+ if (!texture) { return FULLY_LOADED; }
+ const S32 raw_level = texture->getDiscardLevel();
+ if (raw_level < 0) { return NOT_LOADED; }
+ return raw_level;
+ }
+
+ LLGLTFPreviewTexture::MaterialLoadLevels get_material_load_levels(LLFetchedGLTFMaterial& material)
+ {
+ using MaterialTextures = LLPointer<LLViewerFetchedTexture>*[LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT];
+
+ MaterialTextures textures;
+
+ textures[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR] = &material.mBaseColorTexture;
+ textures[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL] = &material.mNormalTexture;
+ textures[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS] = &material.mMetallicRoughnessTexture;
+ textures[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE] = &material.mEmissiveTexture;
+
+ LLGLTFPreviewTexture::MaterialLoadLevels levels;
+
+ for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
+ {
+ fetch_texture_for_ui(*textures[i], material.mTextureId[i]);
+ levels[i] = get_texture_load_level(*textures[i]);
+ }
+
+ return levels;
+ }
+
+ // Is the material loaded enough to start rendering a preview?
+ bool is_material_loaded_enough_for_ui(LLFetchedGLTFMaterial& material)
+ {
+ if (material.isFetching())
+ {
+ return false;
+ }
+
+ LLGLTFPreviewTexture::MaterialLoadLevels levels = get_material_load_levels(material);
+
+ for (U32 i = 0; i < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++i)
+ {
+ if (levels[i] == NOT_LOADED)
+ {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+}; // namespace
+
+LLGLTFPreviewTexture::LLGLTFPreviewTexture(LLPointer<LLFetchedGLTFMaterial> material, S32 width)
+ : LLViewerDynamicTexture(width, width, 4, EOrder::ORDER_MIDDLE, FALSE)
+ , mGLTFMaterial(material)
+{
+}
+
+// static
+LLPointer<LLGLTFPreviewTexture> LLGLTFPreviewTexture::create(LLPointer<LLFetchedGLTFMaterial> material)
+{
+ return new LLGLTFPreviewTexture(material, LLPipeline::MAX_BAKE_WIDTH);
+}
+
+void LLGLTFPreviewTexture::preRender(BOOL clear_depth)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
+
+ MaterialLoadLevels current_load = get_material_load_levels(*mGLTFMaterial.get());
+ if (current_load < mBestLoad)
+ {
+ mShouldRender = true;
+ mBestLoad = current_load;
+ }
+
+ if (!mShouldRender) { return; }
+
+ LLViewerDynamicTexture::preRender(clear_depth);
+}
+
+
+namespace {
+
+struct GLTFPreviewModel
+{
+ GLTFPreviewModel(LLPointer<LLDrawInfo>& info, const LLMatrix4& mat)
+ : mDrawInfo(info)
+ , mModelMatrix(mat)
+ {
+ mDrawInfo->mModelMatrix = &mModelMatrix;
+ }
+ LLPointer<LLDrawInfo> mDrawInfo;
+ LLMatrix4 mModelMatrix; // Referenced by mDrawInfo
+};
+
+// Like LLVolumeGeometryManager::registerFace but without batching or too-many-indices/vertices checking.
+std::vector<GLTFPreviewModel> create_preview_sphere(LLPointer<LLFetchedGLTFMaterial>& material, const LLMatrix4& model_matrix)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
+
+ const LLColor4U vertex_color(material->mBaseColor);
+
+ LLPrimitive prim;
+ prim.init_primitive(LL_PCODE_VOLUME);
+ LLVolumeParams params;
+ params.setType(LL_PCODE_PROFILE_CIRCLE_HALF, LL_PCODE_PATH_CIRCLE);
+ params.setBeginAndEndS(0.f, 1.f);
+ params.setBeginAndEndT(0.f, 1.f);
+ params.setRatio(1, 1);
+ params.setShear(0, 0);
+ constexpr auto MAX_LOD = LLVolumeLODGroup::NUM_LODS - 1;
+ prim.setVolume(params, MAX_LOD);
+
+ LLVolume* volume = prim.getVolume();
+ llassert(volume);
+ for (LLVolumeFace& face : volume->getVolumeFaces())
+ {
+ face.createTangents();
+ }
+
+ std::vector<GLTFPreviewModel> preview_sphere;
+ preview_sphere.reserve(volume->getNumFaces());
+
+ LLPointer<LLVertexBuffer> buf = new LLVertexBuffer(
+ LLVertexBuffer::MAP_VERTEX |
+ LLVertexBuffer::MAP_NORMAL |
+ LLVertexBuffer::MAP_TEXCOORD0 |
+ LLVertexBuffer::MAP_COLOR |
+ LLVertexBuffer::MAP_TANGENT
+ );
+ U32 nv = 0;
+ U32 ni = 0;
+ for (LLVolumeFace& face : volume->getVolumeFaces())
+ {
+ nv += face.mNumVertices;
+ ni += face.mNumIndices;
+ }
+ buf->allocateBuffer(nv, ni);
+
+ // UV hacks
+ // Higher factor helps to see more details on the preview sphere
+ const LLVector2 uv_factor(2.0f, 2.0f);
+ // Offset places center of material in center of view
+ const LLVector2 uv_offset(-0.5f, -0.5f);
+
+ LLStrider<U16> indices;
+ LLStrider<LLVector4a> positions;
+ LLStrider<LLVector4a> normals;
+ LLStrider<LLVector2> texcoords;
+ LLStrider<LLColor4U> colors;
+ LLStrider<LLVector4a> tangents;
+ buf->getIndexStrider(indices);
+ buf->getVertexStrider(positions);
+ buf->getNormalStrider(normals);
+ buf->getTexCoord0Strider(texcoords);
+ buf->getColorStrider(colors);
+ buf->getTangentStrider(tangents);
+ U32 index_offset = 0;
+ U32 vertex_offset = 0;
+ for (const LLVolumeFace& face : volume->getVolumeFaces())
+ {
+ for (S32 i = 0; i < face.mNumIndices; ++i)
+ {
+ *indices++ = face.mIndices[i] + vertex_offset;
+ }
+ for (S32 v = 0; v < face.mNumVertices; ++v)
+ {
+ *positions++ = face.mPositions[v];
+ *normals++ = face.mNormals[v];
+ LLVector2 uv(face.mTexCoords[v]);
+ uv.scaleVec(uv_factor);
+ uv += uv_offset;
+ *texcoords++ = uv;
+ *colors++ = vertex_color;
+ *tangents++ = face.mTangents[v];
+ }
+
+ constexpr LLViewerTexture* no_media = nullptr;
+ LLPointer<LLDrawInfo> info = new LLDrawInfo(U16(vertex_offset), U16(vertex_offset + face.mNumVertices - 1), face.mNumIndices, index_offset, no_media, buf.get());
+ info->mGLTFMaterial = material;
+ preview_sphere.emplace_back(info, model_matrix);
+ index_offset += face.mNumIndices;
+ vertex_offset += face.mNumVertices;
+ }
+
+ buf->unmapBuffer();
+
+ return preview_sphere;
+}
+
+// Final, direct modifications to shader constants, just before render
+void fixup_shader_constants(LLGLSLShader& shader)
+{
+ // Sunlight intensity of 0 no matter what
+ shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, 1);
+ shader.uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, LLColor3::white.mV);
+ shader.uniform1f(LLShaderMgr::DENSITY_MULTIPLIER, 0.0f);
+
+ // Ignore sun shadow (if enabled)
+ for (U32 i = 0; i < 6; i++)
+ {
+ const S32 channel = shader.getTextureChannel(LLShaderMgr::DEFERRED_SHADOW0+i);
+ if (channel != -1)
+ {
+ gGL.getTexUnit(channel)->bind(LLViewerFetchedTexture::sWhiteImagep, TRUE);
+ }
+ }
+}
+
+// Set a variable to a value temporarily, and restor the variable's old value
+// when this object leaves scope.
+template<typename T>
+struct SetTemporarily
+{
+ T* mRef;
+ T mOldVal;
+ SetTemporarily(T* var, T temp_val)
+ {
+ mRef = var;
+ mOldVal = *mRef;
+ *mRef = temp_val;
+ }
+ ~SetTemporarily()
+ {
+ *mRef = mOldVal;
+ }
+};
+
+}; // namespace
+
+BOOL LLGLTFPreviewTexture::render()
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
+
+ if (!mShouldRender) { return FALSE; }
+
+ LLGLDepthTest(GL_FALSE);
+ LLGLDisable stencil(GL_STENCIL_TEST);
+ LLGLDisable scissor(GL_SCISSOR_TEST);
+ SetTemporarily<bool> no_glow(&LLPipeline::sRenderGlow, false);
+ SetTemporarily<bool> no_ssr(&LLPipeline::RenderScreenSpaceReflections, false);
+ SetTemporarily<U32> no_fxaa(&LLPipeline::RenderFSAASamples, U32(0));
+ SetTemporarily<LLPipeline::RenderTargetPack*> use_auxiliary_render_target(&gPipeline.mRT, &gPipeline.mAuxillaryRT);
+
+ LLVector3 light_dir3(1.0f, 1.0f, 1.0f);
+ light_dir3.normalize();
+ const LLVector4 light_dir = LLVector4(light_dir3, 0);
+ SetTemporarily<S32> sun_light_only(&LLPipeline::RenderLocalLightCount, 0);
+
+ gPipeline.mReflectionMapManager.forceDefaultProbeAndUpdateUniforms();
+
+ LLViewerCamera camera;
+
+ // Calculate the object distance at which the object of a given radius will
+ // span the partial width of the screen given by fill_ratio.
+ // Assume the primitive has a scale of 1 (this is the default).
+ constexpr F32 fill_ratio = 0.8f;
+ constexpr F32 object_radius = 0.5f;
+ const F32 object_distance = (object_radius / fill_ratio) * tan(camera.getDefaultFOV());
+ // Negative coordinate shows the textures on the sphere right-side up, when
+ // combined with the UV hacks in create_preview_sphere
+ const LLVector3 object_position(0.0, -object_distance, 0.0);
+ LLMatrix4 object_transform;
+ object_transform.translate(object_position);
+
+ // Set up camera and viewport
+ const LLVector3 origin(0.0, 0.0, 0.0);
+ camera.lookAt(origin, object_position);
+ camera.setAspect(mFullHeight / mFullWidth);
+ const LLRect texture_rect(0, mFullHeight, mFullWidth, 0);
+ camera.setPerspective(NOT_FOR_SELECTION, texture_rect.mLeft, texture_rect.mBottom, texture_rect.getWidth(), texture_rect.getHeight(), FALSE, camera.getNear(), MAX_FAR_CLIP*2.f);
+
+ // Generate sphere object on-the-fly. Discard afterwards. (Vertex buffer is
+ // discarded, but the sphere should be cached in LLVolumeMgr.)
+ std::vector<GLTFPreviewModel> preview_sphere = create_preview_sphere(mGLTFMaterial, object_transform);
+
+ glClearColor(0, 0, 0, 0);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ gPipeline.setupHWLights();
+ glh::matrix4f mat = copy_matrix(gGLModelView);
+ glh::vec4f transformed_light_dir(light_dir.mV);
+ mat.mult_matrix_vec(transformed_light_dir);
+ SetTemporarily<LLVector4> force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(transformed_light_dir.v));
+ // Override lights to ensure the sun is always shining from a certain direction (low graphics)
+ // See also force_sun_direction_high_graphics and fixup_shader_constants
+ {
+ LLLightState* light = gGL.getLight(0);
+ light->setPosition(light_dir);
+ constexpr bool sun_up = true;
+ light->setSunPrimary(sun_up);
+ }
+
+ LLRenderTarget& screen = gPipeline.mAuxillaryRT.screen;
+
+#if 0
+ if (mGLTFMaterial->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_OPAQUE || mGLTFMaterial->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK)
+ {
+ // *TODO: Opaque/alpha mask rendering (gDeferredPBROpaqueProgram)
+ }
+ else
+#endif
+ {
+ // Alpha blend rendering
+
+ screen.bindTarget();
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ LLGLSLShader& shader = gDeferredPBRAlphaProgram;
+
+ gPipeline.bindDeferredShader(shader);
+ fixup_shader_constants(shader);
+
+ for (GLTFPreviewModel& part : preview_sphere)
+ {
+ LLRenderPass::pushGLTFBatch(*part.mDrawInfo);
+ }
+
+ gPipeline.unbindDeferredShader(shader);
+
+ screen.flush();
+ }
+
+ gPipeline.copyScreenSpaceReflections(&screen, &gPipeline.mSceneMap);
+ gPipeline.generateLuminance(&screen, &gPipeline.mLuminanceMap);
+ gPipeline.generateExposure(&gPipeline.mLuminanceMap, &gPipeline.mExposureMap);
+ gPipeline.gammaCorrect(&screen, &gPipeline.mPostMap);
+ LLVertexBuffer::unbind();
+ gPipeline.generateGlow(&gPipeline.mPostMap);
+ gPipeline.combineGlow(&gPipeline.mPostMap, &screen);
+ gPipeline.renderDoF(&screen, &gPipeline.mPostMap);
+ gPipeline.applyFXAA(&gPipeline.mPostMap, &screen);
+
+ gDeferredPostNoDoFProgram.bind();
+
+ // From LLPipeline::renderFinalize: "Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems."
+ gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &screen);
+ gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, mBoundTarget, true);
+
+ {
+ LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS);
+ gPipeline.mScreenTriangleVB->setBuffer();
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+
+ gDeferredPostNoDoFProgram.unbind();
+
+ // Clean up
+ gPipeline.setupHWLights();
+ gPipeline.mReflectionMapManager.forceDefaultProbeAndUpdateUniforms(false);
+
+ return TRUE;
+}
+
+void LLGLTFPreviewTexture::postRender(BOOL success)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
+
+ if (!mShouldRender) { return; }
+ mShouldRender = false;
+
+ LLViewerDynamicTexture::postRender(success);
+}
+
+// static
+LLPointer<LLViewerTexture> LLGLTFMaterialPreviewMgr::getPreview(LLPointer<LLFetchedGLTFMaterial> &material)
+{
+ if (!material)
+ {
+ return nullptr;
+ }
+
+ if (!is_material_loaded_enough_for_ui(*material))
+ {
+ return nullptr;
+ }
+
+ return LLGLTFPreviewTexture::create(material);
+}