Files
cup_edit/thermion_dart/native/include/c_api/TMaterialInstance.h
Nick Fisher ed444b0615 feature!:
This is a breaking change needed to fully implement instancing and stencil highlighting.

Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.

final entity = await viewer.loadGlb("some.glb");

However, Filament "entities" are a lower-level abstraction.

Loading a glTF file, for example, inserts multiple entities into the scene.

For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.

"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.

Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
2024-11-27 15:02:37 +11:00

104 lines
3.5 KiB
C

#pragma once
#include "APIBoundaryTypes.h"
#include "APIExport.h"
#ifdef __cplusplus
extern "C"
{
#endif
// copied from SamplerCompareFunc in DriverEnums.h
enum TSamplerCompareFunc
{
// don't change the enums values
LE = 0, //!< Less or equal
GE, //!< Greater or equal
L, //!< Strictly less than
G, //!< Strictly greater than
E, //!< Equal
NE, //!< Not equal
A, //!< Always. Depth / stencil testing is deactivated.
N //!< Never. The depth / stencil test always fails.
};
// StencilOperation equivalent
enum TStencilOperation
{
KEEP = 0, // Keep the current value
ZERO, // Set the value to zero
REPLACE, // Set the value to reference value
INCR, // Increment the current value with saturation
INCR_WRAP, // Increment the current value without saturation
DECR, // Decrement the current value with saturation
DECR_WRAP, // Decrement the current value without saturation
INVERT // Invert the current value
};
// StencilFace equivalent
enum TStencilFace
{
STENCIL_FACE_FRONT = 1,
STENCIL_FACE_BACK = 2,
STENCIL_FACE_FRONT_AND_BACK = 3
};
// Add these enum definitions at the top with the other enums
enum TCullingMode
{
CULLING_MODE_NONE = 0,
CULLING_MODE_FRONT,
CULLING_MODE_BACK,
CULLING_MODE_FRONT_AND_BACK
};
EMSCRIPTEN_KEEPALIVE bool MaterialInstance_isStencilWriteEnabled(TMaterialInstance *materialInstance);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setStencilWrite(TMaterialInstance *materialInstance, bool enabled);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setCullingMode(TMaterialInstance *materialInstance, TCullingMode culling);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setDepthWrite(TMaterialInstance *materialInstance, bool enabled);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setDepthCulling(TMaterialInstance *materialInstance, bool enabled);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setParameterFloat4(TMaterialInstance *materialInstance, const char *name, double x, double y, double w, double z);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setParameterFloat2(TMaterialInstance *materialInstance, const char *name, double x, double y);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setParameterFloat(TMaterialInstance *materialInstance, const char *name, double value);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setParameterInt(TMaterialInstance *materialInstance, const char *name, int value);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setDepthFunc(TMaterialInstance *materialInstance, TSamplerCompareFunc depthFunc);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setStencilOpStencilFail(
TMaterialInstance *materialInstance,
TStencilOperation op,
TStencilFace face);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setStencilOpDepthFail(
TMaterialInstance *materialInstance,
TStencilOperation op,
TStencilFace face);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setStencilOpDepthStencilPass(
TMaterialInstance *materialInstance,
TStencilOperation op,
TStencilFace face);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setStencilCompareFunction(
TMaterialInstance *materialInstance,
TSamplerCompareFunc func,
TStencilFace face);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setStencilReferenceValue(
TMaterialInstance *materialInstance,
uint8_t value,
TStencilFace face);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setStencilReadMask(
TMaterialInstance *materialInstance,
uint8_t mask);
EMSCRIPTEN_KEEPALIVE void MaterialInstance_setStencilWriteMask(
TMaterialInstance *materialInstance,
uint8_t mask);
#ifdef __cplusplus
}
#endif