#ifndef _POLYVOX_FILAMENT_API_H #define _POLYVOX_FILAMENT_API_H #include "ResourceBuffer.hpp" #include "FilamentViewer.hpp" #include "filament/LightManager.h" #include "Log.hpp" using namespace polyvox; extern "C" { // ResourceBuffer create_resource_buffer(const void* data, const uint32_t size, const uint32_t id) { // return ResourceBuffer {data, size, id }; // } void* filament_viewer_new(void* texture, ResourceBuffer (*loadResource)(const char*), void (*freeResource)(uint32_t)) { return nullptr; } void filament_viewer_delete(void* viewer) { delete((FilamentViewer*)viewer); Log( "deleted" ); } void set_background_image(void* viewer, const char* path) { ((FilamentViewer*)viewer)->setBackgroundImage(path); } void set_background_image_position(void* viewer, float x, float y) { ((FilamentViewer*)viewer)->setBackgroundImagePosition(x, y); } void load_skybox(void* viewer, const char* skyboxPath) { ((FilamentViewer*)viewer)->loadSkybox(skyboxPath); } void load_ibl(void* viewer, const char* iblPath) { ((FilamentViewer*)viewer)->loadIbl(iblPath); } void remove_skybox(void* viewer) { ((FilamentViewer*)viewer)->removeSkybox(); } void remove_ibl(void* viewer) { ((FilamentViewer*)viewer)->removeIbl(); } int32_t add_light(void* viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows) { return ((FilamentViewer*)viewer)->addLight((LightManager::Type)type, colour, intensity, posX, posY, posZ, dirX, dirY, dirZ, shadows); } void remove_light(void* viewer, int32_t entityId) { ((FilamentViewer*)viewer)->removeLight(entityId); } void clear_lights(void* viewer) { ((FilamentViewer*)viewer)->clearLights(); } void* load_glb(void* viewer, const char* assetPath) { return ((FilamentViewer*)viewer)->loadGlb(assetPath); } void* load_gltf(void* viewer, const char* assetPath, const char* relativePath) { return ((FilamentViewer*)viewer)->loadGltf(assetPath, relativePath); } bool set_camera(void* viewer, void* asset, const char* nodeName) { return ((FilamentViewer*)viewer)->setCamera((SceneAsset*)asset, nodeName); } void set_camera_position(void* viewer, float x, float y, float z) { ((FilamentViewer*)viewer)->setCameraPosition(x, y, z); } void set_camera_rotation(void* viewer, float rads, float x, float y, float z) { ((FilamentViewer*)viewer)->setCameraRotation(rads, x, y, z); } void set_camera_focal_length(void* viewer, float focalLength) { ((FilamentViewer*)viewer)->setCameraFocalLength(focalLength); } void render( void* viewer, uint64_t frameTimeInNanos ) { ((FilamentViewer*)viewer)->render(frameTimeInNanos); } void set_frame_interval( void* viewer, float frameInterval ) { ((FilamentViewer*)viewer)->setFrameInterval(frameInterval); } void destroy_swap_chain(void* viewer) { ((FilamentViewer*)viewer)->destroySwapChain(); } void* get_renderer(void* viewer) { return ((FilamentViewer*)viewer)->getRenderer(); } void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor) { return ((FilamentViewer*)viewer)->updateViewportAndCameraProjection(width, height, scaleFactor); } void scroll_update(void* viewer, float x, float y, float delta) { ((FilamentViewer*)viewer)->scrollUpdate(x, y, delta); } void scroll_begin(void* viewer) { ((FilamentViewer*)viewer)->scrollBegin(); } void scroll_end(void* viewer) { ((FilamentViewer*)viewer)->scrollEnd(); } void grab_begin(void* viewer, float x, float y, bool pan) { ((FilamentViewer*)viewer)->grabBegin(x, y, pan); } void grab_update(void* viewer, float x, float y) { ((FilamentViewer*)viewer)->grabUpdate(x, y); } void grab_end(void* viewer) { ((FilamentViewer*)viewer)->grabEnd(); } void apply_weights(void* asset, float* const weights, int count) { ((SceneAsset*)asset)->applyWeights(weights, count); } void animate_weights(void* asset, float* data, int numWeights, int numFrames, float frameRate) { ((SceneAsset*)asset)->animateWeights((float*)data, numWeights, numFrames, frameRate); } void play_animation(void* asset, int index, bool loop) { ((SceneAsset*)asset)->playAnimation(index, loop); } int get_animation_count(void* asset) { auto names = ((SceneAsset*)asset)->getAnimationNames(); return names->size(); } void get_animation_name(void* asset, char* const outPtr, int index) { auto names = ((SceneAsset*)asset)->getAnimationNames(); string name = names->at(index); strcpy(outPtr, name.c_str()); } int get_target_name_count(void* asset, const char* meshName) { unique_ptr> names = ((SceneAsset*)asset)->getTargetNames(meshName); return names->size(); } void get_target_name(void* asset, const char* meshName, char* const outPtr, int index ) { unique_ptr> names = ((SceneAsset*)asset)->getTargetNames(meshName); string name = names->at(index); strcpy(outPtr, name.c_str()); } void remove_asset(void* viewer, void* asset) { ((FilamentViewer*)viewer)->removeAsset((SceneAsset*)asset); } void clear_assets(void* viewer) { ((FilamentViewer*)viewer)->clearAssets(); } void load_texture(void* asset, const char* assetPath, int renderableIndex) { ((SceneAsset*)asset)->loadTexture(assetPath, renderableIndex); } void set_texture(void* asset) { ((SceneAsset*)asset)->setTexture(); } void transform_to_unit_cube(void* asset) { ((SceneAsset*)asset)->transformToUnitCube(); } void set_position(void* asset, float x, float y, float z) { ((SceneAsset*)asset)->setPosition(x, y, z); } void set_rotation(void* asset, float rads, float x, float y, float z) { ((SceneAsset*)asset)->setRotation(rads, x, y, z); } void set_scale(void* asset, float scale) { ((SceneAsset*)asset)->setScale(scale); } void stop_animation(void* asset, int index) { ((SceneAsset*)asset)->stopAnimation(index); } } #endif