add gltfio FFI methods and expose texture/render target creation directly
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@@ -57,11 +57,13 @@ namespace thermion
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EMSCRIPTEN_KEEPALIVE void Engine_createViewRenderThread(TEngine *tEngine, void (*onComplete)(TView *));
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EMSCRIPTEN_KEEPALIVE void Engine_buildMaterialRenderThread(TEngine *tEngine, const uint8_t *materialData, size_t length, void (*onComplete)(TMaterial *));
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EMSCRIPTEN_KEEPALIVE void Engine_destroyMaterialRenderThread(TEngine *tEngine, TMaterial *tMaterial, void (*onComplete)());
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EMSCRIPTEN_KEEPALIVE void Engine_buildTextureRenderThread(TEngine *engine,
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EMSCRIPTEN_KEEPALIVE void Texture_buildRenderThread(TEngine *engine,
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uint32_t width,
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uint32_t height,
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uint32_t depth,
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uint8_t levels,
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uint16_t tUsage,
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intptr_t import,
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TTextureSamplerType sampler,
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TTextureFormat format,
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void (*onComplete)(TTexture*)
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@@ -228,6 +230,14 @@ namespace thermion
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void (*onComplete)(bool)
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);
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EMSCRIPTEN_KEEPALIVE void RenderTarget_getColorTextureRenderThread(TRenderTarget *tRenderTarget, void (*onComplete)(TTexture *));
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EMSCRIPTEN_KEEPALIVE void RenderTarget_createRenderThread(
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TEngine *tEngine,
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uint32_t width,
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uint32_t height,
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TTexture *color,
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TTexture *depth,
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void (*onComplete)(TRenderTarget *)
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);
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// TextureSampler methods
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EMSCRIPTEN_KEEPALIVE void TextureSampler_createRenderThread(void (*onComplete)(TTextureSampler*));
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@@ -297,6 +307,19 @@ namespace thermion
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EMSCRIPTEN_KEEPALIVE void set_post_processing_render_thread(TViewer *viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_render_thread(TSceneManager *sceneManager, EntityId entityId, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void GltfAssetLoader_createRenderThread(TEngine *tEngine, TMaterialProvider *tMaterialProvider, void (*callback)(TGltfAssetLoader *));
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EMSCRIPTEN_KEEPALIVE void GltfResourceLoader_createRenderThread(TEngine *tEngine, void (*callback)(TGltfResourceLoader *));
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EMSCRIPTEN_KEEPALIVE void GltfAssetLoader_loadRenderThread(
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TGltfAssetLoader *tAssetLoader,
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TGltfResourceLoader *tResourceLoader,
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uint8_t *data,
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size_t length,
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uint8_t numInstances,
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void (*callback)(TFilamentAsset *)
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);
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EMSCRIPTEN_KEEPALIVE void Scene_addFilamentAssetRenderThread(TScene* tScene, TFilamentAsset *tAsset, void (*callback)());
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#ifdef __cplusplus
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}
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