219 lines
6.6 KiB
C
219 lines
6.6 KiB
C
#include "../meta/gs_meta_lexer.h"
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#include "gs_font.h"
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#include "interface.h"
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#include "foldhaus_network_ordering.h"
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#include "dmx/dmx.h"
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#include "sacn/sacn.h"
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#include "foldhaus_assembly.h"
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#include "assembly_parser.h"
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#include "foldhaus_node.h"
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#include "assembly_parser.cpp"
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#include "test_patterns.h"
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typedef struct app_state app_state;
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// TODO(Peter): something we can do later is to remove all reliance on app_state and context
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// from foldhaus_pane.h. It should just emit lists of things that the app can iterate over and
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// perform operations on, like panel_draw_requests = { bounds, panel* } etc.
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#include "foldhaus_panel.h"
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#include "foldhaus_command_dispatch.h"
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#include "foldhaus_operation_mode.h"
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#include "animation/foldhaus_animation.h"
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#include "foldhaus_text_entry.h"
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#include "foldhaus_search_lister.h"
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enum network_protocol
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{
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NetworkProtocol_SACN,
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NetworkProtocol_ArtNet,
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NetworkProtocol_Count,
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};
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struct app_state
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{
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rect WindowBounds;
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memory_arena Permanent;
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memory_arena Transient;
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s32 NetworkProtocolHeaderSize;
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network_protocol NetworkProtocol;
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streaming_acn SACN;
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s32 TotalLEDsCount;
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assembly_array AssemblyList;
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array_entry_handle_contiguous_array ActiveAssemblyIndecies;
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camera Camera;
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r32 PixelsToWorldScale;
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operation_mode_system Modes;
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input_command_queue CommandQueue;
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text_entry ActiveTextEntry;
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interface_config Interface;
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animation_system AnimationSystem;
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animation_block_handle SelectedAnimationBlockHandle;
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panel_layout PanelLayout;
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};
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internal void OpenColorPicker(app_state* State, v4* Address);
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// BEGIN TEMPORARY PATTERNS
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internal void
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TestPatternOne(assembly* Assembly, r32 Time)
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{
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for (s32 Range = 0; Range < Assembly->LEDUniverseMapCount; Range++)
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{
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leds_in_universe_range LEDUniverseRange = Assembly->LEDUniverseMap[Range];
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for (s32 LEDIdx = LEDUniverseRange.RangeStart;
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LEDIdx < LEDUniverseRange.RangeOnePastLast;
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LEDIdx++)
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{
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led LED = Assembly->LEDs[LEDIdx];
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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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}
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}
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}
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internal void
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TestPatternTwo(assembly* Assembly, r32 Time)
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{
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r32 PeriodicTime = (Time / PI) * 2;
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r32 ZeroOneSin = (GSSin(PeriodicTime) * .5f) + .5f;
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r32 ZeroOneCos = (GSCos(PeriodicTime) * .5f) + .5f;
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pixel Color = { (u8)(ZeroOneSin * 255), 0, (u8)(ZeroOneCos * 255) };
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v4 Center = v4{0, 0, 0, 1};
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r32 ThetaZ = Time / 2;
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v4 Normal = v4{GSCos(ThetaZ), 0, GSSin(ThetaZ), 0}; // NOTE(Peter): dont' need to normalize. Should always be 1
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v4 Right = Cross(Normal, v4{0, 1, 0, 0});
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v4 FrontCenter = Center + (Normal * 25);
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v4 BackCenter = Center - (Normal * 25);
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r32 OuterRadiusSquared = 1000000;
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r32 InnerRadiusSquared = 0;
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for (s32 Range = 0; Range < Assembly->LEDUniverseMapCount; Range++)
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{
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leds_in_universe_range LEDUniverseRange = Assembly->LEDUniverseMap[Range];
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for (s32 LEDIdx = LEDUniverseRange.RangeStart;
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LEDIdx < LEDUniverseRange.RangeOnePastLast;
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LEDIdx++)
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{
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led LED = Assembly->LEDs[LEDIdx];
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v4 Position = LED.Position;
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v4 ToFront = Position + FrontCenter;
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v4 ToBack = Position + BackCenter;
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r32 ToFrontDotNormal = Dot(ToFront, Normal);
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r32 ToBackDotNormal = Dot(ToBack, Normal);
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ToFrontDotNormal = GSClamp01(ToFrontDotNormal * 1000);
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ToBackDotNormal = GSClamp01(ToBackDotNormal * 1000);
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r32 SqDistToCenter = MagSqr(Position);
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if (SqDistToCenter < OuterRadiusSquared && SqDistToCenter > InnerRadiusSquared)
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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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}
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else
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{
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Assembly->Colors[LED.Index] = {};
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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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}
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}
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}
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}
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internal void
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TestPatternThree(assembly* Assembly, r32 Time)
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{
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r32 GreenSize = 20.0f;
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r32 BlueSize = 25.0f;
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r32 RedSize = 25.0f;
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r32 GreenPosition = -GreenSize + (Time * 45);
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r32 BluePosition = -BlueSize + (Time * 25);
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r32 RedPosition = (100 + RedSize) + (Time * -35);
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for (s32 Range = 0; Range < Assembly->LEDUniverseMapCount; Range++)
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{
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leds_in_universe_range LEDUniverseRange = Assembly->LEDUniverseMap[Range];
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for (s32 LEDIdx = LEDUniverseRange.RangeStart;
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LEDIdx < LEDUniverseRange.RangeOnePastLast;
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LEDIdx++)
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{
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led LED = Assembly->LEDs[LEDIdx];
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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 GreenDistance = GSAbs(LED.Position.z - GreenPosition);
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r32 GreenBrightness = GSClamp(0.0f, GreenSize - GreenDistance, GreenSize) / GreenSize;
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Green = (u8)(GreenBrightness * 255);
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r32 BlueDistance = GSAbs(LED.Position.z - BluePosition);
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r32 BlueBrightness = GSClamp(0.0f, BlueSize - BlueDistance, BlueSize) / BlueSize;
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Blue = (u8)(BlueBrightness * 255);
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r32 RedDistance = GSAbs(LED.Position.z - RedPosition);
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r32 RedBrightness = GSClamp(0.0f, RedSize - RedDistance, RedSize) / RedSize;
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Red = (u8)(RedBrightness * 255);
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Assembly->Colors[LED.Index].R = Red;
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Assembly->Colors[LED.Index].B = Blue;
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Assembly->Colors[LED.Index].G = Green;
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}
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}
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}
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// END TEMPORARY PATTERNS
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#include "foldhaus_assembly.cpp"
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#include "foldhaus_text_entry.cpp"
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#include "foldhaus_search_lister.cpp"
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#include "foldhaus_interface.cpp"
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#define PANEL_INIT_PROC(name) void name(panel* Panel)
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typedef PANEL_INIT_PROC(panel_init_proc);
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#define PANEL_CLEANUP_PROC(name) void name(panel* Panel)
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typedef PANEL_CLEANUP_PROC(panel_cleanup_proc);
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#define PANEL_RENDER_PROC(name) void name(panel Panel, rect PanelBounds, render_command_buffer* RenderBuffer, app_state* State, context Context, mouse_state Mouse)
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typedef PANEL_RENDER_PROC(panel_render_proc);
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#include "panels/foldhaus_panel_sculpture_view.h"
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#include "panels/foldhaus_panel_profiler.h"
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#include "panels/foldhaus_panel_dmx_view.h"
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#include "panels/foldhaus_panel_animation_timeline.h"
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#include "panels/foldhaus_panel_hierarchy.h"
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#include "generated/foldhaus_panels_generated.h"
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