visualizer work
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@ -207,6 +207,47 @@ ed_init(App_State* state)
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ed_sculpture_visualizer_init(state);
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}
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internal u8*
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ed_leds_to_texture(App_State* state, Allocator_Scratch* scratch, u32 pixels_dim)
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{
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u32 at = 0;
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u32* pixels = allocator_alloc_array(scratch->a, u32, pixels_dim * pixels_dim);
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for (u32 a = 0; a < state->assemblies.len; a++)
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{
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Assembly_Pixel_Buffer leds = state->assemblies.pixel_buffers[a];
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for (u32 p = 0; p < leds.len; p++)
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{
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Assembly_Pixel led = leds.pixels[p];
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u32 index = at++;
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pixels[index] = (
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led.r << 0 |
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led.g << 8 |
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led.b << 16 |
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0xFF << 24
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);
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}
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}
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#if 0
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for (u32 y = 0; y < pixels_dim; y++)
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{
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for (u32 x = 0; x < pixels_dim; x++)
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{
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r32 rp = (r32)y / (r32)pixels_dim;
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r32 bp = (r32)x / (r32)pixels_dim;
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u8 rb = (u8)(255 * rp);
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u8 bb = (u8)(255 * bp);
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u32 c = (
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0xFF0000FF |
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(rb << 8) |
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(bb << 16)
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);
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pixels[(y * pixels_dim) + x] = c;
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}
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}
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#endif
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return (u8*)pixels;
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}
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internal void
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ed_sculpture_updated(App_State* state, r32 scale, r32 led_size)
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{
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@ -299,24 +340,8 @@ ed_sculpture_updated(App_State* state, r32 scale, r32 led_size)
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// TODO(PS): destroy the old texture
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}
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u32* pixels = allocator_alloc_array(scratch.a, u32, pixels_count);
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for (u32 y = 0; y < pixels_dim; y++)
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{
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for (u32 x = 0; x < pixels_dim; x++)
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{
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r32 rp = (r32)y / (r32)pixels_dim;
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r32 bp = (r32)x / (r32)pixels_dim;
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u8 rb = (u8)(255 * rp);
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u8 bb = (u8)(255 * bp);
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u32 c = (
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0xFF0000FF |
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(rb << 8) |
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(bb << 16)
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);
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pixels[(y * pixels_dim) + x] = c;
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}
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}
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ed->sculpture_tex = platform_texture_create((u8*)pixels, pixels_dim, pixels_dim, pixels_dim);
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u8* pixels = ed_leds_to_texture(state, &scratch, pixels_dim);
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ed->sculpture_tex = platform_texture_create(pixels, pixels_dim, pixels_dim, pixels_dim);
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}
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internal void
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@ -328,7 +353,15 @@ ed_frame_prepare(App_State* state)
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internal void
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ed_frame(App_State* state)
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{
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UI* ui = &state->editor->ui;
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Editor* ed = state->editor;
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UI* ui = &ed->ui;
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{
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scratch_get(scratch);
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u32 w = ed->sculpture_tex.w;
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u8* pixels = ed_leds_to_texture(state, &scratch, w);
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platform_texture_update(ed->sculpture_tex, pixels, w, w, w);
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}
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edr_render_begin(state);
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ui_draw(&state->editor->ui);
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@ -83,7 +83,7 @@ ed_sculpture_visualizer(App_State* state)
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);
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// TODO(PS): TEMPORARY CAMERA CODE
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cam_theta += 0.05f;
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//cam_theta += 0.05f;
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v3 camera_pos = v3{sinf(cam_theta) * 50, 0, cosf(cam_theta) * 50};
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r32 aspect = view_dim.x / view_dim.y;
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m44 proj = HMM_Perspective(45.0, aspect, 0.01f, 500);
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@ -5,6 +5,7 @@ en_init(App_State* state, App_Init_Desc desc)
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state->assemblies = assembly_array_create(permanent, desc.assembly_cap);
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Output* o = &state->output;
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register_output_method(o, OutputData_Invalid, 0, 0);
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register_output_method(o, OutputData_NetworkSACN, output_network_sacn_build, output_network_sacn_init());
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register_output_method(o, OutputData_ComUART, output_network_sacn_build, output_com_uart_init());
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}
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@ -15,19 +16,40 @@ en_frame_prepare(App_State* state)
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}
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global r32 tt = 0;
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internal void
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en_frame(App_State* state)
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{
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#if 0
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scratch_get(scratch);
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Assembly_Array assemblies = state->assemblies;
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///////////////////////////////////////
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// Temp Pattern Simulation
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tt += 1.0f / 60.0f;
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r32 hrange = 1;
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r32 range = hrange * 2;
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for (u32 i = 0; i < assemblies.len; i++)
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{
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Assembly_Pixel_Buffer pixels = assemblies.pixel_buffers[i];
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for (u32 j = 0; j < pixels.len; j++)
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{
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v4 p = pixels.positions[j];
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pixels.pixels[j].r = (u8)(((sinf((5 * tt) + (p.x * 10)) + 1) * 0.5f) * 255);
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pixels.pixels[j].b = (u8)(((sinf((5 * tt) + (p.z * 10)) + 1) * 0.5f) * 255);
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}
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}
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///////////////////////////////////////
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// Output Data
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Output_Data_Queue output_queue = {};
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output_queue.a = scratch;
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output_queue.a = scratch.a;
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// build output data buffers
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Output_Methods methods;
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Assembly_Array assemblies = state->assemblies;
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Output_Methods methods = state->output.methods;
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for (u32 i = 0; i < assemblies.len; i++)
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{
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Assembly_Strip_Array strips = assemblies.strip_arrays[i];
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@ -65,7 +87,6 @@ en_frame(App_State* state)
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invalid_code_path;
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}
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}
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#endif
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}
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internal void
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