164 lines
4.5 KiB
C++
164 lines
4.5 KiB
C++
#ifndef _POLYVOX_FILAMENT_API_H
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#define _POLYVOX_FILAMENT_API_H
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#include "ResourceBuffer.hpp"
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#include "FilamentViewer.hpp"
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#include "Log.hpp"
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using namespace polyvox;
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extern "C" {
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// ResourceBuffer create_resource_buffer(const void* data, const uint32_t size, const uint32_t id) {
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// return ResourceBuffer {data, size, id };
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// }
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void* filament_viewer_new(void* texture, ResourceBuffer (*loadResource)(const char*), void (*freeResource)(uint32_t)) {
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return nullptr;
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}
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void filament_viewer_delete(void* viewer) {
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delete((FilamentViewer*)viewer);
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Log(
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"deleted"
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);
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}
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void set_background_image(void* viewer, const char* path) {
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((FilamentViewer*)viewer)->setBackgroundImage(path);
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}
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void load_skybox(void* viewer, const char* skyboxPath) {
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((FilamentViewer*)viewer)->loadSkybox(skyboxPath);
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}
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void load_ibl(void* viewer, const char* iblPath) {
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((FilamentViewer*)viewer)->loadIbl(iblPath);
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}
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void remove_skybox(void* viewer) {
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((FilamentViewer*)viewer)->removeSkybox();
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}
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void remove_ibl(void* viewer) {
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((FilamentViewer*)viewer)->removeIbl();
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}
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void* load_glb(void* viewer, const char* assetPath) {
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return ((FilamentViewer*)viewer)->loadGlb(assetPath);
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}
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void* load_gltf(void* viewer, const char* assetPath, const char* relativePath) {
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return ((FilamentViewer*)viewer)->loadGltf(assetPath, relativePath);
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}
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bool set_camera(void* viewer, void* asset, const char* nodeName) {
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return ((FilamentViewer*)viewer)->setCamera((SceneAsset*)asset, nodeName);
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}
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void render(
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void* viewer
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) {
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((FilamentViewer*)viewer)->render();
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}
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void destroy_swap_chain(void* viewer) {
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((FilamentViewer*)viewer)->destroySwapChain();
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}
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void* get_renderer(void* viewer) {
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return ((FilamentViewer*)viewer)->getRenderer();
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}
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void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor) {
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return ((FilamentViewer*)viewer)->updateViewportAndCameraProjection(width, height, scaleFactor);
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}
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void scroll(void* viewer, float x, float y , float z) {
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return ((FilamentViewer*)viewer)->manipulator->scroll(x, y, z);
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}
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void grab_begin(void* viewer, int x, int y, bool pan) {
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((FilamentViewer*)viewer)->manipulator->grabBegin(x, y, pan);
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}
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void grab_update(void* viewer, int x, int y) {
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((FilamentViewer*)viewer)->manipulator->grabUpdate(x, y);
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}
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void grab_end(void* viewer) {
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((FilamentViewer*)viewer)->manipulator->grabEnd();
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}
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void apply_weights(void* asset, float* const weights, int count) {
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((SceneAsset*)asset)->applyWeights(weights, count);
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}
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void animate_weights(void* asset, float* data, int numWeights, int numFrames, float frameRate) {
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((SceneAsset*)asset)->animateWeights((float*)data, numWeights, numFrames, frameRate);
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}
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void play_animation(void* asset, int index, bool loop) {
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((SceneAsset*)asset)->playAnimation(index, loop);
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}
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int get_animation_count(void* asset) {
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auto names = ((SceneAsset*)asset)->getAnimationNames();
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return names->size();
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}
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void get_animation_name(void* asset, char* const outPtr, int index) {
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auto names = ((SceneAsset*)asset)->getAnimationNames();
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string name = names->at(index);
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strcpy(outPtr, name.c_str());
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}
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int get_target_name_count(void* asset, const char* meshName) {
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unique_ptr<vector<string>> names = ((SceneAsset*)asset)->getTargetNames(meshName);
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return names->size();
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}
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void get_target_name(void* asset, const char* meshName, char* const outPtr, int index ) {
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unique_ptr<vector<string>> names = ((SceneAsset*)asset)->getTargetNames(meshName);
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string name = names->at(index);
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strcpy(outPtr, name.c_str());
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}
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void remove_asset(void* viewer, void* asset) {
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((FilamentViewer*)viewer)->removeAsset((SceneAsset*)asset);
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}
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void clear_assets(void* viewer) {
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((FilamentViewer*)viewer)->clearAssets();
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}
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void load_texture(void* asset, const char* assetPath, int renderableIndex) {
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((SceneAsset*)asset)->loadTexture(assetPath, renderableIndex);
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}
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void set_texture(void* asset) {
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((SceneAsset*)asset)->setTexture();
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}
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void transform_to_unit_cube(void* asset) {
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((SceneAsset*)asset)->transformToUnitCube();
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}
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void set_position(void* asset, float x, float y, float z) {
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((SceneAsset*)asset)->setPosition(x, y, z);
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}
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void set_rotation(void* asset, float rads, float x, float y, float z) {
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((SceneAsset*)asset)->setRotation(rads, x, y, z);
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}
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void stop_animation(void* asset, int index) {
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((SceneAsset*)asset)->stopAnimation(index);
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}
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}
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#endif
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