more FFI work
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@@ -10,18 +10,18 @@
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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* const create_filament_viewer_ffi(void* const context, const ResourceLoaderWrapper* const loader, void (*renderCallback)(void* const renderCallbackOwner), void* const renderCallbackOwner);
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void create_swap_chain_ffi(void* const viewer, void* const surface, uint32_t width, uint32_t height);
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void create_render_target_ffi(void* const viewer, uint32_t nativeTextureId, uint32_t width, uint32_t height);
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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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@@ -33,8 +33,8 @@ 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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void remove_asset_ffi(void* const const viewer, EntityId asset);
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void clear_assets_ffi(void* const 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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