1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
|
/**
* @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)
{
min_alpha = mAlphaCutoff;
}
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);
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);
}
}
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();
}
|