103 lines
6.5 KiB
C
103 lines
6.5 KiB
C
#ifndef _FLUTTER_FILAMENT_FFI_API_H
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#define _FLUTTER_FILAMENT_FFI_API_H
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#include "FlutterFilamentApi.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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///
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/// This header replicates most of the methods in FlutterFilamentApi.h, and is only intended to be used to generate client FFI bindings.
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/// The intention is that calling one of these methods will call its respective method in FlutterFilamentApi.h, but wrapped in some kind of thread runner to ensure thread safety.
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///
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typedef int32_t EntityId;
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typedef void (*FilamentRenderCallback)(void* const owner);
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FLUTTER_PLUGIN_EXPORT void* const create_filament_viewer_ffi(void* const context, void* const platform, const char* uberArchivePath, const ResourceLoaderWrapper* const loader, void (*renderCallback)(void* const renderCallbackOwner), void* const renderCallbackOwner);
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FLUTTER_PLUGIN_EXPORT void create_swap_chain_ffi(void* const viewer, void* const surface, uint32_t width, uint32_t height);
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FLUTTER_PLUGIN_EXPORT void destroy_swap_chain_ffi(void* const viewer);
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FLUTTER_PLUGIN_EXPORT void create_render_target_ffi(void* const viewer, intptr_t nativeTextureId, uint32_t width, uint32_t height);
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FLUTTER_PLUGIN_EXPORT void destroy_filament_viewer_ffi(void* const viewer);
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FLUTTER_PLUGIN_EXPORT void render_ffi(void* const viewer);
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FLUTTER_PLUGIN_EXPORT FilamentRenderCallback make_render_callback_fn_pointer(FilamentRenderCallback);
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FLUTTER_PLUGIN_EXPORT void set_rendering_ffi(void* const viewer, bool rendering);
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FLUTTER_PLUGIN_EXPORT void set_frame_interval_ffi(float frameInterval);
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FLUTTER_PLUGIN_EXPORT void update_viewport_and_camera_projection_ffi(void* const viewer, const uint32_t width, const uint32_t height, const float scaleFactor);
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FLUTTER_PLUGIN_EXPORT void set_background_color_ffi(void* const viewer, const float r, const float g, const float b, const float a);
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FLUTTER_PLUGIN_EXPORT void clear_background_image_ffi(void* const viewer);
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FLUTTER_PLUGIN_EXPORT void set_background_image_ffi(void* const viewer, const char *path, bool fillHeight);
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FLUTTER_PLUGIN_EXPORT void set_background_image_position_ffi(void* const viewer, float x, float y, bool clamp);
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FLUTTER_PLUGIN_EXPORT void set_tone_mapping_ffi(void* const viewer, int toneMapping);
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FLUTTER_PLUGIN_EXPORT void set_bloom_ffi(void* const viewer, float strength);
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FLUTTER_PLUGIN_EXPORT void load_skybox_ffi(void* const viewer, const char *skyboxPath);
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FLUTTER_PLUGIN_EXPORT void load_ibl_ffi(void* const viewer, const char *iblPath, float intensity);
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FLUTTER_PLUGIN_EXPORT void remove_skybox_ffi(void* const viewer);
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FLUTTER_PLUGIN_EXPORT void remove_ibl_ffi(void* const viewer);
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FLUTTER_PLUGIN_EXPORT EntityId add_light_ffi(void* const viewer, uint8_t type, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
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FLUTTER_PLUGIN_EXPORT void remove_light_ffi(void* const viewer, EntityId entityId);
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FLUTTER_PLUGIN_EXPORT void clear_lights_ffi(void* const viewer);
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FLUTTER_PLUGIN_EXPORT EntityId load_glb_ffi(void* const assetManager, const char *assetPath, bool unlit);
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FLUTTER_PLUGIN_EXPORT EntityId load_gltf_ffi(void* const assetManager, const char *assetPath, const char *relativePath);
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FLUTTER_PLUGIN_EXPORT void remove_entity_ffi(void* const viewer, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void clear_entities_ffi(void* const viewer);
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FLUTTER_PLUGIN_EXPORT bool set_camera_ffi(void* const viewer, EntityId asset, const char *nodeName);
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FLUTTER_PLUGIN_EXPORT void apply_weights_ffi(
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void* const assetManager,
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EntityId asset,
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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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);
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FLUTTER_PLUGIN_EXPORT void play_animation_ffi(void* const assetManager, EntityId asset, int index, bool loop, bool reverse, bool replaceActive, float crossfade);
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FLUTTER_PLUGIN_EXPORT void set_animation_frame_ffi(void* const assetManager, EntityId asset, int animationIndex, int animationFrame);
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FLUTTER_PLUGIN_EXPORT void stop_animation_ffi(void* const assetManager, EntityId asset, int index);
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FLUTTER_PLUGIN_EXPORT int get_animation_count_ffi(void* const assetManager, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void get_animation_name_ffi(void* const assetManager, EntityId asset, char *const outPtr, int index);
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FLUTTER_PLUGIN_EXPORT void get_morph_target_name_ffi(void* const assetManager, EntityId asset, const char *meshName, char *const outPtr, int index);
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FLUTTER_PLUGIN_EXPORT int get_morph_target_name_count_ffi(void* const assetManager, EntityId asset, const char *meshName);
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FLUTTER_PLUGIN_EXPORT void set_morph_target_weights_ffi(void* const assetManager,
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EntityId asset,
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const char *const entityName,
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const float *const morphData,
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int numWeights
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);
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FLUTTER_PLUGIN_EXPORT bool set_morph_animation_ffi(
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void *assetManager,
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EntityId asset,
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const char *const entityName,
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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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FLUTTER_PLUGIN_EXPORT bool set_bone_transform_ffi(
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void *assetManager,
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EntityId asset,
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const char *entityName,
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const float *const transform,
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const char *boneName);
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FLUTTER_PLUGIN_EXPORT void add_bone_animation_ffi(
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void *assetManager,
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EntityId asset,
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const float *const frameData,
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int numFrames,
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const char *const boneName,
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const char **const meshNames,
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int numMeshTargets,
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float frameLengthInMs,
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bool isModelSpace);
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FLUTTER_PLUGIN_EXPORT void set_post_processing_ffi(void* const viewer, bool enabled);
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FLUTTER_PLUGIN_EXPORT void pick_ffi(void* const viewer, int x, int y, EntityId* entityId);
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FLUTTER_PLUGIN_EXPORT void reset_to_rest_pose_ffi(void* const assetManager, EntityId entityId);
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FLUTTER_PLUGIN_EXPORT void ios_dummy_ffi();
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FLUTTER_PLUGIN_EXPORT EntityId create_geometry_ffi(void* const viewer, float* vertices, int numVertices, uint16_t* indices, int numIndices, const char* materialPath);
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#ifdef __cplusplus
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}
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#endif
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#endif // _FLUTTER_FILAMENT_FFI_API_H
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