Implemented rudimentary workspaces for nodes
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@ -70,6 +70,8 @@ struct app_state
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panel_system PanelSystem;
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panel* HotPanel;
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pattern_node_workspace NodeWorkspace;
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};
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internal void OpenColorPicker(app_state* State, v4* Address);
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@ -1,3 +1,19 @@
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internal void
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PushNodeOnWorkspace(s32 NodeSpecificationIndex, pattern_node_workspace* Workspace)
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{
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pattern_node* NewNode = Workspace->Nodes.TakeElement();
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NewNode->SpecificationIndex = NodeSpecificationIndex;
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}
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// vv Old vv
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internal node_list_iterator
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GetNodeListIterator(node_list List)
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{
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@ -90,15 +90,6 @@ struct node_header
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u8* PersistentData;
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};
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// TODO(Peter): @Remove Confirm we don't need it first
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struct node_free_list_member
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{
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s32 Handle; // NOTE(Peter): this will always be zero, and must come first to match node_header
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s32 Size;
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node_free_list_member* Next;
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s32 OldHandle;
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};
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struct node_list_buffer
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{
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node_header* Headers;
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@ -182,6 +173,36 @@ struct node_render_settings
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b32 Display;
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};
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// ^^ OLD ^^
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struct pattern_node
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{
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// TODO(Peter): Something to think about further down the line is the fact that
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// SpecificationIndex doesn't have to stay static throughout a single instance of
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// an application, let alone across separate runs. If you recompile (hot load or not)
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// with a new specification, the indecies all get thrown off. Should we hash the spec
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// names or something?
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u32 SpecificationIndex;
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};
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struct pattern_node_connection
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{
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gs_list_handle UpstreamNodeHandle;
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gs_list_handle DownstreamNodeHandle;
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u32 UpstreamPortIndex;
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u32 DownstreamPortIndex;
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};
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struct pattern_node_workspace
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{
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gs_list<pattern_node> Nodes;
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gs_bucket<pattern_node_connection> Connections;
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};
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// vv OLD vv
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v4 DragButtonColors[] = {
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v4{.7f, .7f, .7f, 1},
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BlackV4,
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@ -4,6 +4,7 @@
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#include <gs_language.h>
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#include "gs_platform.h"
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#include <gs_list.h>
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#include <gs_bucket.h>
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#define GS_MEMORY_TRACK_ALLOCATIONS
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#define GS_MEMORY_NO_STD_LIBS
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@ -3,54 +3,12 @@ struct node_graph_state
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v2 ViewOffset;
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};
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struct temp_node_connection
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{
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u32 DownstreamNodeIndex;
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u32 DownstreamNodePort;
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u32 UpstreamNodeIndex;
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u32 UpstreamNodePort;
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};
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struct visual_node
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{
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node_specification Spec;
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v2 Position;
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};
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#define TEMP_NODE_LIST_MAX 10
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global_variable u32 TEMP_NodeListUsed = 0;
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global_variable node_specification TEMP_NodeList[TEMP_NODE_LIST_MAX];
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#define TEMP_CONNECTIONS_LIST_MAX 10
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global_variable u32 TEMP_NodeConnectionsUsed = 0;
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global_variable temp_node_connection TEMP_NodeConnections[TEMP_CONNECTIONS_LIST_MAX];
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internal void
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PushNodeOnNodeList(node_specification Spec)
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{
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if (TEMP_NodeListUsed < TEMP_NODE_LIST_MAX)
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{
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u32 Index = TEMP_NodeListUsed++;
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TEMP_NodeList[Index] = Spec;
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}
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}
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internal void
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PushConnectionOnConnectionsList(u32 UpstreamNodeIndex, u32 UpstreamNodePort, u32 DownstreamNodeIndex, u32 DownstreamNodePort)
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{
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if (TEMP_NodeConnectionsUsed < TEMP_CONNECTIONS_LIST_MAX)
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{
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u32 Index = TEMP_NodeConnectionsUsed++;
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TEMP_NodeConnections[Index].DownstreamNodeIndex = DownstreamNodeIndex;
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TEMP_NodeConnections[Index].DownstreamNodePort = DownstreamNodePort;
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TEMP_NodeConnections[Index].UpstreamNodeIndex = UpstreamNodeIndex;
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TEMP_NodeConnections[Index].UpstreamNodePort = UpstreamNodePort;;
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}
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}
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//
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// Pan Node Graph
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//
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@ -273,46 +231,105 @@ DrawNode (v2 Position, node_specification NodeSpecification, r32 NodeWidth, r32
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return PortClicked;
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}
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internal visual_node*
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ArrangeNodes(node_specification* NodeList, u32 NodesCount, temp_node_connection* ConnectionList, u32 ConnectionsCount, r32 NodeWidth, r32 LayerDistance, memory_arena* Storage)
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struct node_layout
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{
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// Figure out how to arrange nodes
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u32 LayerCount = 1;
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// NOTE(Peter): This Map is a sparse array.
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// index i corresponds to index i in some list of nodes
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// the value at index i is the index of that node in a compressed list
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// if the value at i is -1, that means the entry is free
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s32* SparseToContiguousNodeMap;
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u32 SparseToContiguousNodeMapCount;
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u32* NodeLayers = PushArray(Storage, u32, NodesCount);
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GSZeroMemory((u8*)NodeLayers, sizeof(u32) * NodesCount);
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visual_node* VisualNodes;
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u32* VisualNodeLayers;
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u32 VisualNodesCount;
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for (u32 c = 0; c < ConnectionsCount; c++)
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u32 LayerCount;
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v2* LayerPositions;
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};
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internal u32
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FindLayerForNodeInList(gs_list_handle NodeHandle, gs_bucket<gs_list_handle> NodeLUT)
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{
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u32 Index = 0;
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// TODO(Peter): This is turning this layout code into an n^2 lookup
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for (u32 i = 0; i < NodeLUT.Used; i++)
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{
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temp_node_connection Connection = TEMP_NodeConnections[c];
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gs_list_handle Handle = *NodeLUT.GetElementAtIndex(i);
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if (GSListHandlesAreEqual(Handle, NodeHandle))
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{
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Index = i;
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break;
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}
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}
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return Index;
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}
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internal node_layout
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ArrangeNodes(pattern_node_workspace Workspace, r32 NodeWidth, r32 LayerDistance, memory_arena* Storage)
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{
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node_layout Result = {};
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Result.SparseToContiguousNodeMapCount = Workspace.Nodes.OnePastLastUsed;
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Result.SparseToContiguousNodeMap = PushArray(Storage, s32, Result.SparseToContiguousNodeMapCount);
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u32 DestinationIndex = 0;
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for (u32 i = 0; i < Result.SparseToContiguousNodeMapCount; i++)
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{
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gs_list_entry<pattern_node>* Entry = Workspace.Nodes.GetEntryAtIndex(i);
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if (!EntryIsFree(Entry))
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{
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Result.SparseToContiguousNodeMap[i] = DestinationIndex++;
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}
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else
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{
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Result.SparseToContiguousNodeMap[i] = -1;
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}
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}
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// Figure out how to arrange nodes
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Result.LayerCount = 1;
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Result.VisualNodeLayers = PushArray(Storage, u32, Workspace.Nodes.Used);
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GSZeroMemory((u8*)Result.VisualNodeLayers, sizeof(u32) * Workspace.Nodes.Used);
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for (u32 c = 0; c < Workspace.Connections.Used; c++)
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{
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pattern_node_connection Connection = *Workspace.Connections.GetElementAtIndex(c);
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u32 UpstreamNodeInitialLayer = NodeLayers[Connection.UpstreamNodeIndex];
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u32 DownstreamNodeLayer = NodeLayers[Connection.DownstreamNodeIndex];
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u32 UpstreamNodeLayerIndex = Result.SparseToContiguousNodeMap[Connection.UpstreamNodeHandle.Index];
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u32 DownstreamNodeLayerIndex = Result.SparseToContiguousNodeMap[Connection.DownstreamNodeHandle.Index];
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NodeLayers[Connection.UpstreamNodeIndex] = GSMax(UpstreamNodeInitialLayer, DownstreamNodeLayer + 1);
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LayerCount = GSMax(NodeLayers[Connection.UpstreamNodeIndex] + 1, LayerCount);
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u32 UpstreamNodeInitialLayer = Result.VisualNodeLayers[UpstreamNodeLayerIndex];
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u32 DownstreamNodeLayer = Result.VisualNodeLayers[DownstreamNodeLayerIndex];
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Result.VisualNodeLayers[UpstreamNodeLayerIndex] = GSMax(UpstreamNodeInitialLayer, DownstreamNodeLayer + 1);
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Result.LayerCount = GSMax(Result.VisualNodeLayers[UpstreamNodeLayerIndex] + 1, Result.LayerCount);
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}
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// Place Layer Columns
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v2* LayerPositions = PushArray(Storage, v2, LayerCount);
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for (u32 l = 0; l < LayerCount; l++)
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Result.LayerPositions = PushArray(Storage, v2, Result.LayerCount);
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for (u32 l = 0; l < Result.LayerCount; l++)
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{
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u32 FromRight = LayerCount - l;
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LayerPositions[l] = v2{ (NodeWidth + LayerDistance) * FromRight, 0 };
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u32 FromRight = Result.LayerCount - l;
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Result.LayerPositions[l] = v2{ (NodeWidth + LayerDistance) * FromRight, 0 };
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}
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// Place nodes
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visual_node* VisualNodes = PushArray(Storage, visual_node, NodesCount);
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for (u32 n = 0; n < NodesCount; n++)
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Result.VisualNodesCount = Workspace.Nodes.Used;
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Result.VisualNodes = PushArray(Storage, visual_node, Result.VisualNodesCount);
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for (u32 n = 0; n < Workspace.Nodes.Used; n++)
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{
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VisualNodes[n].Spec = TEMP_NodeList[n];
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u32 NodeIndex = Result.SparseToContiguousNodeMap[n];
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pattern_node* Node = Workspace.Nodes.GetElementAtIndex(NodeIndex);
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u32 SpecIndex = Node->SpecificationIndex;
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Result.VisualNodes[n].Spec = NodeSpecifications[SpecIndex];
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u32 NodeLayer = NodeLayers[n];
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VisualNodes[n].Position = LayerPositions[NodeLayer];
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LayerPositions[NodeLayer].y -= 200;
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u32 NodeLayer = Result.VisualNodeLayers[n];
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Result.VisualNodes[n].Position = Result.LayerPositions[NodeLayer];
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Result.LayerPositions[NodeLayer].y -= 200;
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}
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return VisualNodes;
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return Result;
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}
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internal
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@ -333,29 +350,30 @@ PANEL_RENDER_PROC(NodeGraph_Render)
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r32 LayerDistance = 100;
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r32 LineHeight = (State->Interface.Font->PixelHeight + (2 * State->Interface.Margin.y));
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visual_node* VisualNodes = ArrangeNodes(&TEMP_NodeList[0], TEMP_NodeListUsed,
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&TEMP_NodeConnections[0], TEMP_NodeConnectionsUsed,
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NodeWidth, LayerDistance,
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&State->Transient);
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node_layout NodeLayout = ArrangeNodes(State->NodeWorkspace, NodeWidth, LayerDistance, &State->Transient);
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DrawGrid(GraphState->ViewOffset, v2{100, 100}, GraphBounds, RenderBuffer);
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render_quad_batch_constructor ConnectionsLayer = PushRenderQuad2DBatch(RenderBuffer, TEMP_NodeConnectionsUsed);
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for (u32 i = 0; i < TEMP_NodeConnectionsUsed; i++)
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render_quad_batch_constructor ConnectionsLayer = PushRenderQuad2DBatch(RenderBuffer, State->NodeWorkspace.Connections.Used);
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for (u32 i = 0; i < State->NodeWorkspace.Connections.Used; i++)
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{
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temp_node_connection Connection = TEMP_NodeConnections[i];
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visual_node UpstreamNode = VisualNodes[Connection.UpstreamNodeIndex];
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visual_node DownstreamNode = VisualNodes[Connection.DownstreamNodeIndex];
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pattern_node_connection Connection = *State->NodeWorkspace.Connections.GetElementAtIndex(i);
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v2 LineStart = GraphState->ViewOffset + UpstreamNode.Position + v2{NodeWidth, 0} - (v2{0, LineHeight} * (Connection.UpstreamNodePort + 2)) + v2{0, LineHeight / 3};
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v2 LineEnd = GraphState->ViewOffset + DownstreamNode.Position - (v2{0, LineHeight} * (Connection.DownstreamNodePort + 2)) + v2{0, LineHeight / 3};
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u32 UpstreamNodeVisualIndex = NodeLayout.SparseToContiguousNodeMap[Connection.UpstreamNodeHandle.Index];
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u32 DownstreamNodeVisualIndex = NodeLayout.SparseToContiguousNodeMap[Connection.DownstreamNodeHandle.Index];
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visual_node UpstreamNode = NodeLayout.VisualNodes[UpstreamNodeVisualIndex];
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visual_node DownstreamNode = NodeLayout.VisualNodes[DownstreamNodeVisualIndex];
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v2 LineStart = GraphState->ViewOffset + UpstreamNode.Position + v2{NodeWidth, 0} - (v2{0, LineHeight} * (Connection.UpstreamPortIndex + 2)) + v2{0, LineHeight / 3};
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v2 LineEnd = GraphState->ViewOffset + DownstreamNode.Position - (v2{0, LineHeight} * (Connection.DownstreamPortIndex + 2)) + v2{0, LineHeight / 3};
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PushLine2DOnBatch(&ConnectionsLayer, LineStart, LineEnd, 1.5f, WhiteV4);
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}
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for (u32 i = 0; i < TEMP_NodeListUsed; i++)
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for (u32 i = 0; i < NodeLayout.VisualNodesCount; i++)
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{
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visual_node VisualNode = VisualNodes[i];
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visual_node VisualNode = NodeLayout.VisualNodes[i];
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s32 PortClicked = DrawNode(VisualNode.Position + GraphState->ViewOffset, VisualNode.Spec, NodeWidth, LineHeight, State->Interface, RenderBuffer, Mouse);
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if (PortClicked >= 0)
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{
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@ -393,7 +411,7 @@ PANEL_RENDER_PROC(NodeGraph_Render)
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if (MouseButtonTransitionedDown(Mouse.LeftButtonState)
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&& PointIsInRect(Mouse.DownPos, ElementBounds))
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{
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PushNodeOnNodeList(Spec);
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PushNodeOnWorkspace(i, &State->NodeWorkspace);
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}
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}
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}
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