565 lines
16 KiB
C++
565 lines
16 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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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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true);
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}
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else
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{
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LLNotificationsUtil::add("GLTFPreviewSelection");
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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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tinygltf::Model model;
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LLTinyGLTFHelper::loadModel(filename, model);
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LLPointer<Asset> asset = new Asset();
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*asset = model;
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gDebugProgram.bind(); // bind a shader to satisfy LLVertexBuffer assertions
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asset->allocateGLResources(filename, model);
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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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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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}
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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::update()
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{
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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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Asset* asset = mObjects[i]->mGLTFAsset;
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asset->update();
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}
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}
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void GLTFSceneManager::render(bool opaque, bool rigged)
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{
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// for debugging, just render the whole scene as opaque
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// by traversing the whole scenegraph
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// Assumes camera transform is already set and
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// appropriate shader is already bound
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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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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Asset* asset = mObjects[i]->mGLTFAsset;
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gGL.pushMatrix();
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LLMatrix4a mat = mObjects[i]->getGLTFAssetToAgentTransform();
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LLMatrix4a modelview;
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modelview.loadu(gGLModelView);
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matMul(mat, modelview, modelview);
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asset->updateRenderTransforms(modelview);
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asset->render(opaque, rigged);
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gGL.popMatrix();
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}
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}
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LLMatrix4a inverse(const LLMatrix4a& mat)
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{
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glh::matrix4f m((F32*)mat.mMatrix);
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m = m.inverse();
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LLMatrix4a ret;
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ret.loadu(m.m);
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return ret;
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}
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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,
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LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent)
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{
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// line segment intersection test
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// start and end should be in agent space
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// volume space and asset space should be the same coordinate frame
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// results should be transformed back to agent space
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bool ret = false;
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LLVector4a local_start;
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LLVector4a local_end;
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LLMatrix4a asset_to_agent = obj->getGLTFAssetToAgentTransform();
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LLMatrix4a agent_to_asset = inverse(asset_to_agent);
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agent_to_asset.affineTransform(start, local_start);
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agent_to_asset.affineTransform(end, local_end);
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LLVector4a p;
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LLVector4a n;
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LLVector2 tc;
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LLVector4a tn;
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if (intersection != NULL)
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{
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p = *intersection;
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}
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if (tex_coord != NULL)
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{
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tc = *tex_coord;
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}
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if (normal != NULL)
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{
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n = *normal;
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}
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if (tangent != NULL)
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{
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tn = *tangent;
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}
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S32 hit_node_index = asset->lineSegmentIntersect(local_start, local_end, &p, &tc, &n, &tn, primitive_hit);
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if (hit_node_index >= 0)
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{
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local_end = p;
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if (node_hit != NULL)
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{
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*node_hit = hit_node_index;
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}
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if (intersection != NULL)
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{
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asset_to_agent.affineTransform(p, *intersection);
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}
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if (normal != NULL)
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{
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LLVector3 v_n(n.getF32ptr());
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normal->load3(obj->volumeDirectionToAgent(v_n).mV);
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(*normal).normalize3fast();
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}
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if (tangent != NULL)
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{
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LLVector3 v_tn(tn.getF32ptr());
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LLVector4a trans_tangent;
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trans_tangent.load3(obj->volumeDirectionToAgent(v_tn).mV);
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LLVector4Logical mask;
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mask.clear();
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mask.setElement<3>();
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tangent->setSelectWithMask(mask, tn, trans_tangent);
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(*tangent).normalize3fast();
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}
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if (tex_coord != NULL)
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{
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*tex_coord = tc;
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}
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ret = true;
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}
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return ret;
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}
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LLDrawable* GLTFSceneManager::lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
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BOOL pick_transparent,
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BOOL pick_rigged,
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BOOL pick_unselectable,
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BOOL pick_reflection_probe,
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S32* node_hit, // return the index of the node that was hit
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S32* primitive_hit, // return the index of the primitive that was hit
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LLVector4a* intersection, // return the intersection point
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LLVector2* tex_coord, // return the texture coordinates of the intersection point
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LLVector4a* normal, // return the surface normal at the intersection point
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LLVector4a* tangent) // return the surface tangent at the intersection point
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{
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LLDrawable* drawable = nullptr;
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LLVector4a local_end = end;
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LLVector4a position;
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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 || !mObjects[i]->getVolume())
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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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// temporary debug -- always double check objects that have GLTF scenes hanging off of them even if the ray doesn't intersect the object bounds
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if (lineSegmentIntersect((LLVOVolume*) mObjects[i].get(), mObjects[i]->mGLTFAsset, start, local_end, -1, pick_transparent, pick_rigged, pick_unselectable, node_hit, primitive_hit, &position, tex_coord, normal, tangent))
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{
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local_end = position;
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if (intersection)
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{
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*intersection = position;
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}
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drawable = mObjects[i]->mDrawable;
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}
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}
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return drawable;
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}
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void drawBoxOutline(const LLVector4a& pos, const LLVector4a& size);
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extern LLVector4a gDebugRaycastStart;
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extern LLVector4a gDebugRaycastEnd;
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void renderOctreeRaycast(const LLVector4a& start, const LLVector4a& end, const LLVolumeOctree* octree);
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void renderAssetDebug(LLViewerObject* obj, Asset* asset)
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{
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// render debug
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// assumes appropriate shader is already bound
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// assumes modelview matrix is already set
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gGL.pushMatrix();
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// get raycast in asset space
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LLMatrix4a agent_to_asset = obj->getAgentToGLTFAssetTransform();
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LLVector4a start;
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LLVector4a end;
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agent_to_asset.affineTransform(gDebugRaycastStart, start);
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agent_to_asset.affineTransform(gDebugRaycastEnd, end);
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for (auto& node : asset->mNodes)
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{
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Mesh& mesh = asset->mMeshes[node.mMesh];
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if (node.mMesh != INVALID_INDEX)
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{
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gGL.loadMatrix((F32*)node.mRenderMatrix.mMatrix);
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// draw bounding box of mesh primitives
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if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BBOXES))
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{
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gGL.color3f(0.f, 1.f, 1.f);
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for (auto& primitive : mesh.mPrimitives)
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{
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auto* listener = (LLVolumeOctreeListener*) primitive.mOctree->getListener(0);
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LLVector4a center = listener->mBounds[0];
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LLVector4a size = listener->mBounds[1];
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drawBoxOutline(center, size);
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}
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}
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#if 0
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if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST))
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{
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gGL.flush();
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// convert raycast to node local space
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LLVector4a local_start;
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LLVector4a local_end;
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node.mAssetMatrixInv.affineTransform(start, local_start);
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node.mAssetMatrixInv.affineTransform(end, local_end);
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for (auto& primitive : mesh.mPrimitives)
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{
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if (primitive.mOctree.notNull())
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{
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renderOctreeRaycast(local_start, local_end, primitive.mOctree);
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}
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}
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gGL.flush();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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#endif
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}
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}
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gGL.popMatrix();
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}
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void GLTFSceneManager::renderDebug()
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{
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if (!gPipeline.hasRenderDebugMask(
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LLPipeline::RENDER_DEBUG_BBOXES |
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LLPipeline::RENDER_DEBUG_RAYCAST |
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LLPipeline::RENDER_DEBUG_NODES))
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{
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return;
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}
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gDebugProgram.bind();
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LLGLDisable cullface(GL_CULL_FACE);
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LLGLEnable blend(GL_BLEND);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gPipeline.disableLights();
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// force update all mRenderMatrix, not just nodes with meshes
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for (auto& obj : mObjects)
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{
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if (obj->isDead() || obj->mGLTFAsset == nullptr)
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{
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continue;
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}
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LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
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LLMatrix4a modelview;
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modelview.loadu(gGLModelView);
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matMul(mat, modelview, modelview);
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Asset* asset = obj->mGLTFAsset;
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for (auto& node : asset->mNodes)
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{
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matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
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}
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}
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for (auto& obj : mObjects)
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{
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if (obj->isDead() || obj->mGLTFAsset == nullptr)
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{
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continue;
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}
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Asset* asset = obj->mGLTFAsset;
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LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
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LLMatrix4a modelview;
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modelview.loadu(gGLModelView);
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matMul(mat, modelview, modelview);
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renderAssetDebug(obj, asset);
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}
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if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_NODES))
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{ //render node hierarchy
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for (U32 i = 0; i < 2; ++i)
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{
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LLGLDepthTest depth(GL_TRUE, i == 0 ? GL_FALSE : GL_TRUE, i == 0 ? GL_GREATER : GL_LEQUAL);
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LLGLState blend(GL_BLEND, i == 0 ? TRUE : FALSE);
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gGL.pushMatrix();
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for (auto& obj : mObjects)
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{
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if (obj->isDead() || obj->mGLTFAsset == nullptr)
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{
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continue;
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}
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LLMatrix4a mat = obj->getGLTFAssetToAgentTransform();
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LLMatrix4a modelview;
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modelview.loadu(gGLModelView);
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matMul(mat, modelview, modelview);
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Asset* asset = obj->mGLTFAsset;
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for (auto& node : asset->mNodes)
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{
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// force update all mRenderMatrix, not just nodes with meshes
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matMul(node.mAssetMatrix, modelview, node.mRenderMatrix);
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gGL.loadMatrix(node.mRenderMatrix.getF32ptr());
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// render x-axis red, y-axis green, z-axis blue
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gGL.color4f(1.f, 0.f, 0.f, 0.5f);
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gGL.begin(LLRender::LINES);
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gGL.vertex3f(0.f, 0.f, 0.f);
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gGL.vertex3f(1.f, 0.f, 0.f);
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gGL.end();
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gGL.flush();
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gGL.color4f(0.f, 1.f, 0.f, 0.5f);
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gGL.begin(LLRender::LINES);
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gGL.vertex3f(0.f, 0.f, 0.f);
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gGL.vertex3f(0.f, 1.f, 0.f);
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gGL.end();
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gGL.flush();
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gGL.begin(LLRender::LINES);
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gGL.color4f(0.f, 0.f, 1.f, 0.5f);
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gGL.vertex3f(0.f, 0.f, 0.f);
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gGL.vertex3f(0.f, 0.f, 1.f);
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gGL.end();
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gGL.flush();
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// render path to child nodes cyan
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gGL.color4f(0.f, 1.f, 1.f, 0.5f);
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gGL.begin(LLRender::LINES);
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for (auto& child_idx : node.mChildren)
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{
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Node& child = asset->mNodes[child_idx];
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gGL.vertex3f(0.f, 0.f, 0.f);
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gGL.vertex3fv(child.mMatrix.getTranslation().getF32ptr());
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}
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gGL.end();
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gGL.flush();
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}
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}
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gGL.popMatrix();
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}
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}
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if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_RAYCAST))
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{
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S32 node_hit = -1;
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S32 primitive_hit = -1;
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LLVector4a intersection;
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LLDrawable* drawable = lineSegmentIntersect(gDebugRaycastStart, gDebugRaycastEnd, TRUE, TRUE, TRUE, TRUE, &node_hit, &primitive_hit, &intersection, nullptr, nullptr, nullptr);
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if (drawable)
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{
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gGL.pushMatrix();
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Asset* asset = drawable->getVObj()->mGLTFAsset;
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Node* node = &asset->mNodes[node_hit];
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Primitive* primitive = &asset->mMeshes[node->mMesh].mPrimitives[primitive_hit];
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gGL.flush();
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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gGL.color3f(1, 0, 1);
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drawBoxOutline(intersection, LLVector4a(0.1f, 0.1f, 0.1f, 0.f));
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gGL.loadMatrix((F32*) node->mRenderMatrix.mMatrix);
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auto* listener = (LLVolumeOctreeListener*) primitive->mOctree->getListener(0);
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drawBoxOutline(listener->mBounds[0], listener->mBounds[1]);
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gGL.flush();
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
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gGL.popMatrix();
|
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}
|
|
}
|
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gDebugProgram.unbind();
|
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}
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