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