diff options
Diffstat (limited to 'indra/newview/gltf/asset.cpp')
-rw-r--r-- | indra/newview/gltf/asset.cpp | 1311 |
1 files changed, 1026 insertions, 285 deletions
diff --git a/indra/newview/gltf/asset.cpp b/indra/newview/gltf/asset.cpp index 313e82bf01..24df41c6b3 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; +} + + |