/** * @file llgltfmateriallist.h * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #pragma once #include "llassettype.h" #include "llextendedstatus.h" #include "llfetchedgltfmaterial.h" #include "llgltfmaterial.h" #include "llpointer.h" #include class LLFetchedGLTFMaterial; class LLGLTFMaterialList { public: static const LLUUID BLANK_MATERIAL_ASSET_ID; LLGLTFMaterialList() {} LLGLTFMaterial* getMaterial(const LLUUID& id); void addMaterial(const LLUUID& id, LLFetchedGLTFMaterial* material); void removeMaterial(const LLUUID& id); void flushMaterials(); static void registerCallbacks(); // Queue an modification of a material that we want to send to the simulator. Call "flushUpdates" to flush pending updates. // id - ID of object to modify // side - TexureEntry index to modify, or -1 for all sides // mat - material to apply as override, or nullptr to remove existing overrides and revert to asset // // NOTE: do not use to revert to asset when applying a new asset id, use queueApplyMaterialAsset below static void queueModify(const LLUUID& id, S32 side, const LLGLTFMaterial* mat); // Queue an application of a material asset we want to send to the simulator. Call "flushUpdates" to flush pending updates. // object_id - ID of object to apply material asset to // side - TextureEntry index to apply material to, or -1 for all sides // asset_id - ID of material asset to apply, or LLUUID::null to disassociate current material asset // // NOTE: implicitly removes any override data if present static void queueApply(const LLUUID& object_id, S32 side, const LLUUID& asset_id); // flush pending material updates to the simulator // Automatically called once per frame, but may be called explicitly // for cases that care about the done_callback forwarded to LLCoros::instance().launch static void flushUpdates(void(*done_callback)(bool) = nullptr); // Queue an explicit LLSD ModifyMaterialParams update apply given override data // overrides -- LLSD map (or array of maps) in the format: // object_id UUID(required) id of object // side integer(required) TE index of face to set, or -1 for all faces // gltf_json string(optional) override data to set, empty string nulls out override data, omissions of this parameter keeps existing data // asset_id UUID(optional) id of material asset to set, omission of this parameter keeps existing material asset id // // NOTE: Unless you already have a gltf_json string you want to send, strongly prefer using queueModify // If the queue/flush API is insufficient, extend it. static void queueUpdate(const LLSD& data); // Called by batch builder to give LLGLTMaterialList an opportunity to apply // any override data that arrived before the object was ready to receive it void applyQueuedOverrides(LLViewerObject* obj); // takes both the parsed message and its raw text to avoid unnecessary re serialization static void writeCacheOverrides(LLSD const & message, std::string const & llsdRaw); static void loadCacheOverrides(std::string const & message_raw); private: friend class LLGLTFMaterialOverrideDispatchHandler; // save an override update that we got from the simulator for later (for example, if an override arrived for an unknown object) // NOTE: this is NOT for applying overrides from the UI, see queueModifyMaterial above void queueOverrideUpdate(const LLUUID& id, S32 side, LLGLTFMaterial* override_data); static void modifyMaterialCoro(std::string cap_url, LLSD overrides, void(*done_callback)(bool)); protected: static void onAssetLoadComplete( const LLUUID& asset_uuid, LLAssetType::EType type, void* user_data, S32 status, LLExtStat ext_status); typedef std::unordered_map > uuid_mat_map_t; uuid_mat_map_t mList; typedef std::vector > override_list_t; typedef std::unordered_map queued_override_map_t; queued_override_map_t mQueuedOverrides; LLUUID mLastUpdateKey; struct ModifyMaterialData { LLUUID object_id; S32 side = -1; LLGLTFMaterial override_data; bool has_override = false; }; typedef std::list modify_queue_t; static modify_queue_t sModifyQueue; struct ApplyMaterialAssetData { LLUUID object_id; S32 side = -1; LLUUID asset_id; }; typedef std::list apply_queue_t; static apply_queue_t sApplyQueue; // data to be flushed to ModifyMaterialParams capability static LLSD sUpdates; }; extern LLGLTFMaterialList gGLTFMaterialList;