This commit is contained in:
Nick Fisher
2022-12-19 15:05:58 +08:00
2 changed files with 71 additions and 68 deletions

View File

@@ -3,6 +3,8 @@
#include "ResourceBuffer.hpp"
#include <stddef.h>
typedef struct ResourceBuffer ResourceBuffer;
///
@@ -20,36 +22,35 @@ struct BoneAnimation {
typedef struct BoneAnimation BoneAnimation;
extern "C" {
void* filament_viewer_new(void* context, ResourceBuffer (*loadResource)(const char*), void (*freeResource)(uint32_t));
void filament_viewer_delete(void* viewer);
void create_render_target(void* viewer, uint32_t textureId, uint32_t width, uint32_t height);
void set_background_image(void* viewer, const char* path);
void set_background_image_position(void* viewer, float x, float y, bool clamp);
void load_skybox(void* viewer, const char* skyboxPath);
void load_ibl(void* viewer, const char* iblPath);
void remove_skybox(void* viewer);
void remove_ibl(void* viewer);
int32_t add_light(void* viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
void remove_light(void* viewer, int32_t entityId);
void clear_lights(void* viewer);
void* load_glb(void* viewer, const char* assetPath);
void* load_gltf(void* viewer, const char* assetPath, const char* relativePath);
bool set_camera(void* viewer, void* asset, const char* nodeName);
void render(void* viewer, uint64_t frameTimeInNanos);
void create_swap_chain(void* viewer, void* surface, uint32_t width, uint32_t height);
void destroy_swap_chain(void* viewer);
void set_frame_interval(void* viewer, float interval);
void* get_renderer(void* viewer);
void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor);
void* filament_viewer_new(void* context, ResourceBuffer (*loadResource)(const char*), void (*freeResource)(uint32_t));
void filament_viewer_delete(void* viewer);
void create_render_target(void* viewer, uint32_t textureId, uint32_t width, uint32_t height);
void set_background_image(void* viewer, const char* path);
void set_background_image_position(void* viewer, float x, float y, bool clamp);
void load_skybox(void* viewer, const char* skyboxPath);
void load_ibl(void* viewer, const char* iblPath);
void remove_skybox(void* viewer);
void remove_ibl(void* viewer);
int32_t add_light(void* viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
void remove_light(void* viewer, int32_t entityId);
void clear_lights(void* viewer);
void* load_glb(void* viewer, const char* assetPath);
void* load_gltf(void* viewer, const char* assetPath, const char* relativePath);
bool set_camera(void* viewer, void* asset, const char* nodeName);
void render(void* viewer, uint64_t frameTimeInNanos);
void create_swap_chain(void* viewer, void* surface, uint32_t width, uint32_t height);
void destroy_swap_chain(void* viewer);
void set_frame_interval(void* viewer, float interval);
void* get_renderer(void* viewer);
void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor);
void scroll_begin(void* viewer);
void scroll_update(void* viewer, float x, float y , float z);
void scroll_end(void* viewer);
void scroll_begin(void* viewer);
void scroll_update(void* viewer, float x, float y , float z);
void scroll_end(void* viewer);
void grab_begin(void* viewer, float x, float y, bool pan);
void grab_update(void* viewer, float x, float y);
void grab_end(void* viewer);
void grab_begin(void* viewer, float x, float y, bool pan);
void grab_update(void* viewer, float x, float y);
void grab_end(void* viewer);
void apply_weights(void* asset, float* const weights, int count);
@@ -63,47 +64,46 @@ extern "C" {
float frameLengthInMs
);
// void set_bone_transform(
// void* asset,
// const char* boneName,
// const char* entityName,
// float transX,
// float transY,
// float transZ,
// float quatX,
// float quatY,
// float quatZ,
// float quatW
// );
void play_animation(void* asset, int index, bool loop, bool reverse);
void stop_animation(void* asset, int index);
// void set_bone_transform(
// void* asset,
// const char* boneName,
// const char* entityName,
// float transX,
// float transY,
// float transZ,
// float quatX,
// float quatY,
// float quatZ,
// float quatW
// );
void play_animation(void* asset, int index, bool loop, bool reverse);
void stop_animation(void* asset, int index);
int get_animation_count(void* asset);
void get_animation_name(void* asset, char* const outPtr, int index);
int get_animation_count(void* asset);
void get_animation_name(void* asset, char* const outPtr, int index);
void get_morph_target_name(void* asset, const char* meshName, char* const outPtr, int index );
void get_morph_target_name(void* asset, const char* meshName, char* const outPtr, int index );
int get_morph_target_name_count(void* asset, const char* meshName);
void remove_asset(void* viewer, void* asset);
void clear_assets(void* viewer);
void load_texture(void* asset, const char* assetPath, int renderableIndex);
void set_texture(void* asset);
void transform_to_unit_cube(void* asset);
void set_position(void* asset, float x, float y, float z);
void set_rotation(void* asset, float rads, float x, float y, float z);
void set_scale(void* asset, float scale);
int get_morph_target_name_count(void* asset, const char* meshName);
void remove_asset(void* viewer, void* asset);
void clear_assets(void* viewer);
void load_texture(void* asset, const char* assetPath, int renderableIndex);
void set_texture(void* asset);
void transform_to_unit_cube(void* asset);
void set_position(void* asset, float x, float y, float z);
void set_rotation(void* asset, float rads, float x, float y, float z);
void set_scale(void* asset, float scale);
void set_camera_position(void* viewer, float x, float y, float z);
void set_camera_rotation(void* viewer, float rads, float x, float y, float z);
void set_camera_focal_length(void* viewer, float focalLength);
void set_camera_focus_distance(void* viewer, float focusDistance);
}
void set_camera_position(void* viewer, float x, float y, float z);
void set_camera_rotation(void* viewer, float rads, float x, float y, float z);
void set_camera_focal_length(void* viewer, float focalLength);
void set_camera_focus_distance(void* viewer, float focusDistance);
#endif

View File

@@ -19,7 +19,10 @@
#include "ResourceManagement.hpp"
#include "SceneAssetAnimation.hpp"
#include "PolyvoxFilamentApi.h"
extern "C" {
#include "PolyvoxFilamentApi.h"
}
namespace polyvox {
using namespace filament;