#ifndef _POLYVOX_FILAMENT_FFI_API_H #define _POLYVOX_FILAMENT_FFI_API_H #include "PolyvoxFilamentApi.h" /// /// This header replicates most of the methods in PolyvoxFilamentApi.h, and is only intended to be used to generate client FFI bindings. /// The intention is that calling one of these methods will call its respective method in PolyvoxFilamentApi.h, but wrapped in some kind of thread runner to ensure thread safety. /// typedef int32_t EntityId; const void* create_filament_viewer_ffi(void* const context, const ResourceLoaderWrapper* const loader); void destroy_filament_viewer_ffi(void* const viewer); void render_ffi(void* const viewer); void set_rendering_ffi(void* const viewer, bool rendering); void set_frame_interval_ffi(float frameInterval); void update_viewport_and_camera_projection_ffi(void* const viewer, const uint32_t width, const uint32_t height, const float scaleFactor); void create_render_target_ffi(void* const viewer, uint32_t textureId, uint32_t width, uint32_t height); void set_background_color_ffi(void* const viewer, const float r, const float g, const float b, const float a); void clear_background_image_ffi(void* const viewer); void set_background_image_ffi(void* const viewer, const char *path, bool fillHeight); void set_background_image_position_ffi(void* const viewer, float x, float y, bool clamp); void set_background_color_ffi(void* const viewer, const float r, const float g, const float b, const float a); void set_tone_mapping_ffi(void* const viewer, int toneMapping); void set_bloom_ffi(void* const viewer, float strength); void load_skybox_ffi(void* const viewer, const char *skyboxPath); void load_ibl_ffi(void* const viewer, const char *iblPath, float intensity); void remove_skybox_ffi(void* const viewer); void remove_ibl_ffi(void* const viewer); EntityId add_light_ffi(void* const viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows); void remove_light_ffi(void* const viewer, EntityId entityId); void clear_lights_ffi(void* const viewer); EntityId load_glb_ffi(void* const assetManager, const char *assetPath, bool unlit); EntityId load_gltf_ffi(void* const assetManager, const char *assetPath, const char *relativePath); void remove_asset_ffi(const void* const viewer, EntityId asset); void clear_assets_ffi(const void* const viewer); bool set_camera_ffi(void* const viewer, EntityId asset, const char *nodeName); void apply_weights_ffi( void* assetManager, EntityId asset, const char *const entityName, float *const weights, int count ); void set_morph_target_weights_ffi( void* assetManager, EntityId asset, const char *const entityName, const float *const morphData, int numWeights ); bool set_morph_animation_ffi( void* assetManager, EntityId asset, const char *const entityName, const float *const morphData, const int* const morphIndices, int numMorphTargets, int numFrames, float frameLengthInMs); void set_bone_animation_ffi( void* assetManager, EntityId asset, const float* const frameData, int numFrames, int numBones, const char** const boneNames, const char** const meshName, int numMeshTargets, float frameLengthInMs); void play_animation_ffi(void* assetManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade); void set_animation_frame_ffi(void* assetManager, EntityId asset, int animationIndex, int animationFrame); void stop_animation_ffi(void* assetManager, EntityId asset, int index); int get_animation_count_ffi(void* assetManager, EntityId asset); void get_animation_name_ffi(void* assetManager, EntityId asset, char *const outPtr, int index); float get_animation_duration_ffi(void* assetManager, EntityId asset, int index); void get_morph_target_name_ffi(void* assetManager, EntityId asset, const char *meshName, char *const outPtr, int index); int get_morph_target_name_count_ffi(void* assetManager, EntityId asset, const char *meshName); #endif // _POLYVOX_FILAMENT_FFI_API_H