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-rw-r--r--indra/newview/gltf/asset.cpp1311
1 files changed, 1026 insertions, 285 deletions
diff --git a/indra/newview/gltf/asset.cpp b/indra/newview/gltf/asset.cpp
index 313e82bf01..a454e68a92 100644
--- a/indra/newview/gltf/asset.cpp
+++ b/indra/newview/gltf/asset.cpp
@@ -30,48 +30,81 @@
#include "llvolumeoctree.h"
#include "../llviewershadermgr.h"
#include "../llviewercontrol.h"
+#include "../llviewertexturelist.h"
+#include "../pipeline.h"
+#include "buffer_util.h"
+#include <boost/url.hpp>
+#include "llimagejpeg.h"
+#include "../llskinningutil.h"
using namespace LL::GLTF;
+using namespace boost::json;
-void Scene::updateTransforms(Asset& asset)
+
+namespace LL
{
- LLMatrix4a identity;
- identity.setIdentity();
- for (auto& nodeIndex : mNodes)
+ namespace GLTF
{
- Node& node = asset.mNodes[nodeIndex];
- node.updateTransforms(asset, identity);
+ static std::unordered_set<std::string> ExtensionsSupported = {
+ "KHR_materials_unlit",
+ "KHR_texture_transform"
+ };
+
+ Material::AlphaMode gltf_alpha_mode_to_enum(const std::string& alpha_mode)
+ {
+ if (alpha_mode == "OPAQUE")
+ {
+ return Material::AlphaMode::OPAQUE;
+ }
+ else if (alpha_mode == "MASK")
+ {
+ return Material::AlphaMode::MASK;
+ }
+ else if (alpha_mode == "BLEND")
+ {
+ return Material::AlphaMode::BLEND;
+ }
+ else
+ {
+ return Material::AlphaMode::OPAQUE;
+ }
+ }
+
+ std::string enum_to_gltf_alpha_mode(Material::AlphaMode alpha_mode)
+ {
+ switch (alpha_mode)
+ {
+ case Material::AlphaMode::OPAQUE:
+ return "OPAQUE";
+ case Material::AlphaMode::MASK:
+ return "MASK";
+ case Material::AlphaMode::BLEND:
+ return "BLEND";
+ default:
+ return "OPAQUE";
+ }
+ }
}
}
-void Scene::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview)
+void Scene::updateTransforms(Asset& asset)
{
+ mat4 identity = glm::identity<mat4>();
+
for (auto& nodeIndex : mNodes)
{
Node& node = asset.mNodes[nodeIndex];
- node.updateRenderTransforms(asset, modelview);
+ node.updateTransforms(asset, identity);
}
}
-void Node::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview)
+void Node::updateTransforms(Asset& asset, const mat4& parentMatrix)
{
- matMul(mMatrix, modelview, mRenderMatrix);
-
- for (auto& childIndex : mChildren)
- {
- Node& child = asset.mNodes[childIndex];
- child.updateRenderTransforms(asset, mRenderMatrix);
- }
-}
+ makeMatrixValid();
+ mAssetMatrix = parentMatrix * mMatrix;
-LLMatrix4a inverse(const LLMatrix4a& mat);
+ mAssetMatrixInv = glm::inverse(mAssetMatrix);
-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)
@@ -84,32 +117,119 @@ void Node::updateTransforms(Asset& asset, const LLMatrix4a& parentMatrix)
void Asset::updateTransforms()
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
for (auto& scene : mScenes)
{
scene.updateTransforms(*this);
}
+
+ uploadTransforms();
}
-void Asset::updateRenderTransforms(const LLMatrix4a& modelview)
+void Asset::uploadTransforms()
{
-#if 0
- // traverse hierarchy and update render transforms from scratch
- for (auto& scene : mScenes)
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+ // prepare matrix palette
+ U32 max_nodes = LLSkinningUtil::getMaxGLTFJointCount();
+
+ size_t node_count = llmin<size_t>(max_nodes, mNodes.size());
+
+ std::vector<mat4> t_mp;
+
+ t_mp.resize(node_count);
+
+ for (U32 i = 0; i < node_count; ++i)
{
- scene.updateRenderTransforms(*this, modelview);
+ Node& node = mNodes[i];
+ // build matrix palette in asset space
+ t_mp[i] = node.mAssetMatrix;
}
-#else
- // use mAssetMatrix to update render transforms from node list
- for (auto& node : mNodes)
+
+ std::vector<F32> glmp;
+
+ glmp.resize(node_count * 12);
+
+ F32* mp = glmp.data();
+
+ for (U32 i = 0; i < node_count; ++i)
{
- //if (node.mMesh != INVALID_INDEX)
- {
- matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
- }
+ F32* m = glm::value_ptr(t_mp[i]);
+
+ 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];
}
-#endif
+ if (mNodesUBO == 0)
+ {
+ glGenBuffers(1, &mNodesUBO);
+ }
+ glBindBuffer(GL_UNIFORM_BUFFER, mNodesUBO);
+ glBufferData(GL_UNIFORM_BUFFER, glmp.size() * sizeof(F32), glmp.data(), GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+}
+
+void Asset::uploadMaterials()
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+ // see pbrmetallicroughnessV.glsl for the layout of the material UBO
+ std::vector<vec4> md;
+
+ U32 material_size = sizeof(vec4) * 12;
+ U32 max_materials = gGLManager.mMaxUniformBlockSize / material_size;
+
+ U32 mat_count = (U32)mMaterials.size();
+ mat_count = llmin(mat_count, max_materials);
+
+ md.resize(mat_count * 12);
+
+ for (U32 i = 0; i < mat_count*12; i += 12)
+ {
+ Material& material = mMaterials[i/12];
+
+ // add texture transforms and UV indices
+ material.mPbrMetallicRoughness.mBaseColorTexture.mTextureTransform.getPacked(&md[i+0]);
+ md[i + 1].g = (F32)material.mPbrMetallicRoughness.mBaseColorTexture.getTexCoord();
+ material.mNormalTexture.mTextureTransform.getPacked(&md[i + 2]);
+ md[i + 3].g = (F32)material.mNormalTexture.getTexCoord();
+ material.mPbrMetallicRoughness.mMetallicRoughnessTexture.mTextureTransform.getPacked(&md[i+4]);
+ md[i + 5].g = (F32)material.mPbrMetallicRoughness.mMetallicRoughnessTexture.getTexCoord();
+ material.mEmissiveTexture.mTextureTransform.getPacked(&md[i + 6]);
+ md[i + 7].g = (F32)material.mEmissiveTexture.getTexCoord();
+ material.mOcclusionTexture.mTextureTransform.getPacked(&md[i + 8]);
+ md[i + 9].g = (F32)material.mOcclusionTexture.getTexCoord();
+
+ // add material properties
+ F32 min_alpha = material.mAlphaMode == Material::AlphaMode::MASK ? material.mAlphaCutoff : -1.0f;
+ md[i + 10] = vec4(material.mEmissiveFactor, 1.f);
+ md[i + 11] = vec4(0.f,
+ material.mPbrMetallicRoughness.mRoughnessFactor,
+ material.mPbrMetallicRoughness.mMetallicFactor,
+ min_alpha);
+ }
+
+ if (mMaterialsUBO == 0)
+ {
+ glGenBuffers(1, &mMaterialsUBO);
+ }
+
+ glBindBuffer(GL_UNIFORM_BUFFER, mMaterialsUBO);
+ glBufferData(GL_UNIFORM_BUFFER, md.size() * sizeof(vec4), md.data(), GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
S32 Asset::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
@@ -133,12 +253,13 @@ S32 Asset::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
{
if (node.mMesh != INVALID_INDEX)
{
-
bool newHit = false;
+ LLMatrix4a ami;
+ ami.loadu(glm::value_ptr(node.mAssetMatrixInv));
// transform start and end to this node's local space
- node.mAssetMatrixInv.affineTransform(start, local_start);
- node.mAssetMatrixInv.affineTransform(asset_end, local_end);
+ ami.affineTransform(start, local_start);
+ ami.affineTransform(asset_end, local_end);
Mesh& mesh = mMeshes[node.mMesh];
for (auto& primitive : mesh.mPrimitives)
@@ -161,8 +282,10 @@ S32 Asset::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
if (newHit)
{
+ LLMatrix4a am;
+ am.loadu(glm::value_ptr(node.mAssetMatrix));
// shorten line segment on hit
- node.mAssetMatrix.affineTransform(p, asset_end);
+ am.affineTransform(p, asset_end);
// transform results back to asset space
if (intersection)
@@ -172,12 +295,10 @@ S32 Asset::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
if (normal || tangent)
{
- LLMatrix4 normalMatrix(node.mAssetMatrixInv.getF32ptr());
-
- normalMatrix.transpose();
+ mat4 normalMatrix = glm::transpose(node.mAssetMatrixInv);
LLMatrix4a norm_mat;
- norm_mat.loadu((F32*)normalMatrix.mMatrix);
+ norm_mat.loadu(glm::value_ptr(normalMatrix));
if (normal)
{
@@ -219,446 +340,1066 @@ 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);
+ mMatrix = glm::recompose(mScale, mRotation, mTranslation, vec3(0,0,0), vec4(0,0,0,1));
mMatrixValid = true;
}
+
+ llassert(mMatrixValid);
}
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]);
+ vec3 skew;
+ vec4 perspective;
+ glm::decompose(mMatrix, mScale, mRotation, mTranslation, skew, perspective);
- mScale.set_value(t.get_column(0).length(), t.get_column(1).length(), t.get_column(2).length());
- mRotation.set_value(t);
mTRSValid = true;
}
+
+ llassert(mTRSValid);
}
-void Node::setRotation(const glh::quaternionf& q)
+void Node::setRotation(const quat& q)
{
makeTRSValid();
mRotation = q;
mMatrixValid = false;
}
-void Node::setTranslation(const glh::vec3f& t)
+void Node::setTranslation(const vec3& t)
{
makeTRSValid();
mTranslation = t;
mMatrixValid = false;
}
-void Node::setScale(const glh::vec3f& s)
+void Node::setScale(const vec3& s)
{
makeTRSValid();
mScale = s;
mMatrixValid = false;
}
-const Node& Node::operator=(const tinygltf::Node& src)
+void Node::serialize(object& dst) const
{
- F32* dstMatrix = mMatrix.getF32ptr();
+ write(mName, "name", dst);
+ write(mMatrix, "matrix", dst, glm::identity<mat4>());
+ write(mRotation, "rotation", dst, glm::identity<quat>());
+ write(mTranslation, "translation", dst, glm::vec3(0.f, 0.f, 0.f));
+ write(mScale, "scale", dst, vec3(1.f,1.f,1.f));
+ write(mChildren, "children", dst);
+ write(mMesh, "mesh", dst, INVALID_INDEX);
+ write(mSkin, "skin", dst, INVALID_INDEX);
+}
- if (src.matrix.size() == 16)
+const Node& Node::operator=(const Value& src)
+{
+ copy(src, "name", mName);
+ mMatrixValid = copy(src, "matrix", mMatrix);
+ copy(src, "rotation", mRotation);
+ copy(src, "translation", mTranslation);
+ copy(src, "scale", mScale);
+ copy(src, "children", mChildren);
+ copy(src, "mesh", mMesh);
+ copy(src, "skin", mSkin);
+
+ if (!mMatrixValid)
{
- // Node has a transformation matrix, just copy it
- for (U32 i = 0; i < 16; ++i)
+ mTRSValid = true;
+ }
+
+ return *this;
+}
+
+void Image::serialize(object& dst) const
+{
+ write(mUri, "uri", dst);
+ write(mMimeType, "mimeType", dst);
+ write(mBufferView, "bufferView", dst, INVALID_INDEX);
+ write(mName, "name", dst);
+ write(mWidth, "width", dst, -1);
+ write(mHeight, "height", dst, -1);
+ write(mComponent, "component", dst, -1);
+ write(mBits, "bits", dst, -1);
+ write(mPixelType, "pixelType", dst, -1);
+}
+
+const Image& Image::operator=(const Value& src)
+{
+ copy(src, "uri", mUri);
+ copy(src, "mimeType", mMimeType);
+ copy(src, "bufferView", mBufferView);
+ copy(src, "name", mName);
+ copy(src, "width", mWidth);
+ copy(src, "height", mHeight);
+ copy(src, "component", mComponent);
+ copy(src, "bits", mBits);
+ copy(src, "pixelType", mPixelType);
+
+ return *this;
+}
+
+void Asset::update()
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+ F32 dt = gFrameTimeSeconds - mLastUpdateTime;
+
+ if (dt > 0.f)
+ {
+ mLastUpdateTime = gFrameTimeSeconds;
+ if (mAnimations.size() > 0)
{
- dstMatrix[i] = (F32)src.matrix[i];
+ 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);
}
- mMatrixValid = true;
+ updateTransforms();
+
+ for (auto& skin : mSkins)
+ {
+ skin.uploadMatrixPalette(*this);
+ }
+
+ uploadMaterials();
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gltf - addTextureStats");
+
+ for (auto& image : mImages)
+ {
+ if (image.mTexture.notNull())
+ { // HACK - force texture to be loaded full rez
+ // TODO: calculate actual vsize
+ image.mTexture->addTextureStats(2048.f * 2048.f);
+ }
+ }
+ }
}
- else if (!src.rotation.empty() || !src.translation.empty() || !src.scale.empty())
+}
+
+bool Asset::prep()
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+ // check required extensions and fail if not supported
+ bool unsupported = false;
+ for (auto& extension : mExtensionsRequired)
{
- // node has rotation/translation/scale, convert to matrix
- if (src.rotation.size() == 4)
+ if (ExtensionsSupported.find(extension) == ExtensionsSupported.end())
{
- mRotation = glh::quaternionf((F32)src.rotation[0], (F32)src.rotation[1], (F32)src.rotation[2], (F32)src.rotation[3]);
+ LL_WARNS() << "Unsupported extension: " << extension << LL_ENDL;
+ unsupported = true;
}
+ }
+
+ if (unsupported)
+ {
+ return false;
+ }
- if (src.translation.size() == 3)
+ // do buffers first as other resources depend on them
+ for (auto& buffer : mBuffers)
+ {
+ if (!buffer.prep(*this))
{
- mTranslation = glh::vec3f((F32)src.translation[0], (F32)src.translation[1], (F32)src.translation[2]);
+ return false;
}
+ }
- glh::vec3f scale;
- if (src.scale.size() == 3)
+ for (auto& image : mImages)
+ {
+ if (!image.prep(*this))
{
- mScale = glh::vec3f((F32)src.scale[0], (F32)src.scale[1], (F32)src.scale[2]);
+ return false;
}
- else
+ }
+
+ for (auto& mesh : mMeshes)
+ {
+ if (!mesh.prep(*this))
{
- mScale.set_value(1.f, 1.f, 1.f);
+ return false;
}
+ }
- mTRSValid = true;
+ for (auto& animation : mAnimations)
+ {
+ if (!animation.prep(*this))
+ {
+ return false;
+ }
}
- else
+
+ for (auto& skin : mSkins)
{
- // node specifies no transformation, set to identity
- mMatrix.setIdentity();
+ if (!skin.prep(*this))
+ {
+ return false;
+ }
}
- mChildren = src.children;
- mMesh = src.mesh;
- mSkin = src.skin;
- mName = src.name;
+ // prepare vertex buffers
- return *this;
-}
+ // material count is number of materials + 1 for default material
+ U32 mat_count = (U32) mMaterials.size() + 1;
-void Asset::render(bool opaque, bool rigged)
-{
- if (rigged)
- {
- gGL.loadIdentity();
+ if (LLGLSLShader::sCurBoundShaderPtr == nullptr)
+ { // make sure a shader is bound to satisfy mVertexBuffer->setBuffer
+ gDebugProgram.bind();
}
- for (auto& node : mNodes)
+ for (S32 double_sided = 0; double_sided < 2; ++double_sided)
{
- if (node.mSkin != INVALID_INDEX)
+ RenderData& rd = mRenderData[double_sided];
+ for (U32 i = 0; i < LLGLSLShader::NUM_GLTF_VARIANTS; ++i)
{
- if (rigged)
- {
- Skin& skin = mSkins[node.mSkin];
- skin.uploadMatrixPalette(*this, node);
- }
- else
- {
- //skip static nodes if we're rendering rigged
- continue;
- }
+ rd.mBatches[i].resize(mat_count);
}
- else if (rigged)
+
+ // for each material
+ for (S32 mat_id = -1; mat_id < (S32)mMaterials.size(); ++mat_id)
{
- // skip rigged nodes if we're not rendering rigged
- continue;
- }
+ // for each shader variant
+ U32 vertex_count[LLGLSLShader::NUM_GLTF_VARIANTS] = { 0 };
+ U32 index_count[LLGLSLShader::NUM_GLTF_VARIANTS] = { 0 };
+ S32 ds_mat = mat_id == -1 ? 0 : mMaterials[mat_id].mDoubleSided;
+ if (ds_mat != double_sided)
+ {
+ continue;
+ }
- if (node.mMesh != INVALID_INDEX)
- {
- Mesh& mesh = mMeshes[node.mMesh];
- for (auto& primitive : mesh.mPrimitives)
+ for (U32 variant = 0; variant < LLGLSLShader::NUM_GLTF_VARIANTS; ++variant)
{
- if (!rigged)
- {
- gGL.loadMatrix((F32*)node.mRenderMatrix.mMatrix);
- }
- bool cull = true;
- if (primitive.mMaterial != INVALID_INDEX)
+ U32 attribute_mask = 0;
+ // for each mesh
+ for (auto& mesh : mMeshes)
{
- Material& material = mMaterials[primitive.mMaterial];
-
- if ((material.mMaterial->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND) == opaque)
+ // for each primitive
+ for (auto& primitive : mesh.mPrimitives)
{
- continue;
+ if (primitive.mMaterial == mat_id && primitive.mShaderVariant == variant)
+ {
+ // accumulate vertex and index counts
+ primitive.mVertexOffset = vertex_count[variant];
+ primitive.mIndexOffset = index_count[variant];
+
+ vertex_count[variant] += primitive.getVertexCount();
+ index_count[variant] += primitive.getIndexCount();
+
+ // all primitives of a given variant and material should all have the same attribute mask
+ llassert(attribute_mask == 0 || primitive.mAttributeMask == attribute_mask);
+ attribute_mask |= primitive.mAttributeMask;
+ }
}
- material.mMaterial->bind();
- cull = !material.mMaterial->mDoubleSided;
}
- else
+
+ // allocate vertex buffer and pack it
+ if (vertex_count[variant] > 0)
{
- if (!opaque)
+ U32 mat_idx = mat_id + 1;
+ LLVertexBuffer* vb = new LLVertexBuffer(attribute_mask);
+
+ rd.mBatches[variant][mat_idx].mVertexBuffer = vb;
+ vb->allocateBuffer(vertex_count[variant],
+ index_count[variant] * 2); // hack double index count... TODO: find a better way to indicate 32-bit indices will be used
+ vb->setBuffer();
+
+ for (auto& mesh : mMeshes)
{
- continue;
+ for (auto& primitive : mesh.mPrimitives)
+ {
+ if (primitive.mMaterial == mat_id && primitive.mShaderVariant == variant)
+ {
+ primitive.upload(vb);
+ }
+ }
}
- LLFetchedGLTFMaterial::sDefault.bind();
- }
- LLGLDisable cull_face(!cull ? GL_CULL_FACE : 0);
+ vb->unmapBuffer();
- 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());
+ vb->unbind();
}
+ }
+ }
+ }
+
+ // sanity check that all primitives have a vertex buffer
+ for (auto& mesh : mMeshes)
+ {
+ for (auto& primitive : mesh.mPrimitives)
+ {
+ llassert(primitive.mVertexBuffer.notNull());
+ }
+ }
+ // build render batches
+ for (S32 node_id = 0; node_id < mNodes.size(); ++node_id)
+ {
+ Node& node = mNodes[node_id];
+
+ if (node.mMesh != INVALID_INDEX)
+ {
+ auto& mesh = mMeshes[node.mMesh];
+
+ S32 mat_idx = mesh.mPrimitives[0].mMaterial + 1;
+
+ S32 double_sided = mat_idx == 0 ? 0 : mMaterials[mat_idx - 1].mDoubleSided;
+
+ for (S32 j = 0; j < mesh.mPrimitives.size(); ++j)
+ {
+ auto& primitive = mesh.mPrimitives[j];
+
+ S32 variant = primitive.mShaderVariant;
+
+ RenderData& rd = mRenderData[double_sided];
+ RenderBatch& rb = rd.mBatches[variant][mat_idx];
+
+ rb.mPrimitives.push_back({ j, node_id });
}
}
}
+ return true;
}
-void Asset::renderOpaque()
+Asset::Asset(const Value& src)
{
- render(true);
+ *this = src;
}
-void Asset::renderTransparent()
+bool Asset::load(std::string_view filename)
{
- render(false);
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+ mFilename = filename;
+ std::string ext = gDirUtilp->getExtension(mFilename);
+
+ std::ifstream file(filename.data(), std::ios::binary);
+ if (file.is_open())
+ {
+ std::string str((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
+ file.close();
+
+ if (ext == "gltf")
+ {
+ Value val = parse(str);
+ *this = val;
+ return prep();
+ }
+ else if (ext == "glb")
+ {
+ return loadBinary(str);
+ }
+ else
+ {
+ LL_WARNS() << "Unsupported file type: " << ext << LL_ENDL;
+ return false;
+ }
+ }
+ else
+ {
+ LL_WARNS() << "Failed to open file: " << filename << LL_ENDL;
+ return false;
+ }
+
+ return false;
}
-void Asset::update()
+bool Asset::loadBinary(const std::string& data)
{
- F32 dt = gFrameTimeSeconds - mLastUpdateTime;
+ // load from binary gltf
+ const U8* ptr = (const U8*)data.data();
+ const U8* end = ptr + data.size();
- if (dt > 0.f)
+ if (end - ptr < 12)
{
- mLastUpdateTime = gFrameTimeSeconds;
- if (mAnimations.size() > 0)
- {
- static LLCachedControl<U32> anim_idx(gSavedSettings, "GLTFAnimationIndex", 0);
- static LLCachedControl<F32> anim_speed(gSavedSettings, "GLTFAnimationSpeed", 1.f);
+ LL_WARNS("GLTF") << "GLB file too short" << LL_ENDL;
+ return false;
+ }
- U32 idx = llclamp(anim_idx(), 0U, mAnimations.size() - 1);
- mAnimations[idx].update(*this, dt*anim_speed);
- }
+ U32 magic = *(U32*)ptr;
+ ptr += 4;
- updateTransforms();
+ if (magic != 0x46546C67)
+ {
+ LL_WARNS("GLTF") << "Invalid GLB magic" << LL_ENDL;
+ return false;
}
-}
-void Asset::allocateGLResources(const std::string& filename, const tinygltf::Model& model)
-{
- // do images first as materials may depend on images
- for (auto& image : mImages)
+ U32 version = *(U32*)ptr;
+ ptr += 4;
+
+ if (version != 2)
{
- image.allocateGLResources();
+ LL_WARNS("GLTF") << "Unsupported GLB version" << LL_ENDL;
+ return false;
}
- // do materials before meshes as meshes may depend on materials
- for (U32 i = 0; i < mMaterials.size(); ++i)
+ U32 length = *(U32*)ptr;
+ ptr += 4;
+
+ if (length != data.size())
{
- mMaterials[i].allocateGLResources(*this);
- LLTinyGLTFHelper::getMaterialFromModel(filename, model, i, mMaterials[i].mMaterial, mMaterials[i].mName, true);
+ LL_WARNS("GLTF") << "GLB length mismatch" << LL_ENDL;
+ return false;
}
- for (auto& mesh : mMeshes)
+ U32 chunkLength = *(U32*)ptr;
+ ptr += 4;
+
+ if (end - ptr < chunkLength + 8)
{
- mesh.allocateGLResources(*this);
+ LL_WARNS("GLTF") << "GLB chunk too short" << LL_ENDL;
+ return false;
}
- for (auto& animation : mAnimations)
+ U32 chunkType = *(U32*)ptr;
+ ptr += 4;
+
+ if (chunkType != 0x4E4F534A)
{
- animation.allocateGLResources(*this);
+ LL_WARNS("GLTF") << "Invalid GLB chunk type" << LL_ENDL;
+ return false;
}
- for (auto& skin : mSkins)
+ Value val = parse(std::string_view((const char*)ptr, chunkLength));
+ *this = val;
+
+ if (mBuffers.size() > 0 && mBuffers[0].mUri.empty())
{
- skin.allocateGLResources(*this);
+ // load binary chunk
+ ptr += chunkLength;
+
+ if (end - ptr < 8)
+ {
+ LL_WARNS("GLTF") << "GLB chunk too short" << LL_ENDL;
+ return false;
+ }
+
+ chunkLength = *(U32*)ptr;
+ ptr += 4;
+
+ chunkType = *(U32*)ptr;
+ ptr += 4;
+
+ if (chunkType != 0x004E4942)
+ {
+ LL_WARNS("GLTF") << "Invalid GLB chunk type" << LL_ENDL;
+ return false;
+ }
+
+ auto& buffer = mBuffers[0];
+
+ if (ptr + buffer.mByteLength <= end)
+ {
+ buffer.mData.resize(buffer.mByteLength);
+ memcpy(buffer.mData.data(), ptr, buffer.mByteLength);
+ ptr += buffer.mByteLength;
+ }
+ else
+ {
+ LL_WARNS("GLTF") << "Buffer too short" << LL_ENDL;
+ return false;
+ }
}
+
+ return prep();
}
-const Asset& Asset::operator=(const tinygltf::Model& src)
+const Asset& Asset::operator=(const Value& src)
{
- mScenes.resize(src.scenes.size());
- for (U32 i = 0; i < src.scenes.size(); ++i)
+ if (src.is_object())
{
- mScenes[i] = src.scenes[i];
+ const object& obj = src.as_object();
+
+ const auto it = obj.find("asset");
+
+ if (it != obj.end())
+ {
+ const Value& asset = it->value();
+
+ copy(asset, "version", mVersion);
+ copy(asset, "minVersion", mMinVersion);
+ copy(asset, "generator", mGenerator);
+ copy(asset, "copyright", mCopyright);
+ copy(asset, "extras", mExtras);
+ }
+
+ copy(obj, "scene", mScene);
+ copy(obj, "scenes", mScenes);
+ copy(obj, "nodes", mNodes);
+ copy(obj, "meshes", mMeshes);
+ copy(obj, "materials", mMaterials);
+ copy(obj, "buffers", mBuffers);
+ copy(obj, "bufferViews", mBufferViews);
+ copy(obj, "textures", mTextures);
+ copy(obj, "samplers", mSamplers);
+ copy(obj, "images", mImages);
+ copy(obj, "accessors", mAccessors);
+ copy(obj, "animations", mAnimations);
+ copy(obj, "skins", mSkins);
+ copy(obj, "extensionsUsed", mExtensionsUsed);
+ copy(obj, "extensionsRequired", mExtensionsRequired);
}
- mNodes.resize(src.nodes.size());
- for (U32 i = 0; i < src.nodes.size(); ++i)
+ return *this;
+}
+
+void Asset::serialize(object& dst) const
+{
+ static const std::string sGenerator = "Linden Lab GLTF Prototype v0.1";
+
+ dst["asset"] = object{};
+ object& asset = dst["asset"].get_object();
+
+ write(mVersion, "version", asset);
+ write(mMinVersion, "minVersion", asset, std::string());
+ write(sGenerator, "generator", asset);
+ write(mScene, "scene", dst, INVALID_INDEX);
+ write(mScenes, "scenes", dst);
+ write(mNodes, "nodes", dst);
+ write(mMeshes, "meshes", dst);
+ write(mMaterials, "materials", dst);
+ write(mBuffers, "buffers", dst);
+ write(mBufferViews, "bufferViews", dst);
+ write(mTextures, "textures", dst);
+ write(mSamplers, "samplers", dst);
+ write(mImages, "images", dst);
+ write(mAccessors, "accessors", dst);
+ write(mAnimations, "animations", dst);
+ write(mSkins, "skins", dst);
+ write(mExtensionsUsed, "extensionsUsed", dst);
+ write(mExtensionsRequired, "extensionsRequired", dst);
+}
+
+bool Asset::save(const std::string& filename)
+{
+ // get folder path
+ std::string folder = gDirUtilp->getDirName(filename);
+
+ // save images
+ for (auto& image : mImages)
{
- mNodes[i] = src.nodes[i];
+ if (!image.save(*this, folder))
+ {
+ return false;
+ }
}
- mMeshes.resize(src.meshes.size());
- for (U32 i = 0; i < src.meshes.size(); ++i)
+ // save buffers
+ // NOTE: save buffers after saving images as saving images
+ // may remove image data from buffers
+ for (auto& buffer : mBuffers)
{
- mMeshes[i] = src.meshes[i];
+ if (!buffer.save(*this, folder))
+ {
+ return false;
+ }
}
- mMaterials.resize(src.materials.size());
- for (U32 i = 0; i < src.materials.size(); ++i)
+ // save .gltf
+ object obj;
+ serialize(obj);
+ std::string buffer = boost::json::serialize(obj, {});
+ std::ofstream file(filename, std::ios::binary);
+ file.write(buffer.c_str(), buffer.size());
+
+ return true;
+}
+
+void Asset::eraseBufferView(S32 bufferView)
+{
+ mBufferViews.erase(mBufferViews.begin() + bufferView);
+
+ for (auto& accessor : mAccessors)
{
- mMaterials[i] = src.materials[i];
+ if (accessor.mBufferView > bufferView)
+ {
+ accessor.mBufferView--;
+ }
}
- mBuffers.resize(src.buffers.size());
- for (U32 i = 0; i < src.buffers.size(); ++i)
+ for (auto& image : mImages)
{
- mBuffers[i] = src.buffers[i];
+ if (image.mBufferView > bufferView)
+ {
+ image.mBufferView--;
+ }
}
- mBufferViews.resize(src.bufferViews.size());
- for (U32 i = 0; i < src.bufferViews.size(); ++i)
+}
+
+LLViewerFetchedTexture* fetch_texture(const LLUUID& id);
+
+bool Image::prep(Asset& asset)
+{
+ LLUUID id;
+ if (mUri.size() == UUID_STR_SIZE && LLUUID::parseUUID(mUri, &id) && id.notNull())
+ { // loaded from an asset, fetch the texture from the asset system
+ mTexture = fetch_texture(id);
+ }
+ else if (mUri.find("data:") == 0)
+ { // embedded in a data URI, load the texture from the URI
+ LL_WARNS() << "Data URIs not yet supported" << LL_ENDL;
+ return false;
+ }
+ else if (mBufferView != INVALID_INDEX)
+ { // embedded in a buffer, load the texture from the buffer
+ BufferView& bufferView = asset.mBufferViews[mBufferView];
+ Buffer& buffer = asset.mBuffers[bufferView.mBuffer];
+
+ U8* data = buffer.mData.data() + bufferView.mByteOffset;
+
+ mTexture = LLViewerTextureManager::getFetchedTextureFromMemory(data, bufferView.mByteLength, mMimeType);
+
+ if (mTexture.isNull())
+ {
+ LL_WARNS("GLTF") << "Failed to load image from buffer:" << LL_ENDL;
+ LL_WARNS("GLTF") << " image: " << mName << LL_ENDL;
+ LL_WARNS("GLTF") << " mimeType: " << mMimeType << LL_ENDL;
+
+ return false;
+ }
+ }
+ else if (!asset.mFilename.empty() && !mUri.empty())
+ { // loaded locally and not embedded, load the texture as a local preview
+ std::string dir = gDirUtilp->getDirName(asset.mFilename);
+ std::string img_file = dir + gDirUtilp->getDirDelimiter() + mUri;
+
+ LLUUID tracking_id = LLLocalBitmapMgr::getInstance()->addUnit(img_file);
+ if (tracking_id.notNull())
+ {
+ LLUUID world_id = LLLocalBitmapMgr::getInstance()->getWorldID(tracking_id);
+ mTexture = LLViewerTextureManager::getFetchedTexture(world_id);
+ }
+ else
+ {
+ LL_WARNS("GLTF") << "Failed to load image from file:" << LL_ENDL;
+ LL_WARNS("GLTF") << " image: " << mName << LL_ENDL;
+ LL_WARNS("GLTF") << " file: " << img_file << LL_ENDL;
+
+ return false;
+ }
+ }
+ else
{
- mBufferViews[i] = src.bufferViews[i];
+ LL_WARNS("GLTF") << "Failed to load image: " << mName << LL_ENDL;
+ return false;
}
- mTextures.resize(src.textures.size());
- for (U32 i = 0; i < src.textures.size(); ++i)
+ return true;
+}
+
+
+void Image::clearData(Asset& asset)
+{
+ if (mBufferView != INVALID_INDEX)
{
- mTextures[i] = src.textures[i];
+ // remove data from buffer
+ BufferView& bufferView = asset.mBufferViews[mBufferView];
+ Buffer& buffer = asset.mBuffers[bufferView.mBuffer];
+
+ buffer.erase(asset, bufferView.mByteOffset, bufferView.mByteLength);
+
+ asset.eraseBufferView(mBufferView);
}
- mSamplers.resize(src.samplers.size());
- for (U32 i = 0; i < src.samplers.size(); ++i)
+ mBufferView = INVALID_INDEX;
+ mWidth = -1;
+ mHeight = -1;
+ mComponent = -1;
+ mBits = -1;
+ mPixelType = -1;
+ mMimeType = "";
+}
+
+bool Image::save(Asset& asset, const std::string& folder)
+{
+ // NOTE: this *MUST* be a lossless save
+ // Artists use this to save their work repeatedly, so
+ // adding any compression artifacts here will degrade
+ // images over time.
+ std::string name = mName;
+ std::string error;
+ const std::string& delim = gDirUtilp->getDirDelimiter();
+ if (name.empty())
{
- mSamplers[i] = src.samplers[i];
+ S32 idx = this - asset.mImages.data();
+ name = llformat("image_%d", idx);
}
- mImages.resize(src.images.size());
- for (U32 i = 0; i < src.images.size(); ++i)
+ if (mBufferView != INVALID_INDEX)
{
- mImages[i] = src.images[i];
+ // we have the bytes of the original image, save that out in its
+ // original format
+ BufferView& bufferView = asset.mBufferViews[mBufferView];
+ Buffer& buffer = asset.mBuffers[bufferView.mBuffer];
+
+ std::string extension;
+
+ if (mMimeType == "image/jpeg")
+ {
+ extension = ".jpg";
+ }
+ else if (mMimeType == "image/png")
+ {
+ extension = ".png";
+ }
+ else
+ {
+ error = "Unknown mime type, saved as .bin";
+ extension = ".bin";
+ }
+
+ std::string filename = folder + delim + name + extension;
+
+ // set URI to non-j2c file for now, but later we'll want to reference the j2c hash
+ mUri = name + extension;
+
+ std::ofstream file(filename, std::ios::binary);
+ file.write((const char*)buffer.mData.data() + bufferView.mByteOffset, bufferView.mByteLength);
}
+ else if (mTexture.notNull())
+ {
+ auto bitmapmgr = LLLocalBitmapMgr::getInstance();
+ if (bitmapmgr->isLocal(mTexture->getID()))
+ {
+ LLUUID tracking_id = bitmapmgr->getTrackingID(mTexture->getID());
+ if (tracking_id.notNull())
+ { // copy original file to destination folder
+ std::string source = bitmapmgr->getFilename(tracking_id);
+ if (gDirUtilp->fileExists(source))
+ {
+ std::string filename = gDirUtilp->getBaseFileName(source);
+ std::string dest = folder + delim + filename;
- mAccessors.resize(src.accessors.size());
- for (U32 i = 0; i < src.accessors.size(); ++i)
+ LLFile::copy(source, dest);
+ mUri = filename;
+ }
+ else
+ {
+ error = "File not found: " + source;
+ }
+ }
+ else
+ {
+ error = "Local image missing.";
+ }
+ }
+ else if (!mUri.empty())
+ {
+ std::string from_dir = gDirUtilp->getDirName(asset.mFilename);
+ std::string base_filename = gDirUtilp->getBaseFileName(mUri);
+ std::string filename = from_dir + delim + base_filename;
+ if (gDirUtilp->fileExists(filename))
+ {
+ std::string dest = folder + delim + base_filename;
+ LLFile::copy(filename, dest);
+ mUri = base_filename;
+ }
+ else
+ {
+ error = "Original image file not found: " + filename;
+ }
+ }
+ else
+ {
+ error = "Image is not a local image and has no uri, cannot save.";
+ }
+ }
+
+ if (!error.empty())
{
- mAccessors[i] = src.accessors[i];
+ LL_WARNS("GLTF") << "Failed to save " << name << ": " << error << LL_ENDL;
+ return false;
}
- mAnimations.resize(src.animations.size());
- for (U32 i = 0; i < src.animations.size(); ++i)
+ clearData(asset);
+
+ return true;
+}
+
+void TextureInfo::serialize(object& dst) const
+{
+ write(mIndex, "index", dst, INVALID_INDEX);
+ write(mTexCoord, "texCoord", dst, 0);
+ write_extensions(dst, &mTextureTransform, "KHR_texture_transform");
+}
+
+S32 TextureInfo::getTexCoord() const
+{
+ if (mTextureTransform.mPresent && mTextureTransform.mTexCoord != INVALID_INDEX)
{
- mAnimations[i] = src.animations[i];
+ return mTextureTransform.mTexCoord;
}
+ return mTexCoord;
+}
- mSkins.resize(src.skins.size());
- for (U32 i = 0; i < src.skins.size(); ++i)
+bool Material::isMultiUV() const
+{
+ return mPbrMetallicRoughness.mBaseColorTexture.getTexCoord() != 0 ||
+ mPbrMetallicRoughness.mMetallicRoughnessTexture.getTexCoord() != 0 ||
+ mNormalTexture.getTexCoord() != 0 ||
+ mOcclusionTexture.getTexCoord() != 0 ||
+ mEmissiveTexture.getTexCoord() != 0;
+}
+
+const TextureInfo& TextureInfo::operator=(const Value& src)
+{
+ if (src.is_object())
{
- mSkins[i] = src.skins[i];
+ copy(src, "index", mIndex);
+ copy(src, "texCoord", mTexCoord);
+ copy_extensions(src, "KHR_texture_transform", &mTextureTransform);
}
-
+
return *this;
}
-const Material& Material::operator=(const tinygltf::Material& src)
+bool TextureInfo::operator==(const TextureInfo& rhs) const
{
- mName = src.name;
- return *this;
+ return mIndex == rhs.mIndex && mTexCoord == rhs.mTexCoord;
+}
+
+bool TextureInfo::operator!=(const TextureInfo& rhs) const
+{
+ return !(*this == rhs);
}
-void Material::allocateGLResources(Asset& asset)
+void OcclusionTextureInfo::serialize(object& dst) const
{
- // allocate material
- mMaterial = new LLFetchedGLTFMaterial();
+ TextureInfo::serialize(dst);
+ write(mStrength, "strength", dst, 1.f);
}
-const Mesh& Mesh::operator=(const tinygltf::Mesh& src)
+const OcclusionTextureInfo& OcclusionTextureInfo::operator=(const Value& src)
{
- mPrimitives.resize(src.primitives.size());
- for (U32 i = 0; i < src.primitives.size(); ++i)
+ TextureInfo::operator=(src);
+
+ if (src.is_object())
{
- mPrimitives[i] = src.primitives[i];
+ copy(src, "strength", mStrength);
}
- mWeights = src.weights;
- mName = src.name;
-
return *this;
}
-void Mesh::allocateGLResources(Asset& asset)
+void NormalTextureInfo::serialize(object& dst) const
{
- for (auto& primitive : mPrimitives)
+ TextureInfo::serialize(dst);
+ write(mScale, "scale", dst, 1.f);
+}
+
+const NormalTextureInfo& NormalTextureInfo::operator=(const Value& src)
+{
+ TextureInfo::operator=(src);
+ if (src.is_object())
{
- primitive.allocateGLResources(asset);
+ copy(src, "index", mIndex);
+ copy(src, "texCoord", mTexCoord);
+ copy(src, "scale", mScale);
}
+
+ return *this;
}
-const Scene& Scene::operator=(const tinygltf::Scene& src)
+const Material::PbrMetallicRoughness& Material::PbrMetallicRoughness::operator=(const Value& src)
{
- mNodes = src.nodes;
- mName = src.name;
+ if (src.is_object())
+ {
+ copy(src, "baseColorFactor", mBaseColorFactor);
+ copy(src, "baseColorTexture", mBaseColorTexture);
+ copy(src, "metallicFactor", mMetallicFactor);
+ copy(src, "roughnessFactor", mRoughnessFactor);
+ copy(src, "metallicRoughnessTexture", mMetallicRoughnessTexture);
+ }
return *this;
}
-const Texture& Texture::operator=(const tinygltf::Texture& src)
+void Material::PbrMetallicRoughness::serialize(object& dst) const
{
- mSampler = src.sampler;
- mSource = src.source;
- mName = src.name;
+ write(mBaseColorFactor, "baseColorFactor", dst, vec4(1.f, 1.f, 1.f, 1.f));
+ write(mBaseColorTexture, "baseColorTexture", dst);
+ write(mMetallicFactor, "metallicFactor", dst, 1.f);
+ write(mRoughnessFactor, "roughnessFactor", dst, 1.f);
+ write(mMetallicRoughnessTexture, "metallicRoughnessTexture", dst);
+}
+bool Material::PbrMetallicRoughness::operator==(const Material::PbrMetallicRoughness& rhs) const
+{
+ return mBaseColorFactor == rhs.mBaseColorFactor &&
+ mBaseColorTexture == rhs.mBaseColorTexture &&
+ mMetallicFactor == rhs.mMetallicFactor &&
+ mRoughnessFactor == rhs.mRoughnessFactor &&
+ mMetallicRoughnessTexture == rhs.mMetallicRoughnessTexture;
+}
+
+bool Material::PbrMetallicRoughness::operator!=(const Material::PbrMetallicRoughness& rhs) const
+{
+ return !(*this == rhs);
+}
+
+const Material::Unlit& Material::Unlit::operator=(const Value& src)
+{
+ mPresent = true;
return *this;
}
-const Sampler& Sampler::operator=(const tinygltf::Sampler& src)
+void Material::Unlit::serialize(object& dst) const
{
- mMagFilter = src.magFilter;
- mMinFilter = src.minFilter;
- mWrapS = src.wrapS;
- mWrapT = src.wrapT;
- mName = src.name;
+ // no members and object has already been created, nothing to do
+}
+
+void TextureTransform::getPacked(vec4* packed) const
+{
+ packed[0] = vec4(mScale.x, mScale.y, mRotation, mOffset.x);
+ packed[1] = vec4(mOffset.y, 0.f, 0.f, 0.f);
+}
+
+const TextureTransform& TextureTransform::operator=(const Value& src)
+{
+ mPresent = true;
+ if (src.is_object())
+ {
+ copy(src, "offset", mOffset);
+ copy(src, "rotation", mRotation);
+ copy(src, "scale", mScale);
+ copy(src, "texCoord", mTexCoord);
+ }
return *this;
}
-void Skin::uploadMatrixPalette(Asset& asset, Node& node)
+void TextureTransform::serialize(object& dst) const
{
- // prepare matrix palette
+ 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, -1);
+}
- // 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());
+void Material::serialize(object& dst) const
+{
+ write(mName, "name", dst);
+ write(mEmissiveFactor, "emissiveFactor", dst, vec3(0.f, 0.f, 0.f));
+ write(mPbrMetallicRoughness, "pbrMetallicRoughness", dst);
+ write(mNormalTexture, "normalTexture", dst);
+ write(mOcclusionTexture, "occlusionTexture", dst);
+ write(mEmissiveTexture, "emissiveTexture", dst);
+ write(mAlphaMode, "alphaMode", dst, Material::AlphaMode::OPAQUE);
+ write(mAlphaCutoff, "alphaCutoff", dst, 0.5f);
+ write(mDoubleSided, "doubleSided", dst, false);
+ write_extensions(dst, &mUnlit, "KHR_materials_unlit");
+}
- for (U32 i = 0; i < mJoints.size(); ++i)
+const Material& Material::operator=(const Value& src)
+{
+ if (src.is_object())
{
- Node& joint = asset.mNodes[mJoints[i]];
-
- //t_mp[i].set_value(joint.mRenderMatrix.getF32ptr());
- //t_mp[i] = t_mp[i] * mInverseBindMatricesData[i];
+ copy(src, "name", mName);
+ copy(src, "emissiveFactor", mEmissiveFactor);
+ copy(src, "pbrMetallicRoughness", mPbrMetallicRoughness);
+ copy(src, "normalTexture", mNormalTexture);
+ copy(src, "occlusionTexture", mOcclusionTexture);
+ copy(src, "emissiveTexture", mEmissiveTexture);
+ copy(src, "alphaMode", mAlphaMode);
+ copy(src, "alphaCutoff", mAlphaCutoff);
+ copy(src, "doubleSided", mDoubleSided);
+ copy_extensions(src,
+ "KHR_materials_unlit", &mUnlit );
+ }
+ return *this;
+}
- //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];
+void Mesh::serialize(object& dst) const
+{
+ write(mPrimitives, "primitives", dst);
+ write(mWeights, "weights", dst);
+ write(mName, "name", dst);
+}
+const Mesh& Mesh::operator=(const Value& src)
+{
+ if (src.is_object())
+ {
+ copy(src, "primitives", mPrimitives);
+ copy(src, "weights", mWeights);
+ copy(src, "name", mName);
}
- std::vector<F32> glmp;
+ return *this;
+}
- glmp.resize(mJoints.size() * 12);
+bool Mesh::prep(Asset& asset)
+{
+ for (auto& primitive : mPrimitives)
+ {
+ if (!primitive.prep(asset))
+ {
+ return false;
+ }
+ }
- F32* mp = glmp.data();
+ return true;
+}
- for (U32 i = 0; i < mJoints.size(); ++i)
- {
- F32* m = (F32*)t_mp[i].m;
+void Scene::serialize(object& dst) const
+{
+ write(mNodes, "nodes", dst);
+ write(mName, "name", dst);
+}
- U32 idx = i * 12;
+const Scene& Scene::operator=(const Value& src)
+{
+ copy(src, "nodes", mNodes);
+ copy(src, "name", mName);
- mp[idx + 0] = m[0];
- mp[idx + 1] = m[1];
- mp[idx + 2] = m[2];
- mp[idx + 3] = m[12];
+ return *this;
+}
- mp[idx + 4] = m[4];
- mp[idx + 5] = m[5];
- mp[idx + 6] = m[6];
- mp[idx + 7] = m[13];
+void Texture::serialize(object& dst) const
+{
+ write(mSampler, "sampler", dst, INVALID_INDEX);
+ write(mSource, "source", dst, INVALID_INDEX);
+ write(mName, "name", dst);
+}
- mp[idx + 8] = m[8];
- mp[idx + 9] = m[9];
- mp[idx + 10] = m[10];
- mp[idx + 11] = m[14];
+const Texture& Texture::operator=(const Value& src)
+{
+ if (src.is_object())
+ {
+ copy(src, "sampler", mSampler);
+ copy(src, "source", mSource);
+ copy(src, "name", mName);
}
- LLGLSLShader::sCurBoundShaderPtr->uniformMatrix3x4fv(LLViewerShaderMgr::AVATAR_MATRIX,
- mJoints.size(),
- FALSE,
- (GLfloat*)glmp.data());
+ return *this;
+}
+
+void Sampler::serialize(object& dst) const
+{
+ write(mMagFilter, "magFilter", dst, LINEAR);
+ write(mMinFilter, "minFilter", dst, LINEAR_MIPMAP_LINEAR);
+ write(mWrapS, "wrapS", dst, REPEAT);
+ write(mWrapT, "wrapT", dst, REPEAT);
+ write(mName, "name", dst);
}
+const Sampler& Sampler::operator=(const Value& src)
+{
+ copy(src, "magFilter", mMagFilter);
+ copy(src, "minFilter", mMinFilter);
+ copy(src, "wrapS", mWrapS);
+ copy(src, "wrapT", mWrapT);
+ copy(src, "name", mName);
+
+ return *this;
+}
+
+