/** * @file LLGLTFLoader.h * @brief LLGLTFLoader class definition * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, 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 * $/LicenseInfo$ */ #ifndef LL_LLGLTFLoader_H #define LL_LLGLTFLoader_H #include "tinygltf/tiny_gltf.h" #include "llglheaders.h" #include "llmodelloader.h" // gltf_* structs are temporary, used to organize the subset of data that eventually goes into the material LLSD class gltf_sampler { public: // Uses GL enums S32 minFilter; // GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR or GL_LINEAR_MIPMAP_LINEAR S32 magFilter; // GL_NEAREST or GL_LINEAR S32 wrapS; // GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT or GL_REPEAT S32 wrapT; // GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT or GL_REPEAT //S32 wrapR; // Found in some sample files, but not part of glTF 2.0 spec. Ignored. std::string name; // optional, currently unused // extensions and extras are sampler optional fields that we don't support - at least initially }; class gltf_image { public:// Note that glTF images are defined with row 0 at the top (opposite of OpenGL) U8* data; // ptr to decoded image data U32 size; // in bytes, regardless of channel width U32 width; U32 height; U32 numChannels; // range 1..4 U32 bytesPerChannel; // converted from gltf "bits", expects only 8, 16 or 32 as input U32 pixelType; // one of (TINYGLTF_COMPONENT_TYPE)_UNSIGNED_BYTE, _UNSIGNED_SHORT, _UNSIGNED_INT, or _FLOAT }; class gltf_texture { public: U32 imageIdx; U32 samplerIdx; LLUUID imageUuid = LLUUID::null; }; class gltf_render_material { public: std::string name; // scalar values LLColor4 baseColor; // linear encoding. Multiplied with vertex color, if present. double metalness; double roughness; double normalScale; // scale applies only to X,Y components of normal double occlusionScale; // strength multiplier for occlusion LLColor4 emissiveColor; // emissive mulitiplier, assumed linear encoding (spec 2.0 is silent) std::string alphaMode; // "OPAQUE", "MASK" or "BLEND" double alphaMask; // alpha cut-off // textures U32 baseColorTexIdx; // always sRGB encoded U32 metalRoughTexIdx; // always linear, roughness in G channel, metalness in B channel U32 normalTexIdx; // linear, valid range R[0-1], G[0-1], B[0.5-1]. Normal = texel * 2 - vec3(1.0) U32 occlusionTexIdx; // linear, occlusion in R channel, 0 meaning fully occluded, 1 meaning not occluded U32 emissiveTexIdx; // always stored as sRGB, in nits (candela / meter^2) // texture coordinates U32 baseColorTexCoords; U32 metalRoughTexCoords; U32 normalTexCoords; U32 occlusionTexCoords; U32 emissiveTexCoords; // TODO: Add traditional (diffuse, normal, specular) UUIDs here, or add this struct to LL_TextureEntry?? bool hasPBR; bool hasBaseTex, hasMRTex, hasNormalTex, hasOcclusionTex, hasEmissiveTex; // This field is populated after upload LLUUID material_uuid = LLUUID::null; }; class gltf_mesh { public: std::string name; // TODO add mesh import DJH 2022-04 }; class LLGLTFLoader : public LLModelLoader { public: typedef std::map material_map; LLGLTFLoader(std::string filename, S32 lod, LLModelLoader::load_callback_t load_cb, LLModelLoader::joint_lookup_func_t joint_lookup_func, LLModelLoader::texture_load_func_t texture_load_func, LLModelLoader::state_callback_t state_cb, void * opaque_userdata, JointTransformMap & jointTransformMap, JointNameSet & jointsFromNodes, std::map &jointAliasMap, U32 maxJointsPerMesh, U32 modelLimit); //, //bool preprocess ); virtual ~LLGLTFLoader(); virtual bool OpenFile(const std::string &filename); protected: tinygltf::Model mGltfModel; bool mGltfLoaded; bool mMeshesLoaded; bool mMaterialsLoaded; std::vector mMeshes; std::vector mMaterials; std::vector mTextures; std::vector mImages; std::vector mSamplers; private: bool parseMeshes(); void uploadMeshes(); bool parseMaterials(); void uploadMaterials(); bool populateModelFromMesh(LLModel* pModel, const tinygltf::Mesh &mesh); LLUUID imageBufferToTextureUUID(const gltf_texture& tex); // bool mPreprocessGLTF; /* Below inherited from dae loader - unknown if/how useful here void processElement(gltfElement *element, bool &badElement, GLTF *gltf); void processGltfModel(LLModel *model, GLTF *gltf, gltfElement *pRoot, gltfMesh *mesh, gltfSkin *skin); material_map getMaterials(LLModel *model, gltfInstance_geometry *instance_geo, GLTF *gltf); LLImportMaterial profileToMaterial(gltfProfile_COMMON *material, GLTF *gltf); LLColor4 getGltfColor(gltfElement *element); gltfElement *getChildFromElement(gltfElement *pElement, std::string const &name); bool isNodeAJoint(gltfNode *pNode); void processJointNode(gltfNode *pNode, std::map &jointTransforms); void extractTranslation(gltfTranslate *pTranslate, LLMatrix4 &transform); void extractTranslationViaElement(gltfElement *pTranslateElement, LLMatrix4 &transform); void extractTranslationViaSID(gltfElement *pElement, LLMatrix4 &transform); void buildJointToNodeMappingFromScene(gltfElement *pRoot); void processJointToNodeMapping(gltfNode *pNode); void processChildJoints(gltfNode *pParentNode); bool verifyCount(int expected, int result); // Verify that a controller matches vertex counts bool verifyController(gltfController *pController); static bool addVolumeFacesFromGltfMesh(LLModel *model, gltfMesh *mesh, LLSD &log_msg); static bool createVolumeFacesFromGltfMesh(LLModel *model, gltfMesh *mesh); static LLModel *loadModelFromGltfMesh(gltfMesh *mesh); // Loads a mesh breaking it into one or more models as necessary // to get around volume face limitations while retaining >8 materials // bool loadModelsFromGltfMesh(gltfMesh *mesh, std::vector &models_out, U32 submodel_limit); static std::string getElementLabel(gltfElement *element); static size_t getSuffixPosition(std::string label); static std::string getLodlessLabel(gltfElement *element); static std::string preprocessGLTF(std::string filename); */ }; #endif // LL_LLGLTFLLOADER_H