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.
56 lines
2.2 KiB
C++
56 lines
2.2 KiB
C++
#pragma once
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#ifdef __cplusplus
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namespace thermion {
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extern "C"
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{
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#endif
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#include "APIBoundaryTypes.h"
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#include "APIExport.h"
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struct TViewport {
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int32_t left;
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int32_t bottom;
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uint32_t width;
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uint32_t height;
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};
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typedef struct TViewport TViewport;
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enum ToneMapping
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{
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ACES,
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FILMIC,
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LINEAR
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};
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// View
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EMSCRIPTEN_KEEPALIVE TViewport View_getViewport(TView *view);
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EMSCRIPTEN_KEEPALIVE void View_updateViewport(TView *view, uint32_t width, uint32_t height);
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EMSCRIPTEN_KEEPALIVE void View_setRenderTarget(TView *view, TRenderTarget *renderTarget);
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EMSCRIPTEN_KEEPALIVE void View_setFrustumCullingEnabled(TView *view, bool enabled);
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EMSCRIPTEN_KEEPALIVE void View_updateViewport(TView* tView, uint32_t width, uint32_t height);
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EMSCRIPTEN_KEEPALIVE void View_setRenderTarget(TView* tView, TRenderTarget* tRenderTarget);
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EMSCRIPTEN_KEEPALIVE void View_setFrustumCullingEnabled(TView* tView, bool enabled);
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EMSCRIPTEN_KEEPALIVE void View_setPostProcessing(TView* tView, bool enabled);
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EMSCRIPTEN_KEEPALIVE void View_setShadowsEnabled(TView* tView, bool enabled);
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EMSCRIPTEN_KEEPALIVE void View_setShadowType(TView* tView, int shadowType);
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EMSCRIPTEN_KEEPALIVE void View_setSoftShadowOptions(TView* tView, float penumbraScale, float penumbraRatioScale);
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EMSCRIPTEN_KEEPALIVE void View_setBloom(TView* tView, float strength);
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EMSCRIPTEN_KEEPALIVE void View_setToneMapping(TView* tView, TEngine* tEngine, ToneMapping toneMapping);
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EMSCRIPTEN_KEEPALIVE void View_setAntiAliasing(TView *tView, bool msaa, bool fxaa, bool taa);
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EMSCRIPTEN_KEEPALIVE void View_setLayerEnabled(TView *tView, int layer, bool visible);
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EMSCRIPTEN_KEEPALIVE void View_setCamera(TView *tView, TCamera *tCamera);
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EMSCRIPTEN_KEEPALIVE TScene* View_getScene(TView *tView);
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EMSCRIPTEN_KEEPALIVE TCamera* View_getCamera(TView *tView);
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EMSCRIPTEN_KEEPALIVE void View_setStencilBufferEnabled(TView *tView, bool enabled);
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EMSCRIPTEN_KEEPALIVE bool View_isStencilBufferEnabled(TView *tView);
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typedef void (*PickCallback)(uint32_t requestId, EntityId entityId, float depth, float fragX, float fragY, float fragZ);
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EMSCRIPTEN_KEEPALIVE void View_pick(TView* tView, uint32_t requestId, uint32_t x, uint32_t y, PickCallback callback);
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#ifdef __cplusplus
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}
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}
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#endif
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