Cleaned up some extraneous variables in the assembly structure
This commit is contained in:
parent
69db4b436c
commit
9c432a3807
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@ -314,8 +314,7 @@ CreateDMXBuffers(assembly Assembly, led_system* LedSystem, s32 BufferHeaderSize,
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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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pixel Color = LedBuffer->Colors[LedIndex];
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DestChannel[0] = Color.R;
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DestChannel[1] = Color.G;
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@ -529,6 +528,7 @@ UPDATE_AND_RENDER(UpdateAndRender)
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Context->GeneralWorkQueue->ResetWorkQueue(Context->GeneralWorkQueue);
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// Checking for overflows
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#if 0
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{
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DEBUG_TRACK_SCOPE(OverflowChecks);
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AssertAllocationsNoOverflow(State->Permanent);
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@ -538,6 +538,7 @@ UPDATE_AND_RENDER(UpdateAndRender)
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AssertAllocationsNoOverflow(Assembly->Arena);
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}
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}
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#endif
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}
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CLEANUP_APPLICATION(CleanupApplication)
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@ -94,18 +94,18 @@ TestPatternOne(led_buffer* Assembly, r32 Time)
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{
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for (u32 LedIndex = 0; LedIndex < Assembly->LedCount; LedIndex++)
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{
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led Led = Assembly->Leds[LedIndex];
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if (Led.Position.x < 0)
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v4 LedPosition = Assembly->Positions[LedIndex];
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if (LedPosition.x < 0)
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{
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Assembly->Colors[Led.Index].R = 255;
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Assembly->Colors[Led.Index].B = 255;
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Assembly->Colors[Led.Index].G = 255;
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Assembly->Colors[LedIndex].R = 255;
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Assembly->Colors[LedIndex].B = 255;
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Assembly->Colors[LedIndex].G = 255;
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}
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else
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{
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Assembly->Colors[Led.Index].R = 0;
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Assembly->Colors[Led.Index].B = 0;
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Assembly->Colors[Led.Index].G = 0;
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Assembly->Colors[LedIndex].R = 0;
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Assembly->Colors[LedIndex].B = 0;
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Assembly->Colors[LedIndex].G = 0;
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}
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}
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}
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@ -132,9 +132,7 @@ TestPatternTwo(led_buffer* Assembly, r32 Time)
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for (u32 LedIndex = 0; LedIndex < Assembly->LedCount; LedIndex++)
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{
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led Led = Assembly->Leds[LedIndex];
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v4 Position = Led.Position;
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v4 Position = Assembly->Positions[LedIndex];
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v4 ToFront = Position + FrontCenter;
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v4 ToBack = Position + BackCenter;
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@ -150,16 +148,16 @@ TestPatternTwo(led_buffer* Assembly, r32 Time)
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{
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if (XOR(ToFrontDotNormal > 0, ToBackDotNormal > 0))
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{
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Assembly->Colors[Led.Index] = Color;
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Assembly->Colors[LedIndex] = Color;
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}
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else
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{
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//Assembly->Colors[Led.Index] = {};
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//Assembly->Colors[LedIndex] = {};
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}
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}
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else
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{
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//Assembly->Colors[Led.Index] = {};
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//Assembly->Colors[LedIndex] = {};
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}
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}
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}
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@ -178,23 +176,23 @@ TestPatternThree(led_buffer* Assembly, r32 Time)
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for (u32 LedIndex = 0; LedIndex < Assembly->LedCount; LedIndex++)
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{
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led Led = Assembly->Leds[LedIndex];
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v4 LedPosition = Assembly->Positions[LedIndex];
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u8 Red = 0;
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u8 Green = 0;
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u8 Blue = 0;
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r32 GreenDist = GSAbs(Mag(Led.Position - GreenCenter) - GreenRadius);
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r32 GreenDist = GSAbs(Mag(LedPosition - 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 TealDist = GSAbs(Mag(Led.Position - TealCenter) - TealRadius);
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r32 TealDist = GSAbs(Mag(LedPosition - 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 = Green;
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Assembly->Colors[Led.Index].G = Green;
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Assembly->Colors[LedIndex].R = Red;
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Assembly->Colors[LedIndex].B = Green;
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Assembly->Colors[LedIndex].G = Green;
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}
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}
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@ -34,7 +34,7 @@ LedSystemTakeFreeBuffer(led_system* System, u32 LedCount)
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{
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if (System->Buffers[i].LedCount == 0
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&& System->Buffers[i].Colors == 0
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&& System->Buffers[i].Leds == 0)
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&& System->Buffers[i].Positions == 0)
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{
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Result = i;
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break;
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@ -46,7 +46,7 @@ LedSystemTakeFreeBuffer(led_system* System, u32 LedCount)
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led_buffer* Buffer = &System->Buffers[Result];
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Buffer->LedCount = LedCount;
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Buffer->Colors = PlatformAllocArray(System->PlatformMemory, pixel, Buffer->LedCount);
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Buffer->Leds = PlatformAllocArray(System->PlatformMemory, led, Buffer->LedCount);
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Buffer->Positions = PlatformAllocArray(System->PlatformMemory, v4, Buffer->LedCount);
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System->LedsCountTotal += LedCount;
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@ -59,7 +59,7 @@ LedSystemFreeBuffer(led_system* System, u32 BufferIndex)
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Assert(BufferIndex < System->BuffersCountMax);
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led_buffer* Buffer = &System->Buffers[BufferIndex];
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PlatformFreeArray(System->PlatformMemory, Buffer->Colors, pixel, Buffer->LedCount);
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PlatformFreeArray(System->PlatformMemory, Buffer->Leds, led, Buffer->LedCount);
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PlatformFreeArray(System->PlatformMemory, Buffer->Positions, v4, Buffer->LedCount);
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System->LedsCountTotal -= Buffer->LedCount;
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*Buffer = {};
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}
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@ -75,8 +75,7 @@ internal void
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LedBufferSetLed(led_buffer* Buffer, u32 Led, v4 Position)
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{
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Assert(Led < Buffer->LedCount);
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Buffer->Leds[Led].Position = Position;
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Buffer->Leds[Led].Index = Led;
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Buffer->Positions[Led] = Position;
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}
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// Assembly
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@ -5,13 +5,6 @@
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//
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#ifndef FOLDHAUS_ASSEMBLY_H
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struct led
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{
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// TODO(Peter): Pretty sure we don't need this. led and pixel are always parallel arrays
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s32 Index;
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v4 Position;
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};
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union pixel
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{
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struct
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@ -27,7 +20,7 @@ struct led_buffer
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{
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u32 LedCount;
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pixel* Colors;
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led* Leds;
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v4* Positions;
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};
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struct led_system
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@ -50,6 +43,7 @@ struct v2_tag
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struct v2_strip
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{
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s32 ControlBoxID; // TODO(Peter): I don't think we need this anymore
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// TODO(Peter): Add in info for Serial, ArtNet, etc.
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s32 StartUniverse;
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s32 StartChannel;
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@ -117,7 +117,7 @@ NODE_PROC(SinWave, sin_wave_data)
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//
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/////////////////////////////////
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GSMetaTag(node_struct);
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GSMetaTag(node_struct);
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struct multiply_patterns_data
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{
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GSMetaTag(node_input);
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@ -132,28 +132,25 @@ struct multiply_patterns_data
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NODE_PROC(MultiplyPatterns, multiply_patterns_data)
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{
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led* LED = Data->Result.LEDs;
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for (s32 l = 0; l < Data->Result.LEDCount; l++)
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for (s32 LedIndex = 0; LedIndex < Data->Result.LEDCount; LedIndex++)
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{
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Assert(LED->Index >= 0 && LED->Index < Data->Result.LEDCount);
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Assert(LedIndex >= 0 && LedIndex < Data->Result.LEDCount);
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s32 AR = Data->A.Colors[LED->Index].R;
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s32 AG = Data->A.Colors[LED->Index].G;
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s32 AB = Data->A.Colors[LED->Index].B;
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s32 AR = Data->A.Colors[LedIndex].R;
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s32 AG = Data->A.Colors[LedIndex].G;
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s32 AB = Data->A.Colors[LedIndex].B;
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s32 BR = Data->B.Colors[LED->Index].R;
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s32 BG = Data->B.Colors[LED->Index].G;
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s32 BB = Data->B.Colors[LED->Index].B;
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s32 BR = Data->B.Colors[LedIndex].R;
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s32 BG = Data->B.Colors[LedIndex].G;
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s32 BB = Data->B.Colors[LedIndex].B;
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s32 RCombined = (AR * BR) / 255;
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s32 GCombined = (AG * BG) / 255;
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s32 BCombined = (AB * BB) / 255;
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Data->Result.Colors[LED->Index].R = (u8)RCombined;
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Data->Result.Colors[LED->Index].G = (u8)GCombined;
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Data->Result.Colors[LED->Index].B = (u8)BCombined;
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LED++;
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Data->Result.Colors[LedIndex].R = (u8)RCombined;
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Data->Result.Colors[LedIndex].G = (u8)GCombined;
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Data->Result.Colors[LedIndex].B = (u8)BCombined;
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}
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}
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@ -14,7 +14,7 @@ typedef enum node_type node_type;
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struct color_buffer
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{
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led* LEDs;
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v4* LedPositions;
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pixel* Colors;
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s32 LEDCount;
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};
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@ -66,7 +66,7 @@ struct node_specification_
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struct pattern_node
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{
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// TODO(Peter): Something to think about further down the line is the fact that
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// SpecificationIndex doesn't have to stay static throughout a single instance of
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// SpecificationIndex doesn't have to stay static throughout a single instance of
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// an application, let alone across separate runs. If you recompile (hot load or not)
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// with a new specification, the indecies all get thrown off. Should we hash the spec
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// names or something?
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@ -90,7 +90,7 @@ struct pattern_node_workspace
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gs_bucket<pattern_node_connection> Connections;
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// This is storage for all the structures which follow.
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// It is cleared when new nodes are added so that the
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// It is cleared when new nodes are added so that the
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// acceleration structures can be recalculated
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memory_arena Storage;
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s32* SparseToSortedNodeMap;
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@ -109,7 +109,7 @@ struct data_name
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struct data_name
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#define NODE_PROC(proc_name, input_type) \
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void proc_name(input_type* Data, r32 DeltaTime)
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void proc_name(input_type* Data, r32 DeltaTime)
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#define NODE_IN(type, name) type name
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#define NODE_OUT(type, name) type name
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@ -39,10 +39,9 @@ enum gsm_struct_type
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gsm_StructType_v4,
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gsm_StructType_float,
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gsm_StructType_color_buffer,
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gsm_StructType_led,
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gsm_StructType_s32,
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gsm_StructType_pixel,
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gsm_StructType_u8,
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gsm_StructType_s32,
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gsm_StructType_sin_wave_data,
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gsm_StructType_r32,
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gsm_StructType_revolving_discs_data,
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@ -62,10 +61,6 @@ static gsm_struct_member_type_info StructMembers_v4[] = {
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{ "a", 1, (u64)&((v4*)0)->a, {}, 0},
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{ "E", 1, (u64)&((v4*)0)->E, {}, 0},
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};
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static gsm_struct_member_type_info StructMembers_led[] = {
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{ "Index", 5, (u64)&((led*)0)->Index, {}, 0},
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{ "Position", 8, (u64)&((led*)0)->Position, {}, 0},
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};
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static gsm_struct_member_type_info StructMembers_pixel[] = {
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{ "R", 1, (u64)&((pixel*)0)->R, {}, 0},
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{ "G", 1, (u64)&((pixel*)0)->G, {}, 0},
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@ -73,7 +68,7 @@ static gsm_struct_member_type_info StructMembers_pixel[] = {
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{ "Channels", 8, (u64)&((pixel*)0)->Channels, {}, 0},
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};
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static gsm_struct_member_type_info StructMembers_color_buffer[] = {
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{ "LEDs", 4, (u64)&((color_buffer*)0)->LEDs, {}, 0},
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{ "LedPositions", 12, (u64)&((color_buffer*)0)->LedPositions, {}, 0},
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{ "Colors", 6, (u64)&((color_buffer*)0)->Colors, {}, 0},
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{ "LEDCount", 8, (u64)&((color_buffer*)0)->LEDCount, {}, 0},
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};
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@ -115,14 +110,13 @@ static gsm_struct_type_info StructTypes[] = {
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{ gsm_StructType_v4, "v4", 2, 16, 0, 0, StructMembers_v4, 3 },
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{ gsm_StructType_float, "float", 5, 4, 0, 0, 0, 0 },
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{ gsm_StructType_color_buffer, "color_buffer", 12, 20, 0, 0, StructMembers_color_buffer, 3 },
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{ gsm_StructType_led, "led", 3, 20, 0, 0, StructMembers_led, 2 },
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{ gsm_StructType_s32, "s32", 3, 4, 0, 0, 0, 0 },
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{ gsm_StructType_pixel, "pixel", 5, 3, 0, 0, StructMembers_pixel, 2 },
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{ gsm_StructType_u8, "u8", 2, 1, 0, 0, 0, 0 },
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{ gsm_StructType_s32, "s32", 3, 4, 0, 0, 0, 0 },
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{ gsm_StructType_sin_wave_data, "sin_wave_data", 13, 20, 0, 0, StructMembers_sin_wave_data, 5 },
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{ gsm_StructType_r32, "r32", 3, 4, 0, 0, 0, 0 },
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{ gsm_StructType_revolving_discs_data, "revolving_discs_data", 20, 60, 0, 0, StructMembers_revolving_discs_data, 8 },
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{ gsm_StructType_vertical_color_fade_data, "vertical_color_fade_data", 24, 44, 0, 0, StructMembers_vertical_color_fade_data, 4 },
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{ gsm_StructType_multiply_patterns_data, "multiply_patterns_data", 22, 60, 0, 0, StructMembers_multiply_patterns_data, 3 },
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};
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static gsm_u32 StructTypesCount = 13;
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static gsm_u32 StructTypesCount = 12;
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@ -71,7 +71,7 @@ SculptureView_Cleanup(panel* Panel, app_state* State)
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struct draw_leds_job_data
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{
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led* LEDs;
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v4* Positions;
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pixel* Colors;
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s32 StartIndex;
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s32 OnePastLastIndex;
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@ -107,15 +107,13 @@ DrawLEDsInBufferRangeJob (s32 ThreadID, void* JobData)
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v2 UV2 = v2{1, 1};
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v2 UV3 = v2{0, 1};
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led* LED = Data->LEDs + Data->StartIndex;
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for (s32 LEDIdx = 0;
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LEDIdx < LEDCount;
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LEDIdx++)
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for (s32 LedIndex = 0; LedIndex < LEDCount; LedIndex++)
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{
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pixel PixelColor = Data->Colors[LED->Index];
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pixel PixelColor = Data->Colors[LedIndex];
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v4 Color = v4{PixelColor.R / 255.f, PixelColor.G / 255.f, PixelColor.B / 255.f, 1.0f};
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v4 V4Position = LED->Position;
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v4 V4Position = Data->Positions[Data->StartIndex + LedIndex];
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V4Position.w = 0;
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v4 P0 = P0_In + V4Position;
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v4 P1 = P1_In + V4Position;
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@ -126,8 +124,6 @@ DrawLEDsInBufferRangeJob (s32 ThreadID, void* JobData)
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P0, P1, P2, UV0, UV1, UV2, Color, Color, Color);
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SetTri3DInBatch(Data->Batch, BatchReservedRange.Start + TrisUsed++,
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P0, P2, P3, UV0, UV2, UV3, Color, Color, Color);
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LED++;
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}
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}
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@ -165,7 +161,7 @@ SculptureView_Render(panel Panel, rect PanelBounds, render_command_buffer* Rende
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for (u32 Job = 0; Job < JobsNeeded; Job++)
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{
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draw_leds_job_data* JobData = PushStruct(&State->Transient, draw_leds_job_data);
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JobData->LEDs = LedBuffer->Leds;
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JobData->Positions = LedBuffer->Positions;
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JobData->Colors = LedBuffer->Colors;
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JobData->StartIndex = Job * MaxLEDsPerJob;
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JobData->OnePastLastIndex = GSMin(JobData->StartIndex + MaxLEDsPerJob, LedBuffer->LedCount);
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@ -8,49 +8,47 @@
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GSMetaTag(node_struct);
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struct solid_color_data
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{
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GSMetaTag(node_input);
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GSMetaTag(node_input);
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v4 Color;
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GSMetaTag(node_output);
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color_buffer Result;
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};
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GSMetaTag(node_proc); // :TagParamsForNodeParamStructs
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GSMetaTag(node_proc); // :TagParamsForNodeParamStructs
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void SolidColorProc(solid_color_data* Data)
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{
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u8 R = (u8)GSClamp(0.f, (Data->Color.r * 255), 255.f);
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u8 G = (u8)GSClamp(0.f, (Data->Color.g * 255), 255.f);
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u8 B = (u8)GSClamp(0.f, (Data->Color.b * 255), 255.f);
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led* LED = Data->Result.LEDs;
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for (s32 l = 0; l < Data->Result.LEDCount; l++)
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for (s32 LedIndex = 0; LedIndex < Data->Result.LEDCount; LedIndex++)
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{
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Assert(LED->Index >= 0 && LED->Index < Data->Result.LEDCount);
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Assert(LedIndex >= 0 && LedIndex < Data->Result.LEDCount);
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Data->Result.Colors[LED->Index].R = R;
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Data->Result.Colors[LED->Index].G = G;
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Data->Result.Colors[LED->Index].B = B;
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LED++;
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Data->Result.Colors[LedIndex].R = R;
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Data->Result.Colors[LedIndex].G = G;
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Data->Result.Colors[LedIndex].B = B;
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}
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}
|
||||
|
||||
GSMetaTag(node_struct);
|
||||
struct vertical_color_fade_data
|
||||
{
|
||||
GSMetaTag(node_input);
|
||||
GSMetaTag(node_input);
|
||||
v4 Color;
|
||||
|
||||
GSMetaTag(node_input);
|
||||
GSMetaTag(node_input);
|
||||
r32 Min;
|
||||
|
||||
GSMetaTag(node_input);
|
||||
GSMetaTag(node_input);
|
||||
r32 Max;
|
||||
|
||||
GSMetaTag(node_output);
|
||||
color_buffer Result;
|
||||
};
|
||||
|
||||
GSMetaTag(node_proc); // :TagParamsForNodeParamStructs
|
||||
GSMetaTag(node_proc); // :TagParamsForNodeParamStructs
|
||||
void VerticalColorFadeProc(vertical_color_fade_data* Data)
|
||||
{
|
||||
r32 R = (Data->Color.r * 255);
|
||||
|
@ -59,18 +57,18 @@ void VerticalColorFadeProc(vertical_color_fade_data* Data)
|
|||
|
||||
r32 Range = Data->Max - Data->Min;
|
||||
|
||||
led* LED = Data->Result.LEDs;
|
||||
for (s32 l = 0; l < Data->Result.LEDCount; l++)
|
||||
|
||||
for (s32 LedIndex = 0; LedIndex < Data->Result.LEDCount; LedIndex++)
|
||||
{
|
||||
Assert(LED->Index >= 0 && LED->Index < Data->Result.LEDCount);
|
||||
Assert(LedIndex >= 0 && LedIndex < Data->Result.LEDCount);
|
||||
v4 LedPosition = Data->Result.LedPositions[LedIndex];
|
||||
|
||||
r32 Amount = (LED->Position.y - Data->Min) / Range;
|
||||
r32 Amount = (LedPosition.y - Data->Min) / Range;
|
||||
Amount = GSClamp01(1.0f - Amount);
|
||||
|
||||
Data->Result.Colors[LED->Index].R = (u8)(R * Amount);
|
||||
Data->Result.Colors[LED->Index].G = (u8)(G * Amount);
|
||||
Data->Result.Colors[LED->Index].B = (u8)(B * Amount);
|
||||
LED++;
|
||||
Data->Result.Colors[LedIndex].R = (u8)(R * Amount);
|
||||
Data->Result.Colors[LedIndex].G = (u8)(G * Amount);
|
||||
Data->Result.Colors[LedIndex].B = (u8)(B * Amount);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -78,32 +76,32 @@ void VerticalColorFadeProc(vertical_color_fade_data* Data)
|
|||
GSMetaTag(node_struct);
|
||||
struct revolving_discs_data
|
||||
{
|
||||
GSMetaTag(node_input);
|
||||
GSMetaTag(node_input);
|
||||
r32 Rotation;
|
||||
|
||||
GSMetaTag(node_input);
|
||||
GSMetaTag(node_input);
|
||||
r32 ThetaZ;
|
||||
|
||||
GSMetaTag(node_input);
|
||||
GSMetaTag(node_input);
|
||||
r32 ThetaY;
|
||||
|
||||
GSMetaTag(node_input);
|
||||
GSMetaTag(node_input);
|
||||
r32 DiscWidth;
|
||||
|
||||
GSMetaTag(node_input);
|
||||
GSMetaTag(node_input);
|
||||
r32 InnerRadius;
|
||||
|
||||
GSMetaTag(node_input);
|
||||
GSMetaTag(node_input);
|
||||
r32 OuterRadius;
|
||||
|
||||
GSMetaTag(node_input);
|
||||
GSMetaTag(node_input);
|
||||
v4 Color;
|
||||
|
||||
GSMetaTag(node_output);
|
||||
color_buffer Result;
|
||||
};
|
||||
|
||||
GSMetaTag(node_proc); // :TagParamsForNodeParamStructs
|
||||
GSMetaTag(node_proc); // :TagParamsForNodeParamStructs
|
||||
void RevolvingDiscs(revolving_discs_data* Data)
|
||||
{
|
||||
DEBUG_TRACK_FUNCTION;
|
||||
|
@ -124,10 +122,9 @@ void RevolvingDiscs(revolving_discs_data* Data)
|
|||
r32 OuterRadiusSquared = Data->OuterRadius * Data->OuterRadius;
|
||||
r32 InnerRadiusSquared = Data->InnerRadius * Data->InnerRadius;
|
||||
|
||||
led* LED = Data->Result.LEDs;
|
||||
for (s32 l = 0; l < Data->Result.LEDCount; l++)
|
||||
for (s32 LedIndex = 0; LedIndex < Data->Result.LEDCount; LedIndex++)
|
||||
{
|
||||
v4 Position = LED->Position;
|
||||
v4 Position = Data->Result.LedPositions[LedIndex];
|
||||
|
||||
v4 ToFront = Position + FrontCenter;
|
||||
v4 ToBack = Position + BackCenter;
|
||||
|
@ -143,10 +140,9 @@ void RevolvingDiscs(revolving_discs_data* Data)
|
|||
{
|
||||
if (XOR(ToFrontDotNormal > 0, ToBackDotNormal > 0))
|
||||
{
|
||||
Data->Result.Colors[LED->Index] = Color;
|
||||
Data->Result.Colors[LedIndex] = Color;
|
||||
}
|
||||
}
|
||||
LED++;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -10,8 +10,8 @@
|
|||
|
||||
PLATFORM_ALLOC(Win32Alloc)
|
||||
{
|
||||
u8* Result = (u8*)VirtualAlloc(NULL, Size,
|
||||
MEM_COMMIT | MEM_RESERVE,
|
||||
u8* Result = (u8*)VirtualAlloc(NULL, Size,
|
||||
MEM_COMMIT | MEM_RESERVE,
|
||||
PAGE_EXECUTE_READWRITE);
|
||||
return Result;
|
||||
}
|
||||
|
@ -21,7 +21,7 @@ PLATFORM_FREE(Win32Free)
|
|||
b32 Result = VirtualFree(Base, 0, MEM_RELEASE);
|
||||
if (!Result)
|
||||
{
|
||||
s32 Error = WSAGetLastError();
|
||||
s32 Error = GetLastError();
|
||||
// TODO(Peter): I'm waiting to see an error actually occur here
|
||||
// to know what it could possibly be.
|
||||
InvalidCodePath;
|
||||
|
|
Loading…
Reference in New Issue