add loadIblFromTexture method
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@@ -288,40 +288,55 @@ class ThermionViewerFFI extends ThermionViewer {
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///
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///
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@override
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Future loadIbl(String lightingPath, {double intensity = 30000}) async {
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await removeIbl();
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Future loadIbl(String lightingPath, {double intensity = 30000, bool destroyExisting= true}) async {
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await removeIbl(destroy:destroyExisting);
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final completer = Completer();
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_iblTextureUploadComplete =
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withVoidCallback((requestId, onTextureUploadComplete) async {
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late Pointer stackPtr;
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if (FILAMENT_WASM) {
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//stackPtr = stackSave();
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}
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late Pointer stackPtr;
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if (FILAMENT_WASM) {
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//stackPtr = stackSave();
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}
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var data = await FilamentApp.instance!.loadResource(lightingPath);
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var data = await FilamentApp.instance!.loadResource(lightingPath);
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final bundle = await FFIKtx1Bundle.create(data);
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final bundle = await FFIKtx1Bundle.create(data);
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final texture = await bundle.createTexture();
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final harmonics = bundle.getSphericalHarmonics();
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final texture = await bundle.createTexture();
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final harmonics = bundle.getSphericalHarmonics();
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final ibl = await FFIIndirectLight.fromIrradianceHarmonics(harmonics,
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final ibl = await FFIIndirectLight.fromIrradianceHarmonics(
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harmonics,
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reflectionsTexture: texture,
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intensity: intensity,
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);
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await scene.setIndirectLight(ibl);
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if (FILAMENT_WASM) {
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//stackRestore(stackPtr);
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data.free();
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}
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data.free();
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completer.complete();
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}).then((_) {
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_iblTextureUploadComplete = null;
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});
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await completer.future;
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}
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///
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///
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///
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Future loadIblFromTexture(Texture texture, { double intensity = 30000, bool destroyExisting = true}) async {
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await removeIbl(destroy: destroyExisting);
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final ibl = await FFIIndirectLight.fromIrradianceTexture(texture,
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reflectionsTexture: texture, intensity: intensity);
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await scene.setIndirectLight(ibl);
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if (FILAMENT_WASM) {
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//stackRestore(stackPtr);
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data.free();
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}
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data.free();
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completer.complete();
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}).then((_) {
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_iblTextureUploadComplete = null;
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});
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await completer.future;
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await scene.setIndirectLight(ibl);
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}
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///
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@@ -97,7 +97,14 @@ abstract class ThermionViewer {
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/// Creates an indirect light by loading the reflections/irradiance from the KTX file.
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/// Only one indirect light can be active at any given time; if an indirect light has already been loaded, it will be replaced.
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///
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Future loadIbl(String lightingPath, {double intensity = 30000});
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Future loadIbl(String lightingPath,
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{double intensity = 30000, bool destroyExisting = true});
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///
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///
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///
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Future loadIblFromTexture(Texture texture,
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{double intensity = 30000, bool destroyExisting = true});
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///
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/// Rotates the IBL & skybox.
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