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authorAndrey Lihatskiy <alihatskiy@productengine.com>2025-06-19 22:31:38 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2025-06-19 23:52:37 +0300
commit1a6e3286110f9e54611715b44c5f8b47d08dc310 (patch)
tree09bbc41431f4e67d2675891f67e2c149c7d57e33 /indra/newview/gltf/llgltfloader.h
parent2083e652feec3d1627ad9b7c1ae415a5c44ab9bf (diff)
#4204 Remove more unused code
Diffstat (limited to 'indra/newview/gltf/llgltfloader.h')
-rw-r--r--indra/newview/gltf/llgltfloader.h95
1 files changed, 0 insertions, 95 deletions
diff --git a/indra/newview/gltf/llgltfloader.h b/indra/newview/gltf/llgltfloader.h
index e0b3664012..19a029d6d4 100644
--- a/indra/newview/gltf/llgltfloader.h
+++ b/indra/newview/gltf/llgltfloader.h
@@ -35,89 +35,6 @@
#include "lljointdata.h"
#include "llmodelloader.h"
-// gltf_* structs are temporary, used to organize the subset of data that eventually goes into the material LLSD
-
-class gltf_sampler
-{
-public:
- // Uses GL enums
- S32 minFilter; // GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR or GL_LINEAR_MIPMAP_LINEAR
- S32 magFilter; // GL_NEAREST or GL_LINEAR
- S32 wrapS; // GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT or GL_REPEAT
- S32 wrapT; // GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT or GL_REPEAT
- //S32 wrapR; // Found in some sample files, but not part of glTF 2.0 spec. Ignored.
- std::string name; // optional, currently unused
- // extensions and extras are sampler optional fields that we don't support - at least initially
-};
-
-class gltf_image
-{
-public:// Note that glTF images are defined with row 0 at the top (opposite of OpenGL)
- U8* data; // ptr to decoded image data
- U32 size; // in bytes, regardless of channel width
- U32 width;
- U32 height;
- U32 numChannels; // range 1..4
- U32 bytesPerChannel; // converted from gltf "bits", expects only 8, 16 or 32 as input
- U32 pixelType; // one of (TINYGLTF_COMPONENT_TYPE)_UNSIGNED_BYTE, _UNSIGNED_SHORT, _UNSIGNED_INT, or _FLOAT
-};
-
-class gltf_texture
-{
-public:
- U32 imageIdx;
- U32 samplerIdx;
- LLUUID imageUuid = LLUUID::null;
-};
-
-class gltf_render_material
-{
-public:
- std::string name;
-
- // scalar values
- LLColor4 baseColor; // linear encoding. Multiplied with vertex color, if present.
- double metalness;
- double roughness;
- double normalScale; // scale applies only to X,Y components of normal
- double occlusionScale; // strength multiplier for occlusion
- LLColor4 emissiveColor; // emissive mulitiplier, assumed linear encoding (spec 2.0 is silent)
- std::string alphaMode; // "OPAQUE", "MASK" or "BLEND"
- double alphaMask; // alpha cut-off
-
- // textures
- U32 baseColorTexIdx; // always sRGB encoded
- U32 metalRoughTexIdx; // always linear, roughness in G channel, metalness in B channel
- U32 normalTexIdx; // linear, valid range R[0-1], G[0-1], B[0.5-1]. Normal = texel * 2 - vec3(1.0)
- U32 occlusionTexIdx; // linear, occlusion in R channel, 0 meaning fully occluded, 1 meaning not occluded
- U32 emissiveTexIdx; // always stored as sRGB, in nits (candela / meter^2)
-
- // texture coordinates
- U32 baseColorTexCoords;
- U32 metalRoughTexCoords;
- U32 normalTexCoords;
- U32 occlusionTexCoords;
- U32 emissiveTexCoords;
-
- // TODO: Add traditional (diffuse, normal, specular) UUIDs here, or add this struct to LL_TextureEntry??
-
- bool hasPBR;
- bool hasBaseTex, hasMRTex, hasNormalTex, hasOcclusionTex, hasEmissiveTex;
-
- // This field is populated after upload
- LLUUID material_uuid = LLUUID::null;
-
-};
-
-class gltf_mesh
-{
-public:
- std::string name;
-
- // TODO add mesh import DJH 2022-04
-
-};
-
class LLGLTFLoader : public LLModelLoader
{
public:
@@ -185,18 +102,9 @@ protected:
LL::GLTF::Asset mGLTFAsset;
tinygltf::Model mGltfModel;
bool mGltfLoaded;
- bool mMeshesLoaded;
- bool mMaterialsLoaded;
bool mApplyXYRotation = false;
U32 mGeneratedModelLimit;
- std::vector<gltf_mesh> mMeshes;
- std::vector<gltf_render_material> mMaterials;
-
- std::vector<gltf_texture> mTextures;
- std::vector<gltf_image> mImages;
- std::vector<gltf_sampler> mSamplers;
-
// GLTF isn't aware of viewer's skeleton and uses it's own,
// so need to take viewer's joints and use them to
// recalculate iverse bind matrices
@@ -212,9 +120,6 @@ protected:
private:
bool parseMeshes();
- void uploadMeshes();
- bool parseMaterials();
- void uploadMaterials();
void computeCombinedNodeTransform(const LL::GLTF::Asset& asset, S32 node_index, glm::mat4& combined_transform) const;
void processNodeHierarchy(S32 node_idx, std::map<std::string, S32>& mesh_name_counts, U32 submodel_limit, const LLVolumeParams& volume_params);
bool populateModelFromMesh(LLModel* pModel, const LL::GLTF::Mesh &mesh, const LL::GLTF::Node &node, material_map& mats, S32 instance_count);