update headers to Filament v1.25.0

This commit is contained in:
Nick Fisher
2022-07-10 17:49:56 +10:00
parent 804d0ef89b
commit ea2964c6c6
82 changed files with 11802 additions and 890 deletions

View File

@@ -34,7 +34,9 @@ namespace utils {
/**
* Loader and pipeline for glTF 2.0 assets.
*/
namespace gltfio {
namespace filament::gltfio {
class NodeManager;
/**
* \struct AssetConfiguration AssetLoader.h gltfio/AssetLoader.h
@@ -47,7 +49,7 @@ struct AssetConfiguration {
//! Controls whether the loader uses filamat to generate materials on the fly, or loads a small
//! set of precompiled ubershader materials. Deleting the MaterialProvider is the client's
//! responsibility. See createMaterialGenerator() and createUbershaderLoader().
//! responsibility. See createJitShaderProvider() and createUbershaderProvider().
MaterialProvider* materials;
//! Optional manager for associating string names with entities in the transform hierarchy.
@@ -70,7 +72,8 @@ struct AssetConfiguration {
* object, which is a bundle of Filament entities, material instances, textures, vertex buffers,
* and index buffers.
*
* Clients must use AssetLoader to create and destroy FilamentAsset objects.
* Clients must use AssetLoader to create and destroy FilamentAsset objects. This is similar to
* how filament::Engine is used to create and destroy core objects like VertexBuffer.
*
* AssetLoader does not fetch external buffer data or create textures on its own. Clients can use
* ResourceLoader for this, which obtains the URI list from the asset. This is demonstrated in the
@@ -83,7 +86,8 @@ struct AssetConfiguration {
*
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* auto engine = Engine::create();
* auto materials = createMaterialGenerator(engine);
* auto materials = createJitShaderProvider(engine);
* auto decoder = createStbProvider(engine);
* auto loader = AssetLoader::create({engine, materials});
*
* // Parse the glTF content and create Filament entities.
@@ -92,7 +96,10 @@ struct AssetConfiguration {
* content.clear();
*
* // Load buffers and textures from disk.
* ResourceLoader({engine, ".", true}).loadResources(asset);
* ResourceLoader resourceLoader({engine, ".", true});
* resourceLoader.addTextureProvider("image/png", decoder)
* resourceLoader.addTextureProvider("image/jpeg", decoder)
* resourceLoader.loadResources(asset);
*
* // Free the glTF hierarchy as it is no longer needed.
* asset->releaseSourceData();
@@ -114,6 +121,7 @@ struct AssetConfiguration {
* loader->destroyAsset(asset);
* materials->destroyMaterials();
* delete materials;
* delete decoder;
* AssetLoader::destroy(&loader);
* Engine::destroy(&engine);
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -221,7 +229,9 @@ public:
utils::NameComponentManager* getNames() const noexcept;
MaterialProvider* getMaterialProvider() const noexcept;
NodeManager& getNodeManager() noexcept;
MaterialProvider& getMaterialProvider() noexcept;
/*! \cond PRIVATE */
protected:
@@ -236,6 +246,6 @@ public:
/*! \endcond */
};
} // namespace gltfio
} // namespace filament::gltfio
#endif // GLTFIO_ASSETLOADER_H