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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 "../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;
+}