#pragma once /** * @file primitive.h * @brief LL GLTF Implementation * * $LicenseInfo:firstyear=2024&license=viewerlgpl$ * 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 "llvertexbuffer.h" #include "llvolumeoctree.h" // LL GLTF Implementation namespace LL { namespace GLTF { class Asset; constexpr U32 ATTRIBUTE_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_COLOR; class Primitive { public: ~Primitive(); // GPU copy of mesh data LLPointer mVertexBuffer; // CPU copy of mesh data std::vector mTexCoords; std::vector mNormals; std::vector mTangents; std::vector mPositions; std::vector mIndexArray; // raycast acceleration structure LLPointer mOctree; std::vector mOctreeTriangles; S32 mMaterial = -1; U32 mMode = TINYGLTF_MODE_TRIANGLES; // default to triangles U32 mGLMode = LLRender::TRIANGLES; S32 mIndices = -1; std::unordered_map mAttributes; // copy the attribute in the given BufferView to the given destination // assumes destination has enough storage for the attribute template void copyAttribute(Asset& asset, S32 bufferViewIdx, LLStrider& dst); // create octree based on vertex buffer // must be called before buffer is unmapped and after buffer is populated with good data void createOctree(); //get the LLVolumeTriangle that intersects with the given line segment at the point //closest to start. Moves end to the point of intersection. Returns nullptr if no intersection. //Line segment must be in the same coordinate frame as this Primitive const LLVolumeTriangle* lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection = NULL, // return the intersection point LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point LLVector4a* normal = NULL, // return the surface normal at the intersection point LLVector4a* tangent = NULL // return the surface tangent at the intersection point ); const Primitive& operator=(const tinygltf::Primitive& src) { // load material mMaterial = src.material; // load mode mMode = src.mode; // load indices mIndices = src.indices; // load attributes for (auto& it : src.attributes) { mAttributes[it.first] = it.second; } switch (mMode) { case TINYGLTF_MODE_POINTS: mGLMode = LLRender::POINTS; break; case TINYGLTF_MODE_LINE: mGLMode = LLRender::LINES; break; case TINYGLTF_MODE_LINE_LOOP: mGLMode = LLRender::LINE_LOOP; break; case TINYGLTF_MODE_LINE_STRIP: mGLMode = LLRender::LINE_STRIP; break; case TINYGLTF_MODE_TRIANGLES: mGLMode = LLRender::TRIANGLES; break; case TINYGLTF_MODE_TRIANGLE_STRIP: mGLMode = LLRender::TRIANGLE_STRIP; break; case TINYGLTF_MODE_TRIANGLE_FAN: mGLMode = LLRender::TRIANGLE_FAN; break; default: mGLMode = GL_TRIANGLES; } return *this; } void allocateGLResources(Asset& asset); }; } }