rename setLayerEnabled to setLayerVisibility, add setVisibilityLayer method
This commit is contained in:
@@ -1155,10 +1155,18 @@ external void get_bounding_box_to_out(
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, ffi.Int, ffi.Bool)>(
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isLeaf: true)
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external void set_layer_enabled(
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external void set_layer_visibility(
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ffi.Pointer<ffi.Void> sceneManager,
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int layer,
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bool enabled,
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bool visible,
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);
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@ffi.Native<ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, ffi.Int)>(
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isLeaf: true)
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external void set_visibility_layer(
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ffi.Pointer<ffi.Void> sceneManager,
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int entity,
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int layer,
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);
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@ffi.Native<
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@@ -1203,6 +1211,15 @@ external void remove_stencil_highlight(
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int entity,
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);
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@ffi.Native<
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ffi.Pointer<TMaterialInstance> Function(
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ffi.Pointer<ffi.Void>, EntityId, ffi.Int)>(isLeaf: true)
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external ffi.Pointer<TMaterialInstance> get_material_instance_at(
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ffi.Pointer<ffi.Void> sceneManager,
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int entity,
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int materialIndex,
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);
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@ffi.Native<
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ffi.Void Function(ffi.Pointer<ffi.Void>, EntityId, ffi.Int,
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ffi.Pointer<ffi.Char>, ffi.Float)>(isLeaf: true)
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@@ -1920,8 +1920,17 @@ class ThermionViewerFFI extends ThermionViewer {
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///
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///
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///
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Future setLayerEnabled(int layer, bool enabled) async {
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set_layer_enabled(_sceneManager!, layer, enabled);
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Future setLayerVisibility(int layer, bool visible) {
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set_layer_visibility(_sceneManager!, layer, visible);
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return Future.value();
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}
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///
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///
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///
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Future setVisibilityLayer(ThermionEntity entity, int layer) {
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set_visibility_layer(_sceneManager!, entity, layer);
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return Future.value();
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}
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///
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@@ -545,7 +545,7 @@ abstract class ThermionViewer {
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Future moveCameraToAsset(ThermionEntity entity);
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///
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/// Enables/disables frustum culling. Currently we don't expose a method for manipulating the camera projection/culling matrices so this is your only option to deal with unwanted near/far clipping.
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/// Enables/disables frustum culling.
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///
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Future setViewFrustumCulling(bool enabled);
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@@ -596,14 +596,15 @@ abstract class ThermionViewer {
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/// Sets the material property [propertyName] under material [materialIndex] for [entity] to [value].
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/// [entity] must have a Renderable attached.
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///
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Future setMaterialPropertyInt(ThermionEntity entity, String propertyName,
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int materialIndex, int value);
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Future setMaterialPropertyInt(
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ThermionEntity entity, String propertyName, int materialIndex, int value);
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///
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/// Sets the depthWrite material instance at [materialIndex] for [entity] to [enabled].
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/// [entity] must have a Renderable attached.
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///
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Future setMaterialDepthWrite(ThermionEntity entity, int materialIndex, bool enabled);
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Future setMaterialDepthWrite(
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ThermionEntity entity, int materialIndex, bool enabled);
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///
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/// Scale [entity] to fit within the unit cube.
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@@ -853,7 +854,12 @@ abstract class ThermionViewer {
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/// We place all scene assets in layer 0 (enabled by default), gizmos in layer 1 (enabled by default), world grid in layer 2 (disabled by default).
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/// Use this method to toggle visibility of the respective layer.
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///
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Future setLayerEnabled(int layer, bool enabled);
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Future setLayerVisibility(int layer, bool visible);
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///
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/// Assigns [entity] to visibility layer [layer].
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///
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Future setVisibilityLayer(ThermionEntity entity, int layer);
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///
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/// Show/hide the translation gizmo.
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@@ -55,6 +55,7 @@ namespace thermion_filament
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enum LAYERS {
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DEFAULT_ASSETS = 0,
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BACKGROUND = 6,
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OVERLAY = 7,
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};
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@@ -229,11 +230,8 @@ namespace thermion_filament
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///
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/// Toggles the visibility of the given layer.
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/// Layer 0 - regular scene assets
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/// Layer 1 - unused
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/// Layer 2 - grid
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///
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void setLayerEnabled(int layer, bool enabled);
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void setLayerVisibility(SceneManager::LAYERS layer, bool enabled);
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///
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/// Creates an entity with the specified geometry/material/normals and adds to the scene.
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@@ -284,6 +282,8 @@ namespace thermion_filament
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return _assetLoader->createInstance(asset);
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}
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MaterialInstance* getMaterialInstanceAt(EntityId entityId, int materialIndex);
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void setMaterialProperty(EntityId entity, int materialIndex, const char* property, float value);
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void setMaterialProperty(EntityId entity, int materialIndex, const char* property, int32_t value);
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void setMaterialProperty(EntityId entityId, int materialIndex, const char* property, filament::math::float4& value);
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@@ -298,6 +298,8 @@ namespace thermion_filament
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MaterialInstance* createUnlitMaterialInstance();
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void setVisibilityLayer(EntityId entityId, int layer);
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private:
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gltfio::AssetLoader *_assetLoader = nullptr;
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const ResourceLoaderWrapperImpl *const _resourceLoaderWrapper;
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@@ -269,11 +269,13 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void get_gizmo(void *const sceneManager, EntityId *out);
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EMSCRIPTEN_KEEPALIVE Aabb2 get_bounding_box(void *const sceneManager, EntityId entity);
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EMSCRIPTEN_KEEPALIVE void get_bounding_box_to_out(void *const sceneManager, EntityId entity, float *minX, float *minY, float *maxX, float *maxY);
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EMSCRIPTEN_KEEPALIVE void set_layer_enabled(void *const sceneManager, int layer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void set_layer_visibility(void *const sceneManager, int layer, bool visible);
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EMSCRIPTEN_KEEPALIVE void set_visibility_layer(void *const sceneManager, EntityId entity, int layer);
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EMSCRIPTEN_KEEPALIVE void pick_gizmo(void *const sceneManager, int x, int y, void (*callback)(EntityId entityId, int x, int y));
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EMSCRIPTEN_KEEPALIVE void set_gizmo_visibility(void *const sceneManager, bool visible);
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EMSCRIPTEN_KEEPALIVE void set_stencil_highlight(void *const sceneManager, EntityId entity, float r, float g, float b);
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EMSCRIPTEN_KEEPALIVE void remove_stencil_highlight(void *const sceneManager, EntityId entity);
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EMSCRIPTEN_KEEPALIVE TMaterialInstance* get_material_instance_at(void *const sceneManager, EntityId entity, int materialIndex);
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EMSCRIPTEN_KEEPALIVE void set_material_property_float(void *const sceneManager, EntityId entity, int materialIndex, const char *property, float value);
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EMSCRIPTEN_KEEPALIVE void set_material_property_int(void *const sceneManager, EntityId entity, int materialIndex, const char *property, int value);
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EMSCRIPTEN_KEEPALIVE void set_material_property_float4(void *const sceneManager, EntityId entity, int materialIndex, const char *property, double4 value);
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@@ -584,6 +584,7 @@ namespace thermion_filament
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.material(0, _imageMaterial->getDefaultInstance())
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.geometry(0, RenderableManager::PrimitiveType::TRIANGLES, _imageVb,
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_imageIb, 0, 3)
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.layerMask(0xFF, 1u << SceneManager::LAYERS::BACKGROUND)
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.culling(false)
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.build(*_engine, _imageEntity);
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_scene->addEntity(_imageEntity);
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@@ -969,7 +970,11 @@ namespace thermion_filament
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delete vec; },
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callbackData);
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_skybox =
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filament::Skybox::Builder().environment(_skyboxTexture).build(*_engine);
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filament::Skybox::Builder()
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.environment(_skyboxTexture)
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.build(*_engine);
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_skybox->setLayerMask(0xFF, 1u << SceneManager::LAYERS::BACKGROUND);
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_scene->setSkybox(_skybox);
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}
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@@ -104,6 +104,7 @@ namespace thermion_filament
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_scene->addEntity(_gridOverlay->grid());
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_view->setLayerEnabled(SceneManager::LAYERS::DEFAULT_ASSETS, true);
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_view->setLayerEnabled(SceneManager::LAYERS::BACKGROUND, true); // skybox + image
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_view->setLayerEnabled(SceneManager::LAYERS::OVERLAY, false); // world grid + gizmo
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}
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@@ -238,6 +239,17 @@ namespace thermion_filament
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return eid;
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}
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void SceneManager::setVisibilityLayer(EntityId entityId, int layer) {
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auto& rm = _engine->getRenderableManager();
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auto renderable = rm.getInstance(utils::Entity::import(entityId));
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if(!renderable.isValid()) {
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Log("Warning: no renderable found");
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}
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rm.setLayerMask(renderable, 0xFF, 1u << layer);
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}
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EntityId SceneManager::loadGlbFromBuffer(const uint8_t *data, size_t length, int numInstances, bool keepData, int priority, int layer)
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{
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@@ -2393,7 +2405,7 @@ namespace thermion_filament
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return Aabb2{minX, minY, maxX, maxY};
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}
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void SceneManager::setLayerEnabled(int layer, bool enabled)
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void SceneManager::setLayerVisibility(LAYERS layer, bool enabled)
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{
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_view->setLayerEnabled(layer, enabled);
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}
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@@ -2528,6 +2540,18 @@ EntityId SceneManager::createGeometry(
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return entityId;
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}
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MaterialInstance* SceneManager::getMaterialInstanceAt(EntityId entityId, int materialIndex) {
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auto entity = Entity::import(entityId);
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const auto &rm = _engine->getRenderableManager();
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auto renderableInstance = rm.getInstance(entity);
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if (!renderableInstance.isValid())
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{
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Log("Error retrieving material instance: no renderable found for entity %d");
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return std::nullptr_t();
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}
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return rm.getMaterialInstanceAt(renderableInstance, materialIndex);
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}
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void SceneManager::setMaterialProperty(EntityId entityId, int materialIndex, const char *property, float value)
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{
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auto entity = Entity::import(entityId);
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@@ -2620,7 +2644,6 @@ EntityId SceneManager::createGeometry(
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return;
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}
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auto materialInstance = rm.getMaterialInstanceAt(renderableInstance, materialIndex);
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materialInstance->setDepthWrite(enabled);
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}
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@@ -927,9 +927,14 @@ extern "C"
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*maxY = box.maxY;
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}
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EMSCRIPTEN_KEEPALIVE void set_layer_enabled(void *const sceneManager, int layer, bool enabled)
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EMSCRIPTEN_KEEPALIVE void set_visibility_layer(void *const sceneManager, EntityId entity, int layer) {
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((SceneManager*)sceneManager)->setVisibilityLayer(entity, layer);
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}
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EMSCRIPTEN_KEEPALIVE void set_layer_visibility(void *const sceneManager, int layer, bool visible)
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{
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((SceneManager *)sceneManager)->setLayerEnabled(layer, enabled);
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((SceneManager *)sceneManager)->setLayerVisibility((SceneManager::LAYERS)layer, visible);
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}
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EMSCRIPTEN_KEEPALIVE void thermion_flutter_free(void *ptr)
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@@ -962,9 +967,13 @@ extern "C"
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((SceneManager *)sceneManager)->setMaterialProperty(entity, materialIndex, property, value);
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}
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EMSCRIPTEN_KEEPALIVE TMaterialInstance* get_material_instance_at(void *const sceneManager, EntityId entity, int materialIndex) {
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auto instance = ((SceneManager *)sceneManager)->getMaterialInstanceAt(entity, materialIndex);
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return reinterpret_cast<TMaterialInstance*>(instance);
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}
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EMSCRIPTEN_KEEPALIVE void set_material_property_int(void *const sceneManager, EntityId entity, int materialIndex, const char *property, int32_t value)
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{
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((SceneManager *)sceneManager)->setMaterialProperty(entity, materialIndex, property, value);
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}
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@@ -569,10 +569,9 @@ void main() async {
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await viewer.setMaterialDepthWrite(cube2, 0, true);
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await _capture(viewer, "geometry_enable_depth_write");
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// with depth write disabled on both materials, the red cube will render in front of the white cube
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// with depth write disabled on the first material, the red cube will render in front of the white cube
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// (relying on insertion order)
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await viewer.setMaterialDepthWrite(cube1, 0, false);
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await viewer.setMaterialDepthWrite(cube2, 0, false);
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await _capture(viewer, "geometry_disable_depth_write_insertion_order");
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@@ -649,9 +648,9 @@ void main() async {
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.setCameraRotation(Quaternion.axisAngle(Vector3(1, 0, 0), -pi / 8));
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await viewer.setCameraPosition(0, 2, 0);
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await _capture(viewer, "grid_overlay_default");
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await viewer.setLayerEnabled(7, true);
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await viewer.setLayerVisibility(7, true);
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await _capture(viewer, "grid_overlay_enabled");
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await viewer.setLayerEnabled(7, false);
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await viewer.setLayerVisibility(7, false);
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await _capture(viewer, "grid_overlay_disabled");
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});
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@@ -666,9 +665,36 @@ void main() async {
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var buffer = File("$testDir/cube.glb").readAsBytesSync();
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var model = await viewer.loadGlbFromBuffer(buffer, layer: 1);
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await _capture(viewer, "load_glb_from_buffer_with_layer_disabled");
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await viewer.setLayerEnabled(1, true);
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await viewer.setLayerVisibility(1, true);
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await _capture(viewer, "load_glb_from_buffer_with_layer_enabled");
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});
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test('change layer visibility at runtime', () async {
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var viewer = await createViewer();
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await viewer.setBackgroundColor(1, 0, 1, 1);
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await viewer.setCameraPosition(0, 2, 5);
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await viewer
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.setCameraRotation(Quaternion.axisAngle(Vector3(1, 0, 0), -0.5));
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var cube = await viewer.createGeometry(GeometryHelper.cube());
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await _capture(viewer, "change_layer_visibility_at_runtime_default");
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// all entities set to layer 0 by default, so this should now be invisible
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await viewer.setLayerVisibility(0, false);
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await _capture(
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viewer, "change_layer_visibility_at_runtime_layer0_invisible");
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// now change the visibility layer to 5, should be invisible
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await viewer.setVisibilityLayer(cube, 5);
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await _capture(
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viewer, "change_layer_visibility_at_runtime_layer5_invisible");
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// now toggle layer 5 visibility, cube should now be visible
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await viewer.setLayerVisibility(5, true);
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await _capture(
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viewer, "change_layer_visibility_at_runtime_layer5_visible");
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});
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});
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// test('point light', () async {
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