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-rw-r--r--indra/newview/gltfscenemanager.cpp704
1 files changed, 641 insertions, 63 deletions
diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp
index ce9e9e10f2..b948b2e2d6 100644
--- a/indra/newview/gltfscenemanager.cpp
+++ b/indra/newview/gltfscenemanager.cpp
@@ -39,7 +39,14 @@
#include "gltf/asset.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
+#include "llviewertexturelist.h"
+#include "llimagej2c.h"
+#include "llfloaterperms.h"
+#include "llagentbenefits.h"
+#include "llfilesystem.h"
+#include "boost/json.hpp"
+#define GLTF_SIM_SUPPORT 1
using namespace LL;
@@ -66,40 +73,255 @@ void GLTFSceneManager::load()
}
},
LLFilePicker::FFLOAD_GLTF,
- true);
+ false);
}
else
{
- LLNotificationsUtil::add("GLTFPreviewSelection");
+ LLNotificationsUtil::add("GLTFOpenSelection");
}
}
-void GLTFSceneManager::load(const std::string& filename)
+void GLTFSceneManager::saveAs()
{
- tinygltf::Model model;
- LLTinyGLTFHelper::loadModel(filename, model);
-
- LLPointer<Asset> asset = new Asset();
- *asset = model;
+ LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
+ if (obj && obj->mGLTFAsset)
+ {
+ LLFilePickerReplyThread::startPicker(
+ [](const std::vector<std::string>& filenames, LLFilePicker::ELoadFilter load_filter, LLFilePicker::ESaveFilter save_filter)
+ {
+ if (LLAppViewer::instance()->quitRequested())
+ {
+ return;
+ }
+ if (filenames.size() > 0)
+ {
+ GLTFSceneManager::instance().save(filenames[0]);
+ }
+ },
+ LLFilePicker::FFSAVE_GLTF,
+ "scene.gltf");
+ }
+ else
+ {
+ LLNotificationsUtil::add("GLTFSaveSelection");
+ }
+}
- gDebugProgram.bind(); // bind a shader to satisfy LLVertexBuffer assertions
- asset->allocateGLResources(filename, model);
- asset->updateTransforms();
+void GLTFSceneManager::uploadSelection()
+{
+ if (mUploadingAsset)
+ { // upload already in progress
+ LLNotificationsUtil::add("GLTFUploadInProgress");
+ return;
+ }
- // hang the asset off the currently selected object, or off of the avatar if no object is selected
LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
+ if (obj && obj->mGLTFAsset)
+ {
+ // make a copy of the asset prior to uploading
+ mUploadingAsset = std::make_shared<Asset>();
+ mUploadingObject = obj;
+ *mUploadingAsset = *obj->mGLTFAsset;
- if (obj)
- { // assign to self avatar
- obj->mGLTFAsset = asset;
+ GLTF::Asset& asset = *mUploadingAsset;
+
+ for (auto& image : asset.mImages)
+ {
+ if (image.mTexture.notNull())
+ {
+ mPendingImageUploads++;
+
+ LLPointer<LLImageRaw> raw;
+
+ if (image.mBufferView != INVALID_INDEX)
+ {
+ BufferView& view = asset.mBufferViews[image.mBufferView];
+ Buffer& buffer = asset.mBuffers[view.mBuffer];
+
+ raw = LLViewerTextureManager::getRawImageFromMemory(buffer.mData.data() + view.mByteOffset, view.mByteLength, image.mMimeType);
+
+ image.clearData(asset);
+ }
+ else
+ {
+ raw = image.mTexture->getCachedRawImage();
+ }
+
+ if (raw.notNull())
+ {
+ LLPointer<LLImageJ2C> j2c = LLViewerTextureList::convertToUploadFile(raw);
+
+ std::string buffer;
+ buffer.assign((const char*)j2c->getData(), j2c->getDataSize());
+
+ LLUUID asset_id = LLUUID::generateNewID();
+
+ std::string name;
+ S32 idx = (S32)(&image - &asset.mImages[0]);
+
+ if (image.mName.empty())
+ {
+
+ name = llformat("Image_%d", idx);
+ }
+ else
+ {
+ name = image.mName;
+ }
+
+ LLNewBufferedResourceUploadInfo::uploadFailure_f failure = [this](LLUUID assetId, LLSD response, std::string reason)
+ {
+ // TODO: handle failure
+ mPendingImageUploads--;
+ return false;
+ };
+
+
+ LLNewBufferedResourceUploadInfo::uploadFinish_f finish = [this, idx, raw, j2c](LLUUID assetId, LLSD response)
+ {
+ if (mUploadingAsset && mUploadingAsset->mImages.size() > idx)
+ {
+ mUploadingAsset->mImages[idx].mUri = assetId.asString();
+ mPendingImageUploads--;
+ }
+ };
+
+ S32 expected_upload_cost = LLAgentBenefitsMgr::current().getTextureUploadCost(j2c);
+
+ LLResourceUploadInfo::ptr_t uploadInfo(std::make_shared<LLNewBufferedResourceUploadInfo>(
+ buffer,
+ asset_id,
+ name,
+ name,
+ 0,
+ LLFolderType::FT_TEXTURE,
+ LLInventoryType::IT_TEXTURE,
+ LLAssetType::AT_TEXTURE,
+ LLFloaterPerms::getNextOwnerPerms("Uploads"),
+ LLFloaterPerms::getGroupPerms("Uploads"),
+ LLFloaterPerms::getEveryonePerms("Uploads"),
+ expected_upload_cost,
+ false,
+ finish,
+ failure));
+
+ upload_new_resource(uploadInfo);
+ }
+ }
+ }
+
+ // upload .bin
+ for (auto& bin : asset.mBuffers)
+ {
+ mPendingBinaryUploads++;
+
+ S32 idx = (S32)(&bin - &asset.mBuffers[0]);
+
+ std::string buffer;
+ buffer.assign((const char*)bin.mData.data(), bin.mData.size());
+
+ LLUUID asset_id = LLUUID::generateNewID();
+
+ LLNewBufferedResourceUploadInfo::uploadFailure_f failure = [this](LLUUID assetId, LLSD response, std::string reason)
+ {
+ // TODO: handle failure
+ mPendingBinaryUploads--;
+ mUploadingAsset = nullptr;
+ mUploadingObject = nullptr;
+ LL_WARNS("GLTF") << "Failed to upload GLTF binary: " << reason << LL_ENDL;
+ LL_WARNS("GLTF") << response << LL_ENDL;
+ return false;
+ };
+
+ LLNewBufferedResourceUploadInfo::uploadFinish_f finish = [this, idx](LLUUID assetId, LLSD response)
+ {
+ if (mUploadingAsset && mUploadingAsset->mBuffers.size() > idx)
+ {
+ mUploadingAsset->mBuffers[idx].mUri = assetId.asString();
+ mPendingBinaryUploads--;
+
+ // HACK: save buffer to cache to emulate a successful download
+ LLFileSystem cache(assetId, LLAssetType::AT_GLTF_BIN, LLFileSystem::WRITE);
+ auto& data = mUploadingAsset->mBuffers[idx].mData;
- if (std::find(mObjects.begin(), mObjects.end(), obj) == mObjects.end())
+ llassert(data.size() <= size_t(S32_MAX));
+ cache.write((const U8 *) data.data(), S32(data.size()));
+ }
+ };
+#if GLTF_SIM_SUPPORT
+ S32 expected_upload_cost = 1;
+
+ LLResourceUploadInfo::ptr_t uploadInfo(std::make_shared<LLNewBufferedResourceUploadInfo>(
+ buffer,
+ asset_id,
+ "",
+ "",
+ 0,
+ LLFolderType::FT_NONE,
+ LLInventoryType::IT_GLTF_BIN,
+ LLAssetType::AT_GLTF_BIN,
+ LLFloaterPerms::getNextOwnerPerms("Uploads"),
+ LLFloaterPerms::getGroupPerms("Uploads"),
+ LLFloaterPerms::getEveryonePerms("Uploads"),
+ expected_upload_cost,
+ false,
+ finish,
+ failure));
+
+ upload_new_resource(uploadInfo);
+#else
+ // dummy finish
+ finish(LLUUID::generateNewID(), LLSD());
+#endif
+ }
+ }
+ else
+ {
+ LLNotificationsUtil::add("GLTFUploadSelection");
+ }
+}
+
+void GLTFSceneManager::save(const std::string& filename)
+{
+ LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
+ if (obj && obj->mGLTFAsset)
+ {
+ Asset* asset = obj->mGLTFAsset.get();
+ if (!asset->save(filename))
{
- mObjects.push_back(obj);
+ LLNotificationsUtil::add("GLTFSaveFailed");
}
}
}
+void GLTFSceneManager::load(const std::string& filename)
+{
+ std::shared_ptr<Asset> asset = std::make_shared<Asset>();
+
+ if (asset->load(filename))
+ {
+ gDebugProgram.bind(); // bind a shader to satisfy LLVertexBuffer assertions
+ asset->updateTransforms();
+
+ // hang the asset off the currently selected object, or off of the avatar if no object is selected
+ LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
+
+ if (obj)
+ { // assign to self avatar
+ obj->mGLTFAsset = asset;
+ obj->markForUpdate();
+ if (std::find(mObjects.begin(), mObjects.end(), obj) == mObjects.end())
+ {
+ mObjects.push_back(obj);
+ }
+ }
+ }
+ else
+ {
+ LLNotificationsUtil::add("GLTFLoadFailed");
+ }
+}
+
GLTFSceneManager::~GLTFSceneManager()
{
mObjects.clear();
@@ -115,6 +337,104 @@ void GLTFSceneManager::renderAlpha()
render(false);
}
+void GLTFSceneManager::addGLTFObject(LLViewerObject* obj, LLUUID gltf_id)
+{
+ llassert(obj->getVolume()->getParams().getSculptID() == gltf_id);
+ llassert(obj->getVolume()->getParams().getSculptType() == LL_SCULPT_TYPE_GLTF);
+
+ obj->ref();
+ gAssetStorage->getAssetData(gltf_id, LLAssetType::AT_GLTF, onGLTFLoadComplete, obj);
+}
+
+//static
+void GLTFSceneManager::onGLTFBinLoadComplete(const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status)
+{
+ LLViewerObject* obj = (LLViewerObject*)user_data;
+ llassert(asset_type == LLAssetType::AT_GLTF_BIN);
+
+ if (status == LL_ERR_NOERR)
+ {
+ if (obj)
+ {
+ // find the Buffer with the given id in the asset
+ if (obj->mGLTFAsset)
+ {
+ obj->mGLTFAsset->mPendingBuffers--;
+
+
+ if (obj->mGLTFAsset->mPendingBuffers == 0)
+ {
+ if (obj->mGLTFAsset->prep())
+ {
+ GLTFSceneManager& mgr = GLTFSceneManager::instance();
+ if (std::find(mgr.mObjects.begin(), mgr.mObjects.end(), obj) == mgr.mObjects.end())
+ {
+ GLTFSceneManager::instance().mObjects.push_back(obj);
+ }
+ }
+ else
+ {
+ LL_WARNS("GLTF") << "Failed to prepare GLTF asset: " << id << LL_ENDL;
+ obj->mGLTFAsset = nullptr;
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ LL_WARNS("GLTF") << "Failed to load GLTF asset: " << id << LL_ENDL;
+ obj->unref();
+ }
+}
+
+//static
+void GLTFSceneManager::onGLTFLoadComplete(const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status)
+{
+ LLViewerObject* obj = (LLViewerObject*)user_data;
+ llassert(asset_type == LLAssetType::AT_GLTF);
+
+ if (status == LL_ERR_NOERR)
+ {
+ if (obj)
+ {
+ LLFileSystem file(id, asset_type, LLFileSystem::READ);
+ std::string data;
+ S32 file_size = file.getSize();
+ data.resize(file_size);
+ file.read((U8*)data.data(), file_size);
+
+ boost::json::value json = boost::json::parse(data);
+
+ std::shared_ptr<Asset> asset = std::make_shared<Asset>(json);
+ obj->mGLTFAsset = asset;
+
+ for (auto& buffer : asset->mBuffers)
+ {
+ // for now just assume the buffer is already in the asset cache
+ LLUUID buffer_id;
+ if (LLUUID::parseUUID(buffer.mUri, &buffer_id))
+ {
+ asset->mPendingBuffers++;
+
+ gAssetStorage->getAssetData(buffer_id, LLAssetType::AT_GLTF_BIN, onGLTFBinLoadComplete, obj);
+ }
+ else
+ {
+ LL_WARNS("GLTF") << "Buffer URI is not a valid UUID: " << buffer.mUri << LL_ENDL;
+ obj->unref();
+ return;
+ }
+ }
+ }
+ }
+ else
+ {
+ LL_WARNS("GLTF") << "Failed to load GLTF asset: " << id << LL_ENDL;
+ obj->unref();
+ }
+}
+
void GLTFSceneManager::update()
{
for (U32 i = 0; i < mObjects.size(); ++i)
@@ -126,22 +446,121 @@ void GLTFSceneManager::update()
continue;
}
- Asset* asset = mObjects[i]->mGLTFAsset;
+ mObjects[i]->mGLTFAsset->update();
+ }
- asset->update();
+ // process pending uploads
+ if (mUploadingAsset && !mGLTFUploadPending)
+ {
+ if (mPendingImageUploads == 0 && mPendingBinaryUploads == 0)
+ {
+ boost::json::object obj;
+ mUploadingAsset->serialize(obj);
+ std::string buffer = boost::json::serialize(obj, {});
+ LLNewBufferedResourceUploadInfo::uploadFailure_f failure = [this](LLUUID assetId, LLSD response, std::string reason)
+ {
+ // TODO: handle failure
+ LL_WARNS("GLTF") << "Failed to upload GLTF json: " << reason << LL_ENDL;
+ LL_WARNS("GLTF") << response << LL_ENDL;
+
+ mUploadingAsset = nullptr;
+ mUploadingObject = nullptr;
+ mGLTFUploadPending = false;
+ return false;
+ };
+
+ LLNewBufferedResourceUploadInfo::uploadFinish_f finish = [this, buffer](LLUUID assetId, LLSD response)
+ {
+ LLAppViewer::instance()->postToMainCoro(
+ [=]()
+ {
+ if (mUploadingAsset)
+ {
+ // HACK: save buffer to cache to emulate a successful upload
+ LLFileSystem cache(assetId, LLAssetType::AT_GLTF, LLFileSystem::WRITE);
+
+ LL_INFOS("GLTF") << "Uploaded GLTF json: " << assetId << LL_ENDL;
+ llassert(buffer.size() <= size_t(S32_MAX));
+ cache.write((const U8 *) buffer.c_str(), S32(buffer.size()));
+
+ mUploadingAsset = nullptr;
+ }
+
+ if (mUploadingObject)
+ {
+ mUploadingObject->mGLTFAsset = nullptr;
+ mUploadingObject->setGLTFAsset(assetId);
+ mUploadingObject->markForUpdate();
+ mUploadingObject = nullptr;
+ }
+
+ mGLTFUploadPending = false;
+ });
+ };
+
+#if GLTF_SIM_SUPPORT
+ S32 expected_upload_cost = 1;
+ LLUUID asset_id = LLUUID::generateNewID();
+
+ mGLTFUploadPending = true;
+
+ LLResourceUploadInfo::ptr_t uploadInfo(std::make_shared<LLNewBufferedResourceUploadInfo>(
+ buffer,
+ asset_id,
+ "",
+ "",
+ 0,
+ LLFolderType::FT_NONE,
+ LLInventoryType::IT_GLTF,
+ LLAssetType::AT_GLTF,
+ LLFloaterPerms::getNextOwnerPerms("Uploads"),
+ LLFloaterPerms::getGroupPerms("Uploads"),
+ LLFloaterPerms::getEveryonePerms("Uploads"),
+ expected_upload_cost,
+ false,
+ finish,
+ failure));
+
+ upload_new_resource(uploadInfo);
+#else
+ // dummy finish
+ finish(LLUUID::generateNewID(), LLSD());
+#endif
+ }
}
}
-void GLTFSceneManager::render(bool opaque, bool rigged)
+void GLTFSceneManager::render(bool opaque, bool rigged, bool unlit)
+{
+ U8 variant = 0;
+ if (rigged)
+ {
+ variant |= LLGLSLShader::GLTFVariant::RIGGED;
+ }
+ if (!opaque)
+ {
+ variant |= LLGLSLShader::GLTFVariant::ALPHA_BLEND;
+ }
+ if (unlit)
+ {
+ variant |= LLGLSLShader::GLTFVariant::UNLIT;
+ }
+
+ render(variant);
+}
+
+void GLTFSceneManager::render(U8 variant)
{
// for debugging, just render the whole scene as opaque
// by traversing the whole scenegraph
// Assumes camera transform is already set and
- // appropriate shader is already bound
+ // appropriate shader is already boundd
gGL.matrixMode(LLRender::MM_MODELVIEW);
+ bool rigged = variant & LLGLSLShader::GLTFVariant::RIGGED;
+
for (U32 i = 0; i < mObjects.size(); ++i)
{
if (mObjects[i]->isDead() || mObjects[i]->mGLTFAsset == nullptr)
@@ -151,8 +570,7 @@ void GLTFSceneManager::render(bool opaque, bool rigged)
continue;
}
- Asset* asset = mObjects[i]->mGLTFAsset;
-
+ Asset* asset = mObjects[i]->mGLTFAsset.get();
gGL.pushMatrix();
LLMatrix4a mat = mObjects[i]->getGLTFAssetToAgentTransform();
@@ -162,13 +580,174 @@ void GLTFSceneManager::render(bool opaque, bool rigged)
matMul(mat, modelview, modelview);
- asset->updateRenderTransforms(modelview);
- asset->render(opaque, rigged);
+ mat4 mdv = glm::make_mat4(modelview.getF32ptr());
+ asset->updateRenderTransforms(mdv);
+
+ if (rigged)
+ { // provide a modelview matrix that goes from asset to camera space for rigged render passes
+ // (matrix palettes are in asset space)
+ gGL.loadMatrix(glm::value_ptr(mdv));
+ }
+ render(*asset, variant);
gGL.popMatrix();
}
}
+void GLTFSceneManager::render(Asset& asset, U8 variant)
+{
+ bool opaque = !(variant & LLGLSLShader::GLTFVariant::ALPHA_BLEND);
+ bool rigged = variant & LLGLSLShader::GLTFVariant::RIGGED;
+
+ if (opaque)
+ {
+ gGLTFPBRMetallicRoughnessProgram.bind(variant);
+ }
+ else
+ { // alpha shaders need all the shadow map setup etc
+ gPipeline.bindDeferredShader(gGLTFPBRMetallicRoughnessProgram.mGLTFVariants[variant]);
+ }
+
+ for (auto& node : asset.mNodes)
+ {
+ if (node.mSkin != INVALID_INDEX)
+ {
+ if (rigged)
+ {
+ Skin& skin = asset.mSkins[node.mSkin];
+ glBindBufferBase(GL_UNIFORM_BUFFER, LLGLSLShader::UB_GLTF_JOINTS, skin.mUBO);
+ }
+ }
+
+ if (node.mMesh != INVALID_INDEX)
+ {
+ Mesh& mesh = asset.mMeshes[node.mMesh];
+ for (auto& primitive : mesh.mPrimitives)
+ {
+ if (primitive.mShaderVariant != variant)
+ {
+ continue;
+ }
+
+ if (!rigged)
+ {
+ gGL.loadMatrix((F32*)glm::value_ptr(node.mRenderMatrix));
+ }
+ bool cull = true;
+ if (primitive.mMaterial != INVALID_INDEX)
+ {
+ Material& material = asset.mMaterials[primitive.mMaterial];
+ bind(asset, material);
+
+ cull = !material.mDoubleSided;
+ }
+ else
+ {
+ LLFetchedGLTFMaterial::sDefault.bind();
+ }
+
+ LLGLDisable cull_face(!cull ? GL_CULL_FACE : 0);
+
+ primitive.mVertexBuffer->setBuffer();
+ if (primitive.mVertexBuffer->getNumIndices() > 0)
+ {
+ primitive.mVertexBuffer->draw(primitive.mGLMode, primitive.mVertexBuffer->getNumIndices(), 0);
+ }
+ else
+ {
+ primitive.mVertexBuffer->drawArrays(primitive.mGLMode, 0, primitive.mVertexBuffer->getNumVerts());
+ }
+ }
+ }
+ }
+}
+
+static void bindTexture(Asset& asset, S32 uniform, Material::TextureInfo& info, LLViewerTexture* fallback)
+{
+ if (info.mIndex != INVALID_INDEX)
+ {
+ LLViewerTexture* tex = asset.mImages[asset.mTextures[info.mIndex].mSource].mTexture;
+ if (tex)
+ {
+ tex->addTextureStats(2048.f * 2048.f);
+ LLGLSLShader::sCurBoundShaderPtr->bindTexture(uniform, tex);
+ }
+ else
+ {
+ LLGLSLShader::sCurBoundShaderPtr->bindTexture(uniform, fallback);
+ }
+ }
+ else
+ {
+ LLGLSLShader::sCurBoundShaderPtr->bindTexture(uniform, fallback);
+ }
+}
+
+
+void GLTFSceneManager::bind(Asset& asset, Material& material)
+{
+ // bind for rendering (derived from LLFetchedGLTFMaterial::bind)
+ // glTF 2.0 Specification 3.9.4. Alpha Coverage
+ // mAlphaCutoff is only valid for LLGLTFMaterial::ALPHA_MODE_MASK
+ F32 min_alpha = -1.0;
+
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ if (!LLPipeline::sShadowRender || (material.mAlphaMode == Material::AlphaMode::BLEND))
+ {
+ if (material.mAlphaMode == Material::AlphaMode::MASK)
+ {
+ // dividing the alpha cutoff by transparency here allows the shader to compare against
+ // the alpha value of the texture without needing the transparency value
+ if (material.mPbrMetallicRoughness.mBaseColorFactor.a > 0.f)
+ {
+ min_alpha = material.mAlphaCutoff / material.mPbrMetallicRoughness.mBaseColorFactor.a;
+ }
+ else
+ {
+ min_alpha = 1024.f;
+ }
+ }
+ shader->uniform1f(LLShaderMgr::MINIMUM_ALPHA, min_alpha);
+ }
+
+ bindTexture(asset, LLShaderMgr::DIFFUSE_MAP, material.mPbrMetallicRoughness.mBaseColorTexture, LLViewerFetchedTexture::sWhiteImagep);
+
+ F32 base_color_packed[8];
+ //mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].getPacked(base_color_packed);
+ LLGLTFMaterial::sDefault.mTextureTransform[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR].getPacked(base_color_packed);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, (F32*)base_color_packed);
+
+ if (!LLPipeline::sShadowRender)
+ {
+ bindTexture(asset, LLShaderMgr::NORMAL_MAP, material.mNormalTexture, LLViewerFetchedTexture::sFlatNormalImagep);
+ bindTexture(asset, LLShaderMgr::METALLIC_ROUGHNESS_MAP, material.mPbrMetallicRoughness.mMetallicRoughnessTexture, LLViewerFetchedTexture::sWhiteImagep);
+ bindTexture(asset, LLShaderMgr::OCCLUSION_MAP, material.mOcclusionTexture, LLViewerFetchedTexture::sWhiteImagep);
+ bindTexture(asset, LLShaderMgr::EMISSIVE_MAP, material.mEmissiveTexture, LLViewerFetchedTexture::sWhiteImagep);
+
+ // NOTE: base color factor is baked into vertex stream
+
+ shader->uniform1f(LLShaderMgr::ROUGHNESS_FACTOR, material.mPbrMetallicRoughness.mRoughnessFactor);
+ shader->uniform1f(LLShaderMgr::METALLIC_FACTOR, material.mPbrMetallicRoughness.mMetallicFactor);
+ shader->uniform3fv(LLShaderMgr::EMISSIVE_COLOR, 1, glm::value_ptr(material.mEmissiveFactor));
+
+ F32 normal_packed[8];
+ //mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].getPacked(normal_packed);
+ LLGLTFMaterial::sDefault.mTextureTransform[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL].getPacked(normal_packed);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_NORMAL_TRANSFORM, 2, (F32*)normal_packed);
+
+ F32 metallic_roughness_packed[8];
+ //mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].getPacked(metallic_roughness_packed);
+ LLGLTFMaterial::sDefault.mTextureTransform[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].getPacked(metallic_roughness_packed);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, 2, (F32*)metallic_roughness_packed);
+
+ F32 emissive_packed[8];
+ //mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].getPacked(emissive_packed);
+ LLGLTFMaterial::sDefault.mTextureTransform[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE].getPacked(emissive_packed);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM, 2, (F32*)emissive_packed);
+ }
+}
+
LLMatrix4a inverse(const LLMatrix4a& mat)
{
glh::matrix4f m((F32*)mat.mMatrix);
@@ -298,7 +877,7 @@ LLDrawable* GLTFSceneManager::lineSegmentIntersect(const LLVector4a& start, cons
}
// temporary debug -- always double check objects that have GLTF scenes hanging off of them even if the ray doesn't intersect the object bounds
- if (lineSegmentIntersect((LLVOVolume*) mObjects[i].get(), mObjects[i]->mGLTFAsset, start, local_end, -1, pick_transparent, pick_rigged, pick_unselectable, node_hit, primitive_hit, &position, tex_coord, normal, tangent))
+ if (lineSegmentIntersect((LLVOVolume*) mObjects[i].get(), mObjects[i]->mGLTFAsset.get(), start, local_end, -1, pick_transparent, pick_rigged, pick_unselectable, node_hit, primitive_hit, &position, tex_coord, normal, tangent))
{
local_end = position;
if (intersection)
@@ -330,12 +909,16 @@ void renderAssetDebug(LLViewerObject* obj, Asset* asset)
// get raycast in asset space
LLMatrix4a agent_to_asset = obj->getAgentToGLTFAssetTransform();
- LLVector4a start;
- LLVector4a end;
+ vec4 start;
+ vec4 end;
- agent_to_asset.affineTransform(gDebugRaycastStart, start);
- agent_to_asset.affineTransform(gDebugRaycastEnd, end);
+ LLVector4a t;
+ agent_to_asset.affineTransform(gDebugRaycastStart, t);
+ start = glm::make_vec4(t.getF32ptr());
+ agent_to_asset.affineTransform(gDebugRaycastEnd, t);
+ end = glm::make_vec4(t.getF32ptr());
+ start.w = end.w = 1.0;
for (auto& node : asset->mNodes)
{
@@ -343,7 +926,7 @@ void renderAssetDebug(LLViewerObject* obj, Asset* asset)
if (node.mMesh != INVALID_INDEX)
{
- gGL.loadMatrix((F32*)node.mRenderMatrix.mMatrix);
+ gGL.loadMatrix((F32*)glm::value_ptr(node.mRenderMatrix));
// draw bounding box of mesh primitives
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BBOXES))
@@ -361,24 +944,24 @@ void renderAssetDebug(LLViewerObject* obj, Asset* asset)
}
}
-#if 0
+#if 1
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST))
{
gGL.flush();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// convert raycast to node local space
- LLVector4a local_start;
- LLVector4a local_end;
-
- node.mAssetMatrixInv.affineTransform(start, local_start);
- node.mAssetMatrixInv.affineTransform(end, local_end);
+ vec4 local_start = node.mAssetMatrixInv * start;
+ vec4 local_end = node.mAssetMatrixInv * end;
for (auto& primitive : mesh.mPrimitives)
{
if (primitive.mOctree.notNull())
{
- renderOctreeRaycast(local_start, local_end, primitive.mOctree);
+ LLVector4a s, e;
+ s.load3(glm::value_ptr(local_start));
+ e.load3(glm::value_ptr(local_end));
+ renderOctreeRaycast(s, e, primitive.mOctree);
}
}
@@ -418,18 +1001,18 @@ void GLTFSceneManager::renderDebug()
continue;
}
- LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
+ mat4 mat = glm::make_mat4(obj->getGLTFAssetToAgentTransform().getF32ptr());
- LLMatrix4a modelview;
- modelview.loadu(gGLModelView);
+ mat4 modelview = glm::make_mat4(gGLModelView);
- matMul(mat, modelview, modelview);
- Asset* asset = obj->mGLTFAsset;
+ modelview = modelview * mat;
+
+ Asset* asset = obj->mGLTFAsset.get();
for (auto& node : asset->mNodes)
{
- matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
+ node.mRenderMatrix = modelview * node.mAssetMatrix;
}
}
@@ -440,14 +1023,7 @@ void GLTFSceneManager::renderDebug()
continue;
}
- Asset* asset = obj->mGLTFAsset;
-
- LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
-
- LLMatrix4a modelview;
- modelview.loadu(gGLModelView);
-
- matMul(mat, modelview, modelview);
+ Asset* asset = obj->mGLTFAsset.get();
renderAssetDebug(obj, asset);
}
@@ -470,21 +1046,20 @@ void GLTFSceneManager::renderDebug()
continue;
}
- LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
+ mat4 mat = glm::make_mat4(obj->getGLTFAssetToAgentTransform().getF32ptr());
- LLMatrix4a modelview;
- modelview.loadu(gGLModelView);
+ mat4 modelview = glm::make_mat4(gGLModelView);
- matMul(mat, modelview, modelview);
+ modelview = modelview * mat;
- Asset* asset = obj->mGLTFAsset;
+ Asset* asset = obj->mGLTFAsset.get();
for (auto& node : asset->mNodes)
{
// force update all mRenderMatrix, not just nodes with meshes
- matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
+ node.mRenderMatrix = modelview * node.mAssetMatrix;
- gGL.loadMatrix(node.mRenderMatrix.getF32ptr());
+ gGL.loadMatrix(glm::value_ptr(node.mRenderMatrix));
// render x-axis red, y-axis green, z-axis blue
gGL.color4f(1.f, 0.f, 0.f, 0.5f);
gGL.begin(LLRender::LINES);
@@ -514,7 +1089,9 @@ void GLTFSceneManager::renderDebug()
{
Node& child = asset->mNodes[child_idx];
gGL.vertex3f(0.f, 0.f, 0.f);
- gGL.vertex3fv(child.mMatrix.getTranslation().getF32ptr());
+
+
+ gGL.vertex3fv(glm::value_ptr(child.mMatrix[3]));
}
gGL.end();
gGL.flush();
@@ -538,7 +1115,7 @@ void GLTFSceneManager::renderDebug()
if (drawable)
{
gGL.pushMatrix();
- Asset* asset = drawable->getVObj()->mGLTFAsset;
+ Asset* asset = drawable->getVObj()->mGLTFAsset.get();
Node* node = &asset->mNodes[node_hit];
Primitive* primitive = &asset->mMeshes[node->mMesh].mPrimitives[primitive_hit];
@@ -547,8 +1124,7 @@ void GLTFSceneManager::renderDebug()
gGL.color3f(1, 0, 1);
drawBoxOutline(intersection, LLVector4a(0.1f, 0.1f, 0.1f, 0.f));
- gGL.loadMatrix((F32*) node->mRenderMatrix.mMatrix);
-
+ gGL.loadMatrix(glm::value_ptr(node->mRenderMatrix));
auto* listener = (LLVolumeOctreeListener*) primitive->mOctree->getListener(0);
@@ -562,3 +1138,5 @@ void GLTFSceneManager::renderDebug()
gDebugProgram.unbind();
}
+
+