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