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/**
* @file gltfscenemanager.cpp
* @brief Builds menus out of items.
*
* $LicenseInfo:firstyear=2024&license=viewerlgpl$
* 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 "gltfscenemanager.h"
#include "llviewermenufile.h"
#include "llappviewer.h"
#include "lltinygltfhelper.h"
#include "llvertexbuffer.h"
#include "llselectmgr.h"
#include "llagent.h"
#include "llnotificationsutil.h"
#include "llvoavatarself.h"
#include "llvolumeoctree.h"
#include "gltf/asset.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
using namespace LL;
// temporary location of LL GLTF Implementation
using namespace LL::GLTF;
void GLTFSceneManager::load()
{
LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
if (obj)
{
// Load a scene from disk
LLFilePickerReplyThread::startPicker(
[](const std::vector<std::string>& filenames, LLFilePicker::ELoadFilter load_filter, LLFilePicker::ESaveFilter save_filter)
{
if (LLAppViewer::instance()->quitRequested())
{
return;
}
if (filenames.size() > 0)
{
GLTFSceneManager::instance().load(filenames[0]);
}
},
LLFilePicker::FFLOAD_GLTF,
true);
}
else
{
LLNotificationsUtil::add("GLTFPreviewSelection");
}
}
void GLTFSceneManager::load(const std::string& filename)
{
tinygltf::Model model;
LLTinyGLTFHelper::loadModel(filename, model);
LLPointer<Asset> asset = new Asset();
*asset = model;
asset->allocateGLResources(filename, model);
asset->updateTransforms();
// hang the asset off the currently selected object, or off of the avatar if no object is selected
LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
if (obj)
{ // assign to self avatar
obj->mGLTFAsset = asset;
mObjects.push_back(obj);
}
}
GLTFSceneManager::~GLTFSceneManager()
{
mObjects.clear();
}
LLMatrix4a getAssetToAgentTransform(LLViewerObject* obj)
{
LLMatrix4 root;
root.initScale(obj->getScale());
root.rotate(obj->getRenderRotation());
root.translate(obj->getPositionAgent());
LLMatrix4a mat;
mat.loadu((F32*) root.mMatrix);
return mat;
}
LLMatrix4a getAgentToAssetTransform(LLViewerObject* obj)
{
LLMatrix4 root;
LLVector3 scale = obj->getScale();
scale.mV[0] = 1.f / scale.mV[0];
scale.mV[1] = 1.f / scale.mV[1];
scale.mV[2] = 1.f / scale.mV[2];
root.translate(-obj->getPositionAgent());
root.rotate(~obj->getRenderRotation());
LLMatrix4 scale_mat;
scale_mat.initScale(scale);
root *= scale_mat;
LLMatrix4a mat;
mat.loadu((F32*) root.mMatrix);
return mat;
}
void GLTFSceneManager::renderOpaque()
{
// for debugging, just render the whole scene as opaque
// by traversing the whole scenegraph
// Assumes camera transform is already set and
// appropriate shader is already bound
gGL.matrixMode(LLRender::MM_MODELVIEW);
for (U32 i = 0; i < mObjects.size(); ++i)
{
if (mObjects[i]->isDead() || mObjects[i]->mGLTFAsset == nullptr)
{
mObjects.erase(mObjects.begin() + i);
--i;
continue;
}
Asset* asset = mObjects[i]->mGLTFAsset;
gGL.pushMatrix();
LLMatrix4a mat = getAssetToAgentTransform(mObjects[i]);
LLMatrix4a modelview;
modelview.loadu(gGLModelView);
matMul(mat, modelview, modelview);
asset->updateRenderTransforms(modelview);
asset->renderOpaque();
gGL.popMatrix();
}
}
LLMatrix4a inverse(const LLMatrix4a& mat)
{
glh::matrix4f m((F32*)mat.mMatrix);
m = m.inverse();
LLMatrix4a ret;
ret.loadu(m.m);
return ret;
}
bool GLTFSceneManager::lineSegmentIntersect(LLVOVolume* obj, Asset* asset, const LLVector4a& start, const LLVector4a& end, S32 face, BOOL pick_transparent, BOOL pick_rigged, BOOL pick_unselectable, S32* node_hit, S32* primitive_hit,
LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent)
{
// line segment intersection test
// start and end should be in agent space
// volume space and asset space should be the same coordinate frame
// results should be transformed back to agent space
bool ret = false;
LLVector4a local_start;
LLVector4a local_end;
LLMatrix4a asset_to_agent = getAssetToAgentTransform(obj);
LLMatrix4a agent_to_asset = inverse(asset_to_agent);
agent_to_asset.affineTransform(start, local_start);
agent_to_asset.affineTransform(end, local_end);
LLVector4a p;
LLVector4a n;
LLVector2 tc;
LLVector4a tn;
if (intersection != NULL)
{
p = *intersection;
}
if (tex_coord != NULL)
{
tc = *tex_coord;
}
if (normal != NULL)
{
n = *normal;
}
if (tangent != NULL)
{
tn = *tangent;
}
S32 hit_node_index = asset->lineSegmentIntersect(local_start, local_end, &p, &tc, &n, &tn, primitive_hit);
if (hit_node_index >= 0)
{
local_end = p;
if (node_hit != NULL)
{
*node_hit = hit_node_index;
}
if (intersection != NULL)
{
asset_to_agent.affineTransform(p, *intersection);
}
if (normal != NULL)
{
LLVector3 v_n(n.getF32ptr());
normal->load3(obj->volumeDirectionToAgent(v_n).mV);
(*normal).normalize3fast();
}
if (tangent != NULL)
{
LLVector3 v_tn(tn.getF32ptr());
LLVector4a trans_tangent;
trans_tangent.load3(obj->volumeDirectionToAgent(v_tn).mV);
LLVector4Logical mask;
mask.clear();
mask.setElement<3>();
tangent->setSelectWithMask(mask, tn, trans_tangent);
(*tangent).normalize3fast();
}
if (tex_coord != NULL)
{
*tex_coord = tc;
}
ret = true;
}
return ret;
}
LLDrawable* GLTFSceneManager::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
BOOL pick_transparent,
BOOL pick_rigged,
BOOL pick_unselectable,
BOOL pick_reflection_probe,
S32* node_hit, // return the index of the node that was hit
S32* primitive_hit, // return the index of the primitive that was hit
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
{
LLDrawable* drawable = nullptr;
LLVector4a local_end = end;
LLVector4a position;
for (U32 i = 0; i < mObjects.size(); ++i)
{
if (mObjects[i]->isDead() || mObjects[i]->mGLTFAsset == nullptr || !mObjects[i]->getVolume())
{
mObjects.erase(mObjects.begin() + i);
--i;
continue;
}
// temporary debug -- always double check objects that have GLTF scenes hanging off of them even if the ray doesn't intersect the object bounds
if (lineSegmentIntersect((LLVOVolume*) mObjects[i].get(), mObjects[i]->mGLTFAsset, start, local_end, -1, pick_transparent, pick_rigged, pick_unselectable, node_hit, primitive_hit, &position, tex_coord, normal, tangent))
{
local_end = position;
if (intersection)
{
*intersection = position;
}
drawable = mObjects[i]->mDrawable;
}
}
return drawable;
}
void drawBoxOutline(const LLVector4a& pos, const LLVector4a& size);
extern LLVector4a gDebugRaycastStart;
extern LLVector4a gDebugRaycastEnd;
void renderOctreeRaycast(const LLVector4a& start, const LLVector4a& end, const LLVolumeOctree* octree);
void renderAssetDebug(LLViewerObject* obj, Asset* asset)
{
// render debug
// assumes appropriate shader is already bound
// assumes modelview matrix is already set
gGL.pushMatrix();
// get raycast in asset space
LLMatrix4a agent_to_asset = getAgentToAssetTransform(obj);
LLVector4a start;
LLVector4a end;
agent_to_asset.affineTransform(gDebugRaycastStart, start);
agent_to_asset.affineTransform(gDebugRaycastEnd, end);
for (auto& node : asset->mNodes)
{
Mesh& mesh = asset->mMeshes[node.mMesh];
if (node.mMesh != INVALID_INDEX)
{
gGL.loadMatrix((F32*)node.mRenderMatrix.mMatrix);
// draw bounding box of mesh primitives
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BBOXES))
{
gGL.color3f(0.f, 1.f, 1.f);
for (auto& primitive : mesh.mPrimitives)
{
auto* listener = (LLVolumeOctreeListener*) primitive.mOctree->getListener(0);
LLVector4a center = listener->mBounds[0];
LLVector4a size = listener->mBounds[1];
drawBoxOutline(center, size);
}
}
#if 0
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST))
{
gGL.flush();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// convert raycast to node local space
LLVector4a local_start;
LLVector4a local_end;
node.mAssetMatrixInv.affineTransform(start, local_start);
node.mAssetMatrixInv.affineTransform(end, local_end);
for (auto& primitive : mesh.mPrimitives)
{
if (primitive.mOctree.notNull())
{
renderOctreeRaycast(local_start, local_end, primitive.mOctree);
}
}
gGL.flush();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
}
}
gGL.popMatrix();
}
void GLTFSceneManager::renderDebug()
{
if (!gPipeline.hasRenderDebugMask(
LLPipeline::RENDER_DEBUG_BBOXES |
LLPipeline::RENDER_DEBUG_RAYCAST))
{
return;
}
gDebugProgram.bind();
LLGLDisable cullface(GL_CULL_FACE);
LLGLEnable blend(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gPipeline.disableLights();
for (auto& obj : mObjects)
{
if (obj->isDead() || obj->mGLTFAsset == nullptr)
{
continue;
}
Asset* asset = obj->mGLTFAsset;
LLMatrix4a mat = getAssetToAgentTransform(obj);
LLMatrix4a modelview;
modelview.loadu(gGLModelView);
matMul(mat, modelview, modelview);
asset->updateRenderTransforms(modelview);
renderAssetDebug(obj, asset);
}
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST))
{
S32 node_hit = -1;
S32 primitive_hit = -1;
LLVector4a intersection;
LLDrawable* drawable = lineSegmentIntersect(gDebugRaycastStart, gDebugRaycastEnd, TRUE, TRUE, TRUE, TRUE, &node_hit, &primitive_hit, &intersection, nullptr, nullptr, nullptr);
if (drawable)
{
gGL.pushMatrix();
Asset* asset = drawable->getVObj()->mGLTFAsset;
Node* node = &asset->mNodes[node_hit];
Primitive* primitive = &asset->mMeshes[node->mMesh].mPrimitives[primitive_hit];
gGL.flush();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
gGL.color3f(1, 0, 1);
drawBoxOutline(intersection, LLVector4a(0.1f, 0.1f, 0.1f, 0.f));
gGL.loadMatrix((F32*) node->mRenderMatrix.mMatrix);
auto* listener = (LLVolumeOctreeListener*) primitive->mOctree->getListener(0);
drawBoxOutline(listener->mBounds[0], listener->mBounds[1]);
gGL.flush();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
gGL.popMatrix();
}
}
gDebugProgram.unbind();
}
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