1173 lines
37 KiB
C++
1173 lines
37 KiB
C++
/**
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* @file gltfscenemanager.cpp
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* @brief Builds menus out of items.
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*
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* $LicenseInfo:firstyear=2024&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2024, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "gltfscenemanager.h"
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#include "llviewermenufile.h"
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#include "llappviewer.h"
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#include "lltinygltfhelper.h"
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#include "llvertexbuffer.h"
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#include "llselectmgr.h"
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#include "llagent.h"
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#include "llnotificationsutil.h"
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#include "llvoavatarself.h"
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#include "llvolumeoctree.h"
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#include "gltf/asset.h"
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#include "pipeline.h"
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#include "llviewershadermgr.h"
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#include "llviewertexturelist.h"
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#include "llimagej2c.h"
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#include "llfloaterperms.h"
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#include "llfloaterreg.h"
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#include "llagentbenefits.h"
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#include "llfilesystem.h"
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#include "boost/json.hpp"
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#define GLTF_SIM_SUPPORT 1
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using namespace LL;
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// temporary location of LL GLTF Implementation
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using namespace LL::GLTF;
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void GLTFSceneManager::load()
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{
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LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
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if (obj)
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{
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// Load a scene from disk
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LLFilePickerReplyThread::startPicker(
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[](const std::vector<std::string>& filenames, LLFilePicker::ELoadFilter load_filter, LLFilePicker::ESaveFilter save_filter)
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{
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if (LLAppViewer::instance()->quitRequested())
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{
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return;
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}
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if (filenames.size() > 0)
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{
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GLTFSceneManager::instance().load(filenames[0]);
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}
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},
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LLFilePicker::FFLOAD_GLTF,
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false);
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}
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else
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{
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LLNotificationsUtil::add("GLTFOpenSelection");
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}
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}
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void GLTFSceneManager::saveAs()
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{
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LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
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if (obj && obj->mGLTFAsset)
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{
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LLFilePickerReplyThread::startPicker(
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[](const std::vector<std::string>& filenames, LLFilePicker::ELoadFilter load_filter, LLFilePicker::ESaveFilter save_filter)
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{
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if (LLAppViewer::instance()->quitRequested())
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{
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return;
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}
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if (filenames.size() > 0)
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{
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GLTFSceneManager::instance().save(filenames[0]);
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}
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},
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LLFilePicker::FFSAVE_GLTF,
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"scene.gltf");
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}
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else
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{
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LLNotificationsUtil::add("GLTFSaveSelection");
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}
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}
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void GLTFSceneManager::uploadSelection()
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{
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if (mUploadingAsset)
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{ // upload already in progress
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LLNotificationsUtil::add("GLTFUploadInProgress");
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return;
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}
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LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
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if (obj && obj->mGLTFAsset)
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{
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// make a copy of the asset prior to uploading
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mUploadingAsset = std::make_shared<Asset>();
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mUploadingObject = obj;
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*mUploadingAsset = *obj->mGLTFAsset;
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GLTF::Asset& asset = *mUploadingAsset;
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for (auto& image : asset.mImages)
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{
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if (image.mTexture.notNull())
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{
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mPendingImageUploads++;
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LLPointer<LLImageRaw> raw;
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if (image.mBufferView != INVALID_INDEX)
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{
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BufferView& view = asset.mBufferViews[image.mBufferView];
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Buffer& buffer = asset.mBuffers[view.mBuffer];
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raw = LLViewerTextureManager::getRawImageFromMemory(buffer.mData.data() + view.mByteOffset, view.mByteLength, image.mMimeType);
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image.clearData(asset);
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}
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else
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{
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raw = image.mTexture->getRawImage();
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}
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if (raw.isNull())
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{
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raw = image.mTexture->getSavedRawImage();
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}
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if (raw.isNull())
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{
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image.mTexture->readbackRawImage();
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}
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if (raw.notNull())
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{
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LLPointer<LLImageJ2C> j2c = LLViewerTextureList::convertToUploadFile(raw);
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std::string buffer;
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buffer.assign((const char*)j2c->getData(), j2c->getDataSize());
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LLUUID asset_id = LLUUID::generateNewID();
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std::string name;
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S32 idx = (S32)(&image - &asset.mImages[0]);
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if (image.mName.empty())
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{
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name = llformat("Image_%d", idx);
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}
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else
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{
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name = image.mName;
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}
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LLNewBufferedResourceUploadInfo::uploadFailure_f failure = [this](LLUUID assetId, LLSD response, std::string reason)
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{
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// TODO: handle failure
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mPendingImageUploads--;
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return false;
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};
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LLNewBufferedResourceUploadInfo::uploadFinish_f finish = [this, idx, raw, j2c](LLUUID assetId, LLSD response)
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{
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if (mUploadingAsset && mUploadingAsset->mImages.size() > idx)
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{
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mUploadingAsset->mImages[idx].mUri = assetId.asString();
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mPendingImageUploads--;
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}
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};
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S32 expected_upload_cost = LLAgentBenefitsMgr::current().getTextureUploadCost(j2c);
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LLResourceUploadInfo::ptr_t uploadInfo(std::make_shared<LLNewBufferedResourceUploadInfo>(
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buffer,
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asset_id,
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name,
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name,
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0,
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LLFolderType::FT_TEXTURE,
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LLInventoryType::IT_TEXTURE,
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LLAssetType::AT_TEXTURE,
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LLFloaterPerms::getNextOwnerPerms("Uploads"),
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LLFloaterPerms::getGroupPerms("Uploads"),
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LLFloaterPerms::getEveryonePerms("Uploads"),
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expected_upload_cost,
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false,
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finish,
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failure));
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upload_new_resource(uploadInfo);
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}
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}
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}
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// upload .bin
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for (auto& bin : asset.mBuffers)
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{
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mPendingBinaryUploads++;
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S32 idx = (S32)(&bin - &asset.mBuffers[0]);
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std::string buffer;
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buffer.assign((const char*)bin.mData.data(), bin.mData.size());
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LLUUID asset_id = LLUUID::generateNewID();
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LLNewBufferedResourceUploadInfo::uploadFailure_f failure = [this](LLUUID assetId, LLSD response, std::string reason)
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{
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// TODO: handle failure
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mPendingBinaryUploads--;
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mUploadingAsset = nullptr;
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mUploadingObject = nullptr;
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LL_WARNS("GLTF") << "Failed to upload GLTF binary: " << reason << LL_ENDL;
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LL_WARNS("GLTF") << response << LL_ENDL;
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return false;
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};
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LLNewBufferedResourceUploadInfo::uploadFinish_f finish = [this, idx](LLUUID assetId, LLSD response)
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{
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if (mUploadingAsset && mUploadingAsset->mBuffers.size() > idx)
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{
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mUploadingAsset->mBuffers[idx].mUri = assetId.asString();
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mPendingBinaryUploads--;
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// HACK: save buffer to cache to emulate a successful download
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LLFileSystem cache(assetId, LLAssetType::AT_GLTF_BIN, LLFileSystem::WRITE);
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auto& data = mUploadingAsset->mBuffers[idx].mData;
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llassert(data.size() <= size_t(S32_MAX));
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cache.write((const U8 *) data.data(), S32(data.size()));
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}
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};
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#if GLTF_SIM_SUPPORT
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S32 expected_upload_cost = 1;
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LLResourceUploadInfo::ptr_t uploadInfo(std::make_shared<LLNewBufferedResourceUploadInfo>(
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buffer,
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asset_id,
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"",
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"",
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0,
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LLFolderType::FT_NONE,
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LLInventoryType::IT_GLTF_BIN,
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LLAssetType::AT_GLTF_BIN,
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LLFloaterPerms::getNextOwnerPerms("Uploads"),
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LLFloaterPerms::getGroupPerms("Uploads"),
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LLFloaterPerms::getEveryonePerms("Uploads"),
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expected_upload_cost,
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false,
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finish,
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failure));
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upload_new_resource(uploadInfo);
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#else
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// dummy finish
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finish(LLUUID::generateNewID(), LLSD());
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#endif
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}
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}
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else
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{
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LLNotificationsUtil::add("GLTFUploadSelection");
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}
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}
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void GLTFSceneManager::save(const std::string& filename)
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{
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LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
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if (obj && obj->mGLTFAsset)
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{
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Asset* asset = obj->mGLTFAsset.get();
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if (!asset->save(filename))
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{
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LLNotificationsUtil::add("GLTFSaveFailed");
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}
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}
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}
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void GLTFSceneManager::load(const std::string& filename)
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{
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std::shared_ptr<Asset> asset = std::make_shared<Asset>();
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if (asset->load(filename))
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{
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gDebugProgram.bind(); // bind a shader to satisfy LLVertexBuffer assertions
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asset->updateTransforms();
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// hang the asset off the currently selected object, or off of the avatar if no object is selected
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LLViewerObject* obj = LLSelectMgr::instance().getSelection()->getFirstRootObject();
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if (obj)
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{ // assign to self avatar
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obj->mGLTFAsset = asset;
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obj->markForUpdate();
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if (std::find(mObjects.begin(), mObjects.end(), obj) == mObjects.end())
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{
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mObjects.push_back(obj);
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}
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LLFloaterReg::showInstance("gltf_asset_editor");
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}
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}
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else
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{
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LLNotificationsUtil::add("GLTFLoadFailed");
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}
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}
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GLTFSceneManager::~GLTFSceneManager()
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{
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mObjects.clear();
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}
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void GLTFSceneManager::renderOpaque()
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{
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render(true);
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}
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void GLTFSceneManager::renderAlpha()
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{
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render(false);
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}
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void GLTFSceneManager::addGLTFObject(LLViewerObject* obj, LLUUID gltf_id)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
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llassert(obj->getVolume()->getParams().getSculptID() == gltf_id);
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llassert(obj->getVolume()->getParams().getSculptType() == LL_SCULPT_TYPE_GLTF);
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if (obj->mGLTFAsset)
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{ // object already has a GLTF asset, don't reload it
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llassert(std::find(mObjects.begin(), mObjects.end(), obj) != mObjects.end());
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return;
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}
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obj->ref();
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gAssetStorage->getAssetData(gltf_id, LLAssetType::AT_GLTF, onGLTFLoadComplete, obj);
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}
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//static
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void GLTFSceneManager::onGLTFBinLoadComplete(const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status)
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{
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LLViewerObject* obj = (LLViewerObject*)user_data;
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llassert(asset_type == LLAssetType::AT_GLTF_BIN);
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if (status == LL_ERR_NOERR)
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{
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if (obj)
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{
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// find the Buffer with the given id in the asset
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if (obj->mGLTFAsset)
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{
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obj->mGLTFAsset->mPendingBuffers--;
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if (obj->mGLTFAsset->mPendingBuffers == 0)
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{
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if (obj->mGLTFAsset->prep())
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{
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GLTFSceneManager& mgr = GLTFSceneManager::instance();
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if (std::find(mgr.mObjects.begin(), mgr.mObjects.end(), obj) == mgr.mObjects.end())
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{
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GLTFSceneManager::instance().mObjects.push_back(obj);
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}
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}
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else
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{
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LL_WARNS("GLTF") << "Failed to prepare GLTF asset: " << id << LL_ENDL;
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obj->mGLTFAsset = nullptr;
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}
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}
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}
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}
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}
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else
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{
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LL_WARNS("GLTF") << "Failed to load GLTF asset: " << id << LL_ENDL;
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obj->unref();
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}
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}
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//static
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void GLTFSceneManager::onGLTFLoadComplete(const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status)
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{
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LLViewerObject* obj = (LLViewerObject*)user_data;
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llassert(asset_type == LLAssetType::AT_GLTF);
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if (status == LL_ERR_NOERR)
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{
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if (obj)
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{
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LLFileSystem file(id, asset_type, LLFileSystem::READ);
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std::string data;
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S32 file_size = file.getSize();
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data.resize(file_size);
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file.read((U8*)data.data(), file_size);
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boost::json::value json = boost::json::parse(data);
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std::shared_ptr<Asset> asset = std::make_shared<Asset>(json);
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obj->mGLTFAsset = asset;
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for (auto& buffer : asset->mBuffers)
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{
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// for now just assume the buffer is already in the asset cache
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LLUUID buffer_id;
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if (LLUUID::parseUUID(buffer.mUri, &buffer_id))
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{
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asset->mPendingBuffers++;
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gAssetStorage->getAssetData(buffer_id, LLAssetType::AT_GLTF_BIN, onGLTFBinLoadComplete, obj);
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}
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else
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{
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LL_WARNS("GLTF") << "Buffer URI is not a valid UUID: " << buffer.mUri << LL_ENDL;
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obj->unref();
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return;
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}
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}
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}
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}
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else
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{
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LL_WARNS("GLTF") << "Failed to load GLTF asset: " << id << LL_ENDL;
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obj->unref();
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}
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}
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void GLTFSceneManager::update()
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
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for (U32 i = 0; i < mObjects.size(); ++i)
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{
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if (mObjects[i]->isDead() || mObjects[i]->mGLTFAsset == nullptr)
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{
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mObjects.erase(mObjects.begin() + i);
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--i;
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continue;
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}
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mObjects[i]->mGLTFAsset->update();
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}
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// process pending uploads
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if (mUploadingAsset && !mGLTFUploadPending)
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{
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if (mPendingImageUploads == 0 && mPendingBinaryUploads == 0)
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{
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boost::json::object obj;
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mUploadingAsset->serialize(obj);
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std::string buffer = boost::json::serialize(obj, {});
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LLNewBufferedResourceUploadInfo::uploadFailure_f failure = [this](LLUUID assetId, LLSD response, std::string reason)
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{
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// TODO: handle failure
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LL_WARNS("GLTF") << "Failed to upload GLTF json: " << reason << LL_ENDL;
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LL_WARNS("GLTF") << response << LL_ENDL;
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mUploadingAsset = nullptr;
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mUploadingObject = nullptr;
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mGLTFUploadPending = false;
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return false;
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};
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|
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LLNewBufferedResourceUploadInfo::uploadFinish_f finish = [this, buffer](LLUUID assetId, LLSD response)
|
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{
|
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LLAppViewer::instance()->postToMainCoro(
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[=]()
|
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{
|
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if (mUploadingAsset)
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{
|
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// HACK: save buffer to cache to emulate a successful upload
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LLFileSystem cache(assetId, LLAssetType::AT_GLTF, LLFileSystem::WRITE);
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LL_INFOS("GLTF") << "Uploaded GLTF json: " << assetId << LL_ENDL;
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llassert(buffer.size() <= size_t(S32_MAX));
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cache.write((const U8 *) buffer.c_str(), S32(buffer.size()));
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mUploadingAsset = nullptr;
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}
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|
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if (mUploadingObject)
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{
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mUploadingObject->mGLTFAsset = nullptr;
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mUploadingObject->setGLTFAsset(assetId);
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mUploadingObject->markForUpdate();
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mUploadingObject = nullptr;
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}
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mGLTFUploadPending = false;
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});
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};
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|
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#if GLTF_SIM_SUPPORT
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S32 expected_upload_cost = 1;
|
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LLUUID asset_id = LLUUID::generateNewID();
|
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|
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mGLTFUploadPending = true;
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|
|
LLResourceUploadInfo::ptr_t uploadInfo(std::make_shared<LLNewBufferedResourceUploadInfo>(
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buffer,
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asset_id,
|
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"",
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"",
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0,
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LLFolderType::FT_NONE,
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LLInventoryType::IT_GLTF,
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|
LLAssetType::AT_GLTF,
|
|
LLFloaterPerms::getNextOwnerPerms("Uploads"),
|
|
LLFloaterPerms::getGroupPerms("Uploads"),
|
|
LLFloaterPerms::getEveryonePerms("Uploads"),
|
|
expected_upload_cost,
|
|
false,
|
|
finish,
|
|
failure));
|
|
|
|
upload_new_resource(uploadInfo);
|
|
#else
|
|
// dummy finish
|
|
finish(LLUUID::generateNewID(), LLSD());
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
void GLTFSceneManager::render(bool opaque, bool rigged, bool unlit)
|
|
{
|
|
U8 variant = 0;
|
|
if (rigged)
|
|
{
|
|
variant |= LLGLSLShader::GLTFVariant::RIGGED;
|
|
}
|
|
if (!opaque)
|
|
{
|
|
variant |= LLGLSLShader::GLTFVariant::ALPHA_BLEND;
|
|
}
|
|
if (unlit)
|
|
{
|
|
variant |= LLGLSLShader::GLTFVariant::UNLIT;
|
|
}
|
|
|
|
render(variant);
|
|
}
|
|
|
|
void GLTFSceneManager::render(U8 variant)
|
|
{
|
|
LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
|
|
// 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));
|
|
}
|
|
|
|
bool rigged = variant & LLGLSLShader::GLTFVariant::RIGGED;
|
|
|
|
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.get();
|
|
gGL.pushMatrix();
|
|
|
|
LLMatrix4a mat = mObjects[i]->getGLTFAssetToAgentTransform();
|
|
|
|
// provide a modelview matrix that goes from asset to camera space
|
|
// (matrix palettes are in asset space)
|
|
gGL.loadMatrix(gGLModelView);
|
|
gGL.multMatrix(mat.getF32ptr());
|
|
|
|
render(*asset, variant);
|
|
|
|
gGL.popMatrix();
|
|
}
|
|
}
|
|
|
|
void GLTFSceneManager::render(Asset& asset, U8 variant)
|
|
{
|
|
LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
|
|
|
|
for (U32 ds = 0; ds < 2; ++ds)
|
|
{
|
|
RenderData& rd = asset.mRenderData[ds];
|
|
auto& batches = rd.mBatches[variant];
|
|
|
|
if (batches.empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
LLGLDisable cull_face(ds == 1 ? GL_CULL_FACE : 0);
|
|
|
|
bool opaque = !(variant & LLGLSLShader::GLTFVariant::ALPHA_BLEND);
|
|
bool rigged = variant & LLGLSLShader::GLTFVariant::RIGGED;
|
|
|
|
bool shader_bound = false;
|
|
|
|
for (U32 i = 0; i < batches.size(); ++i)
|
|
{
|
|
if (batches[i].mPrimitives.empty() || batches[i].mVertexBuffer.isNull())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!shader_bound)
|
|
{ // don't bind the shader until we know we have somthing to render
|
|
if (opaque)
|
|
{
|
|
gGLTFPBRMetallicRoughnessProgram.bind(variant);
|
|
}
|
|
else
|
|
{ // alpha shaders need all the shadow map setup etc
|
|
gPipeline.bindDeferredShader(gGLTFPBRMetallicRoughnessProgram.mGLTFVariants[variant]);
|
|
}
|
|
|
|
if (!rigged)
|
|
{
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, LLGLSLShader::UB_GLTF_NODES, asset.mNodesUBO);
|
|
}
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, LLGLSLShader::UB_GLTF_MATERIALS, asset.mMaterialsUBO);
|
|
|
|
for (U32 i = 0; i < TEXTURE_TYPE_COUNT; ++i)
|
|
{
|
|
mLastTexture[i] = -2;
|
|
}
|
|
|
|
gGL.syncMatrices();
|
|
shader_bound = true;
|
|
}
|
|
|
|
{
|
|
LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gltfdc - set vb");
|
|
batches[i].mVertexBuffer->setBuffer();
|
|
}
|
|
|
|
S32 mat_idx = i - 1;
|
|
if (mat_idx != INVALID_INDEX)
|
|
{
|
|
Material& material = asset.mMaterials[mat_idx];
|
|
bind(asset, material);
|
|
}
|
|
else
|
|
{
|
|
LLFetchedGLTFMaterial::sDefault.bind();
|
|
LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::GLTF_MATERIAL_ID, -1);
|
|
}
|
|
|
|
for (auto& pdata : batches[i].mPrimitives)
|
|
{
|
|
LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("GLTF draw call");
|
|
Node& node = asset.mNodes[pdata.mNodeIndex];
|
|
Mesh& mesh = asset.mMeshes[node.mMesh];
|
|
Primitive& primitive = mesh.mPrimitives[pdata.mPrimitiveIndex];
|
|
|
|
if (rigged)
|
|
{
|
|
LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gltfdc - bind skin");
|
|
llassert(node.mSkin != INVALID_INDEX);
|
|
Skin& skin = asset.mSkins[node.mSkin];
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, LLGLSLShader::UB_GLTF_JOINTS, skin.mUBO);
|
|
}
|
|
else
|
|
{
|
|
LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::GLTF_NODE_ID, pdata.mNodeIndex);
|
|
}
|
|
|
|
{
|
|
LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gltfdc - push vb");
|
|
|
|
primitive.mVertexBuffer->drawRangeFast(primitive.mGLMode, primitive.mVertexOffset, primitive.mVertexOffset + primitive.getVertexCount() - 1, primitive.getIndexCount(), primitive.mIndexOffset);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GLTFSceneManager::bindTexture(Asset& asset, TextureType texture_type, TextureInfo& info, LLViewerTexture* fallback)
|
|
{
|
|
U8 type_idx = (U8)texture_type;
|
|
|
|
if (info.mIndex == mLastTexture[type_idx])
|
|
{ //already bound
|
|
return;
|
|
}
|
|
|
|
S32 uniform[] =
|
|
{
|
|
LLShaderMgr::DIFFUSE_MAP,
|
|
LLShaderMgr::NORMAL_MAP,
|
|
LLShaderMgr::METALLIC_ROUGHNESS_MAP,
|
|
LLShaderMgr::OCCLUSION_MAP,
|
|
LLShaderMgr::EMISSIVE_MAP
|
|
};
|
|
|
|
S32 channel = LLGLSLShader::sCurBoundShaderPtr->getTextureChannel(uniform[(U8)type_idx]);
|
|
|
|
if (channel > -1)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + channel);
|
|
|
|
if (info.mIndex != INVALID_INDEX)
|
|
{
|
|
Texture& texture = asset.mTextures[info.mIndex];
|
|
|
|
LLViewerTexture* tex = asset.mImages[texture.mSource].mTexture;
|
|
if (tex)
|
|
{
|
|
LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gl bind texture");
|
|
glBindTexture(GL_TEXTURE_2D, tex->getTexName());
|
|
|
|
if (channel != -1 && texture.mSampler != -1)
|
|
{ // set sampler state
|
|
Sampler& sampler = asset.mSamplers[texture.mSampler];
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, sampler.mWrapS);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, sampler.mWrapT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, sampler.mMagFilter);
|
|
|
|
// NOTE: do not set min filter. Always respect client preference for min filter
|
|
}
|
|
else
|
|
{
|
|
// set default sampler state
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, fallback->getTexName());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, fallback->getTexName());
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void GLTFSceneManager::bind(Asset& asset, Material& material)
|
|
{
|
|
LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
|
|
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
|
|
|
|
bindTexture(asset, TextureType::BASE_COLOR, material.mPbrMetallicRoughness.mBaseColorTexture, LLViewerFetchedTexture::sWhiteImagep);
|
|
|
|
if (!LLPipeline::sShadowRender)
|
|
{
|
|
bindTexture(asset, TextureType::NORMAL, material.mNormalTexture, LLViewerFetchedTexture::sFlatNormalImagep);
|
|
bindTexture(asset, TextureType::METALLIC_ROUGHNESS, material.mPbrMetallicRoughness.mMetallicRoughnessTexture, LLViewerFetchedTexture::sWhiteImagep);
|
|
bindTexture(asset, TextureType::OCCLUSION, material.mOcclusionTexture, LLViewerFetchedTexture::sWhiteImagep);
|
|
bindTexture(asset, TextureType::EMISSIVE, material.mEmissiveTexture, LLViewerFetchedTexture::sWhiteImagep);
|
|
}
|
|
|
|
shader->uniform1i(LLShaderMgr::GLTF_MATERIAL_ID, (GLint)(&material - &asset.mMaterials[0]));
|
|
}
|
|
|
|
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 = obj->getGLTFAssetToAgentTransform();
|
|
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.get(), 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 = obj->getAgentToGLTFAssetTransform();
|
|
|
|
gGL.multMatrix(agent_to_asset.getF32ptr());
|
|
|
|
vec4 start;
|
|
vec4 end;
|
|
|
|
LLVector4a t;
|
|
agent_to_asset.affineTransform(gDebugRaycastStart, t);
|
|
start = glm::make_vec4(t.getF32ptr());
|
|
agent_to_asset.affineTransform(gDebugRaycastEnd, t);
|
|
end = glm::make_vec4(t.getF32ptr());
|
|
|
|
start.w = end.w = 1.0;
|
|
|
|
for (auto& node : asset->mNodes)
|
|
{
|
|
Mesh& mesh = asset->mMeshes[node.mMesh];
|
|
|
|
if (node.mMesh != INVALID_INDEX)
|
|
{
|
|
gGL.pushMatrix();
|
|
gGL.multMatrix((F32*)glm::value_ptr(node.mAssetMatrix));
|
|
|
|
// 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 1
|
|
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST))
|
|
{
|
|
gGL.flush();
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
// convert raycast to node local space
|
|
vec4 local_start = node.mAssetMatrixInv * start;
|
|
vec4 local_end = node.mAssetMatrixInv * end;
|
|
|
|
for (auto& primitive : mesh.mPrimitives)
|
|
{
|
|
if (primitive.mOctree.notNull())
|
|
{
|
|
LLVector4a s, e;
|
|
s.load3(glm::value_ptr(local_start));
|
|
e.load3(glm::value_ptr(local_end));
|
|
renderOctreeRaycast(s, e, primitive.mOctree);
|
|
}
|
|
}
|
|
|
|
gGL.flush();
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
gGL.popMatrix();
|
|
}
|
|
}
|
|
|
|
gGL.popMatrix();
|
|
}
|
|
|
|
void GLTFSceneManager::renderDebug()
|
|
{
|
|
if (!gPipeline.hasRenderDebugMask(
|
|
LLPipeline::RENDER_DEBUG_BBOXES |
|
|
LLPipeline::RENDER_DEBUG_RAYCAST |
|
|
LLPipeline::RENDER_DEBUG_NODES))
|
|
{
|
|
return;
|
|
}
|
|
|
|
gDebugProgram.bind();
|
|
|
|
gGL.pushMatrix();
|
|
gGL.loadMatrix(gGLModelView);
|
|
|
|
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.get();
|
|
|
|
renderAssetDebug(obj, asset);
|
|
}
|
|
|
|
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_NODES))
|
|
{ //render node hierarchy
|
|
|
|
for (U32 i = 0; i < 2; ++i)
|
|
{
|
|
LLGLDepthTest depth(GL_TRUE, i == 0 ? GL_FALSE : GL_TRUE, i == 0 ? GL_GREATER : GL_LEQUAL);
|
|
LLGLState blend(GL_BLEND, i == 0 ? GL_TRUE : GL_FALSE);
|
|
|
|
for (auto& obj : mObjects)
|
|
{
|
|
if (obj->isDead() || obj->mGLTFAsset == nullptr)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
gGL.pushMatrix();
|
|
|
|
gGL.multMatrix(obj->getGLTFAssetToAgentTransform().getF32ptr());
|
|
|
|
Asset* asset = obj->mGLTFAsset.get();
|
|
|
|
for (auto& node : asset->mNodes)
|
|
{
|
|
gGL.pushMatrix();
|
|
gGL.multMatrix(glm::value_ptr(node.mAssetMatrix));
|
|
// render x-axis red, y-axis green, z-axis blue
|
|
gGL.color4f(1.f, 0.f, 0.f, 0.5f);
|
|
gGL.begin(LLRender::LINES);
|
|
gGL.vertex3f(0.f, 0.f, 0.f);
|
|
gGL.vertex3f(1.f, 0.f, 0.f);
|
|
gGL.end();
|
|
gGL.flush();
|
|
|
|
gGL.color4f(0.f, 1.f, 0.f, 0.5f);
|
|
gGL.begin(LLRender::LINES);
|
|
gGL.vertex3f(0.f, 0.f, 0.f);
|
|
gGL.vertex3f(0.f, 1.f, 0.f);
|
|
gGL.end();
|
|
gGL.flush();
|
|
|
|
gGL.begin(LLRender::LINES);
|
|
gGL.color4f(0.f, 0.f, 1.f, 0.5f);
|
|
gGL.vertex3f(0.f, 0.f, 0.f);
|
|
gGL.vertex3f(0.f, 0.f, 1.f);
|
|
gGL.end();
|
|
gGL.flush();
|
|
|
|
// render path to child nodes cyan
|
|
gGL.color4f(0.f, 1.f, 1.f, 0.5f);
|
|
gGL.begin(LLRender::LINES);
|
|
for (auto& child_idx : node.mChildren)
|
|
{
|
|
Node& child = asset->mNodes[child_idx];
|
|
gGL.vertex3f(0.f, 0.f, 0.f);
|
|
|
|
|
|
gGL.vertex3fv(glm::value_ptr(child.mMatrix[3]));
|
|
}
|
|
gGL.end();
|
|
gGL.flush();
|
|
gGL.popMatrix();
|
|
}
|
|
|
|
gGL.popMatrix();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
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)
|
|
{
|
|
|
|
LLViewerObject* obj = drawable->getVObj();
|
|
if (obj)
|
|
{
|
|
gGL.pushMatrix();
|
|
gGL.multMatrix(obj->getGLTFAssetToAgentTransform().getF32ptr());
|
|
Asset* asset = obj->mGLTFAsset.get();
|
|
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.multMatrix(glm::value_ptr(node->mAssetMatrix));
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|
|
|
|
gGL.popMatrix();
|
|
gDebugProgram.unbind();
|
|
|
|
}
|
|
|
|
|
|
|