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/**
* @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(LLViewerTexture* media_tex)
{
// glTF 2.0 Specification 3.9.4. Alpha Coverage
// mAlphaCutoff is only valid for LLGLTFMaterial::ALPHA_MODE_MASK
F32 min_alpha = -1.0;
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
// override emissive and base color textures with media tex if present
LLViewerTexture* baseColorTex = media_tex ? media_tex : mBaseColorTexture;
LLViewerTexture* emissiveTex = media_tex ? media_tex : mEmissiveTexture;
if (mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK)
{
// dividing the alpha cutoff by transparency here allows the shader to compare against
// the alpha value of the texture without needing the transparency value
min_alpha = mAlphaCutoff/mBaseColor.mV[3];
}
shader->uniform1f(LLShaderMgr::MINIMUM_ALPHA, min_alpha);
if (baseColorTex != nullptr)
{
gGL.getTexUnit(0)->bindFast(baseColorTex);
}
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 (emissiveTex != nullptr)
{
shader->bindTexture(LLShaderMgr::EMISSIVE_MAP, emissiveTex); // 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);
shader->uniform2fv(LLShaderMgr::TEXTURE_BASE_COLOR_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mScale.mV);
shader->uniform1f(LLShaderMgr::TEXTURE_BASE_COLOR_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mRotation);
shader->uniform2fv(LLShaderMgr::TEXTURE_BASE_COLOR_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mOffset.mV);
shader->uniform2fv(LLShaderMgr::TEXTURE_NORMAL_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mScale.mV);
shader->uniform1f(LLShaderMgr::TEXTURE_NORMAL_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mRotation);
shader->uniform2fv(LLShaderMgr::TEXTURE_NORMAL_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mOffset.mV);
shader->uniform2fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mScale.mV);
shader->uniform1f(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mRotation);
shader->uniform2fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mOffset.mV);
shader->uniform2fv(LLShaderMgr::TEXTURE_EMISSIVE_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mScale.mV);
shader->uniform1f(LLShaderMgr::TEXTURE_EMISSIVE_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mRotation);
shader->uniform2fv(LLShaderMgr::TEXTURE_EMISSIVE_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mOffset.mV);
}
}
void LLFetchedGLTFMaterial::materialBegin()
{
llassert(!mFetching);
mFetching = true;
}
void LLFetchedGLTFMaterial::onMaterialComplete(std::function<void()> material_complete)
{
if (!material_complete) { return; }
if (!mFetching)
{
material_complete();
return;
}
materialCompleteCallbacks.push_back(material_complete);
}
void LLFetchedGLTFMaterial::materialComplete()
{
llassert(mFetching);
mFetching = false;
for (std::function<void()> material_complete : materialCompleteCallbacks)
{
material_complete();
}
materialCompleteCallbacks.clear();
materialCompleteCallbacks.shrink_to_fit();
}
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