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-rw-r--r--indra/newview/gltf/asset.cpp299
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;