Files
cup_edit/ios/include/PolyvoxFilamentApi.h
2023-10-11 11:10:47 +08:00

161 lines
8.8 KiB
C

#ifndef _POLYVOX_FILAMENT_API_H
#define _POLYVOX_FILAMENT_API_H
#ifdef _WIN32
#ifdef IS_DLL
#define FLUTTER_PLUGIN_EXPORT __declspec( dllimport )
#else
#define FLUTTER_PLUGIN_EXPORT __declspec( dllexport )
#endif
#else
#define FLUTTER_PLUGIN_EXPORT __attribute__((visibility("default")))
#endif
// we copy the LLVM <stdbool.h> here rather than including,
// because on Windows it's difficult to pin the exact location which confuses dart ffigen
#ifndef __STDBOOL_H
#define __STDBOOL_H
#define __bool_true_false_are_defined 1
#if defined(__STDC_VERSION__) && __STDC_VERSION__ > 201710L
/* FIXME: We should be issuing a deprecation warning here, but cannot yet due
* to system headers which include this header file unconditionally.
*/
#elif !defined(__cplusplus)
#define bool _Bool
#define true 1
#define false 0
#elif defined(__GNUC__) && !defined(__STRICT_ANSI__)
/* Define _Bool as a GNU extension. */
#define _Bool bool
#if defined(__cplusplus) && __cplusplus < 201103L
/* For C++98, define bool, false, true as a GNU extension. */
#define bool bool
#define false false
#define true true
#endif
#endif
#endif /* __STDBOOL_H */
#ifdef __APPLE__
#include <stddef.h>
#endif
#include "ResourceBuffer.hpp"
typedef int32_t EntityId;
#ifdef __cplusplus
extern "C" {
#endif
typedef int32_t EntityId;
FLUTTER_PLUGIN_EXPORT const void* create_filament_viewer(const void* const context, const ResourceLoaderWrapper* const loader, void* const platform, const char* uberArchivePath);
FLUTTER_PLUGIN_EXPORT void destroy_filament_viewer(const void* const viewer);
FLUTTER_PLUGIN_EXPORT ResourceLoaderWrapper* make_resource_loader(LoadFilamentResourceFromOwner loadFn, FreeFilamentResourceFromOwner freeFn, void* owner);
FLUTTER_PLUGIN_EXPORT void* get_asset_manager(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void create_render_target(const void* const viewer, intptr_t texture, uint32_t width, uint32_t height);
FLUTTER_PLUGIN_EXPORT void clear_background_image(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void set_background_image(const void* const viewer, const char *path, bool fillHeight);
FLUTTER_PLUGIN_EXPORT void set_background_image_position(const void* const viewer, float x, float y, bool clamp);
FLUTTER_PLUGIN_EXPORT void set_background_color(const void* const viewer, const float r, const float g, const float b, const float a);
FLUTTER_PLUGIN_EXPORT void set_tone_mapping(const void* const viewer, int toneMapping);
FLUTTER_PLUGIN_EXPORT void set_bloom(const void* const viewer, float strength);
FLUTTER_PLUGIN_EXPORT void load_skybox(const void* const viewer, const char *skyboxPath);
FLUTTER_PLUGIN_EXPORT void load_ibl(const void* const viewer, const char *iblPath, float intensity);
FLUTTER_PLUGIN_EXPORT void remove_skybox(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void remove_ibl(const void* const viewer);
FLUTTER_PLUGIN_EXPORT EntityId add_light(const void* const viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
FLUTTER_PLUGIN_EXPORT void remove_light(const void* const viewer, EntityId entityId);
FLUTTER_PLUGIN_EXPORT void clear_lights(const void* const viewer);
FLUTTER_PLUGIN_EXPORT EntityId load_glb(void *assetManager, const char *assetPath, bool unlit);
FLUTTER_PLUGIN_EXPORT EntityId load_gltf(void *assetManager, const char *assetPath, const char *relativePath);
FLUTTER_PLUGIN_EXPORT bool set_camera(const void* const viewer, EntityId asset, const char *nodeName);
FLUTTER_PLUGIN_EXPORT void set_view_frustum_culling(const void* const viewer, bool enabled);
FLUTTER_PLUGIN_EXPORT void render(
const void* const viewer,
uint64_t frameTimeInNanos,
void* pixelBuffer,
void (*callback)(void *buf, size_t size, void *data),
void* data
);
FLUTTER_PLUGIN_EXPORT void create_swap_chain(const void* const viewer, const void* const window, uint32_t width, uint32_t height);
FLUTTER_PLUGIN_EXPORT void destroy_swap_chain(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void set_frame_interval(const void* const viewer, float interval);
FLUTTER_PLUGIN_EXPORT void update_viewport_and_camera_projection(const void* const viewer, uint32_t width, uint32_t height, float scaleFactor);
FLUTTER_PLUGIN_EXPORT void scroll_begin(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void scroll_update(const void* const viewer, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void scroll_end(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void grab_begin(const void* const viewer, float x, float y, bool pan);
FLUTTER_PLUGIN_EXPORT void grab_update(const void* const viewer, float x, float y);
FLUTTER_PLUGIN_EXPORT void grab_end(const void* const viewer);
FLUTTER_PLUGIN_EXPORT void apply_weights(
void* assetManager,
EntityId asset,
const char *const entityName,
float *const weights,
int count
);
FLUTTER_PLUGIN_EXPORT void set_morph_target_weights(
void* assetManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
int numWeights
);
FLUTTER_PLUGIN_EXPORT bool set_morph_animation(
void* assetManager,
EntityId asset,
const char *const entityName,
const float *const morphData,
const int* const morphIndices,
int numMorphTargets,
int numFrames,
float frameLengthInMs);
FLUTTER_PLUGIN_EXPORT void set_bone_animation(
void* assetManager,
EntityId asset,
const float* const frameData,
int numFrames,
int numBones,
const char** const boneNames,
const char** const meshName,
int numMeshTargets,
float frameLengthInMs);
FLUTTER_PLUGIN_EXPORT void play_animation(void* assetManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
FLUTTER_PLUGIN_EXPORT void set_animation_frame(void* assetManager, EntityId asset, int animationIndex, int animationFrame);
FLUTTER_PLUGIN_EXPORT void stop_animation(void* assetManager, EntityId asset, int index);
FLUTTER_PLUGIN_EXPORT int get_animation_count(void* assetManager, EntityId asset);
FLUTTER_PLUGIN_EXPORT void get_animation_name(void* assetManager, EntityId asset, char *const outPtr, int index);
FLUTTER_PLUGIN_EXPORT float get_animation_duration(void* assetManager, EntityId asset, int index);
FLUTTER_PLUGIN_EXPORT void get_morph_target_name(void* assetManager, EntityId asset, const char *meshName, char *const outPtr, int index);
FLUTTER_PLUGIN_EXPORT int get_morph_target_name_count(void* assetManager, EntityId asset, const char *meshName);
FLUTTER_PLUGIN_EXPORT void remove_asset(const void* const viewer, EntityId asset);
FLUTTER_PLUGIN_EXPORT void clear_assets(const void* const viewer);
FLUTTER_PLUGIN_EXPORT bool set_material_color(void* assetManager, EntityId asset, const char* meshName, int materialIndex, const float r, const float g, const float b, const float a);
FLUTTER_PLUGIN_EXPORT void transform_to_unit_cube(void* assetManager, EntityId asset);
FLUTTER_PLUGIN_EXPORT void set_position(void* assetManager, EntityId asset, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void set_rotation(void* assetManager, EntityId asset, float rads, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void set_scale(void* assetManager, EntityId asset, float scale);
FLUTTER_PLUGIN_EXPORT void move_camera_to_asset(const void* const viewer, EntityId asset);
FLUTTER_PLUGIN_EXPORT void set_view_frustum_culling(const void* const viewer, bool enabled);
FLUTTER_PLUGIN_EXPORT void set_camera_exposure(const void* const viewer, float aperture, float shutterSpeed, float sensitivity);
FLUTTER_PLUGIN_EXPORT void set_camera_position(const void* const viewer, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void set_camera_rotation(const void* const viewer, float rads, float x, float y, float z);
FLUTTER_PLUGIN_EXPORT void set_camera_model_matrix(const void* const viewer, const float *const matrix);
FLUTTER_PLUGIN_EXPORT void set_camera_focal_length(const void* const viewer, float focalLength);
FLUTTER_PLUGIN_EXPORT void set_camera_focus_distance(const void* const viewer, float focusDistance);
FLUTTER_PLUGIN_EXPORT int hide_mesh(void* assetManager, EntityId asset, const char* meshName);
FLUTTER_PLUGIN_EXPORT int reveal_mesh(void* assetManager, EntityId asset, const char* meshName);
FLUTTER_PLUGIN_EXPORT void set_post_processing(void* const viewer, bool enabled);
FLUTTER_PLUGIN_EXPORT void pick(void* const viewer, int x, int y, EntityId* entityId);
FLUTTER_PLUGIN_EXPORT const char* get_name_for_entity(void* const assetManager, const EntityId entityId);
FLUTTER_PLUGIN_EXPORT void ios_dummy();
#ifdef __cplusplus
}
#endif
#endif