/** * @file llfetchedgltfmaterial.cpp * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llfetchedgltfmaterial.h" #include "llviewertexturelist.h" #include "llavatarappearancedefines.h" #include "llshadermgr.h" #include "pipeline.h" LLFetchedGLTFMaterial::LLFetchedGLTFMaterial() : LLGLTFMaterial() , mExpectedFlusTime(0.f) , mActive(true) , mFetching(false) { } LLFetchedGLTFMaterial::~LLFetchedGLTFMaterial() { } void LLFetchedGLTFMaterial::bind(LLGLSLShader* shader) { // glTF 2.0 Specification 3.9.4. Alpha Coverage // mAlphaCutoff is only valid for LLGLTFMaterial::ALPHA_MODE_MASK F32 min_alpha = -1.0; if (mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK) { min_alpha = mAlphaCutoff; } shader->uniform1f(LLShaderMgr::MINIMUM_ALPHA, min_alpha); if (mBaseColorTexture.notNull()) { gGL.getTexUnit(0)->bindFast(mBaseColorTexture); } else { gGL.getTexUnit(0)->bindFast(LLViewerFetchedTexture::sWhiteImagep); } if (!LLPipeline::sShadowRender) { if (mNormalTexture.notNull()) { shader->bindTexture(LLShaderMgr::BUMP_MAP, mNormalTexture); } else { shader->bindTexture(LLShaderMgr::BUMP_MAP, LLViewerFetchedTexture::sFlatNormalImagep); } if (mMetallicRoughnessTexture.notNull()) { shader->bindTexture(LLShaderMgr::SPECULAR_MAP, mMetallicRoughnessTexture); // PBR linear packed Occlusion, Roughness, Metal. } else { shader->bindTexture(LLShaderMgr::SPECULAR_MAP, LLViewerFetchedTexture::sWhiteImagep); } if (mEmissiveTexture.notNull()) { shader->bindTexture(LLShaderMgr::EMISSIVE_MAP, mEmissiveTexture); // PBR sRGB Emissive } else { shader->bindTexture(LLShaderMgr::EMISSIVE_MAP, LLViewerFetchedTexture::sWhiteImagep); } // NOTE: base color factor is baked into vertex stream shader->uniform1f(LLShaderMgr::ROUGHNESS_FACTOR, mRoughnessFactor); shader->uniform1f(LLShaderMgr::METALLIC_FACTOR, mMetallicFactor); shader->uniform3fv(LLShaderMgr::EMISSIVE_COLOR, 1, mEmissiveColor.mV); const LLMatrix3 base_color_matrix = mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].asMatrix(); shader->uniformMatrix3fv(LLShaderMgr::TEXTURE_BASECOLOR_MATRIX, 1, false, (F32*)base_color_matrix.mMatrix); const LLMatrix3 normal_matrix = mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].asMatrix(); shader->uniformMatrix3fv(LLShaderMgr::TEXTURE_NORMAL_MATRIX, 1, false, (F32*)normal_matrix.mMatrix); const LLMatrix3 metallic_roughness_matrix = mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].asMatrix(); shader->uniformMatrix3fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_MATRIX, 1, false, (F32*)metallic_roughness_matrix.mMatrix); const LLMatrix3 emissive_matrix = mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].asMatrix(); shader->uniformMatrix3fv(LLShaderMgr::TEXTURE_EMISSIVE_MATRIX, 1, false, (F32*)emissive_matrix.mMatrix); } }