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#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<LLVertexBuffer> mVertexBuffer;
// CPU copy of mesh data
std::vector<LLVector2> mTexCoords;
std::vector<LLVector4a> mNormals;
std::vector<LLVector4a> mTangents;
std::vector<LLVector4a> mPositions;
std::vector<U16> mIndexArray;
// raycast acceleration structure
LLPointer<LLVolumeOctree> mOctree;
std::vector<LLVolumeTriangle> mOctreeTriangles;
S32 mMaterial = -1;
U32 mMode = TINYGLTF_MODE_TRIANGLES; // default to triangles
U32 mGLMode = LLRender::TRIANGLES;
S32 mIndices = -1;
std::unordered_map<std::string, int> mAttributes;
// copy the attribute in the given BufferView to the given destination
// assumes destination has enough storage for the attribute
template<class T>
void copyAttribute(Asset& asset, S32 bufferViewIdx, LLStrider<T>& 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);
};
}
}
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