diff options
Diffstat (limited to 'indra/newview/gltfscenemanager.cpp')
-rw-r--r-- | indra/newview/gltfscenemanager.cpp | 201 |
1 files changed, 195 insertions, 6 deletions
diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp index eb11c60e43..a20954d7d1 100644 --- a/indra/newview/gltfscenemanager.cpp +++ b/indra/newview/gltfscenemanager.cpp @@ -351,11 +351,18 @@ void GLTFSceneManager::onGLTFBinLoadComplete(const LLUUID& id, LLAssetType::ETyp if (obj->mGLTFAsset->mPendingBuffers == 0) { - obj->mGLTFAsset->prep(); - GLTFSceneManager& mgr = GLTFSceneManager::instance(); - if (std::find(mgr.mObjects.begin(), mgr.mObjects.end(), obj) == mgr.mObjects.end()) + if (obj->mGLTFAsset->prep()) { - GLTFSceneManager::instance().mObjects.push_back(obj); + 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; } } } @@ -528,7 +535,6 @@ void GLTFSceneManager::render(bool opaque, bool rigged) } Asset* asset = mObjects[i]->mGLTFAsset.get(); - gGL.pushMatrix(); LLMatrix4a mat = mObjects[i]->getGLTFAssetToAgentTransform(); @@ -540,12 +546,195 @@ void GLTFSceneManager::render(bool opaque, bool rigged) mat4 mdv = glm::make_mat4(modelview.getF32ptr()); asset->updateRenderTransforms(mdv); - asset->render(opaque, rigged); + + 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, opaque, rigged); gGL.popMatrix(); } } +void GLTFSceneManager::render(Asset& asset, bool opaque, bool rigged) +{ + U32 variant = 0; + if (rigged) + { + variant |= LLGLSLShader::GLTFVariant::RIGGED; + } + if (!opaque) + { + variant |= LLGLSLShader::GLTFVariant::ALPHA; + } + + 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); + } + else + { + //skip static nodes if we're rendering rigged + continue; + } + } + else if (rigged) + { + // skip rigged nodes if we're not rendering rigged + continue; + } + + if (node.mMesh != INVALID_INDEX) + { + Mesh& mesh = asset.mMeshes[node.mMesh]; + for (auto& primitive : mesh.mPrimitives) + { + if (!rigged) + { + gGL.loadMatrix((F32*)glm::value_ptr(node.mRenderMatrix)); + } + bool cull = true; + if (primitive.mMaterial != INVALID_INDEX) + { + Material& material = asset.mMaterials[primitive.mMaterial]; + bool mat_opaque = material.mAlphaMode != Material::AlphaMode::BLEND; + + if (mat_opaque != opaque) + { + continue; + } + + bind(asset, material); + + cull = !material.mDoubleSided; + } + else + { + if (!opaque) + { + continue; + } + 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); |