phoenix-firestorm/indra/newview/gltf/primitive.cpp

686 lines
19 KiB
C++

/**
* @file primitive.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 "buffer_util.h"
#include "../llviewershadermgr.h"
#include "mikktspace/mikktspace.hh"
#include "meshoptimizer/meshoptimizer.h"
using namespace LL::GLTF;
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;
// initialize from src primitive and make an unrolled triangle list
// returns false if the Primitive cannot be converted to a triangle list
bool copy(const Primitive* prim)
{
bool indexed = !prim->mIndexArray.empty();
U32 vert_count = indexed ? prim->mIndexArray.size() : prim->mPositions.size();
if (prim->mMode != Primitive::Mode::TRIANGLES)
{
LL_WARNS("GLTF") << "Unsupported primitive mode for conversion to triangles: " << (S32) prim->mMode << LL_ENDL;
return false;
}
p.resize(vert_count);
n.resize(vert_count);
tc.resize(vert_count);
c.resize(vert_count);
bool has_normals = !prim->mNormals.empty();
if (has_normals)
{
n.resize(vert_count);
}
bool has_tangents = !prim->mTangents.empty();
if (has_tangents)
{
t.resize(vert_count);
}
bool rigged = !prim->mWeights.empty();
if (rigged)
{
w.resize(vert_count);
j.resize(vert_count);
}
for (int i = 0; i < vert_count; ++i)
{
U32 idx = indexed ? prim->mIndexArray[i] : i;
p[i].set(prim->mPositions[idx].getF32ptr());
tc[i].set(prim->mTexCoords[idx]);
c[i] = prim->mColors[idx];
if (has_normals)
{
n[i].set(prim->mNormals[idx].getF32ptr());
}
if (rigged)
{
w[i].set(prim->mWeights[idx].getF32ptr());
j[i] = prim->mJoints[idx];
}
}
return true;
}
void genNormals()
{
U32 tri_count = p.size() / 3;
for (U32 i = 0; i < tri_count; ++i)
{
LLVector3 v0 = p[i * 3];
LLVector3 v1 = p[i * 3 + 1];
LLVector3 v2 = p[i * 3 + 2];
LLVector3 normal = (v1 - v0) % (v2 - v0);
normal.normalize();
n[i * 3] = normal;
n[i * 3 + 1] = normal;
n[i * 3 + 2] = normal;
}
}
void genTangents()
{
t.resize(p.size());
mikk::Mikktspace ctx(*this);
ctx.genTangSpace();
}
// write to target primitive as an indexed triangle list
// Only modifies runtime data, does not modify the original GLTF data
void write(Primitive* prim) const
{
//re-weld
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) }
};
std::vector<U32> remap;
remap.resize(p.size());
U32 stream_count = w.empty() ? 5 : 7;
size_t vert_count = meshopt_generateVertexRemapMulti(&remap[0], nullptr, p.size(), p.size(), mos, stream_count);
prim->mTexCoords.resize(vert_count);
prim->mNormals.resize(vert_count);
prim->mTangents.resize(vert_count);
prim->mPositions.resize(vert_count);
prim->mColors.resize(vert_count);
if (!w.empty())
{
prim->mWeights.resize(vert_count);
prim->mJoints.resize(vert_count);
}
prim->mIndexArray.resize(remap.size());
for (int i = 0; i < remap.size(); ++i)
{
U32 src_idx = i;
U32 dst_idx = remap[i];
prim->mIndexArray[i] = dst_idx;
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->mTangents[dst_idx].loadua(t[src_idx].mV);
prim->mColors[dst_idx] = c[src_idx];
if (!w.empty())
{
prim->mWeights[dst_idx].loadua(w[src_idx].mV);
prim->mJoints[dst_idx] = j[src_idx];
}
}
prim->mGLMode = LLRender::TRIANGLES;
}
uint32_t GetNumFaces()
{
return uint32_t(p.size()/3);
}
uint32_t GetNumVerticesOfFace(const uint32_t face_num)
{
return 3;
}
mikk::float3 GetPosition(const uint32_t face_num, const uint32_t vert_num)
{
F32* v = p[face_num * 3 + vert_num].mV;
return mikk::float3(v);
}
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);
}
mikk::float3 GetNormal(const uint32_t face_num, const uint32_t vert_num)
{
F32* normal = n[face_num * 3 + vert_num].mV;
return mikk::float3(normal);
}
void SetTangentSpace(const uint32_t face_num, const uint32_t vert_num, mikk::float3 T, bool orientation)
{
S32 i = face_num * 3 + vert_num;
t[i].set(T.x, T.y, T.z, orientation ? 1.0f : -1.0f);
}
};
bool Primitive::prep(Asset& asset)
{
// allocate vertex buffer
// We diverge from the intent of the GLTF format here to work with our existing render pipeline
// GLTF wants us to copy the buffer views into GPU storage as is and build render commands that source that data.
// For our engine, though, it's better to rearrange the buffers at load time into a layout that's more consistent.
// The GLTF native approach undoubtedly works well if you can count on VAOs, but VAOs perform much worse with our scenes.
// load vertex data
for (auto& it : mAttributes)
{
const std::string& attribName = it.first;
Accessor& accessor = asset.mAccessors[it.second];
// load vertex data
if (attribName == "POSITION")
{
copy(asset, accessor, mPositions);
}
else if (attribName == "NORMAL")
{
copy(asset, accessor, mNormals);
}
else if (attribName == "TANGENT")
{
copy(asset, accessor, mTangents);
}
else if (attribName == "COLOR_0")
{
copy(asset, accessor, mColors);
}
else if (attribName == "TEXCOORD_0")
{
copy(asset, accessor, mTexCoords);
}
else if (attribName == "JOINTS_0")
{
copy(asset, accessor, mJoints);
}
else if (attribName == "WEIGHTS_0")
{
copy(asset, accessor, mWeights);
}
}
// copy index buffer
if (mIndices != INVALID_INDEX)
{
Accessor& accessor = asset.mAccessors[mIndices];
copy(asset, accessor, mIndexArray);
for (auto& idx : mIndexArray)
{
if (idx >= mPositions.size())
{
LL_WARNS("GLTF") << "Invalid index array" << LL_ENDL;
return false;
}
}
}
U32 mask = LLVertexBuffer::MAP_VERTEX;
if (!mWeights.empty())
{
mask |= LLVertexBuffer::MAP_WEIGHT4;
mask |= LLVertexBuffer::MAP_JOINT;
}
if (mTexCoords.empty())
{
mTexCoords.resize(mPositions.size());
}
// TODO: support more than one texcoord set (or no texcoords)
mask |= LLVertexBuffer::MAP_TEXCOORD0;
if (mColors.empty())
{
mColors.resize(mPositions.size(), LLColor4U::white);
}
// TODO: support colorless vertex buffers
mask |= LLVertexBuffer::MAP_COLOR;
mShaderVariant = 0;
bool unlit = false;
// bake material basecolor into color array
if (mMaterial != INVALID_INDEX)
{
const Material& material = asset.mMaterials[mMaterial];
LLColor4 baseColor(glm::value_ptr(material.mPbrMetallicRoughness.mBaseColorFactor));
for (auto& dst : mColors)
{
dst = LLColor4U(baseColor * LLColor4(dst));
}
if (material.mUnlit.mPresent)
{ // material uses KHR_materials_unlit
mShaderVariant |= LLGLSLShader::GLTFVariant::UNLIT;
unlit = true;
}
}
if (mNormals.empty() && !unlit)
{
mTangents.clear();
if (mMode == Mode::POINTS || mMode == Mode::LINES || mMode == Mode::LINE_LOOP || mMode == Mode::LINE_STRIP)
{ //no normals and no surfaces, this primitive is unlit
mTangents.clear();
mShaderVariant |= LLGLSLShader::GLTFVariant::UNLIT;
unlit = true;
}
else
{
// unroll into non-indexed array of flat shaded triangles
MikktMesh data;
if (!data.copy(this))
{
return false;
}
data.genNormals();
data.genTangents();
data.write(this);
}
}
if (mTangents.empty() && !unlit)
{ // NOTE: must be done last because tangent generation rewrites the other arrays
// adapted from usage of Mikktspace in llvolume.cpp
if (mMode == Mode::POINTS || mMode == Mode::LINES || mMode == Mode::LINE_LOOP || mMode == Mode::LINE_STRIP)
{
// for points and lines, just make sure tangent is perpendicular to normal
mTangents.resize(mNormals.size());
LLVector4a up(0.f, 0.f, 1.f, 0.f);
LLVector4a left(1.f, 0.f, 0.f, 0.f);
for (U32 i = 0; i < mNormals.size(); ++i)
{
if (fabsf(mNormals[i].getF32ptr()[2]) < 0.999f)
{
mTangents[i] = up.cross3(mNormals[i]);
}
else
{
mTangents[i] = left.cross3(mNormals[i]);
}
mTangents[i].getF32ptr()[3] = 1.f;
}
}
else
{
MikktMesh data;
if (!data.copy(this))
{
return false;
}
data.genTangents();
data.write(this);
}
}
if (!mNormals.empty())
{
mask |= LLVertexBuffer::MAP_NORMAL;
}
if (!mTangents.empty())
{
mask |= LLVertexBuffer::MAP_TANGENT;
}
if (LLGLSLShader::sCurBoundShaderPtr == nullptr)
{ // make sure a shader is bound to satisfy mVertexBuffer->setBuffer
gDebugProgram.bind();
}
mVertexBuffer = new LLVertexBuffer(mask);
mVertexBuffer->allocateBuffer(mPositions.size(), mIndexArray.size() * 2); // double the size of the index buffer for 32-bit indices
mVertexBuffer->setBuffer();
mVertexBuffer->setPositionData(mPositions.data());
mVertexBuffer->setColorData(mColors.data());
if (!mNormals.empty())
{
mVertexBuffer->setNormalData(mNormals.data());
}
if (!mTangents.empty())
{
mVertexBuffer->setTangentData(mTangents.data());
}
if (!mWeights.empty())
{
mShaderVariant |= LLGLSLShader::GLTFVariant::RIGGED;
mVertexBuffer->setWeight4Data(mWeights.data());
mVertexBuffer->setJointData(mJoints.data());
}
// flip texcoord y, upload, then flip back (keep the off-spec data in vram only)
for (auto& tc : mTexCoords)
{
tc[1] = 1.f - tc[1];
}
mVertexBuffer->setTexCoordData(mTexCoords.data());
for (auto& tc : mTexCoords)
{
tc[1] = 1.f - tc[1];
}
if (!mIndexArray.empty())
{
mVertexBuffer->setIndexData(mIndexArray.data());
}
createOctree();
mVertexBuffer->unbind();
Material& material = asset.mMaterials[mMaterial];
if (material.mAlphaMode == Material::AlphaMode::BLEND)
{
mShaderVariant |= LLGLSLShader::GLTFVariant::ALPHA_BLEND;
}
return true;
}
void initOctreeTriangle(LLVolumeTriangle* tri, F32 scaler, S32 i0, S32 i1, S32 i2, const LLVector4a& v0, const LLVector4a& v1, const LLVector4a& v2)
{
//store pointers to vertex data
tri->mV[0] = &v0;
tri->mV[1] = &v1;
tri->mV[2] = &v2;
//store indices
tri->mIndex[0] = i0;
tri->mIndex[1] = i1;
tri->mIndex[2] = i2;
//get minimum point
LLVector4a min = v0;
min.setMin(min, v1);
min.setMin(min, v2);
//get maximum point
LLVector4a max = v0;
max.setMax(max, v1);
max.setMax(max, v2);
//compute center
LLVector4a center;
center.setAdd(min, max);
center.mul(0.5f);
tri->mPositionGroup = center;
//compute "radius"
LLVector4a size;
size.setSub(max, min);
tri->mRadius = size.getLength3().getF32() * scaler;
}
void Primitive::createOctree()
{
// create octree
mOctree = new LLVolumeOctree();
F32 scaler = 0.25f;
if (mMode == Mode::TRIANGLES)
{
const U32 num_triangles = mVertexBuffer->getNumIndices() / 3;
// Initialize all the triangles we need
mOctreeTriangles.resize(num_triangles);
for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index)
{ //for each triangle
const U32 index = triangle_index * 3;
LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index];
S32 i0 = mIndexArray[index];
S32 i1 = mIndexArray[index + 1];
S32 i2 = mIndexArray[index + 2];
const LLVector4a& v0 = mPositions[i0];
const LLVector4a& v1 = mPositions[i1];
const LLVector4a& v2 = mPositions[i2];
initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2);
//insert
mOctree->insert(tri);
}
}
else if (mMode == Mode::TRIANGLE_STRIP)
{
const U32 num_triangles = mVertexBuffer->getNumIndices() - 2;
// Initialize all the triangles we need
mOctreeTriangles.resize(num_triangles);
for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index)
{ //for each triangle
const U32 index = triangle_index + 2;
LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index];
S32 i0 = mIndexArray[index];
S32 i1 = mIndexArray[index - 1];
S32 i2 = mIndexArray[index - 2];
const LLVector4a& v0 = mPositions[i0];
const LLVector4a& v1 = mPositions[i1];
const LLVector4a& v2 = mPositions[i2];
initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2);
//insert
mOctree->insert(tri);
}
}
else if (mMode == Mode::TRIANGLE_FAN)
{
const U32 num_triangles = mVertexBuffer->getNumIndices() - 2;
// Initialize all the triangles we need
mOctreeTriangles.resize(num_triangles);
for (U32 triangle_index = 0; triangle_index < num_triangles; ++triangle_index)
{ //for each triangle
const U32 index = triangle_index + 2;
LLVolumeTriangle* tri = &mOctreeTriangles[triangle_index];
S32 i0 = mIndexArray[0];
S32 i1 = mIndexArray[index - 1];
S32 i2 = mIndexArray[index - 2];
const LLVector4a& v0 = mPositions[i0];
const LLVector4a& v1 = mPositions[i1];
const LLVector4a& v2 = mPositions[i2];
initOctreeTriangle(tri, scaler, i0, i1, i2, v0, v1, v2);
//insert
mOctree->insert(tri);
}
}
else if (mMode == Mode::POINTS ||
mMode == Mode::LINES ||
mMode == Mode::LINE_LOOP ||
mMode == Mode::LINE_STRIP)
{
// nothing to do, no volume... maybe add some collision geometry around these primitive types?
}
else
{
LL_ERRS() << "Unsupported Primitive mode" << LL_ENDL;
}
//remove unneeded octree layers
while (!mOctree->balance()) {}
//calculate AABB for each node
LLVolumeOctreeRebound rebound;
rebound.traverse(mOctree);
}
const LLVolumeTriangle* Primitive::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent_out)
{
if (mOctree.isNull())
{
return nullptr;
}
LLVector4a dir;
dir.setSub(end, start);
F32 closest_t = 2.f; // must be larger than 1
//create a proxy LLVolumeFace for the raycast
LLVolumeFace face;
face.mPositions = mPositions.data();
face.mTexCoords = mTexCoords.data();
face.mNormals = mNormals.data();
face.mTangents = mTangents.data();
face.mIndices = nullptr; // unreferenced
face.mNumIndices = mIndexArray.size();
face.mNumVertices = mPositions.size();
LLOctreeTriangleRayIntersect intersect(start, dir, &face, &closest_t, intersection, tex_coord, normal, tangent_out);
intersect.traverse(mOctree);
// null out proxy data so it doesn't get freed
face.mPositions = face.mNormals = face.mTangents = nullptr;
face.mIndices = nullptr;
face.mTexCoords = nullptr;
return intersect.mHitTriangle;
}
Primitive::~Primitive()
{
mOctree = nullptr;
}
LLRender::eGeomModes gltf_mode_to_gl_mode(Primitive::Mode mode)
{
switch (mode)
{
case Primitive::Mode::POINTS:
return LLRender::POINTS;
case Primitive::Mode::LINES:
return LLRender::LINES;
case Primitive::Mode::LINE_LOOP:
return LLRender::LINE_LOOP;
case Primitive::Mode::LINE_STRIP:
return LLRender::LINE_STRIP;
case Primitive::Mode::TRIANGLES:
return LLRender::TRIANGLES;
case Primitive::Mode::TRIANGLE_STRIP:
return LLRender::TRIANGLE_STRIP;
case Primitive::Mode::TRIANGLE_FAN:
return LLRender::TRIANGLE_FAN;
default:
return LLRender::TRIANGLES;
}
}
void Primitive::serialize(boost::json::object& dst) const
{
write(mMaterial, "material", dst, -1);
write(mMode, "mode", dst, Primitive::Mode::TRIANGLES);
write(mIndices, "indices", dst, INVALID_INDEX);
write(mAttributes, "attributes", dst);
}
const Primitive& Primitive::operator=(const Value& src)
{
if (src.is_object())
{
copy(src, "material", mMaterial);
copy(src, "mode", mMode);
copy(src, "indices", mIndices);
copy(src, "attributes", mAttributes);
mGLMode = gltf_mode_to_gl_mode(mMode);
}
return *this;
}