Commit Graph

42 Commits

Author SHA1 Message Date
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
Nick Fisher 2f16908992 feat! js_interop improvements 2025-05-07 17:06:38 +08:00
Nick Fisher e1d5d14ff7 add RenderTarget_destroyRenderThread 2025-04-17 13:35:07 +08:00
Nick Fisher 1be1979c05 rename requestAnimationFrame to requestFrame 2025-04-17 13:34:18 +08:00
Nick Fisher 426d6c4ed6 use render thread methods for all async gltf loading 2025-04-16 19:07:55 +08:00
Nick Fisher ef775b2e2c add GltfResourceLoader_asyncBeginLoadRenderThread 2025-04-16 18:00:31 +08:00
Nick Fisher ecb8d8672a fix instancing so that gltf assets always fill the first instance slot 2025-03-28 13:06:36 +08:00
Nick Fisher 999b1e613f refactoring + texture projection 2025-03-25 09:39:02 +08:00
Nick Fisher 0cbbc058e0 refactoring 2025-03-22 10:49:24 +08:00
Nick Fisher a67f42f0de refactoring 2025-03-21 17:18:16 +08:00
Nick Fisher 255c0edd49 refactoring 2025-03-21 14:56:20 +08:00
Nick Fisher e6bdcb687a refactoring 2025-03-20 18:48:04 +08:00
Nick Fisher a8a2f14b34 refactoring 2025-03-19 23:22:19 +08:00
Nick Fisher 931aab5159 refactoring 2025-03-19 21:52:59 +08:00
Nick Fisher a310498c5a refactoring 2025-03-19 18:45:42 +08:00
Nick Fisher ac86dc7ad7 refactoring 2025-03-19 16:02:43 +08:00
Nick Fisher d5bffd5ad2 refactor 2025-03-18 23:15:13 +08:00
Nick Fisher 951f5daa2d more refactoring 2025-03-18 18:06:17 +08:00
Nick Fisher 77fe40848b refactoring 2025-03-18 16:26:47 +08:00
Nick Fisher 07b80071a4 add destroy methods for skybox/indirect light 2025-03-18 11:42:29 +08:00
Nick Fisher b271b7e433 more render thread methods 2025-03-17 22:36:10 +08:00
Nick Fisher bff76f184e add gltfio FFI methods and expose texture/render target creation directly 2025-03-17 18:53:36 +08:00
Nick Fisher 5ad187d54f add various render thread methods 2025-03-17 16:35:45 +08:00
Nick Fisher e91d1ca0aa support 3D texture/2D texture arrays 2025-03-10 18:05:42 +08:00
Nick Fisher aa26f4d0df separate out RenderLoop/FilamentViewer construction/destruction 2025-03-07 18:53:36 +08:00
Nick Fisher 74ee35bfcd use render thread methods for Texture/Image/TextureSampler 2025-03-07 14:52:45 +08:00
Nick Fisher fc7f5d7b93 create material for texture baking
textures can now be created manually and are no longer tracked by SceneManager (and therefore require manual tracking/disposal)
2025-03-04 14:52:48 +08:00
Nick Fisher 2a8931e1ac add TTexture bindings with TextureFormat, PixelDataType and PixelDataFormat enums 2025-03-03 14:43:20 +08:00
Nick Fisher 7a707cda67 move Engine_ FFI methods to own header/source 2025-03-03 11:32:34 +08:00
Nick Fisher 7131e7ab86 add enabled/strength params for bloom 2025-03-01 11:53:40 +08:00
Nick Fisher 124eed0264 fix: don't return entity from SceneManager_addLightRenderThread 2025-01-07 08:43:36 +08:00
Nick Fisher 4e64c4976f refactor!: rename removeAsset to destroyAsset
use render thread methods for lights
2025-01-07 08:25:48 +08:00
Nick Fisher 744e39e8dd fix: move removeIbl to render thread 2025-01-07 08:25:48 +08:00
Nick Fisher 8e0ba8ac4e fix: glTF instancing when loaded via buffer 2025-01-07 08:25:48 +08:00
Nick Fisher f8ae90b631 internal: add destroyRenderTargetRenderThread 2025-01-07 08:25:48 +08:00
Nick Fisher f27628e719 internal: add createGrid/destroyMaterial render thread methods 2025-01-07 08:25:48 +08:00
Nick Fisher 852cb58ba9 fix: move material/instance creation to render thread 2025-01-07 08:25:48 +08:00
Nick Fisher def85614d8 feat: add rotation gizmo 2025-01-07 08:25:48 +08:00
Nick Fisher 8a894f7e88 refactor: add createGizmoRenderThread 2025-01-07 08:25:48 +08:00
Nick Fisher 6d5bc305dc fix SceneManager_createCameraRenderThread 2025-01-07 08:25:48 +08:00
Nick Fisher 5fe985d2c7 add create/set camera render thread functions 2025-01-07 08:25:48 +08:00
Nick Fisher ed444b0615 feature!:
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.
2024-11-27 15:02:37 +11:00