1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
|
/**
* @file asset.cpp
* @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 "../llviewerprecompiledheaders.h"
#include "asset.h"
#include "llvolumeoctree.h"
using namespace LL::GLTF;
void Scene::updateTransforms(Asset& asset)
{
LLMatrix4a identity;
identity.setIdentity();
for (auto& nodeIndex : mNodes)
{
Node& node = asset.mNodes[nodeIndex];
node.updateTransforms(asset, identity);
}
}
void Scene::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview)
{
for (auto& nodeIndex : mNodes)
{
Node& node = asset.mNodes[nodeIndex];
node.updateRenderTransforms(asset, modelview);
}
}
void Node::updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview)
{
matMul(mMatrix, modelview, mRenderMatrix);
for (auto& childIndex : mChildren)
{
Node& child = asset.mNodes[childIndex];
child.updateRenderTransforms(asset, mRenderMatrix);
}
}
LLMatrix4a inverse(const LLMatrix4a& mat);
void Node::updateTransforms(Asset& asset, const LLMatrix4a& parentMatrix)
{
matMul(mMatrix, parentMatrix, mAssetMatrix);
mAssetMatrixInv = inverse(mAssetMatrix);
S32 my_index = this - &asset.mNodes[0];
for (auto& childIndex : mChildren)
{
Node& child = asset.mNodes[childIndex];
child.mParent = my_index;
child.updateTransforms(asset, mAssetMatrix);
}
}
void Asset::updateTransforms()
{
for (auto& scene : mScenes)
{
scene.updateTransforms(*this);
}
}
void Asset::updateRenderTransforms(const LLMatrix4a& modelview)
{
#if 0
// traverse hierarchy and update render transforms from scratch
for (auto& scene : mScenes)
{
scene.updateRenderTransforms(*this, modelview);
}
#else
// use mAssetMatrix to update render transforms from node list
for (auto& node : mNodes)
{
if (node.mMesh != INVALID_INDEX)
{
matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
}
}
#endif
}
S32 Asset::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
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
S32* primitive_hitp
)
{
S32 node_hit = -1;
S32 primitive_hit = -1;
LLVector4a local_start;
LLVector4a asset_end = end;
LLVector4a local_end;
LLVector4a p;
for (auto& node : mNodes)
{
if (node.mMesh != INVALID_INDEX)
{
bool newHit = false;
// transform start and end to this node's local space
node.mAssetMatrixInv.affineTransform(start, local_start);
node.mAssetMatrixInv.affineTransform(asset_end, local_end);
Mesh& mesh = mMeshes[node.mMesh];
for (auto& primitive : mesh.mPrimitives)
{
const LLVolumeTriangle* tri = primitive.lineSegmentIntersect(local_start, local_end, &p, tex_coord, normal, tangent);
if (tri)
{
newHit = true;
local_end = p;
// pointer math to get the node index
node_hit = &node - &mNodes[0];
llassert(&mNodes[node_hit] == &node);
//pointer math to get the primitive index
primitive_hit = &primitive - &mesh.mPrimitives[0];
llassert(&mesh.mPrimitives[primitive_hit] == &primitive);
}
}
if (newHit)
{
// shorten line segment on hit
node.mAssetMatrix.affineTransform(p, asset_end);
// transform results back to asset space
if (intersection)
{
*intersection = asset_end;
}
if (normal || tangent)
{
LLMatrix4 normalMatrix(node.mAssetMatrixInv.getF32ptr());
normalMatrix.transpose();
LLMatrix4a norm_mat;
norm_mat.loadu((F32*)normalMatrix.mMatrix);
if (normal)
{
LLVector4a n = *normal;
F32 w = n.getF32ptr()[3];
n.getF32ptr()[3] = 0.0f;
norm_mat.affineTransform(n, *normal);
normal->getF32ptr()[3] = w;
}
if (tangent)
{
LLVector4a t = *tangent;
F32 w = t.getF32ptr()[3];
t.getF32ptr()[3] = 0.0f;
norm_mat.affineTransform(t, *tangent);
tangent->getF32ptr()[3] = w;
}
}
}
}
}
if (node_hit != -1)
{
if (primitive_hitp)
{
*primitive_hitp = primitive_hit;
}
}
return node_hit;
}
const Node& Node::operator=(const tinygltf::Node& src)
{
F32* dstMatrix = mMatrix.getF32ptr();
if (src.matrix.size() == 16)
{
// Node has a transformation matrix, just copy it
for (U32 i = 0; i < 16; ++i)
{
dstMatrix[i] = (F32)src.matrix[i];
}
}
else if (!src.rotation.empty() || !src.translation.empty() || !src.scale.empty())
{
// node has rotation/translation/scale, convert to matrix
glh::quaternionf rotation;
if (src.rotation.size() == 4)
{
rotation = glh::quaternionf((F32)src.rotation[0], (F32)src.rotation[1], (F32)src.rotation[2], (F32)src.rotation[3]);
}
glh::vec3f translation;
if (src.translation.size() == 3)
{
translation = glh::vec3f((F32)src.translation[0], (F32)src.translation[1], (F32)src.translation[2]);
}
glh::vec3f scale;
if (src.scale.size() == 3)
{
scale = glh::vec3f((F32)src.scale[0], (F32)src.scale[1], (F32)src.scale[2]);
}
else
{
scale.set_value(1.f, 1.f, 1.f);
}
glh::matrix4f rot;
rotation.get_value(rot);
glh::matrix4f trans;
trans.set_translate(translation);
glh::matrix4f sc;
sc.set_scale(scale);
glh::matrix4f t;
//t = sc * rot * trans;
//t = trans * rot * sc; // best so far, still wrong on negative scale
//t = sc * trans * rot;
t = trans * sc * rot;
mMatrix.loadu(t.m);
}
else
{
// node specifies no transformation, set to identity
mMatrix.setIdentity();
}
mChildren = src.children;
mMesh = src.mesh;
mName = src.name;
return *this;
}
void Asset::render(bool opaque)
{
for (auto& node : mNodes)
{
if (node.mMesh != INVALID_INDEX)
{
Mesh& mesh = mMeshes[node.mMesh];
for (auto& primitive : mesh.mPrimitives)
{
gGL.loadMatrix((F32*)node.mRenderMatrix.mMatrix);
bool cull = true;
if (primitive.mMaterial != INVALID_INDEX)
{
Material& material = mMaterials[primitive.mMaterial];
if ((material.mMaterial->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND) == opaque)
{
continue;
}
material.mMaterial->bind();
cull = !material.mMaterial->mDoubleSided;
}
else
{
if (!opaque)
{
continue;
}
LLFetchedGLTFMaterial::sDefault.bind();
}
LLGLDisable cull_face(!cull ? GL_CULL_FACE : 0);
primitive.mVertexBuffer->setBuffer();
if (primitive.mVertexBuffer->getNumIndices() > 0)
{
primitive.mVertexBuffer->draw(primitive.mGLMode, primitive.mVertexBuffer->getNumIndices(), 0);
}
else
{
primitive.mVertexBuffer->drawArrays(primitive.mGLMode, 0, primitive.mVertexBuffer->getNumVerts());
}
}
}
}
}
void Asset::renderOpaque()
{
render(true);
}
void Asset::renderTransparent()
{
render(false);
}
|