summaryrefslogtreecommitdiff
path: root/indra/newview/gltf/asset.h
blob: 6e576a1ffe9af2cec839d3b2debbed61574882a0 (plain)
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
#pragma once

/**
 * @file asset.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"
#include "../lltinygltfhelper.h"
#include "accessor.h"
#include "primitive.h"
#include "animation.h"

extern F32SecondsImplicit		gFrameTimeSeconds;

// LL GLTF Implementation
namespace LL
{
    namespace GLTF
    {
        class Asset;

        class Material
        {
        public:
            // use LLFetchedGLTFMaterial for now, but eventually we'll want to use
            // a more flexible GLTF material implementation instead of the fixed packing
            // version we use for sharable GLTF material assets
            LLPointer<LLFetchedGLTFMaterial> mMaterial;
            std::string mName;

            const Material& operator=(const tinygltf::Material& src);
            
            void allocateGLResources(Asset& asset);
        };

        class Mesh
        {
        public:
            std::vector<Primitive> mPrimitives;
            std::vector<double> mWeights;
            std::string mName;

            const Mesh& operator=(const tinygltf::Mesh& src);
            
            void allocateGLResources(Asset& asset);
        };

        class Node
        {
        public:
            LLMatrix4a mMatrix; //local transform
            LLMatrix4a mRenderMatrix; //transform for rendering
            LLMatrix4a mAssetMatrix; //transform from local to asset space
            LLMatrix4a mAssetMatrixInv; //transform from asset to local space

            glh::vec3f mTranslation;
            glh::quaternionf mRotation;
            glh::vec3f mScale;

            // if true, mMatrix is valid and up to date
            bool mMatrixValid = false;

            // if true, translation/rotation/scale are valid and up to date
            bool mTRSValid = false;
            
            bool mNeedsApplyMatrix = false;

            std::vector<S32> mChildren;
            S32 mParent = INVALID_INDEX;

            S32 mMesh = INVALID_INDEX;
            S32 mSkin = INVALID_INDEX;

            std::string mName;

            const Node& operator=(const tinygltf::Node& src);

            // Set mRenderMatrix to a transform that can be used for the current render pass
            // modelview -- parent's render matrix
            void updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview);

            // update mAssetMatrix and mAssetMatrixInv
            void updateTransforms(Asset& asset, const LLMatrix4a& parentMatrix);

            // ensure mMatrix is valid -- if mMatrixValid is false and mTRSValid is true, will update mMatrix to match Translation/Rotation/Scale
            void makeMatrixValid();

            // ensure Translation/Rotation/Scale are valid -- if mTRSValid is false and mMatrixValid is true, will update Translation/Rotation/Scale to match mMatrix
            void makeTRSValid();

            // Set rotation of this node
            // SIDE EFFECT: invalidates mMatrix
            void setRotation(const glh::quaternionf& rotation);

            // Set translation of this node
            // SIDE EFFECT: invalidates mMatrix
            void setTranslation(const glh::vec3f& translation);

            // Set scale of this node
            // SIDE EFFECT: invalidates mMatrix
            void setScale(const glh::vec3f& scale);
        };

        class Skin
        {
        public:
            S32 mInverseBindMatrices = INVALID_INDEX;
            S32 mSkeleton = INVALID_INDEX;
            std::vector<S32> mJoints;
            std::string mName;
            std::vector<glh::matrix4f> mInverseBindMatricesData;

            void allocateGLResources(Asset& asset);
            void uploadMatrixPalette(Asset& asset, Node& node);

            const Skin& operator=(const tinygltf::Skin& src);
        };

        class Scene
        {
        public:
            std::vector<S32> mNodes;
            std::string mName;

            const Scene& operator=(const tinygltf::Scene& src);
            
            void updateTransforms(Asset& asset);
            void updateRenderTransforms(Asset& asset, const LLMatrix4a& modelview);
        };

        class Texture
        {
        public:
            S32 mSampler = INVALID_INDEX;
            S32 mSource = INVALID_INDEX;
            std::string mName;

            const Texture& operator=(const tinygltf::Texture& src);
        };

        class Sampler
        {
        public:
            S32 mMagFilter;
            S32 mMinFilter;
            S32 mWrapS;
            S32 mWrapT;
            std::string mName;

            const Sampler& operator=(const tinygltf::Sampler& src);
        };

        class Image
        {
        public:
            std::string mName;
            std::string mUri;
            std::string mMimeType;
            std::vector<U8> mData;
            S32 mWidth;
            S32 mHeight;
            S32 mComponent;
            S32 mBits;
            LLPointer<LLViewerFetchedTexture> mTexture;

            const Image& operator=(const tinygltf::Image& src)
            {
                mName = src.name;
                mUri = src.uri;
                mMimeType = src.mimeType;
                mData = src.image;
                mWidth = src.width;
                mHeight = src.height;
                mComponent = src.component;
                mBits = src.bits;

                return *this;
            }

            void allocateGLResources()
            {
                // allocate texture

            }
        };

        // C++ representation of a GLTF Asset
        class Asset : public LLRefCount
        {
        public:
            std::vector<Scene> mScenes;
            std::vector<Node> mNodes;
            std::vector<Mesh> mMeshes;
            std::vector<Material> mMaterials;
            std::vector<Buffer> mBuffers;
            std::vector<BufferView> mBufferViews;
            std::vector<Texture> mTextures;
            std::vector<Sampler> mSamplers;
            std::vector<Image> mImages;
            std::vector<Accessor> mAccessors;
            std::vector<Animation> mAnimations;
            std::vector<Skin> mSkins;

            // the last time update() was called according to gFrameTimeSeconds
            F32 mLastUpdateTime = gFrameTimeSeconds;

            // prepare the asset for rendering
            void allocateGLResources(const std::string& filename, const tinygltf::Model& model);
            
            // Called periodically (typically once per frame)
            // Any ongoing work (such as animations) should be handled here
            // NOT guaranteed to be called every frame
            // MAY be called more than once per frame
            // Upon return, all Node Matrix transforms should be up to date
            void update();

            // update asset-to-node and node-to-asset transforms
            void updateTransforms();

            // update node render transforms
            void updateRenderTransforms(const LLMatrix4a& modelview);
            
            void render(bool opaque, bool rigged = false);
            void renderOpaque();
            void renderTransparent();

            // return the index of the node that the line segment intersects with, or -1 if no hit
            // input and output values must be in this asset's local coordinate frame
            S32 lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
                LLVector4a* intersection = nullptr,         // return the intersection point
                LLVector2* tex_coord = nullptr,            // return the texture coordinates of the intersection point
                LLVector4a* normal = nullptr,               // return the surface normal at the intersection point
                LLVector4a* tangent = nullptr,             // return the surface tangent at the intersection point
                S32* primitive_hitp = nullptr           // return the index of the primitive that was hit
            );
            
            const Asset& operator=(const tinygltf::Model& src);
            
        };
    }
}