// // 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) { return PixelB; } internal pixel LedBlend_Add(pixel PixelA, pixel PixelB) { 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) { 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) { 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; } internal void AnimationSystem_RenderToLedBuffers(animation_system* System, assembly_array Assemblies, led_system* LedSystem, animation_pattern* Patterns, gs_memory_arena* Transient) { s32 CurrentFrame = System->CurrentFrame; r32 FrameTime = CurrentFrame * System->SecondsPerFrame; animation_frame CurrFrame = AnimationSystem_CalculateAnimationFrame(System, Transient); led_buffer* LayerLEDBuffers = PushArray(Transient, led_buffer, CurrFrame.BlocksCountMax); for (u32 AssemblyIndex = 0; AssemblyIndex < Assemblies.Count; AssemblyIndex++) { assembly* Assembly = &Assemblies.Values[AssemblyIndex]; led_buffer* AssemblyLedBuffer = LedSystemGetBuffer(LedSystem, Assembly->LedBufferIndex); for (u32 Layer = 0; Layer < CurrFrame.BlocksCountMax; Layer++) { if (!CurrFrame.BlocksFilled[Layer]) { continue; } animation_block Block = CurrFrame.Blocks[Layer]; // Prep Temp Buffer LayerLEDBuffers[Layer] = *AssemblyLedBuffer; LayerLEDBuffers[Layer].Colors = PushArray(Transient, pixel, AssemblyLedBuffer->LedCount); u32 FramesIntoBlock = CurrentFrame - Block.Range.Min; r32 SecondsIntoBlock = FramesIntoBlock * System->SecondsPerFrame; // :AnimProcHandle u32 AnimationProcIndex = Block.AnimationProcHandle - 1; animation_proc* AnimationProc = Patterns[AnimationProcIndex].Proc; AnimationProc(&LayerLEDBuffers[Layer], *Assembly, SecondsIntoBlock, Transient); } // Consolidate Temp Buffers // We do this in reverse order so that they go from top to bottom animation* ActiveAnim = AnimationSystem_GetActiveAnimation(System); for (u32 Layer = 0; Layer < CurrFrame.BlocksCountMax; Layer++) { if (!CurrFrame.BlocksFilled[Layer]) { continue; } led_blend_proc* Blend = LedBlend_GetProc(ActiveAnim->Layers.Values[Layer].BlendMode); Assert(Blend != 0); for (u32 LED = 0; LED < AssemblyLedBuffer->LedCount; LED++) { pixel A = AssemblyLedBuffer->Colors[LED]; pixel B = LayerLEDBuffers[Layer].Colors[LED]; AssemblyLedBuffer->Colors[LED] = Blend(A, B); } } } } #define FOLDHAUS_ANIMATION_RENDERER_CPP #endif // FOLDHAUS_ANIMATION_RENDERER_CPP