fix iOS implementation for set_animation
This commit is contained in:
@@ -152,42 +152,105 @@ public class SwiftPolyvoxFilamentPlugin: NSObject, FlutterPlugin, FlutterTexture
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let methodName = call.method;
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switch methodName {
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case "addLight":
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let args = call.arguments as! Array<Any>
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let entity = add_light(
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self.viewer,
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args[0] as! UInt8,
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Float(args[1] as! Double),
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Float(args[2] as! Double),
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Float(args[3] as! Double),
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Float(args[4] as! Double),
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Float(args[5] as! Double),
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Float(args[6] as! Double),
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Float(args[7] as! Double),
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Float(args[8] as! Double),
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args[9] as! Bool)
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result(entity);
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let args = call.arguments as! Array<Any>
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let entity = add_light(
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self.viewer,
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args[0] as! UInt8,
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Float(args[1] as! Double),
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Float(args[2] as! Double),
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Float(args[3] as! Double),
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Float(args[4] as! Double),
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Float(args[5] as! Double),
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Float(args[6] as! Double),
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Float(args[7] as! Double),
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Float(args[8] as! Double),
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args[9] as! Bool)
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result(entity);
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case "setAnimation":
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let args = call.arguments as! Array<Any?>
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let assetPtr = UnsafeMutableRawPointer.init(bitPattern: args[0] as! Int)
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let frameData = args[1] as! Array<Float>
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let numWeights = args[2] as! Int
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let numFrames = args[3] as! Int
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let frameLenInMs = args[4] as! Double
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frameData.map { Float($0)}.withUnsafeBufferPointer {
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set_animation(assetPtr, UnsafeMutablePointer<Float>.init(mutating:$0.baseAddress), Int32(numWeights), Int32(numFrames), Float(frameLenInMs))
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}
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result("OK")
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let args = call.arguments as! Array<Any?>
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let assetPtr = UnsafeMutableRawPointer.init(bitPattern: args[0] as! Int)
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let morphData = (args[1] as! FlutterStandardTypedData)
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let numMorphWeights = args[2] as! Int
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let boneAnimations = args[3] as! Array<Array<Any?>>
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let numBoneAnimations = boneAnimations.count
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var boneAnimStructs = UnsafeMutableBufferPointer<BoneAnimation>.allocate(capacity: numBoneAnimations)
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for i in 0...numBoneAnimations - 1 {
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let boneNames = boneAnimations[i][0] as! Array<String>
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let meshNames = boneAnimations[i][1] as! Array<String>
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let frameData = (boneAnimations[i][2] as! FlutterStandardTypedData)
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let frameDataNative = UnsafeMutableBufferPointer<Float>.allocate(capacity: Int(frameData.elementCount))
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frameData.data.withUnsafeBytes{ (floatPtr: UnsafePointer<Float>) in
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for i in 0...Int(frameData.elementCount - 1) {
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frameDataNative[i] = floatPtr.advanced(by: i).pointee
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}
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}
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var boneNameArray = UnsafeMutableBufferPointer<UnsafePointer<CChar>?>.allocate(capacity: boneNames.count)
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for i in 0...boneNames.count - 1 {
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boneNameArray[i] = UnsafePointer(strdup(boneNames[i]))
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}
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var meshNameArray = UnsafeMutableBufferPointer<UnsafePointer<CChar>?>.allocate(capacity: meshNames.count)
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for i in 0...meshNames.count - 1 {
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meshNameArray[i] = UnsafePointer(strdup(meshNames[i]))
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}
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boneAnimStructs[i] = BoneAnimation(
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boneNames: boneNameArray.baseAddress,
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meshNames:meshNameArray.baseAddress,
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data:frameDataNative.baseAddress,
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numBones: boneNames.count,
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numMeshTargets: meshNames.count
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)
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}
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let numFrames = args[4] as! Int
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let frameLenInMs = args[5] as! Double
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morphData.data.withUnsafeBytes { (morphDataNative: UnsafePointer<Float>) in
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set_animation(
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assetPtr,
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morphDataNative,
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Int32(numMorphWeights),
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boneAnimStructs.baseAddress,
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Int32(boneAnimations.count),
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Int32(numFrames),
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Float(frameLenInMs)
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)
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}
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boneAnimStructs.forEach { (boneAnimStruct:BoneAnimation) in
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for i in 0...boneAnimStruct.numBones - 1 {
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boneAnimStruct.boneNames[i]?.deallocate()
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}
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boneAnimStruct.boneNames.deallocate()
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for i in 0...boneAnimStruct.numMeshTargets - 1 {
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boneAnimStruct.meshNames[i]?.deallocate()
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}
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boneAnimStruct.meshNames.deallocate()
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boneAnimStruct.data.deallocate();
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}
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boneAnimStructs.deallocate()
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result("OK")
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case "initialize":
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let args = call.arguments as! Array<Int32>
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initialize(width:args[0], height:args[1])
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result(self.textureId);
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result(self.textureId);
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case "clearLights":
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clear_lights(self.viewer);
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result(true);
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case "loadSkybox":
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load_skybox(self.viewer!, call.arguments as! String)
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result("OK");
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@@ -238,7 +301,7 @@ public class SwiftPolyvoxFilamentPlugin: NSObject, FlutterPlugin, FlutterTexture
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let meshName = args[1] as! String
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let numNames = get_morph_target_name_count(assetPtr, meshName)
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var names = [String]()
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for i in 0...numNames - 1{
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for i in 0...numNames - 1 {
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let outPtr = UnsafeMutablePointer<CChar>.allocate(capacity:256)
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get_morph_target_name(assetPtr, meshName, outPtr, i)
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names.append(String(cString:outPtr))
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@@ -14,7 +14,7 @@ typedef struct ResourceBuffer ResourceBuffer;
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struct BoneAnimation {
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const char* const* const boneNames;
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const char* const* const meshNames;
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float* const data;
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const float* const data;
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size_t numBones;
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size_t numMeshTargets;
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};
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@@ -56,9 +56,9 @@ void grab_end(void* viewer);
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void set_animation(
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void* asset,
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float* const morphData,
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const float* const morphData,
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int numMorphWeights,
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BoneAnimation* const boneAnimations,
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const BoneAnimation* const boneAnimations,
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int numBoneAnimations,
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int numFrames,
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float frameLengthInMs
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@@ -74,9 +74,9 @@ namespace polyvox {
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/// [morphData] and [boneData] will both be copied, so remember to free these after calling this function.
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///
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void setAnimation(
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float* morphData,
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const float* const morphData,
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int numMorphWeights,
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BoneAnimation* targets,
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const BoneAnimation* const targets,
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int numBoneAnimations,
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int numFrames,
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float frameLengthInMs
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@@ -83,7 +83,7 @@ namespace polyvox {
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unique_ptr<vector<BoneTransformTarget>> mTargets;
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RuntimeAnimation(float* morphData,
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RuntimeAnimation(const float* const morphData,
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int numMorphWeights,
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unique_ptr<vector<BoneTransformTarget>>& targets,
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int numFrames,
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@@ -107,4 +107,4 @@ namespace polyvox {
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}
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#endif
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#endif
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@@ -146,9 +146,9 @@ extern "C" {
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void set_animation(
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void* asset,
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float* morphData,
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const float* const morphData,
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int numMorphWeights,
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BoneAnimation* boneAnimations,
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const BoneAnimation* const boneAnimations,
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int numBoneAnimations,
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int numFrames,
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float frameLengthInMs) {
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@@ -57,9 +57,9 @@ void SceneAsset::setMorphTargetWeights(float *weights, int count) {
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}
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void SceneAsset::setAnimation(
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float* morphData,
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const float* const morphData,
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int numMorphWeights,
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BoneAnimation* boneAnimations,
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const BoneAnimation* const boneAnimations,
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int numBoneAnimations,
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int numFrames,
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float frameLengthInMs) {
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@@ -476,20 +476,3 @@ size_t SceneAsset::getLightEntityCount() const noexcept {
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} // namespace polyvox
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// const utils::Entity* joints = filamentInstance->getJointsAt(skinIndex);
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// size_t numJoints = filamentInstance->getJointCountAt(skinIndex);
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// int boneIndex = -1;
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// for(int i =0; i < numJoints; i++) {
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// const char* jointName = _ncm->getName(_ncm->getInstance(joints[i]));
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// if(strcmp(jointName, boneName) == 0) {
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// boneIndex = i;
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// joint = joints[i];
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// break;
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// }
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// }
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// if(boneIndex == -1) {
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// Log("Failed to find bone index %d for bone %s", boneName);
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// return;
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// }
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@@ -1,479 +0,0 @@
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// // /* GL objects */
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// // guint vao;
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// // guint program;
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// // guint position_index;
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// // guint color_index;
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// // GError *error = NULL;
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// // std::cout << "init shaders" << std::endl;
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// // if (!init_shaders (&program,
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// // &position_index,
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// // &color_index,
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// // &error))
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// // {
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// // std::cout << "EROR" << std::endl;
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// // return FALSE;
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// // }
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// // std::cout << "init buffers" << std::endl;
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// // /* initialize the vertex buffers */
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// // init_buffers (position_index, color_index, &vao);
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// // std::cout << "use prog" << std::endl;
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// // GLuint texID = glGetUniformLocation(program, "myTextureSampler");
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// // // The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer.
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// // GLuint FramebufferName = 0;
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// // glGenFramebuffers(1, &FramebufferName);
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// // glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
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// // The texture we're going to render to
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// glGenTextures(1, &self->texture_id);
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// if(self->texture_id == 0) {
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// std::cout << "tecxtur eeror" << std::endl;
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// }
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// // "Bind" the newly created texture : all future texture functions will modify this texture
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// glBindTexture(GL_TEXTURE_2D, self->texture_id);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, self->width, self->height, 0, GL_RGBA,
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// GL_UNSIGNED_BYTE, 0);
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// // // Set "renderedTexture" as our colour attachement #0
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// // glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, self->texture_id, 0);
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// // // Set the list of draw buffers.
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// // GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
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// // glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers
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// // // Always check that our framebuffer is ok
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// // if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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// // std::cout << "FB error" << std::endl;
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// // return FALSE;
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// // }
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// // glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
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// // glViewport(0,0,400,200); // Render on the whole framebuffer, complete from the lower left corner to the upper righ
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// // // Clear the screen
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// // glClearColor (0.0, 1.0, 0.5, 1.0);
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// // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// // /* load our program */
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// // glUseProgram (program);
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// // // Bind our texture in Texture Unit 0
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// // glActiveTexture(GL_TEXTURE0);
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// // glBindTexture(GL_TEXTURE_2D, self->texture_id);
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// // // Set our "renderedTexture" sampler to use Texture Unit 0
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// // glUniform1i(texID, 0);
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// // /* use the buffers in the VAO */
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// // glBindVertexArray (vao);
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// // /* draw the three vertices as a triangle */
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// // glDrawArrays (GL_TRIANGLES, 0, 3);
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// // /* we finished using the buffers and program */
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// // glBindVertexArray (0);
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// // glUseProgram (0);
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// // glFlush ();
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// // glGenTextures (1, &self->texture_id);
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// // glBindTexture (GL_TEXTURE_2D, self->texture_id);
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// // // further configuration here.
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// /* position and color information for each vertex */
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// struct vertex_info {
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// float position[3];
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// float color[3];
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// };
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// /* the vertex data is constant */
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// static const struct vertex_info vertex_data[] = {
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// { { 0.0f, 0.500f, 0.0f }, { 1.f, 0.f, 0.f } },
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// { { 0.5f, -0.366f, 0.0f }, { 0.f, 1.f, 0.f } },
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// { { -0.5f, -0.366f, 0.0f }, { 0.f, 0.f, 1.f } },
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// };
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// static void
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// init_buffers (guint position_index,
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// guint color_index,
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// guint *vao_out)
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// {
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// guint vao, buffer;
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// /* we need to create a VAO to store the other buffers */
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// glGenVertexArrays (1, &vao);
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// glBindVertexArray (vao);
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// /* this is the VBO that holds the vertex data */
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// glGenBuffers (1, &buffer);
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// glBindBuffer (GL_ARRAY_BUFFER, buffer);
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// glBufferData (GL_ARRAY_BUFFER, sizeof (vertex_data), vertex_data, GL_STATIC_DRAW);
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// /* enable and set the position attribute */
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// glEnableVertexAttribArray (position_index);
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// glVertexAttribPointer (position_index, 3, GL_FLOAT, GL_FALSE,
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// sizeof (struct vertex_info),
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// (GLvoid *) (G_STRUCT_OFFSET (struct vertex_info, position)));
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// /* enable and set the color attribute */
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// glEnableVertexAttribArray (color_index);
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// glVertexAttribPointer (color_index, 3, GL_FLOAT, GL_FALSE,
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// sizeof (struct vertex_info),
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// (GLvoid *) (G_STRUCT_OFFSET (struct vertex_info, color)));
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// /* reset the state; we will re-enable the VAO when needed */
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// glBindBuffer (GL_ARRAY_BUFFER, 0);
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// glBindVertexArray (0);
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// /* the VBO is referenced by the VAO */
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// glDeleteBuffers (1, &buffer);
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// if (vao_out != NULL)
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// *vao_out = vao;
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// }
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// static guint
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// create_shader (int shader_type,
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// const char *source,
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// GError **error,
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// guint *shader_out)
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// {
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// guint shader = glCreateShader (shader_type);
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// glShaderSource (shader, 1, &source, NULL);
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// glCompileShader (shader);
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// int status;
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// glGetShaderiv (shader, GL_COMPILE_STATUS, &status);
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// if (status == GL_FALSE)
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// {
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// std::cout << "SHADER IV ERROR" << std::endl;
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// }
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// if (shader_out != NULL)
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// *shader_out = shader;
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// return shader != 0;
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// }
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// static gboolean
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// init_shaders (guint *program_out,
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// guint *position_location_out,
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// guint *color_location_out,
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// GError **error)
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// {
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// const char *vsource = R"POO(#version 330 core
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// layout(location=0) in vec3 position;
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// layout(location=1) in vec2 vertexUV;
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// out vec2 UV;
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// void main() {
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// gl_Position = vec4(position, 1.0);
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// UV = vertexUV;
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// })POO";
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// const char *fsource = R"POO(#version 330 core
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// in vec2 UV;
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// // Ouput data
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// layout(location = 0) out vec3 color;
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// uniform sampler2D myTextureSampler;
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// void main() {
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// color = vec3(1.0,0.0,0.0);
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// // color = texture( myTextureSampler, UV ).rgb;
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// })POO";
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// // const char *vsource2 = R"POO(#version 130
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// // in vec3 position;
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// // in vec3 color;
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// // uniform mat4 mvp;
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// // smooth out vec4 vertexColor;
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// // void main() {
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// // gl_Position = vec4(position, 1.0);
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// // vertexColor = vec4(color, 1.0);
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// // })POO";
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// // const char *fsource2 = R"POO(#version 130
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// // in vec2 UV;
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// // out vec3 color;
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// // uniform sampler2D renderedTexture;
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// // void main() {
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// // color = texture(renderedTexture, UV.xyz);
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||||
// // })POO";
|
||||
|
||||
// guint program = 0;
|
||||
// // guint program2 = 0;
|
||||
|
||||
// guint vertex = 0, fragment = 0;
|
||||
// // guint vertex2 = 0, fragment2 = 0;
|
||||
|
||||
// guint position_location = 0;
|
||||
// guint color_location = 0;
|
||||
|
||||
// /* load the vertex shader */
|
||||
// create_shader (GL_VERTEX_SHADER, vsource, error, &vertex);
|
||||
// // g_bytes_unref (source);
|
||||
// if (vertex == 0) {
|
||||
// std::cout << "VERTEX ERROR" << std::endl;
|
||||
// }
|
||||
|
||||
|
||||
// /* load the fragment shader */
|
||||
// // source = g_resources_lookup_data ("/io/bassi/glarea/glarea-fragment.glsl", 0, NULL);
|
||||
// create_shader (GL_FRAGMENT_SHADER, fsource, error, &fragment);
|
||||
|
||||
// if (fragment == 0)
|
||||
// std::cout << "FRAF ERROR" << std::endl;
|
||||
|
||||
// /* link the vertex and fragment shaders together */
|
||||
// program = glCreateProgram ();
|
||||
|
||||
// if(program == 0) {
|
||||
// std::cout << "PROG ZERO" << std::endl;
|
||||
// }
|
||||
// glAttachShader (program, vertex);
|
||||
// glAttachShader (program, fragment);
|
||||
// glLinkProgram (program);
|
||||
|
||||
// int status = 0;
|
||||
// glGetProgramiv (program, GL_LINK_STATUS, &status);
|
||||
// if (status == GL_FALSE)
|
||||
// {
|
||||
// std::cout << "glGetProgramiv ERROR" << std::endl;
|
||||
// goto out;
|
||||
// }
|
||||
|
||||
// position_location = glGetAttribLocation (program, "position");
|
||||
|
||||
// /* get the location of the "position" and "color" attributes */
|
||||
// color_location = glGetAttribLocation (program, "color");
|
||||
|
||||
// /* the individual shaders can be detached and destroyed */
|
||||
// glDetachShader (program, vertex);
|
||||
// glDetachShader (program, fragment);
|
||||
|
||||
// // program2 = glCreateProgram();
|
||||
|
||||
// // create_shader (GL_VERTEX_SHADER, vsource2, error, &vertex2);
|
||||
// // // g_bytes_unref (source);
|
||||
// // if (vertex2 == 0) {
|
||||
// // std::cout << "VERTEX 2ERROR" << std::endl;
|
||||
// // }
|
||||
// // create_shader (GL_VERTEX_SHADER, fsource2, error, &fragment2);
|
||||
// // // g_bytes_unref (source);
|
||||
// // if (fragment2 == 0) {
|
||||
// // std::cout << "fragment2 ERROR" << std::endl;
|
||||
// // }
|
||||
|
||||
// // glAttachShader (program2, vertex2);
|
||||
// // glAttachShader (program2, fragment2);
|
||||
// // glLinkProgram (program2);
|
||||
|
||||
// // status = 0;
|
||||
// // glGetProgramiv (program2, GL_LINK_STATUS, &status);
|
||||
// // if (status == GL_FALSE)
|
||||
// // {
|
||||
// // std::cout << "glGetProgramiv2 ERROR" << std::endl;
|
||||
// // goto out;
|
||||
// // }
|
||||
|
||||
|
||||
|
||||
// out:
|
||||
// if (vertex != 0)
|
||||
// glDeleteShader (vertex);
|
||||
// if (fragment != 0)
|
||||
// glDeleteShader (fragment);
|
||||
|
||||
// if (program_out != NULL)
|
||||
// *program_out = program;
|
||||
// if (position_location_out != NULL)
|
||||
// *position_location_out = position_location;
|
||||
// if (color_location_out != NULL)
|
||||
// *color_location_out = color_location;
|
||||
|
||||
// return program != 0;
|
||||
// }
|
||||
|
||||
|
||||
std::vector<uint8_t> raw_buffer;
|
||||
uint32_t pixels_w = 400; //w;
|
||||
uint32_t pixels_h = 200; //h;
|
||||
raw_buffer.resize(pixels_w*pixels_h * 4);
|
||||
filament::backend::PixelBufferDescriptor bd(
|
||||
raw_buffer.data(),
|
||||
raw_buffer.size(),
|
||||
backend::PixelDataFormat::RGBA,
|
||||
backend::PixelDataType::UBYTE,
|
||||
[](void* buffer, size_t size, void* capture_state) {
|
||||
uint8_t* foo = (uint8_t*)buffer;
|
||||
int32_t sum = 0;
|
||||
for(int i =0; i < size; i++) {
|
||||
sum += foo[i];
|
||||
}
|
||||
|
||||
Log("SUM : %d", sum);
|
||||
|
||||
std::string path = "./out.raw";
|
||||
std::ofstream stream(path, std::ios::out | std::ios::binary);
|
||||
if(!stream.good())
|
||||
{
|
||||
std::cerr << "Failed to open: " << path << std::endl;
|
||||
}
|
||||
else {
|
||||
std::cerr << "Raw buf size " << size << std::endl;
|
||||
stream.write((char*)buffer, size);
|
||||
stream.close();
|
||||
}
|
||||
|
||||
});
|
||||
render(0);
|
||||
//after rendering to the target we can now read it back
|
||||
_renderer->readPixels(_rt,0,0,pixels_w,pixels_h,std::move(bd));
|
||||
|
||||
_engine->flushAndWait();
|
||||
|
||||
// static void
|
||||
// gl_init (PolyvoxFilamentPlugin *self)
|
||||
// {
|
||||
// std::cout << "GL INIT!" << std::endl;
|
||||
// /* we need to ensure that the GdkGLContext is set before calling GL API */
|
||||
// gtk_gl_area_make_current (GTK_GL_AREA (self->gl_drawing_area));
|
||||
// gtk_gl_area_attach_buffers(GTK_GL_AREA (self->gl_drawing_area));
|
||||
|
||||
// gtk_gl_area_set_has_alpha(GTK_GL_AREA (self->gl_drawing_area), TRUE);
|
||||
// gtk_gl_area_set_has_depth_buffer(GTK_GL_AREA (self->gl_drawing_area), TRUE);
|
||||
// gtk_gl_area_set_has_stencil_buffer(GTK_GL_AREA (self->gl_drawing_area), TRUE);
|
||||
|
||||
|
||||
// if(!gtk_gl_area_get_has_depth_buffer(GTK_GL_AREA (self->gl_drawing_area))) {
|
||||
// std::cout << "NO DEPTH" << std::endl;
|
||||
// }
|
||||
|
||||
// if(!gtk_gl_area_get_has_stencil_buffer(GTK_GL_AREA (self->gl_drawing_area))) {
|
||||
// std::cout << "NO STENCIL" << std::endl;
|
||||
// }
|
||||
|
||||
// /* if the GtkGLArea is in an error state we don't do anything */
|
||||
// if (gtk_gl_area_get_error (GTK_GL_AREA (self->gl_drawing_area)) != NULL) {
|
||||
// std::cout << "ERRIOR" << std::endl;
|
||||
// return;
|
||||
// }
|
||||
// auto ctx = gtk_gl_area_get_context ( GTK_GL_AREA(self->gl_drawing_area) );
|
||||
|
||||
// // auto foo = gdk_gl_context_get_shared_context(ctx);
|
||||
|
||||
// int default_id;
|
||||
|
||||
// glGetIntegerv(GL_FRAMEBUFFER_BINDING, &default_id);
|
||||
|
||||
// std::cout << "DEFAULT ID " << default_id << std::endl;
|
||||
|
||||
// GLuint fbo = 0;
|
||||
// glGenFramebuffers(1, &fbo);
|
||||
// glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo);
|
||||
|
||||
|
||||
// filament_viewer_new(
|
||||
// (void*)ctx,
|
||||
// loadResource,
|
||||
// freeResource
|
||||
// );
|
||||
|
||||
// // if(!viewer) {
|
||||
// // std::cout << "ERROR" << std::endl;
|
||||
// // }
|
||||
|
||||
// // self->_viewer = viewer;
|
||||
|
||||
// // create_swap_chain(self->_viewer);
|
||||
|
||||
// // create_render_target(self->_viewer, ((FilamentTextureGL*)texture)->texture_id,400,200);
|
||||
|
||||
|
||||
// }
|
||||
|
||||
struct _PolyvoxFilamentPlugin {
|
||||
GObject parent_instance;
|
||||
FlTextureRegistrar* texture_registrar;
|
||||
FlView* fl_view;
|
||||
|
||||
FlTexture* texture;
|
||||
void* _viewer;
|
||||
GtkWidget* gl_drawing_area ;
|
||||
|
||||
|
||||
/* GL objects */
|
||||
guint vao;
|
||||
guint program;
|
||||
guint position_index;
|
||||
guint color_index;
|
||||
};
|
||||
|
||||
|
||||
// GtkWidget *tview;
|
||||
// GtkTextBuffer *buffer;
|
||||
|
||||
// tview = gtk_text_view_new ();
|
||||
// gtk_widget_show(GTK_WIDGET(tview));
|
||||
|
||||
// buffer = gtk_text_view_get_buffer (GTK_TEXT_VIEW (tview));
|
||||
|
||||
// gtk_text_buffer_set_text (buffer, "Hello, this is some text", -1);
|
||||
|
||||
// GtkCssProvider *provider;
|
||||
// GtkStyleContext *context;
|
||||
// provider = gtk_css_provider_new ();
|
||||
// gtk_css_provider_load_from_data (provider,
|
||||
// "textview {"
|
||||
// " font: 15 serif;"
|
||||
// " color: green;"
|
||||
// "}",
|
||||
// -1,
|
||||
// NULL);
|
||||
// context = gtk_widget_get_style_context (tview);
|
||||
// gtk_style_context_add_provider (context,
|
||||
// GTK_STYLE_PROVIDER (provider),
|
||||
// GTK_STYLE_PROVIDER_PRIORITY_APPLICATION);
|
||||
|
||||
// gtk_box_pack_start(box, GTK_WIDGET(tview), true, true,0);
|
||||
// gtk_widget_grab_focus(GTK_WIDGET(tview));
|
||||
|
||||
GtkBox* box = GTK_BOX(gtk_box_new(GTK_ORIENTATION_VERTICAL, 1));
|
||||
gtk_widget_show(GTK_WIDGET(box));
|
||||
gtk_widget_show(GTK_WIDGET(view));
|
||||
|
||||
gtk_box_pack_start(box, GTK_WIDGET(view), true, true,0);
|
||||
@@ -1,21 +0,0 @@
|
||||
// boneMatrices[1] = math::mat4f(1.0, 0.0, 0.0, 0.0, 0.0, 0.26, -0.97, 0.0, 0.0, 0.97, 0.26, 0.0, 0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
// Log("Asset instance count : %d asset entity count %d, skin count %d skin name %s joint count @ 0 %d ",
|
||||
// _asset->getAssetInstanceCount(),
|
||||
// _asset->getEntityCount(),
|
||||
// ,
|
||||
// filamentInstance->getSkinNameAt(0), filamentInstance->getJointCountAt(0));
|
||||
|
||||
// for(int i =0; i < numJoints; i++) {
|
||||
// auto nameInst = _ncm->getInstance(joints[i]);
|
||||
// const char* jointName = _ncm->getName(nameInst);
|
||||
// if(strcmp(jointName, boneName) == 0) {
|
||||
// Log("Set transform for joint %s", jointName);
|
||||
// // auto boneInst = rm.getInstance(joints[i]);
|
||||
// }
|
||||
// }
|
||||
// bool transformed = false;
|
||||
// if(!transformed) {
|
||||
// Log("Failed to find bone %s", boneName);
|
||||
// }
|
||||
// Entity root = _asset->getRoot();
|
||||
@@ -1,6 +1,5 @@
|
||||
import 'animations.dart';
|
||||
import 'package:flutter/foundation.dart';
|
||||
import 'package:flutter/services.dart';
|
||||
import 'package:vector_math/vector_math.dart';
|
||||
|
||||
class AnimationBuilder {
|
||||
@@ -14,9 +13,7 @@ class AnimationBuilder {
|
||||
double? _interpMorphStartValue;
|
||||
double? _interpMorphEndValue;
|
||||
|
||||
final List<String> _boneNames = [];
|
||||
final List<String> _meshNames = [];
|
||||
final List<BoneTransformFrameData> _boneTransforms = [];
|
||||
List<BoneAnimation>? _boneAnimations = null;
|
||||
|
||||
Animation build() {
|
||||
if (_numMorphWeights == 0 || _duration == 0 || _frameLengthInMs == 0)
|
||||
@@ -39,33 +36,7 @@ class AnimationBuilder {
|
||||
}
|
||||
}
|
||||
|
||||
print(
|
||||
"Created morphWeights of size ${morphData.length} (${morphData.lengthInBytes} for ${numFrames} frames");
|
||||
|
||||
List<BoneAnimation>? boneAnimations;
|
||||
|
||||
if (_boneTransforms.isNotEmpty) {
|
||||
throw Exception("TODO");
|
||||
boneAnimations = <BoneAnimation>[];
|
||||
|
||||
final boneTransforms =
|
||||
Float32List(numFrames * _boneTransforms.length * 7);
|
||||
|
||||
// print(
|
||||
// "Creating bone transforms of size ${numFrames * _boneTransforms.length * 7}");
|
||||
// for (int i = 0; i < numFrames; i++) {
|
||||
// for (int j = 0; j < _boneTransforms.length; j++) {
|
||||
// var frameData = _boneTransforms[j].getFrameData(i).toList();
|
||||
// var rngStart = ((i * _boneTransforms.length) + j) * 7;
|
||||
// var rngEnd = rngStart + 7;
|
||||
// boneTransforms.setRange(rngStart, rngEnd, frameData);
|
||||
// }
|
||||
// print(
|
||||
// "frameData for frame $i ${boneTransforms.sublist(i * _boneTransforms.length * 7, (i * _boneTransforms.length * 7) + 7)}");
|
||||
// }
|
||||
}
|
||||
|
||||
return Animation(morphData, _numMorphWeights, boneAnimations, numFrames,
|
||||
return Animation(morphData, _numMorphWeights, _boneAnimations, numFrames,
|
||||
_frameLengthInMs);
|
||||
}
|
||||
|
||||
@@ -133,10 +104,16 @@ class AnimationBuilder {
|
||||
}
|
||||
}
|
||||
|
||||
_boneTransforms.add(BoneTransformFrameData(translations, quats));
|
||||
var boneFrameData = BoneTransformFrameData(translations, quats);
|
||||
|
||||
_boneNames.add(boneName);
|
||||
_meshNames.add(meshName);
|
||||
_boneAnimations ??= <BoneAnimation>[];
|
||||
|
||||
var frameData = List<List<double>>.generate(
|
||||
numFrames, (index) => boneFrameData.getFrameData(index).toList());
|
||||
|
||||
var animData = Float32List.fromList(frameData.expand((x) => x).toList());
|
||||
|
||||
_boneAnimations!.add(BoneAnimation([boneName], [meshName], animData));
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user