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/**
* @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 LLGLTFOverrideCacheEntry;
class LLGLTFMaterialList
{
public:
static const LLUUID BLANK_MATERIAL_ASSET_ID;
LLGLTFMaterialList() {}
LLFetchedGLTFMaterial* getMaterial(const LLUUID& id);
void addMaterial(const LLUUID& id, LLFetchedGLTFMaterial* material);
void removeMaterial(const LLUUID& id);
void flushMaterials();
static void registerCallbacks();
// Queue an modification of a material 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 queueApply below
static void queueModify(const LLViewerObject* obj, 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 clears most override data if present
static void queueApply(const LLViewerObject* obj, S32 side, const LLUUID& asset_id);
// 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
// mat - override material, if null, will clear most override data
static void queueApply(const LLViewerObject* obj, S32 side, const LLUUID& asset_id, const LLGLTFMaterial* mat);
// flush pending material updates to the simulator
// Automatically called once per frame, but may be called explicitly
// for cases that care about the done_callback forwarded to LLCoros::instance().launch
static void flushUpdates(void(*done_callback)(bool) = nullptr);
static void addSelectionUpdateCallback(void(*update_callback)(const LLUUID& object_id, S32 side));
// Queue an explicit LLSD ModifyMaterialParams update apply given override data
// 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: Unless you already have a gltf_json string you want to send, strongly prefer using queueModify
// If the queue/flush API is insufficient, extend it.
static void queueUpdate(const LLSD& data);
// Called by batch builder to give LLGLTMaterialList an opportunity to apply
// any override data that arrived before the object was ready to receive it
void applyQueuedOverrides(LLViewerObject* obj);
static void loadCacheOverrides(const LLGLTFOverrideCacheEntry& override);
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);
static void modifyMaterialCoro(std::string cap_url, LLSD overrides, void(*done_callback)(bool));
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;
LLPointer<LLGLTFMaterial> override_data;
};
typedef std::list<ApplyMaterialAssetData> apply_queue_t;
static apply_queue_t sApplyQueue;
// data to be flushed to ModifyMaterialParams capability
static LLSD sUpdates;
};
extern LLGLTFMaterialList gGLTFMaterialList;
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