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diff --git a/indra/newview/gltf/primitive.cpp b/indra/newview/gltf/primitive.cpp
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+/**
+ * @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 "../llviewershadermgr.h"
+
+#include "mikktspace/mikktspace.hh"
+
+#include "meshoptimizer/meshoptimizer.h"
+
+
+using namespace LL::GLTF;
+using namespace boost::json;
+
+
+// Mesh data useful for Mikktspace tangent generation (and flat normal generation)
+struct MikktMesh
+{
+ std::vector<LLVector3> p;
+ std::vector<LLVector3> n;
+ std::vector<LLVector2> tc;
+ std::vector<LLVector4> w;
+ std::vector<LLVector4> t;
+ std::vector<LLColor4U> c;
+ std::vector<U64> j;
+
+ // initialize from src primitive and make an unrolled triangle list
+ // returns false if the Primitive cannot be converted to a triangle list
+ bool copy(const Primitive* prim)
+ {
+ bool indexed = !prim->mIndexArray.empty();
+ U32 vert_count = indexed ? prim->mIndexArray.size() : prim->mPositions.size();
+
+ if (prim->mMode != Primitive::Mode::TRIANGLES)
+ {
+ LL_WARNS("GLTF") << "Unsupported primitive mode for conversion to triangles: " << (S32) prim->mMode << LL_ENDL;
+ return false;
+ }
+
+ p.resize(vert_count);
+ n.resize(vert_count);
+ tc.resize(vert_count);
+ c.resize(vert_count);
+
+ bool has_normals = !prim->mNormals.empty();
+ if (has_normals)
+ {
+ n.resize(vert_count);
+ }
+ bool has_tangents = !prim->mTangents.empty();
+ if (has_tangents)
+ {
+ t.resize(vert_count);
+ }
+ bool rigged = !prim->mWeights.empty();
+ if (rigged)
+ {
+ w.resize(vert_count);
+ j.resize(vert_count);
+ }
+
+ for (int i = 0; i < vert_count; ++i)
+ {
+ U32 idx = indexed ? prim->mIndexArray[i] : i;
+
+ p[i].set(prim->mPositions[idx].getF32ptr());
+ tc[i].set(prim->mTexCoords[idx]);
+ c[i] = prim->mColors[idx];
+
+ if (has_normals)
+ {
+ n[i].set(prim->mNormals[idx].getF32ptr());
+ }
+
+ if (rigged)
+ {
+ w[i].set(prim->mWeights[idx].getF32ptr());
+ j[i] = prim->mJoints[idx];
+ }
+ }
+
+ return true;
+ }
+
+ void genNormals()
+ {
+ U32 tri_count = p.size() / 3;
+ for (U32 i = 0; i < tri_count; ++i)
+ {
+ LLVector3 v0 = p[i * 3];
+ LLVector3 v1 = p[i * 3 + 1];
+ LLVector3 v2 = p[i * 3 + 2];
+
+ LLVector3 normal = (v1 - v0) % (v2 - v0);
+ normal.normalize();
+
+ n[i * 3] = normal;
+ n[i * 3 + 1] = normal;
+ n[i * 3 + 2] = normal;
+ }
+ }
+
+ void genTangents()
+ {
+ t.resize(p.size());
+ mikk::Mikktspace ctx(*this);
+ ctx.genTangSpace();
+ }
+
+ // write to target primitive as an indexed triangle list
+ // Only modifies runtime data, does not modify the original GLTF data
+ void write(Primitive* prim) const
+ {
+ //re-weld
+ meshopt_Stream mos[] =
+ {
+ { &p[0], sizeof(LLVector3), sizeof(LLVector3) },
+ { &n[0], sizeof(LLVector3), sizeof(LLVector3) },
+ { &t[0], sizeof(LLVector4), sizeof(LLVector4) },
+ { &tc[0], sizeof(LLVector2), sizeof(LLVector2) },
+ { &c[0], sizeof(LLColor4U), sizeof(LLColor4U) },
+ { w.empty() ? nullptr : &w[0], sizeof(LLVector4), sizeof(LLVector4) },
+ { j.empty() ? nullptr : &j[0], sizeof(U64), sizeof(U64) }
+ };
+
+ std::vector<U32> remap;
+ remap.resize(p.size());
+
+ U32 stream_count = w.empty() ? 5 : 7;
+
+ size_t vert_count = meshopt_generateVertexRemapMulti(&remap[0], nullptr, p.size(), p.size(), mos, stream_count);
+
+ prim->mTexCoords.resize(vert_count);
+ prim->mNormals.resize(vert_count);
+ prim->mTangents.resize(vert_count);
+ prim->mPositions.resize(vert_count);
+ prim->mColors.resize(vert_count);
+ if (!w.empty())
+ {
+ prim->mWeights.resize(vert_count);
+ prim->mJoints.resize(vert_count);
+ }
+
+ prim->mIndexArray.resize(remap.size());
+
+ for (int i = 0; i < remap.size(); ++i)
+ {
+ U32 src_idx = i;
+ U32 dst_idx = remap[i];
+
+ prim->mIndexArray[i] = dst_idx;
+
+ prim->mPositions[dst_idx].load3(p[src_idx].mV);
+ prim->mNormals[dst_idx].load3(n[src_idx].mV);
+ prim->mTexCoords[dst_idx] = tc[src_idx];
+ prim->mTangents[dst_idx].loadua(t[src_idx].mV);
+ prim->mColors[dst_idx] = c[src_idx];
+
+ if (!w.empty())
+ {
+ prim->mWeights[dst_idx].loadua(w[src_idx].mV);
+ prim->mJoints[dst_idx] = j[src_idx];
+ }
+ }
+
+ prim->mGLMode = LLRender::TRIANGLES;
+ }
+
+ uint32_t GetNumFaces()
+ {
+ return uint32_t(p.size()/3);
+ }
+
+ uint32_t GetNumVerticesOfFace(const uint32_t face_num)
+ {
+ return 3;
+ }
+
+ mikk::float3 GetPosition(const uint32_t face_num, const uint32_t vert_num)
+ {
+ F32* v = p[face_num * 3 + vert_num].mV;
+ return mikk::float3(v);
+ }
+
+ mikk::float3 GetTexCoord(const uint32_t face_num, const uint32_t vert_num)
+ {
+ F32* uv = tc[face_num * 3 + vert_num].mV;
+ return mikk::float3(uv[0], uv[1], 1.0f);
+ }
+
+ mikk::float3 GetNormal(const uint32_t face_num, const uint32_t vert_num)
+ {
+ F32* normal = n[face_num * 3 + vert_num].mV;
+ return mikk::float3(normal);
+ }
+
+ void SetTangentSpace(const uint32_t face_num, const uint32_t vert_num, mikk::float3 T, bool orientation)
+ {
+ S32 i = face_num * 3 + vert_num;
+ t[i].set(T.x, T.y, T.z, orientation ? 1.0f : -1.0f);
+ }
+};
+
+
+bool Primitive::prep(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);
+
+ for (auto& idx : mIndexArray)
+ {
+ if (idx >= mPositions.size())
+ {
+ LL_WARNS("GLTF") << "Invalid index array" << LL_ENDL;
+ return false;
+ }
+ }
+ }
+
+ U32 mask = LLVertexBuffer::MAP_VERTEX;
+
+ if (!mWeights.empty())
+ {
+ mask |= LLVertexBuffer::MAP_WEIGHT4;
+ mask |= LLVertexBuffer::MAP_JOINT;
+ }
+
+ if (mTexCoords.empty())
+ {
+ mTexCoords.resize(mPositions.size());
+ }
+
+ // TODO: support more than one texcoord set (or no texcoords)
+ mask |= LLVertexBuffer::MAP_TEXCOORD0;
+
+ if (mColors.empty())
+ {
+ mColors.resize(mPositions.size(), LLColor4U::white);
+ }
+
+ // TODO: support colorless vertex buffers
+ mask |= LLVertexBuffer::MAP_COLOR;
+
+ mShaderVariant = 0;
+
+ bool unlit = false;
+
+ // bake material basecolor into color array
+ if (mMaterial != INVALID_INDEX)
+ {
+ const Material& material = asset.mMaterials[mMaterial];
+ LLColor4 baseColor(glm::value_ptr(material.mPbrMetallicRoughness.mBaseColorFactor));
+ for (auto& dst : mColors)
+ {
+ dst = LLColor4U(baseColor * LLColor4(dst));
+ }
+
+ if (material.mUnlit.mPresent)
+ { // material uses KHR_materials_unlit
+ mShaderVariant |= LLGLSLShader::GLTFVariant::UNLIT;
+ unlit = true;
+ }
+ }
+
+ if (mNormals.empty() && !unlit)
+ {
+ mTangents.clear();
+
+ if (mMode == Mode::POINTS || mMode == Mode::LINES || mMode == Mode::LINE_LOOP || mMode == Mode::LINE_STRIP)
+ { //no normals and no surfaces, this primitive is unlit
+ mTangents.clear();
+ mShaderVariant |= LLGLSLShader::GLTFVariant::UNLIT;
+ unlit = true;
+ }
+ else
+ {
+ // unroll into non-indexed array of flat shaded triangles
+ MikktMesh data;
+ if (!data.copy(this))
+ {
+ return false;
+ }
+
+ data.genNormals();
+ data.genTangents();
+ data.write(this);
+ }
+ }
+
+ if (mTangents.empty() && !unlit)
+ { // NOTE: must be done last because tangent generation rewrites the other arrays
+ // adapted from usage of Mikktspace in llvolume.cpp
+ if (mMode == Mode::POINTS || mMode == Mode::LINES || mMode == Mode::LINE_LOOP || mMode == Mode::LINE_STRIP)
+ {
+ // for points and lines, just make sure tangent is perpendicular to normal
+ mTangents.resize(mNormals.size());
+ LLVector4a up(0.f, 0.f, 1.f, 0.f);
+ LLVector4a left(1.f, 0.f, 0.f, 0.f);
+ for (U32 i = 0; i < mNormals.size(); ++i)
+ {
+ if (fabsf(mNormals[i].getF32ptr()[2]) < 0.999f)
+ {
+ mTangents[i] = up.cross3(mNormals[i]);
+ }
+ else
+ {
+ mTangents[i] = left.cross3(mNormals[i]);
+ }
+
+ mTangents[i].getF32ptr()[3] = 1.f;
+ }
+ }
+ else
+ {
+ MikktMesh data;
+ if (!data.copy(this))
+ {
+ return false;
+ }
+
+ data.genTangents();
+ data.write(this);
+ }
+ }
+
+ if (!mNormals.empty())
+ {
+ mask |= LLVertexBuffer::MAP_NORMAL;
+ }
+
+ if (!mTangents.empty())
+ {
+ mask |= LLVertexBuffer::MAP_TANGENT;
+ }
+
+ if (LLGLSLShader::sCurBoundShaderPtr == nullptr)
+ { // make sure a shader is bound to satisfy mVertexBuffer->setBuffer
+ gDebugProgram.bind();
+ }
+
+ 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());
+ mVertexBuffer->setColorData(mColors.data());
+
+ if (!mNormals.empty())
+ {
+ mVertexBuffer->setNormalData(mNormals.data());
+ }
+ if (!mTangents.empty())
+ {
+ mVertexBuffer->setTangentData(mTangents.data());
+ }
+
+ if (!mWeights.empty())
+ {
+ mShaderVariant |= LLGLSLShader::GLTFVariant::RIGGED;
+ mVertexBuffer->setWeight4Data(mWeights.data());
+ mVertexBuffer->setJointData(mJoints.data());
+ }
+
+ // 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 (!mIndexArray.empty())
+ {
+ mVertexBuffer->setIndexData(mIndexArray.data());
+ }
+
+ createOctree();
+
+ mVertexBuffer->unbind();
+
+ Material& material = asset.mMaterials[mMaterial];
+ if (material.mAlphaMode == Material::AlphaMode::BLEND)
+ {
+ mShaderVariant |= LLGLSLShader::GLTFVariant::ALPHA_BLEND;
+ }
+
+ return true;
+}
+
+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 == 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 == 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 == 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 == Mode::POINTS ||
+ mMode == Mode::LINES ||
+ mMode == Mode::LINE_LOOP ||
+ mMode == 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;
+}
+
+LLRender::eGeomModes gltf_mode_to_gl_mode(Primitive::Mode mode)
+{
+ switch (mode)
+ {
+ case Primitive::Mode::POINTS:
+ return LLRender::POINTS;
+ case Primitive::Mode::LINES:
+ return LLRender::LINES;
+ case Primitive::Mode::LINE_LOOP:
+ return LLRender::LINE_LOOP;
+ case Primitive::Mode::LINE_STRIP:
+ return LLRender::LINE_STRIP;
+ case Primitive::Mode::TRIANGLES:
+ return LLRender::TRIANGLES;
+ case Primitive::Mode::TRIANGLE_STRIP:
+ return LLRender::TRIANGLE_STRIP;
+ case Primitive::Mode::TRIANGLE_FAN:
+ return LLRender::TRIANGLE_FAN;
+ default:
+ return LLRender::TRIANGLES;
+ }
+}
+
+void Primitive::serialize(boost::json::object& dst) const
+{
+ write(mMaterial, "material", dst, -1);
+ write(mMode, "mode", dst, Primitive::Mode::TRIANGLES);
+ write(mIndices, "indices", dst, INVALID_INDEX);
+ write(mAttributes, "attributes", dst);
+}
+
+const Primitive& Primitive::operator=(const Value& src)
+{
+ if (src.is_object())
+ {
+ copy(src, "material", mMaterial);
+ copy(src, "mode", mMode);
+ copy(src, "indices", mIndices);
+ copy(src, "attributes", mAttributes);
+
+ mGLMode = gltf_mode_to_gl_mode(mMode);
+ }
+ return *this;
+}
+