/** * @file llmaterialeditor.h * @brief LLMaterialEditor class header file * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, 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 "llpreview.h" #include "llvoinventorylistener.h" #include "llimagej2c.h" #include "llviewertexture.h" class LLTextureCtrl; namespace tinygltf { class Model; } class LLGLTFMaterial; class LLMaterialEditor : public LLPreview, public LLVOInventoryListener { public: LLMaterialEditor(const LLSD& key); bool setFromGltfModel(tinygltf::Model& model, bool set_textures = false); // open a file dialog and select a gltf/glb file for import void importMaterial(); // for live preview, apply current material to currently selected object void applyToSelection(); void getGLTFMaterial(LLGLTFMaterial* mat); void setFromGLTFMaterial(LLGLTFMaterial* mat); void loadAsset(); static void onLoadComplete(const LLUUID& asset_uuid, LLAssetType::EType type, void* user_data, S32 status, LLExtStat ext_status); void inventoryChanged(LLViewerObject* object, LLInventoryObject::object_list_t* inventory, S32 serial_num, void* user_data) override; void saveTexture(LLImageJ2C* img, const std::string& name, const LLUUID& asset_id); // save textures to inventory if needed void saveTextures(); void onClickSave(); // get a dump of the json representation of the current state of the editor UI in GLTF format std::string getGLTFJson(bool prettyprint = true); void getGLBData(std::vector& data); void getGLTFModel(tinygltf::Model& model); std::string getEncodedAsset(); bool decodeAsset(const std::vector& buffer); bool saveIfNeeded(LLInventoryItem* copyitem = nullptr, bool sync = true); static void finishInventoryUpload(LLUUID itemId, LLUUID newAssetId, LLUUID newItemId); static void finishTaskUpload(LLUUID itemId, LLUUID newAssetId, LLUUID taskId); void refreshFromInventory(const LLUUID& new_item_id = LLUUID::null); void onClickSaveAs(); void onSaveAsMsgCallback(const LLSD& notification, const LLSD& response); void onClickCancel(); void onCancelMsgCallback(const LLSD& notification, const LLSD& response); // llpanel BOOL postBuild() override; void onClickCloseBtn(bool app_quitting = false) override; LLUUID getAlbedoId(); void setAlbedoId(const LLUUID& id); void setAlbedoUploadId(const LLUUID& id); LLColor4 getAlbedoColor(); // sets both albedo color and transparency void setAlbedoColor(const LLColor4& color); F32 getTransparency(); void setTransparency(F32 transparency); std::string getAlphaMode(); void setAlphaMode(const std::string& alpha_mode); F32 getAlphaCutoff(); void setAlphaCutoff(F32 alpha_cutoff); void setMaterialName(const std::string &name); LLUUID getMetallicRoughnessId(); void setMetallicRoughnessId(const LLUUID& id); void setMetallicRoughnessUploadId(const LLUUID& id); F32 getMetalnessFactor(); void setMetalnessFactor(F32 factor); F32 getRoughnessFactor(); void setRoughnessFactor(F32 factor); LLUUID getEmissiveId(); void setEmissiveId(const LLUUID& id); void setEmissiveUploadId(const LLUUID& id); LLColor4 getEmissiveColor(); void setEmissiveColor(const LLColor4& color); LLUUID getNormalId(); void setNormalId(const LLUUID& id); void setNormalUploadId(const LLUUID& id); bool getDoubleSided(); void setDoubleSided(bool double_sided); void setHasUnsavedChanges(bool value); void onCommitAlbedoTexture(LLUICtrl* ctrl, const LLSD& data); void onCommitMetallicTexture(LLUICtrl* ctrl, const LLSD& data); void onCommitEmissiveTexture(LLUICtrl* ctrl, const LLSD& data); void onCommitNormalTexture(LLUICtrl* ctrl, const LLSD& data); private: friend class LLMaterialFilePicker; LLUUID mAssetID; LLUUID mObjectID; LLTextureCtrl* mAlbedoTextureCtrl; LLTextureCtrl* mMetallicTextureCtrl; LLTextureCtrl* mEmissiveTextureCtrl; LLTextureCtrl* mNormalTextureCtrl; // 'Default' texture, unless it's null or from inventory is the one with the fee LLUUID mAlbedoTextureUploadId; LLUUID mMetallicTextureUploadId; LLUUID mEmissiveTextureUploadId; LLUUID mNormalTextureUploadId; // last known name of each texture std::string mAlbedoName; std::string mNormalName; std::string mMetallicRoughnessName; std::string mEmissiveName; // keep pointers to fetched textures or viewer will remove them // if user temporary selects something else with 'apply now' LLPointer mAlbedoFetched; LLPointer mNormalFetched; LLPointer mMetallicRoughnessFetched; LLPointer mEmissiveFetched; // J2C versions of packed buffers for uploading LLPointer mAlbedoJ2C; LLPointer mNormalJ2C; LLPointer mMetallicRoughnessJ2C; LLPointer mEmissiveJ2C; bool mHasUnsavedChanges; std::string mMaterialName; };