Lumenarium/src/app/engine/animation/foldhaus_animation_renderer...

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//
// File: foldhaus_animation_renderer.cpp
// Author: Peter Slattery
// Creation Date: 2020-11-14
//
#ifndef FOLDHAUS_ANIMATION_RENDERER_CPP
internal pixel
LedBlend_Overwrite(pixel PixelA, pixel PixelB, u8* UserData)
{
return PixelB;
}
internal pixel
LedBlend_Lerp(pixel PixelA, pixel PixelB, u8* UserData)
{
r32 BOpacity = *(r32*)UserData;
pixel Result = {};
r32 AOpacity = 1.0f - BOpacity;
Result.R = (u8)((PixelA.R * AOpacity) + (PixelB.R * BOpacity));
Result.G = (u8)((PixelA.G * AOpacity) + (PixelB.G * BOpacity));
Result.B = (u8)((PixelA.B * AOpacity) + (PixelB.B * BOpacity));
return Result;
}
internal pixel
LedBlend_Add(pixel PixelA, pixel PixelB, u8* UserData)
{
pixel Result = {};
u32 R = (u32)PixelA.R + (u32)PixelB.R;
u32 G = (u32)PixelA.G + (u32)PixelB.G;
u32 B = (u32)PixelA.B + (u32)PixelB.B;
Result.R = (u8)Min(R, (u32)255);
Result.G = (u8)Min(G, (u32)255);
Result.B = (u8)Min(B, (u32)255);
return Result;
}
internal pixel
LedBlend_Multiply(pixel PixelA, pixel PixelB, u8* UserData)
{
pixel Result = {};
r32 DR = (r32)PixelA.R / 255.f;
r32 DG = (r32)PixelA.G / 255.f;
r32 DB = (r32)PixelA.B / 255.f;
r32 SR = (r32)PixelB.R / 255.f;
r32 SG = (r32)PixelB.G / 255.f;
r32 SB = (r32)PixelB.B / 255.f;
Result.R = (u8)((DR * SR) * 255.f);
Result.G = (u8)((DG * SG) * 255.f);
Result.B = (u8)((DB * SB) * 255.f);
return Result;
}
internal pixel
LedBlend_Overlay(pixel PixelA, pixel PixelB, u8* UserData)
{
pixel Result = {};
return Result;
}
internal led_blend_proc*
LedBlend_GetProc(blend_mode BlendMode)
{
led_blend_proc* Result = 0;
switch (BlendMode)
{
case BlendMode_Overwrite: { Result = LedBlend_Overwrite; }break;
case BlendMode_Add: { Result = LedBlend_Add; }break;
case BlendMode_Multiply: { Result = LedBlend_Multiply; }break;
InvalidDefaultCase;
}
return Result;
}
struct pattern_args
{
assembly Assembly;
gs_memory_arena* Transient;
u8* UserData;
};
struct render_anim_to_led_buffer_job_data
{
animation_pattern Pattern;
led_buffer Buffer;
led_buffer_range BufferRange;
pattern_args PatternArgs;
r32 SecondsIntoBlock;
};
internal void
AnimationSystem_RenderAnimationToLedBufferJob(gs_thread_context Context, gs_data Data)
{
render_anim_to_led_buffer_job_data JobData = *(render_anim_to_led_buffer_job_data*)Data.Memory;
JobData.Pattern.Proc(&JobData.Buffer,
JobData.BufferRange,
JobData.PatternArgs.Assembly,
JobData.SecondsIntoBlock,
JobData.PatternArgs.Transient,
JobData.PatternArgs.UserData);
}
#define MULTITHREAD_PATTERN_RENDERING 1
internal void
AnimationSystem_BeginRenderBlockToLedBuffer(animation_system* System, animation_block Block, led_buffer* Buffer, animation_pattern_array Patterns, pattern_args PatternArgs,
context Context)
{
DEBUG_TRACK_FUNCTION;
u32 FramesIntoBlock = System->CurrentFrame - Block.Range.Min;
r32 SecondsIntoBlock = FramesIntoBlock * System->SecondsPerFrame;
animation_pattern Pattern = Patterns_GetPattern(Patterns, Block.AnimationProcHandle);
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Assert(Pattern.Proc);
if (System->Multithreaded && Pattern.Multithreaded)
{
u32 JobsCount = 4;
u32 LedsPerJob = Buffer->LedCount / JobsCount;
for (u32 i = 0; i < JobsCount; i++)
{
gs_data Data = PushSizeToData(Context.ThreadContext.Transient, sizeof(render_anim_to_led_buffer_job_data));
render_anim_to_led_buffer_job_data* JobData = (render_anim_to_led_buffer_job_data*)Data.Memory;
JobData->Pattern = Pattern;
JobData->Buffer = *Buffer;
JobData->BufferRange.First = LedsPerJob * i;
JobData->BufferRange.OnePastLast = LedsPerJob * (i + 1);
JobData->PatternArgs = PatternArgs;
JobData->SecondsIntoBlock = SecondsIntoBlock;
Context.GeneralWorkQueue->PushWorkOnQueue(Context.GeneralWorkQueue,
(thread_proc*)AnimationSystem_RenderAnimationToLedBufferJob,
Data,
ConstString("Render Pattern To Buffer"));
}
}
else
{
led_buffer_range Range = {};
Range.First = 0;
Range.OnePastLast = Buffer->LedCount;
Pattern.Proc(Buffer, Range, PatternArgs.Assembly, SecondsIntoBlock, PatternArgs.Transient, PatternArgs.UserData);
}
}
internal void
AnimationSystem_EndRenderBlockToLedBuffer (animation_system* System, context Context)
{
if (System->Multithreaded)
{
Context.GeneralWorkQueue->CompleteQueueWork(Context.GeneralWorkQueue, Context.ThreadContext);
}
}
// NOTE(pjs): This mirrors animation_layer_frame to account
// for overlapping
struct layer_led_buffer
{
led_buffer HotBuffer;
led_buffer NextHotBuffer;
};
internal led_buffer
RenderAnimationToLedBuffer (animation_system* System,
pattern_args PatternArgs,
animation_frame CurrFrame,
layer_led_buffer* LayerBuffers,
led_buffer* AssemblyLedBuffer,
animation_pattern_array Patterns,
gs_memory_arena* Transient,
context Context)
{
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DEBUG_TRACK_FUNCTION;
led_buffer AccBuffer = LedBuffer_CreateCopyCleared(*AssemblyLedBuffer, Transient);
// Create the LayerLEDBuffers
for (u32 Layer = 0; Layer < CurrFrame.LayersCount; Layer++)
{
layer_led_buffer TempBuffer = {};
if (CurrFrame.Layers[Layer].HasHot)
{
TempBuffer.HotBuffer = LedBuffer_CreateCopyCleared(*AssemblyLedBuffer, Transient);
if (CurrFrame.Layers[Layer].HasNextHot)
{
TempBuffer.NextHotBuffer = LedBuffer_CreateCopyCleared(*AssemblyLedBuffer, Transient);
}
}
LayerBuffers[Layer] = TempBuffer;
}
// Render Each layer's block to the appropriate temp buffer
for (u32 Layer = 0; Layer < CurrFrame.LayersCount; Layer++)
{
animation_layer_frame LayerFrame = CurrFrame.Layers[Layer];
if (LayerFrame.HasHot)
{
led_buffer TempBuffer = LayerBuffers[Layer].HotBuffer;
animation_block Block = LayerFrame.Hot;
AnimationSystem_BeginRenderBlockToLedBuffer(System, Block, &TempBuffer, Patterns, PatternArgs, Context);
}
if (LayerFrame.HasNextHot)
{
led_buffer TempBuffer = LayerBuffers[Layer].NextHotBuffer;
animation_block Block = LayerFrame.NextHot;
AnimationSystem_BeginRenderBlockToLedBuffer(System, Block, &TempBuffer, Patterns, PatternArgs, Context);
}
AnimationSystem_EndRenderBlockToLedBuffer(System, Context);
}
// Blend together any layers that have a hot and next hot buffer
for (u32 Layer = 0; Layer < CurrFrame.LayersCount; Layer++)
{
animation_layer_frame LayerFrame = CurrFrame.Layers[Layer];
layer_led_buffer LayerBuffer = LayerBuffers[Layer];
if (LayerFrame.HasNextHot)
{
LedBuffer_Blend(LayerBuffer.HotBuffer,
LayerBuffer.NextHotBuffer,
&LayerBuffer.HotBuffer,
LedBlend_Lerp,
(u8*)&LayerFrame.NextHotOpacity);
}
}
// Consolidate Temp Buffers back into AssemblyLedBuffer
// We do this in reverse order so that they go from top to bottom
for (u32 Layer = 0; Layer < CurrFrame.LayersCount; Layer++)
{
if (CurrFrame.Layers[Layer].HasHot)
{
led_blend_proc* Blend = LedBlend_GetProc(CurrFrame.Layers[Layer].BlendMode);
LedBuffer_Blend(AccBuffer,
LayerBuffers[Layer].HotBuffer,
&AccBuffer,
Blend,
0);
}
}
return AccBuffer;
}
internal void
AnimationSystem_RenderToLedBuffers(animation_system* System, assembly_array Assemblies,
led_system* LedSystem,
animation_pattern_array Patterns,
gs_memory_arena* Transient,
context Context,
u8* UserData)
{
DEBUG_TRACK_FUNCTION;
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r32 FrameTime = AnimationSystem_GetCurrentTime(*System);
#if 1
animation_array Animations = System->Animations;
animation_fade_group FadeGroup = System->ActiveFadeGroup;
animation* FromAnim = AnimationArray_Get(Animations, FadeGroup.From);
animation_frame FromFrame = AnimationSystem_CalculateAnimationFrame(System, FromAnim, Transient);
layer_led_buffer* FromLayerBuffers = PushArray(Transient, layer_led_buffer, FromFrame.LayersCount);
animation* ToAnim = AnimationArray_Get(Animations, FadeGroup.To);
animation_frame ToFrame = {0};
layer_led_buffer* ToLayerBuffers = 0;
if (ToAnim)
{
ToFrame = AnimationSystem_CalculateAnimationFrame(System, ToAnim, Transient);
ToLayerBuffers = PushArray(Transient, layer_led_buffer, ToFrame.LayersCount);
}
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for (u32 AssemblyIndex = 0; AssemblyIndex < Assemblies.Count; AssemblyIndex++)
{
assembly Assembly = Assemblies.Values[AssemblyIndex];
led_buffer* AssemblyLedBuffer = LedSystemGetBuffer(LedSystem, Assembly.LedBufferIndex);
pattern_args PatternArgs = {};
PatternArgs.Assembly = Assembly;
PatternArgs.Transient = Transient;
PatternArgs.UserData = UserData;
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led_buffer FromBuffer = RenderAnimationToLedBuffer(System,
PatternArgs,
FromFrame,
FromLayerBuffers,
AssemblyLedBuffer,
Patterns,
Transient,
Context);
led_buffer ConsolidatedBuffer = FromBuffer;
if (ToAnim) {
led_buffer ToBuffer = RenderAnimationToLedBuffer(System,
PatternArgs,
ToFrame,
ToLayerBuffers,
AssemblyLedBuffer,
Patterns,
Transient,
Context);
r32 BlendPercent = FadeGroup.FadeElapsed / FadeGroup.FadeDuration;
LedBuffer_Blend(FromBuffer, ToBuffer, &ConsolidatedBuffer, LedBlend_Lerp, (u8*)&BlendPercent);
}
LedBuffer_Copy(ConsolidatedBuffer, AssemblyLedBuffer);
}
#else
animation* ActiveAnim = AnimationSystem_GetActiveAnimation(System);
animation_frame CurrFrame = AnimationSystem_CalculateAnimationFrame(System, ActiveAnim, Transient);
for (u32 AssemblyIndex = 0; AssemblyIndex < Assemblies.Count; AssemblyIndex++)
{
assembly Assembly = Assemblies.Values[AssemblyIndex];
led_buffer* AssemblyLedBuffer = LedSystemGetBuffer(LedSystem, Assembly.LedBufferIndex);
pattern_args PatternArgs = {};
PatternArgs.Assembly = Assembly;
PatternArgs.Transient = Transient;
PatternArgs.UserData = UserData;
led_buffer AccBuffer = RenderAnimationToLedBuffer(System,
PatternArgs,
CurrFrame,
LayerBuffers,
AssemblyLedBuffer,
Patterns,
Transient);
LedBuffer_Copy(AccBuffer, AssemblyLedBuffer);
}
#endif
System->LastUpdatedFrame = System->CurrentFrame;
}
#define FOLDHAUS_ANIMATION_RENDERER_CPP
#endif // FOLDHAUS_ANIMATION_RENDERER_CPP