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-rw-r--r--indra/newview/gltfscenemanager.h48
1 files changed, 42 insertions, 6 deletions
diff --git a/indra/newview/gltfscenemanager.h b/indra/newview/gltfscenemanager.h
index 7966606dfa..853bca59d0 100644
--- a/indra/newview/gltfscenemanager.h
+++ b/indra/newview/gltfscenemanager.h
@@ -28,6 +28,10 @@
#include "llsingleton.h"
#include "llviewerobject.h"
+#include "gltf/common.h"
+
+class LLVOVolume;
+class LLDrawable;
namespace LL
{
@@ -40,16 +44,30 @@ namespace LL
void load(); // open filepicker to choose asset
void load(const std::string& filename); // load asset from filename
+ void saveAs(); // open filepicker and choose file to save selected asset to
+ void save(const std::string& filename); // save selected asset to filename (suitable for use in external programs)
+ void uploadSelection(); // decompose selected asset and upload to simulator
+
void update();
- void render(bool opaque, bool rigged = false);
+ void render(bool opaque, bool rigged = false, bool unlit = false);
+
+ // render the given variant of all assets
+ // variant - bitmask according to LLGLSLShader::GLTFVariant flags
+ void render(U8 variant);
+
+ void render(LL::GLTF::Asset& asset, U8 variant);
+
+ // bind the given material for rendering
+ void bind(LL::GLTF::Asset& asset, LL::GLTF::Material& material);
+ void bindTexture(LL::GLTF::Asset& asset, LL::GLTF::TextureType texture_type, LL::GLTF::TextureInfo& info, LLViewerTexture* fallback);
void renderOpaque();
void renderAlpha();
LLDrawable* lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
- BOOL pick_transparent,
- BOOL pick_rigged,
- BOOL pick_unselectable,
- BOOL pick_reflection_probe,
+ 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
@@ -57,12 +75,30 @@ namespace LL
LLVector4a* normal, // return the surface normal at the intersection point
LLVector4a* tangent); // return the surface tangent at the intersection point
- bool lineSegmentIntersect(LLVOVolume* obj, GLTF::Asset* asset, const LLVector4a& start, const LLVector4a& end, S32 face, BOOL pick_transparent, BOOL pick_rigged, BOOL pick_unselectable, S32* face_hitp, S32* primitive_hitp,
+ bool lineSegmentIntersect(LLVOVolume* obj, LL::GLTF::Asset* asset, const LLVector4a& start, const LLVector4a& end, S32 face, bool pick_transparent, bool pick_rigged, bool pick_unselectable, S32* face_hitp, S32* primitive_hitp,
LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent);
void renderDebug();
+ void addGLTFObject(LLViewerObject* object, LLUUID gltf_id);
+ static void onGLTFLoadComplete(const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status);
+ static void onGLTFBinLoadComplete(const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status);
+
std::vector<LLPointer<LLViewerObject>> mObjects;
+
+ std::shared_ptr<GLTF::Asset> mUploadingAsset;
+ bool mGLTFUploadPending = false;
+ LLPointer<LLViewerObject> mUploadingObject;
+ U32 mPendingImageUploads = 0;
+ U32 mPendingBinaryUploads = 0;
+ U32 mPendingGLTFUploads = 0;
+
+ U32 mJointUBO = 0;
+
+
+ // render loop state
+ S32 mLastTexture[GLTF::TEXTURE_TYPE_COUNT] = { -2, -2, -2, -2, -2 };
+
};
}