106 lines
4.2 KiB
C++
106 lines
4.2 KiB
C++
#pragma once
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/**
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* @file gltfscenemanager.h
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* @brief Builds menus out of items.
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*
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* $LicenseInfo:firstyear=2024&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2024, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llsingleton.h"
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#include "llviewerobject.h"
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#include "gltf/common.h"
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class LLVOVolume;
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class LLDrawable;
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namespace LL
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{
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class GLTFSceneManager : public LLSimpleton<GLTFSceneManager>
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{
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public:
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~GLTFSceneManager();
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// load GLTF file from disk
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void load(); // open filepicker to choose asset
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void load(const std::string& filename); // load asset from filename
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void saveAs(); // open filepicker and choose file to save selected asset to
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void save(const std::string& filename); // save selected asset to filename (suitable for use in external programs)
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void uploadSelection(); // decompose selected asset and upload to simulator
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void update();
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void render(bool opaque, bool rigged = false, bool unlit = false);
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// render the given variant of all assets
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// variant - bitmask according to LLGLSLShader::GLTFVariant flags
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void render(U8 variant);
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void render(LL::GLTF::Asset& asset, U8 variant);
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// bind the given material for rendering
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void bind(LL::GLTF::Asset& asset, LL::GLTF::Material& material);
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void bindTexture(LL::GLTF::Asset& asset, LL::GLTF::TextureType texture_type, LL::GLTF::TextureInfo& info, LLViewerTexture* fallback);
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void renderOpaque();
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void renderAlpha();
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LLDrawable* lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
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bool pick_transparent,
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bool pick_rigged,
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bool pick_unselectable,
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bool pick_reflection_probe,
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S32* node_hit, // return the index of the node that was hit
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S32* primitive_hit, // return the index of the primitive that was hit
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LLVector4a* intersection, // return the intersection point
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LLVector2* tex_coord, // return the texture coordinates of the intersection point
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LLVector4a* normal, // return the surface normal at the intersection point
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LLVector4a* tangent); // return the surface tangent at the intersection point
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bool lineSegmentIntersect(LLVOVolume* obj, LL::GLTF::Asset* asset, const LLVector4a& start, const LLVector4a& end, S32 face, bool pick_transparent, bool pick_rigged, bool pick_unselectable, S32* face_hitp, S32* primitive_hitp,
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LLVector4a* intersection, LLVector2* tex_coord, LLVector4a* normal, LLVector4a* tangent);
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void renderDebug();
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void addGLTFObject(LLViewerObject* object, LLUUID gltf_id);
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static void onGLTFLoadComplete(const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status);
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static void onGLTFBinLoadComplete(const LLUUID& id, LLAssetType::EType asset_type, void* user_data, S32 status, LLExtStat ext_status);
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std::vector<LLPointer<LLViewerObject>> mObjects;
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std::shared_ptr<GLTF::Asset> mUploadingAsset;
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bool mGLTFUploadPending = false;
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LLPointer<LLViewerObject> mUploadingObject;
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U32 mPendingImageUploads = 0;
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U32 mPendingBinaryUploads = 0;
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U32 mPendingGLTFUploads = 0;
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U32 mJointUBO = 0;
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// render loop state
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S32 mLastTexture[GLTF::TEXTURE_TYPE_COUNT] = { -2, -2, -2, -2, -2 };
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};
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}
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