diff options
Diffstat (limited to 'indra/newview/gltfscenemanager.cpp')
-rw-r--r-- | indra/newview/gltfscenemanager.cpp | 51 |
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); } } |