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/**
* @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
typedef struct // gltf sampler
{ // 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
} gltf_sampler;
typedef struct // gltf image
{ // 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
} gltf_image;
typedef struct // texture
{
U32 imageIdx;
U32 samplerIdx;
LLUUID imageUuid = LLUUID::null;
} gltf_texture;
typedef struct // render material
{
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;
// 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;
} gltf_render_material;
typedef struct // gltf_mesh
{
std::string name;
// TODO add mesh import DJH 2022-04
} gltf_mesh;
class LLGLTFLoader : public LLModelLoader
{
public:
typedef std::map<std::string, LLImportMaterial> material_map;
typedef void gltfElement; // TBD
typedef void GLTF; // TBD
// typedef std::map<gltfElement*, std::vector<LLPointer<LLModel> > > gltf_model_map;
// gltf_model_map mModelsMap;
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<std::string, std::string> &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<gltf_mesh> mMeshes;
std::vector<gltf_render_material> mMaterials;
std::vector<gltf_texture> mTextures;
std::vector<gltf_image> mImages;
std::vector<gltf_sampler> mSamplers;
private:
bool parseMeshes();
void uploadMeshes();
bool parseMaterials();
void uploadMaterials();
bool populateModelFromMesh(LLModel* pModel, const tinygltf::Mesh &mesh);
LLUUID imageBufferToTextureUUID(const gltf_texture& tex);
U32 mGeneratedModelLimit; // Attempt to limit amount of generated submodels
// bool mPreprocessGLTF;
/* Inherited from dae loader - unknown 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<std::string, LLMatrix4> &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<LLModel *> &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
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