334 lines
9.6 KiB
C
334 lines
9.6 KiB
C
internal void
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ed_load_font_cb(File_Async_Job_Args result, u8* user_data)
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{
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App_State* state = (App_State*)user_data;
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UI* ui = &state->editor->ui;
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u8* f = result.data.base;
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stbtt_fontinfo font;
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if (!stbtt_InitFont(&font, f, stbtt_GetFontOffsetForIndex(f, 0)))
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{
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invalid_code_path;
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}
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r32 scale = stbtt_ScaleForPixelHeight(&font, 18.0f);
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s32 ascent, descent, line_gap;
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stbtt_GetFontVMetrics(&font, &ascent, &descent, &line_gap);
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ui->font_ascent = (r32)ascent * scale;
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ui->font_descent = (r32)descent * scale;
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ui->font_line_gap = (r32)line_gap * scale;
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if (ui->font_line_gap == 0) ui->font_line_gap = 5;
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String c = lit_str("abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!@#$%^&*()-=_+[]{}\\|;:'\",<.>/?`~");
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for (u64 i = 0; i < c.len; i++)
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{
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s32 w, h, xoff, yoff;
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u32 id = (u32)c.str[i];
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u8* bp = stbtt_GetCodepointBitmap(&font, 0, scale, (char)c.str[i], &w, &h, &xoff, &yoff);
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s32 x0, y0, x1, y1;
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stbtt_GetCodepointBitmapBoxSubpixel(&font, (char)c.str[i], scale, scale, 0, 0, &x0, &y0, &x1, &y1);
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v2 offset = (v2){ 0, (r32)y0 };
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texture_atlas_register(&state->editor->ui.atlas, bp, (u32)w, (u32)h, id, offset, TextureAtlasRegistration_PixelFormat_Alpha);
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stbtt_FreeBitmap(bp, 0);
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}
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Texture_Atlas_Sprite m_sprite = texture_atlas_sprite_get(&state->editor->ui.atlas, (u32)'m');
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ui->font_space_width = (r32)(m_sprite.max_x - m_sprite.min_x);
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texture_update(ui->atlas_texture, ui->atlas.pixels, 1024, 1024, 1024);
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}
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internal void
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ed_draw_panel(u8* user_data, BSP_Node_Id id, BSP_Node node, BSP_Area area)
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{
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App_State* state = (App_State*)user_data;
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UI* ui = &state->editor->ui;
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scratch_get(scratch);
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UI_Layout title_layout = {};
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ui_layout_set_row_info(ui, &title_layout);
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title_layout.bounds_min = (v2){ area.min.x, area.max.y - title_layout.row_height };
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title_layout.bounds_max = area.max;
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title_layout.at = title_layout.bounds_min;
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UI_Layout panel_layout = {};
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ui_layout_set_row_info(ui, &panel_layout);
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panel_layout.bounds_min = area.min;
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panel_layout.bounds_max = (v2){ area.max.x, title_layout.bounds_max.y };
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panel_layout.at = panel_layout.bounds_min;
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ui_layout_push(ui, &panel_layout);
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String title = {};
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switch (node.user_data)
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{
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case 0:
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{
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title = lit_str("None");
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} break;
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case 1:
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{
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ed_sculpture_visualizer(state);
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title = lit_str("Sculpture");
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} break;
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invalid_default_case;
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}
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ui_layout_pop(ui);
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ui_layout_push(ui, &title_layout);
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UI_Widget_Desc bg = {};
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bg.style.flags = UIWidgetStyle_Bg;
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bg.style.color_bg = (v4){.4f,.4f,.4f,1};
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bg.style.sprite = WHITE_SPRITE_ID;
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bg.string = string_f(scratch.a, "%.*s_%u_title_bg", str_varg(title), id.value);
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bg.p_min = title_layout.bounds_min;
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bg.p_max = title_layout.bounds_max;
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UI_Widget_Result r = ui_widget_push(ui, bg);
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ui_layout_row_begin(&title_layout, 4);
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{
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ui_textc(ui, title, BLACK_V4);
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}
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ui_layout_row_end(&title_layout);
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ui_widget_pop(ui, r.id);
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ui_layout_pop(ui);
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scratch_release(scratch);
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}
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Geometry_Buffer b;
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Shader shd;
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Texture tex;
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internal void
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ed_init(App_State* state)
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{
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lumenarium_env_validate();
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Editor* editor = allocator_alloc_struct(permanent, Editor);
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zero_struct(*editor);
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state->editor = editor;
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editor->content_scale = (v2){1,1};
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editor->ui = ui_create(4096, 4096, state->input_state, permanent);
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editor->ui.draw_panel_cb = ed_draw_panel;
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editor->ui.draw_panel_cb_data = (u8*)state;
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//bsp_split(&editor->ui.panels, editor->ui.panels.root, 700, BSPSplit_YAxis, 0, 1);
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file_async_read(lit_str("data/font.ttf"), ed_load_font_cb);
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r32 w = 1400;
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r32 h = 700;
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r32 z = -1;
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r32 tri[] = {
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0, 0, 0, 0, 0,
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w, 0, z, 1, 0,
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w, h, z, 1, 1,
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0, h, z, 0, 1,
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};
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u32 indices[] = { 0, 1, 2, 0, 2, 3 };
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String shd_v = lit_str(
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"#version 330 core\n"
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"layout (location = 0) in vec3 pos;\n"
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"layout (location = 1) in vec2 auv;\n"
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"out vec2 uv;\n"
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"uniform mat4 proj;\n"
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"void main(void) { \n"
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" gl_Position = proj * vec4(pos, 1); \n"
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" uv = auv;\n"
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"}\n"
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);
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String shd_f = lit_str(
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"#version 330 core\n"
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"in vec2 uv;\n"
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"out vec4 FragColor;\n"
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"uniform sampler2D tex;\n"
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"void main(void) { FragColor = texture(tex, uv) * vec4(1,1,1,1); }"
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);
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String shd_a[] = { lit_str("pos"), lit_str("auv") };
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String shd_u[] = { lit_str("proj") };
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b = geometry_buffer_create(
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tri, sizeof(tri) / sizeof(r32),
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indices, 6
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);
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shd = shader_create(shd_v, shd_f, shd_a, 2, shd_u, 1);
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vertex_attrib_pointer(b, shd, 3, shd.attrs[0], 5, 0);
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vertex_attrib_pointer(b, shd, 2, shd.attrs[1], 5, 3);
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u32 tex_pix[] = { 0xFFFFFFFF, 0xFF00FFFF, 0xFFFFFF00, 0xFFFF00FF };
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tex = texture_create((u8*)tex_pix, 2, 2, 2);
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ed_sculpture_visualizer_init(state);
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lumenarium_env_validate();
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}
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internal u8*
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ed_leds_to_texture(App_State* state, Allocator_Scratch* scratch, u32 pixels_dim)
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{
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u32 at = 0;
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u32* pixels = allocator_alloc_array(scratch->a, u32, pixels_dim * pixels_dim);
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for (u32 a = 0; a < state->assemblies.len; a++)
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{
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Assembly_Pixel_Buffer leds = state->assemblies.pixel_buffers[a];
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for (u32 p = 0; p < leds.len; p++)
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{
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Assembly_Pixel led = leds.pixels[p];
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u32 index = at++;
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pixels[index] = (
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led.r << 0 |
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led.g << 8 |
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led.b << 16 |
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0xFF << 24
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);
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}
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}
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return (u8*)pixels;
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}
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internal void
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ed_sculpture_updated(App_State* state, r32 scale, r32 led_size)
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{
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lumenarium_env_validate();
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Editor* ed = state->editor;
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if (!ed) return;
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scratch_get(scratch);
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// NOTE(PS): we need to know the total number of leds in order to give them
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// texture coordinates
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u32 leds_count = 0;
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for (u32 a = 0; a < state->assemblies.len; a++)
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{
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Assembly_Pixel_Buffer pixels = state->assemblies.pixel_buffers[a];
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leds_count += pixels.len;
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}
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// round up to a texture whose sides are powers of two
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u32 pixels_dim = (u32)floorf(sqrtf((r32)leds_count));
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pixels_dim = round_up_to_pow2_u32(pixels_dim);
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u32 pixels_count = pixels_dim * pixels_dim;
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r32 texel_dim = 1 / (r32)pixels_dim;
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// NOTE(PS): Rebuild the sculpture geometry to point to the new
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// sculpture.
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Geo_Vertex_Buffer_Storage storage = (
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GeoVertexBufferStorage_Position |
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GeoVertexBufferStorage_TexCoord
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);
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u32 verts_cap = leds_count * 4;
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u32 indices_cap = leds_count * 6;
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Geo_Quad_Buffer_Builder geo = geo_quad_buffer_builder_create(scratch.a, verts_cap, storage, indices_cap);
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geo_vertex_buffers_validate(&geo.buffer_vertex);
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r32 r = led_size;
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u32 pixels_created = 0;
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for (u32 a = 0; a < state->assemblies.len; a++)
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{
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Assembly_Pixel_Buffer pixels = state->assemblies.pixel_buffers[a];
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for (u32 p = 0; p < pixels.len; p++)
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{
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v3 c = pixels.positions[p].xyz;
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c = HMM_MultiplyVec3f(c, scale);
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u32 pixel_count = pixels_created++;
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u32 pixel_x = pixel_count % pixels_dim;
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u32 pixel_y = pixel_count / pixels_dim;
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r32 texel_x_min = (r32)pixel_x / (r32)pixels_dim;
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r32 texel_y_min = (r32)pixel_y / (r32)pixels_dim;
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r32 texel_x_max = texel_x_min + texel_dim;
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r32 texel_y_max = texel_y_min + texel_dim;
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v2 t0 = (v2){texel_x_min, texel_y_min};
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v2 t1 = (v2){texel_x_max, texel_y_min};
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v2 t2 = (v2){texel_x_max, texel_y_max};
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v2 t3 = (v2){texel_x_min, texel_y_max};
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v3 p0 = HMM_AddVec3(c, (v3){ -r, -r, 0 });
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v3 p1 = HMM_AddVec3(c, (v3){ r, -r, 0 });
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v3 p2 = HMM_AddVec3(c, (v3){ r, r, 0 });
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v3 p3 = HMM_AddVec3(c, (v3){ -r, r, 0 });
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geo_quad_buffer_builder_push_vt(&geo, p0, p1, p2, p3, t0, t1, t2, t3);
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if (p == 1008)
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{
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s32 x = 5;
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}
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}
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}
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geo_vertex_buffers_validate(&geo.buffer_vertex);
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if (ed->sculpture_geo.indices_len != 0)
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{
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invalid_code_path;
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// TODO(PS): destroy the old geometry buffer or update it
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}
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ed->sculpture_geo = geometry_buffer_create(
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geo.buffer_vertex.values,
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geo.buffer_vertex.len * geo.buffer_vertex.stride,
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geo.buffer_index.values,
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geo.buffer_index.len
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);
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for (u32 i = 0; i < 6; i++)
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{
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u32 index = geo.buffer_index.values[1008 + i];
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r32* values = geo.buffer_vertex.values + (index * 5);
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printf("%d -> %f %f %f, %f %f\n", index, values[0], values[1], values[2], values[3], values[4]);
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}
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vertex_attrib_pointer(ed->sculpture_geo, ed->sculpture_shd, 3, ed->sculpture_shd.attrs[0], 5, 0);
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vertex_attrib_pointer(ed->sculpture_geo, ed->sculpture_shd, 2, ed->sculpture_shd.attrs[1], 5, 3);
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// TODO(PS): make this have enough pixels for the sculpture
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// TODO(PS): map leds to pixels
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if (ed->sculpture_tex.w != 0)
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{
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invalid_code_path;
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// TODO(PS): destroy the old texture
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}
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u8* pixels = ed_leds_to_texture(state, &scratch, pixels_dim);
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ed->sculpture_tex = texture_create(pixels, pixels_dim, pixels_dim, pixels_dim);
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scratch_release(scratch);
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lumenarium_env_validate();
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}
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internal void
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ed_frame_prepare(App_State* state)
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{
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lumenarium_env_validate();
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ui_frame_prepare(&state->editor->ui, state->editor->window_dim);
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lumenarium_env_validate();
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}
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internal void
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ed_frame(App_State* state)
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{
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lumenarium_env_validate();
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Editor* ed = state->editor;
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UI* ui = &ed->ui;
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{
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scratch_get(scratch);
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u32 w = ed->sculpture_tex.w;
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u8* pixels = ed_leds_to_texture(state, &scratch, w);
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texture_update(ed->sculpture_tex, pixels, w, w, w);
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scratch_release(scratch);
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}
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edr_render_begin(state);
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ui_draw(&state->editor->ui);
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edr_render(state);
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lumenarium_env_validate();
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}
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internal void
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ed_cleanup(App_State* state)
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{
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lumenarium_env_validate();
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}
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