Lumenarium/src/foldhaus_app.cpp

629 lines
25 KiB
C++

#include "foldhaus_platform.h"
#include "foldhaus_app.h"
internal v4
MouseToWorldRay(r32 MouseX, r32 MouseY, camera* Camera, r32 WindowWidth, r32 WindowHeight)
{
DEBUG_TRACK_SCOPE(MouseToWorldRay);
r32 X = ((2.0f * MouseX) / WindowWidth) - 1;
r32 Y = ((2.0f * MouseY) / WindowHeight) - 1;
v4 ScreenPos = v4{X, Y, -1, 1};
m44 InverseProjection = {};
Inverse(GetCameraPerspectiveProjectionMatrix(*Camera), &InverseProjection);
m44 InverseModelView = {};
Inverse(GetCameraModelViewMatrix(*Camera), &InverseModelView);
InverseModelView = Transpose(InverseModelView);
v4 ClipSpacePos = InverseProjection * ScreenPos;
v4 WorldPosition = InverseModelView * ClipSpacePos;
return WorldPosition;
}
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++;
}
}
struct send_sacn_job_data
{
platform_socket_handle SendSocket;
platform_get_send_address* GetSendAddress;
platform_send_to* SendTo;
dmx_buffer_list* DMXBuffers;
};
internal void
SACNSendDMXBufferListJob (s32 ThreadID, void* JobData)
{
DEBUG_TRACK_FUNCTION;
send_sacn_job_data* Data = (send_sacn_job_data*)JobData;
platform_get_send_address* GetSendAddress = Data->GetSendAddress;
platform_socket_handle SendSocket = Data->SendSocket;
platform_send_to* SendTo = Data->SendTo;
dmx_buffer_list* DMXBufferAt = Data->DMXBuffers;
while (DMXBufferAt)
{
dmx_buffer Buffer = DMXBufferAt->Buffer;
u_long V4SendAddress = SACNGetUniverseSendAddress(Buffer.Universe);
platform_network_address_handle SendAddress = GetSendAddress(
AF_INET,
HostToNetU16(DEFAULT_STREAMING_ACN_PORT),
HostToNetU32(V4SendAddress));
SendTo(SendSocket, SendAddress, (const char*)Buffer.Base, Buffer.TotalSize, 0);
DMXBufferAt = DMXBufferAt->Next;
}
}
internal void
LoadAssembly (app_state* State, context Context, char* Path)
{
assembly_definition AssemblyDefinition = {};
arena_snapshot TempMemorySnapshot = TakeSnapshotOfArena(*State->Transient);
platform_memory_result TestAssemblyFile = Context.PlatformReadEntireFile(Path);
Assert(TestAssemblyFile.Size > 0);
{
tokenizer AssemblyFileTokenizer = {};
AssemblyFileTokenizer.At = (char*)TestAssemblyFile.Base;
AssemblyFileTokenizer.Memory = (char*)TestAssemblyFile.Base;
AssemblyFileTokenizer.MemoryLength = TestAssemblyFile.Size;
ParseAssemblyFileHeader(&AssemblyDefinition, &AssemblyFileTokenizer);
AssemblyDefinition.LEDStrips = PushArray(State->Transient, led_strip_definition, AssemblyDefinition.LEDStripSize);
ParseAssemblyFileBody(&AssemblyDefinition, &AssemblyFileTokenizer);
}
Context.PlatformFree(TestAssemblyFile.Base, TestAssemblyFile.Size);
string PathString = MakeStringLiteral(Path);
s32 IndexOfLastSlash = FastLastIndexOfCharInCharArray(PathString.Memory, PathString.Length, '\\');
string FileName = Substring(PathString, IndexOfLastSlash + 1);
r32 Scale = 100;
Assert(State->AssembliesCount < ASSEMBLY_LIST_LENGTH);
s32 AssemblyMemorySize = GetAssemblyMemorySizeFromDefinition(AssemblyDefinition, FileName);
u8* AssemblyMemory = Context.PlatformAlloc(AssemblyMemorySize);
assembly NewAssembly = ConstructAssemblyFromDefinition(AssemblyDefinition,
FileName,
v3{0, 0, 0},
Scale,
AssemblyMemory,
AssemblyMemorySize);
State->AssemblyList[State->AssembliesCount++] = NewAssembly;
State->TotalLEDsCount += NewAssembly.LEDCount;
ClearArenaToSnapshot(State->Transient, TempMemorySnapshot);
}
internal void
UnloadAssembly (s32 AssemblyIndex, app_state* State, context Context)
{
assembly Assembly = State->AssemblyList[AssemblyIndex];
/*
s32 LEDsInAssembly = Assembly.LEDBuffer->Count;
s32 MemoryRequiredForAssembly = CalculateMemorySizeForAssembly(LEDsInAssembly, Assembly.Name.Length);
Context.PlatformFree((u8*)Assembly.LEDBuffer, MemoryRequiredForAssembly);
State->TotalLEDsCount -= LEDsInAssembly;
*/
if (AssemblyIndex != (State->AssembliesCount - 1))
{
State->AssemblyList[AssemblyIndex] = State->AssemblyList[State->AssembliesCount - 1];
}
State->AssembliesCount -= 1;
}
////////////////////////////////////////////////////////////////////////
RELOAD_STATIC_DATA(ReloadStaticData)
{
app_state* State = (app_state*)Context.MemoryBase;
GlobalDebugServices = DebugServices;
GSAlloc = Alloc;
GSFree = Free;
if (State->DefaultInputCommandRegistry.Size > 0)
{
RegisterKeyPressCommand(&State->DefaultInputCommandRegistry, KeyCode_MouseLeftButton, Command_Began, KeyCode_Invalid,
Begin3DViewMouseRotate);
RegisterKeyPressCommand(&State->DefaultInputCommandRegistry, KeyCode_U, Command_Began, KeyCode_Invalid, OpenUniverseView);
RegisterKeyPressCommand(&State->DefaultInputCommandRegistry, KeyCode_Tab, Command_Began, KeyCode_Invalid, OpenNodeView);
}
}
INITIALIZE_APPLICATION(InitializeApplication)
{
app_state* State = (app_state*)Context.MemoryBase;
u8* MemoryCursor = Context.MemoryBase + sizeof(app_state);
s32 PermanentStorageSize = Megabytes(32);
s32 TransientStorageSize = Context.MemorySize - PermanentStorageSize;
State->Permanent = BootstrapArenaIntoMemory(MemoryCursor, PermanentStorageSize);
State->Transient = BootstrapArenaIntoMemory(MemoryCursor + PermanentStorageSize, TransientStorageSize);
InitMemoryArena(&State->SACNMemory, 0, 0, Context.PlatformAlloc);
InitializeInputCommandRegistry(&State->DefaultInputCommandRegistry, 32, State->Permanent);
s32 CommandQueueSize = 32;
command_queue_entry* CommandQueueMemory = PushArray(State->Permanent,
command_queue_entry,
CommandQueueSize);
State->CommandQueue = InitializeCommandQueue(CommandQueueMemory, CommandQueueSize);
State->ActiveTextEntry.Buffer = MakeString(PushArray(State->Permanent, char, 256), 0, 256);
// TODO(Peter): put in InitializeInterface?
r32 FontSize = 14;
{
platform_memory_result FontFile = Context.PlatformReadEntireFile("Anonymous Pro.ttf");
if (FontFile.Size)
{
bitmap_font* Font = PushStruct(State->Permanent, bitmap_font);
Font->BitmapWidth = 512;
Font->BitmapHeight = 512;
Font->BitmapBytesPerPixel = 4;
Font->BitmapMemory = PushArray(State->Permanent, u8, Font->BitmapWidth * Font->BitmapHeight * Font->BitmapBytesPerPixel);
Font->BitmapStride = Font->BitmapWidth * Font->BitmapBytesPerPixel;
GSMemSet(Font->BitmapMemory, 0, Font->BitmapStride * Font->BitmapHeight);
platform_font_info FontInfo = Context.PlatformGetFontInfo("Anonymous Pro", FontSize, FontWeight_Normal, false, false, false);
Font->PixelHeight = FontInfo.PixelHeight;
Font->Ascent = FontInfo.Ascent;
Font->Descent = FontInfo.Descent;
Font->Leading = FontInfo.Leading;
Font->MaxCharWidth = FontInfo.MaxCharWidth;
Font->CodepointDictionarySize = (FontInfo.CodepointOnePastLast - FontInfo.CodepointStart);
Font->CodepointDictionaryCount = 0;
Font->CodepointKeys = PushArray(State->Permanent, char, Font->CodepointDictionarySize);
Font->CodepointValues = PushArray(State->Permanent, codepoint_bitmap, Font->CodepointDictionarySize);
for (s32 Codepoint = FontInfo.CodepointStart;
Codepoint < FontInfo.CodepointOnePastLast;
Codepoint++)
{
u32 CodepointX, CodepointY;
GetNextCodepointOffset(Font, &CodepointX, &CodepointY);
u32 CodepointW, CodepointH;
Context.PlatformDrawFontCodepoint(
Font->BitmapMemory,
Font->BitmapWidth,
Font->BitmapHeight,
CodepointX, CodepointY,
Codepoint, FontInfo,
&CodepointW, &CodepointH);
AddCodepointToFont(Font, Codepoint, 0, 0, CodepointW, CodepointH, CodepointX, CodepointY);
}
State->Interface.Font = Font;
State->Font = Font;
Font->BitmapTextureHandle = Context.PlatformGetGPUTextureHandle(Font->BitmapMemory,
Font->BitmapWidth, Font->BitmapHeight);
} else {}
}
State->Interface.FontSize = FontSize;
State->Interface.PanelBGColors[0] = v4{.3f, .3f, .3f, 1};
State->Interface.PanelBGColors[1] = v4{.4f, .4f, .4f, 1};
State->Interface.PanelBGColors[2] = v4{.5f, .5f, .5f, 1};
State->Interface.PanelBGColors[3] = v4{.6f, .6f, .6f, 1};
State->Interface.ButtonColor_Inactive = BlackV4;
State->Interface.ButtonColor_Active = v4{.1f, .1f, .1f, 1};
State->Interface.ButtonColor_Selected = v4{.1f, .1f, .3f, 1};
State->Interface.TextColor = WhiteV4;
State->Interface.Margin = v2{5, 5};
State->SACN = InitializeSACN(Context);
State->NetworkProtocolHeaderSize = STREAM_HEADER_SIZE;
State->Camera.FieldOfView = DegreesToRadians(45.0f);
State->Camera.AspectRatio = (r32)Context.WindowWidth / (r32)Context.WindowHeight;
State->Camera.Near = 1.0f;
State->Camera.Far = 100.0f;
State->Camera.Position = v3{0, 0, -250};
State->Camera.LookAt = v3{0, 0, 0};
#if 1
char Path[] = "radialumia.fold";
LoadAssembly(State, Context, Path);
#endif
State->PixelsToWorldScale = .01f;
GlobalDebugServices->Interface.RenderSculpture = true;
State->NodeList = AllocateNodeList(State->Permanent, 128);
State->OutputNode = PushOutputNodeOnList(State->NodeList, v2{500, 250}, State->Permanent);
{
State->NodeRenderSettings.PortColors[MemberType_r32] = RedV4;
State->NodeRenderSettings.PortColors[MemberType_s32] = GreenV4;
State->NodeRenderSettings.PortColors[MemberType_v4] = BlueV4;
State->NodeRenderSettings.Font = State->Font;
}
ReloadStaticData(Context, GlobalDebugServices, Alloc, Free);
{ // MODES PLAYGROUND
State->Modes.ActiveModesCount = 0;
s32 ModesMemorySize = Kilobytes(32);
u8* ModesMemory = PushSize(State->Permanent, ModesMemorySize);
InitMemoryArena(&State->Modes.Arena, ModesMemory, ModesMemorySize, 0);
}
}
internal void
HandleInput (app_state* State, input_queue InputQueue, mouse_state Mouse)
{
DEBUG_TRACK_FUNCTION;
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);
}
}
// 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);
}
internal dmx_buffer_list*
CreateDMXBuffers(assembly Assembly, s32 BufferHeaderSize, memory_arena* Arena)
{
dmx_buffer_list* Result = 0;
dmx_buffer_list* Head = 0;
s32 BufferSize = BufferHeaderSize + 512;
for (s32 Range = 0; Range < Assembly.LEDUniverseMapCount; Range++)
{
leds_in_universe_range LEDUniverseRange = Assembly.LEDUniverseMap[Range];
dmx_buffer_list* NewBuffer = PushStruct(Arena, dmx_buffer_list);
NewBuffer->Buffer.Universe = LEDUniverseRange.Universe;
NewBuffer->Buffer.Base = PushArray(Arena, u8, BufferSize);
NewBuffer->Buffer.TotalSize = BufferSize;
NewBuffer->Buffer.HeaderSize = BufferHeaderSize;
// Append
if (!Result) {
Result = NewBuffer;
Head = Result;
}
Head->Next = NewBuffer;
Head = NewBuffer;
for (s32 LEDIdx = LEDUniverseRange.RangeStart;
LEDIdx < LEDUniverseRange.RangeOnePastLast;
LEDIdx++)
{
led LED = Assembly.LEDs[LEDIdx];
pixel Color = Assembly.Colors[LED.Index];
s32 DestinationStartChannel = LEDIdx * 3;
*((pixel*)(Head->Buffer.Base + DestinationStartChannel)) = Color;
}
}
return Result;
}
UPDATE_AND_RENDER(UpdateAndRender)
{
DEBUG_TRACK_FUNCTION;
app_state* State = (app_state*)Context.MemoryBase;
// 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);
HandleInput(State, InputQueue, Mouse);
for (s32 AssemblyIndex = 0; AssemblyIndex < State->AssembliesCount; AssemblyIndex++)
{
assembly Assembly = State->AssemblyList[AssemblyIndex];
UpdateOutputNodeCalculations(State->OutputNode, State->NodeList,
State->Permanent, State->Transient,
Assembly.LEDs,
Assembly.Colors,
Assembly.LEDCount,
Context.DeltaTime);
ResetNodesUpdateState(State->NodeList);
}
ClearTransientNodeColorBuffers(State->NodeList);
DEBUG_IF(GlobalDebugServices->Interface.SendSACNData)
{
s32 HeaderSize = State->NetworkProtocolHeaderSize;
dmx_buffer_list* DMXBuffers = 0;
for (s32 i = 0; i < State->AssembliesCount; i++)
{
assembly Assembly = State->AssemblyList[i];
dmx_buffer_list* NewDMXBuffers = CreateDMXBuffers(Assembly, HeaderSize, State->Transient);
DMXBuffers = DMXBufferListAppend(DMXBuffers, NewDMXBuffers);
}
switch (State->NetworkProtocol)
{
case NetworkProtocol_SACN:
{
SACNUpdateSequence(&State->SACN);
dmx_buffer_list* CurrentDMXBuffer = DMXBuffers;
while (CurrentDMXBuffer)
{
dmx_buffer Buffer = CurrentDMXBuffer->Buffer;
SACNPrepareBufferHeader(Buffer.Universe, Buffer.Base, Buffer.TotalSize, Buffer.HeaderSize, State->SACN);
CurrentDMXBuffer = CurrentDMXBuffer->Next;
}
send_sacn_job_data* Job = PushStruct(State->Transient, send_sacn_job_data);
Job->SendSocket = State->SACN.SendSocket;
Job->GetSendAddress = Context.PlatformGetSendAddress;
Job->SendTo = Context.PlatformSendTo;
Job->DMXBuffers = DMXBuffers;
Context.GeneralWorkQueue->PushWorkOnQueue(
Context.GeneralWorkQueue,
SACNSendDMXBufferListJob,
Job);
}break;
InvalidDefaultCase;
}
}
////////////////////////////////
// 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
{
DEBUG_TRACK_SCOPE(RenderSculpture);
s32 JobsNeeded = PLATFORM_THREAD_COUNT;
s32 LEDBufferSize = IntegerDivideRoundUp(State->TotalLEDsCount, JobsNeeded);
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);
s32 CurrentAssemblyIndex = 0;
s32 LEDBufferLEDsAssignedToJobs = 0;
for (s32 Job = 0; Job < JobsNeeded; Job++)
{
assembly CurrentAssembly = State->AssemblyList[CurrentAssemblyIndex];
draw_leds_job_data* JobData = JobDataBank + JobDataBankUsed++;
JobData->LEDs = CurrentAssembly.LEDs;
JobData->Colors = CurrentAssembly.Colors;
JobData->StartIndex = LEDBufferLEDsAssignedToJobs;
JobData->OnePastLastIndex = GSMin(JobData->StartIndex + LEDBufferSize, CurrentAssembly.LEDCount);
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);
// NOTE: We should never go OVER the number of leds in the buffer
Assert(LEDBufferLEDsAssignedToJobs <= CurrentAssembly.LEDCount);
if (LEDBufferLEDsAssignedToJobs == CurrentAssembly.LEDCount)
{
if (CurrentAssemblyIndex >= State->AssembliesCount)
{
break;
}
else
{
CurrentAssemblyIndex++;
}
}
}
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->AssembliesCount; 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);
}
}
}
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);
}
}
CLEANUP_APPLICATION(CleanupApplication)
{
app_state* State = (app_state*)Context.MemoryBase;
SACNCleanup(&State->SACN, Context);
}