2022-03-22 18:13:06 +00:00
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2022-03-29 16:09:50 +00:00
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static r32 z_ = 0;
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static r32 r_ = 0.3f;
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static r32 quad_verts[] = {
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-r_, -r_, z_, 1.0f, 0, 0,
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r_, -r_, z_, 1.0f, 1, 0,
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r_, r_, z_, 1.0f, 1, 1,
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-r_, r_, z_, 1.0f, 0, 1,
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};
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static u32 quad_indices[] = {
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0, 1, 2,
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0, 2, 3,
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};
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static String shader_code_vert_win32 = lit_str(
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"#version 330 core\n"
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"layout (location = 0) in vec4 coordinates;\n"
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"layout (location = 1) in vec2 uv;\n"
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"out vec2 tex_coord;\n"
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"void main(void) {\n"
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" gl_Position = coordinates;\n"
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" tex_coord = uv;\n"
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"}"
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);
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static String shader_code_vert_wasm = lit_str(
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"precision highp float;\n"
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"attribute vec4 coordinates;\n"
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"attribute vec2 uv;\n"
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"varying vec2 tex_coord;\n"
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"void main(void) {\n"
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" gl_Position = coordinates;\n"
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" tex_coord = uv;\n"
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"}");
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static String shader_code_frag_win32 = lit_str(
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"#version 330 core\n"
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"in vec2 tex_coord;\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D texture;\n"
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"void main(void) {\n"
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"// FragColor = vec4(1,tex_coord.x,tex_coord.y,1);\n"
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" FragColor = texture(texture, tex_coord);\n"
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"}"
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);
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static String shader_code_frag_wasm = lit_str(
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"precision highp float;\n"
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"varying vec2 tex_coord;\n"
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"uniform sampler2D texture;\n"
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"void main(void) {\n"
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" gl_FragColor = texture2D(texture, tex_coord);\n"
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" // vec4(1, tex_coord.x, tex_coord.y, 1);\n"
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"}");
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static u32 pix[] = {
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0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF,
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0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000,
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0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF,
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0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000,
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};
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void make_quad(Platform_Geometry_Buffer* geo, Platform_Shader* shd, Platform_Texture* tex)
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{
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// TODO(PS): TEMP
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#if defined(PLATFORM_win32)
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String shader_code_vert = shader_code_vert_win32;
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String shader_code_frag = shader_code_frag_win32;
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#elif defined(PLATFORM_wasm)
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String shader_code_vert = shader_code_vert_wasm;
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String shader_code_frag = shader_code_frag_wasm;
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#endif
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*geo = platform_geometry_buffer_create(
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quad_verts, 24, quad_indices, 6
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);
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String attribs[] = {
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lit_str("coordinates"),
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lit_str("uv"),
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};
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*shd = platform_shader_create(
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2022-04-06 18:29:32 +00:00
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shader_code_vert, shader_code_frag, attribs, 2, 0, 0
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2022-03-29 16:09:50 +00:00
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);
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platform_vertex_attrib_pointer(*geo, *shd, 4, shd->attrs[0], 6, 0);
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platform_vertex_attrib_pointer(*geo, *shd, 2, shd->attrs[1], 6, 4);
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*tex = platform_texture_create((u8*)pix, 4, 4, 4);
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}
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2022-04-06 18:29:32 +00:00
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internal void
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2022-04-07 12:02:12 +00:00
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ed_load_font_cb(Platform_File_Async_Job_Args result, u8* user_data)
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2022-04-06 18:29:32 +00:00
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{
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2022-04-07 12:02:12 +00:00
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App_State* state = (App_State*)user_data;
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UI* ui = &state->editor->ui;
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u8* f = result.data.base;
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stbtt_fontinfo font;
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if (!stbtt_InitFont(&font, f, stbtt_GetFontOffsetForIndex(f, 0)))
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{
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invalid_code_path;
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}
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r32 scale = stbtt_ScaleForPixelHeight(&font, 18.0f);
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s32 ascent, descent, line_gap;
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stbtt_GetFontVMetrics(&font, &ascent, &descent, &line_gap);
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ui->font_ascent = (r32)ascent * scale;
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ui->font_descent = (r32)descent * scale;
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ui->font_line_gap = (r32)line_gap * scale;
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if (ui->font_line_gap == 0) ui->font_line_gap = 5;
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String c = lit_str("abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%^&*()-=_+[]{}\\|;:'\",<.>/?`~");
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for (u64 i = 0; i < c.len; i++)
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{
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s32 w, h, xoff, yoff;
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u32 id = (u32)c.str[i];
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u8* bp = stbtt_GetCodepointBitmap(&font, 0, scale, (char)c.str[i], &w, &h, &xoff, &yoff);
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s32 x0, y0, x1, y1;
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stbtt_GetCodepointBitmapBoxSubpixel(&font, (char)c.str[i], scale, scale, 0, 0, &x0, &y0, &x1, &y1);
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v2 offset = v2{ 0, (r32)y0 };
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texture_atlas_register(&state->editor->ui.atlas, bp, (u32)w, (u32)h, id, offset, TextureAtlasRegistration_PixelFormat_Alpha);
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stbtt_FreeBitmap(bp, 0);
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}
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Texture_Atlas_Sprite m_sprite = texture_atlas_sprite_get(&state->editor->ui.atlas, (u32)'m');
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ui->font_space_width = (r32)(m_sprite.max_x - m_sprite.min_x);
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platform_texture_update(ui->atlas_texture, ui->atlas.pixels, 1024, 1024, 1024);
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2022-04-06 18:29:32 +00:00
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}
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2022-04-12 05:53:32 +00:00
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internal void
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ed_draw_panel(u8* user_data, BSP_Node_Id id, BSP_Node node, BSP_Area area)
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{
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App_State* state = (App_State*)user_data;
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UI* ui = &state->editor->ui;
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scratch_get(scratch);
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UI_Layout title_layout = {};
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ui_layout_set_row_info(ui, &title_layout);
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title_layout.bounds_min = v2{ area.min.x, area.max.y - title_layout.row_height };
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title_layout.bounds_max = area.max;
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title_layout.at = title_layout.bounds_min;
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UI_Layout panel_layout = {};
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ui_layout_set_row_info(ui, &panel_layout);
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panel_layout.bounds_min = area.min;
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panel_layout.bounds_max = v2{ area.max.x, title_layout.bounds_max.y };
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panel_layout.at = panel_layout.bounds_min;
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ui_layout_push(ui, &panel_layout);
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String title = {};
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switch (node.user_data)
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{
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case 0:
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{
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title = lit_str("None");
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} break;
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case 1:
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{
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ed_sculpture_visualizer(state);
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title = lit_str("Sculpture");
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} break;
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invalid_default_case;
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}
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ui_layout_pop(ui);
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ui_layout_push(ui, &title_layout);
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UI_Widget_Desc bg = {};
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bg.style.flags = UIWidgetStyle_Bg;
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bg.style.color_bg = v4{.4f,.4f,.4f,1};
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bg.style.sprite = WHITE_SPRITE_ID;
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bg.string = string_f(scratch.a, "%.*s_%u_title_bg", str_varg(title), id.value);
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bg.p_min = title_layout.bounds_min;
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bg.p_max = title_layout.bounds_max;
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UI_Widget_Result r = ui_widget_push(ui, bg);
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ui_layout_row_begin(&title_layout, 4);
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{
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ui_text(ui, title, BLACK_V4);
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}
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ui_layout_row_end(&title_layout);
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ui_widget_pop(ui, r.id);
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ui_layout_pop(ui);
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}
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2022-03-22 18:13:06 +00:00
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internal void
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ed_init(App_State* state)
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{
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2022-03-29 16:09:50 +00:00
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Editor* editor = allocator_alloc_struct(permanent, Editor);
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state->editor = editor;
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2022-04-12 05:53:32 +00:00
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editor->ui = ui_create(4096, 4096, state->input_state, permanent);
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editor->ui.draw_panel_cb = ed_draw_panel;
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editor->ui.draw_panel_cb_data = (u8*)state;
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//bsp_split(&editor->ui.panels, editor->ui.panels.root, 700, BSPSplit_YAxis, 0, 1);
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2022-04-06 18:29:32 +00:00
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// make the default quad for us to draw with
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// TODO(PS): this might be unnecessary with the per-frame buffer we use now
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2022-03-29 16:09:50 +00:00
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make_quad(&editor->renderer.geo, &editor->renderer.shd, &editor->renderer.tex);
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2022-04-06 18:29:32 +00:00
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platform_file_async_read(lit_str("data/font.ttf"), ed_load_font_cb);
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2022-04-12 05:53:32 +00:00
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ed_sculpture_visualizer_init(state);
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2022-03-22 18:13:06 +00:00
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}
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internal void
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2022-04-12 05:53:32 +00:00
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ed_sculpture_updated(App_State* state, r32 scale, r32 led_size)
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2022-03-22 18:13:06 +00:00
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{
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2022-04-12 05:53:32 +00:00
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Editor* ed = state->editor;
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if (!ed) return;
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scratch_get(scratch);
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2022-04-07 13:48:16 +00:00
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2022-04-12 05:53:32 +00:00
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// NOTE(PS): we need to know the total number of leds in order to give them
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// texture coordinates
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u32 leds_count = 0;
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for (u32 a = 0; a < state->assemblies.len; a++)
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{
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Assembly_Pixel_Buffer pixels = state->assemblies.pixel_buffers[a];
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leds_count += pixels.len;
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}
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// round up to a texture whose sides are powers of two
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u32 pixels_dim = (u32)floorf(sqrtf((r32)leds_count));
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pixels_dim = round_up_to_pow2(pixels_dim);
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u32 pixels_count = pixels_dim * pixels_dim;
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r32 texel_dim = 1 / (r32)pixels_dim;
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// NOTE(PS): Rebuild the sculpture geometry to point to the new
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// sculpture.
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Geo_Vertex_Buffer_Storage storage = (
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GeoVertexBufferStorage_Position |
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GeoVertexBufferStorage_TexCoord
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);
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u32 verts_cap = leds_count * 4;
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u32 indices_cap = leds_count * 6;
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Geo_Quad_Buffer_Builder geo = geo_quad_buffer_builder_create(scratch.a, verts_cap, storage, indices_cap);
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r32 r = led_size;
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2022-04-07 13:48:16 +00:00
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2022-04-12 05:53:32 +00:00
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u32 pixels_created = 0;
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for (u32 a = 0; a < state->assemblies.len; a++)
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2022-04-07 13:48:16 +00:00
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{
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2022-04-12 05:53:32 +00:00
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Assembly_Pixel_Buffer pixels = state->assemblies.pixel_buffers[a];
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for (u32 p = 0; p < pixels.len; p++)
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2022-04-07 13:48:16 +00:00
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{
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2022-04-12 05:53:32 +00:00
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v3 c = pixels.positions[p].xyz;
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c *= scale;
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u32 pixel_count = pixels_created++;
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u32 pixel_x = pixel_count % pixels_dim;
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u32 pixel_y = pixel_count / pixels_dim;
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r32 texel_x_min = (r32)pixel_x / (r32)pixels_dim;
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r32 texel_y_min = (r32)pixel_y / (r32)pixels_dim;
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r32 texel_x_max = texel_x_min + texel_dim;
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r32 texel_y_max = texel_y_min + texel_dim;
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v2 t0 = v2{texel_x_min, texel_y_min};
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v2 t1 = v2{texel_x_max, texel_y_min};
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v2 t2 = v2{texel_x_max, texel_y_max};
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v2 t3 = v2{texel_x_min, texel_y_max};
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v3 p0 = c + v3{ -r, -r, 0 };
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v3 p1 = c + v3{ r, -r, 0 };
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v3 p2 = c + v3{ r, r, 0 };
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v3 p3 = c + v3{ -r, r, 0 };
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geo_quad_buffer_builder_push(&geo, p0, p1, p2, p3, t0, t1, t2, t3);
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2022-04-07 13:48:16 +00:00
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}
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}
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2022-04-12 05:53:32 +00:00
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if (ed->sculpture_geo.indices_len != 0)
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2022-04-07 17:51:15 +00:00
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{
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2022-04-12 05:53:32 +00:00
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invalid_code_path;
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// TODO(PS): destroy the old geometry buffer or update it
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2022-04-07 17:51:15 +00:00
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}
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2022-04-12 05:53:32 +00:00
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ed->sculpture_geo = platform_geometry_buffer_create(
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geo.buffer_vertex.values,
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geo.buffer_vertex.len,
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geo.buffer_index.values,
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geo.buffer_index.len
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);
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2022-04-07 17:51:15 +00:00
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2022-04-12 05:53:32 +00:00
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platform_vertex_attrib_pointer(
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ed->sculpture_geo, ed->sculpture_shd, 3, ed->sculpture_shd.attrs[0], 5, 0
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);
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platform_vertex_attrib_pointer(
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ed->sculpture_geo, ed->sculpture_shd, 2, ed->sculpture_shd.attrs[1], 5, 3
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);
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// TODO(PS): make this have enough pixels for the sculpture
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// TODO(PS): map leds to pixels
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if (ed->sculpture_tex.w != 0)
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{
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invalid_code_path;
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// TODO(PS): destroy the old texture
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}
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u32* pixels = allocator_alloc_array(scratch.a, u32, pixels_count);
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for (u32 y = 0; y < pixels_dim; y++)
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{
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for (u32 x = 0; x < pixels_dim; x++)
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{
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r32 rp = (r32)y / (r32)pixels_dim;
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r32 bp = (r32)x / (r32)pixels_dim;
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u8 rb = (u8)(255 * rp);
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u8 bb = (u8)(255 * bp);
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|
u32 c = (
|
|
|
|
0xFF0000FF |
|
|
|
|
(rb << 8) |
|
|
|
|
(bb << 16)
|
|
|
|
);
|
|
|
|
pixels[(y * pixels_dim) + x] = c;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ed->sculpture_tex = platform_texture_create((u8*)pixels, pixels_dim, pixels_dim, pixels_dim);
|
|
|
|
}
|
|
|
|
|
|
|
|
internal void
|
|
|
|
ed_frame_prepare(App_State* state)
|
|
|
|
{
|
|
|
|
ui_frame_prepare(&state->editor->ui, state->editor->window_dim);
|
|
|
|
}
|
|
|
|
|
|
|
|
internal void
|
|
|
|
ed_frame(App_State* state)
|
|
|
|
{
|
|
|
|
UI* ui = &state->editor->ui;
|
2022-04-07 17:51:15 +00:00
|
|
|
|
2022-04-06 18:29:32 +00:00
|
|
|
edr_render_begin(state);
|
|
|
|
ui_draw(&state->editor->ui);
|
2022-03-22 18:13:06 +00:00
|
|
|
edr_render(state);
|
|
|
|
}
|
|
|
|
|
|
|
|
internal void
|
|
|
|
ed_cleanup(App_State* state)
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
|