#include "ResourceBuffer.hpp" #include "FilamentViewer.hpp" #include "filament/LightManager.h" #include "Log.hpp" using namespace polyvox; extern "C" { #include "PolyvoxFilamentApi.h" void* filament_viewer_new(void* context, ResourceBuffer (*loadResource)(char const*), void (*freeResource)(unsigned int)) { FilamentViewer* v = new FilamentViewer(context, loadResource, freeResource); return (void*)v; } void create_render_target(void* viewer, uint32_t textureId, uint32_t width, uint32_t height) { ((FilamentViewer*)viewer)->createRenderTarget(textureId, width, height); } void filament_viewer_delete(void* viewer) { delete((FilamentViewer*)viewer); } void set_background_image(void* viewer, const char* path) { ((FilamentViewer*)viewer)->setBackgroundImage(path); } void set_background_image_position(void* viewer, float x, float y, bool clamp) { ((FilamentViewer*)viewer)->setBackgroundImagePosition(x, y, clamp); } 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_model_matrix(void* viewer, const float* const matrix) { ((FilamentViewer*)viewer)->setCameraModelMatrix(matrix); } 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 create_swap_chain(void* viewer, void* surface=nullptr, uint32_t width=0, uint32_t height=0) { ((FilamentViewer*)viewer)->createSwapChain(surface, width, height); } 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)->setMorphTargetWeights(weights, count); } void set_animation( void* asset, const float* const morphData, int numMorphWeights, const BoneAnimation* const boneAnimations, int numBoneAnimations, int numFrames, float frameLengthInMs) { ((SceneAsset*)asset)->setAnimation( morphData, numMorphWeights, boneAnimations, numBoneAnimations, numFrames, frameLengthInMs ); } // void set_bone_transform( // void* asset, // const char* boneName, // const char* entityName, // float transX, // float transY, // float transZ, // float quatX, // float quatY, // float quatZ, // float quatW // ) { // ((SceneAsset*)asset)->setBoneTransform( // boneName, // entityName, // transX, // transY, // transZ, // quatX, // quatY, // quatZ, // quatW, // false // ); // } void play_animation(void* asset, int index, bool loop, bool reverse) { ((SceneAsset*)asset)->playAnimation(index, loop, reverse); } void set_animation_frame(void* asset, int animationIndex, int animationFrame) { ((SceneAsset*)asset)->setAnimationFrame(animationIndex, animationFrame); } 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_morph_target_name_count(void* asset, const char* meshName) { unique_ptr> names = ((SceneAsset*)asset)->getMorphTargetNames(meshName); return names->size(); } void get_morph_target_name(void* asset, const char* meshName, char* const outPtr, int index ) { unique_ptr> names = ((SceneAsset*)asset)->getMorphTargetNames(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); } }