Lumenarium/src_v2/engine/lumenarium_engine_assembly.h

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/* date = March 22nd 2022 6:40 pm */
#ifndef LUMENARIUM_ENGINE_ASSEMBLY_H
#define LUMENARIUM_ENGINE_ASSEMBLY_H
// Assembly_Handle is valid for any index, including zero. However,
// valid values must have the high bit set. This way, the handle declared
// via Assembly_Handle my_handle = {}; is invalid, while still allowing
// index zero to be used in the array.
//
// If memory corruption becomes an issue we can make this a bigger bit
// field that we check since Lumenarium doesn't ever really expect to have
// more than 128 sculptures in a scene - but who knows, maybe someday O.o?
#define ASSEMBLY_HANDLE_VALID_BIT (1 << 31)
#define ASSEMBLY_HANDLE_INDEX_MASK ~ASSEMBLY_HANDLE_VALID_BIT
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struct Assembly_Handle
{
u32 value;
};
union Assembly_Pixel
{
struct {
u8 r;
u8 g;
u8 b;
};
u8 channels[3];
};
struct Assembly_Pixel_Buffer
{
u32 cap;
u32 len;
Assembly_Pixel* pixels;
v4* positions;
};
struct Assembly_Strip
{
u32 pixels_cap;
u32 pixels_len;
// array of indices into the Assembly_Pixel_Buffer for the same assembly
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u32* pixels;
Output_Data_Kind output_kind;
u32 sacn_universe;
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};
struct Assembly_Strip_Array
{
u32 cap;
u32 len;
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Assembly_Strip* strips;
};
struct Assembly_Array
{
u32 cap;
u32 len;
// assembly names
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String* names;
// each assembly gets its own pixel buffer
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Assembly_Pixel_Buffer* pixel_buffers;
// each assembly gets its own array of strips which
// index into that assemblies pixel_buffer
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Assembly_Strip_Array* strip_arrays;
Allocator* allocator;
};
Assembly_Array assembly_array_create(Allocator* allocator, u32 cap);
Assembly_Handle assembly_add(Assembly_Array* a, String name, u32 pixels_cap, u32 strips_cap);
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void assembly_rem(Assembly_Array* a, Assembly_Handle h);
Assembly_Strip* assembly_add_strip(Assembly_Array* a, Assembly_Handle h, u32 pixels_cap);
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void assembly_add_led(Assembly_Array* a, Assembly_Handle h, Assembly_Strip* strip, v4 position);
#endif //LUMENARIUM_ENGINE_ASSEMBLY_H