diff --git a/src/app/editor/panels/foldhaus_panel_sculpture_view.h b/src/app/editor/panels/foldhaus_panel_sculpture_view.h index b9a31af..415886d 100644 --- a/src/app/editor/panels/foldhaus_panel_sculpture_view.h +++ b/src/app/editor/panels/foldhaus_panel_sculpture_view.h @@ -81,56 +81,46 @@ struct draw_leds_job_data }; internal void -DrawLEDsInBufferRangeJob (gs_thread_context Context, gs_data JobData) +DrawLedsInBuffer(led_buffer LedBuffer, s32 StartIndex, s32 OnePastLastIndex, render_quad_batch_constructor* Batch, quad_batch_constructor_reserved_range ReservedRange, r32 LedHalfWidth) { - DEBUG_TRACK_FUNCTION; - - draw_leds_job_data* Data = (draw_leds_job_data*)JobData.Memory; - - s32 LEDCount = Data->OnePastLastIndex - Data->StartIndex; - -#if 0 - // TODO(Peter): Why are we doing this here? Shouldn't we be able to tell what the range - // needs to be at the time of creation? That way its all on one thread and we're not - // worried about locking up. - quad_batch_constructor_reserved_range BatchReservedRange = ThreadSafeReserveRangeInQuadConstructor(Data->Batch, LEDCount * 2); -#endif - s32 TrisUsed = 0; - r32 HalfWidth = Data->LEDHalfWidth; - - v4 P0_In = v4{-HalfWidth, -HalfWidth, 0, 1}; - v4 P1_In = v4{HalfWidth, -HalfWidth, 0, 1}; - v4 P2_In = v4{HalfWidth, HalfWidth, 0, 1}; - v4 P3_In = v4{-HalfWidth, HalfWidth, 0, 1}; + v4 P0_In = v4{-LedHalfWidth, -LedHalfWidth, 0, 1}; + v4 P1_In = v4{LedHalfWidth, -LedHalfWidth, 0, 1}; + v4 P2_In = v4{LedHalfWidth, LedHalfWidth, 0, 1}; + v4 P3_In = v4{-LedHalfWidth, LedHalfWidth, 0, 1}; v2 UV0 = v2{0, 0}; v2 UV1 = v2{1, 0}; v2 UV2 = v2{1, 1}; v2 UV3 = v2{0, 1}; - for (s32 LedIndex = Data->StartIndex; LedIndex < Data->OnePastLastIndex; LedIndex++) + Assert(OnePastLastIndex <= (s32)LedBuffer.LedCount); + for (s32 LedIndex = StartIndex; LedIndex < OnePastLastIndex; LedIndex++) { - pixel PixelColor = Data->LedBuffer.Colors[LedIndex]; + pixel PixelColor = LedBuffer.Colors[LedIndex]; v4 Color = v4{PixelColor.R / 255.f, PixelColor.G / 255.f, PixelColor.B / 255.f, 1.0f}; - v4 Position = Data->LedBuffer.Positions[LedIndex]; - m44 FaceCameraMatrix = M44LookAt(Position, Data->CameraPosition); + v4 Position = LedBuffer.Positions[LedIndex]; v4 PositionOffset = ToV4Vec(Position.xyz); + v4 P0 = P0_In + PositionOffset; + v4 P1 = P1_In + PositionOffset; + v4 P2 = P2_In + PositionOffset; + v4 P3 = P3_In + PositionOffset; - v4 P0 = (FaceCameraMatrix * P0_In) + PositionOffset; - v4 P1 = (FaceCameraMatrix * P1_In) + PositionOffset; - v4 P2 = (FaceCameraMatrix * P2_In) + PositionOffset; - v4 P3 = (FaceCameraMatrix * P3_In) + PositionOffset; - - SetTri3DInBatch(Data->Batch, Data->BatchReservedRange.Start + TrisUsed++, - P0, P1, P2, UV0, UV1, UV2, Color, Color, Color); - SetTri3DInBatch(Data->Batch, Data->BatchReservedRange.Start + TrisUsed++, - P0, P2, P3, UV0, UV2, UV3, Color, Color, Color); + SetTri3DInBatch(Batch, ReservedRange.Start + TrisUsed++, P0, P1, P2, UV0, UV1, UV2, Color, Color, Color); + SetTri3DInBatch(Batch, ReservedRange.Start + TrisUsed++, P0, P2, P3, UV0, UV2, UV3, Color, Color, Color); } } +internal void +DrawLEDsInBufferRangeJob (gs_thread_context Context, gs_data JobData) +{ + DEBUG_TRACK_FUNCTION; + draw_leds_job_data* Data = (draw_leds_job_data*)JobData.Memory; + DrawLedsInBuffer(Data->LedBuffer, Data->StartIndex, Data->OnePastLastIndex, Data->Batch, Data->BatchReservedRange, Data->LEDHalfWidth); +} + internal void DrawQuad(render_command_buffer* RenderBuffer, v4 C, r32 Rad, v4 Color) { @@ -147,13 +137,6 @@ internal void SculptureView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* RenderBuffer, app_state* State, context Context) { DEBUG_TRACK_SCOPE(RenderSculpture); - - // TODO(Peter): @MajorFix - // NOTE(Peter): Just returning from this function to make sure that this isn't a problem as I go and try to fix - // the other panels - return; - - State->Camera.AspectRatio = RectAspectRatio(PanelBounds); PushRenderPerspective(RenderBuffer, PanelBounds, State->Camera); @@ -168,7 +151,6 @@ SculptureView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* Rend led_buffer* LedBuffer = LedSystemGetBuffer(&State->LedSystem, BufferIndex); u32 JobsNeeded = U32DivideRoundUp(LedBuffer->LedCount, MaxLEDsPerJob); -#if 1 u32 NextLEDIndex = 0; for (u32 Job = 0; Job < JobsNeeded; Job++) { @@ -181,30 +163,14 @@ SculptureView_Render(panel Panel, rect2 PanelBounds, render_command_buffer* Rend JobData->Batch = &RenderLEDsBatch; JobData->BatchReservedRange = ReserveRangeInQuadConstructor(JobData->Batch, JobLedCount * 2); JobData->LEDHalfWidth = .5f; - JobData->CameraPosition = ToV4Point(State->Camera.Position); - +#if 1 Context.GeneralWorkQueue->PushWorkOnQueue(Context.GeneralWorkQueue, (thread_proc*)DrawLEDsInBufferRangeJob, Data, ConstString("Sculpture Draw LEDS")); - +#else + DrawLedsInBuffer(JobData->LedBuffer, JobData->StartIndex, JobData->OnePastLastIndex, JobData->Batch, JobData->BatchReservedRange, JobData->LEDHalfWidth); +#endif NextLEDIndex = JobData->OnePastLastIndex; } -#else - gs_data Data = PushSizeToData(&State->Transient, sizeof(draw_leds_job_data)); - draw_leds_job_data* JobData = (draw_leds_job_data*)Data.Memory; - JobData->LedBuffer = *LedBuffer; - JobData->StartIndex = 0; - JobData->OnePastLastIndex = LedBuffer->LedCount; - s32 JobLedCount = JobData->OnePastLastIndex - JobData->StartIndex; - JobData->Batch = &RenderLEDsBatch; - JobData->BatchReservedRange = ReserveRangeInQuadConstructor(JobData->Batch, JobLedCount * 2); - JobData->LEDHalfWidth = .5f; - - JobData->CameraPosition = ToV4Point(State->Camera.Position); - - Context.GeneralWorkQueue->PushWorkOnQueue(Context.GeneralWorkQueue, (thread_proc*)DrawLEDsInBufferRangeJob, Data, ConstString("Sculpture Draw LEDS")); -#endif - - u32 f = 0; } // TODO(Peter): I don't like the fact that setting an orthographic view inside a panel render function diff --git a/src/app/foldhaus_renderer.h b/src/app/foldhaus_renderer.h index d563cf8..e316c71 100644 --- a/src/app/foldhaus_renderer.h +++ b/src/app/foldhaus_renderer.h @@ -327,6 +327,7 @@ ReserveRangeInQuadConstructor(render_quad_batch_constructor* Constructor, s32 Tr { quad_batch_constructor_reserved_range Result = {}; Result.OnePastLast = Constructor->Count + TrisNeeded; + Constructor->Count = Result.OnePastLast; Result.Start = Result.OnePastLast - TrisNeeded; return Result; }