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#pragma once
/**
* @file gltfscenemanager.h
* @brief Builds menus out of items.
*
* $LicenseInfo:firstyear=2024&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2024, 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 "llsingleton.h"
#include "llviewerobject.h"
#include "gltf/common.h"
class LLVOVolume;
class LLDrawable;
namespace LL
{
class GLTFSceneManager : public LLSimpleton<GLTFSceneManager>
{
public:
~GLTFSceneManager();
// load GLTF file from disk
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, 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 renderOpaque();
void renderAlpha();
LLDrawable* lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
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
LLVector2* tex_coord, // return the texture coordinates of the intersection point
LLVector4a* normal, // return the surface normal at the intersection point
LLVector4a* tangent); // return the surface tangent at the intersection point
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;
};
}
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