#include "foldhaus_platform.h" #include "foldhaus_app.h" internal v4 MouseToWorldRay(r32 MouseX, r32 MouseY, camera* Camera, r32 WindowWidth, r32 WindowHeight) { DEBUG_TRACK_SCOPE(MouseToWorldRay); r32 X = ((2.0f * MouseX) / WindowWidth) - 1; r32 Y = ((2.0f * MouseY) / WindowHeight) - 1; v4 ScreenPos = v4{X, Y, -1, 1}; m44 InverseProjection = {}; Inverse(GetCameraPerspectiveProjectionMatrix(*Camera), &InverseProjection); m44 InverseModelView = {}; Inverse(GetCameraModelViewMatrix(*Camera), &InverseModelView); InverseModelView = Transpose(InverseModelView); v4 ClipSpacePos = InverseProjection * ScreenPos; v4 WorldPosition = InverseModelView * ClipSpacePos; return WorldPosition; } internal void PushLEDBufferOnList (led_buffer* List, led_buffer* Entry) { if (List->Next) { PushLEDBufferOnList(List->Next, Entry); } else { List->Next = Entry; } } internal led_buffer* RemoveLEDBufferFromList (led_buffer* List, led_buffer* Entry) { led_buffer* ListHead = 0; if (List != Entry && List->Next) { ListHead = RemoveLEDBufferFromList(List->Next, Entry); } else if (List == Entry) { ListHead = Entry->Next; } else { // NOTE(Peter): Trying to remove an entry from a list that doesn't contain it InvalidCodePath; } return ListHead; } internal void ConstructAssemblyFromDefinition (assembly_definition Definition, string AssemblyName, v3 RootPosition, r32 Scale, context Context, app_state* State) { Assert(State->AssembliesUsed < ASSEMBLY_LIST_LENGTH); assembly* Assembly = State->AssemblyList + State->AssembliesUsed++; // 1. Find # of LEDs, # of Universes s32 UniversesUsedByLEDs[2048]; // TODO(Peter): find the max universe number and size these accordingly s32 ChannelsInUniverse[2048]; GSZeroMemory(UniversesUsedByLEDs, sizeof(s32) * 2048); GSZeroMemory(ChannelsInUniverse, sizeof(s32) * 2048); s32 UniverseCount = 0; s32 LEDCount = 0; for (s32 StripIdx = 0; StripIdx < Definition.LEDStripCount; StripIdx++) { led_strip_definition StripDef = Definition.LEDStrips[StripIdx]; s32 ChannelsPerStrip = StripDef.LEDsPerStrip * 3; s32 UniversesPerStrip = IntegerDivideRoundUp(ChannelsPerStrip, 512); s32 ChannelsAllocated = 0; for (s32 UniverseIdx = 0; UniverseIdx < UniversesPerStrip; UniverseIdx++) { s32 UniverseID = StripDef.StartUniverse + UniverseIdx; s32 UniverseIndex = -1; for (s32 RegisteredUniverse = 0; RegisteredUniverse < UniverseCount; RegisteredUniverse++) { if (UniversesUsedByLEDs[RegisteredUniverse] == UniverseID) { UniverseIndex = RegisteredUniverse; break; } } if (UniverseIndex < 0) { UniverseIndex = UniverseCount++; } s32 ChannelsRequested = GSMin(STREAM_BODY_SIZE, ChannelsPerStrip - ChannelsAllocated); ChannelsAllocated += ChannelsRequested; ChannelsInUniverse[UniverseIndex] += ChannelsRequested; Assert(ChannelsInUniverse[UniverseIndex] <= 512); UniversesUsedByLEDs[UniverseIndex++] = UniverseID; } LEDCount += StripDef.LEDsPerStrip; } sacn_add_universes_result AddedUniverses = SACNAddUniverses(UniversesUsedByLEDs, UniverseCount, &State->SACN, Context); Assembly->MemorySize = CalculateMemorySizeForAssembly(LEDCount, AssemblyName.Length); memory_arena TemporaryAssemblyArena = AllocateNonGrowableArenaWithSpace(Context.PlatformAlloc, Assembly->MemorySize); Assembly->MemoryBase = TemporaryAssemblyArena.CurrentRegion->Base; Assembly->Universes = AddedUniverses.NewUniverseBuffer; Assembly->SendBuffer = AddedUniverses.NewSendBuffer; Assembly->Name = MakeString(PushArray(&TemporaryAssemblyArena, char, AssemblyName.Length), AssemblyName.Length); CopyStringTo(AssemblyName, &Assembly->Name); led_buffer* LEDBuffer = PushStruct(&TemporaryAssemblyArena, led_buffer); LEDBuffer->Next = 0; LEDBuffer->Count = 0; LEDBuffer->Max = LEDCount; LEDBuffer->LEDs = PushArray(&TemporaryAssemblyArena, led, LEDCount); LEDBuffer->Colors = PushArray(&TemporaryAssemblyArena, sacn_pixel, LEDCount); Assembly->LEDBuffer = LEDBuffer; if (State->LEDBufferList) { PushLEDBufferOnList(State->LEDBufferList, LEDBuffer); } else { State->LEDBufferList = LEDBuffer; } State->TotalLEDsCount += LEDCount; // Add LEDs for (s32 StripIdx = 0; StripIdx < Definition.LEDStripCount; StripIdx++) { led_strip_definition StripDef = Definition.LEDStrips[StripIdx]; v3 WS_StripStart = {}; v3 WS_StripEnd = {}; s32 LEDsInStripCount = 0; switch(StripDef.InterpolationType) { case StripInterpolate_Points: { WS_StripStart= StripDef.InterpolatePositionStart * Scale; WS_StripEnd= StripDef.InterpolatePositionEnd * Scale; LEDsInStripCount = StripDef.LEDsPerStrip; }break; default: { InvalidCodePath; }break; } sacn_universe* CurrentUniverse = SACNGetUniverse(StripDef.StartUniverse, &State->SACN); s32 ChannelsUsed = 0; CurrentUniverse->BeginPixelCopyFromOffset = LEDBuffer->Count * sizeof(sacn_pixel); r32 Percent = 0; r32 PercentStep = 1 / (r32)LEDsInStripCount; for (s32 Step = 0; Step < LEDsInStripCount; Step++) { v3 LEDPosition = Lerp(WS_StripStart, WS_StripEnd, Percent); s32 LEDIndex = LEDBuffer->Count++; Assert(LEDIndex < LEDCount); led* LED = LEDBuffer->LEDs + LEDIndex; sacn_pixel* LEDColor = LEDBuffer->Colors + LEDIndex; LED->Position = LEDPosition; LED->PositionMatrix = GetPositionM44(V4(LED->Position, 1)); LED->Index = LEDIndex; Percent += PercentStep; ChannelsUsed += 3; if (ChannelsUsed > STREAM_BODY_SIZE) { ChannelsUsed -= STREAM_BODY_SIZE; CurrentUniverse = SACNGetUniverse(CurrentUniverse->Universe + 1, &State->SACN); CurrentUniverse->BeginPixelCopyFromOffset = (LEDBuffer->Count + sizeof(sacn_pixel)) - ChannelsUsed; } } } } struct draw_leds_job_data { led* LEDs; sacn_pixel* Colors; s32 StartIndex; s32 OnePastLastIndex; render_quad_batch_constructor* Batch; m44 FaceCameraMatrix; m44 ModelViewMatrix; r32 LEDHalfWidth; }; internal void DrawLEDsInBufferRangeJob (s32 ThreadID, void* JobData) { DEBUG_TRACK_FUNCTION; draw_leds_job_data* Data = (draw_leds_job_data*)JobData; s32 DrawCommandsCount = Data->OnePastLastIndex - Data->StartIndex; r32 HalfWidth = Data->LEDHalfWidth; v4 P0_In = v4{-HalfWidth, -HalfWidth, 0, 1}; v4 P1_In = v4{HalfWidth, -HalfWidth, 0, 1}; v4 P2_In = v4{HalfWidth, HalfWidth, 0, 1}; v4 P3_In = v4{-HalfWidth, HalfWidth, 0, 1}; v2 UV0 = v2{0, 0}; v2 UV1 = v2{1, 0}; v2 UV2 = v2{1, 1}; v2 UV3 = v2{0, 1}; led* LED = Data->LEDs + Data->StartIndex; for (s32 LEDIdx = 0; LEDIdx < DrawCommandsCount; LEDIdx++) { sacn_pixel SACNColor = Data->Colors[LED->Index]; v4 Color = v4{SACNColor.R / 255.f, SACNColor.G / 255.f, SACNColor.B / 255.f, 1.0f}; m44 ModelMatrix = Data->FaceCameraMatrix * LED->PositionMatrix;// * Data->FaceCameraMatrix; v4 P0 = ModelMatrix * P0_In; v4 P1 = ModelMatrix * P1_In; v4 P2 = ModelMatrix * P2_In; v4 P3 = ModelMatrix * P3_In; PushTri3DOnBatch(Data->Batch, P0, P1, P2, UV0, UV1, UV2, Color, Color, Color); PushTri3DOnBatch(Data->Batch, P0, P2, P3, UV0, UV2, UV3, Color, Color, Color); LED++; } } struct send_sacn_job_data { streaming_acn SACN; sacn_universe_buffer UniverseList; s32 StartUniverse; s32 OnePastLastUniverse; platform_send_to* PlatformSendTo; }; internal void SendSACNBufferData (s32 ThreadID, void* JobData) { DEBUG_TRACK_FUNCTION; send_sacn_job_data* Data = (send_sacn_job_data*)JobData; sacn_universe* SendUniverse = Data->UniverseList.Universes + Data->StartUniverse; for (s32 UniverseIdx = Data->StartUniverse; UniverseIdx < Data->OnePastLastUniverse; UniverseIdx++) { SACNSendDataToUniverse(&Data->SACN, SendUniverse, Data->PlatformSendTo); SendUniverse++; } } internal void LoadAssembly (app_state* State, context Context, char* Path) { assembly_definition AssemblyDefinition = {}; arena_snapshot TempMemorySnapshot = TakeSnapshotOfArena(*State->Transient); platform_memory_result TestAssemblyFile = Context.PlatformReadEntireFile(Path); Assert(TestAssemblyFile.Size > 0); { tokenizer AssemblyFileTokenizer = {}; AssemblyFileTokenizer.At = (char*)TestAssemblyFile.Base; AssemblyFileTokenizer.Memory = (char*)TestAssemblyFile.Base; AssemblyFileTokenizer.MemoryLength = TestAssemblyFile.Size; ParseAssemblyFileHeader(&AssemblyDefinition, &AssemblyFileTokenizer); AssemblyDefinition.LEDStrips = PushArray(State->Transient, led_strip_definition, AssemblyDefinition.LEDStripSize); ParseAssemblyFileBody(&AssemblyDefinition, &AssemblyFileTokenizer); } Context.PlatformFree(TestAssemblyFile.Base, TestAssemblyFile.Size); string PathString = MakeStringLiteral(Path); s32 IndexOfLastSlash = FastLastIndexOfCharInCharArray(PathString.Memory, PathString.Length, '\\'); string FileName = Substring(PathString, IndexOfLastSlash + 1); r32 Scale = 100; ConstructAssemblyFromDefinition(AssemblyDefinition, FileName, v3{0, 0, 0}, Scale, Context, State); ClearArenaToSnapshot(State->Transient, TempMemorySnapshot); } internal void UnloadAssembly (s32 AssemblyIndex, app_state* State, context Context) { assembly Assembly = State->AssemblyList[AssemblyIndex]; SACNRemoveUniverseAndSendBuffer(&State->SACN, Assembly.Universes, Assembly.SendBuffer); State->LEDBufferList = RemoveLEDBufferFromList(State->LEDBufferList, Assembly.LEDBuffer); s32 LEDsInAssembly = Assembly.LEDBuffer->Count; s32 MemoryRequiredForAssembly = CalculateMemorySizeForAssembly(LEDsInAssembly, Assembly.Name.Length); Context.PlatformFree((u8*)Assembly.LEDBuffer, MemoryRequiredForAssembly); State->TotalLEDsCount -= LEDsInAssembly; if (AssemblyIndex != (State->AssembliesUsed - 1)) { State->AssemblyList[AssemblyIndex] = State->AssemblyList[State->AssembliesUsed - 1]; } State->AssembliesUsed -= 1; } //////////////////////////////////////////////////////////////////////// RELOAD_STATIC_DATA(ReloadStaticData) { app_state* State = (app_state*)Context.MemoryBase; GlobalDebugServices = DebugServices; if (State->InputCommandRegistry.Size > 0) { RegisterKeyPressCommand(&State->InputCommandRegistry, KeyCode_MouseLeftButton, true, KeyCode_Invalid, CameraMouseControl); RegisterKeyPressCommand(&State->InputCommandRegistry, KeyCode_U, false, KeyCode_Invalid, ToggleUniverseDebugView); RegisterMouseWheelCommand(&State->InputCommandRegistry, CameraMouseZoom); RegisterKeyPressCommand(&State->InputCommandRegistry, KeyCode_A, false, KeyCode_Invalid, OpenNodeLister); RegisterKeyPressCommand(&State->InputCommandRegistry, KeyCode_Tab, false, KeyCode_Invalid, ToggleNodeDisplay); // Node Lister RegisterKeyPressCommand(&State->NodeListerCommandRegistry, KeyCode_DownArrow, false, KeyCode_Invalid, SearchListerNextItem); RegisterKeyPressCommand(&State->NodeListerCommandRegistry, KeyCode_UpArrow, false, KeyCode_Invalid, SearchListerPrevItem); RegisterKeyPressCommand(&State->NodeListerCommandRegistry, KeyCode_Enter, false, KeyCode_Invalid, SelectAndCloseSearchLister); RegisterKeyPressCommand(&State->NodeListerCommandRegistry, KeyCode_MouseLeftButton, false, KeyCode_Invalid, CloseSearchLister); RegisterKeyPressCommand(&State->NodeListerCommandRegistry, KeyCode_Esc, false, KeyCode_Invalid, CloseSearchLister); InitializeTextInputCommands(&State->NodeListerCommandRegistry, State->Permanent); } } INITIALIZE_APPLICATION(InitializeApplication) { app_state* State = (app_state*)Context.MemoryBase; u8* MemoryCursor = Context.MemoryBase + sizeof(app_state); s32 PermanentStorageSize = Megabytes(32); s32 TransientStorageSize = Context.MemorySize - PermanentStorageSize; State->Permanent = BootstrapArenaIntoMemory(MemoryCursor, PermanentStorageSize); State->Transient = BootstrapArenaIntoMemory(MemoryCursor + PermanentStorageSize, TransientStorageSize); InitMemoryArena(&State->SACNMemory, 0, 0, Context.PlatformAlloc); InitializeInputCommandRegistry(&State->InputCommandRegistry, 32, State->Permanent); InitializeInputCommandRegistry(&State->NodeListerCommandRegistry, 32, State->Permanent); State->ActiveCommands = &State->InputCommandRegistry; State->ActiveTextEntry.Buffer = MakeString(PushArray(State->Permanent, char, 256), 0, 256); // TODO(Peter): put in InitializeInterface? r32 FontSize = 14; { platform_memory_result FontFile = Context.PlatformReadEntireFile("Anonymous Pro.ttf"); if (FontFile.Size) { bitmap_font* Font = PushStruct(State->Permanent, bitmap_font); Font->BitmapWidth = 512; Font->BitmapHeight = 512; Font->BitmapBytesPerPixel = 4; Font->BitmapMemory = PushArray(State->Permanent, u8, Font->BitmapWidth * Font->BitmapHeight * Font->BitmapBytesPerPixel); Font->BitmapStride = Font->BitmapWidth * Font->BitmapBytesPerPixel; GSMemSet(Font->BitmapMemory, 0, Font->BitmapStride * Font->BitmapHeight); platform_font_info FontInfo = Context.PlatformGetFontInfo("Anonymous Pro", FontSize); Font->PixelHeight = FontInfo.PixelHeight; Font->Ascent = FontInfo.Ascent; Font->Descent = FontInfo.Descent; Font->Leading = FontInfo.Leading; Font->MaxCharWidth = FontInfo.MaxCharWidth; Font->CodepointDictionarySize = (FontInfo.CodepointOnePastLast - FontInfo.CodepointStart); Font->CodepointDictionaryCount = 0; Font->CodepointKeys = PushArray(State->Permanent, char, Font->CodepointDictionarySize); Font->CodepointValues = PushArray(State->Permanent, codepoint_bitmap, Font->CodepointDictionarySize); for (s32 Codepoint = FontInfo.CodepointStart; Codepoint < FontInfo.CodepointOnePastLast; Codepoint++) { u32 CodepointX, CodepointY; GetNextCodepointOffset(Font, &CodepointX, &CodepointY); u32 CodepointW, CodepointH; Context.PlatformDrawFontCodepoint( Font->BitmapMemory, Font->BitmapWidth, Font->BitmapHeight, CodepointX, CodepointY, Codepoint, FontInfo, &CodepointW, &CodepointH); AddCodepointToFont(Font, Codepoint, 0, 0, CodepointW, CodepointH, CodepointX, CodepointY); } State->Interface.Font = Font; State->Font = Font; Font->BitmapTextureHandle = Context.PlatformGetGPUTextureHandle(Font->BitmapMemory, Font->BitmapWidth, Font->BitmapHeight); } else {} } State->Interface.FontSize = FontSize; State->Interface.PanelBGColors[0] = v4{.3f, .3f, .3f, 1}; State->Interface.PanelBGColors[1] = v4{.4f, .4f, .4f, 1}; State->Interface.PanelBGColors[2] = v4{.5f, .5f, .5f, 1}; State->Interface.PanelBGColors[3] = v4{.6f, .6f, .6f, 1}; State->Interface.ButtonColor_Inactive = BlackV4; State->Interface.ButtonColor_Active = v4{.1f, .1f, .1f, 1}; State->Interface.ButtonColor_Selected = v4{.1f, .1f, .3f, 1}; State->Interface.TextColor = WhiteV4; State->Interface.Margin = v2{5, 5}; State->SACN = InitializeSACN(Context.PlatformAlloc, Context); State->Camera.FieldOfView = DegreesToRadians(45.0f); State->Camera.AspectRatio = (r32)Context.WindowWidth / (r32)Context.WindowHeight; State->Camera.Near = 1.0f; State->Camera.Far = 100.0f; State->Camera.Position = v3{0, 0, -250}; State->Camera.LookAt = v3{0, 0, 0}; State->Camera_StartDragPos = V4(State->Camera.Position, 1); #if 1 char Path[] = "radialumia.fold"; LoadAssembly(State, Context, Path); #endif State->PixelsToWorldScale = .01f; State->UniverseOutputDisplayOffset = v2{0, 0}; State->UniverseOutputDisplayZoom = 1.0f; GlobalDebugServices->Interface.RenderSculpture = true; State->NodeList = AllocateNodeList(State->Permanent, Kilobytes(64)); State->NodeInteraction = NewEmptyNodeInteraction(); State->NodeRenderSettings.PortDim = v2{20, 15}; State->NodeRenderSettings.PortStep = State->NodeRenderSettings.PortDim.y + 10; State->NodeRenderSettings.PortColors[MemberType_r32] = RedV4; State->NodeRenderSettings.PortColors[MemberType_s32] = GreenV4; State->NodeRenderSettings.PortColors[MemberType_v4] = BlueV4; State->NodeRenderSettings.Font = State->Font; State->OutputNode = PushOutputNodeOnList(State->NodeList, v2{500, 250}, State->Permanent); InitializeEmptyString(&State->GeneralPurposeSearchString, PushArray(State->Permanent, char, 256), 256); ReloadStaticData(Context, GlobalDebugServices); } UPDATE_AND_RENDER(UpdateAndRender) { app_state* State = (app_state*)Context.MemoryBase; // NOTE(Peter): We do this at the beginning because all the render commands are stored in Transient, // and need to persist beyond the end of the UpdateAndRender call. In the release version, we won't // zero the Transient arena when we clear it so it wouldn't be a problem, but it is technically // incorrect to clear the arena, and then access the memory later. ClearArena(State->Transient); if (State->ActiveCommands == &State->NodeListerCommandRegistry) { AppendInputToEntryString(&State->ActiveTextEntry, Input.New->StringInput, Input.New->StringInputUsed); } ExecuteAllRegisteredCommands(State->ActiveCommands, Input, State); if (State->LEDBufferList) { UpdateOutputNodeCalculations(State->OutputNode, State->NodeList, State->Permanent, State->Transient, State->LEDBufferList->LEDs, State->LEDBufferList->Colors, State->LEDBufferList->Count, Context.DeltaTime); } ClearTransientNodeColorBuffers(State->NodeList); { // NOTE(Peter): We know that these two lists should be maintained together. Each element in the list is one sculpture's worth of // information, and should always be evaluated in pairs. sacn_universe_buffer* UniverseList = State->SACN.UniverseBuffer; led_buffer* LEDBuffer = State->LEDBufferList; while (UniverseList && LEDBuffer) { for (s32 U = 0; U < UniverseList->Used; U++) { sacn_universe* UniverseOne = UniverseList->Universes + U; Assert(UniverseOne->BeginPixelCopyFromOffset >= 0); u8* LEDColorBuffer = (u8*)LEDBuffer->Colors + UniverseOne->BeginPixelCopyFromOffset; u8* SACNSendBuffer = UniverseOne->StartPositionInSendBuffer + STREAM_HEADER_SIZE; GSMemCopy(LEDColorBuffer, SACNSendBuffer, STREAM_BODY_SIZE); } UniverseList = UniverseList->Next; LEDBuffer = LEDBuffer->Next; } Assert(!LEDBuffer && !UniverseList); } DEBUG_IF(GlobalDebugServices->Interface.SendSACNData) { if (++State->SACN.SequenceIterator == 0) // Never use 0 after the first one { ++State->SACN.SequenceIterator; } sacn_universe_buffer* UniverseList = State->SACN.UniverseBuffer; while (UniverseList) { s32 JobCount = 2; s32 UniversesPerJob = UniverseList->Used / JobCount; send_sacn_job_data* SACNData = PushArray(State->Transient, send_sacn_job_data, JobCount); for (s32 i = 0; i < JobCount; i++) { SACNData[i].SACN = State->SACN; SACNData[i].UniverseList = *UniverseList; SACNData[i].StartUniverse = i * UniversesPerJob; SACNData[i].OnePastLastUniverse = (i * UniversesPerJob) + UniversesPerJob; if (SACNData[i].OnePastLastUniverse > UniverseList->Used) { SACNData[i].OnePastLastUniverse = UniverseList->Used; } Context.GeneralWorkQueue->PushWorkOnQueue( Context.GeneralWorkQueue, SendSACNBufferData, SACNData + i); } UniverseList = UniverseList->Next; } } //////////////////////////////// // Render Assembly /////////////////////////////// if (Context.WindowIsVisible) { State->Camera.AspectRatio = (r32)Context.WindowWidth / (r32)Context.WindowHeight; m44 ModelViewMatrix = GetCameraModelViewMatrix(State->Camera); m44 ProjectionMatrix = GetCameraPerspectiveProjectionMatrix(State->Camera); r32 LEDHalfWidth = .5f; PushRenderPerspective(RenderBuffer, 0, 0, Context.WindowWidth, Context.WindowHeight, State->Camera); PushRenderClearScreen(RenderBuffer); DEBUG_IF(GlobalDebugServices->Interface.RenderSculpture) // DebugServices RenderSculpture Toggle { s32 JobsNeeded = IntegerDivideRoundUp(State->TotalLEDsCount, LED_BUFFER_SIZE); draw_leds_job_data* JobDataBank = PushArray(State->Transient, draw_leds_job_data, JobsNeeded); s32 JobDataBankUsed = 0; // TODO(Peter): Pretty sure this isn't working right now m44 FaceCameraMatrix = GetLookAtMatrix(v4{0, 0, 0, 1}, V4(State->Camera.Position, 1)); FaceCameraMatrix = FaceCameraMatrix; render_quad_batch_constructor BatchConstructor = PushRenderQuad3DBatch(RenderBuffer, State->TotalLEDsCount); led_buffer* LEDBuffer = State->LEDBufferList; s32 LEDBufferLEDsAssignedToJobs = 0; for (s32 Job = 0; Job < JobsNeeded; Job++) { draw_leds_job_data* JobData = JobDataBank + JobDataBankUsed++; JobData->LEDs = LEDBuffer->LEDs; JobData->Colors = LEDBuffer->Colors; JobData->StartIndex = LEDBufferLEDsAssignedToJobs; JobData->OnePastLastIndex = GSMin(JobData->StartIndex + LED_BUFFER_SIZE, LEDBuffer->Count); LEDBufferLEDsAssignedToJobs += JobData->OnePastLastIndex - JobData->StartIndex; // New JobData->Batch = &BatchConstructor; JobData->FaceCameraMatrix = FaceCameraMatrix; JobData->ModelViewMatrix = ModelViewMatrix; JobData->LEDHalfWidth = LEDHalfWidth; Context.GeneralWorkQueue->PushWorkOnQueue( Context.GeneralWorkQueue, DrawLEDsInBufferRangeJob, JobData); Assert(LEDBufferLEDsAssignedToJobs <= LEDBuffer->Count); // We should never go OVER the number of leds in the buffer if (LEDBufferLEDsAssignedToJobs == LEDBuffer->Count) { LEDBuffer = LEDBuffer->Next; LEDBufferLEDsAssignedToJobs = 0; } } Context.GeneralWorkQueue->DoQueueWorkUntilDone(Context.GeneralWorkQueue, 0); Context.GeneralWorkQueue->ResetWorkQueue(Context.GeneralWorkQueue); } /////////////////////////////////////// // Interface ////////////////////////////////////// DEBUG_TRACK_SCOPE(DrawInterface); PushRenderOrthographic(RenderBuffer, 0, 0, Context.WindowWidth, Context.WindowHeight); // Universe Data View if (State->DrawUniverseOutputDisplay) { DEBUG_TRACK_SCOPE(DrawUniverseOutputDisplay); string TitleBarString = InitializeEmptyString(PushArray(State->Transient, char, 64), 64); v2 DisplayArea_Dimension = v2{600, 600}; v2 DisplayContents_Offset = State->UniverseOutputDisplayOffset; v2 DisplayArea_TopLeft = v2{300, Context.WindowHeight - 50} + DisplayContents_Offset; v2 UniverseDisplayDimension = v2{100, 100} * State->UniverseOutputDisplayZoom; v2 Padding = v2{25, 50} * State->UniverseOutputDisplayZoom; v2 UniverseDisplayTopLeft = DisplayArea_TopLeft; sacn_universe_buffer* UniverseList = State->SACN.UniverseBuffer; while(UniverseList) { for (s32 UniverseIdx = 0; UniverseIdx < UniverseList->Used; UniverseIdx++) { sacn_universe* Universe = UniverseList->Universes + UniverseIdx; DrawSACNUniversePixels(RenderBuffer, Universe, UniverseDisplayTopLeft, UniverseDisplayDimension); if (State->UniverseOutputDisplayZoom > .5f) { v2 TitleDisplayStart = UniverseDisplayTopLeft + v2{0, 12}; PrintF(&TitleBarString, "Universe %d", Universe->Universe); DrawString(RenderBuffer, TitleBarString, State->Interface.Font, 12, TitleDisplayStart, WhiteV4); } UniverseDisplayTopLeft.x += UniverseDisplayDimension.x + Padding.x; if (UniverseDisplayTopLeft.x > DisplayArea_TopLeft.x + DisplayArea_Dimension.x) { UniverseDisplayTopLeft.x = DisplayArea_TopLeft.x; UniverseDisplayTopLeft.y -= UniverseDisplayDimension.y + Padding.y; } if (UniverseDisplayTopLeft.y < DisplayArea_TopLeft.y - DisplayArea_Dimension.y) { break; } } UniverseList = UniverseList->Next; } } /////////////////////////////////////// // Menu Bar ////////////////////////////////////// r32 TopBarHeight = 40; { panel_result TopBarPanel = EvaluatePanel(RenderBuffer, v2{0, Context.WindowHeight - TopBarHeight}, v2{Context.WindowWidth, Context.WindowHeight}, 0, State->Interface, Input); v2 ButtonDim = v2{200, (r32)NewLineYOffset(*State->Interface.Font) + 10}; v2 ButtonPos = v2{State->Interface.Margin.x, Context.WindowHeight - (ButtonDim.y + 10)}; button_result LoadAssemblyBtn = EvaluateButton(RenderBuffer, ButtonPos, ButtonPos + ButtonDim, MakeStringLiteral("Load Assembly"), State->Interface, Input); string InterfaceString = MakeString(PushArray(State->Transient, char, 256), 256); for (int i = 0; i < State->AssembliesUsed; i++) { PrintF(&InterfaceString, "Unload %.*s", State->AssemblyList[i].Name.Length, State->AssemblyList[i].Name.Memory); ButtonPos.x += ButtonDim.x + 10; button_result UnloadAssemblyBtn = EvaluateButton(RenderBuffer, ButtonPos, ButtonPos + ButtonDim, InterfaceString, State->Interface, Input); if (UnloadAssemblyBtn.Pressed) { UnloadAssembly(i, State, Context); } } if (LoadAssemblyBtn.Pressed) { char FilePath[256]; b32 Success = Context.PlatformGetFilePath(FilePath, 256, "Foldhaus Files\0*.fold\0\0"); if (Success) { LoadAssembly(State, Context, FilePath); } } } /////////////////////////////////////// // Figuring Out Nodes ////////////////////////////////////// v2 MousePos = v2{(r32)Input.New->MouseX, (r32)Input.New->MouseY}; v2 LastFrameMousePos = v2{(r32)Input.Old->MouseX, (r32)Input.Old->MouseY}; if (KeyTransitionedDown(Input, KeyCode_MouseLeftButton)) { node_offset Node = GetNodeUnderPoint(State->NodeList, MousePos, State->NodeRenderSettings); if (Node.Node) { State->NodeInteraction = GetNodeInteractionType(Node.Node, Node.Offset, MousePos, State->NodeRenderSettings); } } else if (KeyTransitionedUp(Input, KeyCode_MouseLeftButton)) { if (IsDraggingNodePort(State->NodeInteraction)) { TryConnectNodes(State->NodeInteraction, MousePos, State->NodeList, State->NodeRenderSettings); State->NodeInteraction = NewEmptyNodeInteraction(); } else if(IsDraggingNodeValue(State->NodeInteraction)) { v2 MouseDelta = MousePos - LastFrameMousePos; // This is just a click if (Mag(MouseDelta) < 10) { node_interaction Interaction = State->NodeInteraction; interface_node* Node = GetNodeAtOffset(State->NodeList, Interaction.NodeOffset); node_connection* Connection = Node->Connections + Interaction.InputValue; struct_member_type InputType = Connection->Type; if (InputType == MemberType_r32) { SetTextInputDestinationToFloat(&State->ActiveTextEntry, &Connection->R32Value); } State->NodeInteraction = NewEmptyNodeInteraction(); // TODO(Peter): This is wrong, should be something to do with capturing text input State->ActiveCommands = &State->NodeListerCommandRegistry; } else // This is the case where you dragged the value { State->NodeInteraction = NewEmptyNodeInteraction(); } } else { State->NodeInteraction = NewEmptyNodeInteraction(); } } UpdateDraggingNode(MousePos, State->NodeInteraction, State->NodeList, State->NodeRenderSettings); UpdateDraggingNodePort(MousePos, State->NodeInteraction, State->NodeList, State->NodeRenderSettings, RenderBuffer); UpdateDraggingNodeValue(MousePos, LastFrameMousePos, State->NodeInteraction, State->NodeList, State->NodeRenderSettings, State); ResetNodesUpdateState(State->NodeList); if (State->NodeRenderSettings.Display) { RenderNodeList(State->NodeList, State->NodeRenderSettings, RenderBuffer); if (State->InterfaceShowNodeList) { v2 TopLeft = State->NodeListMenuPosition; v2 Dimension = v2{300, 30}; search_lister_result NodeListResult = EvaluateSearchLister (RenderBuffer, TopLeft, Dimension, MakeStringLiteral("Nodes List"), NodeSpecificationsCount, (u8*)NodeSpecifications, State->GeneralPurposeSearchHotItem, NodeListerGetNodeName, &State->ActiveTextEntry.Buffer, State->ActiveTextEntry.CursorPosition, State->Font, State->Interface, Input); State->GeneralPurposeSearchHotItem = NodeListResult.HotItem; } } if (State->ColorPickerEditValue != 0) { b32 ShouldClose = EvaluateColorPicker(RenderBuffer, State->ColorPickerEditValue, v2{200, 200}, State->Interface, Input); if (ShouldClose || KeyTransitionedDown(Input, KeyCode_Esc)) { State->ColorPickerEditValue = 0; } } DrawDebugInterface(RenderBuffer, 25, State->Interface, Context.WindowWidth, Context.WindowHeight - TopBarHeight, Context.DeltaTime, State, State->Camera, Input, State->Transient); } EndDebugFrame(GlobalDebugServices); } CLEANUP_APPLICATION(CleanupApplication) { app_state* State = (app_state*)Context.MemoryBase; SACNCleanup(&State->SACN, Context); }