addLight now accepts a LightType enum; added support for setting falloff, spot light radius, sun radius & halo
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@@ -71,7 +71,24 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void rotate_ibl(const void *const viewer, float *rotationMatrix);
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EMSCRIPTEN_KEEPALIVE void remove_skybox(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE void remove_ibl(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE EntityId add_light(const 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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EMSCRIPTEN_KEEPALIVE EntityId add_light(
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const void *const viewer,
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uint8_t type,
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float colour,
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float intensity,
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float posX,
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float posY,
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float posZ,
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float dirX,
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float dirY,
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float dirZ,
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float falloffRadius,
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float spotLightConeInner,
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float spotLightConeOuter,
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float sunAngularRadius,
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float sunHaloSize,
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float sunHaloFallof,
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bool shadows);
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EMSCRIPTEN_KEEPALIVE void remove_light(const void *const viewer, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void clear_lights(const void *const viewer);
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EMSCRIPTEN_KEEPALIVE EntityId load_glb(void *sceneManager, const char *assetPath, int numInstances);
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@@ -54,6 +54,12 @@ extern "C"
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float dirX,
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float dirY,
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float dirZ,
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float falloffRadius,
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float spotLightConeInner,
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float spotLightConeOuter,
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float sunAngularRadius,
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float sunHaloSize,
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float sunHaloFallof,
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bool shadows,
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void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void remove_light_ffi(void *const viewer, EntityId entityId);
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@@ -127,7 +127,23 @@ namespace flutter_filament
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void scrollEnd();
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void pick(uint32_t x, uint32_t y, void (*callback)(EntityId entityId, int x, int y));
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EntityId addLight(LightManager::Type t, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
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EntityId addLight(
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LightManager::Type t,
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float colour,
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float intensity,
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float posX,
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float posY,
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float posZ,
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float dirX,
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float dirY,
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float dirZ,
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float falloffRadius,
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float spotLightConeInner,
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float spotLightConeOuter,
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float sunAngularRadius,
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float sunHaloSize,
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float sunHaloFallof,
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bool shadows);
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void removeLight(EntityId entityId);
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void clearLights();
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void setPostProcessing(bool enabled);
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