separate native methods for creating IBL from irradiance texture and harmonics

This commit is contained in:
Nick Fisher
2025-06-12 11:33:38 +08:00
parent ad26fc4563
commit 47807d560f
4 changed files with 69 additions and 26 deletions

View File

@@ -58,7 +58,8 @@ EMSCRIPTEN_KEEPALIVE void Engine_destroyMaterial(TEngine *tEngine, TMaterial *tM
EMSCRIPTEN_KEEPALIVE void Engine_destroyMaterialInstance(TEngine *tEngine, TMaterialInstance *tMaterialInstance);
EMSCRIPTEN_KEEPALIVE TScene *Engine_createScene(TEngine *tEngine);
EMSCRIPTEN_KEEPALIVE TSkybox *Engine_buildSkybox(TEngine *tEngine, TTexture* tTexture);
EMSCRIPTEN_KEEPALIVE TIndirectLight *Engine_buildIndirectLight(TEngine *tEngine, TTexture* tTexture, float intensity, float *harmonics);
EMSCRIPTEN_KEEPALIVE TIndirectLight *Engine_buildIndirectLightFromIrradianceTexture(TEngine *tEngine, TTexture *tReflectionsTexture, TTexture* tIrradianceTexture, float intensity);
EMSCRIPTEN_KEEPALIVE TIndirectLight *Engine_buildIndirectLightFromIrradianceHarmonics(TEngine *tEngine, TTexture *tReflectionsTexture, float *irradianceHarmonics, float intensity);
EMSCRIPTEN_KEEPALIVE void Engine_destroySkybox(TEngine *tEngine, TSkybox *tSkybox);
EMSCRIPTEN_KEEPALIVE void Engine_destroyIndirectLight(TEngine *tEngine, TIndirectLight *tIndirectLight);
EMSCRIPTEN_KEEPALIVE EntityId EntityManager_createEntity(TEntityManager *tEntityManager);

View File

@@ -68,7 +68,8 @@ namespace thermion
void Engine_flushAndWaitRenderThread(TEngine *tEngine, uint32_t requestId, VoidCallback onComplete);
void Engine_executeRenderThread(TEngine *tEngine, uint32_t requestId, VoidCallback onComplete);
void Engine_buildSkyboxRenderThread(TEngine *tEngine, TTexture *tTexture, void (*onComplete)(TSkybox *));
void Engine_buildIndirectLightRenderThread(TEngine *tEngine, TTexture *tTexture, float intensity, float *harmonics, void (*onComplete)(TIndirectLight *));
void Engine_buildIndirectLightFromIrradianceTextureRenderThread(TEngine *tEngine, TTexture *tReflectionsTexture, TTexture* tIrradianceTexture, float intensity, void (*onComplete)(TIndirectLight *));
void Engine_buildIndirectLightFromIrradianceHarmonicsRenderThread(TEngine *tEngine, TTexture *tReflectionsTexture, float *harmonics, float intensity, void (*onComplete)(TIndirectLight *));
void Renderer_setClearOptionsRenderThread(TRenderer *tRenderer, double clearR, double clearG, double clearB, double clearA, uint8_t clearStencil, bool clear, bool discard, uint32_t requestId, VoidCallback onComplete);
void Renderer_beginFrameRenderThread(TRenderer *tRenderer, TSwapChain *tSwapChain, uint64_t frameTimeInNanos, void (*onComplete)(bool));