Lumenarium/foldhaus_app.cpp

918 lines
36 KiB
C++

#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)
{
platform_memory_result TestAssemblyFile = Context.PlatformReadEntireFile(Path);
if (TestAssemblyFile.Size <= 0)
{
InvalidCodePath;
}
assembly_definition AssemblyDefinition = ParseAssemblyFile((char*)TestAssemblyFile.Base, State->Transient);
Context.PlatformFree(TestAssemblyFile.Base, TestAssemblyFile.Size);
string PathString = MakeStringLiteral(Path);
s32 IndexOfLastSlash = FastLastIndexOfChar(PathString.Memory, PathString.Length, '\\');
string FileName = Substring(PathString, IndexOfLastSlash + 1);
r32 Scale = 100;
ConstructAssemblyFromDefinition(AssemblyDefinition, FileName, v3{0, 0, 0}, Scale, Context, State);
}
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;
}
////////////////////////////////////////////////////////////////////////
internal render_texture*
PushTexture (app_state* State)
{
render_texture* Result = 0;
if (State->LoadedTexturesUsed < State->LoadedTexturesSize)
{
Result = State->LoadedTextures + State->LoadedTexturesUsed++;
}
else
{
// TODO(Peter): Be able to grow this array
for (s32 i = 0; i < State->LoadedTexturesUsed; i++)
{
if (State->LoadedTextures[i].Handle == 0)
{
Result = State->LoadedTextures + i;
}
}
}
Assert(Result);
return Result;
}
internal render_texture*
StoreTexture (app_state* State, u8* Memory, s32 Width, s32 Height, s32 BytesPerPixel, s32 Stride)
{
render_texture* Result = PushTexture(State);
Result->Memory = Memory;
Result->Handle = 0;
Result->Width = Width;
Result->Height = Height;
Result->BytesPerPixel = BytesPerPixel;
Result->Stride = Stride;
}
internal void
RemoveTexture (app_state* State, s32 Index)
{
State->LoadedTextures[Index].Handle = 0;
// TODO(Peter): Free the memory it was using
}
internal void
RemoveTexture (app_state* State, render_texture* Texture)
{
Texture->Handle = 0;
// TODO(Peter): Free the memory it was using
}
RELOAD_STATIC_DATA(ReloadStaticData)
{
app_state* State = (app_state*)Context.MemoryBase;
GlobalDebugServices = DebugServices;
if (State->InputCommandRegistry.Size > 0)
{
RegisterKeyPressCommand(&State->InputCommandRegistry, KeyCode_Delete, false, KeyCode_Invalid,
DeleteSelectedChannelOrPattern);
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, AddNode);
}
}
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);
State->LoadedTexturesSize = 8;
State->LoadedTextures = PushArray(State->Permanent, render_texture, State->LoadedTexturesSize);
State->LoadedTexturesUsed = 0;
InitializeInputCommandRegistry(&State->InputCommandRegistry, 32, State->Permanent);
// 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};
InitLEDPatternSystem(&State->PatternSystem, State->Permanent,
32, Megabytes(4));
InitLEDChannelSystem(&State->ChannelSystem, State->Permanent,
sizeof(led_channel) * 32);
#if 1
char Path[] = "radialumia.fold";
LoadAssembly(State, Context, Path);
#endif
State->InterfaceState.AddingPattern = false;
State->InterfaceState.PatternSelectorStart = 0;
State->InterfaceState.ChannelSelected = -1;
State->InterfaceYMax = 200;
State->PixelsToWorldScale = .01f;
State->Camera_StartDragPos = {};
State->UniverseOutputDisplayOffset = v2{0, 0};
State->UniverseOutputDisplayZoom = 1.0f;
GlobalDebugServices->Interface.RenderSculpture = true;
State->NodeList = AllocateNodeList(State->Permanent, Kilobytes(64));
State->NodeInteraction = NewNodeInteraction();
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->Transient);
ReloadStaticData(Context, GlobalDebugServices);
}
UPDATE_AND_RENDER(UpdateAndRender)
{
app_state* State = (app_state*)Context.MemoryBase;
ExecuteAllRegisteredCommands(&State->InputCommandRegistry, Input, State);
UpdateOutputNodeCalculations(State->OutputNode, State->NodeList, State->Transient,
State->LEDBufferList->LEDs,
State->LEDBufferList->Colors,
State->LEDBufferList->Count);
/*
patterns_update_list Temp_PatternsNeedUpdate = UpdateAllChannels(&State->ChannelSystem,
Context.DeltaTime,
State->Transient);
UpdateAllPatterns(&Temp_PatternsNeedUpdate, &State->PatternSystem, State->LEDBufferList, Context.DeltaTime, State->Transient);
*/
{
// 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 = InitializeString(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);
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 = NewNodeInteraction();
}
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);
RenderNodeList(State->NodeList, State->NodeRenderSettings, RenderBuffer);
ResetNodesUpdateState(State->NodeList);
if (State->InterfaceShowNodeList)
{
v2 TopLeft = State->NodeListMenuPosition;
// Title Bar
PushRenderQuad2D(RenderBuffer, v2{TopLeft.x, TopLeft.y - 30}, v2{TopLeft.x + 300, TopLeft.y},
v4{.3f, .3f, .3f, 1.f});
DrawString(RenderBuffer, MakeStringLiteral("Nodes List"), State->Font, 14,
v2{TopLeft.x, TopLeft.y - 25}, WhiteV4);
TopLeft.y -= 30;
for (s32 i = 0; i < NodeSpecificationsCount; i++)
{
node_specification Spec = NodeSpecifications[i];
button_result Button = EvaluateButton(RenderBuffer, v2{TopLeft.x, TopLeft.y - 30}, v2{TopLeft.x + 300, TopLeft.y},
MakeStringLiteral(Spec.Name), State->Interface, Input);
if (Button.Pressed)
{
PushNodeOnListFromSpecification(State->NodeList, Spec, MousePos, State->Permanent);
}
TopLeft.y -= 30;
}
if (KeyTransitionedDown(Input, KeyCode_MouseLeftButton) ||
KeyTransitionedDown(Input, KeyCode_Esc))
{
State->InterfaceShowNodeList = false;
}
}
}
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;
}
}
#if 0
///////////////////////////////////////
// Current Patterns Panel
//////////////////////////////////////
r32 LeftPanelRightEdge = DrawLeftHandInterface(State, Input, Context.WindowHeight - TopBarHeight, RenderBuffer);
if (State->InterfaceState.ChannelSelected >= 0)
{
led_channel* ActiveChannel = GetChannelByIndex(State->InterfaceState.ChannelSelected,
State->ChannelSystem);
button_result OperationButtonState = EvaluateButton(
RenderBuffer,
v2{Context.WindowWidth - 150, 500},
v2{Context.WindowWidth - 50, 550},
MakeStringLiteral(PatternSelectorOperationsText[ActiveChannel->BlendMode]),
State->Interface,
Input);
if (OperationButtonState.Pressed)
{
State->InterfaceState.ChooseOperationPanelOpen = !State->InterfaceState.ChooseOperationPanelOpen;
}
if (State->InterfaceState.ChooseOperationPanelOpen)
{
s32 StringLength = 128;
s32 OperationsStart = PatternSelectorCombine_Invalid + 1;
s32 OperationsOnePastLast = PatternSelectorCombine_Count;
s32 OperationsCount = (OperationsOnePastLast - OperationsStart);
string* OperationChoices = PushArray(State->Transient, string, OperationsCount);
for (s32 Choice = OperationsStart;
Choice < OperationsOnePastLast;
Choice++)
{
s32 Index = Choice - OperationsStart;
PushString(&OperationChoices[Index], State->Transient, StringLength);
CopyCharArrayToString(PatternSelectorOperationsText[Choice],
&OperationChoices[Index]);
}
v2 Min = v2{Context.WindowWidth - 250, 250};
v2 Max = v2{Context.WindowWidth - 50, 500};
scroll_list_result OperationChoice = DrawSelectableOptionsList(RenderBuffer, Min, Max, OperationChoices, OperationsCount,
0, ActiveChannel->BlendMode - 1,
State->Interface, Input);
if (OperationChoice.IndexSelected + 1 > (int)ChannelBlend_Invalid &&
OperationChoice.IndexSelected + 1 < (int)ChannelBlend_Count)
{
ActiveChannel->BlendMode = (channel_blend_mode)(OperationChoice.IndexSelected + 1);
}
}
}
#endif
DrawDebugInterface(RenderBuffer, 25,
State->Interface, Context.WindowWidth, Context.WindowHeight - TopBarHeight,
Context.DeltaTime, State->Camera, Input, State->Transient);
}
ClearArena(State->Transient);
EndDebugFrame(GlobalDebugServices);
}
CLEANUP_APPLICATION(CleanupApplication)
{
app_state* State = (app_state*)Context.MemoryBase;
SACNCleanup(&State->SACN, Context);
}