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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(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);
}
}
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