add toggle for postprocessing and minor cleanup work
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@@ -106,6 +106,7 @@ namespace polyvox {
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int32_t addLight(LightManager::Type t, float colour, float intensity, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, bool shadows);
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void removeLight(EntityId entityId);
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void clearLights();
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void setPostProcessing(bool enabled);
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AssetManager* const getAssetManager() {
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return (AssetManager* const) _assetManager;
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@@ -150,6 +150,7 @@ FLUTTER_PLUGIN_EXPORT void set_camera_focal_length(const void* const viewer, flo
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FLUTTER_PLUGIN_EXPORT void set_camera_focus_distance(const void* const viewer, float focusDistance);
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FLUTTER_PLUGIN_EXPORT int hide_mesh(void* assetManager, EntityId asset, const char* meshName);
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FLUTTER_PLUGIN_EXPORT int reveal_mesh(void* assetManager, EntityId asset, const char* meshName);
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FLUTTER_PLUGIN_EXPORT void set_post_processing(void* const viewer, bool enabled);
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FLUTTER_PLUGIN_EXPORT void ios_dummy();
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#ifdef __cplusplus
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}
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@@ -1,6 +1,10 @@
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#ifndef _POLYVOX_FILAMENT_FFI_API_H
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#define _POLYVOX_FILAMENT_FFI_API_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 PolyvoxFilamentApi.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 PolyvoxFilamentApi.h, but wrapped in some kind of thread runner to ensure thread safety.
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@@ -39,48 +43,52 @@ FLUTTER_PLUGIN_EXPORT void remove_asset_ffi(void* const viewer, EntityId asset);
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FLUTTER_PLUGIN_EXPORT void clear_assets_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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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 set_morph_target_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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const float *const morphData,
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int numWeights
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);
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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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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* 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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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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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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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
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FLUTTER_PLUGIN_EXPORT void set_bone_animation_ffi(
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void* const 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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int numBones,
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const char** const boneNames,
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const char** const meshName,
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int numMeshTargets,
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float frameLengthInMs);
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void* const 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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int numBones,
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const char** const boneNames,
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const char** const meshName,
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int numMeshTargets,
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float frameLengthInMs);
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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 float get_animation_duration_ffi(void* const assetManager, EntityId asset, 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_post_processing_ffi(void* const viewer, bool enabled);
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FLUTTER_PLUGIN_EXPORT void ios_dummy_ffi();
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#ifdef __cplusplus
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}
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#endif
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#endif // _POLYVOX_FILAMENT_FFI_API_H
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@@ -2,6 +2,7 @@
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#define RESOURCE_BUFFER_H
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#include <stdint.h>
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#if defined(__cplusplus)
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extern "C" {
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#endif
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@@ -57,6 +58,8 @@ extern "C" {
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mFreeFilamentResource(rb);
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}
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}
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#endif
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LoadFilamentResource mLoadFilamentResource;
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FreeFilamentResource mFreeFilamentResource;
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@@ -66,7 +69,6 @@ extern "C" {
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};
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typedef struct ResourceLoaderWrapper ResourceLoaderWrapper;
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#if defined(__cplusplus)
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}
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#endif
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