#1718 Add GLTF support for multiple texcoords (#1720)

* Fix for GLTF MeshPrimitiveModes test
master
Dave Parks 2024-06-11 17:10:13 -05:00 committed by GitHub
parent 429c92ad75
commit f40fbdf4ad
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GPG Key ID: B5690EEEBB952194
15 changed files with 318 additions and 84 deletions

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@ -328,14 +328,16 @@ public:
// bit 0 = alpha mode blend (1) or opaque (0)
// bit 1 = rigged (1) or static (0)
// bit 2 = unlit (1) or lit (0)
// bit 3 = single (0) or multi (1) uv coordinates
struct GLTFVariant
{
constexpr static U8 ALPHA_BLEND = 1;
constexpr static U8 RIGGED = 2;
constexpr static U8 UNLIT = 4;
constexpr static U8 MULTI_UV = 8;
};
constexpr static U8 NUM_GLTF_VARIANTS = 8;
constexpr static U8 NUM_GLTF_VARIANTS = 16;
std::vector<LLGLSLShader> mGLTFVariants;

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@ -1686,7 +1686,7 @@ void LLRender::flush()
if (attribute_mask & LLVertexBuffer::MAP_TEXCOORD0)
{
vb->setTexCoordData(mTexcoordsp.get());
vb->setTexCoord0Data(mTexcoordsp.get());
}
if (attribute_mask & LLVertexBuffer::MAP_COLOR)

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@ -1180,6 +1180,11 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("texture_metallic_roughness_transform"); // (GLTF)
mReservedUniforms.push_back("texture_occlusion_transform"); // (GLTF)
mReservedUniforms.push_back("texture_emissive_transform"); // (GLTF)
mReservedUniforms.push_back("base_color_texcoord"); // (GLTF)
mReservedUniforms.push_back("emissive_texcoord"); // (GLTF)
mReservedUniforms.push_back("normal_texcoord"); // (GLTF)
mReservedUniforms.push_back("metallic_roughness_texcoord"); // (GLTF)
mReservedUniforms.push_back("occlusion_texcoord"); // (GLTF)
mReservedUniforms.push_back("terrain_texture_transforms"); // (GLTF)

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@ -58,6 +58,11 @@ public:
TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, // "texture_metallic_roughness_transform" (GLTF)
TEXTURE_OCCLUSION_TRANSFORM, // "texture_occlusion_transform" (GLTF)
TEXTURE_EMISSIVE_TRANSFORM, // "texture_emissive_transform" (GLTF)
BASE_COLOR_TEXCOORD, // "base_color_texcoord" (GLTF)
EMISSIVE_TEXCOORD, // "emissive_texcoord" (GLTF)
NORMAL_TEXCOORD, // "normal_texcoord" (GLTF)
METALLIC_ROUGHNESS_TEXCOORD, // "metallic_roughness_texcoord" (GLTF)
OCCLUSION_TEXCOORD, // "occlusion_texcoord" (GLTF)
TERRAIN_TEXTURE_TRANSFORMS, // "terrain_texture_transforms" (GLTF)

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@ -1635,7 +1635,7 @@ void LLVertexBuffer::setPositionData(const LLVector4a* data)
flush_vbo(GL_ARRAY_BUFFER, 0, sizeof(LLVector4a) * getNumVerts()-1, (U8*) data, mMappedData);
}
void LLVertexBuffer::setTexCoordData(const LLVector2* data)
void LLVertexBuffer::setTexCoord0Data(const LLVector2* data)
{
#if !LL_DARWIN
llassert(sGLRenderBuffer == mGLBuffer);
@ -1643,6 +1643,14 @@ void LLVertexBuffer::setTexCoordData(const LLVector2* data)
flush_vbo(GL_ARRAY_BUFFER, mOffsets[TYPE_TEXCOORD0], mOffsets[TYPE_TEXCOORD0] + sTypeSize[TYPE_TEXCOORD0] * getNumVerts() - 1, (U8*)data, mMappedData);
}
void LLVertexBuffer::setTexCoord1Data(const LLVector2* data)
{
#if !LL_DARWIN
llassert(sGLRenderBuffer == mGLBuffer);
#endif
flush_vbo(GL_ARRAY_BUFFER, mOffsets[TYPE_TEXCOORD1], mOffsets[TYPE_TEXCOORD1] + sTypeSize[TYPE_TEXCOORD1] * getNumVerts() - 1, (U8*)data, mMappedData);
}
void LLVertexBuffer::setColorData(const LLColor4U* data)
{
#if !LL_DARWIN

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@ -196,7 +196,8 @@ public:
void setTangentData(const LLVector4a* data);
void setWeight4Data(const LLVector4a* data);
void setJointData(const U64* data);
void setTexCoordData(const LLVector2* data);
void setTexCoord0Data(const LLVector2* data);
void setTexCoord1Data(const LLVector2* data);
void setColorData(const LLColor4U* data);
void setIndexData(const U16* data);
void setIndexData(const U32* data);

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@ -37,8 +37,8 @@ uniform sampler2D emissiveMap;
uniform vec3 emissiveColor;
in vec3 vary_position;
in vec4 vertex_color;
in vec2 base_color_texcoord;
in vec2 emissive_texcoord;
in vec2 base_color_uv;
in vec2 emissive_uv;
uniform float minimum_alpha;
void mirrorClip(vec3 pos);
@ -59,9 +59,9 @@ uniform float roughnessFactor;
in vec3 vary_normal;
in vec3 vary_tangent;
flat in float vary_sign;
in vec2 normal_texcoord;
in vec2 metallic_roughness_texcoord;
in vec2 occlusion_texcoord;
in vec2 normal_uv;
in vec2 metallic_roughness_uv;
in vec2 occlusion_uv;
#endif
// ==================================
@ -165,7 +165,7 @@ void main()
vec3 pos = vary_position;
mirrorClip(pos);
vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
vec4 basecolor = texture(diffuseMap, base_color_uv.xy).rgba;
basecolor.rgb = srgb_to_linear(basecolor.rgb);
basecolor *= vertex_color;
@ -175,7 +175,7 @@ void main()
}
vec3 emissive = emissiveColor;
emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
emissive *= srgb_to_linear(texture(emissiveMap, emissive_uv.xy).rgb);
// ==================================
// ==================================
@ -185,7 +185,7 @@ void main()
// ==================================
#ifndef UNLIT
// from mikktspace.com
vec3 vNt = texture(normalMap, normal_texcoord.xy).xyz*2.0-1.0;
vec3 vNt = texture(normalMap, normal_uv.xy).xyz*2.0-1.0;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
@ -199,8 +199,8 @@ void main()
// occlusion 1.0
// roughness 0.0
// metal 0.0
vec3 orm = texture(metallicRoughnessMap, metallic_roughness_texcoord.xy).rgb;
orm.r = texture(occlusionMap, occlusion_texcoord.xy).r;
vec3 orm = texture(metallicRoughnessMap, metallic_roughness_uv.xy).rgb;
orm.r = texture(occlusionMap, occlusion_uv.xy).r;
orm.g *= roughnessFactor;
orm.b *= metallicFactor;
#endif

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@ -33,7 +33,6 @@ uniform mat4 projection_matrix;
uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
#endif
uniform mat4 texture_matrix0;
uniform vec4[2] texture_base_color_transform;
uniform vec4[2] texture_normal_transform;
@ -44,21 +43,31 @@ uniform vec4[2] texture_occlusion_transform;
in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;
out vec2 base_color_texcoord;
out vec2 emissive_texcoord;
out vec2 base_color_uv;
out vec2 emissive_uv;
out vec4 vertex_color;
out vec3 vary_position;
#ifndef UNLIT
in vec3 normal;
in vec4 tangent;
out vec2 normal_texcoord;
out vec2 metallic_roughness_texcoord;
out vec2 occlusion_texcoord;
out vec2 normal_uv;
out vec2 metallic_roughness_uv;
out vec2 occlusion_uv;
out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
#endif
#ifdef MULTI_UV
in vec2 texcoord1;
uniform int base_color_texcoord;
uniform int emissive_texcoord;
#ifndef UNLIT
uniform int normal_texcoord;
uniform int metallic_roughness_texcoord;
uniform int occlusion_texcoord;
#endif
#endif
vec2 gltf_texture_transform(vec2 texcoord, vec4[2] p)
@ -86,6 +95,36 @@ vec2 gltf_texture_transform(vec2 texcoord, vec4[2] p)
return uvTransformed;
}
#ifndef UNLIT
vec3 gltf_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform)
{ //derived from tangent_space_transform in textureUtilV.glsl
vec2 weights = vec2(0, 1);
// Convert to left-handed coordinate system
weights.y = -weights.y;
// Apply KHR_texture_transform (rotation only)
float khr_rotation = khr_gltf_transform[0].z;
mat2 khr_rotation_mat = mat2(
cos(khr_rotation),-sin(khr_rotation),
sin(khr_rotation), cos(khr_rotation)
);
weights = khr_rotation_mat * weights;
// Convert back to right-handed coordinate system
weights.y = -weights.y;
// Similar to the MikkTSpace-compatible method of extracting the binormal
// from the normal and tangent, as seen in the fragment shader
vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz);
return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
return vertex_tangent.xyz;
}
#endif
#ifdef ALPHA_BLEND
out vec3 vary_fragcoord;
@ -161,13 +200,40 @@ void main()
gl_Position = vert;
#endif
base_color_texcoord = gltf_texture_transform(texcoord0, texture_base_color_transform);
emissive_texcoord = gltf_texture_transform(texcoord0, texture_emissive_transform);
vec2 bcuv;
vec2 emuv;
#ifdef MULTI_UV
vec2 uv[2];
uv[0] = texcoord0;
uv[1] = texcoord1;
bcuv = uv[base_color_texcoord];
emuv = uv[emissive_texcoord];
#else
bcuv = texcoord0;
emuv = texcoord0;
#endif
base_color_uv = gltf_texture_transform(bcuv, texture_base_color_transform);
emissive_uv = gltf_texture_transform(emuv, texture_emissive_transform);
#ifndef UNLIT
normal_texcoord = gltf_texture_transform(texcoord0, texture_normal_transform);
metallic_roughness_texcoord = gltf_texture_transform(texcoord0, texture_metallic_roughness_transform);
occlusion_texcoord = gltf_texture_transform(texcoord0, texture_occlusion_transform);
vec2 normuv;
vec2 rmuv;
vec2 ouv;
#ifdef MULTI_UV
normuv = uv[normal_texcoord];
rmuv = uv[metallic_roughness_texcoord];
ouv = uv[occlusion_texcoord];
#else
normuv = texcoord0;
rmuv = texcoord0;
ouv = texcoord0;
#endif
normal_uv = gltf_texture_transform(normuv, texture_normal_transform);
metallic_roughness_uv = gltf_texture_transform(rmuv, texture_metallic_roughness_transform);
occlusion_uv = gltf_texture_transform(ouv, texture_occlusion_transform);
#endif
#ifndef UNLIT
@ -180,7 +246,7 @@ void main()
#endif
n = normalize(n);
vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
vary_tangent = normalize(gltf_tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform));
vary_sign = tangent.w;
vary_normal = n;
#endif

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@ -910,6 +910,24 @@ void Material::TextureInfo::serialize(object& dst) const
write_extensions(dst, &mTextureTransform, "KHR_texture_transform");
}
S32 Material::TextureInfo::getTexCoord() const
{
if (mTextureTransform.mPresent && mTextureTransform.mTexCoord != INVALID_INDEX)
{
return mTextureTransform.mTexCoord;
}
return mTexCoord;
}
bool Material::isMultiUV() const
{
return mPbrMetallicRoughness.mBaseColorTexture.getTexCoord() != 0 ||
mPbrMetallicRoughness.mMetallicRoughnessTexture.getTexCoord() != 0 ||
mNormalTexture.getTexCoord() != 0 ||
mOcclusionTexture.getTexCoord() != 0 ||
mEmissiveTexture.getTexCoord() != 0;
}
const Material::TextureInfo& Material::TextureInfo::operator=(const Value& src)
{
if (src.is_object())
@ -1048,7 +1066,7 @@ void TextureTransform::serialize(object& dst) const
write(mOffset, "offset", dst, vec2(0.f, 0.f));
write(mRotation, "rotation", dst, 0.f);
write(mScale, "scale", dst, vec2(1.f, 1.f));
write(mTexCoord, "texCoord", dst, 0);
write(mTexCoord, "texCoord", dst, -1);
}

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@ -102,6 +102,10 @@ namespace LL
bool operator==(const TextureInfo& rhs) const;
bool operator!=(const TextureInfo& rhs) const;
// get the UV channel that should be used for sampling this texture
// returns mTextureTransform.mTexCoord if present and valid, otherwise mTexCoord
S32 getTexCoord() const;
const TextureInfo& operator=(const Value& src);
void serialize(boost::json::object& dst) const;
};
@ -152,6 +156,8 @@ namespace LL
bool mDoubleSided = false;
Unlit mUnlit;
bool isMultiUV() const;
const Material& operator=(const Value& src);
void serialize(boost::json::object& dst) const;
};

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@ -826,7 +826,7 @@ namespace LL
if (arr.size() == 2)
{
std::error_code ec;
vec3 t;
vec2 t;
t.x = arr[0].to_number<F32>(ec); if (ec) return false;
t.y = arr[1].to_number<F32>(ec); if (ec) return false;

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@ -42,13 +42,14 @@ using namespace boost::json;
// Mesh data useful for Mikktspace tangent generation (and flat normal generation)
struct MikktMesh
{
std::vector<LLVector3> p;
std::vector<LLVector3> n;
std::vector<LLVector2> tc;
std::vector<LLVector4> w;
std::vector<LLVector4> t;
std::vector<LLColor4U> c;
std::vector<U64> j;
std::vector<LLVector3> p; //positions
std::vector<LLVector3> n; //normals
std::vector<LLVector4> t; //tangents
std::vector<LLVector2> tc0; //texcoords 0
std::vector<LLVector2> tc1; //texcoords 1
std::vector<LLColor4U> c; //colors
std::vector<LLVector4> w; //weights
std::vector<U64> j; //joints
// initialize from src primitive and make an unrolled triangle list
// returns false if the Primitive cannot be converted to a triangle list
@ -57,15 +58,28 @@ struct MikktMesh
bool indexed = !prim->mIndexArray.empty();
U32 vert_count = indexed ? prim->mIndexArray.size() : prim->mPositions.size();
if (prim->mMode != Primitive::Mode::TRIANGLES)
U32 triangle_count = 0;
if (prim->mMode == Primitive::Mode::TRIANGLE_STRIP ||
prim->mMode == Primitive::Mode::TRIANGLE_FAN)
{
LL_WARNS("GLTF") << "Unsupported primitive mode for conversion to triangles: " << (S32) prim->mMode << LL_ENDL;
triangle_count = vert_count - 2;
}
else if (prim->mMode == Primitive::Mode::TRIANGLES)
{
triangle_count = vert_count / 3;
}
else
{
LL_WARNS("GLTF") << "Unsupported primitive mode for conversion to triangles: " << (S32)prim->mMode << LL_ENDL;
return false;
}
vert_count = triangle_count * 3;
p.resize(vert_count);
n.resize(vert_count);
tc.resize(vert_count);
tc0.resize(vert_count);
c.resize(vert_count);
bool has_normals = !prim->mNormals.empty();
@ -78,6 +92,7 @@ struct MikktMesh
{
t.resize(vert_count);
}
bool rigged = !prim->mWeights.empty();
if (rigged)
{
@ -85,23 +100,69 @@ struct MikktMesh
j.resize(vert_count);
}
for (int i = 0; i < vert_count; ++i)
bool multi_uv = !prim->mTexCoords1.empty();
if (multi_uv)
{
U32 idx = indexed ? prim->mIndexArray[i] : i;
tc1.resize(vert_count);
}
p[i].set(prim->mPositions[idx].getF32ptr());
tc[i].set(prim->mTexCoords[idx]);
c[i] = prim->mColors[idx];
for (int tri_idx = 0; tri_idx < triangle_count; ++tri_idx)
{
U32 idx[3];
if (has_normals)
if (prim->mMode == Primitive::Mode::TRIANGLES)
{
n[i].set(prim->mNormals[idx].getF32ptr());
idx[0] = tri_idx * 3;
idx[1] = tri_idx * 3 + 1;
idx[2] = tri_idx * 3 + 2;
}
else if (prim->mMode == Primitive::Mode::TRIANGLE_STRIP)
{
idx[0] = tri_idx;
idx[1] = tri_idx + 1;
idx[2] = tri_idx + 2;
if (tri_idx % 2 != 0)
{
std::swap(idx[1], idx[2]);
}
}
else if (prim->mMode == Primitive::Mode::TRIANGLE_FAN)
{
idx[0] = 0;
idx[1] = tri_idx + 1;
idx[2] = tri_idx + 2;
}
if (rigged)
if (indexed)
{
w[i].set(prim->mWeights[idx].getF32ptr());
j[i] = prim->mJoints[idx];
idx[0] = prim->mIndexArray[idx[0]];
idx[1] = prim->mIndexArray[idx[1]];
idx[2] = prim->mIndexArray[idx[2]];
}
for (U32 v = 0; v < 3; ++v)
{
U32 i = tri_idx * 3 + v;
p[i].set(prim->mPositions[idx[v]].getF32ptr());
tc0[i].set(prim->mTexCoords0[idx[v]]);
c[i] = prim->mColors[idx[v]];
if (multi_uv)
{
tc1[i].set(prim->mTexCoords1[idx[v]]);
}
if (has_normals)
{
n[i].set(prim->mNormals[idx[v]].getF32ptr());
}
if (rigged)
{
w[i].set(prim->mWeights[idx[v]].getF32ptr());
j[i] = prim->mJoints[idx[v]];
}
}
}
@ -138,25 +199,34 @@ struct MikktMesh
void write(Primitive* prim) const
{
//re-weld
meshopt_Stream mos[] =
std::vector<meshopt_Stream> mos =
{
{ &p[0], sizeof(LLVector3), sizeof(LLVector3) },
{ &n[0], sizeof(LLVector3), sizeof(LLVector3) },
{ &t[0], sizeof(LLVector4), sizeof(LLVector4) },
{ &tc[0], sizeof(LLVector2), sizeof(LLVector2) },
{ &c[0], sizeof(LLColor4U), sizeof(LLColor4U) },
{ w.empty() ? nullptr : &w[0], sizeof(LLVector4), sizeof(LLVector4) },
{ j.empty() ? nullptr : &j[0], sizeof(U64), sizeof(U64) }
{ &tc0[0], sizeof(LLVector2), sizeof(LLVector2) },
{ &c[0], sizeof(LLColor4U), sizeof(LLColor4U) }
};
if (!w.empty())
{
mos.push_back({ &w[0], sizeof(LLVector4), sizeof(LLVector4) });
mos.push_back({ &j[0], sizeof(U64), sizeof(U64) });
}
if (!tc1.empty())
{
mos.push_back({ &tc1[0], sizeof(LLVector2), sizeof(LLVector2) });
}
std::vector<U32> remap;
remap.resize(p.size());
U32 stream_count = w.empty() ? 5 : 7;
U32 stream_count = mos.size();
size_t vert_count = meshopt_generateVertexRemapMulti(&remap[0], nullptr, p.size(), p.size(), mos, stream_count);
size_t vert_count = meshopt_generateVertexRemapMulti(&remap[0], nullptr, p.size(), p.size(), mos.data(), stream_count);
prim->mTexCoords.resize(vert_count);
prim->mTexCoords0.resize(vert_count);
prim->mNormals.resize(vert_count);
prim->mTangents.resize(vert_count);
prim->mPositions.resize(vert_count);
@ -166,6 +236,10 @@ struct MikktMesh
prim->mWeights.resize(vert_count);
prim->mJoints.resize(vert_count);
}
if (!tc1.empty())
{
prim->mTexCoords1.resize(vert_count);
}
prim->mIndexArray.resize(remap.size());
@ -178,7 +252,7 @@ struct MikktMesh
prim->mPositions[dst_idx].load3(p[src_idx].mV);
prim->mNormals[dst_idx].load3(n[src_idx].mV);
prim->mTexCoords[dst_idx] = tc[src_idx];
prim->mTexCoords0[dst_idx] = tc0[src_idx];
prim->mTangents[dst_idx].loadua(t[src_idx].mV);
prim->mColors[dst_idx] = c[src_idx];
@ -187,6 +261,11 @@ struct MikktMesh
prim->mWeights[dst_idx].loadua(w[src_idx].mV);
prim->mJoints[dst_idx] = j[src_idx];
}
if (!tc1.empty())
{
prim->mTexCoords1[dst_idx] = tc1[src_idx];
}
}
prim->mGLMode = LLRender::TRIANGLES;
@ -210,8 +289,8 @@ struct MikktMesh
mikk::float3 GetTexCoord(const uint32_t face_num, const uint32_t vert_num)
{
F32* uv = tc[face_num * 3 + vert_num].mV;
return mikk::float3(uv[0], uv[1], 1.0f);
F32* uv = tc0[face_num * 3 + vert_num].mV;
return mikk::float3(uv[0], 1.f-uv[1], 1.0f);
}
mikk::float3 GetNormal(const uint32_t face_num, const uint32_t vert_num)
@ -228,6 +307,14 @@ struct MikktMesh
};
static void vertical_flip(std::vector<LLVector2>& texcoords)
{
for (auto& tc : texcoords)
{
tc[1] = 1.f - tc[1];
}
}
bool Primitive::prep(Asset& asset)
{
// allocate vertex buffer
@ -261,7 +348,11 @@ bool Primitive::prep(Asset& asset)
}
else if (attribName == "TEXCOORD_0")
{
copy(asset, accessor, mTexCoords);
copy(asset, accessor, mTexCoords0);
}
else if (attribName == "TEXCOORD_1")
{
copy(asset, accessor, mTexCoords1);
}
else if (attribName == "JOINTS_0")
{
@ -297,24 +388,28 @@ bool Primitive::prep(Asset& asset)
mask |= LLVertexBuffer::MAP_JOINT;
}
if (mTexCoords.empty())
if (mTexCoords0.empty())
{
mTexCoords.resize(mPositions.size());
mTexCoords0.resize(mPositions.size());
}
// TODO: support more than one texcoord set (or no texcoords)
mask |= LLVertexBuffer::MAP_TEXCOORD0;
if (!mTexCoords1.empty())
{
mask |= LLVertexBuffer::MAP_TEXCOORD1;
}
if (mColors.empty())
{
mColors.resize(mPositions.size(), LLColor4U::white);
}
mShaderVariant = 0;
// TODO: support colorless vertex buffers
mask |= LLVertexBuffer::MAP_COLOR;
mShaderVariant = 0;
bool unlit = false;
// bake material basecolor into color array
@ -332,6 +427,11 @@ bool Primitive::prep(Asset& asset)
mShaderVariant |= LLGLSLShader::GLTFVariant::UNLIT;
unlit = true;
}
if (material.isMultiUV())
{
mShaderVariant |= LLGLSLShader::GLTFVariant::MULTI_UV;
}
}
if (mNormals.empty() && !unlit)
@ -434,15 +534,17 @@ bool Primitive::prep(Asset& asset)
}
// flip texcoord y, upload, then flip back (keep the off-spec data in vram only)
for (auto& tc : mTexCoords)
vertical_flip(mTexCoords0);
mVertexBuffer->setTexCoord0Data(mTexCoords0.data());
vertical_flip(mTexCoords0);
if (!mTexCoords1.empty())
{
tc[1] = 1.f - tc[1];
}
mVertexBuffer->setTexCoordData(mTexCoords.data());
for (auto& tc : mTexCoords)
{
tc[1] = 1.f - tc[1];
vertical_flip(mTexCoords1);
mVertexBuffer->setTexCoord1Data(mTexCoords1.data());
vertical_flip(mTexCoords1);
}
if (!mIndexArray.empty())
{
@ -453,10 +555,13 @@ bool Primitive::prep(Asset& asset)
mVertexBuffer->unbind();
Material& material = asset.mMaterials[mMaterial];
if (material.mAlphaMode == Material::AlphaMode::BLEND)
if (mMaterial != INVALID_INDEX)
{
mShaderVariant |= LLGLSLShader::GLTFVariant::ALPHA_BLEND;
Material& material = asset.mMaterials[mMaterial];
if (material.mAlphaMode == Material::AlphaMode::BLEND)
{
mShaderVariant |= LLGLSLShader::GLTFVariant::ALPHA_BLEND;
}
}
return true;
@ -614,7 +719,7 @@ const LLVolumeTriangle* Primitive::lineSegmentIntersect(const LLVector4a& start,
//create a proxy LLVolumeFace for the raycast
LLVolumeFace face;
face.mPositions = mPositions.data();
face.mTexCoords = mTexCoords.data();
face.mTexCoords = mTexCoords0.data();
face.mNormals = mNormals.data();
face.mTangents = mTangents.data();
face.mIndices = nullptr; // unreferenced

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@ -58,7 +58,8 @@ namespace LL
LLPointer<LLVertexBuffer> mVertexBuffer;
// CPU copy of mesh data, keep these as LLVector types for compatibility with raycasting code
std::vector<LLVector2> mTexCoords;
std::vector<LLVector2> mTexCoords0;
std::vector<LLVector2> mTexCoords1;
std::vector<LLVector4a> mNormals;
std::vector<LLVector4a> mTangents;
std::vector<LLVector4a> mPositions;

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@ -549,10 +549,16 @@ void GLTFSceneManager::render(bool opaque, bool rigged, bool unlit)
void GLTFSceneManager::render(U8 variant)
{
// 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 boundd
// just render the whole scene by traversing the whole scenegraph
// Assumes camera transform is already set and appropriate shader is already bound.
// Eventually we'll want a smarter render pipe that has pre-sorted the scene graph
// into buckets by material and shader.
// HACK -- implicitly render multi-uv variant
if (!(variant & LLGLSLShader::GLTFVariant::MULTI_UV))
{
render((U8) (variant | LLGLSLShader::GLTFVariant::MULTI_UV));
}
gGL.matrixMode(LLRender::MM_MODELVIEW);
@ -732,6 +738,7 @@ void GLTFSceneManager::bind(Asset& asset, Material& material)
F32 tf[8];
material.mPbrMetallicRoughness.mBaseColorTexture.mTextureTransform.getPacked(tf);
shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, tf);
shader->uniform1i(LLShaderMgr::BASE_COLOR_TEXCOORD, material.mPbrMetallicRoughness.mBaseColorTexture.getTexCoord());
if (!LLPipeline::sShadowRender)
{
@ -748,15 +755,19 @@ void GLTFSceneManager::bind(Asset& asset, Material& material)
material.mNormalTexture.mTextureTransform.getPacked(tf);
shader->uniform4fv(LLShaderMgr::TEXTURE_NORMAL_TRANSFORM, 2, tf);
shader->uniform1i(LLShaderMgr::NORMAL_TEXCOORD, material.mNormalTexture.getTexCoord());
material.mPbrMetallicRoughness.mMetallicRoughnessTexture.mTextureTransform.getPacked(tf);
shader->uniform4fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, 2, tf);
shader->uniform1i(LLShaderMgr::METALLIC_ROUGHNESS_TEXCOORD, material.mPbrMetallicRoughness.mMetallicRoughnessTexture.getTexCoord());
material.mOcclusionTexture.mTextureTransform.getPacked(tf);
shader->uniform4fv(LLShaderMgr::TEXTURE_OCCLUSION_TRANSFORM, 2, tf);
shader->uniform1i(LLShaderMgr::OCCLUSION_TEXCOORD, material.mOcclusionTexture.getTexCoord());
material.mEmissiveTexture.mTextureTransform.getPacked(tf);
shader->uniform4fv(LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM, 2, tf);
shader->uniform1i(LLShaderMgr::EMISSIVE_TEXCOORD, material.mEmissiveTexture.getTexCoord());
}
}

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@ -249,7 +249,7 @@ static bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader
}
static bool make_gltf_variant(LLGLSLShader& shader, LLGLSLShader& variant, bool alpha_blend, bool rigged, bool unlit, bool use_sun_shadow)
static bool make_gltf_variant(LLGLSLShader& shader, LLGLSLShader& variant, bool alpha_blend, bool rigged, bool unlit, bool multi_uv, bool use_sun_shadow)
{
variant.mName = shader.mName.c_str();
variant.mFeatures = shader.mFeatures;
@ -271,6 +271,11 @@ static bool make_gltf_variant(LLGLSLShader& shader, LLGLSLShader& variant, bool
variant.addPermutation("UNLIT", "1");
}
if (multi_uv)
{
variant.addPermutation("MULTI_UV", "1");
}
if (alpha_blend)
{
variant.addPermutation("ALPHA_BLEND", "1");
@ -317,8 +322,9 @@ static bool make_gltf_variants(LLGLSLShader& shader, bool use_sun_shadow)
bool alpha_blend = i & LLGLSLShader::GLTFVariant::ALPHA_BLEND;
bool rigged = i & LLGLSLShader::GLTFVariant::RIGGED;
bool unlit = i & LLGLSLShader::GLTFVariant::UNLIT;
bool multi_uv = i & LLGLSLShader::GLTFVariant::MULTI_UV;
if (!make_gltf_variant(shader, shader.mGLTFVariants[i], alpha_blend, rigged, unlit, use_sun_shadow))
if (!make_gltf_variant(shader, shader.mGLTFVariants[i], alpha_blend, rigged, unlit, multi_uv, use_sun_shadow))
{
return false;
}