initial work to re-implement FFI with background thread render loop

This commit is contained in:
Nick Fisher
2023-09-29 13:54:04 +08:00
parent 1b49706eca
commit a6506e6346
39 changed files with 6819 additions and 53973 deletions

View File

@@ -81,6 +81,8 @@ namespace polyvox {
void setBackgroundImage(const char* resourcePath, bool fillHeight);
void clearBackgroundImage();
void setBackgroundImagePosition(float x, float y, bool clamp);
void setViewFrustumCulling(bool enabled);
void moveCameraToAsset(EntityId entityId);
void setCameraExposure(float aperture, float shutterSpeed, float sensitivity);

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@@ -6,8 +6,8 @@
typedef int32_t EntityId;
const void* create_filament_viewer(const void* const context, const ResourceLoaderWrapper* const loader);
ResourceLoaderWrapper* make_resource_loader(LoadResourceFromOwner loadFn, FreeResourceFromOwner freeFn, void* owner);
void delete_filament_viewer(const void* const viewer);
ResourceLoaderWrapper* make_resource_loader(LoadFilamentResourceFromOwner loadFn, FreeFilamentResourceFromOwner freeFn, void* owner);
void destroy_filament_viewer(const void* const viewer);
void* get_asset_manager(const void* const viewer);
void create_render_target(const void* const viewer, uint32_t textureId, uint32_t width, uint32_t height);
void clear_background_image(const void* const viewer);
@@ -26,6 +26,7 @@ void clear_lights(const void* const viewer);
EntityId load_glb(void *assetManager, const char *assetPath, bool unlit);
EntityId load_gltf(void *assetManager, const char *assetPath, const char *relativePath);
bool set_camera(const void* const viewer, EntityId asset, const char *nodeName);
void set_view_frustum_culling(const void* const viewer, bool enabled);
void render(const void* const viewer, uint64_t frameTimeInNanos);
void create_swap_chain(const void* const viewer, const void* const window, uint32_t width, uint32_t height);
void destroy_swap_chain(const void* const viewer);
@@ -82,8 +83,6 @@ void get_morph_target_name(void* assetManager, EntityId asset, const char *meshN
int get_morph_target_name_count(void* assetManager, EntityId asset, const char *meshName);
void remove_asset(const void* const viewer, EntityId asset);
void clear_assets(const void* const viewer);
void load_texture(void* assetManager, EntityId asset, const char *assetPath, int renderableIndex);
void set_texture(void* assetManager, EntityId asset);
bool set_material_color(void* assetManager, EntityId asset, const char* meshName, int materialIndex, const float r, const float g, const float b, const float a);
void transform_to_unit_cube(void* assetManager, EntityId asset);
void set_position(void* assetManager, EntityId asset, float x, float y, float z);

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@@ -0,0 +1,83 @@
#ifndef _POLYVOX_FILAMENT_FFI_API_H
#define _POLYVOX_FILAMENT_FFI_API_H
#include "PolyvoxFilamentApi.h"
///
/// This header replicates most of the methods in PolyvoxFilamentApi.h, and is only intended to be used to generate client FFI bindings.
/// The intention is that calling one of these methods will call its respective method in PolyvoxFilamentApi.h, but wrapped in some kind of thread runner to ensure thread safety.
///
typedef int32_t EntityId;
const void* create_filament_viewer_ffi(void* const context, const ResourceLoaderWrapper* const loader);
void destroy_filament_viewer_ffi(void* const viewer);
void render_ffi(void* const viewer);
void set_rendering_ffi(void* const viewer, bool rendering);
void set_frame_interval_ffi(float frameInterval);
void update_viewport_and_camera_projection_ffi(void* const viewer, const uint32_t width, const uint32_t height, const float scaleFactor);
void create_render_target_ffi(void* const viewer, uint32_t textureId, uint32_t width, uint32_t height);
void set_background_color_ffi(void* const viewer, const float r, const float g, const float b, const float a);
void clear_background_image_ffi(void* const viewer);
void set_background_image_ffi(void* const viewer, const char *path, bool fillHeight);
void set_background_image_position_ffi(void* const viewer, float x, float y, bool clamp);
void set_background_color_ffi(void* const viewer, const float r, const float g, const float b, const float a);
void set_tone_mapping_ffi(void* const viewer, int toneMapping);
void set_bloom_ffi(void* const viewer, float strength);
void load_skybox_ffi(void* const viewer, const char *skyboxPath);
void load_ibl_ffi(void* const viewer, const char *iblPath, float intensity);
void remove_skybox_ffi(void* const viewer);
void remove_ibl_ffi(void* const viewer);
EntityId add_light_ffi(void* const 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_ffi(void* const viewer, EntityId entityId);
void clear_lights_ffi(void* const viewer);
EntityId load_glb_ffi(void* const assetManager, const char *assetPath, bool unlit);
EntityId load_gltf_ffi(void* const assetManager, const char *assetPath, const char *relativePath);
void remove_asset_ffi(const void* const viewer, EntityId asset);
void clear_assets_ffi(const void* const viewer);
bool set_camera_ffi(void* const viewer, EntityId asset, const char *nodeName);
void apply_weights_ffi(
void* assetManager,
EntityId asset,
const char *const entityName,
float *const weights,
int count
);
void set_morph_target_weights_ffi(
void* assetManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
int numWeights
);
bool set_morph_animation_ffi(
void* assetManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
const int* const morphIndices,
int numMorphTargets,
int numFrames,
float frameLengthInMs);
void set_bone_animation_ffi(
void* assetManager,
EntityId asset,
const float* const frameData,
int numFrames,
int numBones,
const char** const boneNames,
const char** const meshName,
int numMeshTargets,
float frameLengthInMs);
void play_animation_ffi(void* assetManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
void set_animation_frame_ffi(void* assetManager, EntityId asset, int animationIndex, int animationFrame);
void stop_animation_ffi(void* assetManager, EntityId asset, int index);
int get_animation_count_ffi(void* assetManager, EntityId asset);
void get_animation_name_ffi(void* assetManager, EntityId asset, char *const outPtr, int index);
float get_animation_duration_ffi(void* assetManager, EntityId asset, int index);
void get_morph_target_name_ffi(void* assetManager, EntityId asset, const char *meshName, char *const outPtr, int index);
int get_morph_target_name_count_ffi(void* assetManager, EntityId asset, const char *meshName);
#endif // _POLYVOX_FILAMENT_FFI_API_H

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@@ -3,7 +3,6 @@
#include <stdint.h>
#if defined(__cplusplus)
#include "Log.hpp"
extern "C" {
#endif
//
@@ -28,6 +27,10 @@ extern "C" {
struct ResourceBuffer {
#if defined(__cplusplus)
ResourceBuffer(const void* const data, const uint32_t size, const uint32_t id) : data(data), size(size), id(id) {};
ResourceBuffer(const ResourceBuffer& rb) : data(rb.data), size(rb.size), id(rb.id) { };
ResourceBuffer(const ResourceBuffer&& rb) : data(rb.data), size(rb.size), id(rb.id) { };
ResourceBuffer& operator=(const ResourceBuffer& other) = delete;
#endif
const void * const data;
const uint32_t size;
@@ -35,41 +38,41 @@ extern "C" {
};
typedef struct ResourceBuffer ResourceBuffer;
typedef ResourceBuffer (*LoadResource)(const char* uri);
typedef ResourceBuffer (*LoadResourceFromOwner)(const char* const, void* const owner);
typedef void (*FreeResource)(ResourceBuffer);
typedef void (*FreeResourceFromOwner)(ResourceBuffer, void* const owner);
typedef ResourceBuffer (*LoadFilamentResource)(const char* uri);
typedef ResourceBuffer (*LoadFilamentResourceFromOwner)(const char* const, void* const owner);
typedef void (*FreeFilamentResource)(ResourceBuffer);
typedef void (*FreeFilamentResourceFromOwner)(ResourceBuffer, void* const owner);
// this may be compiled as either C or C++, depending on which compiler is being invoked (e.g. binding to Swift will compile as C).
// the former does not allow default initialization to be specified inline), so we need to explicitly set the unused members to nullptr
struct ResourceLoaderWrapper {
#if defined(__cplusplus)
ResourceLoaderWrapper(LoadResource loader, FreeResource freeResource) : mLoadResource(loader), mFreeResource(freeResource), mLoadResourceFromOwner(nullptr), mFreeResourceFromOwner(nullptr),
ResourceLoaderWrapper(LoadFilamentResource loader, FreeFilamentResource freeResource) : mLoadFilamentResource(loader), mFreeFilamentResource(freeResource), mLoadFilamentResourceFromOwner(nullptr), mFreeFilamentResourceFromOwner(nullptr),
mOwner(nullptr) {}
ResourceLoaderWrapper(LoadResourceFromOwner loader, FreeResourceFromOwner freeResource, void* const owner) : mLoadResource(nullptr), mFreeResource(nullptr), mLoadResourceFromOwner(loader), mFreeResourceFromOwner(freeResource), mOwner(owner) {
ResourceLoaderWrapper(LoadFilamentResourceFromOwner loader, FreeFilamentResourceFromOwner freeResource, void* const owner) : mLoadFilamentResource(nullptr), mFreeFilamentResource(nullptr), mLoadFilamentResourceFromOwner(loader), mFreeFilamentResourceFromOwner(freeResource), mOwner(owner) {
};
ResourceBuffer load(const char* uri) const {
if(mLoadResourceFromOwner) {
return mLoadResourceFromOwner(uri, mOwner);
if(mLoadFilamentResourceFromOwner) {
return mLoadFilamentResourceFromOwner(uri, mOwner);
}
return mLoadResource(uri);
return mLoadFilamentResource(uri);
}
void free(ResourceBuffer rb) const {
if(mFreeResourceFromOwner) {
mFreeResourceFromOwner(rb, mOwner);
if(mFreeFilamentResourceFromOwner) {
mFreeFilamentResourceFromOwner(rb, mOwner);
} else {
mFreeResource(rb);
mFreeFilamentResource(rb);
}
}
#endif
LoadResource mLoadResource;
FreeResource mFreeResource;
LoadResourceFromOwner mLoadResourceFromOwner;
FreeResourceFromOwner mFreeResourceFromOwner;
LoadFilamentResource mLoadFilamentResource;
FreeFilamentResource mFreeFilamentResource;
LoadFilamentResourceFromOwner mLoadFilamentResourceFromOwner;
FreeFilamentResourceFromOwner mFreeFilamentResourceFromOwner;
void* mOwner;
};
typedef struct ResourceLoaderWrapper ResourceLoaderWrapper;