306 lines
18 KiB
C
306 lines
18 KiB
C
#ifndef _FLUTTER_FILAMENT_API_H
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#define _FLUTTER_FILAMENT_API_H
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#ifdef _WIN32
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#ifdef IS_DLL
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#define EMSCRIPTEN_KEEPALIVE __declspec(dllimport)
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#else
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#define EMSCRIPTEN_KEEPALIVE __declspec(dllexport)
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#endif
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#else
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#ifndef EMSCRIPTEN_KEEPALIVE
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#define EMSCRIPTEN_KEEPALIVE __attribute__((visibility("default")))
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#endif
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#endif
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// we copy the LLVM <stdbool.h> here rather than including,
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// because on Windows it's difficult to pin the exact location which confuses dart ffigen
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#ifndef __STDBOOL_H
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#define __STDBOOL_H
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#define __bool_true_false_are_defined 1
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#if defined(__STDC_VERSION__) && __STDC_VERSION__ > 201710L
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/* FIXME: We should be issuing a deprecation warning here, but cannot yet due
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* to system headers which include this header file unconditionally.
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*/
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#elif !defined(__cplusplus)
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#define bool _Bool
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#define true 1
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#define false 0
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#elif defined(__GNUC__) && !defined(__STRICT_ANSI__)
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/* Define _Bool as a GNU extension. */
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#define _Bool bool
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#if defined(__cplusplus) && __cplusplus < 201103L
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/* For C++98, define bool, false, true as a GNU extension. */
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#define bool bool
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#define false false
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#define true true
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#endif
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#endif
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#endif /* __STDBOOL_H */
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#if defined(__APPLE__) || defined(__EMSCRIPTEN__)
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#include <stddef.h>
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#endif
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#include "APIBoundaryTypes.h"
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#include "ResourceBuffer.hpp"
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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EMSCRIPTEN_KEEPALIVE TViewer *create_filament_viewer(const void *const context, const void *const loader, void *const platform, const char *uberArchivePath);
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EMSCRIPTEN_KEEPALIVE void destroy_filament_viewer(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void *get_scene_manager(TViewer *viewer);
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// Engine
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EMSCRIPTEN_KEEPALIVE TEngine *Viewer_getEngine(TViewer* viewer);
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EMSCRIPTEN_KEEPALIVE TCamera *Engine_getCameraComponent(TEngine* tEngine, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void create_render_target(TViewer *viewer, intptr_t texture, uint32_t width, uint32_t height);
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EMSCRIPTEN_KEEPALIVE void clear_background_image(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void set_background_image(TViewer *viewer, const char *path, bool fillHeight);
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EMSCRIPTEN_KEEPALIVE void set_background_image_position(TViewer *viewer, float x, float y, bool clamp);
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EMSCRIPTEN_KEEPALIVE void set_background_color(TViewer *viewer, const float r, const float g, const float b, const float a);
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EMSCRIPTEN_KEEPALIVE void set_tone_mapping(TViewer *viewer, int toneMapping);
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EMSCRIPTEN_KEEPALIVE void set_bloom(TViewer *viewer, float strength);
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EMSCRIPTEN_KEEPALIVE void load_skybox(TViewer *viewer, const char *skyboxPath);
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EMSCRIPTEN_KEEPALIVE void load_ibl(TViewer *viewer, const char *iblPath, float intensity);
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EMSCRIPTEN_KEEPALIVE void create_ibl(TViewer *viewer, float r, float g, float b, float intensity);
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EMSCRIPTEN_KEEPALIVE void rotate_ibl(TViewer *viewer, float *rotationMatrix);
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EMSCRIPTEN_KEEPALIVE void remove_skybox(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void remove_ibl(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE EntityId add_light(
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TViewer *viewer,
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uint8_t type,
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float colour,
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float intensity,
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float posX,
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float posY,
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float posZ,
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float dirX,
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float dirY,
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float dirZ,
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float falloffRadius,
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float spotLightConeInner,
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float spotLightConeOuter,
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float sunAngularRadius,
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float sunHaloSize,
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float sunHaloFallof,
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bool shadows);
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EMSCRIPTEN_KEEPALIVE void remove_light(TViewer *viewer, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void clear_lights(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void set_light_position(TViewer *viewer, EntityId light, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void set_light_direction(TViewer *viewer, EntityId light, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE EntityId load_glb(void *sceneManager, const char *assetPath, int numInstances, bool keepData);
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EMSCRIPTEN_KEEPALIVE EntityId load_glb_from_buffer(void *sceneManager, const void *const data, size_t length, bool keepData, int priority, int layer);
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EMSCRIPTEN_KEEPALIVE EntityId load_gltf(void *sceneManager, const char *assetPath, const char *relativePath, bool keepData);
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EMSCRIPTEN_KEEPALIVE EntityId create_instance(void *sceneManager, EntityId id);
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EMSCRIPTEN_KEEPALIVE int get_instance_count(void *sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void get_instances(void *sceneManager, EntityId entityId, EntityId *out);
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EMSCRIPTEN_KEEPALIVE void set_main_camera(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE EntityId get_main_camera(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE bool set_camera(TViewer *viewer, EntityId entity, const char *nodeName);
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EMSCRIPTEN_KEEPALIVE void set_view_frustum_culling(TViewer *viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE bool render(
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TViewer *viewer,
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uint64_t frameTimeInNanos,
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void *pixelBuffer,
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void (*callback)(void *buf, size_t size, void *data),
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void *data);
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EMSCRIPTEN_KEEPALIVE void capture(
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TViewer *viewer,
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uint8_t *pixelBuffer,
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void (*callback)(void));
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EMSCRIPTEN_KEEPALIVE void create_swap_chain(TViewer *viewer, const void *const window, uint32_t width, uint32_t height);
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EMSCRIPTEN_KEEPALIVE void destroy_swap_chain(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void set_frame_interval(TViewer *viewer, float interval);
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EMSCRIPTEN_KEEPALIVE void update_viewport(TViewer *viewer, uint32_t width, uint32_t height);
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EMSCRIPTEN_KEEPALIVE void scroll_begin(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void scroll_update(TViewer *viewer, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void scroll_end(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void grab_begin(TViewer *viewer, float x, float y, bool pan);
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EMSCRIPTEN_KEEPALIVE void grab_update(TViewer *viewer, float x, float y);
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EMSCRIPTEN_KEEPALIVE void grab_end(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void apply_weights(
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void *sceneManager,
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EntityId entity,
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const char *const entityName,
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float *const weights,
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int count);
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EMSCRIPTEN_KEEPALIVE bool set_morph_target_weights(
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void *sceneManager,
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EntityId entity,
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const float *const morphData,
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int numWeights);
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EMSCRIPTEN_KEEPALIVE bool set_morph_animation(
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void *sceneManager,
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EntityId entity,
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const float *const morphData,
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const int *const morphIndices,
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int numMorphTargets,
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int numFrames,
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float frameLengthInMs);
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EMSCRIPTEN_KEEPALIVE TMaterialInstance *create_material_instance(void *const sceneManager, TMaterialKey materialConfig);
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EMSCRIPTEN_KEEPALIVE TMaterialInstance *create_unlit_material_instance(void *const sceneManager);
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EMSCRIPTEN_KEEPALIVE void destroy_material_instance(void *const sceneManager, TMaterialInstance *instance);
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EMSCRIPTEN_KEEPALIVE void clear_morph_animation(
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void *sceneManager,
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EntityId entity);
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EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose(
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void *sceneManager,
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EntityId asset);
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EMSCRIPTEN_KEEPALIVE void add_bone_animation(
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void *sceneManager,
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EntityId entity,
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int skinIndex,
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int boneIndex,
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const float *const frameData,
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int numFrames,
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float frameLengthInMs,
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float fadeOutInSecs,
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float fadeInInSecs,
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float maxDelta);
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EMSCRIPTEN_KEEPALIVE void get_local_transform(void *sceneManager,
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EntityId entityId, float *const);
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EMSCRIPTEN_KEEPALIVE void get_rest_local_transforms(void *sceneManager,
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EntityId entityId, int skinIndex, float *const out, int numBones);
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EMSCRIPTEN_KEEPALIVE void get_world_transform(void *sceneManager,
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EntityId entityId, float *const);
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EMSCRIPTEN_KEEPALIVE void get_inverse_bind_matrix(void *sceneManager,
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EntityId entityId, int skinIndex, int boneIndex, float *const);
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EMSCRIPTEN_KEEPALIVE bool set_bone_transform(
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void *sceneManager,
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EntityId entity,
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int skinIndex,
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int boneIndex,
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const float *const transform);
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EMSCRIPTEN_KEEPALIVE void play_animation(void *sceneManager, EntityId entity, int index, bool loop, bool reverse, bool replaceActive, float crossfade, float startOffset);
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EMSCRIPTEN_KEEPALIVE void set_animation_frame(void *sceneManager, EntityId entity, int animationIndex, int animationFrame);
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EMSCRIPTEN_KEEPALIVE void stop_animation(void *sceneManager, EntityId entity, int index);
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EMSCRIPTEN_KEEPALIVE int get_animation_count(void *sceneManager, EntityId asset);
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EMSCRIPTEN_KEEPALIVE void get_animation_name(void *sceneManager, EntityId entity, char *const outPtr, int index);
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EMSCRIPTEN_KEEPALIVE float get_animation_duration(void *sceneManager, EntityId entity, int index);
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EMSCRIPTEN_KEEPALIVE int get_bone_count(void *sceneManager, EntityId assetEntity, int skinIndex);
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EMSCRIPTEN_KEEPALIVE void get_bone_names(void *sceneManager, EntityId assetEntity, const char **outPtr, int skinIndex);
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EMSCRIPTEN_KEEPALIVE EntityId get_bone(void *sceneManager,
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EntityId entityId,
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int skinIndex,
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int boneIndex);
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EMSCRIPTEN_KEEPALIVE bool set_transform(void *sceneManager, EntityId entityId, const float *const transform);
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EMSCRIPTEN_KEEPALIVE bool update_bone_matrices(void *sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name(void *sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index);
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EMSCRIPTEN_KEEPALIVE int get_morph_target_name_count(void *sceneManager, EntityId assetEntity, EntityId childEntity);
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EMSCRIPTEN_KEEPALIVE void remove_entity(TViewer *viewer, EntityId asset);
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EMSCRIPTEN_KEEPALIVE void clear_entities(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE bool set_material_color(void *sceneManager, EntityId entity, const char *meshName, int materialIndex, const float r, const float g, const float b, const float a);
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EMSCRIPTEN_KEEPALIVE void transform_to_unit_cube(void *sceneManager, EntityId asset);
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EMSCRIPTEN_KEEPALIVE void queue_position_update(void *sceneManager, EntityId entity, float x, float y, float z, bool relative);
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EMSCRIPTEN_KEEPALIVE void queue_relative_position_update_world_axis(void *sceneManager, EntityId entity, float viewportX, float viewportY, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void queue_position_update_from_viewport_coords(void *sceneManager, EntityId entity, float viewportX, float viewportY);
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EMSCRIPTEN_KEEPALIVE void queue_rotation_update(void *sceneManager, EntityId entity, float rads, float x, float y, float z, float w, bool relative);
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EMSCRIPTEN_KEEPALIVE void set_position(void *sceneManager, EntityId entity, float x, float y, float z);
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EMSCRIPTEN_KEEPALIVE void set_rotation(void *sceneManager, EntityId entity, float rads, float x, float y, float z, float w);
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EMSCRIPTEN_KEEPALIVE void set_scale(void *sceneManager, EntityId entity, float scale);
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// Camera methods
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EMSCRIPTEN_KEEPALIVE void set_view_frustum_culling(TViewer *viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void set_camera_exposure(TCamera *camera, float aperture, float shutterSpeed, float sensitivity);
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EMSCRIPTEN_KEEPALIVE void set_camera_model_matrix(TCamera *camera, double4x4 matrix);
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EMSCRIPTEN_KEEPALIVE TCamera *get_camera(TViewer *viewer, EntityId entity);
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EMSCRIPTEN_KEEPALIVE double get_camera_focal_length(TCamera *const camera);
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EMSCRIPTEN_KEEPALIVE double4x4 get_camera_model_matrix(TCamera *const camera);
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EMSCRIPTEN_KEEPALIVE double4x4 get_camera_view_matrix(TCamera *const camera);
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EMSCRIPTEN_KEEPALIVE double4x4 get_camera_projection_matrix(TCamera *const camera);
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EMSCRIPTEN_KEEPALIVE double4x4 get_camera_culling_projection_matrix(TCamera *const camera);
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EMSCRIPTEN_KEEPALIVE const double *const get_camera_frustum(TCamera *const camera);
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EMSCRIPTEN_KEEPALIVE void set_camera_projection_matrix(TCamera *camera, double4x4 matrix, double near, double far);
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EMSCRIPTEN_KEEPALIVE void set_camera_projection_from_fov(TCamera *camera, double fovInDegrees, double aspect, double near, double far, bool horizontal);
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EMSCRIPTEN_KEEPALIVE double get_camera_near(TCamera *camera);
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EMSCRIPTEN_KEEPALIVE double get_camera_culling_far(TCamera *camera);
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EMSCRIPTEN_KEEPALIVE float get_camera_fov(TCamera *camera, bool horizontal);
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EMSCRIPTEN_KEEPALIVE void set_camera_lens_projection(TCamera *camera, double near, double far, double aspect, double focalLength);
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EMSCRIPTEN_KEEPALIVE void set_camera_focus_distance(TCamera *camera, float focusDistance);
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EMSCRIPTEN_KEEPALIVE void set_camera_manipulator_options(TViewer *viewer, _ManipulatorMode mode, double orbitSpeedX, double orbitSpeedY, double zoomSpeed);
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EMSCRIPTEN_KEEPALIVE void Camera_setCustomProjectionWithCulling(TCamera* camera, double4x4 projectionMatrix, double near, double far);
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EMSCRIPTEN_KEEPALIVE TCamera *get_camera_component(TEngine *engine, EntityId entity);
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EMSCRIPTEN_KEEPALIVE int hide_mesh(void *sceneManager, EntityId entity, const char *meshName);
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EMSCRIPTEN_KEEPALIVE int reveal_mesh(void *sceneManager, EntityId entity, const char *meshName);
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EMSCRIPTEN_KEEPALIVE void set_post_processing(TViewer *viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void set_shadows_enabled(TViewer *viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void set_shadow_type(TViewer *viewer, int shadowType);
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EMSCRIPTEN_KEEPALIVE void set_soft_shadow_options(TViewer *viewer, float penumbraScale, float penumbraRatioScale);
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EMSCRIPTEN_KEEPALIVE void set_antialiasing(TViewer *viewer, bool msaa, bool fxaa, bool taa);
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EMSCRIPTEN_KEEPALIVE void filament_pick(TViewer *viewer, int x, int y, void (*callback)(EntityId entityId, int x, int y));
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EMSCRIPTEN_KEEPALIVE const char *get_name_for_entity(void *const sceneManager, const EntityId entityId);
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EMSCRIPTEN_KEEPALIVE EntityId find_child_entity_by_name(void *const sceneManager, const EntityId parent, const char *name);
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EMSCRIPTEN_KEEPALIVE int get_entity_count(void *const sceneManager, const EntityId target, bool renderableOnly);
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EMSCRIPTEN_KEEPALIVE void get_entities(void *const sceneManager, const EntityId target, bool renderableOnly, EntityId *out);
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EMSCRIPTEN_KEEPALIVE const char *get_entity_name_at(void *const sceneManager, const EntityId target, int index, bool renderableOnly);
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EMSCRIPTEN_KEEPALIVE void set_recording(TViewer *viewer, bool recording);
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EMSCRIPTEN_KEEPALIVE void set_recording_output_directory(TViewer *viewer, const char *outputDirectory);
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EMSCRIPTEN_KEEPALIVE void ios_dummy();
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EMSCRIPTEN_KEEPALIVE void thermion_flutter_free(void *ptr);
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EMSCRIPTEN_KEEPALIVE void add_collision_component(void *const sceneManager, EntityId entityId, void (*callback)(const EntityId entityId1, const EntityId entityId2), bool affectsCollidingTransform);
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EMSCRIPTEN_KEEPALIVE void remove_collision_component(void *const sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE bool add_animation_component(void *const sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void remove_animation_component(void *const sceneManager, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE EntityId create_geometry(
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void *const sceneManager,
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float *vertices,
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int numVertices,
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float *normals,
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int numNormals,
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float *uvs,
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int numUvs,
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uint16_t *indices,
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int numIndices,
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int primitiveType,
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TMaterialInstance *materialInstance,
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bool keepData);
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EMSCRIPTEN_KEEPALIVE EntityId get_parent(void *const sceneManager, EntityId child);
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EMSCRIPTEN_KEEPALIVE EntityId get_ancestor(void *const sceneManager, EntityId child);
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EMSCRIPTEN_KEEPALIVE void set_parent(void *const sceneManager, EntityId child, EntityId parent, bool preserveScaling);
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EMSCRIPTEN_KEEPALIVE void test_collisions(void *const sceneManager, EntityId entity);
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EMSCRIPTEN_KEEPALIVE void set_priority(void *const sceneManager, EntityId entityId, int priority);
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EMSCRIPTEN_KEEPALIVE void get_gizmo(void *const sceneManager, EntityId *out);
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EMSCRIPTEN_KEEPALIVE Aabb2 get_bounding_box(void *const sceneManager, EntityId entity);
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EMSCRIPTEN_KEEPALIVE void get_bounding_box_to_out(void *const sceneManager, EntityId entity, float *minX, float *minY, float *maxX, float *maxY);
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EMSCRIPTEN_KEEPALIVE void set_layer_visibility(void *const sceneManager, int layer, bool visible);
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EMSCRIPTEN_KEEPALIVE void set_visibility_layer(void *const sceneManager, EntityId entity, int layer);
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EMSCRIPTEN_KEEPALIVE void pick_gizmo(void *const sceneManager, int x, int y, void (*callback)(EntityId entityId, int x, int y));
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EMSCRIPTEN_KEEPALIVE void set_gizmo_visibility(void *const sceneManager, bool visible);
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EMSCRIPTEN_KEEPALIVE void set_stencil_highlight(void *const sceneManager, EntityId entity, float r, float g, float b);
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EMSCRIPTEN_KEEPALIVE void remove_stencil_highlight(void *const sceneManager, EntityId entity);
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EMSCRIPTEN_KEEPALIVE void set_material_property_float(void *const sceneManager, EntityId entity, int materialIndex, const char *property, float value);
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EMSCRIPTEN_KEEPALIVE void set_material_property_int(void *const sceneManager, EntityId entity, int materialIndex, const char *property, int value);
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EMSCRIPTEN_KEEPALIVE void set_material_property_float4(void *const sceneManager, EntityId entity, int materialIndex, const char *property, double4 value);
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EMSCRIPTEN_KEEPALIVE void set_material_depth_write(void *const sceneManager, EntityId entity, int materialIndex, bool enabled);
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EMSCRIPTEN_KEEPALIVE void unproject_texture(TViewer* viewer, EntityId entity,uint8_t* input, uint32_t inputWidth, uint32_t inputHeight, uint8_t *out, uint32_t outWidth, uint32_t outHeight);
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EMSCRIPTEN_KEEPALIVE void *const create_texture(void *const sceneManager, uint8_t *data, size_t length);
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EMSCRIPTEN_KEEPALIVE void destroy_texture(void *const sceneManager, void *const texture);
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EMSCRIPTEN_KEEPALIVE void apply_texture_to_material(void *const sceneManager, EntityId entity, void *const texture, const char *parameterName, int materialIndex);
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EMSCRIPTEN_KEEPALIVE TMaterialInstance* get_material_instance_at(void *const sceneManager, EntityId entity, int materialIndex);
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EMSCRIPTEN_KEEPALIVE void MaterialInstance_setDepthWrite(TMaterialInstance* materialInstance, bool enabled);
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EMSCRIPTEN_KEEPALIVE void MaterialInstance_setDepthCulling(TMaterialInstance* materialInstance, bool enabled);
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#ifdef __cplusplus
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}
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#endif
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#endif
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