Files
cup_edit/thermion_dart/native/include/c_api/ThermionDartRenderThreadApi.h
Nick Fisher fe11479b08 remove relativeResourcePath from gltf resource loading;
all external resources should be added on the Dart side, Filament should never attempt to load these directly from the filesystem.
relativeResourcePath (called gltfPath on the Filament side) is only used for desktop loading, so this is now irrelevant.
Note that Filament must be compiled with GLTFIO_USE_FILESYSTEM=0
2025-05-17 21:48:18 +08:00

298 lines
14 KiB
C++

#pragma once
#include "TEngine.h"
#include "TView.h"
#include "TTexture.h"
#include "TMaterialProvider.h"
#ifdef __cplusplus
namespace thermion
{
extern "C"
{
#endif
typedef void (*VoidCallback)();
typedef int32_t EntityId;
typedef void (*FilamentRenderCallback)(void *const owner);
void RenderThread_create();
void RenderThread_destroy();
void RenderThread_requestFrameAsync();
void RenderThread_setRenderTicker(TRenderTicker *tRenderTicker);
void RenderThread_addTask(void (*task)());
void RenderTicker_renderRenderThread(TRenderTicker *tRenderTicker, uint64_t frameTimeInNanos, VoidCallback onComplete);
void AnimationManager_createRenderThread(TEngine *tEngine, TScene *tScene, void (*onComplete)(TAnimationManager *));
void Engine_createRenderThread(
TBackend backend,
void* platform,
void* sharedContext,
uint8_t stereoscopicEyeCount,
bool disableHandleUseAfterFreeCheck,
void (*onComplete)(TEngine *)
);
void Engine_createRendererRenderThread(TEngine *tEngine, void (*onComplete)(TRenderer *));
void Engine_createSwapChainRenderThread(TEngine *tEngine, void *window, uint64_t flags, void (*onComplete)(TSwapChain *));
void Engine_createHeadlessSwapChainRenderThread(TEngine *tEngine, uint32_t width, uint32_t height, uint64_t flags, void (*onComplete)(TSwapChain *));
void Engine_createCameraRenderThread(TEngine* tEngine, void (*onComplete)(TCamera *));
void Engine_createViewRenderThread(TEngine *tEngine, void (*onComplete)(TView *));
void Engine_buildMaterialRenderThread(TEngine *tEngine, const uint8_t *materialData, size_t length, void (*onComplete)(TMaterial *));
void Engine_destroyRenderThread(TEngine *tEngine, VoidCallback onComplete);
void Engine_destroySwapChainRenderThread(TEngine *tEngine, TSwapChain *tSwapChain, VoidCallback onComplete);
void Engine_destroyViewRenderThread(TEngine *tEngine, TView *tView, VoidCallback onComplete);
void Engine_destroySceneRenderThread(TEngine *tEngine, TScene *tScene, VoidCallback onComplete);
void Engine_destroyColorGradingRenderThread(TEngine *tEngine, TColorGrading *tColorGrading, VoidCallback onComplete);
void Engine_destroyMaterialRenderThread(TEngine *tEngine, TMaterial *tMaterial, VoidCallback onComplete);
void Engine_destroyMaterialInstanceRenderThread(TEngine *tEngine, TMaterialInstance *tMaterialInstance, VoidCallback onComplete);
void Engine_destroySkyboxRenderThread(TEngine *tEngine, TSkybox *tSkybox, VoidCallback onComplete);
void Engine_destroyIndirectLightRenderThread(TEngine *tEngine, TIndirectLight *tIndirectLight, VoidCallback onComplete);
void Texture_buildRenderThread(TEngine *engine,
uint32_t width,
uint32_t height,
uint32_t depth,
uint8_t levels,
uint16_t tUsage,
intptr_t import,
TTextureSamplerType sampler,
TTextureFormat format,
void (*onComplete)(TTexture*)
);
void Engine_destroyTextureRenderThread(TEngine *engine, TTexture* tTexture, VoidCallback onComplete);
void Engine_createFenceRenderThread(TEngine *tEngine, void (*onComplete)(TFence*));
void Engine_destroyFenceRenderThread(TEngine *tEngine, TFence *tFence, VoidCallback onComplete);
void Engine_flushAndWaitRenderThread(TEngine *tEngine, VoidCallback onComplete);
void Engine_executeRenderThread(TEngine *tEngine, VoidCallback onComplete);
void Engine_buildSkyboxRenderThread(TEngine *tEngine, uint8_t *skyboxData, size_t length, void (*onComplete)(TSkybox *), void (*onTextureUploadComplete)());
void Engine_buildIndirectLightRenderThread(TEngine *tEngine, uint8_t *iblData, size_t length, float intensity, void (*onComplete)(TIndirectLight *), void (*onTextureUploadComplete)());
void Renderer_setClearOptionsRenderThread(TRenderer *tRenderer, double clearR, double clearG, double clearB, double clearA, uint8_t clearStencil, bool clear, bool discard, VoidCallback onComplete);
void Renderer_beginFrameRenderThread(TRenderer *tRenderer, TSwapChain *tSwapChain, uint64_t frameTimeInNanos, void (*onComplete)(bool));
void Renderer_endFrameRenderThread(TRenderer *tRenderer, VoidCallback onComplete);
void Renderer_renderRenderThread(TRenderer *tRenderer, TView *tView, VoidCallback onComplete);
void Renderer_renderStandaloneViewRenderThread(TRenderer *tRenderer, TView *tView, VoidCallback onComplete);
void Renderer_readPixelsRenderThread(
TRenderer *tRenderer,
TView *tView,
TRenderTarget *tRenderTarget,
TPixelDataFormat tPixelBufferFormat,
TPixelDataType tPixelDataType,
uint8_t *out,
size_t outLength,
VoidCallback onComplete);
void Material_createInstanceRenderThread(TMaterial *tMaterial, void (*onComplete)(TMaterialInstance *));
void Material_createImageMaterialRenderThread(TEngine *tEngine, void (*onComplete)(TMaterial *));
void Material_createGizmoMaterialRenderThread(TEngine *tEngine, void (*onComplete)(TMaterial *));
void ColorGrading_createRenderThread(TEngine *tEngine, TToneMapping toneMapping, void (*callback)(TColorGrading *));
void View_setColorGradingRenderThread(TView *tView, TColorGrading *tColorGrading, VoidCallback onComplete);
void View_setBloomRenderThread(TView *tView, bool enabled, double strength, VoidCallback onComplete);
void View_setCameraRenderThread(TView *tView, TCamera *tCamera, VoidCallback onComplete);
void SceneAsset_destroyRenderThread(TSceneAsset *tSceneAsset, VoidCallback onComplete);
void SceneAsset_createFromFilamentAssetRenderThread(
TEngine *tEngine,
TGltfAssetLoader *tAssetLoader,
TNameComponentManager *tNameComponentManager,
TFilamentAsset *tFilamentAsset,
void (*onComplete)(TSceneAsset *)
);
void SceneAsset_createInstanceRenderThread(TSceneAsset *asset, TMaterialInstance **tMaterialInstances, int materialInstanceCount, void (*callback)(TSceneAsset *));
void SceneAsset_createGeometryRenderThread(
TEngine *tEngine,
float *vertices,
uint32_t numVertices,
float *normals,
uint32_t numNormals,
float *uvs,
uint32_t numUvs,
uint16_t *indices,
uint32_t numIndices,
TPrimitiveType tPrimitiveType,
TMaterialInstance **materialInstances,
int materialInstanceCount,
void (*callback)(TSceneAsset *)
);
void MaterialProvider_createMaterialInstanceRenderThread(TMaterialProvider *tMaterialProvider, TMaterialKey *tKey, void (*callback)(TMaterialInstance *));
void AnimationManager_updateBoneMatricesRenderThread(
TAnimationManager *tAnimationManager,
TSceneAsset *sceneAsset,
void (*callback)(bool));
void AnimationManager_setMorphTargetWeightsRenderThread(
TAnimationManager *tAnimationManager,
EntityId entityId,
const float *const morphData,
int numWeights,
void (*callback)(bool));
// Image methods
void Image_createEmptyRenderThread(uint32_t width, uint32_t height, uint32_t channel, void (*onComplete)(TLinearImage *));
void Image_decodeRenderThread(uint8_t* data, size_t length, const char* name, void (*onComplete)(TLinearImage *));
void Image_getBytesRenderThread(TLinearImage *tLinearImage, void (*onComplete)(float *));
void Image_destroyRenderThread(TLinearImage *tLinearImage, VoidCallback onComplete);
void Image_getWidthRenderThread(TLinearImage *tLinearImage, void (*onComplete)(uint32_t));
void Image_getHeightRenderThread(TLinearImage *tLinearImage, void (*onComplete)(uint32_t));
void Image_getChannelsRenderThread(TLinearImage *tLinearImage, void (*onComplete)(uint32_t));
void Texture_loadImageRenderThread(
TEngine *tEngine,
TTexture *tTexture,
TLinearImage *tImage,
TPixelDataFormat bufferFormat,
TPixelDataType pixelDataType,
void (*onComplete)(bool)
);
void Texture_setImageRenderThread(
TEngine *tEngine,
TTexture *tTexture,
uint32_t level,
uint8_t *data,
size_t size,
uint32_t width,
uint32_t height,
uint32_t channels,
uint32_t bufferFormat,
uint32_t pixelDataType,
void (*onComplete)(bool)
);
void Texture_setImageWithDepthRenderThread(
TEngine *tEngine,
TTexture *tTexture,
uint32_t level,
uint8_t *data,
size_t size,
uint32_t x_offset,
uint32_t y_offset,
uint32_t z_offset,
uint32_t width,
uint32_t height,
uint32_t channels,
uint32_t depth,
uint32_t bufferFormat,
uint32_t pixelDataType,
void (*onComplete)(bool)
);
void RenderTarget_getColorTextureRenderThread(TRenderTarget *tRenderTarget, void (*onComplete)(TTexture *));
void RenderTarget_createRenderThread(
TEngine *tEngine,
uint32_t width,
uint32_t height,
TTexture *color,
TTexture *depth,
void (*onComplete)(TRenderTarget *)
);
void RenderTarget_destroyRenderThread(
TEngine *tEngine,
TRenderTarget *tRenderTarget,
VoidCallback onComplete
);
// TextureSampler methods
void TextureSampler_createRenderThread(void (*onComplete)(TTextureSampler*));
void TextureSampler_createWithFilteringRenderThread(
TSamplerMinFilter minFilter,
TSamplerMagFilter magFilter,
TSamplerWrapMode wrapS,
TSamplerWrapMode wrapT,
TSamplerWrapMode wrapR,
void (*onComplete)(TTextureSampler*)
);
void TextureSampler_createWithComparisonRenderThread(
TSamplerCompareMode compareMode,
TSamplerCompareFunc compareFunc,
void (*onComplete)(TTextureSampler*)
);
void TextureSampler_setMinFilterRenderThread(
TTextureSampler* sampler,
TSamplerMinFilter filter,
VoidCallback onComplete
);
void TextureSampler_setMagFilterRenderThread(
TTextureSampler* sampler,
TSamplerMagFilter filter,
VoidCallback onComplete
);
void TextureSampler_setWrapModeSRenderThread(
TTextureSampler* sampler,
TSamplerWrapMode mode,
VoidCallback onComplete
);
void TextureSampler_setWrapModeTRenderThread(
TTextureSampler* sampler,
TSamplerWrapMode mode,
VoidCallback onComplete
);
void TextureSampler_setWrapModeRRenderThread(
TTextureSampler* sampler,
TSamplerWrapMode mode,
VoidCallback onComplete
);
void TextureSampler_setAnisotropyRenderThread(
TTextureSampler* sampler,
double anisotropy,
VoidCallback onComplete
);
void TextureSampler_setCompareModeRenderThread(
TTextureSampler* sampler,
TSamplerCompareMode mode,
TTextureSamplerCompareFunc func,
VoidCallback onComplete
);
void TextureSampler_destroyRenderThread(
TTextureSampler* sampler,
VoidCallback onComplete
);
void AnimationManager_setBoneTransformRenderThread(
TAnimationManager *tAnimationManager,
EntityId asset,
int skinIndex,
int boneIndex,
const float *const transform,
void (*callback)(bool));
void AnimationManager_resetToRestPoseRenderThread(TAnimationManager *tAnimationManager, EntityId entityId, VoidCallback onComplete);
void GltfAssetLoader_createRenderThread(TEngine *tEngine, TMaterialProvider *tMaterialProvider, void (*callback)(TGltfAssetLoader *));
void GltfResourceLoader_createRenderThread(TEngine *tEngine, void (*callback)(TGltfResourceLoader *));
void GltfResourceLoader_destroyRenderThread(TEngine *tEngine, TGltfResourceLoader *tResourceLoader, VoidCallback onComplete);
void GltfResourceLoader_loadResourcesRenderThread(TGltfResourceLoader *tGltfResourceLoader, TFilamentAsset *tFilamentAsset, void (*callback)(bool));
void GltfResourceLoader_addResourceDataRenderThread(TGltfResourceLoader *tGltfResourceLoader, const char *uri, uint8_t *data, size_t length, VoidCallback onComplete);
void GltfResourceLoader_asyncBeginLoadRenderThread(TGltfResourceLoader *tGltfResourceLoader, TFilamentAsset *tFilamentAsset, void (*callback)(bool));
void GltfResourceLoader_asyncUpdateLoadRenderThread(TGltfResourceLoader *tGltfResourceLoader);
void GltfResourceLoader_asyncGetLoadProgressRenderThread(TGltfResourceLoader *tGltfResourceLoader, void (*callback)(float));
void GltfAssetLoader_loadRenderThread(
TEngine *tEngine,
TGltfAssetLoader *tAssetLoader,
uint8_t *data,
size_t length,
uint8_t numInstances,
void (*callback)(TFilamentAsset *)
);
void Scene_addFilamentAssetRenderThread(TScene* tScene, TFilamentAsset *tAsset, VoidCallback onComplete);
void Gizmo_createRenderThread(
TEngine *tEngine,
TGltfAssetLoader *tAssetLoader,
TGltfResourceLoader *tGltfResourceLoader,
TNameComponentManager *tNameComponentManager,
TView *tView,
TMaterial *tMaterial,
TGizmoType tGizmoType,
void (*callback)(TGizmo *)
);
#ifdef __cplusplus
}
}
#endif