refactor!: refactor to support multiple Views/Render Targets
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@@ -46,7 +46,7 @@ namespace thermion_filament
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class SceneManager
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{
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public:
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SceneManager(View* view,
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SceneManager(
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const ResourceLoaderWrapperImpl *const loader,
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Engine *engine,
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Scene *scene,
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@@ -111,9 +111,9 @@ namespace thermion_filament
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void setRotation(EntityId e, float rads, float x, float y, float z, float w);
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void queueTransformUpdates(EntityId* entities, math::mat4* transforms, int numEntities);
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void queueRelativePositionUpdateWorldAxis(EntityId entity, float viewportCoordX, float viewportCoordY, float x, float y, float z);
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void queueRelativePositionUpdateFromViewportVector(EntityId entityId, float viewportCoordX, float viewportCoordY);
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void queueRelativePositionUpdateFromViewportVector(View* view, EntityId entityId, float viewportCoordX, float viewportCoordY);
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const utils::Entity *getCameraEntities(EntityId e);
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size_t getCameraEntityCount(EntityId e);
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const utils::Entity *getLightEntities(EntityId e) noexcept;
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@@ -231,12 +231,7 @@ namespace thermion_filament
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/// @param out a pointer large enough to store four floats (the min/max coordinates of the bounding box)
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/// @return
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///
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Aabb2 getBoundingBox(EntityId entity);
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///
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/// Toggles the visibility of the given layer.
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///
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void setLayerVisibility(SceneManager::LAYERS layer, bool enabled);
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Aabb2 getBoundingBox(View* view, EntityId entity);
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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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@@ -308,20 +303,15 @@ namespace thermion_filament
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void destroyCamera(Camera* camera);
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void setCamera(Camera* camera);
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size_t getCameraCount();
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Camera* getCameraAt(size_t index);
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Camera* getActiveCamera();
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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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Engine *_engine = nullptr;
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Scene *_scene = nullptr;
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View* _view = nullptr;
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Camera* _mainCamera;
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gltfio::MaterialProvider *_ubershaderProvider = nullptr;
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