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Diffstat (limited to 'indra/newview/gltf/primitive.cpp')
-rw-r--r-- | indra/newview/gltf/primitive.cpp | 400 |
1 files changed, 400 insertions, 0 deletions
diff --git a/indra/newview/gltf/primitive.cpp b/indra/newview/gltf/primitive.cpp new file mode 100644 index 0000000000..b57a0af18d --- /dev/null +++ b/indra/newview/gltf/primitive.cpp @@ -0,0 +1,400 @@ +/** + * @file primitive.cpp + * @brief LL GLTF Implementation + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2024, 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 + * $/LicenseInfo$ + */ + +#include "../llviewerprecompiledheaders.h" + +#include "asset.h" +#include "buffer_util.h" + +#include "../lltinygltfhelper.h" + +using namespace LL::GLTF; + +void Primitive::allocateGLResources(Asset& asset) +{ + // allocate vertex buffer + // We diverge from the intent of the GLTF format here to work with our existing render pipeline + // GLTF wants us to copy the buffer views into GPU storage as is and build render commands that source that data. + // For our engine, though, it's better to rearrange the buffers at load time into a layout that's more consistent. + // The GLTF native approach undoubtedly works well if you can count on VAOs, but VAOs perform much worse with our scenes. + + // load vertex data + for (auto& it : mAttributes) + { + const std::string& attribName = it.first; + Accessor& accessor = asset.mAccessors[it.second]; + + // load vertex data + if (attribName == "POSITION") + { + copy(asset, accessor, mPositions); + } + else if (attribName == "NORMAL") + { + copy(asset, accessor, mNormals); + } + else if (attribName == "TANGENT") + { + copy(asset, accessor, mTangents); + } + else if (attribName == "COLOR_0") + { + copy(asset, accessor, mColors); + } + else if (attribName == "TEXCOORD_0") + { + copy(asset, accessor, mTexCoords); + } + else if (attribName == "JOINTS_0") + { + copy(asset, accessor, mJoints); + } + else if (attribName == "WEIGHTS_0") + { + copy(asset, accessor, mWeights); + } + } + + // copy index buffer + if (mIndices != INVALID_INDEX) + { + Accessor& accessor = asset.mAccessors[mIndices]; + copy(asset, accessor, mIndexArray); + } + + U32 mask = ATTRIBUTE_MASK; + + if (!mWeights.empty()) + { + mask |= LLVertexBuffer::MAP_WEIGHT4; + } + + mVertexBuffer = new LLVertexBuffer(mask); + mVertexBuffer->allocateBuffer(mPositions.size(), mIndexArray.size()*2); // double the size of the index buffer for 32-bit indices + + mVertexBuffer->setBuffer(); + mVertexBuffer->setPositionData(mPositions.data()); + + if (!mIndexArray.empty()) + { + mVertexBuffer->setIndexData(mIndexArray.data()); + } + + if (mTexCoords.empty()) + { + mTexCoords.resize(mPositions.size()); + } + + // flip texcoord y, upload, then flip back (keep the off-spec data in vram only) + for (auto& tc : mTexCoords) + { + tc[1] = 1.f - tc[1]; + } + mVertexBuffer->setTexCoordData(mTexCoords.data()); + + for (auto& tc : mTexCoords) + { + tc[1] = 1.f - tc[1]; + } + + if (mColors.empty()) + { + mColors.resize(mPositions.size(), LLColor4U::white); + } + + // bake material basecolor into color array + if (mMaterial != INVALID_INDEX) + { + const Material& material = asset.mMaterials[mMaterial]; + LLColor4 baseColor = material.mMaterial->mBaseColor; + for (auto& dst : mColors) + { + dst = LLColor4U(baseColor * LLColor4(dst)); + } + } + + mVertexBuffer->setColorData(mColors.data()); + + if (mNormals.empty()) + { + mNormals.resize(mPositions.size(), LLVector4a(0, 0, 1, 0)); + } + + mVertexBuffer->setNormalData(mNormals.data()); + + if (mTangents.empty()) + { + // TODO: generate tangents if needed + mTangents.resize(mPositions.size(), LLVector4a(1, 0, 0, 1)); + } + + mVertexBuffer->setTangentData(mTangents.data()); + + if (!mWeights.empty()) + { + std::vector<LLVector4a> weight_data; + weight_data.resize(mWeights.size()); + + F32 max_weight = 1.f - FLT_EPSILON*100.f; + LLVector4a maxw(max_weight, max_weight, max_weight, max_weight); + for (U32 i = 0; i < mWeights.size(); ++i) + { + LLVector4a& w = weight_data[i]; + w.setMin(mWeights[i], maxw); + w.add(mJoints[i]); + }; + + mVertexBuffer->setWeight4Data(weight_data.data()); + } + + createOctree(); + + mVertexBuffer->unbind(); +} + +void initOctreeTriangle(LLVolumeTriangle* tri, F32 scaler, S32 i0, S32 i1, S32 i2, const LLVector4a& v0, const LLVector4a& v1, const LLVector4a& v2) +{ + //store pointers to vertex data + tri->mV[0] = &v0; + tri->mV[1] = &v1; + tri->mV[2] = &v2; + + //store indices + tri->mIndex[0] = i0; + tri->mIndex[1] = i1; + tri->mIndex[2] = i2; + + //get minimum point + LLVector4a min = v0; + min.setMin(min, v1); + min.setMin(min, v2); + + //get maximum point + LLVector4a max = v0; + max.setMax(max, v1); + max.setMax(max, v2); + + //compute center + LLVector4a center; + center.setAdd(min, max); + center.mul(0.5f); + + tri->mPositionGroup = center; + + //compute "radius" + LLVector4a size; + size.setSub(max, min); + + tri->mRadius = size.getLength3().getF32() * scaler; +} + +void Primitive::createOctree() +{ + // create octree + mOctree = new LLVolumeOctree(); + + F32 scaler = 0.25f; + + if (mMode == TINYGLTF_MODE_TRIANGLES) + { + const U32 num_triangles = mVertexBuffer->getNumIndices() / 3; + // Initialize all the triangles we need + mOctreeTriangles.resize(num_triangles); + + for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index) + { //for each triangle + const U32 index = triangle_index * 3; + LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index]; + S32 i0 = mIndexArray[index]; + S32 i1 = mIndexArray[index + 1]; + S32 i2 = mIndexArray[index + 2]; + + const LLVector4a& v0 = mPositions[i0]; + const LLVector4a& v1 = mPositions[i1]; + const LLVector4a& v2 = mPositions[i2]; + + initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2); + + //insert + mOctree->insert(tri); + } + } + else if (mMode == TINYGLTF_MODE_TRIANGLE_STRIP) + { + const U32 num_triangles = mVertexBuffer->getNumIndices() - 2; + // Initialize all the triangles we need + mOctreeTriangles.resize(num_triangles); + + for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index) + { //for each triangle + const U32 index = triangle_index + 2; + LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index]; + S32 i0 = mIndexArray[index]; + S32 i1 = mIndexArray[index - 1]; + S32 i2 = mIndexArray[index - 2]; + + const LLVector4a& v0 = mPositions[i0]; + const LLVector4a& v1 = mPositions[i1]; + const LLVector4a& v2 = mPositions[i2]; + + initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2); + + //insert + mOctree->insert(tri); + } + } + else if (mMode == TINYGLTF_MODE_TRIANGLE_FAN) + { + const U32 num_triangles = mVertexBuffer->getNumIndices() - 2; + // Initialize all the triangles we need + mOctreeTriangles.resize(num_triangles); + + for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index) + { //for each triangle + const U32 index = triangle_index + 2; + LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index]; + S32 i0 = mIndexArray[0]; + S32 i1 = mIndexArray[index - 1]; + S32 i2 = mIndexArray[index - 2]; + + const LLVector4a& v0 = mPositions[i0]; + const LLVector4a& v1 = mPositions[i1]; + const LLVector4a& v2 = mPositions[i2]; + + initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2); + + //insert + mOctree->insert(tri); + } + } + else if (mMode == TINYGLTF_MODE_POINTS || + mMode == TINYGLTF_MODE_LINE || + mMode == TINYGLTF_MODE_LINE_LOOP || + mMode == TINYGLTF_MODE_LINE_STRIP) + { + // nothing to do, no volume... maybe add some collision geometry around these primitive types? + } + + else + { + LL_ERRS() << "Unsupported Primitive mode" << LL_ENDL; + } + + //remove unneeded octree layers + while (!mOctree->balance()) {} + + //calculate AABB for each node + LLVolumeOctreeRebound rebound; + rebound.traverse(mOctree); +} + +const LLVolumeTriangle* Primitive::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end, + LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent_out) +{ + if (mOctree.isNull()) + { + return nullptr; + } + + LLVector4a dir; + dir.setSub(end, start); + + F32 closest_t = 2.f; // must be larger than 1 + + //create a proxy LLVolumeFace for the raycast + LLVolumeFace face; + face.mPositions = mPositions.data(); + face.mTexCoords = mTexCoords.data(); + face.mNormals = mNormals.data(); + face.mTangents = mTangents.data(); + face.mIndices = nullptr; // unreferenced + + face.mNumIndices = mIndexArray.size(); + face.mNumVertices = mPositions.size(); + + LLOctreeTriangleRayIntersect intersect(start, dir, &face, &closest_t, intersection, tex_coord, normal, tangent_out); + intersect.traverse(mOctree); + + // null out proxy data so it doesn't get freed + face.mPositions = face.mNormals = face.mTangents = nullptr; + face.mIndices = nullptr; + face.mTexCoords = nullptr; + + return intersect.mHitTriangle; +} + +Primitive::~Primitive() +{ + mOctree = nullptr; +} + + +const Primitive& Primitive::operator=(const tinygltf::Primitive& src) +{ + // load material + mMaterial = src.material; + + // load mode + mMode = src.mode; + + // load indices + mIndices = src.indices; + + // load attributes + for (auto& it : src.attributes) + { + mAttributes[it.first] = it.second; + } + + switch (mMode) + { + case TINYGLTF_MODE_POINTS: + mGLMode = LLRender::POINTS; + break; + case TINYGLTF_MODE_LINE: + mGLMode = LLRender::LINES; + break; + case TINYGLTF_MODE_LINE_LOOP: + mGLMode = LLRender::LINE_LOOP; + break; + case TINYGLTF_MODE_LINE_STRIP: + mGLMode = LLRender::LINE_STRIP; + break; + case TINYGLTF_MODE_TRIANGLES: + mGLMode = LLRender::TRIANGLES; + break; + case TINYGLTF_MODE_TRIANGLE_STRIP: + mGLMode = LLRender::TRIANGLE_STRIP; + break; + case TINYGLTF_MODE_TRIANGLE_FAN: + mGLMode = LLRender::TRIANGLE_FAN; + break; + default: + mGLMode = GL_TRIANGLES; + } + + return *this; +} |