73 lines
3.1 KiB
C
73 lines
3.1 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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typedef struct ResourceBuffer ResourceBuffer;
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//ResourceBuffer create_resource_buffer(const void* data, const uint32_t size, const uint32_t id);
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void* filament_viewer_new(void* context, ResourceBuffer (*loadResource)(const char*), void (*freeResource)(uint32_t));
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void* filament_viewer_delete(void* viewer);
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void create_render_target(void* viewer, uint32_t textureId, uint32_t width, uint32_t height);
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void set_background_image(void* viewer, const char* path);
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void set_background_image_position(void* viewer, float x, float y, bool clamp);
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void load_skybox(void* viewer, const char* skyboxPath);
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void load_ibl(void* viewer, const char* iblPath);
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void remove_skybox(void* viewer);
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void remove_ibl(void* viewer);
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int32_t add_light(void* 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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void remove_light(void* viewer, int32_t entityId);
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void clear_lights(void* viewer);
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void* load_glb(void* viewer, const char* assetPath);
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void* load_gltf(void* viewer, const char* assetPath, const char* relativePath);
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bool set_camera(void* viewer, void* asset, const char* nodeName);
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void render(void* viewer, uint64_t frameTimeInNanos);
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void create_swap_chain(void* viewer, void* surface = nullptr, uint32_t width = 0, uint32_t height = 0);
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void destroy_swap_chain(void* viewer);
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void set_frame_interval(void* viewer, float interval);
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void* get_renderer(void* viewer);
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void update_viewport_and_camera_projection(void* viewer, int width, int height, float scaleFactor);
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void scroll_begin(void* viewer);
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void scroll_update(void* viewer, float x, float y , float z);
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void scroll_end(void* viewer);
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void grab_begin(void* viewer, float x, float y, bool pan);
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void grab_update(void* viewer, float x, float y);
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void grab_end(void* viewer);
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void apply_weights(void* asset, float* const weights, int count);
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void animate_weights(void* asset, float* data, int numWeights, int numFrames, float frameRate);
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void play_animation(void* asset, int index, bool loop, bool reverse);
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void stop_animation(void* asset, int index);
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int get_animation_count(void* asset);
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void get_animation_name(void* asset, char* const outPtr, int index);
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void get_target_name(void* asset, const char* meshName, char* const outPtr, int index );
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int get_target_name_count(void* asset, const char* meshName);
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void remove_asset(void* viewer, void* asset);
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void clear_assets(void* viewer);
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void load_texture(void* asset, const char* assetPath, int renderableIndex);
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void set_texture(void* asset);
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void transform_to_unit_cube(void* asset);
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void set_position(void* asset, float x, float y, float z);
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void set_rotation(void* asset, float rads, float x, float y, float z);
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void set_scale(void* asset, float scale);
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void set_camera_position(void* viewer, float x, float y, float z);
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void set_camera_rotation(void* viewer, float rads, float x, float y, float z);
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void set_camera_focal_length(void* viewer, float focalLength);
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void set_camera_focus_distance(void* viewer, float focusDistance);
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#endif
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