752 lines
29 KiB
C++
752 lines
29 KiB
C++
#include "foldhaus_platform.h"
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#include "foldhaus_app.h"
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internal v4
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MouseToWorldRay(r32 MouseX, r32 MouseY, camera* Camera, r32 WindowWidth, r32 WindowHeight)
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{
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DEBUG_TRACK_SCOPE(MouseToWorldRay);
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r32 X = ((2.0f * MouseX) / WindowWidth) - 1;
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r32 Y = ((2.0f * MouseY) / WindowHeight) - 1;
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v4 ScreenPos = v4{X, Y, -1, 1};
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m44 InverseProjection = {};
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Inverse(GetCameraPerspectiveProjectionMatrix(*Camera), &InverseProjection);
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m44 InverseModelView = {};
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Inverse(GetCameraModelViewMatrix(*Camera), &InverseModelView);
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InverseModelView = Transpose(InverseModelView);
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v4 ClipSpacePos = InverseProjection * ScreenPos;
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v4 WorldPosition = InverseModelView * ClipSpacePos;
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return WorldPosition;
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}
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internal void
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PushLEDBufferOnList (led_buffer* List, led_buffer* Entry)
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{
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if (List->Next)
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{
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PushLEDBufferOnList(List->Next, Entry);
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}
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else
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{
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List->Next = Entry;
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}
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}
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internal led_buffer*
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RemoveLEDBufferFromList (led_buffer* List, led_buffer* Entry)
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{
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led_buffer* ListHead = 0;
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if (List != Entry && List->Next)
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{
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ListHead = RemoveLEDBufferFromList(List->Next, Entry);
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}
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else if (List == Entry)
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{
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ListHead = Entry->Next;
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}
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else
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{
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// NOTE(Peter): Trying to remove an entry from a list that doesn't contain it
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InvalidCodePath;
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}
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return ListHead;
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}
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internal void
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ConstructAssemblyFromDefinition (assembly_definition Definition,
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string AssemblyName,
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v3 RootPosition,
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r32 Scale,
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context Context,
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app_state* State)
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{
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Assert(State->AssembliesUsed < ASSEMBLY_LIST_LENGTH);
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assembly* Assembly = State->AssemblyList + State->AssembliesUsed++;
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// 1. Find # of LEDs, # of Universes
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s32 UniversesUsedByLEDs[2048]; // TODO(Peter): find the max universe number and size these accordingly
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s32 ChannelsInUniverse[2048];
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GSZeroMemory(UniversesUsedByLEDs, sizeof(s32) * 2048);
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GSZeroMemory(ChannelsInUniverse, sizeof(s32) * 2048);
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s32 UniverseCount = 0;
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s32 LEDCount = 0;
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for (s32 StripIdx = 0; StripIdx < Definition.LEDStripCount; StripIdx++)
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{
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led_strip_definition StripDef = Definition.LEDStrips[StripIdx];
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s32 ChannelsPerStrip = StripDef.LEDsPerStrip * 3;
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s32 UniversesPerStrip = IntegerDivideRoundUp(ChannelsPerStrip, 512);
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s32 ChannelsAllocated = 0;
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for (s32 UniverseIdx = 0; UniverseIdx < UniversesPerStrip; UniverseIdx++)
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{
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s32 UniverseID = StripDef.StartUniverse + UniverseIdx;
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s32 UniverseIndex = -1;
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for (s32 RegisteredUniverse = 0; RegisteredUniverse < UniverseCount; RegisteredUniverse++)
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{
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if (UniversesUsedByLEDs[RegisteredUniverse] == UniverseID)
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{
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UniverseIndex = RegisteredUniverse;
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break;
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}
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}
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if (UniverseIndex < 0)
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{
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UniverseIndex = UniverseCount++;
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}
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s32 ChannelsRequested = GSMin(STREAM_BODY_SIZE, ChannelsPerStrip - ChannelsAllocated);
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ChannelsAllocated += ChannelsRequested;
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ChannelsInUniverse[UniverseIndex] += ChannelsRequested;
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Assert(ChannelsInUniverse[UniverseIndex] <= 512);
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UniversesUsedByLEDs[UniverseIndex++] = UniverseID;
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}
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LEDCount += StripDef.LEDsPerStrip;
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}
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sacn_add_universes_result AddedUniverses = SACNAddUniverses(UniversesUsedByLEDs, UniverseCount, &State->SACN, Context);
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Assembly->MemorySize = CalculateMemorySizeForAssembly(LEDCount, AssemblyName.Length);
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memory_arena TemporaryAssemblyArena = AllocateNonGrowableArenaWithSpace(Context.PlatformAlloc, Assembly->MemorySize);
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Assembly->MemoryBase = TemporaryAssemblyArena.CurrentRegion->Base;
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Assembly->Universes = AddedUniverses.NewUniverseBuffer;
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Assembly->SendBuffer = AddedUniverses.NewSendBuffer;
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Assembly->Name = MakeString(PushArray(&TemporaryAssemblyArena, char, AssemblyName.Length), AssemblyName.Length);
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CopyStringTo(AssemblyName, &Assembly->Name);
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led_buffer* LEDBuffer = PushStruct(&TemporaryAssemblyArena, led_buffer);
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LEDBuffer->Next = 0;
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LEDBuffer->Count = 0;
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LEDBuffer->Max = LEDCount;
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LEDBuffer->LEDs = PushArray(&TemporaryAssemblyArena, led, LEDCount);
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LEDBuffer->Colors = PushArray(&TemporaryAssemblyArena, sacn_pixel, LEDCount);
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Assembly->LEDBuffer = LEDBuffer;
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if (State->LEDBufferList)
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{
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PushLEDBufferOnList(State->LEDBufferList, LEDBuffer);
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}
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else
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{
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State->LEDBufferList = LEDBuffer;
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}
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State->TotalLEDsCount += LEDCount;
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// Add LEDs
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for (s32 StripIdx = 0; StripIdx < Definition.LEDStripCount; StripIdx++)
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{
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led_strip_definition StripDef = Definition.LEDStrips[StripIdx];
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v3 WS_StripStart = {};
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v3 WS_StripEnd = {};
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s32 LEDsInStripCount = 0;
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switch(StripDef.InterpolationType)
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{
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case StripInterpolate_Points:
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{
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WS_StripStart= StripDef.InterpolatePositionStart * Scale;
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WS_StripEnd= StripDef.InterpolatePositionEnd * Scale;
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LEDsInStripCount = StripDef.LEDsPerStrip;
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}break;
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default:
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{
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InvalidCodePath;
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}break;
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}
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sacn_universe* CurrentUniverse = SACNGetUniverse(StripDef.StartUniverse, &State->SACN);
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s32 ChannelsUsed = 0;
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CurrentUniverse->BeginPixelCopyFromOffset = LEDBuffer->Count * sizeof(sacn_pixel);
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r32 Percent = 0;
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r32 PercentStep = 1 / (r32)LEDsInStripCount;
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for (s32 Step = 0; Step < LEDsInStripCount; Step++)
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{
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v3 LEDPosition = Lerp(WS_StripStart, WS_StripEnd, Percent);
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s32 LEDIndex = LEDBuffer->Count++;
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Assert(LEDIndex < LEDCount);
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led* LED = LEDBuffer->LEDs + LEDIndex;
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sacn_pixel* LEDColor = LEDBuffer->Colors + LEDIndex;
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LED->Position = LEDPosition;
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LED->PositionMatrix = GetPositionM44(V4(LED->Position, 1));
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LED->Index = LEDIndex;
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Percent += PercentStep;
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ChannelsUsed += 3;
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if (ChannelsUsed > STREAM_BODY_SIZE)
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{
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ChannelsUsed -= STREAM_BODY_SIZE;
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CurrentUniverse = SACNGetUniverse(CurrentUniverse->Universe + 1, &State->SACN);
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CurrentUniverse->BeginPixelCopyFromOffset = (LEDBuffer->Count + sizeof(sacn_pixel)) - ChannelsUsed;
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}
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}
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}
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}
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struct draw_leds_job_data
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{
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led* LEDs;
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sacn_pixel* Colors;
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s32 StartIndex;
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s32 OnePastLastIndex;
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render_quad_batch_constructor* Batch;
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m44 FaceCameraMatrix;
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m44 ModelViewMatrix;
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r32 LEDHalfWidth;
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};
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internal void
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DrawLEDsInBufferRangeJob (s32 ThreadID, void* JobData)
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{
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DEBUG_TRACK_FUNCTION;
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draw_leds_job_data* Data = (draw_leds_job_data*)JobData;
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s32 DrawCommandsCount = Data->OnePastLastIndex - Data->StartIndex;
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r32 HalfWidth = Data->LEDHalfWidth;
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v4 P0_In = v4{-HalfWidth, -HalfWidth, 0, 1};
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v4 P1_In = v4{HalfWidth, -HalfWidth, 0, 1};
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v4 P2_In = v4{HalfWidth, HalfWidth, 0, 1};
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v4 P3_In = v4{-HalfWidth, HalfWidth, 0, 1};
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v2 UV0 = v2{0, 0};
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v2 UV1 = v2{1, 0};
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v2 UV2 = v2{1, 1};
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v2 UV3 = v2{0, 1};
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led* LED = Data->LEDs + Data->StartIndex;
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for (s32 LEDIdx = 0;
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LEDIdx < DrawCommandsCount;
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LEDIdx++)
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{
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sacn_pixel SACNColor = Data->Colors[LED->Index];
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v4 Color = v4{SACNColor.R / 255.f, SACNColor.G / 255.f, SACNColor.B / 255.f, 1.0f};
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m44 ModelMatrix = Data->FaceCameraMatrix * LED->PositionMatrix;// * Data->FaceCameraMatrix;
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v4 P0 = ModelMatrix * P0_In;
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v4 P1 = ModelMatrix * P1_In;
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v4 P2 = ModelMatrix * P2_In;
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v4 P3 = ModelMatrix * P3_In;
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PushTri3DOnBatch(Data->Batch, P0, P1, P2, UV0, UV1, UV2, Color, Color, Color);
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PushTri3DOnBatch(Data->Batch, P0, P2, P3, UV0, UV2, UV3, Color, Color, Color);
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LED++;
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}
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}
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struct send_sacn_job_data
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{
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streaming_acn SACN;
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sacn_universe_buffer UniverseList;
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s32 StartUniverse;
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s32 OnePastLastUniverse;
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platform_send_to* PlatformSendTo;
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};
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internal void
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SendSACNBufferData (s32 ThreadID, void* JobData)
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{
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DEBUG_TRACK_FUNCTION;
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send_sacn_job_data* Data = (send_sacn_job_data*)JobData;
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sacn_universe* SendUniverse = Data->UniverseList.Universes + Data->StartUniverse;
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for (s32 UniverseIdx = Data->StartUniverse; UniverseIdx < Data->OnePastLastUniverse; UniverseIdx++)
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{
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SACNSendDataToUniverse(&Data->SACN, SendUniverse, Data->PlatformSendTo);
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SendUniverse++;
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}
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}
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internal void
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LoadAssembly (app_state* State, context Context, char* Path)
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{
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assembly_definition AssemblyDefinition = {};
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arena_snapshot TempMemorySnapshot = TakeSnapshotOfArena(*State->Transient);
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platform_memory_result TestAssemblyFile = Context.PlatformReadEntireFile(Path);
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Assert(TestAssemblyFile.Size > 0);
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{
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tokenizer AssemblyFileTokenizer = {};
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AssemblyFileTokenizer.At = (char*)TestAssemblyFile.Base;
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AssemblyFileTokenizer.Memory = (char*)TestAssemblyFile.Base;
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AssemblyFileTokenizer.MemoryLength = TestAssemblyFile.Size;
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ParseAssemblyFileHeader(&AssemblyDefinition, &AssemblyFileTokenizer);
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AssemblyDefinition.LEDStrips = PushArray(State->Transient, led_strip_definition, AssemblyDefinition.LEDStripSize);
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ParseAssemblyFileBody(&AssemblyDefinition, &AssemblyFileTokenizer);
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}
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Context.PlatformFree(TestAssemblyFile.Base, TestAssemblyFile.Size);
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string PathString = MakeStringLiteral(Path);
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s32 IndexOfLastSlash = FastLastIndexOfCharInCharArray(PathString.Memory, PathString.Length, '\\');
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string FileName = Substring(PathString, IndexOfLastSlash + 1);
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r32 Scale = 100;
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ConstructAssemblyFromDefinition(AssemblyDefinition, FileName, v3{0, 0, 0}, Scale, Context, State);
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ClearArenaToSnapshot(State->Transient, TempMemorySnapshot);
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}
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internal void
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UnloadAssembly (s32 AssemblyIndex, app_state* State, context Context)
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{
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assembly Assembly = State->AssemblyList[AssemblyIndex];
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SACNRemoveUniverseAndSendBuffer(&State->SACN, Assembly.Universes, Assembly.SendBuffer);
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State->LEDBufferList = RemoveLEDBufferFromList(State->LEDBufferList, Assembly.LEDBuffer);
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s32 LEDsInAssembly = Assembly.LEDBuffer->Count;
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s32 MemoryRequiredForAssembly = CalculateMemorySizeForAssembly(LEDsInAssembly, Assembly.Name.Length);
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Context.PlatformFree((u8*)Assembly.LEDBuffer, MemoryRequiredForAssembly);
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State->TotalLEDsCount -= LEDsInAssembly;
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if (AssemblyIndex != (State->AssembliesUsed - 1))
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{
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State->AssemblyList[AssemblyIndex] = State->AssemblyList[State->AssembliesUsed - 1];
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}
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State->AssembliesUsed -= 1;
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}
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////////////////////////////////////////////////////////////////////////
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RELOAD_STATIC_DATA(ReloadStaticData)
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{
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app_state* State = (app_state*)Context.MemoryBase;
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GlobalDebugServices = DebugServices;
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if (State->DefaultInputCommandRegistry.Size > 0)
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{
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RegisterKeyPressCommand(&State->DefaultInputCommandRegistry, KeyCode_MouseLeftButton, Command_Began, KeyCode_Invalid,
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Begin3DViewMouseRotate);
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RegisterKeyPressCommand(&State->DefaultInputCommandRegistry, KeyCode_U, Command_Began, KeyCode_Invalid, OpenUniverseView);
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RegisterKeyPressCommand(&State->DefaultInputCommandRegistry, KeyCode_A, Command_Began, KeyCode_Invalid, OpenNodeLister);
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RegisterKeyPressCommand(&State->DefaultInputCommandRegistry, KeyCode_Tab, Command_Began, KeyCode_Invalid, OpenNodeView);
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}
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}
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INITIALIZE_APPLICATION(InitializeApplication)
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{
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app_state* State = (app_state*)Context.MemoryBase;
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u8* MemoryCursor = Context.MemoryBase + sizeof(app_state);
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s32 PermanentStorageSize = Megabytes(32);
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s32 TransientStorageSize = Context.MemorySize - PermanentStorageSize;
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State->Permanent = BootstrapArenaIntoMemory(MemoryCursor, PermanentStorageSize);
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State->Transient = BootstrapArenaIntoMemory(MemoryCursor + PermanentStorageSize, TransientStorageSize);
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InitMemoryArena(&State->SACNMemory, 0, 0, Context.PlatformAlloc);
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InitializeInputCommandRegistry(&State->DefaultInputCommandRegistry, 32, State->Permanent);
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s32 CommandQueueSize = 32;
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command_queue_entry* CommandQueueMemory = PushArray(State->Permanent,
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command_queue_entry,
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CommandQueueSize);
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State->CommandQueue = InitializeCommandQueue(CommandQueueMemory, CommandQueueSize);
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State->ActiveTextEntry.Buffer = MakeString(PushArray(State->Permanent, char, 256), 0, 256);
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// TODO(Peter): put in InitializeInterface?
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r32 FontSize = 14;
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{
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platform_memory_result FontFile = Context.PlatformReadEntireFile("Anonymous Pro.ttf");
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if (FontFile.Size)
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{
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bitmap_font* Font = PushStruct(State->Permanent, bitmap_font);
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Font->BitmapWidth = 512;
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Font->BitmapHeight = 512;
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Font->BitmapBytesPerPixel = 4;
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Font->BitmapMemory = PushArray(State->Permanent, u8, Font->BitmapWidth * Font->BitmapHeight * Font->BitmapBytesPerPixel);
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Font->BitmapStride = Font->BitmapWidth * Font->BitmapBytesPerPixel;
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GSMemSet(Font->BitmapMemory, 0, Font->BitmapStride * Font->BitmapHeight);
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platform_font_info FontInfo = Context.PlatformGetFontInfo("Anonymous Pro", FontSize, FontWeight_Normal, false, false, false);
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Font->PixelHeight = FontInfo.PixelHeight;
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Font->Ascent = FontInfo.Ascent;
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Font->Descent = FontInfo.Descent;
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Font->Leading = FontInfo.Leading;
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Font->MaxCharWidth = FontInfo.MaxCharWidth;
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Font->CodepointDictionarySize = (FontInfo.CodepointOnePastLast - FontInfo.CodepointStart);
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Font->CodepointDictionaryCount = 0;
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Font->CodepointKeys = PushArray(State->Permanent, char, Font->CodepointDictionarySize);
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Font->CodepointValues = PushArray(State->Permanent, codepoint_bitmap, Font->CodepointDictionarySize);
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for (s32 Codepoint = FontInfo.CodepointStart;
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Codepoint < FontInfo.CodepointOnePastLast;
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Codepoint++)
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{
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u32 CodepointX, CodepointY;
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GetNextCodepointOffset(Font, &CodepointX, &CodepointY);
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u32 CodepointW, CodepointH;
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Context.PlatformDrawFontCodepoint(
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Font->BitmapMemory,
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Font->BitmapWidth,
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Font->BitmapHeight,
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CodepointX, CodepointY,
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Codepoint, FontInfo,
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&CodepointW, &CodepointH);
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AddCodepointToFont(Font, Codepoint, 0, 0, CodepointW, CodepointH, CodepointX, CodepointY);
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}
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State->Interface.Font = Font;
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State->Font = Font;
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Font->BitmapTextureHandle = Context.PlatformGetGPUTextureHandle(Font->BitmapMemory,
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Font->BitmapWidth, Font->BitmapHeight);
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} else {}
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}
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State->Interface.FontSize = FontSize;
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State->Interface.PanelBGColors[0] = v4{.3f, .3f, .3f, 1};
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State->Interface.PanelBGColors[1] = v4{.4f, .4f, .4f, 1};
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State->Interface.PanelBGColors[2] = v4{.5f, .5f, .5f, 1};
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State->Interface.PanelBGColors[3] = v4{.6f, .6f, .6f, 1};
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State->Interface.ButtonColor_Inactive = BlackV4;
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State->Interface.ButtonColor_Active = v4{.1f, .1f, .1f, 1};
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State->Interface.ButtonColor_Selected = v4{.1f, .1f, .3f, 1};
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State->Interface.TextColor = WhiteV4;
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State->Interface.Margin = v2{5, 5};
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State->SACN = InitializeSACN(Context.PlatformAlloc, Context);
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State->Camera.FieldOfView = DegreesToRadians(45.0f);
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State->Camera.AspectRatio = (r32)Context.WindowWidth / (r32)Context.WindowHeight;
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State->Camera.Near = 1.0f;
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State->Camera.Far = 100.0f;
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State->Camera.Position = v3{0, 0, -250};
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State->Camera.LookAt = v3{0, 0, 0};
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#if 1
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char Path[] = "radialumia.fold";
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LoadAssembly(State, Context, Path);
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#endif
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State->PixelsToWorldScale = .01f;
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GlobalDebugServices->Interface.RenderSculpture = true;
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State->NodeList = AllocateNodeList(State->Permanent, Kilobytes(64));
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State->OutputNode = PushOutputNodeOnList(State->NodeList, v2{500, 250}, State->Permanent);
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{
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State->NodeRenderSettings.PortColors[MemberType_r32] = RedV4;
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State->NodeRenderSettings.PortColors[MemberType_s32] = GreenV4;
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State->NodeRenderSettings.PortColors[MemberType_v4] = BlueV4;
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State->NodeRenderSettings.Font = State->Font;
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}
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ReloadStaticData(Context, GlobalDebugServices);
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{ // MODES PLAYGROUND
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State->Modes.ActiveModesCount = 0;
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s32 ModesMemorySize = Kilobytes(32);
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u8* ModesMemory = PushSize(State->Permanent, ModesMemorySize);
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InitMemoryArena(&State->Modes.Arena, ModesMemory, ModesMemorySize, 0);
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}
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}
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UPDATE_AND_RENDER(UpdateAndRender)
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{
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app_state* State = (app_state*)Context.MemoryBase;
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// NOTE(Peter): We do this at the beginning because all the render commands are stored in Transient,
|
|
// and need to persist beyond the end of the UpdateAndRender call. In the release version, we won't
|
|
// zero the Transient arena when we clear it so it wouldn't be a problem, but it is technically
|
|
// incorrect to clear the arena, and then access the memory later.
|
|
ClearArena(State->Transient);
|
|
|
|
{
|
|
input_command_registry ActiveCommands = State->DefaultInputCommandRegistry;
|
|
if (State->Modes.ActiveModesCount > 0)
|
|
{
|
|
ActiveCommands = State->Modes.ActiveModes[State->Modes.ActiveModesCount - 1].Commands;
|
|
}
|
|
|
|
for (s32 EventIdx = 0; EventIdx < InputQueue.QueueUsed; EventIdx++)
|
|
{
|
|
input_entry Event = InputQueue.Entries[EventIdx];
|
|
|
|
// NOTE(Peter): These are in the order Down, Up, Held because we want to privalege
|
|
// Down and Up over Held. In other words, we don't want to call a Held command on the
|
|
// frame when the button was released, even if the command is registered to both events
|
|
if (KeyTransitionedDown(Event))
|
|
{
|
|
FindAndPushExistingCommand(ActiveCommands, Event, Command_Began, &State->CommandQueue);
|
|
}
|
|
else if (KeyTransitionedUp(Event))
|
|
{
|
|
FindAndPushExistingCommand(ActiveCommands, Event, Command_Ended, &State->CommandQueue);
|
|
}
|
|
else if (KeyHeldDown(Event))
|
|
{
|
|
FindAndPushExistingCommand(ActiveCommands, Event, Command_Held, &State->CommandQueue);
|
|
}
|
|
|
|
if (Event.Key == KeyCode_MouseLeftButton)
|
|
{
|
|
Mouse.LeftButtonTransitionedDown = KeyTransitionedDown(Event);
|
|
Mouse.LeftButtonTransitionedUp = KeyTransitionedUp(Event);
|
|
}
|
|
else if (Event.Key == KeyCode_MouseMiddleButton)
|
|
{
|
|
Mouse.MiddleButtonTransitionedDown = KeyTransitionedDown(Event);
|
|
Mouse.MiddleButtonTransitionedUp = KeyTransitionedUp(Event);
|
|
}
|
|
else if (Event.Key == KeyCode_MouseRightButton)
|
|
{
|
|
Mouse.RightButtonTransitionedDown = KeyTransitionedDown(Event);
|
|
Mouse.RightButtonTransitionedUp = KeyTransitionedUp(Event);
|
|
}
|
|
}
|
|
|
|
// Execute all commands in CommandQueue
|
|
for (s32 CommandIdx = State->CommandQueue.Used - 1; CommandIdx >= 0; CommandIdx--)
|
|
{
|
|
command_queue_entry* Entry = &State->CommandQueue.Commands[CommandIdx];
|
|
Entry->Command.Proc(State, Entry->Event, Mouse);
|
|
}
|
|
|
|
ClearCommandQueue(&State->CommandQueue);
|
|
}
|
|
|
|
if (State->LEDBufferList)
|
|
{
|
|
UpdateOutputNodeCalculations(State->OutputNode, State->NodeList,
|
|
State->Permanent, State->Transient,
|
|
State->LEDBufferList->LEDs,
|
|
State->LEDBufferList->Colors,
|
|
State->LEDBufferList->Count,
|
|
Context.DeltaTime);
|
|
}
|
|
ClearTransientNodeColorBuffers(State->NodeList);
|
|
|
|
{
|
|
// 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);
|
|
|
|
///////////////////////////////////////
|
|
// Menu Bar
|
|
//////////////////////////////////////
|
|
|
|
r32 TopBarHeight = 40;
|
|
{
|
|
panel_result TopBarPanel = EvaluatePanel(RenderBuffer,
|
|
v2{0, Context.WindowHeight - TopBarHeight},
|
|
v2{Context.WindowWidth, Context.WindowHeight},
|
|
0, State->Interface);
|
|
|
|
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, Mouse);
|
|
|
|
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, Mouse);
|
|
|
|
if (UnloadAssemblyBtn.Pressed)
|
|
{
|
|
UnloadAssembly(i, State, Context);
|
|
}
|
|
}
|
|
|
|
if (LoadAssemblyBtn.Pressed)
|
|
{
|
|
char FilePath[256];
|
|
b32 Success = Context.PlatformGetFilePath(FilePath, 256, "Foldhaus Files\0*.fold\0\0");
|
|
if (Success)
|
|
{
|
|
LoadAssembly(State, Context, FilePath);
|
|
}
|
|
}
|
|
}
|
|
|
|
///////////////////////////////////////
|
|
// Figuring Out Nodes
|
|
//////////////////////////////////////
|
|
|
|
for (s32 m = 0; m < State->Modes.ActiveModesCount; m++)
|
|
{
|
|
operation_mode OperationMode = State->Modes.ActiveModes[m];
|
|
if (OperationMode.Render != 0)
|
|
{
|
|
OperationMode.Render(State, RenderBuffer, OperationMode, Mouse);
|
|
}
|
|
}
|
|
|
|
DrawDebugInterface(RenderBuffer, 25,
|
|
State->Interface, Context.WindowWidth, Context.WindowHeight - TopBarHeight,
|
|
Context.DeltaTime, State, State->Camera, Mouse, State->Transient);
|
|
}
|
|
|
|
EndDebugFrame(GlobalDebugServices);
|
|
}
|
|
|
|
CLEANUP_APPLICATION(CleanupApplication)
|
|
{
|
|
app_state* State = (app_state*)Context.MemoryBase;
|
|
SACNCleanup(&State->SACN, Context);
|
|
} |