static r32 z_ = 0; static r32 r_ = 0.3f; static r32 quad_verts[] = { -r_, -r_, z_, 1.0f, 0, 0, r_, -r_, z_, 1.0f, 1, 0, r_, r_, z_, 1.0f, 1, 1, -r_, r_, z_, 1.0f, 0, 1, }; static u32 quad_indices[] = { 0, 1, 2, 0, 2, 3, }; static String shader_code_vert_win32 = lit_str( "#version 330 core\n" "layout (location = 0) in vec4 coordinates;\n" "layout (location = 1) in vec2 uv;\n" "out vec2 tex_coord;\n" "void main(void) {\n" " gl_Position = coordinates;\n" " tex_coord = uv;\n" "}" ); static String shader_code_vert_wasm = lit_str( "precision highp float;\n" "attribute vec4 coordinates;\n" "attribute vec2 uv;\n" "varying vec2 tex_coord;\n" "void main(void) {\n" " gl_Position = coordinates;\n" " tex_coord = uv;\n" "}"); static String shader_code_frag_win32 = lit_str( "#version 330 core\n" "in vec2 tex_coord;\n" "out vec4 FragColor;\n" "uniform sampler2D texture;\n" "void main(void) {\n" "// FragColor = vec4(1,tex_coord.x,tex_coord.y,1);\n" " FragColor = texture(texture, tex_coord);\n" "}" ); static String shader_code_frag_wasm = lit_str( "precision highp float;\n" "varying vec2 tex_coord;\n" "uniform sampler2D texture;\n" "void main(void) {\n" " gl_FragColor = texture2D(texture, tex_coord);\n" " // vec4(1, tex_coord.x, tex_coord.y, 1);\n" "}"); static u32 pix[] = { 0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFF000000, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFFFFFFFF, 0xFF000000, 0xFFFFFFFF, 0xFF000000, }; void make_quad(Platform_Geometry_Buffer* geo, Platform_Shader* shd, Platform_Texture* tex) { // TODO(PS): TEMP #if defined(PLATFORM_win32) String shader_code_vert = shader_code_vert_win32; String shader_code_frag = shader_code_frag_win32; #elif defined(PLATFORM_wasm) String shader_code_vert = shader_code_vert_wasm; String shader_code_frag = shader_code_frag_wasm; #endif *geo = platform_geometry_buffer_create( quad_verts, 24, quad_indices, 6 ); String attribs[] = { lit_str("coordinates"), lit_str("uv"), }; *shd = platform_shader_create( shader_code_vert, shader_code_frag, attribs, 2, 0, 0 ); platform_vertex_attrib_pointer(*geo, *shd, 4, shd->attrs[0], 6, 0); platform_vertex_attrib_pointer(*geo, *shd, 2, shd->attrs[1], 6, 4); *tex = platform_texture_create((u8*)pix, 4, 4, 4); } internal void ed_load_font_cb(Platform_File_Async_Job_Args result, u8* user_data) { App_State* state = (App_State*)user_data; UI* ui = &state->editor->ui; u8* f = result.data.base; stbtt_fontinfo font; if (!stbtt_InitFont(&font, f, stbtt_GetFontOffsetForIndex(f, 0))) { invalid_code_path; } r32 scale = stbtt_ScaleForPixelHeight(&font, 18.0f); s32 ascent, descent, line_gap; stbtt_GetFontVMetrics(&font, &ascent, &descent, &line_gap); ui->font_ascent = (r32)ascent * scale; ui->font_descent = (r32)descent * scale; ui->font_line_gap = (r32)line_gap * scale; if (ui->font_line_gap == 0) ui->font_line_gap = 5; String c = lit_str("abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%^&*()-=_+[]{}\\|;:'\",<.>/?`~"); for (u64 i = 0; i < c.len; i++) { s32 w, h, xoff, yoff; u32 id = (u32)c.str[i]; u8* bp = stbtt_GetCodepointBitmap(&font, 0, scale, (char)c.str[i], &w, &h, &xoff, &yoff); s32 x0, y0, x1, y1; stbtt_GetCodepointBitmapBoxSubpixel(&font, (char)c.str[i], scale, scale, 0, 0, &x0, &y0, &x1, &y1); v2 offset = v2{ 0, (r32)y0 }; texture_atlas_register(&state->editor->ui.atlas, bp, (u32)w, (u32)h, id, offset, TextureAtlasRegistration_PixelFormat_Alpha); stbtt_FreeBitmap(bp, 0); } Texture_Atlas_Sprite m_sprite = texture_atlas_sprite_get(&state->editor->ui.atlas, (u32)'m'); ui->font_space_width = (r32)(m_sprite.max_x - m_sprite.min_x); platform_texture_update(ui->atlas_texture, ui->atlas.pixels, 1024, 1024, 1024); } internal void ed_draw_panel(u8* user_data, BSP_Node_Id id, BSP_Node node, BSP_Area area) { App_State* state = (App_State*)user_data; UI* ui = &state->editor->ui; scratch_get(scratch); UI_Layout title_layout = {}; ui_layout_set_row_info(ui, &title_layout); title_layout.bounds_min = v2{ area.min.x, area.max.y - title_layout.row_height }; title_layout.bounds_max = area.max; title_layout.at = title_layout.bounds_min; UI_Layout panel_layout = {}; ui_layout_set_row_info(ui, &panel_layout); panel_layout.bounds_min = area.min; panel_layout.bounds_max = v2{ area.max.x, title_layout.bounds_max.y }; panel_layout.at = panel_layout.bounds_min; ui_layout_push(ui, &panel_layout); String title = {}; switch (node.user_data) { case 0: { title = lit_str("None"); } break; case 1: { ed_sculpture_visualizer(state); title = lit_str("Sculpture"); } break; invalid_default_case; } ui_layout_pop(ui); ui_layout_push(ui, &title_layout); UI_Widget_Desc bg = {}; bg.style.flags = UIWidgetStyle_Bg; bg.style.color_bg = v4{.4f,.4f,.4f,1}; bg.style.sprite = WHITE_SPRITE_ID; bg.string = string_f(scratch.a, "%.*s_%u_title_bg", str_varg(title), id.value); bg.p_min = title_layout.bounds_min; bg.p_max = title_layout.bounds_max; UI_Widget_Result r = ui_widget_push(ui, bg); ui_layout_row_begin(&title_layout, 4); { ui_text(ui, title, BLACK_V4); } ui_layout_row_end(&title_layout); ui_widget_pop(ui, r.id); ui_layout_pop(ui); } internal void ed_init(App_State* state) { Editor* editor = allocator_alloc_struct(permanent, Editor); state->editor = editor; editor->ui = ui_create(4096, 4096, state->input_state, permanent); editor->ui.draw_panel_cb = ed_draw_panel; editor->ui.draw_panel_cb_data = (u8*)state; //bsp_split(&editor->ui.panels, editor->ui.panels.root, 700, BSPSplit_YAxis, 0, 1); // make the default quad for us to draw with // TODO(PS): this might be unnecessary with the per-frame buffer we use now make_quad(&editor->renderer.geo, &editor->renderer.shd, &editor->renderer.tex); platform_file_async_read(lit_str("data/font.ttf"), ed_load_font_cb); ed_sculpture_visualizer_init(state); } internal u8* ed_leds_to_texture(App_State* state, Allocator_Scratch* scratch, u32 pixels_dim) { u32 at = 0; u32* pixels = allocator_alloc_array(scratch->a, u32, pixels_dim * pixels_dim); for (u32 a = 0; a < state->assemblies.len; a++) { Assembly_Pixel_Buffer leds = state->assemblies.pixel_buffers[a]; for (u32 p = 0; p < leds.len; p++) { Assembly_Pixel led = leds.pixels[p]; u32 index = at++; pixels[index] = ( led.r << 0 | led.g << 8 | led.b << 16 | 0xFF << 24 ); } } #if 0 for (u32 y = 0; y < pixels_dim; y++) { for (u32 x = 0; x < pixels_dim; x++) { r32 rp = (r32)y / (r32)pixels_dim; r32 bp = (r32)x / (r32)pixels_dim; u8 rb = (u8)(255 * rp); u8 bb = (u8)(255 * bp); u32 c = ( 0xFF0000FF | (rb << 8) | (bb << 16) ); pixels[(y * pixels_dim) + x] = c; } } #endif return (u8*)pixels; } internal void ed_sculpture_updated(App_State* state, r32 scale, r32 led_size) { Editor* ed = state->editor; if (!ed) return; scratch_get(scratch); // NOTE(PS): we need to know the total number of leds in order to give them // texture coordinates u32 leds_count = 0; for (u32 a = 0; a < state->assemblies.len; a++) { Assembly_Pixel_Buffer pixels = state->assemblies.pixel_buffers[a]; leds_count += pixels.len; } // round up to a texture whose sides are powers of two u32 pixels_dim = (u32)floorf(sqrtf((r32)leds_count)); pixels_dim = round_up_to_pow2(pixels_dim); u32 pixels_count = pixels_dim * pixels_dim; r32 texel_dim = 1 / (r32)pixels_dim; // NOTE(PS): Rebuild the sculpture geometry to point to the new // sculpture. Geo_Vertex_Buffer_Storage storage = ( GeoVertexBufferStorage_Position | GeoVertexBufferStorage_TexCoord ); u32 verts_cap = leds_count * 4; u32 indices_cap = leds_count * 6; Geo_Quad_Buffer_Builder geo = geo_quad_buffer_builder_create(scratch.a, verts_cap, storage, indices_cap); r32 r = led_size; u32 pixels_created = 0; for (u32 a = 0; a < state->assemblies.len; a++) { Assembly_Pixel_Buffer pixels = state->assemblies.pixel_buffers[a]; for (u32 p = 0; p < pixels.len; p++) { v3 c = pixels.positions[p].xyz; c *= scale; u32 pixel_count = pixels_created++; u32 pixel_x = pixel_count % pixels_dim; u32 pixel_y = pixel_count / pixels_dim; r32 texel_x_min = (r32)pixel_x / (r32)pixels_dim; r32 texel_y_min = (r32)pixel_y / (r32)pixels_dim; r32 texel_x_max = texel_x_min + texel_dim; r32 texel_y_max = texel_y_min + texel_dim; v2 t0 = v2{texel_x_min, texel_y_min}; v2 t1 = v2{texel_x_max, texel_y_min}; v2 t2 = v2{texel_x_max, texel_y_max}; v2 t3 = v2{texel_x_min, texel_y_max}; v3 p0 = c + v3{ -r, -r, 0 }; v3 p1 = c + v3{ r, -r, 0 }; v3 p2 = c + v3{ r, r, 0 }; v3 p3 = c + v3{ -r, r, 0 }; geo_quad_buffer_builder_push(&geo, p0, p1, p2, p3, t0, t1, t2, t3); } } if (ed->sculpture_geo.indices_len != 0) { invalid_code_path; // TODO(PS): destroy the old geometry buffer or update it } ed->sculpture_geo = platform_geometry_buffer_create( geo.buffer_vertex.values, geo.buffer_vertex.len, geo.buffer_index.values, geo.buffer_index.len ); platform_vertex_attrib_pointer( ed->sculpture_geo, ed->sculpture_shd, 3, ed->sculpture_shd.attrs[0], 5, 0 ); platform_vertex_attrib_pointer( ed->sculpture_geo, ed->sculpture_shd, 2, ed->sculpture_shd.attrs[1], 5, 3 ); // TODO(PS): make this have enough pixels for the sculpture // TODO(PS): map leds to pixels if (ed->sculpture_tex.w != 0) { invalid_code_path; // TODO(PS): destroy the old texture } u8* pixels = ed_leds_to_texture(state, &scratch, pixels_dim); ed->sculpture_tex = platform_texture_create(pixels, pixels_dim, pixels_dim, pixels_dim); } internal void ed_frame_prepare(App_State* state) { ui_frame_prepare(&state->editor->ui, state->editor->window_dim); } internal void ed_frame(App_State* state) { Editor* ed = state->editor; UI* ui = &ed->ui; { scratch_get(scratch); u32 w = ed->sculpture_tex.w; u8* pixels = ed_leds_to_texture(state, &scratch, w); platform_texture_update(ed->sculpture_tex, pixels, w, w, w); } edr_render_begin(state); ui_draw(&state->editor->ui); edr_render(state); } internal void ed_cleanup(App_State* state) { }