diff options
Diffstat (limited to 'indra/newview/gltf/asset.cpp')
-rw-r--r-- | indra/newview/gltf/asset.cpp | 299 |
1 files changed, 256 insertions, 43 deletions
diff --git a/indra/newview/gltf/asset.cpp b/indra/newview/gltf/asset.cpp index 21be69aae2..a454e68a92 100644 --- a/indra/newview/gltf/asset.cpp +++ b/indra/newview/gltf/asset.cpp @@ -35,6 +35,7 @@ #include "buffer_util.h" #include <boost/url.hpp> #include "llimagejpeg.h" +#include "../llskinningutil.h" using namespace LL::GLTF; using namespace boost::json; @@ -86,7 +87,6 @@ namespace LL } } - void Scene::updateTransforms(Asset& asset) { mat4 identity = glm::identity<mat4>(); @@ -98,26 +98,6 @@ void Scene::updateTransforms(Asset& asset) } } -void Scene::updateRenderTransforms(Asset& asset, const mat4& modelview) -{ - for (auto& nodeIndex : mNodes) - { - Node& node = asset.mNodes[nodeIndex]; - node.updateRenderTransforms(asset, modelview); - } -} - -void Node::updateRenderTransforms(Asset& asset, const mat4& modelview) -{ - mRenderMatrix = modelview * mMatrix; - - for (auto& childIndex : mChildren) - { - Node& child = asset.mNodes[childIndex]; - child.updateRenderTransforms(asset, mRenderMatrix); - } -} - void Node::updateTransforms(Asset& asset, const mat4& parentMatrix) { makeMatrixValid(); @@ -137,19 +117,119 @@ void Node::updateTransforms(Asset& asset, const mat4& parentMatrix) void Asset::updateTransforms() { + LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF; for (auto& scene : mScenes) { scene.updateTransforms(*this); } + + uploadTransforms(); } -void Asset::updateRenderTransforms(const mat4& modelview) +void Asset::uploadTransforms() { - // use mAssetMatrix to update render transforms from node list - for (auto& node : mNodes) + 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) { - node.mRenderMatrix = modelview * node.mAssetMatrix; + Node& node = mNodes[i]; + // build matrix palette in asset space + t_mp[i] = node.mAssetMatrix; } + + std::vector<F32> glmp; + + glmp.resize(node_count * 12); + + F32* mp = glmp.data(); + + for (U32 i = 0; i < node_count; ++i) + { + 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]; + } + + 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, @@ -363,6 +443,7 @@ const Image& Image::operator=(const Value& src) void Asset::update() { + LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF; F32 dt = gFrameTimeSeconds - mLastUpdateTime; if (dt > 0.f) @@ -383,11 +464,27 @@ void Asset::update() { 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); + } + } + } } } bool Asset::prep() { + LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF; // check required extensions and fail if not supported bool unsupported = false; for (auto& extension : mExtensionsRequired) @@ -445,6 +542,127 @@ bool Asset::prep() } } + // prepare vertex buffers + + // material count is number of materials + 1 for default material + U32 mat_count = (U32) mMaterials.size() + 1; + + if (LLGLSLShader::sCurBoundShaderPtr == nullptr) + { // make sure a shader is bound to satisfy mVertexBuffer->setBuffer + gDebugProgram.bind(); + } + + for (S32 double_sided = 0; double_sided < 2; ++double_sided) + { + RenderData& rd = mRenderData[double_sided]; + for (U32 i = 0; i < LLGLSLShader::NUM_GLTF_VARIANTS; ++i) + { + rd.mBatches[i].resize(mat_count); + } + + // for each material + for (S32 mat_id = -1; mat_id < (S32)mMaterials.size(); ++mat_id) + { + // 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; + } + + for (U32 variant = 0; variant < LLGLSLShader::NUM_GLTF_VARIANTS; ++variant) + { + U32 attribute_mask = 0; + // for each mesh + for (auto& mesh : mMeshes) + { + // for each primitive + for (auto& primitive : mesh.mPrimitives) + { + 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; + } + } + } + + // allocate vertex buffer and pack it + if (vertex_count[variant] > 0) + { + 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) + { + for (auto& primitive : mesh.mPrimitives) + { + if (primitive.mMaterial == mat_id && primitive.mShaderVariant == variant) + { + primitive.upload(vb); + } + } + } + + vb->unmapBuffer(); + + 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; } @@ -455,6 +673,7 @@ Asset::Asset(const Value& src) bool Asset::load(std::string_view filename) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF; mFilename = filename; std::string ext = gDirUtilp->getExtension(mFilename); @@ -903,14 +1122,14 @@ bool Image::save(Asset& asset, const std::string& folder) return true; } -void Material::TextureInfo::serialize(object& dst) const +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 Material::TextureInfo::getTexCoord() const +S32 TextureInfo::getTexCoord() const { if (mTextureTransform.mPresent && mTextureTransform.mTexCoord != INVALID_INDEX) { @@ -928,7 +1147,7 @@ bool Material::isMultiUV() const mEmissiveTexture.getTexCoord() != 0; } -const Material::TextureInfo& Material::TextureInfo::operator=(const Value& src) +const TextureInfo& TextureInfo::operator=(const Value& src) { if (src.is_object()) { @@ -940,23 +1159,23 @@ const Material::TextureInfo& Material::TextureInfo::operator=(const Value& src) return *this; } -bool Material::TextureInfo::operator==(const Material::TextureInfo& rhs) const +bool TextureInfo::operator==(const TextureInfo& rhs) const { return mIndex == rhs.mIndex && mTexCoord == rhs.mTexCoord; } -bool Material::TextureInfo::operator!=(const Material::TextureInfo& rhs) const +bool TextureInfo::operator!=(const TextureInfo& rhs) const { return !(*this == rhs); } -void Material::OcclusionTextureInfo::serialize(object& dst) const +void OcclusionTextureInfo::serialize(object& dst) const { TextureInfo::serialize(dst); write(mStrength, "strength", dst, 1.f); } -const Material::OcclusionTextureInfo& Material::OcclusionTextureInfo::operator=(const Value& src) +const OcclusionTextureInfo& OcclusionTextureInfo::operator=(const Value& src) { TextureInfo::operator=(src); @@ -968,13 +1187,13 @@ const Material::OcclusionTextureInfo& Material::OcclusionTextureInfo::operator=( return *this; } -void Material::NormalTextureInfo::serialize(object& dst) const +void NormalTextureInfo::serialize(object& dst) const { TextureInfo::serialize(dst); write(mScale, "scale", dst, 1.f); } -const Material::NormalTextureInfo& Material::NormalTextureInfo::operator=(const Value& src) +const NormalTextureInfo& NormalTextureInfo::operator=(const Value& src) { TextureInfo::operator=(src); if (src.is_object()) @@ -1035,18 +1254,12 @@ void Material::Unlit::serialize(object& dst) const // no members and object has already been created, nothing to do } -void TextureTransform::getPacked(F32* packed) const +void TextureTransform::getPacked(vec4* packed) const { - packed[0] = mScale.x; - packed[1] = mScale.y; - packed[2] = mRotation; - packed[3] = mOffset.x; - packed[4] = mOffset.y; - - packed[5] = packed[6] = packed[7] = 0.f; + 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; |