diff --git a/src/app/engine/animation/foldhaus_animation.h b/src/app/engine/animation/foldhaus_animation.h index 8ae3430..f0011f2 100644 --- a/src/app/engine/animation/foldhaus_animation.h +++ b/src/app/engine/animation/foldhaus_animation.h @@ -10,13 +10,13 @@ typedef ANIMATION_PROC(animation_proc); struct frame_range { - s32 Min; - s32 Max; + s32 Min; + s32 Max; }; struct animation_pattern_handle { - s32 IndexPlusOne; + s32 IndexPlusOne; }; // NOTE(pjs): An animation block is a time range paired with an @@ -25,72 +25,72 @@ struct animation_pattern_handle // will run struct animation_block { - frame_range Range; - animation_pattern_handle AnimationProcHandle; - u32 Layer; + frame_range Range; + animation_pattern_handle AnimationProcHandle; + u32 Layer; }; struct animation_block_array { - u32* Generations; - animation_block* Values; - u32 Count; - u32 CountMax; + u32* Generations; + animation_block* Values; + u32 Count; + u32 CountMax; }; enum blend_mode { - BlendMode_Overwrite, - BlendMode_Add, - BlendMode_Multiply, - BlendMode_Count, + BlendMode_Overwrite, + BlendMode_Add, + BlendMode_Multiply, + BlendMode_Count, }; // TODO(pjs): This really doesn't belong here global gs_string BlendModeStrings[] = { - MakeString("Overwrite"), - MakeString("Add"), - MakeString("Multiply"), - MakeString("Count"), + MakeString("Overwrite"), + MakeString("Add"), + MakeString("Multiply"), + MakeString("Count"), }; struct anim_layer { - gs_string Name; - blend_mode BlendMode; + gs_string Name; + blend_mode BlendMode; }; struct anim_layer_array { - anim_layer* Values; - u32 Count; - u32 CountMax; + anim_layer* Values; + u32 Count; + u32 CountMax; }; // NOTE(pjs): An animation is a stack of layers, each of which // is a timeline of animation blocks. struct animation { - gs_string Name; - - anim_layer_array Layers; - animation_block_array Blocks_; - - frame_range PlayableRange; - - // The information / path to the file where this animation is to be saved / where it is loaded from - gs_file_info FileInfo; + gs_string Name; + + anim_layer_array Layers; + animation_block_array Blocks_; + + frame_range PlayableRange; + + // The information / path to the file where this animation is to be saved / where it is loaded from + gs_file_info FileInfo; }; struct animation_handle { - s32 Index; + s32 Index; }; struct animation_handle_array { - u32 Count; - animation_handle* Handles; + u32 Count; + animation_handle* Handles; }; internal animation_handle InvalidAnimHandle () { return { -1 }; } @@ -98,83 +98,84 @@ internal bool IsValid (animation_handle H) { return H.Index >= 0; } internal void Clear (animation_handle* H) { H->Index = -1; } internal bool AnimHandlesAreEqual (animation_handle A, animation_handle B) { - return A.Index == B.Index; + return A.Index == B.Index; } struct animation_array { - animation* Values; - u32 Count; - u32 CountMax; + animation* Values; + u32 Count; + u32 CountMax; }; struct animation_layer_frame { - animation_block Hot; - bool HasHot; - - animation_block NextHot; - bool HasNextHot; - - r32 NextHotOpacity; - - blend_mode BlendMode; + animation_block Hot; + bool HasHot; + + animation_block NextHot; + bool HasNextHot; + + r32 NextHotOpacity; + + blend_mode BlendMode; }; // NOTE(pjs): This is an evaluated frame - across all layers in an // animation, these are the blocks that need to be run struct animation_frame { - animation_layer_frame* Layers; - u32 LayersCount; + animation_layer_frame* Layers; + u32 LayersCount; }; enum animation_repeat_mode { - AnimationRepeat_Single, - AnimationRepeat_Loop, - AnimationRepeat_Invalid, + AnimationRepeat_Single, + AnimationRepeat_Loop, + AnimationRepeat_Invalid, }; global gs_const_string AnimationRepeatModeStrings[] = { - ConstString("Repeat Single"), - ConstString("Loop"), - ConstString("Invalid"), + ConstString("Repeat Single"), + ConstString("Loop"), + ConstString("Invalid"), }; struct animation_fade_group { - animation_handle From; - animation_handle To; - r32 FadeElapsed; - r32 FadeDuration; + animation_handle From; + animation_handle To; + r32 FadeElapsed; + r32 FadeDuration; }; #define ANIMATION_SYSTEM_LAYERS_MAX 128 #define ANIMATION_SYSTEM_BLOCKS_MAX 128 struct animation_system { - gs_memory_arena* Storage; - animation_array Animations; - - animation_repeat_mode RepeatMode; - animation_handle_array Playlist; - u32 PlaylistAt; - r32 PlaylistFadeTime; - - // NOTE(Peter): The frame currently being displayed/processed. you - // can see which frame you're on by looking at the time slider on the timeline - // panel - animation_fade_group ActiveFadeGroup; - - r32 SecondsOnCurrentFrame; - s32 CurrentFrame; - s32 LastUpdatedFrame; - r32 SecondsPerFrame; - b32 TimelineShouldAdvance; - - // Settings - bool Multithreaded; + gs_memory_arena* Storage; + animation_array Animations; + + animation_repeat_mode RepeatMode; + animation_handle_array Playlist; + u32 PlaylistAt; + r32 PlaylistFadeTime; + + // NOTE(Peter): The frame currently being displayed/processed. you + // can see which frame you're on by looking at the time slider on the timeline + // panel + animation_fade_group ActiveFadeGroup; + + r32 SecondsOnCurrentFrame; + s32 CurrentFrame; + s32 LastUpdatedFrame; + r32 SecondsPerFrame; + b32 TimelineShouldAdvance; + u32 UpdatesThisFrame; + + // Settings + bool Multithreaded; }; // NOTE(pjs): A Pattern is a named procedure which can be used as @@ -182,70 +183,70 @@ struct animation_system // and blended via layers to create an animation struct animation_pattern { - char* Name; - s32 NameLength; - animation_proc* Proc; - bool Multithreaded; + char* Name; + s32 NameLength; + animation_proc* Proc; + bool Multithreaded; }; struct animation_pattern_array { - animation_pattern* Values; - u32 Count; - u32 CountMax; + animation_pattern* Values; + u32 Count; + u32 CountMax; }; // Serialization enum animation_field { - AnimField_FileIdent, - AnimField_AnimName, - AnimField_LayersCount, - AnimField_BlocksCount, - - AnimField_PlayableRange, - AnimField_PlayableRangeMin, - AnimField_PlayableRangeMax, - - AnimField_LayersArray, - AnimField_Layer, - AnimField_LayerName, - AnimField_LayerBlendMode, - - AnimField_BlocksArray, - AnimField_Block, - AnimField_BlockFrameRange, - AnimField_BlockFrameRangeMin, - AnimField_BlockFrameRangeMax, - AnimField_BlockLayerIndex, - AnimField_BlockAnimName, - - AnimField_Count, + AnimField_FileIdent, + AnimField_AnimName, + AnimField_LayersCount, + AnimField_BlocksCount, + + AnimField_PlayableRange, + AnimField_PlayableRangeMin, + AnimField_PlayableRangeMax, + + AnimField_LayersArray, + AnimField_Layer, + AnimField_LayerName, + AnimField_LayerBlendMode, + + AnimField_BlocksArray, + AnimField_Block, + AnimField_BlockFrameRange, + AnimField_BlockFrameRangeMin, + AnimField_BlockFrameRangeMax, + AnimField_BlockLayerIndex, + AnimField_BlockAnimName, + + AnimField_Count, }; global gs_const_string AnimationFieldStrings[] = { - ConstString("lumenarium_animation_file"), // AnimField_FileIdent - ConstString("animation_name"),// AnimField_AnimName - ConstString("layers_count"),// AnimField_LayersCount - ConstString("blocks_count"),// AnimField_BlocksCount - - ConstString("playable_range"),// AnimField_PlayableRange - ConstString("min"),// AnimField_PlayableRangeMin - ConstString("max"),// AnimField_PlayableRangeMax - - ConstString("layers"),// AnimField_LayersArray - ConstString("layer"),// AnimField_Layer - ConstString("name"),// AnimField_LayerName - ConstString("blend"),// AnimField_LayerBlendMode - - ConstString("blocks"),// AnimField_BlocksArray - ConstString("block"),// AnimField_Block - ConstString("frame_range"),// AnimField_BlockFrameRange - ConstString("min"),// AnimField_BlockFrameRangeMin - ConstString("max"),// AnimField_BlockFrameRangeMax - ConstString("layer_index"),// AnimField_BlockLayerIndex - ConstString("animation_name"),// AnimField_BlockAnimName + ConstString("lumenarium_animation_file"), // AnimField_FileIdent + ConstString("animation_name"),// AnimField_AnimName + ConstString("layers_count"),// AnimField_LayersCount + ConstString("blocks_count"),// AnimField_BlocksCount + + ConstString("playable_range"),// AnimField_PlayableRange + ConstString("min"),// AnimField_PlayableRangeMin + ConstString("max"),// AnimField_PlayableRangeMax + + ConstString("layers"),// AnimField_LayersArray + ConstString("layer"),// AnimField_Layer + ConstString("name"),// AnimField_LayerName + ConstString("blend"),// AnimField_LayerBlendMode + + ConstString("blocks"),// AnimField_BlocksArray + ConstString("block"),// AnimField_Block + ConstString("frame_range"),// AnimField_BlockFrameRange + ConstString("min"),// AnimField_BlockFrameRangeMin + ConstString("max"),// AnimField_BlockFrameRangeMax + ConstString("layer_index"),// AnimField_BlockLayerIndex + ConstString("animation_name"),// AnimField_BlockAnimName }; @@ -256,10 +257,10 @@ global gs_const_string AnimationFieldStrings[] = { internal animation_pattern_array Patterns_Create(gs_memory_arena* Arena, s32 CountMax) { - animation_pattern_array Result = {0}; - Result.CountMax = CountMax; - Result.Values = PushArray(Arena, animation_pattern, Result.CountMax); - return Result; + animation_pattern_array Result = {0}; + Result.CountMax = CountMax; + Result.Values = PushArray(Arena, animation_pattern, Result.CountMax); + return Result; } #define PATTERN_MULTITHREADED true @@ -271,43 +272,43 @@ Patterns_PushPattern_((array), (proc), Stringify(proc), sizeof(Stringify(proc)) internal void Patterns_PushPattern_(animation_pattern_array* Array, animation_proc* Proc, char* Name, u32 NameLength, bool Multithreaded) { - Assert(Array->Count < Array->CountMax); - - animation_pattern Pattern = {0}; - Pattern.Name = Name; - Pattern.NameLength = NameLength; - Pattern.Proc = Proc; - Pattern.Multithreaded = Multithreaded; - - Array->Values[Array->Count++] = Pattern; + Assert(Array->Count < Array->CountMax); + + animation_pattern Pattern = {0}; + Pattern.Name = Name; + Pattern.NameLength = NameLength; + Pattern.Proc = Proc; + Pattern.Multithreaded = Multithreaded; + + Array->Values[Array->Count++] = Pattern; } internal animation_pattern_handle Patterns_IndexToHandle(s32 Index) { - animation_pattern_handle Result = {}; - Result.IndexPlusOne = Index + 1; - return Result; + animation_pattern_handle Result = {}; + Result.IndexPlusOne = Index + 1; + return Result; } internal bool IsValid(animation_pattern_handle Handle) { - bool Result = Handle.IndexPlusOne > 0; - return Result; + bool Result = Handle.IndexPlusOne > 0; + return Result; } internal animation_pattern Patterns_GetPattern(animation_pattern_array Patterns, animation_pattern_handle Handle) { - animation_pattern Result = {0}; - if (Handle.IndexPlusOne > 0) - { - u32 Index = Handle.IndexPlusOne - 1; - Assert(Index < Patterns.Count); - Result = Patterns.Values[Index]; - } - return Result; + animation_pattern Result = {0}; + if (Handle.IndexPlusOne > 0) + { + u32 Index = Handle.IndexPlusOne - 1; + Assert(Index < Patterns.Count); + Result = Patterns.Values[Index]; + } + return Result; } ////////////////////////// @@ -317,44 +318,44 @@ Patterns_GetPattern(animation_pattern_array Patterns, animation_pattern_handle H internal animation_block_array AnimBlockArray_Create(gs_memory_arena* Storage, u32 CountMax) { - animation_block_array Result = {0}; - Result.CountMax = Max(CountMax, 32); - Result.Values = PushArray(Storage, animation_block, Result.CountMax); - Result.Generations = PushArray(Storage, u32, Result.CountMax); - return Result; + animation_block_array Result = {0}; + Result.CountMax = Max(CountMax, 32); + Result.Values = PushArray(Storage, animation_block, Result.CountMax); + Result.Generations = PushArray(Storage, u32, Result.CountMax); + return Result; } internal handle AnimBlockArray_Push(animation_block_array* Array, animation_block Value) { - Assert(Array->Count < Array->CountMax); - handle Result = {0}; - Result.Index = Array->Count++; - // NOTE(pjs): pre-increment so that generation 0 is always invalid - Result.Generation = ++Array->Generations[Result.Index]; - - Array->Values[Result.Index] = Value; - - return Result; + Assert(Array->Count < Array->CountMax); + handle Result = {0}; + Result.Index = Array->Count++; + // NOTE(pjs): pre-increment so that generation 0 is always invalid + Result.Generation = ++Array->Generations[Result.Index]; + + Array->Values[Result.Index] = Value; + + return Result; } internal void AnimBlockArray_Remove(animation_block_array* Array, handle Handle) { - Assert(Handle.Index < Array->Count); - Assert(Handle_IsValid(Handle)); - Array->Generations[Handle.Index]++; + Assert(Handle.Index < Array->Count); + Assert(Handle_IsValid(Handle)); + Array->Generations[Handle.Index]++; } internal void AnimBlockArray_RemoveAt(animation_block_array* Array, u32 Index) { - Assert(Index < Array->Count); - - handle Handle = {}; - Handle.Index = Index; - Handle.Generation = Array->Generations[Index]; - AnimBlockArray_Remove(Array, Handle); + Assert(Index < Array->Count); + + handle Handle = {}; + Handle.Index = Index; + Handle.Generation = Array->Generations[Index]; + AnimBlockArray_Remove(Array, Handle); } ////////////////////////// @@ -364,29 +365,29 @@ AnimBlockArray_RemoveAt(animation_block_array* Array, u32 Index) internal anim_layer_array AnimLayerArray_Create(gs_memory_arena* Storage, u32 CountMax) { - anim_layer_array Result = {0}; - Result.CountMax = Max(CountMax, 32); - Result.Values = PushArray(Storage, anim_layer, Result.CountMax); - return Result; + anim_layer_array Result = {0}; + Result.CountMax = Max(CountMax, 32); + Result.Values = PushArray(Storage, anim_layer, Result.CountMax); + return Result; } internal u32 AnimLayerArray_Push(anim_layer_array* Array, anim_layer Value) { - Assert(Array->Count < Array->CountMax); - u32 Index = Array->Count++; - Array->Values[Index] = Value; - return Index; + Assert(Array->Count < Array->CountMax); + u32 Index = Array->Count++; + Array->Values[Index] = Value; + return Index; } internal void AnimLayerArray_Remove(anim_layer_array* Array, u32 Index) { - Assert(Index < Array->Count); - for (u32 i = Index; i < Array->Count - 1; i++) - { - Array->Values[i] = Array->Values[i + 1]; - } + Assert(Index < Array->Count); + for (u32 i = Index; i < Array->Count - 1; i++) + { + Array->Values[i] = Array->Values[i + 1]; + } } ////////////////////////// @@ -396,41 +397,41 @@ AnimLayerArray_Remove(anim_layer_array* Array, u32 Index) internal animation_array AnimationArray_Create(gs_memory_arena* Storage, u32 CountMax) { - animation_array Result = {0}; - Result.CountMax = CountMax; - Result.Values = PushArray(Storage, animation, Result.CountMax); - return Result; + animation_array Result = {0}; + Result.CountMax = CountMax; + Result.Values = PushArray(Storage, animation, Result.CountMax); + return Result; } internal animation_handle AnimationArray_Push(animation_array* Array, animation Value) { - Assert(Array->Count < Array->CountMax); - animation_handle Result = {0}; - Result.Index = Array->Count++; - Array->Values[Result.Index] = Value; - return Result; + Assert(Array->Count < Array->CountMax); + animation_handle Result = {0}; + Result.Index = Array->Count++; + Array->Values[Result.Index] = Value; + return Result; } internal animation* AnimationArray_Get(animation_array Array, animation_handle Handle) { - DEBUG_TRACK_FUNCTION; - - animation* Result = 0; - if (IsValid(Handle) && Handle.Index < (s32)Array.Count) - { - Result = Array.Values + Handle.Index; - } - return Result; + DEBUG_TRACK_FUNCTION; + + animation* Result = 0; + if (IsValid(Handle) && Handle.Index < (s32)Array.Count) + { + Result = Array.Values + Handle.Index; + } + return Result; } internal animation* AnimationArray_GetSafe(animation_array Array, animation_handle Handle) { - Assert(IsValid(Handle)); - Assert(Handle.Index < (s32)Array.Count); - return AnimationArray_Get(Array, Handle); + Assert(IsValid(Handle)); + Assert(Handle.Index < (s32)Array.Count); + return AnimationArray_Get(Array, Handle); } ////////////////////////// @@ -439,103 +440,103 @@ AnimationArray_GetSafe(animation_array Array, animation_handle Handle) typedef struct animation_desc { - u32 NameSize; - char* Name; - - u32 LayersCount; - u32 BlocksCount; - - u32 MinFrames; - u32 MaxFrames; + u32 NameSize; + char* Name; + + u32 LayersCount; + u32 BlocksCount; + + u32 MinFrames; + u32 MaxFrames; } animation_desc; internal animation Animation_Create(animation_desc Desc, animation_system* System) { - animation Result = {}; - u32 NameLen = Desc.NameSize; - if (Desc.Name) - { - NameLen = Max(CStringLength(Desc.Name), NameLen); - Result.Name = PushStringF(System->Storage, NameLen, "%s", Desc.Name); - } else { - Result.Name = PushStringF(System->Storage, NameLen, "[New Animation]"); - } - - Result.Layers = AnimLayerArray_Create(System->Storage, Desc.LayersCount); - Result.Blocks_ = AnimBlockArray_Create(System->Storage, Desc.BlocksCount); - Result.PlayableRange.Min = Desc.MinFrames; - Result.PlayableRange.Max = Desc.MaxFrames; - return Result; + animation Result = {}; + u32 NameLen = Desc.NameSize; + if (Desc.Name) + { + NameLen = Max(CStringLength(Desc.Name), NameLen); + Result.Name = PushStringF(System->Storage, NameLen, "%s", Desc.Name); + } else { + Result.Name = PushStringF(System->Storage, NameLen, "[New Animation]"); + } + + Result.Layers = AnimLayerArray_Create(System->Storage, Desc.LayersCount); + Result.Blocks_ = AnimBlockArray_Create(System->Storage, Desc.BlocksCount); + Result.PlayableRange.Min = Desc.MinFrames; + Result.PlayableRange.Max = Desc.MaxFrames; + return Result; } internal handle Animation_AddBlock(animation* Animation, u32 StartFrame, s32 EndFrame, animation_pattern_handle AnimationProcHandle, u32 LayerIndex) { - Assert(LayerIndex < Animation->Layers.Count); - - animation_block NewBlock = {0}; - NewBlock.Range.Min = StartFrame; - NewBlock.Range.Max = EndFrame; - NewBlock.AnimationProcHandle = AnimationProcHandle; - NewBlock.Layer = LayerIndex; - - handle Handle = AnimBlockArray_Push(&Animation->Blocks_, NewBlock); - return Handle; + Assert(LayerIndex < Animation->Layers.Count); + + animation_block NewBlock = {0}; + NewBlock.Range.Min = StartFrame; + NewBlock.Range.Max = EndFrame; + NewBlock.AnimationProcHandle = AnimationProcHandle; + NewBlock.Layer = LayerIndex; + + handle Handle = AnimBlockArray_Push(&Animation->Blocks_, NewBlock); + return Handle; } internal void Animation_RemoveBlock(animation* Animation, handle AnimHandle) { - AnimBlockArray_Remove(&Animation->Blocks_, AnimHandle); + AnimBlockArray_Remove(&Animation->Blocks_, AnimHandle); } internal animation_block* Animation_GetBlockFromHandle(animation* Animation, handle AnimHandle) { - animation_block* Result = 0; - - if (AnimHandle.Generation != 0 && - Animation->Blocks_.Generations[AnimHandle.Index] == AnimHandle.Generation) - { - Result = Animation->Blocks_.Values + AnimHandle.Index; - } - - return Result; + animation_block* Result = 0; + + if (AnimHandle.Generation != 0 && + Animation->Blocks_.Generations[AnimHandle.Index] == AnimHandle.Generation) + { + Result = Animation->Blocks_.Values + AnimHandle.Index; + } + + return Result; } internal u32 Animation_AddLayer(animation* Animation, anim_layer Layer) { - return AnimLayerArray_Push(&Animation->Layers, Layer); + return AnimLayerArray_Push(&Animation->Layers, Layer); } internal u32 Animation_AddLayer (animation* Animation, gs_string Name, blend_mode BlendMode, animation_system* System) { - anim_layer NewLayer = {0}; - NewLayer.Name = PushStringF(System->Storage, 256, "%S", Name); - NewLayer.BlendMode = BlendMode; - - return Animation_AddLayer(Animation, NewLayer); + anim_layer NewLayer = {0}; + NewLayer.Name = PushStringF(System->Storage, 256, "%S", Name); + NewLayer.BlendMode = BlendMode; + + return Animation_AddLayer(Animation, NewLayer); } internal void Animation_RemoveLayer (animation* Animation, u32 LayerIndex) { - AnimLayerArray_Remove(&Animation->Layers, LayerIndex); - for (u32 i = Animation->Blocks_.Count - 1; i >= 0; i--) + AnimLayerArray_Remove(&Animation->Layers, LayerIndex); + for (u32 i = Animation->Blocks_.Count - 1; i >= 0; i--) + { + animation_block* Block = Animation->Blocks_.Values + i; + if (Block->Layer > LayerIndex) { - animation_block* Block = Animation->Blocks_.Values + i; - if (Block->Layer > LayerIndex) - { - Block->Layer -= 1; - } - else if (Block->Layer == LayerIndex) - { - AnimBlockArray_RemoveAt(&Animation->Blocks_, i); - } + Block->Layer -= 1; } + else if (Block->Layer == LayerIndex) + { + AnimBlockArray_RemoveAt(&Animation->Blocks_, i); + } + } } ////////////////////////// @@ -545,59 +546,59 @@ Animation_RemoveLayer (animation* Animation, u32 LayerIndex) internal u32 SecondsToFrames(r32 Seconds, animation_system System) { - u32 Result = Seconds * (1.0f / System.SecondsPerFrame); - return Result; + u32 Result = Seconds * (1.0f / System.SecondsPerFrame); + return Result; } inline frame_range FrameRange_Overlap(frame_range A, frame_range B) { - frame_range Result = {}; - + frame_range Result = {}; + } inline bool FrameIsInRange(frame_range Range, s32 Frame) { - bool Result = (Frame >= Range.Min) && (Frame <= Range.Max); - return Result; + bool Result = (Frame >= Range.Min) && (Frame <= Range.Max); + return Result; } internal u32 GetFrameCount(frame_range Range) { - u32 Result = (u32)Max(0, Range.Max - Range.Min); - return Result; + u32 Result = (u32)Max(0, Range.Max - Range.Min); + return Result; } internal r32 FrameToPercentRange(s32 Frame, frame_range Range) { - r32 Result = (r32)(Frame - Range.Min); - Result = Result / GetFrameCount(Range); - return Result; + r32 Result = (r32)(Frame - Range.Min); + Result = Result / GetFrameCount(Range); + return Result; } internal s32 PercentToFrameInRange(r32 Percent, frame_range Range) { - s32 Result = Range.Min + (s32)(Percent * GetFrameCount(Range)); - return Result; + s32 Result = Range.Min + (s32)(Percent * GetFrameCount(Range)); + return Result; } internal s32 ClampFrameToRange(s32 Frame, frame_range Range) { - s32 Result = Frame; - if (Result < Range.Min) - { - Result = Range.Min; - } - else if (Result > Range.Max) - { - Result = Range.Max; - } - return Result; + s32 Result = Frame; + if (Result < Range.Min) + { + Result = Range.Min; + } + else if (Result > Range.Max) + { + Result = Range.Max; + } + return Result; } // Blocks @@ -609,84 +610,84 @@ ClampFrameToRange(s32 Frame, frame_range Range) internal bool AnimationFadeGroup_ShouldRender (animation_fade_group FadeGroup) { - return IsValid(FadeGroup.From); + return IsValid(FadeGroup.From); } internal void AnimationFadeGroup_Advance(animation_fade_group* Group) { - Group->From = Group->To; - Clear(&Group->To); - Group->FadeElapsed = 0; - Group->FadeDuration = 0; + Group->From = Group->To; + Clear(&Group->To); + Group->FadeElapsed = 0; + Group->FadeDuration = 0; } internal void AnimationFadeGroup_Update(animation_fade_group* Group, r32 DeltaTime) { - if (IsValid(Group->To)) + if (IsValid(Group->To)) + { + r32 FadeBefore = Group->FadeElapsed; + Group->FadeElapsed += DeltaTime; + + if (Group->FadeElapsed >= Group->FadeDuration) { - r32 FadeBefore = Group->FadeElapsed; - Group->FadeElapsed += DeltaTime; - - if (Group->FadeElapsed >= Group->FadeDuration) - { - AnimationFadeGroup_Advance(Group); - } + AnimationFadeGroup_Advance(Group); } + } } internal void AnimationFadeGroup_FadeTo(animation_fade_group* Group, animation_handle To, r32 Duration) { - if (IsValid(Group->From)) + if (IsValid(Group->From)) + { + // complete current fade if there is one in progress + if (IsValid(Group->To)) { - // complete current fade if there is one in progress - if (IsValid(Group->To)) - { - AnimationFadeGroup_Advance(Group); - } - - Group->To = To; - Group->FadeDuration = Duration; - } - else - { - Group->From = To; + AnimationFadeGroup_Advance(Group); } + + Group->To = To; + Group->FadeDuration = Duration; + } + else + { + Group->From = To; + } } // System struct animation_system_desc { - gs_memory_arena* Storage; - u32 AnimArrayCount; - r32 SecondsPerFrame; + gs_memory_arena* Storage; + u32 AnimArrayCount; + r32 SecondsPerFrame; }; internal animation_system AnimationSystem_Init(animation_system_desc Desc) { - animation_system Result = {}; - Result.Storage = Desc.Storage; - Result.Animations = AnimationArray_Create(Result.Storage, Desc.AnimArrayCount); - Result.SecondsPerFrame = Desc.SecondsPerFrame; - - Clear(&Result.ActiveFadeGroup.From); - Clear(&Result.ActiveFadeGroup.To); - Result.ActiveFadeGroup.FadeElapsed = 0; - - // Settings - Result.Multithreaded = false; - - return Result; + animation_system Result = {}; + Result.Storage = Desc.Storage; + Result.Animations = AnimationArray_Create(Result.Storage, Desc.AnimArrayCount); + Result.SecondsPerFrame = Desc.SecondsPerFrame; + + Clear(&Result.ActiveFadeGroup.From); + Clear(&Result.ActiveFadeGroup.To); + Result.ActiveFadeGroup.FadeElapsed = 0; + + // Settings + Result.Multithreaded = false; + + return Result; } internal animation* AnimationSystem_GetActiveAnimation(animation_system* System) { - return AnimationArray_Get(System->Animations, System->ActiveFadeGroup.From); + return AnimationArray_Get(System->Animations, System->ActiveFadeGroup.From); } internal animation_frame @@ -694,145 +695,148 @@ AnimationSystem_CalculateAnimationFrame(animation_system* System, animation* Animation, gs_memory_arena* Arena) { - DEBUG_TRACK_FUNCTION; + DEBUG_TRACK_FUNCTION; + + animation_frame Result = {0}; + Result.LayersCount = Animation->Layers.Count; + Result.Layers = PushArray(Arena, animation_layer_frame, Result.LayersCount); + ZeroArray(Result.Layers, animation_layer_frame, Result.LayersCount); + + for (u32 l = 0; l < Animation->Layers.Count; l++) + { + animation_layer_frame* Layer = Result.Layers + l; + Layer->BlendMode = Animation->Layers.Values[l].BlendMode; + } + + for (u32 i = 0; i < Animation->Blocks_.Count; i++) + { + animation_block Block = Animation->Blocks_.Values[i]; - animation_frame Result = {0}; - Result.LayersCount = Animation->Layers.Count; - Result.Layers = PushArray(Arena, animation_layer_frame, Result.LayersCount); - ZeroArray(Result.Layers, animation_layer_frame, Result.LayersCount); - - for (u32 l = 0; l < Animation->Layers.Count; l++) + if (FrameIsInRange(Block.Range, System->CurrentFrame)) { - animation_layer_frame* Layer = Result.Layers + l; - Layer->BlendMode = Animation->Layers.Values[l].BlendMode; - } - - for (u32 i = 0; i < Animation->Blocks_.Count; i++) - { - animation_block Block = Animation->Blocks_.Values[i]; + animation_layer_frame* Layer = Result.Layers + Block.Layer; + if (Layer->HasHot) + { + // NOTE(pjs): With current implementation, we don't allow + // animations to hvae more than 2 concurrent blocks in the + // timeline + Assert(!Layer->HasNextHot); - if (FrameIsInRange(Block.Range, System->CurrentFrame)) + // NOTE(pjs): Make sure that Hot comes before NextHot + if (Layer->Hot.Range.Min < Block.Range.Min) { - animation_layer_frame* Layer = Result.Layers + Block.Layer; - if (Layer->HasHot) - { - // NOTE(pjs): With current implementation, we don't allow - // animations to hvae more than 2 concurrent blocks in the - // timeline - Assert(!Layer->HasNextHot); - - // NOTE(pjs): Make sure that Hot comes before NextHot - if (Layer->Hot.Range.Min < Block.Range.Min) - { - Layer->NextHot = Block; - } - else - { - Layer->NextHot = Layer->Hot; - Layer->Hot = Block; - } - Layer->HasNextHot = true; - - frame_range BlendRange = {}; - BlendRange.Min = Layer->NextHot.Range.Min; - BlendRange.Max = Layer->Hot.Range.Max; - Layer->NextHotOpacity = FrameToPercentRange(System->CurrentFrame, BlendRange); - } - else - { - Layer->Hot = Block; - Layer->NextHotOpacity = 0.0f; - Layer->HasHot = true; - } + Layer->NextHot = Block; } + else + { + Layer->NextHot = Layer->Hot; + Layer->Hot = Block; + } + Layer->HasNextHot = true; + + frame_range BlendRange = {}; + BlendRange.Min = Layer->NextHot.Range.Min; + BlendRange.Max = Layer->Hot.Range.Max; + Layer->NextHotOpacity = FrameToPercentRange(System->CurrentFrame, BlendRange); + } + else + { + Layer->Hot = Block; + Layer->NextHotOpacity = 0.0f; + Layer->HasHot = true; + } } - - return Result; + } + + return Result; } internal void AnimationSystem_Update(animation_system* System, r32 DeltaTime) { - if (!System->TimelineShouldAdvance) { return; } - if (!AnimationFadeGroup_ShouldRender(System->ActiveFadeGroup)) { return; } - - AnimationFadeGroup_Update(&System->ActiveFadeGroup, DeltaTime); - - animation* ActiveAnim = AnimationSystem_GetActiveAnimation(System); - if (ActiveAnim) + if (!System->TimelineShouldAdvance) { return; } + if (!AnimationFadeGroup_ShouldRender(System->ActiveFadeGroup)) { return; } + + System->UpdatesThisFrame = 0; + + AnimationFadeGroup_Update(&System->ActiveFadeGroup, DeltaTime); + + animation* ActiveAnim = AnimationSystem_GetActiveAnimation(System); + if (ActiveAnim) + { + System->SecondsOnCurrentFrame += DeltaTime; + while (System->SecondsOnCurrentFrame > System->SecondsPerFrame) { - System->SecondsOnCurrentFrame += DeltaTime; - while (System->SecondsOnCurrentFrame > System->SecondsPerFrame) - { - System->CurrentFrame += 1; - System->SecondsOnCurrentFrame -= System->SecondsPerFrame; - } - - // Loop back to the beginning - if (System->CurrentFrame > ActiveAnim->PlayableRange.Max) - { - // NOTE(PS): There's no long term reason why this needs to be true - // but I don't want to implement dealing with PlayableRanges that - // don't start at zero right now becuse there's literally no reason - // I can think of where that's useful. - Assert(ActiveAnim->PlayableRange.Min == 0); - - s32 FramesPastEnd = System->CurrentFrame; - while (FramesPastEnd > ActiveAnim->PlayableRange.Max) - { - FramesPastEnd -= ActiveAnim->PlayableRange.Max; - } - - switch (System->RepeatMode) - { - case AnimationRepeat_Single: - { - System->CurrentFrame = 0; - }break; - - case AnimationRepeat_Loop: - { - Assert(System->Playlist.Count > 0); - u32 NextIndex = System->PlaylistAt; - System->PlaylistAt = (System->PlaylistAt + 1) % System->Playlist.Count; - animation_handle Next = System->Playlist.Handles[NextIndex]; - - AnimationFadeGroup_FadeTo(&System->ActiveFadeGroup, - Next, - System->PlaylistFadeTime); - System->CurrentFrame = 0; - }break; - - InvalidDefaultCase; - } - } + System->CurrentFrame += 1; + System->SecondsOnCurrentFrame -= System->SecondsPerFrame; + System->UpdatesThisFrame += 1; } + + // Loop back to the beginning + if (System->CurrentFrame > ActiveAnim->PlayableRange.Max) + { + // NOTE(PS): There's no long term reason why this needs to be true + // but I don't want to implement dealing with PlayableRanges that + // don't start at zero right now becuse there's literally no reason + // I can think of where that's useful. + Assert(ActiveAnim->PlayableRange.Min == 0); + + s32 FramesPastEnd = System->CurrentFrame; + while (FramesPastEnd > ActiveAnim->PlayableRange.Max) + { + FramesPastEnd -= ActiveAnim->PlayableRange.Max; + } + + switch (System->RepeatMode) + { + case AnimationRepeat_Single: + { + System->CurrentFrame = 0; + }break; + + case AnimationRepeat_Loop: + { + Assert(System->Playlist.Count > 0); + u32 NextIndex = System->PlaylistAt; + System->PlaylistAt = (System->PlaylistAt + 1) % System->Playlist.Count; + animation_handle Next = System->Playlist.Handles[NextIndex]; + + AnimationFadeGroup_FadeTo(&System->ActiveFadeGroup, + Next, + System->PlaylistFadeTime); + System->CurrentFrame = 0; + }break; + + InvalidDefaultCase; + } + } + } } internal void AnimationSystem_FadeToPlaylist(animation_system* System, animation_handle_array Playlist) { - System->Playlist = Playlist; - System->PlaylistAt = 0; - - if (System->Playlist.Count > 0) - { - AnimationFadeGroup_FadeTo(&System->ActiveFadeGroup, Playlist.Handles[0], System->PlaylistFadeTime); - } + System->Playlist = Playlist; + System->PlaylistAt = 0; + + if (System->Playlist.Count > 0) + { + AnimationFadeGroup_FadeTo(&System->ActiveFadeGroup, Playlist.Handles[0], System->PlaylistFadeTime); + } } inline bool AnimationSystem_NeedsRender(animation_system System) { - bool Result = (System.CurrentFrame != System.LastUpdatedFrame); - return Result; + bool Result = (System.CurrentFrame != System.LastUpdatedFrame); + return Result; } inline r32 AnimationSystem_GetCurrentTime(animation_system System) { - r32 Result = System.CurrentFrame * System.SecondsPerFrame; - return Result; + r32 Result = System.CurrentFrame * System.SecondsPerFrame; + return Result; } #define FOLDHAUS_ANIMATION diff --git a/src/app/foldhaus_platform.h b/src/app/foldhaus_platform.h index 7eec19b..14e1ae5 100644 --- a/src/app/foldhaus_platform.h +++ b/src/app/foldhaus_platform.h @@ -169,7 +169,7 @@ typedef DRAW_FONT_CODEPOINT(platform_draw_font_codepoint); // Worker Threads -#define PLATFORM_THREAD_COUNT 0 +#define PLATFORM_THREAD_COUNT 3 RESET_WORK_QUEUE(ResetWorkQueue) { diff --git a/src/app/ss_blumen_lumen/blumen_lumen.cpp b/src/app/ss_blumen_lumen/blumen_lumen.cpp index 46b330e..cac0548 100644 --- a/src/app/ss_blumen_lumen/blumen_lumen.cpp +++ b/src/app/ss_blumen_lumen/blumen_lumen.cpp @@ -800,7 +800,7 @@ BlumenLumen_CustomUpdate(gs_data UserData, app_state* State, context* Context) } // Dim the leds based on temp data - if (!BLState->DEBUG_IgnoreWeatherDimmingLeds) + if (State->AnimationSystem.UpdatesThisFrame > 0 && !BLState->DEBUG_IgnoreWeatherDimmingLeds) { led_buffer B0 = State->LedSystem.Buffers[0]; pixel P0 = B0.Colors[0];