Fixed a Function Pointer address problem created by storing a pointer to the address of an animation procedure. When code is reloaded, that pointer becomes invalid, so we just store an index, and switch on the value
This commit is contained in:
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33338daab7
commit
51955ba765
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@ -1,15 +1,15 @@
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led_strip_count 12
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led_strip { 0, 0, 0, INTERPOLATE_POINTS, (0.000000, 1.000000, 0.000000), (0.000000, 0.050000, 1.000000), 70 }
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led_strip { 0, 1, 0, INTERPOLATE_POINTS, (0.500000, 0.866025, 0.000000), (0.025000, 0.043301, 1.000000), 70 }
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led_strip { 0, 2, 0, INTERPOLATE_POINTS, (0.866025, 0.499999, 0.000000), (0.043301, 0.024999, 1.000000), 70 }
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led_strip { 0, 3, 0, INTERPOLATE_POINTS, (1.000000, -0.000000, 0.000000), (0.050000, -0.000000, 1.000000), 70 }
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led_strip { 0, 4, 0, INTERPOLATE_POINTS, (0.866025, -0.500000, 0.000000), (0.043301, -0.025000, 1.000000), 70 }
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led_strip { 0, 5, 0, INTERPOLATE_POINTS, (0.500000, -0.866025, 0.000000), (0.025000, -0.043301, 1.000000), 70 }
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led_strip { 0, 6, 0, INTERPOLATE_POINTS, (-0.000000, -1.000000, 0.000000), (-0.000000, -0.050000, 1.000000), 70 }
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led_strip { 0, 7, 0, INTERPOLATE_POINTS, (-0.500000, -0.866025, 0.000000), (-0.025000, -0.043301, 1.000000), 70 }
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led_strip { 0, 8, 0, INTERPOLATE_POINTS, (-0.866025, -0.499999, 0.000000), (-0.043301, -0.024999, 1.000000), 70 }
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led_strip { 0, 9, 0, INTERPOLATE_POINTS, (-1.000000, 0.000000, 0.000000), (-0.050000, 0.000000, 1.000000), 70 }
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led_strip { 0, 10, 0, INTERPOLATE_POINTS, (-0.866025, 0.499999, 0.000000), (-0.043301, 0.024999, 1.000000), 70 }
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led_strip { 0, 11, 0, INTERPOLATE_POINTS, (-0.499999, 0.866025, 0.000000), (-0.024999, 0.043301, 1.000000), 70 }
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led_strip { 0, 2, 0, INTERPOLATE_POINTS, (0.000000, 1.000000, 0.000000), (0.000000, 0.050000, 1.000000), 346 }
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led_strip { 0, 4, 0, INTERPOLATE_POINTS, (0.500000, 0.866025, 0.000000), (0.025000, 0.043301, 1.000000), 346 }
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led_strip { 0, 6, 0, INTERPOLATE_POINTS, (0.866025, 0.499999, 0.000000), (0.043301, 0.024999, 1.000000), 346 }
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led_strip { 0, 8, 0, INTERPOLATE_POINTS, (1.000000, -0.000000, 0.000000), (0.050000, -0.000000, 1.000000), 346 }
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led_strip { 0, 10, 0, INTERPOLATE_POINTS, (0.866025, -0.500000, 0.000000), (0.043301, -0.025000, 1.000000), 346 }
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led_strip { 0, 12, 0, INTERPOLATE_POINTS, (0.500000, -0.866025, 0.000000), (0.025000, -0.043301, 1.000000), 346 }
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led_strip { 0, 14, 0, INTERPOLATE_POINTS, (-0.000000, -1.000000, 0.000000), (-0.000000, -0.050000, 1.000000), 346 }
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led_strip { 0, 7, 0, INTERPOLATE_POINTS, (-0.500000, -0.866025, 0.000000), (-0.025000, -0.043301, 1.000000), 346 }
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led_strip { 0, 8, 0, INTERPOLATE_POINTS, (-0.866025, -0.499999, 0.000000), (-0.043301, -0.024999, 1.000000), 346 }
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led_strip { 0, 9, 0, INTERPOLATE_POINTS, (-1.000000, 0.000000, 0.000000), (-0.050000, 0.000000, 1.000000), 346 }
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led_strip { 0, 10, 0, INTERPOLATE_POINTS, (-0.866025, 0.499999, 0.000000), (-0.043301, 0.024999, 1.000000), 346 }
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led_strip { 0, 11, 0, INTERPOLATE_POINTS, (-0.499999, 0.866025, 0.000000), (-0.024999, 0.043301, 1.000000), 346 }
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END_OF_ASSEMBLY_FILE
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@ -24,9 +24,6 @@ class gs_bucket {
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u32 Used;
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gs_bucket();
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gs_bucket(u32 BucketSize);
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void GrowBucket();
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T* GetElementAtIndex(u32 Index);
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@ -36,33 +33,9 @@ class gs_bucket {
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void FreeElementAtIndex(u32 Index);
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};
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template <typename T>
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gs_bucket<T>::gs_bucket()
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{
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this->BucketSize = 0;
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this->BucketCount = 0;
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this->Buckets = 0;
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this->Used = 0;
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}
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template <typename T>
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gs_bucket<T>::gs_bucket(u32 BucketSize)
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{
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this->BucketSize = BucketSize;
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this->BucketCount = 0;
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this->Buckets = 0;
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this->Used = 0;
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}
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template <typename T>
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void gs_bucket<T>::GrowBucket()
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{
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if (this->BucketCount == 0)
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{
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// First Grow Attempt
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this->Buckets = 0;
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}
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if (this->BucketSize == 0)
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{
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this->BucketSize = GS_LIST_DEFAULT_BUCKET_SIZE;
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@ -19,7 +19,7 @@ struct animation_block
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// TODO(Peter): Should we change this to frames??
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r32 StartTime;
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r32 EndTime;
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animation_proc* Proc;
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u32 AnimationProcHandle;
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u32 Layer;
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};
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@ -174,7 +174,7 @@ INITIALIZE_APPLICATION(InitializeApplication)
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State->Camera.LookAt = v3{0, 0, 0};
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#if 1
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char Path[] = "radialumia.fold";
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char Path[] = "blumen_lumen.fold";
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LoadAssembly(State, Context, Path);
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#endif
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@ -352,7 +352,28 @@ UPDATE_AND_RENDER(UpdateAndRender)
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{
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gs_list_handle AssemblyHandle = *State->ActiveAssemblyIndecies.GetElementAtIndex(j);
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assembly* Assembly = State->AssemblyList.GetElementWithHandle(AssemblyHandle);
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Block.Proc(Assembly, FrameTime - Block.StartTime);
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// TODO(Peter): Temporary
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switch(Block.AnimationProcHandle)
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{
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case 1:
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{
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TestPatternOne(Assembly, FrameTime - Block.StartTime);
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}break;
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case 2:
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{
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TestPatternTwo(Assembly, FrameTime - Block.StartTime);
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}break;
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case 3:
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{
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TestPatternThree(Assembly, FrameTime - Block.StartTime);
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}break;
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// NOTE(Peter): Zero is invalid
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InvalidDefaultCase;
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}
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}
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}
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}
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@ -369,7 +390,7 @@ UPDATE_AND_RENDER(UpdateAndRender)
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DMXBuffers = DMXBufferListAppend(DMXBuffers, NewDMXBuffers);
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}
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DEBUG_IF(GlobalDebugServices->Interface.SendSACNData)
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//DEBUG_IF(GlobalDebugServices->Interface.SendSACNData)
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{
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switch (State->NetworkProtocol)
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{
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@ -170,13 +170,13 @@ TestPatternTwo(assembly* Assembly, r32 Time)
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internal void
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TestPatternThree(assembly* Assembly, r32 Time)
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{
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r32 GreenSize = 20.0f;
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r32 BlueSize = 25.0f;
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r32 RedSize = 25.0f;
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v4 GreenCenter = v4{0, 0, 150, 1};
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r32 GreenRadius = GSAbs(GSSin(Time)) * 200;
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r32 GreenPosition = -GreenSize + (Time * 45);
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r32 BluePosition = -BlueSize + (Time * 25);
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r32 RedPosition = (100 + RedSize) + (Time * -35);
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v4 TealCenter = v4{0, 0, 150, 1};
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r32 TealRadius = GSAbs(GSSin(Time + 1.5)) * 200;
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r32 FadeDist = 35;
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for (u32 Range = 0; Range < Assembly->LEDUniverseMapCount; Range++)
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{
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@ -190,24 +190,22 @@ TestPatternThree(assembly* Assembly, r32 Time)
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u8 Green = 0;
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u8 Blue = 0;
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r32 GreenDistance = GSAbs(LED.Position.z - GreenPosition);
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r32 GreenBrightness = GSClamp(0.0f, GreenSize - GreenDistance, GreenSize) / GreenSize;
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r32 GreenDist = GSAbs(Mag(LED.Position - GreenCenter) - GreenRadius);
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r32 GreenBrightness = GSClamp(0.f, FadeDist - GSAbs(GreenDist), FadeDist);
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Green = (u8)(GreenBrightness * 255);
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r32 BlueDistance = GSAbs(LED.Position.z - BluePosition);
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r32 BlueBrightness = GSClamp(0.0f, BlueSize - BlueDistance, BlueSize) / BlueSize;
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Blue = (u8)(BlueBrightness * 255);
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r32 RedDistance = GSAbs(LED.Position.z - RedPosition);
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r32 RedBrightness = GSClamp(0.0f, RedSize - RedDistance, RedSize) / RedSize;
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Red = (u8)(RedBrightness * 255);
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r32 TealDist = GSAbs(Mag(LED.Position - TealCenter) - TealRadius);
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r32 TealBrightness = GSClamp(0.f, FadeDist - GSAbs(TealDist), FadeDist);
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Red = (u8)(TealBrightness * 255);
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Blue = (u8)(TealBrightness * 255);
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Assembly->Colors[LED.Index].R = Red;
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Assembly->Colors[LED.Index].B = Blue;
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Assembly->Colors[LED.Index].B = Green;
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Assembly->Colors[LED.Index].G = Green;
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}
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}
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}
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// END TEMPORARY PATTERNS
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#include "foldhaus_assembly.cpp"
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@ -40,21 +40,21 @@ GetXPositionFromTimeInAnimationPanel (r32 Time, rect PanelBounds, s32 StartFrame
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}
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internal void
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AddAnimationBlock(r32 StartTime, r32 EndTime, animation_proc* Proc, animation_system* AnimationSystem)
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AddAnimationBlock(r32 StartTime, r32 EndTime, u32 AnimationProcHandle, animation_system* AnimationSystem)
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{
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animation_block NewBlock = {0};
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NewBlock.StartTime = StartTime;
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NewBlock.EndTime = EndTime;
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NewBlock.Proc = Proc;
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NewBlock.AnimationProcHandle = AnimationProcHandle;
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AnimationSystem->Blocks.PushElementOnList(NewBlock);
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}
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#define NEW_ANIMATION_BLOCK_DURATION 3
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internal void
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AddAnimationBlockAtCurrentTime (animation_proc* Proc, animation_system* System)
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AddAnimationBlockAtCurrentTime (u32 AnimationProcHandle, animation_system* System)
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{
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r32 CurrentTime = System->Time;
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AddAnimationBlock(CurrentTime, CurrentTime + NEW_ANIMATION_BLOCK_DURATION, Proc, System);
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AddAnimationBlock(CurrentTime, CurrentTime + NEW_ANIMATION_BLOCK_DURATION, AnimationProcHandle, System);
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}
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internal void
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@ -202,7 +202,7 @@ FOLDHAUS_INPUT_COMMAND_PROC(AddAnimationBlockCommand)
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animation_block Block = {0};
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Block.StartTime = NewBlockTimeStart;
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Block.EndTime = NewBlockTimeEnd;
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Block.Proc = TestPatternThree;
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Block.AnimationProcHandle = 4;
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gs_list_handle NewBlockHandle = State->AnimationSystem.Blocks.PushElementOnList(Block);
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SelectAnimationBlock(NewBlockHandle, State);
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@ -418,7 +418,7 @@ DrawAnimationClipsList(rect PanelBounds, mouse_state Mouse, render_command_buffe
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if (MouseButtonTransitionedDown(Mouse.LeftButtonState)
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&& PointIsInRect(Mouse.DownPos, ElementBounds))
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{
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AddAnimationBlockAtCurrentTime(Clip.Proc, &State->AnimationSystem);
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AddAnimationBlockAtCurrentTime(i + 1, &State->AnimationSystem);
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}
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}
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@ -194,7 +194,13 @@ PLATFORM_SEND_TO(Win32SendTo)
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if (LengthSent == SOCKET_ERROR)
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{
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s32 Error = WSAGetLastError();
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InvalidCodePath;
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if (Error == 10051)
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{
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}
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else
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{
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InvalidCodePath;
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}
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}
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return LengthSent;
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9
todo.txt
9
todo.txt
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@ -8,6 +8,12 @@ Ground Up Reengineering
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- panels metaprogramming
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- fix memory layout (remeber to profile before and after)
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- Hot Code Reloading
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- Fix it
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- File Loading
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- Gracefully handle File Not found
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s
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- Buckets & Lists
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- Allow them to use memory arenas
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- Zero is initialization
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@ -28,8 +34,11 @@ Ground Up Reengineering
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- custom sculpture update functions (for motion)
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- placing sculptures
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- editing sculpture files (change universe output)
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- led groups & subgroups - defined in file
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- Network
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- Handle Error Cases
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- Handle connecting a sculpture after launch
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- Artnet
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- Universe offsets (per sculpture)
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