Pulled the leds out of assemblies and into their own subsystem.
This commit is contained in:
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bfd9d6671c
commit
69db4b436c
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@ -5,7 +5,7 @@
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//
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#ifndef FOLDHAUS_ANIMATION
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#define ANIMATION_PROC(name) void name(assembly_led_buffer* Assembly, r32 Time)
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#define ANIMATION_PROC(name) void name(led_buffer* Assembly, r32 Time)
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typedef ANIMATION_PROC(animation_proc);
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struct frame_range
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@ -39,7 +39,7 @@ struct anim_layer
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#define ANIMATION_SYSTEM_BLOCKS_MAX 128
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struct animation_system
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{
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memory_arena Storage;
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memory_arena* Storage;
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gs_list<animation_block> Blocks;
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anim_layer* Layers;
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@ -143,7 +143,7 @@ AddLayer (string Name, animation_system* AnimationSystem, blend_mode BlendMode =
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Result = AnimationSystem->LayersCount++;
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anim_layer* NewLayer = AnimationSystem->Layers + Result;
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*NewLayer = {0};
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NewLayer->Name = MakeString(PushArray(&AnimationSystem->Storage, char, Name.Length), Name.Length);
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NewLayer->Name = MakeString(PushArray(AnimationSystem->Storage, char, Name.Length), Name.Length);
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CopyStringTo(Name, &NewLayer->Name);
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NewLayer->BlendMode = BlendMode;
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return Result;
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@ -58,6 +58,8 @@ struct assembly_tokenizer
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char* At;
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u32 LineNumber;
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bool ParsingIsValid;
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};
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internal bool
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@ -128,12 +130,12 @@ ReadFieldIdentifier(assembly_field Field, assembly_tokenizer* T)
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}
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else
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{
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// TODO(Peter): Error
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T->ParsingIsValid = false;
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}
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}
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else
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{
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// TODO(Peter): Error
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T->ParsingIsValid = false;
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}
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return Result;
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}
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@ -148,7 +150,7 @@ ReadFieldEnd(assembly_tokenizer* T)
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}
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else
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{
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// TODO(Peter): Error
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T->ParsingIsValid = false;
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}
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return Result;
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}
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@ -228,7 +230,7 @@ ReadStringField(assembly_field Field, assembly_tokenizer* T, memory_arena* Arena
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}
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else
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{
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// TODO(Peter): Error
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T->ParsingIsValid = false;
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}
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}
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return Result;
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@ -243,7 +245,7 @@ ReadFloatField(assembly_field Field, assembly_tokenizer* T)
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Result = ReadFloat(T);
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if (!ReadFieldEnd(T))
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{
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// TODO(Peter): Error
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T->ParsingIsValid = false;
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}
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}
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return Result;
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@ -258,7 +260,7 @@ ReadIntField(assembly_field Field, assembly_tokenizer* T)
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Result = ReadInt(T);
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if (!ReadFieldEnd(T))
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{
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// TODO(Peter): Error
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T->ParsingIsValid = false;
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}
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}
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return Result;
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@ -279,16 +281,31 @@ ReadV3Field(assembly_field Field, assembly_tokenizer* T)
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if (AdvanceIfTokenEquals(T, ","))
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{
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Result.z = ReadFloat(T);
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if (AdvanceIfTokenEquals(T, ")"))
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{
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if (!ReadFieldEnd(T))
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{
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// TODO(Peter): Error
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T->ParsingIsValid = false;
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}
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}
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else
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{
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T->ParsingIsValid = false;
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}
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}
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else
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{
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T->ParsingIsValid = false;
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}
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}
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else
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{
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T->ParsingIsValid = false;
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}
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}
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else
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{
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T->ParsingIsValid = false;
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}
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}
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return Result;
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@ -315,15 +332,15 @@ ReadStructClosing(assembly_tokenizer* T)
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return Result;
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}
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internal void
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internal bool
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ParseAssemblyFile(assembly* Assembly, string FileText, memory_arena* Transient)
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{
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Assert(Assembly->Arena.Alloc != 0);
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Assembly->LedCountTotal = 0;
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assembly_tokenizer Tokenizer = {};
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Tokenizer.Text = FileText;
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Tokenizer.At = Tokenizer.Text.Memory;
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Tokenizer.ParsingIsValid = true;
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Assembly->Name = ReadStringField(AssemblyField_AssemblyName, &Tokenizer, &Assembly->Arena);
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Assembly->Scale = ReadFloatField(AssemblyField_AssemblyScale, &Tokenizer);
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@ -349,8 +366,7 @@ ParseAssemblyFile(assembly* Assembly, string FileText, memory_arena* Transient)
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StripAt->EndPosition = ReadV3Field(AssemblyField_End, &Tokenizer);
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if (!ReadStructClosing(&Tokenizer))
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{
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// TODO(Peter): Error
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InvalidCodePath;
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Tokenizer.ParsingIsValid = false;
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}
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}
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@ -372,20 +388,28 @@ ParseAssemblyFile(assembly* Assembly, string FileText, memory_arena* Transient)
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TagAt->ValueHash = HashString(TagValue);
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if (!ReadStructClosing(&Tokenizer))
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{
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// TODO(Peter): Error
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InvalidCodePath;
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Tokenizer.ParsingIsValid = false;
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}
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}
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else
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{
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Tokenizer.ParsingIsValid = false;
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}
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}
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if (!ReadStructClosing(&Tokenizer))
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{
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// TODO(Peter): Error
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InvalidCodePath;
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Tokenizer.ParsingIsValid = false;
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}
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}
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else
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{
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Tokenizer.ParsingIsValid = false;
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}
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}
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return Tokenizer.ParsingIsValid;
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}
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#define ASSEMBLY_PARSER_CPP
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#endif // ASSEMBLY_PARSER_CPP
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@ -70,13 +70,16 @@ RELOAD_STATIC_DATA(ReloadStaticData)
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INITIALIZE_APPLICATION(InitializeApplication)
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{
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app_state* State = (app_state*)Context.MemoryBase;
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*State = {};
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State->Permanent = {};
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State->Permanent.Alloc = (gs_memory_alloc*)Context.PlatformAlloc;
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State->Permanent.Realloc = (gs_memory_realloc*)Context.PlatformRealloc;
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State->Permanent.PlatformMemory = Context.PlatformMemory;
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State->Transient = {};
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State->Transient.FindAddressRule = FindAddress_InLastBufferOnly;
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State->Transient.Alloc = (gs_memory_alloc*)Context.PlatformAlloc;
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State->Transient.Realloc = (gs_memory_realloc*)Context.PlatformRealloc;
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State->Transient.PlatformMemory = Context.PlatformMemory;
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State->Assemblies.CountMax = 8;
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State->Assemblies.Values = PushArray(&State->Permanent, assembly, State->Assemblies.CountMax);
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State->GlobalLog = PushStruct(&State->Transient, event_log);
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*State->GlobalLog = {0};
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@ -175,6 +178,8 @@ INITIALIZE_APPLICATION(InitializeApplication)
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State->Camera.Position = v3{0, 0, -250};
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State->Camera.LookAt = v3{0, 0, 0};
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State->LedSystem = LedSystemInitialize(Context.PlatformMemory, 128);
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#if 1
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string SculpturePath = MakeStringLiteral("data/blumen_lumen_v2.fold");
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LoadAssembly(State, Context, SculpturePath);
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@ -189,12 +194,12 @@ INITIALIZE_APPLICATION(InitializeApplication)
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// Setup Operation Modes
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State->Modes.ActiveModesCount = 0;
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State->Modes.Arena = {};
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State->Modes.Arena.Alloc = (gs_memory_alloc*)Context.PlatformAlloc;
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State->Modes.Arena.Realloc = (gs_memory_realloc*)Context.PlatformRealloc;
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State->Modes.Arena.PlatformMemory = Context.PlatformMemory;
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State->Modes.Arena.FindAddressRule = FindAddress_InLastBufferOnly;
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{ // Animation PLAYGROUND
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State->AnimationSystem = {};
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State->AnimationSystem.Storage = &State->Permanent;
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State->AnimationSystem.SecondsPerFrame = 1.f / 24.f;
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State->AnimationSystem.PlayableRange.Min = 0;
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State->AnimationSystem.PlayableRange.Max = SecondsToFrames(15, State->AnimationSystem);
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@ -273,21 +278,24 @@ HandleInput (app_state* State, rect WindowBounds, input_queue InputQueue, mouse_
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}
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internal dmx_buffer_list*
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CreateDMXBuffers(assembly Assembly, s32 BufferHeaderSize, memory_arena* Arena)
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CreateDMXBuffers(assembly Assembly, led_system* LedSystem, s32 BufferHeaderSize, memory_arena* Arena)
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{
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DEBUG_TRACK_FUNCTION;
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led_buffer* LedBuffer = LedSystemGetBuffer(LedSystem, Assembly.LedBufferIndex);
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dmx_buffer_list* Result = 0;
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dmx_buffer_list* Head = 0;
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s32 BufferSize = BufferHeaderSize + 512;
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for (u32 Range = 0; Range < Assembly.LEDUniverseMapCount; Range++)
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for (u32 StripIndex = 0; StripIndex < Assembly.StripCount; StripIndex++)
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{
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leds_in_universe_range LEDUniverseRange = Assembly.LEDUniverseMap[Range];
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v2_strip Strip = Assembly.Strips[StripIndex];
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dmx_buffer_list* NewBuffer = PushStruct(Arena, dmx_buffer_list);
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NewBuffer->Buffer.Universe = LEDUniverseRange.Universe;
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NewBuffer->Buffer.Universe = Strip.StartUniverse;
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NewBuffer->Buffer.Base = PushArray(Arena, u8, BufferSize);
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NewBuffer->Buffer.TotalSize = BufferSize;
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NewBuffer->Buffer.HeaderSize = BufferHeaderSize;
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@ -302,13 +310,12 @@ CreateDMXBuffers(assembly Assembly, s32 BufferHeaderSize, memory_arena* Arena)
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Head = NewBuffer;
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u8* DestChannel = Head->Buffer.Base + BufferHeaderSize;
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for (s32 LEDIdx = LEDUniverseRange.RangeStart;
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LEDIdx < LEDUniverseRange.RangeOnePastLast;
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LEDIdx++)
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{
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led LED = Assembly.LEDBuffer.LEDs[LEDIdx];
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pixel Color = Assembly.LEDBuffer.Colors[LED.Index];
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for (u32 i = 0; i < Strip.LedCount; i++)
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{
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u32 LedIndex = Strip.LedLUT[i];
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led LED = LedBuffer->Leds[LedIndex];
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pixel Color = LedBuffer->Colors[LED.Index];
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DestChannel[0] = Color.R;
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DestChannel[1] = Color.G;
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@ -366,11 +373,11 @@ UPDATE_AND_RENDER(UpdateAndRender)
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CurrentBlocks[Block.Layer] = Block;
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}
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assembly_led_buffer* LayerLEDBuffers = PushArray(&State->Transient, assembly_led_buffer, CurrentBlocksMax);
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for (u32 AssemblyIndex = 0; AssemblyIndex < State->ActiveAssemblyIndecies.Used; AssemblyIndex++)
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led_buffer* LayerLEDBuffers = PushArray(&State->Transient, led_buffer, CurrentBlocksMax);
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for (u32 AssemblyIndex = 0; AssemblyIndex < State->Assemblies.Count; AssemblyIndex++)
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{
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gs_list_handle AssemblyHandle = *State->ActiveAssemblyIndecies.GetElementAtIndex(AssemblyIndex);
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assembly* Assembly = State->AssemblyList.GetElementWithHandle(AssemblyHandle);
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assembly* Assembly = &State->Assemblies.Values[AssemblyIndex];
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led_buffer* AssemblyLedBuffer = LedSystemGetBuffer(&State->LedSystem, Assembly->LedBufferIndex);
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arena_snapshot ResetAssemblyMemorySnapshot = TakeSnapshotOfArena(&State->Transient);
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@ -380,8 +387,8 @@ UPDATE_AND_RENDER(UpdateAndRender)
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animation_block Block = CurrentBlocks[Layer];
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// Prep Temp Buffer
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LayerLEDBuffers[Layer] = Assembly->LEDBuffer;
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LayerLEDBuffers[Layer].Colors = PushArray(&State->Transient, pixel, Assembly->LEDBuffer.LEDCount);
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LayerLEDBuffers[Layer] = *AssemblyLedBuffer;
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LayerLEDBuffers[Layer].Colors = PushArray(&State->Transient, pixel, AssemblyLedBuffer->LedCount);
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u32 FramesIntoBlock = CurrentFrame - Block.Range.Min;
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r32 SecondsIntoBlock = FramesIntoBlock * State->AnimationSystem.SecondsPerFrame;
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@ -418,41 +425,41 @@ UPDATE_AND_RENDER(UpdateAndRender)
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{
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case BlendMode_Overwrite:
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{
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for (u32 LED = 0; LED < Assembly->LEDBuffer.LEDCount; LED++)
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for (u32 LED = 0; LED < AssemblyLedBuffer->LedCount; LED++)
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{
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Assembly->LEDBuffer.Colors[LED] = LayerLEDBuffers[Layer].Colors[LED];
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AssemblyLedBuffer->Colors[LED] = LayerLEDBuffers[Layer].Colors[LED];
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}
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}break;
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case BlendMode_Add:
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{
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for (u32 LED = 0; LED < Assembly->LEDBuffer.LEDCount; LED++)
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for (u32 LED = 0; LED < AssemblyLedBuffer->LedCount; LED++)
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{
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u32 R = (u32)Assembly->LEDBuffer.Colors[LED].R + (u32)LayerLEDBuffers[Layer].Colors[LED].R;
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u32 G = (u32)Assembly->LEDBuffer.Colors[LED].G + (u32)LayerLEDBuffers[Layer].Colors[LED].G;
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u32 B = (u32)Assembly->LEDBuffer.Colors[LED].B + (u32)LayerLEDBuffers[Layer].Colors[LED].B;
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u32 R = (u32)AssemblyLedBuffer->Colors[LED].R + (u32)LayerLEDBuffers[Layer].Colors[LED].R;
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u32 G = (u32)AssemblyLedBuffer->Colors[LED].G + (u32)LayerLEDBuffers[Layer].Colors[LED].G;
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u32 B = (u32)AssemblyLedBuffer->Colors[LED].B + (u32)LayerLEDBuffers[Layer].Colors[LED].B;
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Assembly->LEDBuffer.Colors[LED].R = (u8)GSMin(R, (u32)255);
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Assembly->LEDBuffer.Colors[LED].G = (u8)GSMin(G, (u32)255);
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Assembly->LEDBuffer.Colors[LED].B = (u8)GSMin(B, (u32)255);
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AssemblyLedBuffer->Colors[LED].R = (u8)GSMin(R, (u32)255);
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AssemblyLedBuffer->Colors[LED].G = (u8)GSMin(G, (u32)255);
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AssemblyLedBuffer->Colors[LED].B = (u8)GSMin(B, (u32)255);
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}
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}break;
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case BlendMode_Multiply:
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{
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for (u32 LED = 0; LED < Assembly->LEDBuffer.LEDCount; LED++)
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for (u32 LED = 0; LED < AssemblyLedBuffer->LedCount; LED++)
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{
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r32 DR = (r32)Assembly->LEDBuffer.Colors[LED].R / 255.f;
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r32 DG = (r32)Assembly->LEDBuffer.Colors[LED].G / 255.f;
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r32 DB = (r32)Assembly->LEDBuffer.Colors[LED].B / 255.f;
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r32 DR = (r32)AssemblyLedBuffer->Colors[LED].R / 255.f;
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r32 DG = (r32)AssemblyLedBuffer->Colors[LED].G / 255.f;
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r32 DB = (r32)AssemblyLedBuffer->Colors[LED].B / 255.f;
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r32 SR = (r32)LayerLEDBuffers[Layer].Colors[LED].R / 255.f;
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r32 SG = (r32)LayerLEDBuffers[Layer].Colors[LED].G / 255.f;
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r32 SB = (r32)LayerLEDBuffers[Layer].Colors[LED].B / 255.f;
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Assembly->LEDBuffer.Colors[LED].R = (u8)((DR * SR) * 255.f);
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Assembly->LEDBuffer.Colors[LED].G = (u8)((DG * SG) * 255.f);
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Assembly->LEDBuffer.Colors[LED].B = (u8)((DB * SB) * 255.f);
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AssemblyLedBuffer->Colors[LED].R = (u8)((DR * SR) * 255.f);
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AssemblyLedBuffer->Colors[LED].G = (u8)((DG * SG) * 255.f);
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AssemblyLedBuffer->Colors[LED].B = (u8)((DB * SB) * 255.f);
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}
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}break;
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}
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@ -464,17 +471,12 @@ UPDATE_AND_RENDER(UpdateAndRender)
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s32 HeaderSize = State->NetworkProtocolHeaderSize;
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dmx_buffer_list* DMXBuffers = 0;
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// TODO(Peter): Come back and re add this in. It was tanking frame rate after
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// updates to the assembly file format
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#if 0
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for (u32 i = 0; i < State->ActiveAssemblyIndecies.Used; i++)
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for (u32 i = 0; i < State->Assemblies.Count; i++)
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{
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gs_list_handle AssemblyHandle = *State->ActiveAssemblyIndecies.GetElementAtIndex(i);
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assembly* Assembly = State->AssemblyList.GetElementWithHandle(AssemblyHandle);
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dmx_buffer_list* NewDMXBuffers = CreateDMXBuffers(*Assembly, HeaderSize, &State->Transient);
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assembly* Assembly = &State->Assemblies.Values[i];
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dmx_buffer_list* NewDMXBuffers = CreateDMXBuffers(*Assembly, &State->LedSystem, HeaderSize, &State->Transient);
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DMXBuffers = DMXBufferListAppend(DMXBuffers, NewDMXBuffers);
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}
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#endif
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//DEBUG_IF(GlobalDebugServices->Interface.SendSACNData)
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{
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@ -530,10 +532,9 @@ UPDATE_AND_RENDER(UpdateAndRender)
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{
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DEBUG_TRACK_SCOPE(OverflowChecks);
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AssertAllocationsNoOverflow(State->Permanent);
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for (u32 i = 0; i < State->ActiveAssemblyIndecies.Used; i++)
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for (u32 i = 0; i < State->Assemblies.Count; i++)
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{
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gs_list_handle AssemblyHandle = *State->ActiveAssemblyIndecies.GetElementAtIndex(i);
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assembly* Assembly = State->AssemblyList.GetElementWithHandle(AssemblyHandle);
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assembly* Assembly = &State->Assemblies.Values[i];
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AssertAllocationsNoOverflow(Assembly->Arena);
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}
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}
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@ -49,13 +49,6 @@ enum network_protocol
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NetworkProtocol_Count,
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};
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struct led_buffer
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{
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led* Leds;
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pixel* Colors;
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led_buffer* Next;
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};
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struct app_state
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{
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rect WindowBounds;
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@ -68,9 +61,8 @@ struct app_state
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streaming_acn SACN;
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s32 TotalLEDsCount;
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gs_list<assembly> AssemblyList;
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gs_list<gs_list_handle> ActiveAssemblyIndecies;
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led_system LedSystem;
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assembly_array Assemblies;
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camera Camera;
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r32 PixelsToWorldScale;
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@ -98,28 +90,28 @@ internal void OpenColorPicker(app_state* State, v4* Address);
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// BEGIN TEMPORARY PATTERNS
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internal void
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TestPatternOne(assembly_led_buffer* Assembly, r32 Time)
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TestPatternOne(led_buffer* Assembly, r32 Time)
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{
|
||||
for (u32 LEDIdx = 0; LEDIdx < Assembly->LEDCount; LEDIdx++)
|
||||
for (u32 LedIndex = 0; LedIndex < Assembly->LedCount; LedIndex++)
|
||||
{
|
||||
led LED = Assembly->LEDs[LEDIdx];
|
||||
if (LED.Position.x < 0)
|
||||
led Led = Assembly->Leds[LedIndex];
|
||||
if (Led.Position.x < 0)
|
||||
{
|
||||
Assembly->Colors[LED.Index].R = 255;
|
||||
Assembly->Colors[LED.Index].B = 255;
|
||||
Assembly->Colors[LED.Index].G = 255;
|
||||
Assembly->Colors[Led.Index].R = 255;
|
||||
Assembly->Colors[Led.Index].B = 255;
|
||||
Assembly->Colors[Led.Index].G = 255;
|
||||
}
|
||||
else
|
||||
{
|
||||
Assembly->Colors[LED.Index].R = 0;
|
||||
Assembly->Colors[LED.Index].B = 0;
|
||||
Assembly->Colors[LED.Index].G = 0;
|
||||
Assembly->Colors[Led.Index].R = 0;
|
||||
Assembly->Colors[Led.Index].B = 0;
|
||||
Assembly->Colors[Led.Index].G = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void
|
||||
TestPatternTwo(assembly_led_buffer* Assembly, r32 Time)
|
||||
TestPatternTwo(led_buffer* Assembly, r32 Time)
|
||||
{
|
||||
r32 PeriodicTime = (Time / PI) * 2;
|
||||
|
||||
|
@ -138,11 +130,11 @@ TestPatternTwo(assembly_led_buffer* Assembly, r32 Time)
|
|||
r32 OuterRadiusSquared = 1000000;
|
||||
r32 InnerRadiusSquared = 0;
|
||||
|
||||
for (u32 LEDIdx = 0; LEDIdx < Assembly->LEDCount; LEDIdx++)
|
||||
for (u32 LedIndex = 0; LedIndex < Assembly->LedCount; LedIndex++)
|
||||
{
|
||||
led LED = Assembly->LEDs[LEDIdx];
|
||||
led Led = Assembly->Leds[LedIndex];
|
||||
|
||||
v4 Position = LED.Position;
|
||||
v4 Position = Led.Position;
|
||||
|
||||
v4 ToFront = Position + FrontCenter;
|
||||
v4 ToBack = Position + BackCenter;
|
||||
|
@ -158,22 +150,22 @@ TestPatternTwo(assembly_led_buffer* Assembly, r32 Time)
|
|||
{
|
||||
if (XOR(ToFrontDotNormal > 0, ToBackDotNormal > 0))
|
||||
{
|
||||
Assembly->Colors[LED.Index] = Color;
|
||||
Assembly->Colors[Led.Index] = Color;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Assembly->Colors[LED.Index] = {};
|
||||
//Assembly->Colors[Led.Index] = {};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//Assembly->Colors[LED.Index] = {};
|
||||
//Assembly->Colors[Led.Index] = {};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void
|
||||
TestPatternThree(assembly_led_buffer* Assembly, r32 Time)
|
||||
TestPatternThree(led_buffer* Assembly, r32 Time)
|
||||
{
|
||||
v4 GreenCenter = v4{0, 0, 150, 1};
|
||||
r32 GreenRadius = GSAbs(GSSin(Time)) * 200;
|
||||
|
@ -184,25 +176,25 @@ TestPatternThree(assembly_led_buffer* Assembly, r32 Time)
|
|||
r32 FadeDist = 35;
|
||||
|
||||
|
||||
for (u32 LEDIdx = 0; LEDIdx < Assembly->LEDCount; LEDIdx++)
|
||||
for (u32 LedIndex = 0; LedIndex < Assembly->LedCount; LedIndex++)
|
||||
{
|
||||
led LED = Assembly->LEDs[LEDIdx];
|
||||
led Led = Assembly->Leds[LedIndex];
|
||||
u8 Red = 0;
|
||||
u8 Green = 0;
|
||||
u8 Blue = 0;
|
||||
|
||||
r32 GreenDist = GSAbs(Mag(LED.Position - GreenCenter) - GreenRadius);
|
||||
r32 GreenDist = GSAbs(Mag(Led.Position - GreenCenter) - GreenRadius);
|
||||
r32 GreenBrightness = GSClamp(0.f, FadeDist - GSAbs(GreenDist), FadeDist);
|
||||
Green = (u8)(GreenBrightness * 255);
|
||||
|
||||
r32 TealDist = GSAbs(Mag(LED.Position - TealCenter) - TealRadius);
|
||||
r32 TealDist = GSAbs(Mag(Led.Position - TealCenter) - TealRadius);
|
||||
r32 TealBrightness = GSClamp(0.f, FadeDist - GSAbs(TealDist), FadeDist);
|
||||
Red = (u8)(TealBrightness * 255);
|
||||
Blue = (u8)(TealBrightness * 255);
|
||||
|
||||
Assembly->Colors[LED.Index].R = Red;
|
||||
Assembly->Colors[LED.Index].B = Green;
|
||||
Assembly->Colors[LED.Index].G = Green;
|
||||
Assembly->Colors[Led.Index].R = Red;
|
||||
Assembly->Colors[Led.Index].B = Green;
|
||||
Assembly->Colors[Led.Index].G = Green;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -5,38 +5,106 @@
|
|||
//
|
||||
#ifndef FOLDHAUS_ASSEMBLY_CPP
|
||||
|
||||
internal void
|
||||
ConstructAssemblyFromDefinition (assembly* Assembly, string AssemblyName, v4 RootPosition)
|
||||
{
|
||||
Assembly->LEDBuffer.LEDCount = 0;
|
||||
Assembly->LEDBuffer.Colors = PushArray(&Assembly->Arena, pixel, Assembly->LedCountTotal);
|
||||
Assembly->LEDBuffer.LEDs = PushArray(&Assembly->Arena, led, Assembly->LedCountTotal);
|
||||
Assembly->LEDUniverseMapCount = Assembly->LedCountTotal;
|
||||
Assembly->LEDUniverseMap = PushArray(&Assembly->Arena, leds_in_universe_range, Assembly->LedCountTotal);
|
||||
// Led System
|
||||
|
||||
// Add LEDs
|
||||
internal led_system
|
||||
LedSystemInitialize(platform_memory_handler PlatformMemory, u32 BuffersMax)
|
||||
{
|
||||
led_system Result = {};
|
||||
Result.PlatformMemory = PlatformMemory;
|
||||
// TODO(Peter): Since we have access to PlatformMemory, just realloc Buffers when we fill it up
|
||||
Result.BuffersCountMax = BuffersMax;
|
||||
Result.Buffers = PlatformAllocArray(PlatformMemory, led_buffer, Result.BuffersCountMax);
|
||||
return Result;
|
||||
}
|
||||
|
||||
internal u32
|
||||
LedSystemTakeFreeBuffer(led_system* System, u32 LedCount)
|
||||
{
|
||||
s32 Result = -1;
|
||||
|
||||
if (System->BuffersCount < System->BuffersCountMax)
|
||||
{
|
||||
Result = System->BuffersCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
// NOTE(Peter): Look for a buffer that's flagged as empty
|
||||
for (u32 i = 0; i < System->BuffersCount; i++)
|
||||
{
|
||||
if (System->Buffers[i].LedCount == 0
|
||||
&& System->Buffers[i].Colors == 0
|
||||
&& System->Buffers[i].Leds == 0)
|
||||
{
|
||||
Result = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
Assert(Result >= 0); // NOTE(Peter): We ran out of room for led buffers
|
||||
}
|
||||
|
||||
led_buffer* Buffer = &System->Buffers[Result];
|
||||
Buffer->LedCount = LedCount;
|
||||
Buffer->Colors = PlatformAllocArray(System->PlatformMemory, pixel, Buffer->LedCount);
|
||||
Buffer->Leds = PlatformAllocArray(System->PlatformMemory, led, Buffer->LedCount);
|
||||
|
||||
System->LedsCountTotal += LedCount;
|
||||
|
||||
return (u32)Result;
|
||||
}
|
||||
|
||||
internal void
|
||||
LedSystemFreeBuffer(led_system* System, u32 BufferIndex)
|
||||
{
|
||||
Assert(BufferIndex < System->BuffersCountMax);
|
||||
led_buffer* Buffer = &System->Buffers[BufferIndex];
|
||||
PlatformFreeArray(System->PlatformMemory, Buffer->Colors, pixel, Buffer->LedCount);
|
||||
PlatformFreeArray(System->PlatformMemory, Buffer->Leds, led, Buffer->LedCount);
|
||||
System->LedsCountTotal -= Buffer->LedCount;
|
||||
*Buffer = {};
|
||||
}
|
||||
|
||||
internal led_buffer*
|
||||
LedSystemGetBuffer(led_system* System, u32 Index)
|
||||
{
|
||||
led_buffer* Result = &System->Buffers[Index];
|
||||
return Result;
|
||||
}
|
||||
|
||||
internal void
|
||||
LedBufferSetLed(led_buffer* Buffer, u32 Led, v4 Position)
|
||||
{
|
||||
Assert(Led < Buffer->LedCount);
|
||||
Buffer->Leds[Led].Position = Position;
|
||||
Buffer->Leds[Led].Index = Led;
|
||||
}
|
||||
|
||||
// Assembly
|
||||
|
||||
internal void
|
||||
ConstructAssemblyFromDefinition (assembly* Assembly, string AssemblyName, v4 RootPosition, led_system* LedSystem)
|
||||
{
|
||||
Assembly->LedBufferIndex = LedSystemTakeFreeBuffer(LedSystem, Assembly->LedCountTotal);
|
||||
led_buffer* LedBuffer = LedSystemGetBuffer(LedSystem, Assembly->LedBufferIndex);
|
||||
|
||||
// Add Leds
|
||||
u32 LedsAdded = 0;
|
||||
for (u32 StripIdx = 0; StripIdx < Assembly->StripCount; StripIdx++)
|
||||
{
|
||||
//led_strip_definition StripDef = Definition.LEDStrips[StripIdx];
|
||||
//led_strip_definition StripDef = Definition.LedStrips[StripIdx];
|
||||
v2_strip* StripAt = &Assembly->Strips[StripIdx];
|
||||
|
||||
leds_in_universe_range* LEDUniverseRange = &Assembly->LEDUniverseMap[StripIdx];
|
||||
|
||||
LEDUniverseRange->Universe = StripAt->StartUniverse;
|
||||
LEDUniverseRange->RangeStart = Assembly->LEDBuffer.LEDCount;
|
||||
LEDUniverseRange->RangeOnePastLast = Assembly->LEDBuffer.LEDCount + StripAt->LedCount;
|
||||
StripAt->LedLUT = PushArray(&Assembly->Arena, u32, StripAt->LedCount);
|
||||
|
||||
v4 WS_StripStart = RootPosition + V4(StripAt->StartPosition * Assembly->Scale, 1);
|
||||
v4 WS_StripEnd = RootPosition + V4(StripAt->EndPosition * Assembly->Scale, 1);
|
||||
s32 LEDsInStripCount = StripAt->LedCount;
|
||||
|
||||
v4 SingleStep = (WS_StripEnd - WS_StripStart) / (r32)LEDsInStripCount;
|
||||
for (s32 Step = 0; Step < LEDsInStripCount; Step++)
|
||||
v4 SingleStep = (WS_StripEnd - WS_StripStart) / (r32)StripAt->LedCount;
|
||||
for (u32 Step = 0; Step < StripAt->LedCount; Step++)
|
||||
{
|
||||
s32 LEDIndex = Assembly->LEDBuffer.LEDCount;
|
||||
Assembly->LEDBuffer.LEDs[LEDIndex].Position = WS_StripStart + (SingleStep * Step);
|
||||
Assembly->LEDBuffer.LEDs[LEDIndex].Index = LEDIndex;
|
||||
Assembly->LEDBuffer.LEDCount += 1;
|
||||
s32 LedIndex = LedsAdded++;
|
||||
v4 LedPosition = WS_StripStart + (SingleStep * Step);
|
||||
LedBufferSetLed(LedBuffer, LedIndex, LedPosition);
|
||||
StripAt->LedLUT[Step] = LedIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -47,30 +115,33 @@ ConstructAssemblyFromDefinition (assembly* Assembly, string AssemblyName, v4 Roo
|
|||
static v4 TempAssemblyOffsets[] = { v4{0, 0, 0, 0}, v4{250, 0, 75, 0}, v4{-250, 0, 75, 0} };
|
||||
s32 TempAssemblyOffsetsCount = 3;
|
||||
|
||||
// TODO(Peter): Don't reference State, pull back to the Led buffer and Assembly Array
|
||||
internal void
|
||||
LoadAssembly (app_state* State, context Context, string Path)
|
||||
{
|
||||
platform_memory_result AssemblyFile = ReadEntireFile(Context, Path);
|
||||
if (AssemblyFile.Error == PlatformMemory_NoError)
|
||||
if (AssemblyFile.Error == PlatformMemory_NoError && AssemblyFile.Size > 0)
|
||||
{
|
||||
string AssemblyFileText = MakeString((char*)AssemblyFile.Base);
|
||||
|
||||
Assert(State->Assemblies.Count < State->Assemblies.CountMax);
|
||||
assembly* NewAssembly = &State->Assemblies.Values[State->Assemblies.Count++];
|
||||
|
||||
s32 IndexOfLastSlash = FastLastIndexOfCharInCharArray(Path.Memory, Path.Length, '\\');
|
||||
string FileName = Substring(Path, IndexOfLastSlash + 1);
|
||||
|
||||
assembly NewAssembly = {};
|
||||
NewAssembly.Arena.Alloc = (gs_memory_alloc*)Context.PlatformAlloc;
|
||||
NewAssembly.Arena.Realloc = (gs_memory_realloc*)Context.PlatformRealloc;
|
||||
ParseAssemblyFile(&NewAssembly, AssemblyFileText, &State->Transient);
|
||||
|
||||
v4 Offset = TempAssemblyOffsets[State->ActiveAssemblyIndecies.Used % TempAssemblyOffsetsCount];
|
||||
ConstructAssemblyFromDefinition(&NewAssembly, FileName, Offset);
|
||||
gs_list_handle NewAssemblyHandle = State->AssemblyList.PushElementOnList(NewAssembly);
|
||||
|
||||
State->ActiveAssemblyIndecies.PushElementOnList(NewAssemblyHandle);
|
||||
State->TotalLEDsCount += NewAssembly.LEDBuffer.LEDCount;
|
||||
|
||||
Context.PlatformFree(AssemblyFile.Base, AssemblyFile.Size);
|
||||
NewAssembly->Arena.PlatformMemory = Context.PlatformMemory;
|
||||
if (ParseAssemblyFile(NewAssembly, AssemblyFileText, &State->Transient))
|
||||
{
|
||||
v4 Offset = TempAssemblyOffsets[State->Assemblies.Count % TempAssemblyOffsetsCount];
|
||||
ConstructAssemblyFromDefinition(NewAssembly, FileName, Offset, &State->LedSystem);
|
||||
PlatformFree(Context.PlatformMemory, AssemblyFile.Base, AssemblyFile.Size);
|
||||
}
|
||||
else
|
||||
{
|
||||
FreeMemoryArena(&NewAssembly->Arena);
|
||||
State->Assemblies.Count -= 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -81,20 +152,12 @@ LoadAssembly (app_state* State, context Context, string Path)
|
|||
internal void
|
||||
UnloadAssembly (u32 AssemblyIndex, app_state* State, context Context)
|
||||
{
|
||||
assembly* Assembly = State->AssemblyList.GetElementAtIndex(AssemblyIndex);
|
||||
State->TotalLEDsCount -= Assembly->LEDBuffer.LEDCount;
|
||||
FreeMemoryArena(&Assembly->Arena, (gs_memory_free*)Context.PlatformFree);
|
||||
|
||||
State->AssemblyList.FreeElementAtIndex(AssemblyIndex);
|
||||
for (u32 i = 0; i < State->ActiveAssemblyIndecies.Used; i++)
|
||||
{
|
||||
gs_list_handle Handle = *State->ActiveAssemblyIndecies.GetElementAtIndex(i);
|
||||
if (Handle.Index == AssemblyIndex)
|
||||
{
|
||||
State->ActiveAssemblyIndecies.FreeElementAtIndex(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
Assert(AssemblyIndex < State->Assemblies.Count);
|
||||
assembly* Assembly = &State->Assemblies.Values[AssemblyIndex];
|
||||
LedSystemFreeBuffer(&State->LedSystem, Assembly->LedBufferIndex);
|
||||
FreeMemoryArena(&Assembly->Arena);
|
||||
u32 LastAssemblyIndex = --State->Assemblies.Count;
|
||||
State->Assemblies.Values[AssemblyIndex] = State->Assemblies.Values[LastAssemblyIndex];
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
|
||||
struct led
|
||||
{
|
||||
// TODO(Peter): Pretty sure we don't need this. led and pixel are always parallel arrays
|
||||
s32 Index;
|
||||
v4 Position;
|
||||
};
|
||||
|
@ -22,22 +23,22 @@ union pixel
|
|||
u8 Channels[3];
|
||||
};
|
||||
|
||||
// NOTE(Peter): This structure is so we can keep track of
|
||||
// what LEDs output to which DMX universe. You don't need
|
||||
// to use it anywhere else, as all the data for patterns,
|
||||
// colors, and groups is/will be stored elsewhere.
|
||||
struct leds_in_universe_range
|
||||
struct led_buffer
|
||||
{
|
||||
s32 RangeStart;
|
||||
s32 RangeOnePastLast;
|
||||
s32 Universe;
|
||||
u32 LedCount;
|
||||
pixel* Colors;
|
||||
led* Leds;
|
||||
};
|
||||
|
||||
struct assembly_led_buffer
|
||||
struct led_system
|
||||
{
|
||||
u32 LEDCount;
|
||||
pixel* Colors;
|
||||
led* LEDs;
|
||||
platform_memory_handler PlatformMemory;
|
||||
|
||||
u32 BuffersCountMax;
|
||||
u32 BuffersCount;
|
||||
led_buffer* Buffers;
|
||||
|
||||
u32 LedsCountTotal;
|
||||
};
|
||||
|
||||
struct v2_tag
|
||||
|
@ -49,6 +50,7 @@ struct v2_tag
|
|||
struct v2_strip
|
||||
{
|
||||
s32 ControlBoxID; // TODO(Peter): I don't think we need this anymore
|
||||
// TODO(Peter): Add in info for Serial, ArtNet, etc.
|
||||
s32 StartUniverse;
|
||||
s32 StartChannel;
|
||||
|
||||
|
@ -72,17 +74,19 @@ struct assembly
|
|||
string FilePath;
|
||||
|
||||
r32 Scale;
|
||||
s32 LedCountTotal;
|
||||
u32 LedBufferIndex;
|
||||
|
||||
u32 StripCount;
|
||||
v2_strip* Strips;
|
||||
|
||||
s32 LedCountTotal;
|
||||
assembly_led_buffer LEDBuffer;
|
||||
|
||||
u32 LEDUniverseMapCount;
|
||||
leds_in_universe_range* LEDUniverseMap;
|
||||
};
|
||||
|
||||
struct assembly_array
|
||||
{
|
||||
u32 CountMax;
|
||||
u32 Count;
|
||||
assembly* Values;
|
||||
};
|
||||
|
||||
#define FOLDHAUS_ASSEMBLY_H
|
||||
#endif // FOLDHAUS_ASSEMBLY_H
|
|
@ -88,15 +88,6 @@ struct system_path
|
|||
s32 IndexOfLastSlash;
|
||||
};
|
||||
|
||||
#define PLATFORM_ALLOC(name) u8* name(s32 Size)
|
||||
typedef PLATFORM_ALLOC(platform_alloc);
|
||||
|
||||
#define PLATFORM_FREE(name) b32 name(u8* Base, s32 Size)
|
||||
typedef PLATFORM_FREE(platform_free);
|
||||
|
||||
#define PLATFORM_REALLOC(name) u8* name(u8* Base, u32 OldSize, u32 NewSize)
|
||||
typedef PLATFORM_REALLOC(platform_realloc);
|
||||
|
||||
#define PLATFORM_READ_ENTIRE_FILE(name) platform_memory_result name(string Path)
|
||||
typedef PLATFORM_READ_ENTIRE_FILE(platform_read_entire_file);
|
||||
|
||||
|
@ -264,10 +255,7 @@ struct context
|
|||
// Platform Services
|
||||
work_queue* GeneralWorkQueue;
|
||||
|
||||
platform_alloc* PlatformAlloc;
|
||||
platform_free* PlatformFree;
|
||||
platform_realloc* PlatformRealloc;
|
||||
|
||||
platform_memory_handler PlatformMemory;
|
||||
platform_file_handler FileHandler;
|
||||
|
||||
platform_write_entire_file* PlatformWriteEntireFile;
|
||||
|
|
|
@ -37,14 +37,14 @@ HierarchyView_Render(panel Panel, rect PanelBounds, render_command_buffer* Rende
|
|||
|
||||
u32 LineCount = (u32)(gs_Height(PanelBounds) / Layout.RowHeight) + 1;
|
||||
u32 LinesDrawn = 0;
|
||||
u32 AssembliesToDraw = GSMin(LineCount, State->ActiveAssemblyIndecies.Used);
|
||||
for (; LinesDrawn < AssembliesToDraw; LinesDrawn++)
|
||||
u32 AssembliesToDraw = GSMin(LineCount, State->Assemblies.Count);
|
||||
for (u32 AssemblyIndex = 0; AssemblyIndex < AssembliesToDraw; AssemblyIndex++)
|
||||
{
|
||||
rect Bounds = ui_ReserveElementBounds(&Layout);
|
||||
v4 ListItemBGColor = ui_GetListItemBGColor(State->Interface_.Style, LinesDrawn);
|
||||
v4 ListItemBGColor = ui_GetListItemBGColor(State->Interface_.Style, AssemblyIndex);
|
||||
ui_FillRect(&State->Interface_, Bounds, ListItemBGColor);
|
||||
gs_list_handle AssemblyHandle = *State->ActiveAssemblyIndecies.GetElementAtIndex(LinesDrawn);
|
||||
assembly Assembly = *State->AssemblyList.GetElementWithHandle(AssemblyHandle);
|
||||
|
||||
assembly Assembly = State->Assemblies.Values[AssemblyIndex];
|
||||
PrintF(&TempString, "%S", Assembly.Name);
|
||||
|
||||
ui_layout ItemLayout = ui_CreateLayout(State->Interface_, Bounds);
|
||||
|
@ -53,10 +53,12 @@ HierarchyView_Render(panel Panel, rect PanelBounds, render_command_buffer* Rende
|
|||
ui_LayoutDrawString(&State->Interface_, &ItemLayout, TempString, State->Interface_.Style.TextColor);
|
||||
if (ui_LayoutButton(&State->Interface_, &ItemLayout, MakeStringLiteral("X"), ListItemBGColor, ListItemHover, ListItemSelected))
|
||||
{
|
||||
UnloadAssembly(AssemblyHandle.Index, State, Context);
|
||||
UnloadAssembly(AssemblyIndex, State, Context);
|
||||
}
|
||||
}
|
||||
ui_EndRow(&ItemLayout);
|
||||
|
||||
LinesDrawn += 1;
|
||||
}
|
||||
|
||||
if (LinesDrawn < LineCount)
|
||||
|
|
|
@ -154,21 +154,21 @@ SculptureView_Render(panel Panel, rect PanelBounds, render_command_buffer* Rende
|
|||
FaceCameraMatrix = FaceCameraMatrix;
|
||||
|
||||
u32 MaxLEDsPerJob = 2048;
|
||||
render_quad_batch_constructor RenderLEDsBatch = PushRenderQuad3DBatch(RenderBuffer, State->TotalLEDsCount);
|
||||
render_quad_batch_constructor RenderLEDsBatch = PushRenderQuad3DBatch(RenderBuffer, State->LedSystem.LedsCountTotal);
|
||||
|
||||
for (u32 i = 0; i < State->ActiveAssemblyIndecies.Used; i++)
|
||||
for (u32 i = 0; i < State->Assemblies.Count; i++)
|
||||
{
|
||||
gs_list_handle AssemblyHandle = *State->ActiveAssemblyIndecies.GetElementAtIndex(i);
|
||||
assembly Assembly = *State->AssemblyList.GetElementWithHandle(AssemblyHandle);
|
||||
u32 JobsNeeded = IntegerDivideRoundUp(Assembly.LEDBuffer.LEDCount, MaxLEDsPerJob);
|
||||
assembly Assembly = State->Assemblies.Values[i];
|
||||
led_buffer* LedBuffer = LedSystemGetBuffer(&State->LedSystem, Assembly.LedBufferIndex);
|
||||
u32 JobsNeeded = IntegerDivideRoundUp(LedBuffer->LedCount, MaxLEDsPerJob);
|
||||
|
||||
for (u32 Job = 0; Job < JobsNeeded; Job++)
|
||||
{
|
||||
draw_leds_job_data* JobData = PushStruct(&State->Transient, draw_leds_job_data);
|
||||
JobData->LEDs = Assembly.LEDBuffer.LEDs;
|
||||
JobData->Colors = Assembly.LEDBuffer.Colors;
|
||||
JobData->LEDs = LedBuffer->Leds;
|
||||
JobData->Colors = LedBuffer->Colors;
|
||||
JobData->StartIndex = Job * MaxLEDsPerJob;
|
||||
JobData->OnePastLastIndex = GSMin(JobData->StartIndex + MaxLEDsPerJob, Assembly.LEDBuffer.LEDCount);
|
||||
JobData->OnePastLastIndex = GSMin(JobData->StartIndex + MaxLEDsPerJob, LedBuffer->LedCount);
|
||||
JobData->Batch = &RenderLEDsBatch;
|
||||
JobData->FaceCameraMatrix;
|
||||
JobData->ModelViewMatrix = ModelViewMatrix;
|
||||
|
|
|
@ -663,9 +663,9 @@ WinMain (
|
|||
|
||||
// Platform functions
|
||||
Context.GeneralWorkQueue = &WorkQueue;
|
||||
Context.PlatformAlloc = Win32Alloc;
|
||||
Context.PlatformFree = Win32Free;
|
||||
Context.PlatformRealloc = Win32Realloc;
|
||||
Context.PlatformMemory.Alloc = Win32Alloc;
|
||||
Context.PlatformMemory.Free = Win32Free;
|
||||
Context.PlatformMemory.Realloc = Win32Realloc;
|
||||
Context.FileHandler.ReadEntireFile = Win32ReadEntireFile;
|
||||
Context.FileHandler.WriteEntireFile = Win32WriteEntireFile;
|
||||
Context.FileHandler.GetFilePath = Win32SystemDialogueOpenFile;
|
||||
|
|
|
@ -133,6 +133,8 @@ PLATFORM_GET_FILE_PATH(Win32SystemDialogueOpenFile)
|
|||
|
||||
Result = GetOpenFileNameA (&OpenFileName);
|
||||
|
||||
PathBuffer->Length = CharArrayLength(PathBuffer->Memory);
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
|
|
|
@ -192,9 +192,21 @@ enum gs_memory_find_address_rule
|
|||
FindAddress_Count,
|
||||
};
|
||||
|
||||
typedef void* gs_memory_alloc(gs_mem_u32 Size);
|
||||
typedef void* gs_memory_realloc(void* Address, gs_mem_u32 OldSize, gs_mem_u32 NewSize);
|
||||
typedef void gs_memory_free(void* Address, gs_mem_u32 Size);
|
||||
#define PLATFORM_ALLOC(name) u8* name(s32 Size)
|
||||
typedef PLATFORM_ALLOC(platform_alloc);
|
||||
|
||||
#define PLATFORM_FREE(name) b32 name(u8* Base, s32 Size)
|
||||
typedef PLATFORM_FREE(platform_free);
|
||||
|
||||
#define PLATFORM_REALLOC(name) u8* name(u8* Base, u32 OldSize, u32 NewSize)
|
||||
typedef PLATFORM_REALLOC(platform_realloc);
|
||||
|
||||
struct platform_memory_handler
|
||||
{
|
||||
platform_alloc* Alloc;
|
||||
platform_free* Free;
|
||||
platform_realloc* Realloc;
|
||||
};
|
||||
|
||||
#ifndef GS_MEMORY_BUFFER_SIZE
|
||||
#define GS_MEMORY_BUFFER_SIZE 1024
|
||||
|
@ -237,8 +249,8 @@ struct memory_arena
|
|||
|
||||
gs_memory_find_address_rule FindAddressRule;
|
||||
gs_memory_expansion_rule ExpansionRule;
|
||||
gs_memory_alloc* Alloc;
|
||||
gs_memory_realloc* Realloc;
|
||||
|
||||
platform_memory_handler PlatformMemory;
|
||||
|
||||
#ifdef GS_MEMORY_TRACK_ALLOCATIONS
|
||||
tracked_allocation_buffer** AllocationBuffers;
|
||||
|
@ -266,31 +278,62 @@ struct arena_snapshot
|
|||
#endif
|
||||
};
|
||||
|
||||
#define PlatformFreeArray(platform, base, type, count) PlatformFree((platform), (gs_mem_u8*)(base), sizeof(type) * (count))
|
||||
#define ArenaFree(arena, base, size) PlatformFree((arena).PlatformMemory, (gs_mem_u8*)(base), (gs_mem_u32)(size))
|
||||
static void
|
||||
FreeMemoryArena(memory_arena* Arena, gs_memory_free* Free = 0)
|
||||
PlatformFree(platform_memory_handler Platform, gs_mem_u8* Base, gs_mem_u32 Size)
|
||||
{
|
||||
if (Free)
|
||||
{
|
||||
for (gs_mem_u32 i = 0; i < Arena->BuffersCount; i++)
|
||||
{
|
||||
memory_buffer* Buffer = Arena->Buffers + i;
|
||||
Free(Buffer->Buffer, Buffer->Size);
|
||||
Assert(Platform.Free != 0);
|
||||
Platform.Free(Base, Size);
|
||||
}
|
||||
|
||||
#define PlatformAllocArray(platform, type, size) (type*)PlatformAlloc((platform), sizeof(type) * (size))
|
||||
#define ArenaAlloc(arena, size) PlatformAlloc((arena).PlatformMemory, (gs_mem_u32)(size))
|
||||
#define ArenaAllocStruct(arena, type) (type*)PlatformAlloc((arena).PlatformMemory, sizeof(type))
|
||||
#define ArenaAllocArray(arena, type, size) (type*)PlatformAlloc((arena).PlatformMemory, sizeof(type) * (size))
|
||||
static gs_mem_u8*
|
||||
PlatformAlloc(platform_memory_handler Platform, gs_mem_u32 Size)
|
||||
{
|
||||
Assert(Platform.Alloc != 0);
|
||||
gs_mem_u8* Result = Platform.Alloc(Size);
|
||||
return Result;
|
||||
}
|
||||
|
||||
#define ArenaRealloc(arena, base, oldSize, newSize) PlatformRealloc((arena).PlatformMemory, (gs_mem_u8*)(base), (gs_mem_u32)(oldSize), (gs_mem_u32)(newSize))
|
||||
#define ArenaReallocArray(arena, base, type, oldCount, newCount) (type*)PlatformRealloc((arena).PlatformMemory, (gs_mem_u8*)(base), sizeof(type) * oldCount, sizeof(type) * newCount)
|
||||
static gs_mem_u8*
|
||||
PlatformRealloc(platform_memory_handler Platform, gs_mem_u8* Head, gs_mem_u32 OldSize, gs_mem_u32 NewSize)
|
||||
{
|
||||
gs_mem_u8* Result = 0;
|
||||
if (Platform.Realloc != 0)
|
||||
{
|
||||
Result = Platform.Realloc(Head, OldSize, NewSize);
|
||||
}
|
||||
else if (Platform.Alloc != 0 && Platform.Free != 0)
|
||||
{
|
||||
Result = PlatformAlloc(Platform, NewSize);
|
||||
if (Head != 0 && OldSize != 0)
|
||||
{
|
||||
GSMemCopy(Head, Result, OldSize);
|
||||
PlatformFree(Platform, Head, OldSize);
|
||||
}
|
||||
Free(Arena->Buffers, sizeof(memory_buffer) * Arena->BuffersCount);
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef GS_MEMORY_NO_STD_LIBS
|
||||
GSMem_Assert(0);
|
||||
#else
|
||||
InvalidCodePath;
|
||||
}
|
||||
return Result;
|
||||
}
|
||||
|
||||
static void
|
||||
FreeMemoryArena(memory_arena* Arena)
|
||||
{
|
||||
for (gs_mem_u32 i = 0; i < Arena->BuffersCount; i++)
|
||||
{
|
||||
memory_buffer* Buffer = Arena->Buffers + i;
|
||||
free(Buffer->Buffer);
|
||||
}
|
||||
free(Arena->Buffers);
|
||||
#endif
|
||||
PlatformFree(Arena->PlatformMemory, Buffer->Buffer, Buffer->Size);
|
||||
}
|
||||
PlatformFree(Arena->PlatformMemory, (u8*)Arena->Buffers, sizeof(memory_buffer) * Arena->BuffersCount);
|
||||
}
|
||||
|
||||
#define IsPowerOfTwo(v) ((v != 0) && ((v & (v - 1)) == 0))
|
||||
|
@ -344,65 +387,17 @@ FindAlignedAddressInBufferWithRoom(memory_arena* Arena, gs_mem_u32 Size, gs_mem_
|
|||
return Result;
|
||||
}
|
||||
|
||||
static gs_mem_u8*
|
||||
ArenaAlloc(memory_arena* Arena, gs_mem_u32 Size)
|
||||
{
|
||||
gs_mem_u8* Result = 0;
|
||||
|
||||
if (Arena->Alloc)
|
||||
{
|
||||
Result = (gs_mem_u8*)Arena->Alloc(sizeof(gs_mem_u8) * Size);
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef GS_MEMORY_NO_STD_LIBS
|
||||
// NOTE(Peter): If you specify no std libs AND don't supply a allocation function
|
||||
// we should assert as this is an invalid codepath
|
||||
GSMem_Assert(0);
|
||||
#else
|
||||
Result = (gs_mem_u8*)malloc(sizeof(gs_mem_u8) * Size);
|
||||
#endif
|
||||
}
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
static gs_mem_u8*
|
||||
ArenaRealloc(memory_arena* Arena, gs_mem_u8* Head, gs_mem_u32 OldSize, gs_mem_u32 NewSize)
|
||||
{
|
||||
gs_mem_u8* Result = 0;
|
||||
|
||||
if (Arena->Realloc != 0)
|
||||
{
|
||||
Result = (gs_mem_u8*)Arena->Realloc(Head, OldSize, NewSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef GS_MEMORY_NO_STD_LIBS
|
||||
// NOTE(Peter): If you specify no std libs AND don't supply a reallocation function
|
||||
// we should assert as this is an invalid codepath
|
||||
GSMem_Assert(0);
|
||||
#else
|
||||
Result = (gs_mem_u8*)realloc(Head, NewSize);
|
||||
#endif
|
||||
}
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
static memory_buffer*
|
||||
GrowArena(memory_arena* Arena, gs_mem_u32 SizeNeeded)
|
||||
{
|
||||
GSMem_Assert(Arena->ExpansionRule != MemoryExpansion_Disallowed);
|
||||
if (Arena->ExpansionRule == MemoryExpansion_OnlyIfFunctionsProvided)
|
||||
{
|
||||
GSMem_Assert((Arena->Alloc != 0) && (Arena->Realloc != 0));
|
||||
}
|
||||
|
||||
gs_mem_u32 NewBuffersCount = (Arena->BuffersCount + 1);
|
||||
#if 0
|
||||
gs_mem_u32 OldBuffersSize = sizeof(memory_buffer) * Arena->BuffersCount;
|
||||
gs_mem_u32 NewBuffersSize = sizeof(memory_buffer) * NewBuffersCount;
|
||||
Arena->Buffers = (memory_buffer*)ArenaRealloc(Arena, (gs_mem_u8*)Arena->Buffers, OldBuffersSize, NewBuffersSize);
|
||||
#endif
|
||||
Arena->Buffers = ArenaReallocArray(*Arena, Arena->Buffers, memory_buffer, Arena->BuffersCount, NewBuffersCount);
|
||||
Arena->BuffersCount = NewBuffersCount;
|
||||
|
||||
memory_buffer* NewBuffer = Arena->Buffers + (Arena->BuffersCount - 1);
|
||||
|
@ -412,7 +407,7 @@ GrowArena(memory_arena* Arena, gs_mem_u32 SizeNeeded)
|
|||
NewBuffer->Size = SizeNeeded;
|
||||
}
|
||||
|
||||
NewBuffer->Buffer = ArenaAlloc(Arena, sizeof(gs_mem_u8) * NewBuffer->Size);
|
||||
NewBuffer->Buffer = ArenaAllocArray(*Arena, gs_mem_u8, NewBuffer->Size);
|
||||
NewBuffer->Used = 0;
|
||||
|
||||
Arena->TotalSize += NewBuffer->Size;
|
||||
|
@ -433,14 +428,20 @@ TrackAllocation(memory_arena* Arena, gs_mem_u8* Head, gs_mem_u32 Size, char* Fil
|
|||
if (Arena->AllocationsUsed >= AllocationsMax)
|
||||
{
|
||||
gs_mem_u32 NewAllocationBuffersCount = Arena->AllocationBuffersCount + 1;
|
||||
Arena->AllocationBuffers = (tracked_allocation_buffer**)ArenaRealloc(Arena,
|
||||
#if 0
|
||||
gs_mem_u32 OldSize = Arena->AllocationBuffersCount * sizeof(void*);
|
||||
gs_mem_u32 NewSize = NewAllocationBuffersCount * sizeof(void*);
|
||||
Arena->AllocationBuffers = (tracked_allocation_buffer**)PlatformRealloc(Arena->PlatformMemory,
|
||||
(gs_mem_u8*)Arena->AllocationBuffers,
|
||||
Arena->AllocationBuffersCount * sizeof(void*),
|
||||
NewAllocationBuffersCount * sizeof(void*));
|
||||
OldSize, NewSize);
|
||||
#else
|
||||
Arena->AllocationBuffers = ArenaReallocArray(*Arena, Arena->AllocationBuffers, tracked_allocation_buffer*, Arena->AllocationBuffersCount, NewAllocationBuffersCount);
|
||||
#endif
|
||||
|
||||
Arena->AllocationBuffersCount = NewAllocationBuffersCount;
|
||||
|
||||
gs_mem_u32 NewBufferIndex = Arena->AllocationBuffersCount - 1;
|
||||
Arena->AllocationBuffers[NewBufferIndex] = (tracked_allocation_buffer*)ArenaAlloc(Arena, sizeof(tracked_allocation_buffer));
|
||||
Arena->AllocationBuffers[NewBufferIndex] = ArenaAllocStruct(*Arena, tracked_allocation_buffer);
|
||||
}
|
||||
|
||||
gs_mem_u32 AllocationIndex = Arena->AllocationsUsed++;
|
||||
|
|
Loading…
Reference in New Issue