refactoring

This commit is contained in:
Nick Fisher
2025-03-19 18:45:42 +08:00
parent 6744c02019
commit a310498c5a
7 changed files with 193 additions and 345 deletions

View File

@@ -75,6 +75,7 @@ namespace thermion
void (*onComplete)());
EMSCRIPTEN_KEEPALIVE void Material_createInstanceRenderThread(TMaterial *tMaterial, void (*onComplete)(TMaterialInstance *));
EMSCRIPTEN_KEEPALIVE void Material_createImageMaterialRenderThread(TEngine *tEngine, void (*onComplete)(TMaterial *));
EMSCRIPTEN_KEEPALIVE void View_setToneMappingRenderThread(TView *tView, TEngine *tEngine, TToneMapping toneMapping);
EMSCRIPTEN_KEEPALIVE void View_setBloomRenderThread(TView *tView, bool enabled, double strength);
@@ -82,60 +83,17 @@ namespace thermion
FilamentRenderCallback make_render_callback_fn_pointer(FilamentRenderCallback);
EMSCRIPTEN_KEEPALIVE void SceneManager_createGridRenderThread(TSceneManager *tSceneManager, TMaterial *tMaterial, void (*callback)(TSceneAsset *));
EMSCRIPTEN_KEEPALIVE TGizmo *SceneManager_createGizmoRenderThread(
TSceneManager *tSceneManager,
TView *tView,
TScene *tScene,
TGizmoType tGizmoType,
void (*onComplete)(TGizmo *));
EMSCRIPTEN_KEEPALIVE void SceneManager_createGeometryRenderThread(
TSceneManager *sceneManager,
float *vertices,
int numVertices,
float *normals,
int numNormals,
float *uvs,
int numUvs,
uint16_t *indices,
int numIndices,
int primitiveType,
TMaterialInstance **materialInstances,
int materialInstanceCount,
bool keepData,
void (*callback)(TSceneAsset *));
EMSCRIPTEN_KEEPALIVE void SceneManager_loadGlbFromBufferRenderThread(TSceneManager *sceneManager, const uint8_t *const data, size_t length, int numInstances, bool keepData, int priority, int layer, bool loadResourcesAsync, void (*callback)(TSceneAsset *));
EMSCRIPTEN_KEEPALIVE void SceneManager_createUnlitMaterialInstanceRenderThread(TSceneManager *sceneManager, void (*callback)(TMaterialInstance *));
EMSCRIPTEN_KEEPALIVE void SceneManager_createUnlitFixedSizeMaterialInstanceRenderThread(TSceneManager *sceneManager, void (*callback)(TMaterialInstance *));
EMSCRIPTEN_KEEPALIVE void SceneManager_loadGlbRenderThread(TSceneManager *sceneManager, const char *assetPath, int numInstances, bool keepData, void (*callback)(TSceneAsset *));
EMSCRIPTEN_KEEPALIVE void SceneManager_loadGltfRenderThread(TSceneManager *sceneManager, const char *assetPath, const char *relativePath, bool keepData, void (*callback)(TSceneAsset *));
EMSCRIPTEN_KEEPALIVE void SceneManager_destroyAllRenderThread(TSceneManager *tSceneManager, void (*callback)());
EMSCRIPTEN_KEEPALIVE void SceneManager_destroyAssetRenderThread(TSceneManager *tSceneManager, TSceneAsset *sceneAsset, void (*callback)());
EMSCRIPTEN_KEEPALIVE void SceneManager_destroyAssetsRenderThread(TSceneManager *tSceneManager, void (*callback)());
EMSCRIPTEN_KEEPALIVE void SceneManager_destroyLightsRenderThread(TSceneManager *tSceneManager, void (*callback)());
EMSCRIPTEN_KEEPALIVE void SceneManager_addLightRenderThread(
TSceneManager *tSceneManager,
uint8_t type,
float colour,
float intensity,
float posX,
float posY,
float posZ,
float dirX,
float dirY,
float dirZ,
float falloffRadius,
float spotLightConeInner,
float spotLightConeOuter,
float sunAngularRadius,
float sunHaloSize,
float sunHaloFallof,
bool shadows,
void (*callback)(EntityId));
EMSCRIPTEN_KEEPALIVE void SceneManager_removeLightRenderThread(TSceneManager *tSceneManager, EntityId entityId, void (*callback)());
EMSCRIPTEN_KEEPALIVE void SceneManager_createCameraRenderThread(TSceneManager *tSceneManager, void (*callback)(TCamera *));
EMSCRIPTEN_KEEPALIVE void SceneAsset_destroyRenderThread(TSceneAsset *tSceneAsset, void (*onComplete)());
EMSCRIPTEN_KEEPALIVE void SceneAsset_loadGlbRenderThread(
TGltfAssetLoader *tAssetLoader,
TGltfResourceLoader *tResourceLoader,
TEngine *tEngine,
TNameComponentManager *tNameComponentManager,
uint8_t *data,
size_t length,
size_t numInstances,
void (*callback)(TSceneAsset *)
);
EMSCRIPTEN_KEEPALIVE void SceneAsset_createInstanceRenderThread(TSceneAsset *asset, TMaterialInstance **tMaterialInstances, int materialInstanceCount, void (*callback)(TSceneAsset *));
EMSCRIPTEN_KEEPALIVE void SceneAsset_createGeometryRenderThread(
TEngine *tEngine,