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

@@ -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);