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
|
/**
* @file llgltfmateriallist.h
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
#pragma once
#include "llassettype.h"
#include "llextendedstatus.h"
#include "llfetchedgltfmaterial.h"
#include "llgltfmaterial.h"
#include "llpointer.h"
#include <unordered_map>
class LLFetchedGLTFMaterial;
class LLGLTFMaterialList
{
public:
static const LLUUID BLANK_MATERIAL_ASSET_ID;
LLGLTFMaterialList() {}
LLGLTFMaterial* getMaterial(const LLUUID& id);
void addMaterial(const LLUUID& id, LLFetchedGLTFMaterial* material);
void removeMaterial(const LLUUID& id);
void flushMaterials();
static void registerCallbacks();
// Queue an override update that we want to send to the simulator. Call "flushUpdates" to flush pending updates.
// id - ID of object to modify
// side - TexureEntry index to modify, or -1 for all sides
// mat - material to apply as override, or nullptr to remove existing overrides and revert to asset
//
// NOTE: do not use to revert to asset when applying a new asset id, use queueApplyMaterialAsset below
static void queueModifyMaterial(const LLUUID& id, S32 side, const LLGLTFMaterial* mat);
// Queue an application of a material asset we want to send to the simulator. Call "flushUpdates" to flush pending updates.
// object_id - ID of object to apply material asset to
// side - TextureEntry index to apply material to, or -1 for all sides
// asset_id - ID of material asset to apply, or LLUUID::null to disassociate current material asset
//
// NOTE: implicitly removes any override data if present
static void queueApplyMaterialAsset(const LLUUID& object_id, S32 side, const LLUUID& asset_id);
// flush pending material updates to the simulator
static void flushUpdates(void(*done_callback)(bool) = nullptr);
// apply given override data via given cap url
// cap_url -- should be gAgent.getRegionCapability("ModifyMaterialParams")
// overrides -- LLSD map (or array of maps) in the format:
// object_id UUID(required) id of object
// side integer(required) TE index of face to set, or -1 for all faces
// gltf_json string(optional) override data to set, empty string nulls out override data, omissions of this parameter keeps existing data
// asset_id UUID(optional) id of material asset to set, omission of this parameter keeps existing material asset id
//
// NOTE: if you're calling this from outside of flushUpdates, you're probably doing it wrong. Use the "queue"/"flush" API above.
// If the queue/flush API is insufficient, extend it.
static void modifyMaterialCoro(std::string cap_url, LLSD overrides, void(*done_callback)(bool));
void applyQueuedOverrides(LLViewerObject* obj);
private:
friend class LLGLTFMaterialOverrideDispatchHandler;
// save an override update that we got from the simulator for later (for example, if an override arrived for an unknown object)
// NOTE: this is NOT for applying overrides from the UI, see queueModifyMaterial above
void queueOverrideUpdate(const LLUUID& id, S32 side, LLGLTFMaterial* override_data);
protected:
static void onAssetLoadComplete(
const LLUUID& asset_uuid,
LLAssetType::EType type,
void* user_data,
S32 status,
LLExtStat ext_status);
typedef std::unordered_map<LLUUID, LLPointer<LLFetchedGLTFMaterial > > uuid_mat_map_t;
uuid_mat_map_t mList;
typedef std::vector<LLPointer<LLGLTFMaterial> > override_list_t;
typedef std::unordered_map<LLUUID, override_list_t > queued_override_map_t;
queued_override_map_t mQueuedOverrides;
LLUUID mLastUpdateKey;
struct ModifyMaterialData
{
LLUUID object_id;
S32 side = -1;
LLGLTFMaterial override_data;
bool has_override = false;
};
typedef std::list<ModifyMaterialData> modify_queue_t;
static modify_queue_t sModifyQueue;
struct ApplyMaterialAssetData
{
LLUUID object_id;
S32 side = -1;
LLUUID asset_id;
};
typedef std::list<ApplyMaterialAssetData> apply_queue_t;
static apply_queue_t sApplyQueue;
};
extern LLGLTFMaterialList gGLTFMaterialList;
|