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-rw-r--r--indra/newview/gltfscenemanager.cpp824
1 files changed, 707 insertions, 117 deletions
diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp
index 7003eab6d0..7b2de4d6de 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;
@@ -66,38 +73,253 @@ 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;
+ }
- if (std::find(mObjects.begin(), mObjects.end(), obj) == mObjects.end())
+ 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)
{
- mObjects.push_back(obj);
+ 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;
+
+ 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))
+ {
+ 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()
@@ -115,8 +337,108 @@ 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()
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+
for (U32 i = 0; i < mObjects.size(); ++i)
{
if (mObjects[i]->isDead() || mObjects[i]->mGLTFAsset == nullptr)
@@ -126,21 +448,125 @@ void GLTFSceneManager::update()
continue;
}
- Asset* asset = mObjects[i]->mGLTFAsset;
+ mObjects[i]->mGLTFAsset->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;
- asset->update();
+ 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, 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(bool opaque, bool rigged)
+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
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+ // just render the whole scene by traversing the whole scenegraph
+ // Assumes camera transform is already set and appropriate shader is already bound.
+ // Eventually we'll want a smarter render pipe that has pre-sorted the scene graph
+ // into buckets by material and shader.
+
+ // HACK -- implicitly render multi-uv variant
+ if (!(variant & LLGLSLShader::GLTFVariant::MULTI_UV))
+ {
+ render((U8) (variant | LLGLSLShader::GLTFVariant::MULTI_UV));
+ }
- gGL.matrixMode(LLRender::MM_MODELVIEW);
+ bool rigged = variant & LLGLSLShader::GLTFVariant::RIGGED;
for (U32 i = 0; i < mObjects.size(); ++i)
{
@@ -151,24 +577,205 @@ 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();
- LLMatrix4a modelview;
- modelview.loadu(gGLModelView);
-
- matMul(mat, modelview, modelview);
+ // provide a modelview matrix that goes from asset to camera space
+ // (matrix palettes are in asset space)
+ gGL.loadMatrix(gGLModelView);
+ gGL.multMatrix(mat.getF32ptr());
- asset->updateRenderTransforms(modelview);
- asset->render(opaque, rigged);
+ render(*asset, variant);
gGL.popMatrix();
}
}
+void GLTFSceneManager::render(Asset& asset, U8 variant)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+
+ for (U32 ds = 0; ds < 2; ++ds)
+ {
+ RenderData& rd = asset.mRenderData[ds];
+ auto& batches = rd.mBatches[variant];
+
+ if (batches.empty())
+ {
+ return;
+ }
+
+ LLGLDisable cull_face(ds == 1 ? GL_CULL_FACE : 0);
+
+ bool opaque = !(variant & LLGLSLShader::GLTFVariant::ALPHA_BLEND);
+ bool rigged = variant & LLGLSLShader::GLTFVariant::RIGGED;
+
+ bool shader_bound = false;
+
+ for (U32 i = 0; i < batches.size(); ++i)
+ {
+ if (batches[i].mPrimitives.empty() || batches[i].mVertexBuffer.isNull())
+ {
+ continue;
+ }
+
+ if (!shader_bound)
+ { // don't bind the shader until we know we have somthing to render
+ if (opaque)
+ {
+ gGLTFPBRMetallicRoughnessProgram.bind(variant);
+ }
+ else
+ { // alpha shaders need all the shadow map setup etc
+ gPipeline.bindDeferredShader(gGLTFPBRMetallicRoughnessProgram.mGLTFVariants[variant]);
+ }
+
+ if (!rigged)
+ {
+ glBindBufferBase(GL_UNIFORM_BUFFER, LLGLSLShader::UB_GLTF_NODES, asset.mNodesUBO);
+ }
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, LLGLSLShader::UB_GLTF_MATERIALS, asset.mMaterialsUBO);
+
+ for (U32 i = 0; i < TEXTURE_TYPE_COUNT; ++i)
+ {
+ mLastTexture[i] = -2;
+ }
+
+ gGL.syncMatrices();
+ shader_bound = true;
+ }
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gltfdc - set vb");
+ batches[i].mVertexBuffer->setBuffer();
+ }
+
+ S32 mat_idx = i - 1;
+ if (mat_idx != INVALID_INDEX)
+ {
+ Material& material = asset.mMaterials[mat_idx];
+ bind(asset, material);
+ }
+ else
+ {
+ LLFetchedGLTFMaterial::sDefault.bind();
+ LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::GLTF_MATERIAL_ID, -1);
+ }
+
+ for (auto& pdata : batches[i].mPrimitives)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("GLTF draw call");
+ Node& node = asset.mNodes[pdata.mNodeIndex];
+ Mesh& mesh = asset.mMeshes[node.mMesh];
+ Primitive& primitive = mesh.mPrimitives[pdata.mPrimitiveIndex];
+
+ if (rigged)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gltfdc - bind skin");
+ llassert(node.mSkin != INVALID_INDEX);
+ Skin& skin = asset.mSkins[node.mSkin];
+ glBindBufferBase(GL_UNIFORM_BUFFER, LLGLSLShader::UB_GLTF_JOINTS, skin.mUBO);
+ }
+ else
+ {
+ LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::GLTF_NODE_ID, pdata.mNodeIndex);
+ }
+
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gltfdc - push vb");
+
+ primitive.mVertexBuffer->drawRangeFast(primitive.mGLMode, primitive.mVertexOffset, primitive.mVertexOffset + primitive.getVertexCount() - 1, primitive.getIndexCount(), primitive.mIndexOffset);
+ }
+ }
+ }
+ }
+}
+
+void GLTFSceneManager::bindTexture(Asset& asset, TextureType texture_type, TextureInfo& info, LLViewerTexture* fallback)
+{
+ U8 type_idx = (U8)texture_type;
+
+ if (info.mIndex == mLastTexture[type_idx])
+ { //already bound
+ return;
+ }
+
+ S32 uniform[] =
+ {
+ LLShaderMgr::DIFFUSE_MAP,
+ LLShaderMgr::NORMAL_MAP,
+ LLShaderMgr::METALLIC_ROUGHNESS_MAP,
+ LLShaderMgr::OCCLUSION_MAP,
+ LLShaderMgr::EMISSIVE_MAP
+ };
+
+ S32 channel = LLGLSLShader::sCurBoundShaderPtr->getTextureChannel(uniform[(U8)type_idx]);
+
+ if (channel > -1)
+ {
+ glActiveTexture(GL_TEXTURE0 + channel);
+
+ if (info.mIndex != INVALID_INDEX)
+ {
+ Texture& texture = asset.mTextures[info.mIndex];
+
+ LLViewerTexture* tex = asset.mImages[texture.mSource].mTexture;
+ if (tex)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gl bind texture");
+ glBindTexture(GL_TEXTURE_2D, tex->getTexName());
+
+ if (channel != -1 && texture.mSampler != -1)
+ { // set sampler state
+ Sampler& sampler = asset.mSamplers[texture.mSampler];
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, sampler.mWrapS);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, sampler.mWrapT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, sampler.mMagFilter);
+
+ // NOTE: do not set min filter. Always respect client preference for min filter
+ }
+ else
+ {
+ // set default sampler state
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+ }
+ else
+ {
+ glBindTexture(GL_TEXTURE_2D, fallback->getTexName());
+ }
+ }
+ else
+ {
+ glBindTexture(GL_TEXTURE_2D, fallback->getTexName());
+ }
+ }
+}
+
+
+void GLTFSceneManager::bind(Asset& asset, Material& material)
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ bindTexture(asset, TextureType::BASE_COLOR, material.mPbrMetallicRoughness.mBaseColorTexture, LLViewerFetchedTexture::sWhiteImagep);
+
+ if (!LLPipeline::sShadowRender)
+ {
+ bindTexture(asset, TextureType::NORMAL, material.mNormalTexture, LLViewerFetchedTexture::sFlatNormalImagep);
+ bindTexture(asset, TextureType::METALLIC_ROUGHNESS, material.mPbrMetallicRoughness.mMetallicRoughnessTexture, LLViewerFetchedTexture::sWhiteImagep);
+ bindTexture(asset, TextureType::OCCLUSION, material.mOcclusionTexture, LLViewerFetchedTexture::sWhiteImagep);
+ bindTexture(asset, TextureType::EMISSIVE, material.mEmissiveTexture, LLViewerFetchedTexture::sWhiteImagep);
+ }
+
+ shader->uniform1i(LLShaderMgr::GLTF_MATERIAL_ID, &material - &asset.mMaterials[0]);
+}
+
LLMatrix4a inverse(const LLMatrix4a& mat)
{
glh::matrix4f m((F32*)mat.mMatrix);
@@ -178,7 +785,7 @@ LLMatrix4a inverse(const LLMatrix4a& mat)
return ret;
}
-bool GLTFSceneManager::lineSegmentIntersect(LLVOVolume* obj, Asset* asset, const LLVector4a& start, const LLVector4a& end, S32 face, BOOL pick_transparent, BOOL pick_rigged, BOOL pick_unselectable, S32* node_hit, S32* primitive_hit,
+bool GLTFSceneManager::lineSegmentIntersect(LLVOVolume* obj, Asset* asset, const LLVector4a& start, const LLVector4a& end, S32 face, bool pick_transparent, bool pick_rigged, bool pick_unselectable, S32* node_hit, S32* primitive_hit,
LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent)
{
@@ -272,10 +879,10 @@ bool GLTFSceneManager::lineSegmentIntersect(LLVOVolume* obj, Asset* asset, const
}
LLDrawable* GLTFSceneManager::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
- BOOL pick_transparent,
- BOOL pick_rigged,
- BOOL pick_unselectable,
- BOOL pick_reflection_probe,
+ bool pick_transparent,
+ bool pick_rigged,
+ bool pick_unselectable,
+ bool pick_reflection_probe,
S32* node_hit, // return the index of the node that was hit
S32* primitive_hit, // return the index of the primitive that was hit
LLVector4a* intersection, // return the intersection point
@@ -298,7 +905,7 @@ 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)
@@ -326,16 +933,21 @@ void renderAssetDebug(LLViewerObject* obj, Asset* asset)
// assumes modelview matrix is already set
gGL.pushMatrix();
-
// get raycast in asset space
LLMatrix4a agent_to_asset = obj->getAgentToGLTFAssetTransform();
- LLVector4a start;
- LLVector4a end;
+ gGL.multMatrix(agent_to_asset.getF32ptr());
+
+ 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 +955,8 @@ void renderAssetDebug(LLViewerObject* obj, Asset* asset)
if (node.mMesh != INVALID_INDEX)
{
- gGL.loadMatrix((F32*)node.mRenderMatrix.mMatrix);
+ gGL.pushMatrix();
+ gGL.multMatrix((F32*)glm::value_ptr(node.mAssetMatrix));
// draw bounding box of mesh primitives
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BBOXES))
@@ -361,24 +974,24 @@ 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);
}
}
@@ -386,6 +999,7 @@ void renderAssetDebug(LLViewerObject* obj, Asset* asset)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
+ gGL.popMatrix();
}
}
@@ -404,35 +1018,15 @@ void GLTFSceneManager::renderDebug()
gDebugProgram.bind();
+ gGL.pushMatrix();
+ gGL.loadMatrix(gGLModelView);
+
LLGLDisable cullface(GL_CULL_FACE);
LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gPipeline.disableLights();
- // force update all mRenderMatrix, not just nodes with meshes
- for (auto& obj : mObjects)
- {
- if (obj->isDead() || obj->mGLTFAsset == nullptr)
- {
- continue;
- }
-
- LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
-
- LLMatrix4a modelview;
- modelview.loadu(gGLModelView);
-
- matMul(mat, modelview, modelview);
-
- Asset* asset = obj->mGLTFAsset;
-
- for (auto& node : asset->mNodes)
- {
- matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
- }
- }
-
for (auto& obj : mObjects)
{
if (obj->isDead() || obj->mGLTFAsset == nullptr)
@@ -440,14 +1034,7 @@ 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);
}
@@ -458,10 +1045,7 @@ void GLTFSceneManager::renderDebug()
for (U32 i = 0; i < 2; ++i)
{
LLGLDepthTest depth(GL_TRUE, i == 0 ? GL_FALSE : GL_TRUE, i == 0 ? GL_GREATER : GL_LEQUAL);
- LLGLState blend(GL_BLEND, i == 0 ? TRUE : FALSE);
-
-
- gGL.pushMatrix();
+ LLGLState blend(GL_BLEND, i == 0 ? GL_TRUE : GL_FALSE);
for (auto& obj : mObjects)
{
@@ -470,21 +1054,16 @@ void GLTFSceneManager::renderDebug()
continue;
}
- LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
+ gGL.pushMatrix();
- LLMatrix4a modelview;
- modelview.loadu(gGLModelView);
+ gGL.multMatrix(obj->getGLTFAssetToAgentTransform().getF32ptr());
- matMul(mat, modelview, modelview);
-
- 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);
-
- gGL.loadMatrix(node.mRenderMatrix.getF32ptr());
+ gGL.pushMatrix();
+ gGL.multMatrix(glm::value_ptr(node.mAssetMatrix));
// render x-axis red, y-axis green, z-axis blue
gGL.color4f(1.f, 0.f, 0.f, 0.5f);
gGL.begin(LLRender::LINES);
@@ -514,16 +1093,18 @@ 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();
+ gGL.popMatrix();
}
- }
- gGL.popMatrix();
+ gGL.popMatrix();
+ }
}
-
}
@@ -533,32 +1114,41 @@ void GLTFSceneManager::renderDebug()
S32 primitive_hit = -1;
LLVector4a intersection;
- LLDrawable* drawable = lineSegmentIntersect(gDebugRaycastStart, gDebugRaycastEnd, TRUE, TRUE, TRUE, TRUE, &node_hit, &primitive_hit, &intersection, nullptr, nullptr, nullptr);
+ LLDrawable* drawable = lineSegmentIntersect(gDebugRaycastStart, gDebugRaycastEnd, true, true, true, true, &node_hit, &primitive_hit, &intersection, nullptr, nullptr, nullptr);
if (drawable)
{
- gGL.pushMatrix();
- Asset* asset = drawable->getVObj()->mGLTFAsset;
- Node* node = &asset->mNodes[node_hit];
- Primitive* primitive = &asset->mMeshes[node->mMesh].mPrimitives[primitive_hit];
- gGL.flush();
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- gGL.color3f(1, 0, 1);
- drawBoxOutline(intersection, LLVector4a(0.1f, 0.1f, 0.1f, 0.f));
-
- gGL.loadMatrix((F32*) node->mRenderMatrix.mMatrix);
+ LLViewerObject* obj = drawable->getVObj();
+ if (obj)
+ {
+ gGL.pushMatrix();
+ gGL.multMatrix(obj->getGLTFAssetToAgentTransform().getF32ptr());
+ Asset* asset = obj->mGLTFAsset.get();
+ Node* node = &asset->mNodes[node_hit];
+ Primitive* primitive = &asset->mMeshes[node->mMesh].mPrimitives[primitive_hit];
+ gGL.flush();
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ gGL.color3f(1, 0, 1);
+ drawBoxOutline(intersection, LLVector4a(0.1f, 0.1f, 0.1f, 0.f));
+ gGL.multMatrix(glm::value_ptr(node->mAssetMatrix));
- auto* listener = (LLVolumeOctreeListener*) primitive->mOctree->getListener(0);
- drawBoxOutline(listener->mBounds[0], listener->mBounds[1]);
+ auto* listener = (LLVolumeOctreeListener*)primitive->mOctree->getListener(0);
+ drawBoxOutline(listener->mBounds[0], listener->mBounds[1]);
- gGL.flush();
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- gGL.popMatrix();
+ gGL.flush();
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ gGL.popMatrix();
+ }
}
}
+
+ gGL.popMatrix();
gDebugProgram.unbind();
+
}
+
+