Lumenarium/src/app/panels/foldhaus_panel_sculpture_vi...

184 lines
6.2 KiB
C

//
// File: foldhaus_panel_sculpture_view.h
// Author: Peter Slattery
// Creation Date: 2020-01-01
//
#ifndef FOLDHAUS_PANEL_SCULPTURE_VIEW_H
// 3D Mouse View
OPERATION_STATE_DEF(mouse_rotate_view_operation_state)
{
v4 CameraStartPos;
};
OPERATION_RENDER_PROC(Update3DViewMouseRotate)
{
mouse_rotate_view_operation_state* OpState = (mouse_rotate_view_operation_state*)Operation.OpStateMemory;
v2 TotalDeltaPos = Mouse.Pos - Mouse.DownPos;
m44 XRotation = GetXRotation(-TotalDeltaPos.y * State->PixelsToWorldScale);
m44 YRotation = GetYRotation(TotalDeltaPos.x * State->PixelsToWorldScale);
m44 Combined = XRotation * YRotation;
State->Camera.Position = V3(Combined * OpState->CameraStartPos);
}
FOLDHAUS_INPUT_COMMAND_PROC(End3DViewMouseRotate)
{
DeactivateCurrentOperationMode(&State->Modes);
}
input_command MouseRotateViewCommands [] = {
{ KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Ended, End3DViewMouseRotate},
};
FOLDHAUS_INPUT_COMMAND_PROC(Begin3DViewMouseRotate)
{
operation_mode* RotateViewMode = ActivateOperationModeWithCommands(&State->Modes, MouseRotateViewCommands, Update3DViewMouseRotate);
mouse_rotate_view_operation_state* OpState = CreateOperationState(RotateViewMode,
&State->Modes,
mouse_rotate_view_operation_state);
OpState->CameraStartPos = V4(State->Camera.Position, 1);
}
// ----------------
GSMetaTag(panel_commands);
GSMetaTag(panel_type_sculpture_view);
global_variable input_command SculptureView_Commands[] = {
{ KeyCode_MouseLeftButton, KeyCode_Invalid, Command_Began, Begin3DViewMouseRotate },
};
global_variable s32 SculptureView_CommandsCount = 1;
GSMetaTag(panel_init);
GSMetaTag(panel_type_sculpture_view);
internal void
SculptureView_Init(panel* Panel, app_state* State)
{
}
GSMetaTag(panel_cleanup);
GSMetaTag(panel_type_sculpture_view);
internal void
SculptureView_Cleanup(panel* Panel, app_state* State)
{
}
struct draw_leds_job_data
{
led* LEDs;
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 LEDCount = Data->OnePastLastIndex - Data->StartIndex;
quad_batch_constructor_reserved_range BatchReservedRange = ThreadSafeReserveRangeInQuadConstructor(Data->Batch, LEDCount * 2);
s32 TrisUsed = 0;
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 < LEDCount;
LEDIdx++)
{
pixel PixelColor = Data->Colors[LED->Index];
v4 Color = v4{PixelColor.R / 255.f, PixelColor.G / 255.f, PixelColor.B / 255.f, 1.0f};
v4 V4Position = LED->Position;
V4Position.w = 0;
v4 P0 = P0_In + V4Position;
v4 P1 = P1_In + V4Position;
v4 P2 = P2_In + V4Position;
v4 P3 = P3_In + V4Position;
SetTri3DInBatch(Data->Batch, BatchReservedRange.Start + TrisUsed++,
P0, P1, P2, UV0, UV1, UV2, Color, Color, Color);
SetTri3DInBatch(Data->Batch, BatchReservedRange.Start + TrisUsed++,
P0, P2, P3, UV0, UV2, UV3, Color, Color, Color);
LED++;
}
}
GSMetaTag(panel_render);
GSMetaTag(panel_type_sculpture_view);
internal void
SculptureView_Render(panel Panel, rect PanelBounds, render_command_buffer* RenderBuffer, app_state* State, context Context, mouse_state Mouse)
{
DEBUG_TRACK_SCOPE(RenderSculpture);
r32 PanelWidth = PanelBounds.Max.x - PanelBounds.Min.x;
r32 PanelHeight = PanelBounds.Max.y - PanelBounds.Min.y;
State->Camera.AspectRatio = PanelWidth / PanelHeight;
m44 ModelViewMatrix = GetCameraModelViewMatrix(State->Camera);
m44 ProjectionMatrix = GetCameraPerspectiveProjectionMatrix(State->Camera);
r32 LEDHalfWidth = .5f;
PushRenderPerspective(RenderBuffer, PanelBounds.Min.x, PanelBounds.Min.y, PanelWidth, PanelHeight, State->Camera);
// 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;
u32 MaxLEDsPerJob = 2048;
render_quad_batch_constructor RenderLEDsBatch = PushRenderQuad3DBatch(RenderBuffer, State->TotalLEDsCount);
for (u32 i = 0; i < State->ActiveAssemblyIndecies.Used; i++)
{
gs_list_handle AssemblyHandle = *State->ActiveAssemblyIndecies.GetElementAtIndex(i);
assembly Assembly = *State->AssemblyList.GetElementWithHandle(AssemblyHandle);
u32 JobsNeeded = IntegerDivideRoundUp(Assembly.LEDBuffer.LEDCount, MaxLEDsPerJob);
for (u32 Job = 0; Job < JobsNeeded; Job++)
{
draw_leds_job_data* JobData = PushStruct(&State->Transient, draw_leds_job_data);
JobData->LEDs = Assembly.LEDBuffer.LEDs;
JobData->Colors = Assembly.LEDBuffer.Colors;
JobData->StartIndex = Job * MaxLEDsPerJob;
JobData->OnePastLastIndex = GSMin(JobData->StartIndex + MaxLEDsPerJob, Assembly.LEDBuffer.LEDCount);
JobData->Batch = &RenderLEDsBatch;
JobData->FaceCameraMatrix;
JobData->ModelViewMatrix = ModelViewMatrix;
JobData->LEDHalfWidth = LEDHalfWidth;
Context.GeneralWorkQueue->PushWorkOnQueue(Context.GeneralWorkQueue, DrawLEDsInBufferRangeJob, JobData, "Sculpture Draw LEDS");
}
}
Context.GeneralWorkQueue->DoQueueWorkUntilDone(Context.GeneralWorkQueue, 0);
}
#define FOLDHAUS_PANEL_SCULPTURE_VIEW_H
#endif // FOLDHAUS_PANEL_SCULPTURE_VIEW_H