// // File: foldhaus_assembly.cpp // Author: Peter Slattery // Creation Date: 2020-01-01 // #ifndef FOLDHAUS_ASSEMBLY_CPP internal assembly ConstructAssemblyFromDefinition (assembly_definition Definition, string AssemblyName, v4 RootPosition, r32 Scale, memory_arena Arena) { assembly Assembly = {}; Assembly.Arena = Arena; Assembly.Name = MakeString(PushArray(&Assembly.Arena, char, AssemblyName.Length), AssemblyName.Length); CopyStringTo(AssemblyName, &Assembly.Name); // NOTE(Peter): Setting this to zero so we can check at the end of the loop that creates leds // and make sure we created to correct number. By the time this function returns it should be // the case that: (Assembly.LEDCount == Definition.TotalLEDCount) Assembly.LEDBuffer.LEDCount = 0; Assembly.LEDBuffer.Colors = PushArray(&Assembly.Arena, pixel, Definition.TotalLEDCount); Assembly.LEDBuffer.LEDs = PushArray(&Assembly.Arena, led, Definition.TotalLEDCount); Assembly.LEDUniverseMapCount = Definition.LEDStripCount; Assembly.LEDUniverseMap = PushArray(&Assembly.Arena, leds_in_universe_range, Definition.LEDStripCount); // Add LEDs for (u32 StripIdx = 0; StripIdx < Definition.LEDStripCount; StripIdx++) { led_strip_definition StripDef = Definition.LEDStrips[StripIdx]; leds_in_universe_range* LEDUniverseRange = Assembly.LEDUniverseMap + StripIdx; LEDUniverseRange->Universe = StripDef.StartUniverse; LEDUniverseRange->RangeStart = Assembly.LEDBuffer.LEDCount; LEDUniverseRange->RangeOnePastLast = Assembly.LEDBuffer.LEDCount + StripDef.LEDsPerStrip; // NOTE(Peter): this should be a switch on the type, but we only have one for // now. The assert is to remind you to create more cases when necessary Assert(StripDef.InterpolationType == StripInterpolate_Points); v4 WS_StripStart = RootPosition + V4(StripDef.InterpolatePositionStart * Scale, 1); v4 WS_StripEnd = RootPosition + V4(StripDef.InterpolatePositionEnd * Scale, 1); s32 LEDsInStripCount = StripDef.LEDsPerStrip; Assert(Assembly.LEDBuffer.LEDCount + LEDsInStripCount <= Definition.TotalLEDCount); v4 SingleStep = (WS_StripEnd - WS_StripStart) / (r32)LEDsInStripCount; for (s32 Step = 0; Step < LEDsInStripCount; Step++) { s32 LEDIndex = Assembly.LEDBuffer.LEDCount++; Assembly.LEDBuffer.LEDs[LEDIndex].Position = WS_StripStart + (SingleStep * Step); Assembly.LEDBuffer.LEDs[LEDIndex].Index = LEDIndex; } } // NOTE(Peter): Did we create the correct number of LEDs? Assert(Assembly.LEDBuffer.LEDCount == Definition.TotalLEDCount); return Assembly; } // NOTE(Peter): These are here so that if we load 2+ sculptures, they don't all // end up on top of one another. Purely aesthetic. Can remove once we implement // scene editing tools static v4 TempAssemblyOffsets[] = { v4{0, 0, 0, 0}, v4{250, 0, 75, 0}, v4{-250, 0, 75, 0} }; s32 TempAssemblyOffsetsCount = 3; internal void LoadAssembly (app_state* State, context Context, char* Path) { platform_memory_result AssemblyFile = Context.PlatformReadEntireFile(Path); if (AssemblyFile.Error == PlatformMemory_NoError) { assembly_definition AssemblyDefinition = ParseAssemblyFile(AssemblyFile.Base, AssemblyFile.Size, &State->Transient, State->GlobalLog); string PathString = MakeStringLiteral(Path); s32 IndexOfLastSlash = FastLastIndexOfCharInCharArray(PathString.Memory, PathString.Length, '\\'); string FileName = Substring(PathString, IndexOfLastSlash + 1); memory_arena AssemblyArena = {}; AssemblyArena.Alloc = (gs_memory_alloc*)Context.PlatformAlloc; AssemblyArena.Realloc = (gs_memory_realloc*)Context.PlatformRealloc; v4 Offset = TempAssemblyOffsets[State->ActiveAssemblyIndecies.Used % TempAssemblyOffsetsCount]; r32 Scale = 100; assembly NewAssembly = ConstructAssemblyFromDefinition(AssemblyDefinition, FileName, Offset, Scale, AssemblyArena); gs_list_handle NewAssemblyHandle = State->AssemblyList.PushElementOnList(NewAssembly); State->ActiveAssemblyIndecies.PushElementOnList(NewAssemblyHandle); State->TotalLEDsCount += NewAssembly.LEDBuffer.LEDCount; Context.PlatformFree(AssemblyFile.Base, AssemblyFile.Size); } else { LogError(State->GlobalLog, "Unable to load assembly file"); } } internal void UnloadAssembly (u32 AssemblyIndex, app_state* State, context Context) { assembly* Assembly = State->AssemblyList.GetElementAtIndex(AssemblyIndex); State->TotalLEDsCount -= Assembly->LEDBuffer.LEDCount; FreeMemoryArena(&Assembly->Arena, (gs_memory_free*)Context.PlatformFree); State->AssemblyList.FreeElementAtIndex(AssemblyIndex); for (u32 i = 0; i < State->ActiveAssemblyIndecies.Used; i++) { gs_list_handle Handle = *State->ActiveAssemblyIndecies.GetElementAtIndex(i); if (Handle.Index == AssemblyIndex) { State->ActiveAssemblyIndecies.FreeElementAtIndex(i); break; } } } #define FOLDHAUS_ASSEMBLY_CPP #endif // FOLDHAUS_ASSEMBLY_CPP