manual OpenGL texture instantiation on Android

This commit is contained in:
Nick Fisher
2023-09-22 08:17:50 +08:00
parent 8bdaf0afa8
commit fcad31806f
9 changed files with 798 additions and 2445 deletions

View File

@@ -1,105 +1,102 @@
package app.polyvox.filament
import com.sun.jna.Library
import com.sun.jna.Native
import com.sun.jna.Pointer
import com.sun.jna.ptr.PointerByReference
import com.sun.jna.ptr.IntByReference
import com.sun.jna.Structure
import com.sun.jna.NativeLibrary
import com.sun.jna.StringArray
import com.sun.jna.JNIEnv
import android.view.Surface
import android.content.res.AssetManager
import android.content.res.AssetManager
import com.sun.jna.*
import java.nio.ByteBuffer
interface FilamentInterop : Library {
fun create_filament_viewer_android(
layer:Object,
env:JNIEnv,
am:AssetManager
) : Pointer;
fun delete_filament_viewer(
viewer:Pointer,
) : Pointer;
fun load_skybox(viewer:Pointer, skyboxPath:String) : Pointer;
fun load_ibl(viewer:Pointer, skyboxPath:String) : Pointer;
fun load_glb(viewer:Pointer, uri:String) : Pointer;
fun load_gltf(viewer:Pointer, uri:String, relativeResourcePath:String) : Pointer;
fun set_camera(viewer:Pointer, asset:Pointer, nodeName:String) : Boolean;
fun render(viewer:Pointer, frameTimeInNanos:Long);
fun set_frame_interval(viewer:Pointer, interval:Float);
fun create_swap_chain(viewer:Pointer, surface:Surface, env:JNIEnv);
fun destroy_swap_chain(viewer:Pointer);
fun update_viewport_and_camera_projection(viewer:Pointer, width:Int, height:Int, scaleFactor:Float);
fun scroll_begin(viewer:Pointer);
fun scroll_update(viewer:Pointer, x:Float, y:Float, delta:Float);
fun scroll_end(viewer:Pointer);
fun grab_begin(viewer:Pointer, x:Float, y:Float, pan:Boolean)
fun grab_update(viewer:Pointer, x:Float, y:Float)
fun grab_end(viewer:Pointer)
fun apply_weights(asset:Pointer, weights:FloatArray, size:Int);
fun set_animation(asset:Pointer, frames:FloatArray, numWeights:Int, numFrames:Int, frameRate:Float);
fun get_morph_target_name_count(asset:Pointer, meshName:String) : Int;
fun get_morph_target_name(asset:Pointer, meshName:String, outPtr:Pointer, index:Int);
fun get_animation_count(asset:Pointer) : Int;
fun get_animation_name(asset:Pointer, outPtr:Pointer, index:Int);
fun play_animation(asset:Pointer, index:Int, loop:Boolean, reverse:Boolean);
fun stop_animation(asset:Pointer, index:Int);
fun free_pointer(ptr:Pointer, size:Int);
fun remove_asset(viewer:Pointer, asset:Pointer);
fun clear_assets(viewer:Pointer);
fun remove_skybox(viewer:Pointer);
fun remove_ibl(viewer:Pointer);
fun add_light(viewer:Pointer, type:Int, colour:Float, intensity:Float, posX:Float, posY:Float, posZ:Float, dirX:Float, dirY:Float, dirZ:Float, shadows:Boolean) : Int;
fun remove_light(viewer:Pointer, entityId:Int);
fun clear_lights(viewer:Pointer);
fun set_background_image(viewer:Pointer, path:String);
fun set_background_image_position(viewer:Pointer, x:Float, y:Float, clamp:Boolean);
fun load_texture(asset:Pointer, path:String, renderableIndex:Int);
fun set_texture(asset:Pointer);
fun transform_to_unit_cube(asset:Pointer);
fun set_position(asset:Pointer, x:Float, y:Float, z:Float);
fun set_rotation(asset:Pointer, rads:Float, x:Float, y:Float, z:Float);
fun set_camera_position(asset:Pointer, x:Float, y:Float, z:Float);
fun set_camera_rotation(asset:Pointer, rads:Float, x:Float, y:Float, z:Float);
fun set_camera_focal_length(asset:Pointer, focalLength:Float);
fun set_camera_focus_distance(asset:Pointer, focusDistance:Float);
fun set_scale(asset:Pointer, scale:Float);
open class ResourceBuffer: Structure(), Structure.ByValue {
@JvmField var data: Pointer = Pointer(0);
@JvmField var size: Int = 0;
@JvmField var id: Int = 0;
override fun getFieldOrder(): List<String> {
return listOf("data", "size", "id")
}
}
interface LoadResourceFromOwner : Callback {
fun loadResourceFromOwner(resourceName: String?, owner: Pointer?): ResourceBuffer
}
interface FreeResourceFromOwner : Callback {
fun freeResourceFromOwner(rb: ResourceBuffer, owner: Pointer?)
}
interface FilamentInterop : Library {
fun create_swap_chain(viewer: Pointer, window:Pointer?, width:Int, height:Int);
fun create_swap_chain_android(viewer: Pointer, surface:Object,
env:JNIEnv, width:Int, height:Int);
fun create_filament_viewer_android(
surface:Object,
env:JNIEnv,
resourceLoader:Pointer
) : Pointer;
fun delete_filament_viewer(viewer: Any?)
fun get_asset_manager(viewer: Any?): Any?
fun create_render_target(viewer: Any?, texture_id: Int, width: Int, height: Int)
fun clear_background_image(viewer: Any?)
fun set_background_image(viewer: Any?, path: String, fill_height: Boolean)
fun set_background_image_position(viewer: Any?, x: Float, y: Float, clamp: Boolean)
fun set_background_color(viewer: Any?, r: Float, g: Float, b: Float, a: Float)
fun set_tone_mapping(viewer: Any?, tone_mapping: Int)
fun set_bloom(viewer: Any?, strength: Float)
fun load_skybox(viewer: Any?, skybox_path: String)
fun load_ibl(viewer: Any?, ibl_path: String, intensity: Float)
fun remove_skybox(viewer: Any?)
fun remove_ibl(viewer: Any?)
fun add_light(viewer: Any?, type: Byte, colour: Float, intensity: Float, pos_x: Float, pos_y: Float, pos_z: Float, dir_x: Float, dir_y: Float, dir_z: Float, shadows: Boolean): EntityId
fun remove_light(viewer: Any?, entity_id: EntityId)
fun clear_lights(viewer: Any?)
fun load_glb(asset_manager: Any?, asset_path: String, unlit: Boolean): EntityId
fun load_gltf(asset_manager: Any?, asset_path: String, relative_path: String): EntityId
fun set_camera(viewer: Any?, asset: EntityId, node_name: String): Boolean
fun render(viewer: Any?, frame_time_in_nanos: Long)
fun destroy_swap_chain(viewer: Any?)
fun set_frame_interval(viewer: Any?, interval: Float)
fun update_viewport_and_camera_projection(viewer: Any?, width: UInt, height: UInt, scale_factor: Float)
fun scroll_begin(viewer: Any?)
fun scroll_update(viewer: Any?, x: Float, y: Float, z: Float)
fun scroll_end(viewer: Any?)
fun grab_begin(viewer: Any?, x: Float, y: Float, pan: Boolean)
fun grab_update(viewer: Any?, x: Float, y: Float)
fun grab_end(viewer: Any?)
fun apply_weights(asset_manager: Any?, asset: EntityId, entity_name: String, weights: FloatArray, count: Int)
fun set_morph_target_weights(asset_manager: Any?, asset: EntityId, entity_name: String, morph_data: FloatArray, num_weights: Int)
fun set_morph_animation(asset_manager: Any?, asset: EntityId, entity_name: String, morph_data: FloatArray, morph_indices: IntArray, num_morph_targets: Int, num_frames: Int, frame_length_in_ms: Int): Boolean
fun set_bone_animation(asset_manager: Any?, asset: EntityId, frame_data: FloatArray, num_frames: Int, num_bones: Int, bone_names: Array<String>, mesh_name: Array<String>, num_mesh_targets: Int, frame_length_in_ms: Int)
fun play_animation(asset_manager: Any?, asset: EntityId, index: Int, loop: Boolean, reverse: Boolean, replace_active: Boolean, crossfade: Float)
fun set_animation_frame(asset_manager: Any?, asset: EntityId, animation_index: Int, animation_frame: Int)
fun stop_animation(asset_manager: Any?, asset: EntityId, index: Int)
fun get_animation_count(asset_manager: Any?, asset: EntityId): Int
fun get_animation_name(asset_manager: Any?, asset: EntityId, out_ptr: String, index: Int)
fun get_animation_duration(asset_manager: Any?, asset: EntityId, index: Int): Float
fun get_morph_target_name(asset_manager: Any?, asset: EntityId, mesh_name: String, out_ptr: String, index: Int)
fun get_morph_target_name_count(asset_manager: Any?, asset: EntityId, mesh_name: String): Int
fun remove_asset(viewer: Any?, asset: EntityId)
fun clear_assets(viewer: Any?)
fun load_texture(asset_manager: Any?, asset: EntityId, asset_path: String, renderable_index: Int)
fun set_texture(asset_manager: Any?, asset: EntityId)
fun set_material_color(asset_manager: Any?, asset: EntityId, mesh_name: String, material_index: Int, r: Float, g: Float, b: Float, a: Float): Boolean
fun transform_to_unit_cube(asset_manager: Any?, asset: EntityId)
fun set_position(asset_manager: Any?, asset: EntityId, x: Float, y: Float, z: Float)
fun set_rotation(asset_manager: Any?, asset: EntityId, rads: Float, x: Float, y: Float, z: Float)
fun set_scale(asset_manager: Any?, asset: EntityId, scale: Float)
fun set_camera_exposure(viewer: Any?, aperture: Float, shutter_speed: Float, sensitivity: Float)
fun set_camera_position(viewer: Any?, x: Float, y: Float, z: Float)
fun set_camera_rotation(viewer: Any?, rads: Float, x: Float, y: Float, z: Float)
fun set_camera_model_matrix(viewer: Any?, matrix: FloatArray)
fun set_camera_focal_length(viewer: Any?, focal_length: Float)
fun set_camera_focus_distance(viewer: Any?, focus_distance: Float)
fun hide_mesh(asset_manager: Any?, asset: EntityId, mesh_name: String): Int
fun reveal_mesh(asset_manager: Any?, asset: EntityId, mesh_name: String): Int
fun ios_dummy()
fun create_filament_viewer(context:Long, loader:Pointer) : Pointer;
fun make_resource_loader(loadResourceFromOwner: LoadResourceFromOwner, freeResource: FreeResourceFromOwner, owner:Pointer?) : Pointer;
}