renaming/refactoring and allow creating new cameras

This commit is contained in:
Nick Fisher
2024-09-25 23:56:25 +08:00
parent 2b1339b560
commit a2684ae47d
14 changed files with 665 additions and 437 deletions

View File

@@ -362,7 +362,7 @@ extern "C"
auto fut = _rl->add_task(lambda);
}
EMSCRIPTEN_KEEPALIVE void load_gltf_render_thread(void *const sceneManager,
EMSCRIPTEN_KEEPALIVE void load_gltf_render_thread(TSceneManager *sceneManager,
const char *path,
const char *relativeResourcePath,
bool keepData,
@@ -382,7 +382,7 @@ extern "C"
auto fut = _rl->add_task(lambda);
}
EMSCRIPTEN_KEEPALIVE void load_glb_render_thread(void *const sceneManager,
EMSCRIPTEN_KEEPALIVE void load_glb_render_thread(TSceneManager *sceneManager,
const char *path,
int numInstances,
bool keepData,
@@ -402,7 +402,7 @@ extern "C"
auto fut = _rl->add_task(lambda);
}
EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_render_thread(void *const sceneManager,
EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_render_thread(TSceneManager *sceneManager,
const uint8_t *const data,
size_t length,
int numInstances,
@@ -619,7 +619,7 @@ extern "C"
}
EMSCRIPTEN_KEEPALIVE void
get_morph_target_name_render_thread(void *sceneManager, EntityId assetEntity,
get_morph_target_name_render_thread(TSceneManager *sceneManager, EntityId assetEntity,
EntityId childEntity, char *const outPtr, int index, void (*callback)())
{
std::packaged_task<void()> lambda([=]
@@ -635,7 +635,7 @@ extern "C"
}
EMSCRIPTEN_KEEPALIVE void
get_morph_target_name_count_render_thread(void *sceneManager, EntityId assetEntity,
get_morph_target_name_count_render_thread(TSceneManager *sceneManager, EntityId assetEntity,
EntityId childEntity, void (*callback)(int))
{
std::packaged_task<int()> lambda([=]
@@ -652,7 +652,7 @@ extern "C"
auto fut = _rl->add_task(lambda);
}
EMSCRIPTEN_KEEPALIVE void set_animation_frame_render_thread(void *const sceneManager,
EMSCRIPTEN_KEEPALIVE void set_animation_frame_render_thread(TSceneManager *sceneManager,
EntityId asset,
int animationIndex,
int animationFrame)
@@ -662,7 +662,7 @@ extern "C"
auto fut = _rl->add_task(lambda);
}
EMSCRIPTEN_KEEPALIVE void stop_animation_render_thread(void *const sceneManager,
EMSCRIPTEN_KEEPALIVE void stop_animation_render_thread(TSceneManager *sceneManager,
EntityId asset, int index)
{
std::packaged_task<void()> lambda(
@@ -671,7 +671,7 @@ extern "C"
auto fut = _rl->add_task(lambda);
}
EMSCRIPTEN_KEEPALIVE void get_animation_count_render_thread(void *const sceneManager,
EMSCRIPTEN_KEEPALIVE void get_animation_count_render_thread(TSceneManager *sceneManager,
EntityId asset,
void (*callback)(int))
{
@@ -689,7 +689,7 @@ extern "C"
auto fut = _rl->add_task(lambda);
}
EMSCRIPTEN_KEEPALIVE void get_animation_name_render_thread(void *const sceneManager,
EMSCRIPTEN_KEEPALIVE void get_animation_name_render_thread(TSceneManager *sceneManager,
EntityId asset,
char *const outPtr,
int index,
@@ -718,7 +718,7 @@ extern "C"
}
EMSCRIPTEN_KEEPALIVE void
get_name_for_entity_render_thread(void *const sceneManager, const EntityId entityId, void (*callback)(const char *))
get_name_for_entity_render_thread(TSceneManager *sceneManager, const EntityId entityId, void (*callback)(const char *))
{
std::packaged_task<const char *()> lambda(
[=]
@@ -734,7 +734,7 @@ extern "C"
auto fut = _rl->add_task(lambda);
}
void set_morph_target_weights_render_thread(void *const sceneManager,
void set_morph_target_weights_render_thread(TSceneManager *sceneManager,
EntityId asset,
const float *const morphData,
int numWeights,
@@ -754,7 +754,7 @@ extern "C"
}
EMSCRIPTEN_KEEPALIVE void set_bone_transform_render_thread(
void *sceneManager,
TSceneManager *sceneManager,
EntityId asset,
int skinIndex,
int boneIndex,
@@ -775,7 +775,7 @@ extern "C"
auto fut = _rl->add_task(lambda);
}
EMSCRIPTEN_KEEPALIVE void update_bone_matrices_render_thread(void *sceneManager,
EMSCRIPTEN_KEEPALIVE void update_bone_matrices_render_thread(TSceneManager *sceneManager,
EntityId entity, void (*callback)(bool))
{
std::packaged_task<void()> lambda(
@@ -791,7 +791,7 @@ extern "C"
auto fut = _rl->add_task(lambda);
}
EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_render_thread(void *const sceneManager, EntityId entityId, void (*callback)())
EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_render_thread(TSceneManager *sceneManager, EntityId entityId, void (*callback)())
{
std::packaged_task<void()> lambda(
[=]
@@ -807,7 +807,7 @@ extern "C"
}
EMSCRIPTEN_KEEPALIVE void create_geometry_render_thread(
void *const sceneManager,
TSceneManager *sceneManager,
float *vertices,
int numVertices,
float *normals,