make Android use new API, add delete_viewer method

This commit is contained in:
Nick Fisher
2022-08-20 22:19:14 +10:00
parent 1bbd460b9b
commit ce346510e6
9 changed files with 104 additions and 259 deletions

View File

@@ -14,8 +14,6 @@ static AAssetManager* am;
static vector<AAsset*> _assets;
uint64_t id = -1;
static FilamentViewer* _viewer;
static ResourceBuffer loadResource(const char* name) {
id++;
@@ -51,169 +49,17 @@ static void freeResource(uint32_t id) {
extern "C" {
void set_background_image(void* viewer, const char* path) {
((FilamentViewer*)viewer)->setBackgroundImage(path);
}
void load_skybox(void* viewer, const char* skyboxPath) {
((FilamentViewer*)viewer)->loadSkybox(skyboxPath);
}
void load_ibl(void* viewer, const char* iblPath) {
((FilamentViewer*)viewer)->loadIbl(iblPath);
}
void remove_skybox(void* viewer) {
((FilamentViewer*)viewer)->removeSkybox();
}
void remove_ibl(void* viewer) {
((FilamentViewer*)viewer)->removeIbl();
}
void* load_glb(void* viewer, const char* assetPath) {
return ((FilamentViewer*)viewer)->loadGlb(assetPath);
}
void* load_gltf(void* viewer, const char* assetPath, const char* relativePath) {
return ((FilamentViewer*)viewer)->loadGltf(assetPath, relativePath);
}
bool set_camera(void* viewer, void* asset, const char* nodeName) {
return ((FilamentViewer*)viewer)->setCamera((SceneAsset*)asset, nodeName);
}
void* filament_viewer_new(
void* filament_viewer_new_android(
jobject surface,
JNIEnv* env,
jobject assetManager
) {
if(_viewer) {
return _viewer;
}
ANativeWindow* layer = ANativeWindow_fromSurface(env, surface);
am = AAssetManager_fromJava(env, assetManager);
_viewer = new FilamentViewer((void*)layer, loadResource, freeResource);
return _viewer;
return new FilamentViewer((void*)layer, loadResource, freeResource);
}
void render(
void* viewer
) {
((FilamentViewer*)viewer)->render();
}
void destroy_swap_chain(void* viewer) {
((FilamentViewer*)viewer)->destroySwapChain();
}
void create_swap_chain(void* viewer, jobject surface, JNIEnv* env) {
ANativeWindow* layer = ANativeWindow_fromSurface(env, surface);
if(!layer) {
__android_log_print(ANDROID_LOG_VERBOSE, "filament_api", "Couldn't get native window from surface");
return;
}
((FilamentViewer*)viewer)->createSwapChain(layer);
}
void* get_renderer(void* viewer) {
return ((FilamentViewer*)viewer)->getRenderer();
}
void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor) {
return ((FilamentViewer*)viewer)->updateViewportAndCameraProjection(width, height, scaleFactor);
}
void scroll(void* viewer, float x, float y , float z) {
return ((FilamentViewer*)viewer)->manipulator->scroll(x, y, z);
}
void grab_begin(void* viewer, int x, int y, bool pan) {
__android_log_print(ANDROID_LOG_VERBOSE, "filament_api", "Grab begin at %d %d %d", x, y, pan);
((FilamentViewer*)viewer)->manipulator->grabBegin(x, y, pan);
}
void grab_update(void* viewer, int x, int y) {
__android_log_print(ANDROID_LOG_VERBOSE, "filament_api", "Grab update at %d %d", x, y);
((FilamentViewer*)viewer)->manipulator->grabUpdate(x, y);
}
void grab_end(void* viewer) {
((FilamentViewer*)viewer)->manipulator->grabEnd();
}
void apply_weights(void* asset, float* weights, int count) {
((SceneAsset*)asset)->applyWeights(weights, count);
}
void animate_weights(void* asset, float* data, int numWeights, int numFrames, float frameRate) {
__android_log_print(ANDROID_LOG_VERBOSE, "filament_api", "Animating %d frames, each with %d weights", numFrames, numWeights);
((SceneAsset*)asset)->animateWeights((float*)data, numWeights, numFrames, frameRate);
}
void play_animation(void* asset, int index, bool loop) {
__android_log_print(ANDROID_LOG_VERBOSE, "filament_api", "Playing embedded animation %d", index);
((SceneAsset*)asset)->playAnimation(index, loop);
}
char** get_animation_names(void* asset, int* countPtr) {
auto names = ((SceneAsset*)asset)->getAnimationNames();
__android_log_print(ANDROID_LOG_VERBOSE, "filament_api", "Got %d animation names", names->size());
char** names_c;
names_c = new char*[names->size()];
for(int i = 0; i < names->size(); i++) {
names_c[i] = (char*) malloc(names->at(i).size() +1);
strcpy(names_c[i], names->at(i).c_str());
}
(*countPtr) = names->size();
return names_c;
}
char** get_target_names(void* asset, char* meshName, int* countPtr ) {
unique_ptr<vector<string>> names = ((SceneAsset*)asset)->getTargetNames(meshName);
__android_log_print(ANDROID_LOG_VERBOSE, "filament_api", "Got %d names", names->size());
*countPtr = names->size();
char** retval;
retval = new char*[names->size()];
for(int i =0; i < names->size(); i++) {
retval[i] = (char*)(names->at(i).c_str());
}
return retval;
}
void free_pointer(char** ptr, int num) {
free(ptr);
}
void remove_asset(void* viewer, void* asset) {
((FilamentViewer*)viewer)->removeAsset((SceneAsset*)asset);
}
void clear_assets(void* viewer) {
((FilamentViewer*)viewer)->clearAssets();
}
void set_texture(void* asset, const char* assetPath, int renderableIndex) {
((SceneAsset*)asset)->setTexture(assetPath, renderableIndex);
}
void transform_to_unit_cube(void* asset) {
((SceneAsset*)asset)->transformToUnitCube();
}
void set_position(void* asset, float x, float y, float z) {
((SceneAsset*)asset)->setPosition(x, y, z);
}
void set_rotation(void* asset, float rads, float x, float y, float z) {
((SceneAsset*)asset)->setRotation(rads, x, y, z);
}
}