diff options
Diffstat (limited to 'indra/newview/gltfscenemanager.cpp')
-rw-r--r-- | indra/newview/gltfscenemanager.cpp | 704 |
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(); } + + |