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+/**
+ * @file LLGLTFLoader.h
+ * @brief LLGLTFLoader class definition
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifndef LL_LLGLTFLoader_H
+#define LL_LLGLTFLoader_H
+
+#include "tinygltf/tiny_gltf.h"
+
+#include "asset.h"
+
+#include "llglheaders.h"
+#include "lljointdata.h"
+#include "llmodelloader.h"
+
+class LLGLTFLoader : public LLModelLoader
+{
+ public:
+ typedef std::map<std::string, LLImportMaterial> material_map;
+ typedef std::map<std::string, std::string> joint_viewer_parent_map_t;
+ typedef std::map<std::string, glm::mat4> joint_viewer_rest_map_t;
+ typedef std::map<S32, glm::mat4> joint_node_mat4_map_t;
+
+ struct JointNodeData
+ {
+ JointNodeData()
+ : mJointListIdx(-1)
+ , mNodeIdx(-1)
+ , mParentNodeIdx(-1)
+ , mIsValidViewerJoint(false)
+ , mIsParentValidViewerJoint(false)
+ , mIsOverrideValid(false)
+ {
+
+ }
+ S32 mJointListIdx;
+ S32 mNodeIdx;
+ S32 mParentNodeIdx;
+ glm::mat4 mGltfRestMatrix;
+ glm::mat4 mViewerRestMatrix;
+ glm::mat4 mOverrideRestMatrix;
+ glm::mat4 mGltfMatrix;
+ glm::mat4 mOverrideMatrix;
+ std::string mName;
+ bool mIsValidViewerJoint;
+ bool mIsParentValidViewerJoint;
+ bool mIsOverrideValid;
+ };
+ typedef std::map <S32, JointNodeData> joints_data_map_t;
+ typedef std::map <std::string, S32> joints_name_to_node_map_t;
+
+ class LLGLTFImportMaterial : public LLImportMaterial
+ {
+ public:
+ std::string name;
+ LLGLTFImportMaterial() = default;
+ LLGLTFImportMaterial(const LLImportMaterial& mat, const std::string& n) : LLImportMaterial(mat), name(n) {}
+ };
+
+ LLGLTFLoader(std::string filename,
+ S32 lod,
+ LLModelLoader::load_callback_t load_cb,
+ LLModelLoader::joint_lookup_func_t joint_lookup_func,
+ LLModelLoader::texture_load_func_t texture_load_func,
+ LLModelLoader::state_callback_t state_cb,
+ void * opaque_userdata,
+ JointTransformMap & jointTransformMap,
+ JointNameSet & jointsFromNodes,
+ std::map<std::string, std::string, std::less<>> & jointAliasMap,
+ U32 maxJointsPerMesh,
+ U32 modelLimit,
+ U32 debugMode,
+ std::vector<LLJointData> viewer_skeleton); //,
+ //bool preprocess );
+ virtual ~LLGLTFLoader();
+
+ virtual bool OpenFile(const std::string &filename);
+
+ struct GLTFVertex
+ {
+ glm::vec3 position;
+ glm::vec3 normal;
+ glm::vec2 uv0;
+ glm::u16vec4 joints;
+ glm::vec4 weights;
+ };
+
+protected:
+ LL::GLTF::Asset mGLTFAsset;
+ tinygltf::Model mGltfModel;
+ bool mGltfLoaded = false;
+ bool mApplyXYRotation = false;
+
+ // GLTF isn't aware of viewer's skeleton and uses it's own,
+ // so need to take viewer's joints and use them to
+ // recalculate iverse bind matrices
+ std::vector<LLJointData> mViewerJointData;
+
+ // vector of vectors because of a posibility of having more than one skin
+ typedef std::vector<LLMeshSkinInfo::matrix_list_t> bind_matrices_t;
+ typedef std::vector<std::vector<std::string> > joint_names_t;
+ bind_matrices_t mInverseBindMatrices;
+ bind_matrices_t mAlternateBindMatrices;
+ joint_names_t mJointNames; // empty string when no legal name for a given idx
+ std::vector<std::vector<S32>> mJointUsage; // detect and warn about unsed joints
+
+ // what group a joint belongs to.
+ // For purpose of stripping unused groups when joints are over limit.
+ struct JointGroups
+ {
+ std::string mGroup;
+ std::string mParentGroup;
+ };
+ typedef std::map<std::string, JointGroups, std::less<> > joint_to_group_map_t;
+ joint_to_group_map_t mJointGroups;
+
+ // per skin joint count, needs to be tracked for the sake of limits check.
+ std::vector<S32> mValidJointsCount;
+
+ // Cached material information
+ typedef std::map<S32, LLGLTFImportMaterial> MaterialCache;
+ MaterialCache mMaterialCache;
+
+private:
+ bool parseMeshes();
+ void computeCombinedNodeTransform(const LL::GLTF::Asset& asset, S32 node_index, glm::mat4& combined_transform) const;
+ void processNodeHierarchy(S32 node_idx, std::map<std::string, S32>& mesh_name_counts, U32 submodel_limit, const LLVolumeParams& volume_params);
+ bool addJointToModelSkin(LLMeshSkinInfo& skin_info, S32 gltf_skin_idx, size_t gltf_joint_idx);
+ LLGLTFImportMaterial processMaterial(S32 material_index, S32 fallback_index);
+ std::string processTexture(S32 texture_index, const std::string& texture_type, const std::string& material_name);
+ bool validateTextureIndex(S32 texture_index, S32& source_index);
+ std::string generateMaterialName(S32 material_index, S32 fallback_index = -1);
+ bool populateModelFromMesh(LLModel* pModel, const std::string& base_name, const LL::GLTF::Mesh &mesh, const LL::GLTF::Node &node, material_map& mats);
+ void populateJointsFromSkin(S32 skin_idx);
+ void populateJointGroups();
+ void addModelToScene(LLModel* pModel, const std::string& model_name, U32 submodel_limit, const LLMatrix4& transformation, const LLVolumeParams& volume_params, const material_map& mats);
+ void buildJointGroup(LLJointData& viewer_data, const std::string& parent_group);
+ void buildOverrideMatrix(LLJointData& data, joints_data_map_t &gltf_nodes, joints_name_to_node_map_t &names_to_nodes, glm::mat4& parent_rest, glm::mat4& support_rest) const;
+ glm::mat4 buildGltfRestMatrix(S32 joint_node_index, const LL::GLTF::Skin& gltf_skin) const;
+ glm::mat4 buildGltfRestMatrix(S32 joint_node_index, const joints_data_map_t& joint_data) const;
+ glm::mat4 computeGltfToViewerSkeletonTransform(const joints_data_map_t& joints_data_map, S32 gltf_node_index, const std::string& joint_name) const;
+ bool checkForXYrotation(const LL::GLTF::Skin& gltf_skin, S32 joint_idx, S32 bind_indx);
+ void checkForXYrotation(const LL::GLTF::Skin& gltf_skin);
+ void checkGlobalJointUsage();
+
+ std::string extractTextureToTempFile(S32 textureIndex, const std::string& texture_type);
+
+ void notifyUnsupportedExtension(bool unsupported);
+
+ static size_t getSuffixPosition(const std::string& label);
+ static std::string getLodlessLabel(const LL::GLTF::Mesh& mesh);
+
+ // bool mPreprocessGLTF;
+
+ /* Below inherited from dae loader - unknown if/how useful here
+
+ void processElement(gltfElement *element, bool &badElement, GLTF *gltf);
+ void processGltfModel(LLModel *model, GLTF *gltf, gltfElement *pRoot, gltfMesh *mesh, gltfSkin *skin);
+
+ material_map getMaterials(LLModel *model, gltfInstance_geometry *instance_geo, GLTF *gltf);
+ LLImportMaterial profileToMaterial(gltfProfile_COMMON *material, GLTF *gltf);
+ LLColor4 getGltfColor(gltfElement *element);
+
+ gltfElement *getChildFromElement(gltfElement *pElement, std::string const &name);
+
+ bool isNodeAJoint(gltfNode *pNode);
+ void processJointNode(gltfNode *pNode, std::map<std::string, LLMatrix4> &jointTransforms);
+ void extractTranslation(gltfTranslate *pTranslate, LLMatrix4 &transform);
+ void extractTranslationViaElement(gltfElement *pTranslateElement, LLMatrix4 &transform);
+ void extractTranslationViaSID(gltfElement *pElement, LLMatrix4 &transform);
+ void buildJointToNodeMappingFromScene(gltfElement *pRoot);
+ void processJointToNodeMapping(gltfNode *pNode);
+ void processChildJoints(gltfNode *pParentNode);
+
+ bool verifyCount(int expected, int result);
+
+ // Verify that a controller matches vertex counts
+ bool verifyController(gltfController *pController);
+
+ static bool addVolumeFacesFromGltfMesh(LLModel *model, gltfMesh *mesh, LLSD &log_msg);
+ static bool createVolumeFacesFromGltfMesh(LLModel *model, gltfMesh *mesh);
+
+ static LLModel *loadModelFromGltfMesh(gltfMesh *mesh);
+
+ // Loads a mesh breaking it into one or more models as necessary
+ // to get around volume face limitations while retaining >8 materials
+ //
+ bool loadModelsFromGltfMesh(gltfMesh *mesh, std::vector<LLModel *> &models_out, U32 submodel_limit);
+
+ static std::string preprocessGLTF(std::string filename);
+ */
+
+};
+#endif // LL_LLGLTFLLOADER_H