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enum instruction_mode {
instruction_mode_scalar,
#if ARM
instruction_mode_neon,
#else
instruction_mode_sse,
instruction_mode_avx
#endif
};
static char* BlendmodeNames[] = {
"Normal",
"Multiply",
"Color Burn",
"Linear Burn",
"Add",
"Screen",
"Overlay",
"Soft Light",
"Hard Light",
"Subtract",
"Divide",
"Difference"
};
enum blend_mode
{
blend_normal,
blend_multiply,
blend_colorburn,
blend_linearburn,
blend_add,
blend_screen,
blend_overlay,
blend_softlight,
blend_hardlight,
blend_subtract,
blend_divide,
blend_difference
};
#define STRING_SIZE (1024 - sizeof(uint8)) // TODO(fox): Paths above STRING_SIZE length aren't handled properly.
struct block_string {
uint8 Occupied;
char Char[STRING_SIZE];
};
struct bitmap_cache_status
{
uint32 Block_End;
};
enum cache_entry_type
{
cache_entry_type_assert,
cache_entry_type_comp,
cache_entry_type_source,
cache_entry_type_layer,
};
struct cache_entry
{
uint8 IsOccupied;
uint8 IsCached;
uint64 CycleTime;
uint32 Block_StartIndex;
enum cache_entry_type Type;
uint32 TypeInfo;
uint32 TypeInfo_Sub;
};
enum interpolation_type
{
interpolation_type_linear,
interpolation_type_bezier,
interpolation_type_hold
};
struct bezier_point {
v2 Pos[3];
interpolation_type Type;
uint16 ImguiID;
uint8 IsSelected;
};
struct block_bezier {
uint8 Occupied;
bezier_point Point[MAX_KEYFRAMES_PER_BLOCK];
};
struct layer_bitmap_state {
// Image and video
bool32 ToUpdate = 1;
// GL state
// gl_effect_layer Test;
// gl_effect_layer TestM;
// Video state
int32 CurrentFrame = -1; // The last frame number rendered to the bitmap. -1 gurantees a load upon layer creation.
void *AVInfo; // Internal data containing current frame info
};
struct render_state
{
struct layer_bitmap_state Bitmap[MAX_LAYERS];
cache_entry Entry[2048];
};
enum focused_window
{
focus_viewport,
focus_properties,
focus_timeline
};
struct sorted_comp_info
{
uint32 LayerCount;
uint32 CurrentSortIndex;
};
struct sorted_layer
{
uint16 Block_Layer_Index;
};
struct ui
{
ImVec2 CompZoom; // In screen pixels, not percentage.
ImVec2 CompPos;
// Under 1 is zoomed in!
ImVec2 TimelinePercentZoomed;
ImVec2 TimelinePercentOffset;
bool32 BoxSelect;
ImVec2 DragDelta_Prev; // TODO(fox): Make native ImGui?
focused_window FocusedWindow; // Convenience for adding window-specific hotkeys.
v2 TempZoomRatio = V2(1, 1);
int32 Warp_X = 0;
int32 Warp_Y = 0;
bool32 Warp_WantSetPos = false;
ImVec2 Warp_PositionToSet;
real32 Warp_PositionInitial;
int32 Warp_Direction;
ImU32 LayerColors[16] = {
0x00050506,
0x00806754,
0x002d3f66,
0x0044546e,
0x00556780,
0x005d7392,
0x007e7b7e,
0x00828282,
0x00434344,
0x00AB8A71,
0x003C5588,
0x005B7193,
0x00728AAB,
0x007C9AC3,
0x00A9A5A8,
0x00c0c0c0
};
};
struct pen_state {
bool32 IsActive;
};
enum interact_type
{
interact_type_none,
interact_type_layer_move,
interact_type_layer_timeadjust
};
struct project_state
{
bool32 UpdateKeyframes = 1;
bool32 UpdateFrame = 1; // only refreshes frame; set UpdateKeyframes to update animation
bool32 DebugDisableCache = 1;
render_state Render;
int32 Frame_Current;
// tool Tool = tool_default;
pen_state Pen = {};
bool32 IsRunning = 1;
bool32 IsPlaying;
int16 MostRecentlySelectedLayer = -1;
// selection_type RecentSelectionType = selection_none;
interact_type Interact_Active;
real32 Interact_Offset[4];
void *Interact_Address;
int32 Initializing = 3;
int32 MsgTime; // currently in "frames"
char *Msg;
ImGuiTextFilter filter; // This filter API is pretty ballin'.
bool32 RerouteEffects; // Allows shift+space hotkey to gain focus on the effects panel.
};
struct project_data
{
uint8 Occupied;
uint16 Layer_Count;
uint16 Source_Count;
uint16 Comp_Count;
uint16 PrincipalCompIndex;
};
struct block_composition
{
uint8 Occupied;
uint16 Name_String_Index;
uint16 Width;
uint16 Height;
uint16 FPS;
uint16 BytesPerPixel;
uint32 Frame_Count;
int32 Frame_Start;
int32 Frame_End;
};
enum source_type {
source_type_none,
source_type_video,
source_type_image
};
struct block_source
{
uint8 Occupied;
uint16 Path_String_Index;
uint16 Name_String_Index;
// Image and video
uint16 Width;
uint16 Height;
uint16 BytesPerPixel;
// Video only
real32 FPS;
real32 AvgPTSPerFrame; // set by Libav
source_type Type;
};
struct property_header
{
char *Name;
real32 DefaultVal;
real32 MinVal;
real32 MaxVal;
};
struct property_info
{
real32 MinVal = FLT_MAX;
real32 MaxVal = FLT_MIN;
};
struct property_channel {
char *Name;
uint16 Block_Bezier_Index[MAX_KEYFRAME_BLOCKS];
uint16 Block_Bezier_Count;
uint16 Keyframe_Count;
real32 CurrentValue;
real32 MaxVal;
real32 MinVal;
real32 ScrubVal; // increment when dragging on sliders, etc.
bool32 IsToggled;
};
struct block_layer {
uint8 Occupied;
bool32 IsPrecomp;
bool32 Precomp_Toggled;
uint16 Block_Source_Index; // also used for precomp
uint16 Block_String_Index;
uint16 Block_Composition_Index;
uint16 Block_Mask_Index[MAX_EFFECTS];
uint16 Block_Mask_Count;
uint16 Block_Effect_Index[MAX_MASKS];
uint16 Block_Effect_Count;
blend_mode BlendMode;
union
{
property_channel Property[8];
struct
{
property_channel x;
property_channel y;
property_channel ax;
property_channel ay;
property_channel rotation;
property_channel scale;
property_channel opacity;
property_channel time;
};
};
bool32 IsSelected;
bool32 IsVisible;
bool32 IsAdjustment;
int32 Frame_Offset;
int32 Frame_Start;
int32 Frame_End;
real32 Vertical_Offset;
real32 Vertical_Height = 1;
real32 Col[3];
};
struct render_byte_info {
uint32 MaskPixel;
uint32 ByteOffset;
uint32 Bits;
real32 Normalized;
};
struct transform_info {
real32 XAxisPX;
real32 XAxisPY;
real32 YAxisPX;
real32 YAxisPY;
real32 LayerWidth;
real32 LayerHeight;
real32 LayerBytesPerPixel;
real32 LayerPitch;
render_byte_info LayerBits;
real32 BufferWidth;
real32 BufferHeight;
real32 BufferBytesPerPixel;
real32 BufferPitch;
render_byte_info BufferBits;
real32 LayerOpacity;
real32 OriginX;
real32 OriginY;
blend_mode BlendMode;
bool32 IsAdjustment;
rectangle ClipRect;
void *SourceBuffer;
};
struct render_entry {
void *RenderData;
void *OutputBuffer;
rectangle RenderRegion;
};
#if 0
struct cached_bitmap {
uint32 SourceIndex; // Which source it belongs to. Currently used to dereference the bitmap.
void *Data; // Unpacked data loaded from the source file.
uint32 Frame; // What frame it is.
};
struct gl_effect_layer {
bool32 Initialized;
GLuint Texture;
GLuint FramebufferObject;
uint32 Color_Renderbuffer;
uint32 Stencil_Renderbuffer;
};
// Bitmaps from files are loaded into these temporary cache blocks.
// NOTE(fox): I use the term "comp" (composition) to mean the canvas that is
// being rendered to, since it's what I'm used to from AE.
struct comp_buffer {
uint16 Width;
uint16 Height;
uint16 BytesPerPixel;
void *PackedBuffer;
void *UnpackedBuffer;
};
struct mask_point {
v2 Pos;
bool32 HandleBezier;
bool32 IsSelected;
v2 TangentLeft;
v2 TangentRight;
};
struct mask {
mask_point Point[16];
bool32 IsClosed;
uint16 NumberOfPoints;
uint16 NumberOfSelectedPoints;
void *TriangulatedPointCache;
uint32 NumberOfVerts;
};
struct main_sdl
{
SDL_Texture *Texture;
SDL_Event Event;
SDL_Window *Window;
SDL_Renderer *Renderer;
};
// used to determine what to copy/paste, delete, etc
enum selection_type
{
selection_none,
selection_layer,
selection_effect,
selection_keyframe,
selection_maskpoint,
selection_source
};
char *ToolName[] {
"Move",
"Pen"
};
enum tool {
tool_default,
tool_pen,
tool_count
};
struct pen_state {
bool32 IsActive;
};
struct brush_tool
{
real32 Size;
real32 Opacity;
real32 Hardness;
};
enum focused_window
{
focus_viewport,
focus_properties,
focus_timeline
};
struct ui_graph {
property_channel *ChannelViewed;
real32 WindowYOffset = 300;
real32 UpperVal;
real32 LowerVal;
uint16 GraphWindowHeight; // The size of the window enclosing the graph
};
struct ui
{
real32 TimelineSplit = 600;
real32 GraphPropsSplit = 200;
real32 TimelineZoom;
real32 GraphZoom = 30;
// Under 1 is zoomed in!
real32 TimelinePercentZoomed = 1.0f;
real32 TimelinePercentOffset = 0.3f;
real32 Default_Y_TimelinePercentZoomed = 1.2f;
real32 Default_Y_TimelinePercentOffset = 0.0f;
real32 Y_TimelinePercentZoomed;
real32 Y_TimelinePercentOffset;
bool32 IsDragging;
bool32 IsTransforming;
int32 Wrap_X = 0;
int32 Wrap_Y = 0;
real32 TempVal;
real32 TempVal_X;
real32 OldVal[4];
real32 Y_MaxVal;
real32 Y_MinVal;
real32 Display_Y_MaxVal;
real32 Display_Y_MinVal;
bool32 WantSetPos = false;
ImVec2 SetPos;
real32 InitPos;
int32 WrapDirection;
// Note that I don't use "zoom" to mean the scale in relation to the
// original (i.e. default = 1.0f); it's the literal screen size in pixels
// of the composition in the UI.
ImVec2 CompZoom;
ImVec2 CompPos;
// Used to set UI values on the first frame. Some UI setup in Docking takes
// more than 1 frame for some reason, so I'm temporarily extending it.
bool32 Initializing = 4;
// Custom scrolling for the timeline, as ImGui's didn't work well
real32 ScrollXOffset;
real32 ScrollYOffset;
// Custom scrolling for the timeline, as ImGui's didn't work well
real32 G_ScrollXOffset;
real32 G_ScrollYOffset;
// NOTE(fox): Keeping track of mouse delta myself since the ImGui threshold
// dragging API doesn't let you do things like subtract the delta easily.
real32 DraggingKeyframeThreshold;
real32 DraggingLayerThreshold;
real32 DraggingTimelineThreshold;
real32 DraggingEffectThreshold;
real32 KeyframeSpacing = 6;
ImVec2 BoxStart = ImVec2(0,0);
ImVec2 BoxEnd = ImVec2(0,0);
bool32 BoxSelectActive = false;
// Temporary varibles used when zooming in/out
v2 TempZoomRatio = V2(1, 1);
real32 TempZoomRatioTimeline = 0;
real32 TempZoomRatioGraph = 0;
focused_window FocusedWindow; // Convenience for adding window-specific hotkeys.
ui_graph Graph[4];
uint16 NumberOfGraphsEnabled;
bool32 TemporaryUpdateOverride;
};
struct imgui_buttonstate
{
bool32 IsItemHovered;
bool32 IsItemActive;
bool32 IsItemActivated;
bool32 IsItemDeactivated;
bool32 LeftClick;
bool32 RightClick;
};
struct timeline_properties
{
rectangle Timeline;
v2i MainWindow;
uint16 WindowPadding;
rectangle EffectPanel;
rectangle Toolbar;
rectangle ColorPanel;
bool32 RenderSlidingBrush;
uint16 CompX;
uint16 CompY;
uint16 TimelineZoom;
uint16 CompScale;
uint16 FramePadding;
uint16 LayerPadding;
uint16 TimelineCurrentFrame;
int16 TimelineCurrentLayer; // Signed as a shortcut for invalid on -1
uint16 InfoTimelineSplit;
bool32 DrawTimeline;
bool32 DrawEffectPanel;
bool32 DrawComp;
};
struct sdl_button
{
bool32 IsDown;
bool32 SingleClick; // More precisely, when button is released and no dragging/selecting events are happening.
int HeldLength;
};
struct sdl_input
{
v2i Mouse;
sdl_button MouseButton[3];
rectangle Selection;
};
struct render_queue
{
project_data *File;
project_state *State;
comp_buffer *CompBuffer;
};
struct thread_info
{
render_queue *RenderInfo;
uint16 Index;
};
struct work_queue_entry {
char *StringToPrint;
};
struct render_entry {
rectangle RenderRegion;
};
#endif
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