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authorDave Parks <davep@lindenlab.com>2024-06-11 17:10:13 -0500
committerGitHub <noreply@github.com>2024-06-11 17:10:13 -0500
commitf40fbdf4ad27a547e30781cd44cd6847d68d3300 (patch)
treeb26dd135413752a90037bd48ad2217c4dea027ef /indra/newview
parent429c92ad75fd3b3f7b9dfc52ed034b25004a3b9c (diff)
#1718 Add GLTF support for multiple texcoords (#1720)
* Fix for GLTF MeshPrimitiveModes test
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl92
-rw-r--r--indra/newview/gltf/asset.cpp20
-rw-r--r--indra/newview/gltf/asset.h6
-rw-r--r--indra/newview/gltf/buffer_util.h2
-rw-r--r--indra/newview/gltf/primitive.cpp201
-rw-r--r--indra/newview/gltf/primitive.h3
-rw-r--r--indra/newview/gltfscenemanager.cpp19
-rw-r--r--indra/newview/llviewershadermgr.cpp10
9 files changed, 293 insertions, 80 deletions
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl
index 99bfcf70fa..789c00259b 100644
--- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl
+++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl
@@ -37,8 +37,8 @@ uniform sampler2D emissiveMap;
uniform vec3 emissiveColor;
in vec3 vary_position;
in vec4 vertex_color;
-in vec2 base_color_texcoord;
-in vec2 emissive_texcoord;
+in vec2 base_color_uv;
+in vec2 emissive_uv;
uniform float minimum_alpha;
void mirrorClip(vec3 pos);
@@ -59,9 +59,9 @@ uniform float roughnessFactor;
in vec3 vary_normal;
in vec3 vary_tangent;
flat in float vary_sign;
-in vec2 normal_texcoord;
-in vec2 metallic_roughness_texcoord;
-in vec2 occlusion_texcoord;
+in vec2 normal_uv;
+in vec2 metallic_roughness_uv;
+in vec2 occlusion_uv;
#endif
// ==================================
@@ -165,7 +165,7 @@ void main()
vec3 pos = vary_position;
mirrorClip(pos);
- vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
+ vec4 basecolor = texture(diffuseMap, base_color_uv.xy).rgba;
basecolor.rgb = srgb_to_linear(basecolor.rgb);
basecolor *= vertex_color;
@@ -175,7 +175,7 @@ void main()
}
vec3 emissive = emissiveColor;
- emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
+ emissive *= srgb_to_linear(texture(emissiveMap, emissive_uv.xy).rgb);
// ==================================
// ==================================
@@ -185,7 +185,7 @@ void main()
// ==================================
#ifndef UNLIT
// from mikktspace.com
- vec3 vNt = texture(normalMap, normal_texcoord.xy).xyz*2.0-1.0;
+ vec3 vNt = texture(normalMap, normal_uv.xy).xyz*2.0-1.0;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
@@ -199,8 +199,8 @@ void main()
// occlusion 1.0
// roughness 0.0
// metal 0.0
- vec3 orm = texture(metallicRoughnessMap, metallic_roughness_texcoord.xy).rgb;
- orm.r = texture(occlusionMap, occlusion_texcoord.xy).r;
+ vec3 orm = texture(metallicRoughnessMap, metallic_roughness_uv.xy).rgb;
+ orm.r = texture(occlusionMap, occlusion_uv.xy).r;
orm.g *= roughnessFactor;
orm.b *= metallicFactor;
#endif
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl
index bc9a47d41e..aac3dc917f 100644
--- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl
+++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl
@@ -33,7 +33,6 @@ uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
#endif
-uniform mat4 texture_matrix0;
uniform vec4[2] texture_base_color_transform;
uniform vec4[2] texture_normal_transform;
@@ -44,21 +43,31 @@ uniform vec4[2] texture_occlusion_transform;
in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;
-out vec2 base_color_texcoord;
-out vec2 emissive_texcoord;
+out vec2 base_color_uv;
+out vec2 emissive_uv;
out vec4 vertex_color;
out vec3 vary_position;
#ifndef UNLIT
in vec3 normal;
in vec4 tangent;
-out vec2 normal_texcoord;
-out vec2 metallic_roughness_texcoord;
-out vec2 occlusion_texcoord;
+out vec2 normal_uv;
+out vec2 metallic_roughness_uv;
+out vec2 occlusion_uv;
out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
-vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+#endif
+
+#ifdef MULTI_UV
+in vec2 texcoord1;
+uniform int base_color_texcoord;
+uniform int emissive_texcoord;
+#ifndef UNLIT
+uniform int normal_texcoord;
+uniform int metallic_roughness_texcoord;
+uniform int occlusion_texcoord;
+#endif
#endif
vec2 gltf_texture_transform(vec2 texcoord, vec4[2] p)
@@ -86,6 +95,36 @@ vec2 gltf_texture_transform(vec2 texcoord, vec4[2] p)
return uvTransformed;
}
+#ifndef UNLIT
+vec3 gltf_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform)
+{ //derived from tangent_space_transform in textureUtilV.glsl
+ vec2 weights = vec2(0, 1);
+
+ // Convert to left-handed coordinate system
+ weights.y = -weights.y;
+
+ // Apply KHR_texture_transform (rotation only)
+ float khr_rotation = khr_gltf_transform[0].z;
+ mat2 khr_rotation_mat = mat2(
+ cos(khr_rotation),-sin(khr_rotation),
+ sin(khr_rotation), cos(khr_rotation)
+ );
+ weights = khr_rotation_mat * weights;
+
+ // Convert back to right-handed coordinate system
+ weights.y = -weights.y;
+
+ // Similar to the MikkTSpace-compatible method of extracting the binormal
+ // from the normal and tangent, as seen in the fragment shader
+ vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz);
+
+ return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
+
+ return vertex_tangent.xyz;
+}
+#endif
+
+
#ifdef ALPHA_BLEND
out vec3 vary_fragcoord;
@@ -161,13 +200,40 @@ void main()
gl_Position = vert;
#endif
- base_color_texcoord = gltf_texture_transform(texcoord0, texture_base_color_transform);
- emissive_texcoord = gltf_texture_transform(texcoord0, texture_emissive_transform);
+ vec2 bcuv;
+ vec2 emuv;
+
+#ifdef MULTI_UV
+ vec2 uv[2];
+ uv[0] = texcoord0;
+ uv[1] = texcoord1;
+
+ bcuv = uv[base_color_texcoord];
+ emuv = uv[emissive_texcoord];
+#else
+ bcuv = texcoord0;
+ emuv = texcoord0;
+#endif
+
+ base_color_uv = gltf_texture_transform(bcuv, texture_base_color_transform);
+ emissive_uv = gltf_texture_transform(emuv, texture_emissive_transform);
#ifndef UNLIT
- normal_texcoord = gltf_texture_transform(texcoord0, texture_normal_transform);
- metallic_roughness_texcoord = gltf_texture_transform(texcoord0, texture_metallic_roughness_transform);
- occlusion_texcoord = gltf_texture_transform(texcoord0, texture_occlusion_transform);
+ vec2 normuv;
+ vec2 rmuv;
+ vec2 ouv;
+#ifdef MULTI_UV
+ normuv = uv[normal_texcoord];
+ rmuv = uv[metallic_roughness_texcoord];
+ ouv = uv[occlusion_texcoord];
+#else
+ normuv = texcoord0;
+ rmuv = texcoord0;
+ ouv = texcoord0;
+#endif
+ normal_uv = gltf_texture_transform(normuv, texture_normal_transform);
+ metallic_roughness_uv = gltf_texture_transform(rmuv, texture_metallic_roughness_transform);
+ occlusion_uv = gltf_texture_transform(ouv, texture_occlusion_transform);
#endif
#ifndef UNLIT
@@ -180,7 +246,7 @@ void main()
#endif
n = normalize(n);
- vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
+ vary_tangent = normalize(gltf_tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform));
vary_sign = tangent.w;
vary_normal = n;
#endif
diff --git a/indra/newview/gltf/asset.cpp b/indra/newview/gltf/asset.cpp
index 4c1da3e645..21be69aae2 100644
--- a/indra/newview/gltf/asset.cpp
+++ b/indra/newview/gltf/asset.cpp
@@ -910,6 +910,24 @@ void Material::TextureInfo::serialize(object& dst) const
write_extensions(dst, &mTextureTransform, "KHR_texture_transform");
}
+S32 Material::TextureInfo::getTexCoord() const
+{
+ if (mTextureTransform.mPresent && mTextureTransform.mTexCoord != INVALID_INDEX)
+ {
+ return mTextureTransform.mTexCoord;
+ }
+ return mTexCoord;
+}
+
+bool Material::isMultiUV() const
+{
+ return mPbrMetallicRoughness.mBaseColorTexture.getTexCoord() != 0 ||
+ mPbrMetallicRoughness.mMetallicRoughnessTexture.getTexCoord() != 0 ||
+ mNormalTexture.getTexCoord() != 0 ||
+ mOcclusionTexture.getTexCoord() != 0 ||
+ mEmissiveTexture.getTexCoord() != 0;
+}
+
const Material::TextureInfo& Material::TextureInfo::operator=(const Value& src)
{
if (src.is_object())
@@ -1048,7 +1066,7 @@ void TextureTransform::serialize(object& dst) const
write(mOffset, "offset", dst, vec2(0.f, 0.f));
write(mRotation, "rotation", dst, 0.f);
write(mScale, "scale", dst, vec2(1.f, 1.f));
- write(mTexCoord, "texCoord", dst, 0);
+ write(mTexCoord, "texCoord", dst, -1);
}
diff --git a/indra/newview/gltf/asset.h b/indra/newview/gltf/asset.h
index bca269d5dc..ea3f7d480a 100644
--- a/indra/newview/gltf/asset.h
+++ b/indra/newview/gltf/asset.h
@@ -102,6 +102,10 @@ namespace LL
bool operator==(const TextureInfo& rhs) const;
bool operator!=(const TextureInfo& rhs) const;
+ // get the UV channel that should be used for sampling this texture
+ // returns mTextureTransform.mTexCoord if present and valid, otherwise mTexCoord
+ S32 getTexCoord() const;
+
const TextureInfo& operator=(const Value& src);
void serialize(boost::json::object& dst) const;
};
@@ -152,6 +156,8 @@ namespace LL
bool mDoubleSided = false;
Unlit mUnlit;
+ bool isMultiUV() const;
+
const Material& operator=(const Value& src);
void serialize(boost::json::object& dst) const;
};
diff --git a/indra/newview/gltf/buffer_util.h b/indra/newview/gltf/buffer_util.h
index 943a1748f9..c1101818b7 100644
--- a/indra/newview/gltf/buffer_util.h
+++ b/indra/newview/gltf/buffer_util.h
@@ -826,7 +826,7 @@ namespace LL
if (arr.size() == 2)
{
std::error_code ec;
- vec3 t;
+ vec2 t;
t.x = arr[0].to_number<F32>(ec); if (ec) return false;
t.y = arr[1].to_number<F32>(ec); if (ec) return false;
diff --git a/indra/newview/gltf/primitive.cpp b/indra/newview/gltf/primitive.cpp
index bc333aff69..4cff0622b3 100644
--- a/indra/newview/gltf/primitive.cpp
+++ b/indra/newview/gltf/primitive.cpp
@@ -42,13 +42,14 @@ using namespace boost::json;
// Mesh data useful for Mikktspace tangent generation (and flat normal generation)
struct MikktMesh
{
- std::vector<LLVector3> p;
- std::vector<LLVector3> n;
- std::vector<LLVector2> tc;
- std::vector<LLVector4> w;
- std::vector<LLVector4> t;
- std::vector<LLColor4U> c;
- std::vector<U64> j;
+ std::vector<LLVector3> p; //positions
+ std::vector<LLVector3> n; //normals
+ std::vector<LLVector4> t; //tangents
+ std::vector<LLVector2> tc0; //texcoords 0
+ std::vector<LLVector2> tc1; //texcoords 1
+ std::vector<LLColor4U> c; //colors
+ std::vector<LLVector4> w; //weights
+ std::vector<U64> j; //joints
// initialize from src primitive and make an unrolled triangle list
// returns false if the Primitive cannot be converted to a triangle list
@@ -57,15 +58,28 @@ struct MikktMesh
bool indexed = !prim->mIndexArray.empty();
U32 vert_count = indexed ? prim->mIndexArray.size() : prim->mPositions.size();
- if (prim->mMode != Primitive::Mode::TRIANGLES)
+ U32 triangle_count = 0;
+
+ if (prim->mMode == Primitive::Mode::TRIANGLE_STRIP ||
+ prim->mMode == Primitive::Mode::TRIANGLE_FAN)
+ {
+ triangle_count = vert_count - 2;
+ }
+ else if (prim->mMode == Primitive::Mode::TRIANGLES)
{
- LL_WARNS("GLTF") << "Unsupported primitive mode for conversion to triangles: " << (S32) prim->mMode << LL_ENDL;
+ triangle_count = vert_count / 3;
+ }
+ else
+ {
+ LL_WARNS("GLTF") << "Unsupported primitive mode for conversion to triangles: " << (S32)prim->mMode << LL_ENDL;
return false;
}
+ vert_count = triangle_count * 3;
+
p.resize(vert_count);
n.resize(vert_count);
- tc.resize(vert_count);
+ tc0.resize(vert_count);
c.resize(vert_count);
bool has_normals = !prim->mNormals.empty();
@@ -78,6 +92,7 @@ struct MikktMesh
{
t.resize(vert_count);
}
+
bool rigged = !prim->mWeights.empty();
if (rigged)
{
@@ -85,23 +100,69 @@ struct MikktMesh
j.resize(vert_count);
}
- for (int i = 0; i < vert_count; ++i)
+ bool multi_uv = !prim->mTexCoords1.empty();
+ if (multi_uv)
{
- U32 idx = indexed ? prim->mIndexArray[i] : i;
+ tc1.resize(vert_count);
+ }
- p[i].set(prim->mPositions[idx].getF32ptr());
- tc[i].set(prim->mTexCoords[idx]);
- c[i] = prim->mColors[idx];
+ for (int tri_idx = 0; tri_idx < triangle_count; ++tri_idx)
+ {
+ U32 idx[3];
+
+ if (prim->mMode == Primitive::Mode::TRIANGLES)
+ {
+ idx[0] = tri_idx * 3;
+ idx[1] = tri_idx * 3 + 1;
+ idx[2] = tri_idx * 3 + 2;
+ }
+ else if (prim->mMode == Primitive::Mode::TRIANGLE_STRIP)
+ {
+ idx[0] = tri_idx;
+ idx[1] = tri_idx + 1;
+ idx[2] = tri_idx + 2;
- if (has_normals)
+ if (tri_idx % 2 != 0)
+ {
+ std::swap(idx[1], idx[2]);
+ }
+ }
+ else if (prim->mMode == Primitive::Mode::TRIANGLE_FAN)
{
- n[i].set(prim->mNormals[idx].getF32ptr());
+ idx[0] = 0;
+ idx[1] = tri_idx + 1;
+ idx[2] = tri_idx + 2;
}
- if (rigged)
+ if (indexed)
{
- w[i].set(prim->mWeights[idx].getF32ptr());
- j[i] = prim->mJoints[idx];
+ idx[0] = prim->mIndexArray[idx[0]];
+ idx[1] = prim->mIndexArray[idx[1]];
+ idx[2] = prim->mIndexArray[idx[2]];
+ }
+
+ for (U32 v = 0; v < 3; ++v)
+ {
+ U32 i = tri_idx * 3 + v;
+ p[i].set(prim->mPositions[idx[v]].getF32ptr());
+ tc0[i].set(prim->mTexCoords0[idx[v]]);
+ c[i] = prim->mColors[idx[v]];
+
+ if (multi_uv)
+ {
+ tc1[i].set(prim->mTexCoords1[idx[v]]);
+ }
+
+ if (has_normals)
+ {
+ n[i].set(prim->mNormals[idx[v]].getF32ptr());
+ }
+
+ if (rigged)
+ {
+ w[i].set(prim->mWeights[idx[v]].getF32ptr());
+ j[i] = prim->mJoints[idx[v]];
+ }
}
}
@@ -138,25 +199,34 @@ struct MikktMesh
void write(Primitive* prim) const
{
//re-weld
- meshopt_Stream mos[] =
+ std::vector<meshopt_Stream> mos =
{
{ &p[0], sizeof(LLVector3), sizeof(LLVector3) },
{ &n[0], sizeof(LLVector3), sizeof(LLVector3) },
{ &t[0], sizeof(LLVector4), sizeof(LLVector4) },
- { &tc[0], sizeof(LLVector2), sizeof(LLVector2) },
- { &c[0], sizeof(LLColor4U), sizeof(LLColor4U) },
- { w.empty() ? nullptr : &w[0], sizeof(LLVector4), sizeof(LLVector4) },
- { j.empty() ? nullptr : &j[0], sizeof(U64), sizeof(U64) }
+ { &tc0[0], sizeof(LLVector2), sizeof(LLVector2) },
+ { &c[0], sizeof(LLColor4U), sizeof(LLColor4U) }
};
+ if (!w.empty())
+ {
+ mos.push_back({ &w[0], sizeof(LLVector4), sizeof(LLVector4) });
+ mos.push_back({ &j[0], sizeof(U64), sizeof(U64) });
+ }
+
+ if (!tc1.empty())
+ {
+ mos.push_back({ &tc1[0], sizeof(LLVector2), sizeof(LLVector2) });
+ }
+
std::vector<U32> remap;
remap.resize(p.size());
- U32 stream_count = w.empty() ? 5 : 7;
+ U32 stream_count = mos.size();
- size_t vert_count = meshopt_generateVertexRemapMulti(&remap[0], nullptr, p.size(), p.size(), mos, stream_count);
+ size_t vert_count = meshopt_generateVertexRemapMulti(&remap[0], nullptr, p.size(), p.size(), mos.data(), stream_count);
- prim->mTexCoords.resize(vert_count);
+ prim->mTexCoords0.resize(vert_count);
prim->mNormals.resize(vert_count);
prim->mTangents.resize(vert_count);
prim->mPositions.resize(vert_count);
@@ -166,6 +236,10 @@ struct MikktMesh
prim->mWeights.resize(vert_count);
prim->mJoints.resize(vert_count);
}
+ if (!tc1.empty())
+ {
+ prim->mTexCoords1.resize(vert_count);
+ }
prim->mIndexArray.resize(remap.size());
@@ -178,7 +252,7 @@ struct MikktMesh
prim->mPositions[dst_idx].load3(p[src_idx].mV);
prim->mNormals[dst_idx].load3(n[src_idx].mV);
- prim->mTexCoords[dst_idx] = tc[src_idx];
+ prim->mTexCoords0[dst_idx] = tc0[src_idx];
prim->mTangents[dst_idx].loadua(t[src_idx].mV);
prim->mColors[dst_idx] = c[src_idx];
@@ -187,6 +261,11 @@ struct MikktMesh
prim->mWeights[dst_idx].loadua(w[src_idx].mV);
prim->mJoints[dst_idx] = j[src_idx];
}
+
+ if (!tc1.empty())
+ {
+ prim->mTexCoords1[dst_idx] = tc1[src_idx];
+ }
}
prim->mGLMode = LLRender::TRIANGLES;
@@ -210,8 +289,8 @@ struct MikktMesh
mikk::float3 GetTexCoord(const uint32_t face_num, const uint32_t vert_num)
{
- F32* uv = tc[face_num * 3 + vert_num].mV;
- return mikk::float3(uv[0], uv[1], 1.0f);
+ F32* uv = tc0[face_num * 3 + vert_num].mV;
+ return mikk::float3(uv[0], 1.f-uv[1], 1.0f);
}
mikk::float3 GetNormal(const uint32_t face_num, const uint32_t vert_num)
@@ -228,6 +307,14 @@ struct MikktMesh
};
+static void vertical_flip(std::vector<LLVector2>& texcoords)
+{
+ for (auto& tc : texcoords)
+ {
+ tc[1] = 1.f - tc[1];
+ }
+}
+
bool Primitive::prep(Asset& asset)
{
// allocate vertex buffer
@@ -261,7 +348,11 @@ bool Primitive::prep(Asset& asset)
}
else if (attribName == "TEXCOORD_0")
{
- copy(asset, accessor, mTexCoords);
+ copy(asset, accessor, mTexCoords0);
+ }
+ else if (attribName == "TEXCOORD_1")
+ {
+ copy(asset, accessor, mTexCoords1);
}
else if (attribName == "JOINTS_0")
{
@@ -297,24 +388,28 @@ bool Primitive::prep(Asset& asset)
mask |= LLVertexBuffer::MAP_JOINT;
}
- if (mTexCoords.empty())
+ if (mTexCoords0.empty())
{
- mTexCoords.resize(mPositions.size());
+ mTexCoords0.resize(mPositions.size());
}
- // TODO: support more than one texcoord set (or no texcoords)
mask |= LLVertexBuffer::MAP_TEXCOORD0;
+ if (!mTexCoords1.empty())
+ {
+ mask |= LLVertexBuffer::MAP_TEXCOORD1;
+ }
+
if (mColors.empty())
{
mColors.resize(mPositions.size(), LLColor4U::white);
}
+ mShaderVariant = 0;
+
// TODO: support colorless vertex buffers
mask |= LLVertexBuffer::MAP_COLOR;
- mShaderVariant = 0;
-
bool unlit = false;
// bake material basecolor into color array
@@ -332,6 +427,11 @@ bool Primitive::prep(Asset& asset)
mShaderVariant |= LLGLSLShader::GLTFVariant::UNLIT;
unlit = true;
}
+
+ if (material.isMultiUV())
+ {
+ mShaderVariant |= LLGLSLShader::GLTFVariant::MULTI_UV;
+ }
}
if (mNormals.empty() && !unlit)
@@ -434,15 +534,17 @@ bool Primitive::prep(Asset& asset)
}
// 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)
+ vertical_flip(mTexCoords0);
+ mVertexBuffer->setTexCoord0Data(mTexCoords0.data());
+ vertical_flip(mTexCoords0);
+
+ if (!mTexCoords1.empty())
{
- tc[1] = 1.f - tc[1];
+ vertical_flip(mTexCoords1);
+ mVertexBuffer->setTexCoord1Data(mTexCoords1.data());
+ vertical_flip(mTexCoords1);
}
+
if (!mIndexArray.empty())
{
@@ -453,10 +555,13 @@ bool Primitive::prep(Asset& asset)
mVertexBuffer->unbind();
- Material& material = asset.mMaterials[mMaterial];
- if (material.mAlphaMode == Material::AlphaMode::BLEND)
+ if (mMaterial != INVALID_INDEX)
{
- mShaderVariant |= LLGLSLShader::GLTFVariant::ALPHA_BLEND;
+ Material& material = asset.mMaterials[mMaterial];
+ if (material.mAlphaMode == Material::AlphaMode::BLEND)
+ {
+ mShaderVariant |= LLGLSLShader::GLTFVariant::ALPHA_BLEND;
+ }
}
return true;
@@ -614,7 +719,7 @@ const LLVolumeTriangle* Primitive::lineSegmentIntersect(const LLVector4a& start,
//create a proxy LLVolumeFace for the raycast
LLVolumeFace face;
face.mPositions = mPositions.data();
- face.mTexCoords = mTexCoords.data();
+ face.mTexCoords = mTexCoords0.data();
face.mNormals = mNormals.data();
face.mTangents = mTangents.data();
face.mIndices = nullptr; // unreferenced
diff --git a/indra/newview/gltf/primitive.h b/indra/newview/gltf/primitive.h
index f9d7c63c65..7cc05cf831 100644
--- a/indra/newview/gltf/primitive.h
+++ b/indra/newview/gltf/primitive.h
@@ -58,7 +58,8 @@ namespace LL
LLPointer<LLVertexBuffer> mVertexBuffer;
// CPU copy of mesh data, keep these as LLVector types for compatibility with raycasting code
- std::vector<LLVector2> mTexCoords;
+ std::vector<LLVector2> mTexCoords0;
+ std::vector<LLVector2> mTexCoords1;
std::vector<LLVector4a> mNormals;
std::vector<LLVector4a> mTangents;
std::vector<LLVector4a> mPositions;
diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp
index b390afee37..16f362b3e4 100644
--- a/indra/newview/gltfscenemanager.cpp
+++ b/indra/newview/gltfscenemanager.cpp
@@ -549,10 +549,16 @@ void GLTFSceneManager::render(bool opaque, bool rigged, bool unlit)
void GLTFSceneManager::render(U8 variant)
{
- // 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 boundd
+ // just render the whole scene by traversing the whole scenegraph
+ // Assumes camera transform is already set and appropriate shader is already bound.
+ // Eventually we'll want a smarter render pipe that has pre-sorted the scene graph
+ // into buckets by material and shader.
+
+ // HACK -- implicitly render multi-uv variant
+ if (!(variant & LLGLSLShader::GLTFVariant::MULTI_UV))
+ {
+ render((U8) (variant | LLGLSLShader::GLTFVariant::MULTI_UV));
+ }
gGL.matrixMode(LLRender::MM_MODELVIEW);
@@ -732,6 +738,7 @@ void GLTFSceneManager::bind(Asset& asset, Material& material)
F32 tf[8];
material.mPbrMetallicRoughness.mBaseColorTexture.mTextureTransform.getPacked(tf);
shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, tf);
+ shader->uniform1i(LLShaderMgr::BASE_COLOR_TEXCOORD, material.mPbrMetallicRoughness.mBaseColorTexture.getTexCoord());
if (!LLPipeline::sShadowRender)
{
@@ -748,15 +755,19 @@ void GLTFSceneManager::bind(Asset& asset, Material& material)
material.mNormalTexture.mTextureTransform.getPacked(tf);
shader->uniform4fv(LLShaderMgr::TEXTURE_NORMAL_TRANSFORM, 2, tf);
+ shader->uniform1i(LLShaderMgr::NORMAL_TEXCOORD, material.mNormalTexture.getTexCoord());
material.mPbrMetallicRoughness.mMetallicRoughnessTexture.mTextureTransform.getPacked(tf);
shader->uniform4fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, 2, tf);
+ shader->uniform1i(LLShaderMgr::METALLIC_ROUGHNESS_TEXCOORD, material.mPbrMetallicRoughness.mMetallicRoughnessTexture.getTexCoord());
material.mOcclusionTexture.mTextureTransform.getPacked(tf);
shader->uniform4fv(LLShaderMgr::TEXTURE_OCCLUSION_TRANSFORM, 2, tf);
+ shader->uniform1i(LLShaderMgr::OCCLUSION_TEXCOORD, material.mOcclusionTexture.getTexCoord());
material.mEmissiveTexture.mTextureTransform.getPacked(tf);
shader->uniform4fv(LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM, 2, tf);
+ shader->uniform1i(LLShaderMgr::EMISSIVE_TEXCOORD, material.mEmissiveTexture.getTexCoord());
}
}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index d43d6fea37..5913e7ba6f 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -249,7 +249,7 @@ static bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader
}
-static bool make_gltf_variant(LLGLSLShader& shader, LLGLSLShader& variant, bool alpha_blend, bool rigged, bool unlit, bool use_sun_shadow)
+static bool make_gltf_variant(LLGLSLShader& shader, LLGLSLShader& variant, bool alpha_blend, bool rigged, bool unlit, bool multi_uv, bool use_sun_shadow)
{
variant.mName = shader.mName.c_str();
variant.mFeatures = shader.mFeatures;
@@ -271,6 +271,11 @@ static bool make_gltf_variant(LLGLSLShader& shader, LLGLSLShader& variant, bool
variant.addPermutation("UNLIT", "1");
}
+ if (multi_uv)
+ {
+ variant.addPermutation("MULTI_UV", "1");
+ }
+
if (alpha_blend)
{
variant.addPermutation("ALPHA_BLEND", "1");
@@ -317,8 +322,9 @@ static bool make_gltf_variants(LLGLSLShader& shader, bool use_sun_shadow)
bool alpha_blend = i & LLGLSLShader::GLTFVariant::ALPHA_BLEND;
bool rigged = i & LLGLSLShader::GLTFVariant::RIGGED;
bool unlit = i & LLGLSLShader::GLTFVariant::UNLIT;
+ bool multi_uv = i & LLGLSLShader::GLTFVariant::MULTI_UV;
- if (!make_gltf_variant(shader, shader.mGLTFVariants[i], alpha_blend, rigged, unlit, use_sun_shadow))
+ if (!make_gltf_variant(shader, shader.mGLTFVariants[i], alpha_blend, rigged, unlit, multi_uv, use_sun_shadow))
{
return false;
}