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authorDave Parks <davep@lindenlab.com>2024-06-11 13:27:54 -0500
committerGitHub <noreply@github.com>2024-06-11 13:27:54 -0500
commit429c92ad75fd3b3f7b9dfc52ed034b25004a3b9c (patch)
tree2df4c730b78cdd1cd6bac4c119585f9ad44718d1 /indra/newview/gltfscenemanager.cpp
parent961b6b0c7e2499118c294810aeb9c5c0ac5df189 (diff)
#1687 Add support for KHR_texture_transform (#1717)
Diffstat (limited to 'indra/newview/gltfscenemanager.cpp')
-rw-r--r--indra/newview/gltfscenemanager.cpp51
1 files changed, 33 insertions, 18 deletions
diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp
index d7eb605489..b390afee37 100644
--- a/indra/newview/gltfscenemanager.cpp
+++ b/indra/newview/gltfscenemanager.cpp
@@ -663,11 +663,30 @@ static void bindTexture(Asset& asset, S32 uniform, Material::TextureInfo& info,
{
if (info.mIndex != INVALID_INDEX)
{
- LLViewerTexture* tex = asset.mImages[asset.mTextures[info.mIndex].mSource].mTexture;
+ Texture& texture = asset.mTextures[info.mIndex];
+
+ LLViewerTexture* tex = asset.mImages[texture.mSource].mTexture;
if (tex)
{
tex->addTextureStats(2048.f * 2048.f);
- LLGLSLShader::sCurBoundShaderPtr->bindTexture(uniform, tex);
+ S32 channel = LLGLSLShader::sCurBoundShaderPtr->bindTexture(uniform, tex);
+
+ 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
{
@@ -710,10 +729,9 @@ void GLTFSceneManager::bind(Asset& asset, Material& material)
bindTexture(asset, LLShaderMgr::DIFFUSE_MAP, material.mPbrMetallicRoughness.mBaseColorTexture, LLViewerFetchedTexture::sWhiteImagep);
- F32 base_color_packed[8];
- //mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].getPacked(base_color_packed);
- LLGLTFMaterial::sDefault.mTextureTransform[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR].getPacked(base_color_packed);
- shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, (F32*)base_color_packed);
+ F32 tf[8];
+ material.mPbrMetallicRoughness.mBaseColorTexture.mTextureTransform.getPacked(tf);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, tf);
if (!LLPipeline::sShadowRender)
{
@@ -728,20 +746,17 @@ void GLTFSceneManager::bind(Asset& asset, Material& material)
shader->uniform1f(LLShaderMgr::METALLIC_FACTOR, material.mPbrMetallicRoughness.mMetallicFactor);
shader->uniform3fv(LLShaderMgr::EMISSIVE_COLOR, 1, glm::value_ptr(material.mEmissiveFactor));
- F32 normal_packed[8];
- //mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].getPacked(normal_packed);
- LLGLTFMaterial::sDefault.mTextureTransform[LLGLTFMaterial::GLTF_TEXTURE_INFO_NORMAL].getPacked(normal_packed);
- shader->uniform4fv(LLShaderMgr::TEXTURE_NORMAL_TRANSFORM, 2, (F32*)normal_packed);
+ material.mNormalTexture.mTextureTransform.getPacked(tf);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_NORMAL_TRANSFORM, 2, tf);
+
+ material.mPbrMetallicRoughness.mMetallicRoughnessTexture.mTextureTransform.getPacked(tf);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, 2, tf);
- F32 metallic_roughness_packed[8];
- //mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].getPacked(metallic_roughness_packed);
- LLGLTFMaterial::sDefault.mTextureTransform[LLGLTFMaterial::GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].getPacked(metallic_roughness_packed);
- shader->uniform4fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, 2, (F32*)metallic_roughness_packed);
+ material.mOcclusionTexture.mTextureTransform.getPacked(tf);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_OCCLUSION_TRANSFORM, 2, tf);
- F32 emissive_packed[8];
- //mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].getPacked(emissive_packed);
- LLGLTFMaterial::sDefault.mTextureTransform[LLGLTFMaterial::GLTF_TEXTURE_INFO_EMISSIVE].getPacked(emissive_packed);
- shader->uniform4fv(LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM, 2, (F32*)emissive_packed);
+ material.mEmissiveTexture.mTextureTransform.getPacked(tf);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM, 2, tf);
}
}