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-rw-r--r--indra/newview/gltfscenemanager.cpp564
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diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp
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+/**
+ * @file gltfscenemanager.cpp
+ * @brief Builds menus out of items.
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * 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 "gltfscenemanager.h"
+#include "llviewermenufile.h"
+#include "llappviewer.h"
+#include "lltinygltfhelper.h"
+#include "llvertexbuffer.h"
+#include "llselectmgr.h"
+#include "llagent.h"
+#include "llnotificationsutil.h"
+#include "llvoavatarself.h"
+#include "llvolumeoctree.h"
+#include "gltf/asset.h"
+#include "pipeline.h"
+#include "llviewershadermgr.h"
+
+
+using namespace LL;
+
+// temporary location of LL GLTF Implementation
+using namespace LL::GLTF;
+
+void GLTFSceneManager::load()
+{
+ LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
+
+ if (obj)
+ {
+ // Load a scene from disk
+ 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().load(filenames[0]);
+ }
+ },
+ LLFilePicker::FFLOAD_GLTF,
+ true);
+ }
+ else
+ {
+ LLNotificationsUtil::add("GLTFPreviewSelection");
+ }
+}
+
+void GLTFSceneManager::load(const std::string& filename)
+{
+ tinygltf::Model model;
+ LLTinyGLTFHelper::loadModel(filename, model);
+
+ LLPointer<Asset> asset = new Asset();
+ *asset = model;
+
+ gDebugProgram.bind(); // bind a shader to satisfy LLVertexBuffer assertions
+ asset->allocateGLResources(filename, model);
+ 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;
+
+ if (std::find(mObjects.begin(), mObjects.end(), obj) == mObjects.end())
+ {
+ mObjects.push_back(obj);
+ }
+ }
+}
+
+GLTFSceneManager::~GLTFSceneManager()
+{
+ mObjects.clear();
+}
+
+void GLTFSceneManager::renderOpaque()
+{
+ render(true);
+}
+
+void GLTFSceneManager::renderAlpha()
+{
+ render(false);
+}
+
+void GLTFSceneManager::update()
+{
+ for (U32 i = 0; i < mObjects.size(); ++i)
+ {
+ if (mObjects[i]->isDead() || mObjects[i]->mGLTFAsset == nullptr)
+ {
+ mObjects.erase(mObjects.begin() + i);
+ --i;
+ continue;
+ }
+
+ Asset* asset = mObjects[i]->mGLTFAsset;
+
+ asset->update();
+
+ }
+}
+
+void GLTFSceneManager::render(bool opaque, bool rigged)
+{
+ // 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
+
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+
+ for (U32 i = 0; i < mObjects.size(); ++i)
+ {
+ if (mObjects[i]->isDead() || mObjects[i]->mGLTFAsset == nullptr)
+ {
+ mObjects.erase(mObjects.begin() + i);
+ --i;
+ continue;
+ }
+
+ Asset* asset = mObjects[i]->mGLTFAsset;
+
+ gGL.pushMatrix();
+
+ LLMatrix4a mat = mObjects[i]->getGLTFAssetToAgentTransform();
+
+ LLMatrix4a modelview;
+ modelview.loadu(gGLModelView);
+
+ matMul(mat, modelview, modelview);
+
+ asset->updateRenderTransforms(modelview);
+ asset->render(opaque, rigged);
+
+ gGL.popMatrix();
+ }
+}
+
+LLMatrix4a inverse(const LLMatrix4a& mat)
+{
+ glh::matrix4f m((F32*)mat.mMatrix);
+ m = m.inverse();
+ LLMatrix4a ret;
+ ret.loadu(m.m);
+ 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,
+ LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent)
+
+{
+ // line segment intersection test
+ // start and end should be in agent space
+ // volume space and asset space should be the same coordinate frame
+ // results should be transformed back to agent space
+
+ bool ret = false;
+
+ LLVector4a local_start;
+ LLVector4a local_end;
+
+ LLMatrix4a asset_to_agent = obj->getGLTFAssetToAgentTransform();
+ LLMatrix4a agent_to_asset = inverse(asset_to_agent);
+
+ agent_to_asset.affineTransform(start, local_start);
+ agent_to_asset.affineTransform(end, local_end);
+
+ LLVector4a p;
+ LLVector4a n;
+ LLVector2 tc;
+ LLVector4a tn;
+
+ if (intersection != NULL)
+ {
+ p = *intersection;
+ }
+
+ if (tex_coord != NULL)
+ {
+ tc = *tex_coord;
+ }
+
+ if (normal != NULL)
+ {
+ n = *normal;
+ }
+
+ if (tangent != NULL)
+ {
+ tn = *tangent;
+ }
+
+ S32 hit_node_index = asset->lineSegmentIntersect(local_start, local_end, &p, &tc, &n, &tn, primitive_hit);
+
+ if (hit_node_index >= 0)
+ {
+ local_end = p;
+ if (node_hit != NULL)
+ {
+ *node_hit = hit_node_index;
+ }
+
+ if (intersection != NULL)
+ {
+ asset_to_agent.affineTransform(p, *intersection);
+ }
+
+ if (normal != NULL)
+ {
+ LLVector3 v_n(n.getF32ptr());
+ normal->load3(obj->volumeDirectionToAgent(v_n).mV);
+ (*normal).normalize3fast();
+ }
+
+ if (tangent != NULL)
+ {
+ LLVector3 v_tn(tn.getF32ptr());
+
+ LLVector4a trans_tangent;
+ trans_tangent.load3(obj->volumeDirectionToAgent(v_tn).mV);
+
+ LLVector4Logical mask;
+ mask.clear();
+ mask.setElement<3>();
+
+ tangent->setSelectWithMask(mask, tn, trans_tangent);
+ (*tangent).normalize3fast();
+ }
+
+ if (tex_coord != NULL)
+ {
+ *tex_coord = tc;
+ }
+
+ ret = true;
+ }
+
+ return ret;
+}
+
+LLDrawable* GLTFSceneManager::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
+ 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
+ LLVector2* tex_coord, // return the texture coordinates of the intersection point
+ LLVector4a* normal, // return the surface normal at the intersection point
+ LLVector4a* tangent) // return the surface tangent at the intersection point
+{
+ LLDrawable* drawable = nullptr;
+
+ LLVector4a local_end = end;
+ LLVector4a position;
+
+ for (U32 i = 0; i < mObjects.size(); ++i)
+ {
+ if (mObjects[i]->isDead() || mObjects[i]->mGLTFAsset == nullptr || !mObjects[i]->getVolume())
+ {
+ mObjects.erase(mObjects.begin() + i);
+ --i;
+ continue;
+ }
+
+ // 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))
+ {
+ local_end = position;
+ if (intersection)
+ {
+ *intersection = position;
+ }
+ drawable = mObjects[i]->mDrawable;
+ }
+ }
+
+ return drawable;
+}
+
+void drawBoxOutline(const LLVector4a& pos, const LLVector4a& size);
+
+extern LLVector4a gDebugRaycastStart;
+extern LLVector4a gDebugRaycastEnd;
+
+void renderOctreeRaycast(const LLVector4a& start, const LLVector4a& end, const LLVolumeOctree* octree);
+
+void renderAssetDebug(LLViewerObject* obj, Asset* asset)
+{
+ // render debug
+ // assumes appropriate shader is already bound
+ // assumes modelview matrix is already set
+
+ gGL.pushMatrix();
+
+ // get raycast in asset space
+ LLMatrix4a agent_to_asset = obj->getAgentToGLTFAssetTransform();
+
+ LLVector4a start;
+ LLVector4a end;
+
+ agent_to_asset.affineTransform(gDebugRaycastStart, start);
+ agent_to_asset.affineTransform(gDebugRaycastEnd, end);
+
+
+ for (auto& node : asset->mNodes)
+ {
+ Mesh& mesh = asset->mMeshes[node.mMesh];
+
+ if (node.mMesh != INVALID_INDEX)
+ {
+ gGL.loadMatrix((F32*)node.mRenderMatrix.mMatrix);
+
+ // draw bounding box of mesh primitives
+ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BBOXES))
+ {
+ gGL.color3f(0.f, 1.f, 1.f);
+
+ for (auto& primitive : mesh.mPrimitives)
+ {
+ auto* listener = (LLVolumeOctreeListener*) primitive.mOctree->getListener(0);
+
+ LLVector4a center = listener->mBounds[0];
+ LLVector4a size = listener->mBounds[1];
+
+ drawBoxOutline(center, size);
+ }
+ }
+
+#if 0
+ 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);
+
+ for (auto& primitive : mesh.mPrimitives)
+ {
+ if (primitive.mOctree.notNull())
+ {
+ renderOctreeRaycast(local_start, local_end, primitive.mOctree);
+ }
+ }
+
+ gGL.flush();
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ }
+#endif
+ }
+ }
+
+ gGL.popMatrix();
+}
+
+void GLTFSceneManager::renderDebug()
+{
+ if (!gPipeline.hasRenderDebugMask(
+ LLPipeline::RENDER_DEBUG_BBOXES |
+ LLPipeline::RENDER_DEBUG_RAYCAST |
+ LLPipeline::RENDER_DEBUG_NODES))
+ {
+ return;
+ }
+
+ gDebugProgram.bind();
+
+ 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)
+ {
+ continue;
+ }
+
+ Asset* asset = obj->mGLTFAsset;
+
+ LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
+
+ LLMatrix4a modelview;
+ modelview.loadu(gGLModelView);
+
+ matMul(mat, modelview, modelview);
+
+ renderAssetDebug(obj, asset);
+ }
+
+ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_NODES))
+ { //render node hierarchy
+
+ 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();
+
+ 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)
+ {
+ // force update all mRenderMatrix, not just nodes with meshes
+ matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
+
+ gGL.loadMatrix(node.mRenderMatrix.getF32ptr());
+ // render x-axis red, y-axis green, z-axis blue
+ gGL.color4f(1.f, 0.f, 0.f, 0.5f);
+ gGL.begin(LLRender::LINES);
+ gGL.vertex3f(0.f, 0.f, 0.f);
+ gGL.vertex3f(1.f, 0.f, 0.f);
+ gGL.end();
+ gGL.flush();
+
+ gGL.color4f(0.f, 1.f, 0.f, 0.5f);
+ gGL.begin(LLRender::LINES);
+ gGL.vertex3f(0.f, 0.f, 0.f);
+ gGL.vertex3f(0.f, 1.f, 0.f);
+ gGL.end();
+ gGL.flush();
+
+ gGL.begin(LLRender::LINES);
+ gGL.color4f(0.f, 0.f, 1.f, 0.5f);
+ gGL.vertex3f(0.f, 0.f, 0.f);
+ gGL.vertex3f(0.f, 0.f, 1.f);
+ gGL.end();
+ gGL.flush();
+
+ // render path to child nodes cyan
+ gGL.color4f(0.f, 1.f, 1.f, 0.5f);
+ gGL.begin(LLRender::LINES);
+ for (auto& child_idx : node.mChildren)
+ {
+ Node& child = asset->mNodes[child_idx];
+ gGL.vertex3f(0.f, 0.f, 0.f);
+ gGL.vertex3fv(child.mMatrix.getTranslation().getF32ptr());
+ }
+ gGL.end();
+ gGL.flush();
+ }
+ }
+
+ gGL.popMatrix();
+ }
+
+ }
+
+
+ if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST))
+ {
+ S32 node_hit = -1;
+ S32 primitive_hit = -1;
+ LLVector4a intersection;
+
+ 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);
+
+
+
+ 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();
+ }
+ }
+ gDebugProgram.unbind();
+}
+