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inline sorted_property_array *
Property_GetSortedInfo(sorted_property_array *SortedPropertyStart, int i, int h)
{
Assert(0);
return SortedPropertyStart + (i * 8) + h;
}
inline uint16 *
Property_GetSortedArray(uint16 *SortedKeyframeArray, int i, int h)
{
Assert(0);
return SortedKeyframeArray + (i * 8 * MAX_KEYFRAMES_PER_BLOCK) + (h * MAX_KEYFRAMES_PER_BLOCK);
}
static sorted_layer_array *
Sorted_GetLayerStart(sorted_layer_array *LayerArrayStart, sorted_comp_array *SortedCompStart, uint32 TargetComp)
{
uint32 LayerOffset = 0; int s = 0;
while (s < TargetComp) {
LayerOffset += SortedCompStart[s].LayerCount;
s++;
}
return LayerArrayStart + LayerOffset;
}
// The sorting algorithm is straightforward: read every point, evaluate it if
// it's currently being interacted with by the user, record index in a sorted
// list, and repeat, shiftig the list as necessary.
void Property_SortAll(memory *Memory, project_state *State, property_channel *Property, sorted_property_array *PropertyStart, uint16 *PropertyArrayStart)
{
int h = 0, c = 0, i = 0;
uint32 CurrentSortIndex = 0;
real32 MinY = 1000000;
real32 MaxY = -1000000;
int32 Offset = (State->Interact_Active == interact_type_keyframe_move) ? (int32)State->Interact_Offset[0] : 0;
while (Block_Loop(Memory, Property, Property->Keyframe_Count, &h, &c, &i)) {
v2 PointPos[3];
bezier_point *PointAddress = Bezier_LookupAddress(Memory, Property, i);
Bezier_Interact_Evaluate(State, PointAddress, PointPos);
if (MinY > PointAddress->Pos[0].y) {
MinY = PointAddress->Pos[0].y;
PropertyStart->MinYIndex = i;
}
if (MaxY < PointAddress->Pos[0].y) {
MaxY = PointAddress->Pos[0].y;
PropertyStart->MaxYIndex = i;
}
uint32 SortedIndex_Playhead = 0;
while (SortedIndex_Playhead < CurrentSortIndex) {
uint16 TestPointEntry = PropertyArrayStart[SortedIndex_Playhead];
v2 TestPointPos[3];
bezier_point *TestPointAddress = Bezier_LookupAddress(Memory, Property, TestPointEntry);
Bezier_Interact_Evaluate(State, TestPointAddress, TestPointPos);
if (PointPos[0].x < TestPointPos[0].x ) {
break;
} else {
SortedIndex_Playhead++;
}
}
if (SortedIndex_Playhead != CurrentSortIndex) {
uint8 *Address_Start = (uint8 *)(PropertyArrayStart + SortedIndex_Playhead);
uint8 *Address_End = (uint8 *)(PropertyArrayStart + CurrentSortIndex) - 1;
Assert(CurrentSortIndex != Property->Keyframe_Count);
Arbitrary_ShiftData(Address_Start, Address_End, sizeof(uint16), 1);
}
uint16 *PointEntry = PropertyArrayStart + SortedIndex_Playhead;
*PointEntry = i;
CurrentSortIndex++;
}
}
static real32
Layer_Sort_DisplayOffset(project_state *State, memory *Memory,
sorted_property_array *SortedPropertyArray, uint16 *SortedKeyframeArray,
sorted_comp_array *SortedCompArray, sorted_layer_array *SortedLayerArray,
sorted_comp_array *SortedCompStart, sorted_layer_array *SortedLayerStart)
{
int32 DisplayOffset = 0;
for (int i = SortedCompStart->LayerCount - 1; i >= 0; i--)
{
sorted_layer_array *SortEntry = &SortedLayerStart[i];
SortEntry->DisplayOffset = DisplayOffset;
uint32 Index_Physical = SortEntry->Block_Layer_Index;
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, Index_Physical);
sorted_property_array *SortedPropertyStart = SortedPropertyArray + SortedLayerStart->SortedPropertyStart;
uint16 *SortedKeyframeStart = SortedKeyframeArray + SortedLayerStart->SortedKeyframeStart;
int h = 0, c = 0, p = 0;
property_channel *Property = NULL;
block_effect *Effect = NULL;
while (Layer_LoopChannels(State, Memory, &SortedPropertyStart, &SortedKeyframeStart, Layer, &Property, &Effect, &h, &c, &p))
{
if (Property->IsToggled) {
DisplayOffset++;
}
}
if (Layer->Precomp_Toggled) {
Assert(Layer->IsPrecomp);
sorted_comp_array *InnerSortedCompStart = &SortedCompArray[Layer->Block_Source_Index];
sorted_layer_array *InnerSortedLayerStart = Sorted_GetLayerStart(SortedLayerArray, SortedCompArray, Layer->Block_Source_Index);
real32 InnerCompOffset = Layer_Sort_DisplayOffset(State, Memory, SortedPropertyArray, SortedKeyframeArray, SortedCompArray, SortedLayerArray,
InnerSortedCompStart, InnerSortedLayerStart);
InnerSortedCompStart->DisplaySize = InnerCompOffset;
DisplayOffset += InnerCompOffset;
}
}
if (SortedCompStart->LayerCount > 1) {
sorted_layer_array LayerEntry_Top = SortedLayerStart[SortedCompStart->LayerCount - 1];
sorted_layer_array LayerEntry_Bottom = SortedLayerStart[0];
real32 SmallestY = LayerEntry_Top.SortedOffset;
real32 LargestY = LayerEntry_Bottom.SortedOffset;
// block_layer *Layer_Top = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, SortedLayerStart[SortedCompStart->LayerCount - 1].Block_Layer_Index);
// block_layer *Layer_Bottom = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, SortedLayerStart[0].Block_Layer_Index);
// real32 SmallestY = Layer_Top->Vertical_Offset;
// real32 LargestY = Layer_Bottom->Vertical_Offset;
DisplayOffset = LargestY - SmallestY + 2 + DisplayOffset;
}
return DisplayOffset;
}
static void
Layer_Sort_CheckPrev(memory *Memory, int i, int Direction, sorted_layer_array *SortedLayerStart, sorted_comp_array SortedCompStart, int *EntriesPassed, sorted_layer_array *LayerEntry, bool32 AltMethod)
{
int PrevOffsetIndex = i + Direction + (*EntriesPassed * Direction);
bool32 OutOfBounds = (Direction > 0) ? (PrevOffsetIndex > (SortedCompStart.LayerCount - 1)) : (PrevOffsetIndex < 0);
if (!OutOfBounds) {
sorted_layer_array *PrevLayerEntry = &SortedLayerStart[PrevOffsetIndex];
real32 PrevOffset = PrevLayerEntry->SortedOffset;
if (PrevOffset == (LayerEntry->SortedOffset - Direction)) {
(*EntriesPassed)++;
if (!AltMethod) {
PrevLayerEntry->SortedOffset += Direction;
} else {
LayerEntry->SortedOffset -= Direction;
Layer_Sort_CheckPrev(Memory, i, Direction, SortedLayerStart, SortedCompStart, EntriesPassed, LayerEntry, AltMethod);
}
}
}
}
// The first loop is for counting how many layers are in each precomp, the
// second is for sorting the layers by offset, and the third is for applying
// interactivity if the user is moving any layers.
static void
Layer_SortAll(project_state *State, memory *Memory,
sorted_layer_array *LayerArrayStart, sorted_comp_array *CompArrayStart,
uint32 LayerCount, uint32 CompCount)
{
int h = 0, c = 0, i = 0;
while (Block_Loop(Memory, F_Layers, LayerCount, &h, &c, &i)) {
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
Assert(Layer->Block_Composition_Index < CompCount);
CompArrayStart[Layer->Block_Composition_Index].LayerCount++;
}
h = 0, c = 0, i = 0;
while (Block_Loop(Memory, F_Layers, LayerCount, &h, &c, &i)) {
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, i);
sorted_comp_array *SortedCompStart = &CompArrayStart[Layer->Block_Composition_Index];
sorted_layer_array *SortedLayerStart = Sorted_GetLayerStart(LayerArrayStart, CompArrayStart, Layer->Block_Composition_Index);
uint32 SortedIndex_Playhead = 0;
while (SortedIndex_Playhead < SortedCompStart->CurrentSortIndex) {
sorted_layer_array LayerEntry = SortedLayerStart[SortedIndex_Playhead];
block_layer *TestLayer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, LayerEntry.Block_Layer_Index);
if (-Layer->Vertical_Offset < -TestLayer->Vertical_Offset) {
break;
} else {
SortedIndex_Playhead++;
}
}
if (SortedIndex_Playhead != SortedCompStart->CurrentSortIndex) {
uint8 *Address_Start = (uint8 *)(SortedLayerStart + SortedIndex_Playhead);
uint8 *Address_End = (uint8 *)(SortedLayerStart + SortedCompStart->CurrentSortIndex) - 1;
Assert(SortedCompStart->CurrentSortIndex != SortedCompStart->LayerCount);
Arbitrary_ShiftData(Address_Start, Address_End, sizeof(sorted_layer_array), 1);
}
sorted_layer_array *LayerEntry = SortedLayerStart + SortedIndex_Playhead;
LayerEntry->Block_Layer_Index = i;
LayerEntry->SortedOffset = Layer->Vertical_Offset;
SortedCompStart->CurrentSortIndex++;
}
if (State->Interact_Active == interact_type_layer_move) {
int32 Offset = (int32)State->Interact_Offset[1];
bool32 Direction = (Offset > 0) ? 1 : -1;
for (uint32 c = 0; c < CompCount; c++) {
sorted_comp_array *SortedCompStart = &CompArrayStart[c];
if (!SortedCompStart->LayerCount)
continue;
sorted_layer_array *SortedLayerStart = Sorted_GetLayerStart(LayerArrayStart, CompArrayStart, c);
int i = (Direction > 0) ? SortedCompStart->LayerCount - 1 : 0;
bool32 Case = 1;
while (Case) {
int32 EntriesPassed = 0;
sorted_layer_array *LayerEntry = &SortedLayerStart[i];
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, LayerEntry->Block_Layer_Index);
Assert(LayerEntry->SortedOffset == Layer->Vertical_Offset);
if (Layer->IsSelected) {
int32 SpacesToMove = Offset * Direction;
while (SpacesToMove) {
Layer_Sort_CheckPrev(Memory, i, Direction, SortedLayerStart, *SortedCompStart, &EntriesPassed, LayerEntry, 0);
LayerEntry->SortedOffset -= Direction;
SpacesToMove--;
}
}
int b = 0;
while (b < EntriesPassed) {
sorted_layer_array *FrontEntry = &SortedLayerStart[i+(b*Direction)];
sorted_layer_array *BackEntry = &SortedLayerStart[i+((b+1)*Direction)];
sorted_layer_array Swap = *FrontEntry;
*FrontEntry = *BackEntry;
*BackEntry = Swap;
b++;
}
i -= Direction;
Case = (Direction > 0) ? (i >= 0) : (i < SortedCompStart->LayerCount);
}
}
}
}
// NOTE(fox): We could be slightly more efficient and just allocate redundant data
// instead of having another loop.
void LayerProperty_Count(project_data *File, project_state *State, memory *Memory, sorted_layer_array *LayerArrayStart,
sorted_comp_array *CompStart, uint32 LayerCount, uint32 CompCount,
uint32 *TotalPropertyCount, uint32 *TotalKeyframeCount)
{
uint32 SortedPropertyPlayhead = 0;
uint32 SortedKeyframePlayhead = 0;
for (int c = 0; c < CompCount; c++) {
sorted_comp_array SortedCompStart = CompStart[c];
sorted_layer_array *SortedLayerStart = Sorted_GetLayerStart(LayerArrayStart, CompStart, c);
for (int i = 0; i < SortedCompStart.LayerCount; i++) {
sorted_layer_array *SortedLayer = &SortedLayerStart[i];
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, SortedLayer->Block_Layer_Index);
SortedLayer->SortedPropertyStart = SortedPropertyPlayhead;
SortedLayer->SortedKeyframeStart = SortedKeyframePlayhead;
for (int h = 0; h < AmountOf(Layer->Property); h++) {
property_channel *Property = &Layer->Property[h];
if (Property->Keyframe_Count) {
SortedKeyframePlayhead += Property->Keyframe_Count;
}
SortedPropertyPlayhead++;
}
for (int i = 0; i < Layer->Block_Effect_Count; i++) {
block_effect Effect = *(block_effect *)Memory_Block_AddressAtIndex(Memory, F_Effects, Layer->Block_Effect_Index[i]);
header_effect *EffectHeader = Effect_EntryFromID(State, Effect.ID);
for (int h = 0; h < EffectHeader->Property_Count; h++) {
header_property ChannelHeader = State->Property[EffectHeader->PropertyStartIndex + h];
property_channel *Property = (property_channel *)Memory_Block_AddressAtIndex(Memory, F_Properties, Effect.Block_Property_Index[h]);
if (Property->Keyframe_Count) {
SortedKeyframePlayhead += Property->Keyframe_Count;
}
SortedPropertyPlayhead++;
}
}
}
}
*TotalPropertyCount = SortedPropertyPlayhead;
*TotalKeyframeCount = SortedKeyframePlayhead;
}
void LayerProperty_SortAll(project_data *File, project_state *State, memory *Memory, sorted_layer_array *LayerArrayStart,
sorted_comp_array *CompStart, sorted_property_array *SortedPropertyStart, uint16 *SortedKeyframeArray,
uint32 LayerCount, uint32 CompCount)
{
uint32 SortedPropertyPlayhead = 0;
uint32 SortedKeyframePlayhead = 0;
for (int c = 0; c < CompCount; c++) {
sorted_comp_array SortedCompStart = CompStart[c];
sorted_layer_array *SortedLayerStart = Sorted_GetLayerStart(LayerArrayStart, CompStart, c);
for (int i = 0; i < SortedCompStart.LayerCount; i++) {
sorted_layer_array *SortedLayer = &SortedLayerStart[i];
block_layer *Layer = (block_layer *)Memory_Block_AddressAtIndex(Memory, F_Layers, SortedLayer->Block_Layer_Index);
SortedLayer->SortedPropertyStart = SortedPropertyPlayhead;
SortedLayer->SortedKeyframeStart = SortedKeyframePlayhead;
for (int h = 0; h < AmountOf(Layer->Property); h++) {
property_channel *Property = &Layer->Property[h];
if (Property->Keyframe_Count) {
sorted_property_array *InfoLocation = SortedPropertyStart + SortedPropertyPlayhead;
uint16 *ArrayLocation = SortedKeyframeArray + SortedKeyframePlayhead;
Property_SortAll(Memory, State, Property, InfoLocation, ArrayLocation);
SortedKeyframePlayhead += Property->Keyframe_Count;
}
SortedPropertyPlayhead++;
}
for (int i = 0; i < Layer->Block_Effect_Count; i++) {
block_effect Effect = *(block_effect *)Memory_Block_AddressAtIndex(Memory, F_Effects, Layer->Block_Effect_Index[i]);
header_effect *EffectHeader = Effect_EntryFromID(State, Effect.ID);
for (int h = 0; h < EffectHeader->Property_Count; h++) {
header_property ChannelHeader = State->Property[EffectHeader->PropertyStartIndex + h];
property_channel *Property = (property_channel *)Memory_Block_AddressAtIndex(Memory, F_Properties, Effect.Block_Property_Index[h]);
if (Property->Keyframe_Count) {
sorted_property_array *InfoLocation = SortedPropertyStart + SortedPropertyPlayhead;
uint16 *ArrayLocation = SortedKeyframeArray + SortedKeyframePlayhead;
Property_SortAll(Memory, State, Property, InfoLocation, ArrayLocation);
SortedKeyframePlayhead += Property->Keyframe_Count;
}
SortedPropertyPlayhead++;
}
}
}
}
}
static void
TempSource_SortAll(project_data *File, project_state *State, memory *Memory, uint16 *SourceArrayStart, uint16 *TempSourceCount)
{
int count = 0;
int h = 0, c = 0, i = 0;
while (Block_Loop(Memory, F_Sources, File->Source_Count, &h, &c, &i)) {
block_source *Source = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, i);
if (Source->Type == source_type_principal_temp) {
uint32 Playhead = 0;
while (Playhead < count) {
block_source *TestSource = (block_source *)Memory_Block_AddressAtIndex(Memory, F_Sources, SourceArrayStart[Playhead]);
Assert(TestSource->Type == source_type_principal_temp);
if (TestSource->RelativeTimestamp > Source->RelativeTimestamp) {
break;
} else {
Playhead++;
}
}
if (Playhead != count) {
uint8 *Address_Start = (uint8 *)(SourceArrayStart + Playhead);
uint8 *Address_End = (uint8 *)(SourceArrayStart + count) - 1;
Arbitrary_ShiftData(Address_Start, Address_End, sizeof(uint16), 1);
}
SourceArrayStart[Playhead] = i;
count++;
}
}
*TempSourceCount = count;
}
static sorted_file
File_Sort_Push(project_data *File, project_state *State, memory *Memory)
{
sorted_file Sorted = {0};
Sorted.Layer_SortSize = (sizeof(sorted_comp_array) * File->Comp_Count) +
(sizeof(sorted_layer_array) * File->Layer_Count);
void *Layer_SortedArray = Memory_PushScratch(Memory, Sorted.Layer_SortSize);
Arbitrary_Zero((uint8 *)Layer_SortedArray, Sorted.Layer_SortSize);
Sorted.CompArray = (sorted_comp_array *)Layer_SortedArray;
Sorted.LayerArray = (sorted_layer_array *)((uint8 *)Layer_SortedArray + (sizeof(sorted_comp_array) * File->Comp_Count));
uint64 SourceArraySize = sizeof(uint16) * File->Source_Count;
Sorted.Source_SortSize = SourceArraySize;
void *Source_SortedArray = Memory_PushScratch(Memory, Sorted.Source_SortSize);
Arbitrary_Zero((uint8 *)Source_SortedArray, Sorted.Source_SortSize);
Sorted.SourceArray = (uint16 *)Source_SortedArray;
TempSource_SortAll(File, State, Memory, Sorted.SourceArray, &Sorted.TempSourceCount);
Layer_SortAll(State, Memory, Sorted.LayerArray, Sorted.CompArray, File->Layer_Count, File->Comp_Count);
// Property sorting depends on above precomp/layer sorting!
uint32 TotalPropertyCount = 0;
uint32 TotalKeyframeCount = 0;
LayerProperty_Count(File, State, Memory, Sorted.LayerArray, Sorted.CompArray, File->Layer_Count, File->Comp_Count, &TotalPropertyCount, &TotalKeyframeCount);
uint64 PropertyStartSize = TotalPropertyCount * sizeof(sorted_property_array);
uint64 PropertyArraySize = TotalKeyframeCount * sizeof(uint16);
Sorted.Property_SortSize = PropertyArraySize + PropertyStartSize;
void *Property_SortedArray = Memory_PushScratch(Memory, Sorted.Property_SortSize);
Arbitrary_Zero((uint8 *)Property_SortedArray, Sorted.Property_SortSize);
Sorted.PropertyStart = (sorted_property_array *)Property_SortedArray;
Sorted.PropertyArray = (uint16 *)((uint8 *)Property_SortedArray + PropertyStartSize);
LayerProperty_SortAll(File, State, Memory, Sorted.LayerArray, Sorted.CompArray, Sorted.PropertyStart, Sorted.PropertyArray, File->Layer_Count, File->Comp_Count);
sorted_comp_array *MainSortedCompStart = &Sorted.CompArray[File->PrincipalCompIndex];
sorted_layer_array *MainSortedLayerStart = Sorted_GetLayerStart(Sorted.LayerArray, Sorted.CompArray, File->PrincipalCompIndex);
Layer_Sort_DisplayOffset(State, Memory,
Sorted.PropertyStart, Sorted.PropertyArray,
Sorted.CompArray, Sorted.LayerArray,
MainSortedCompStart, Sorted.LayerArray);
return Sorted;
}
static void
File_Sort_Pop(memory *Memory, uint64 Layer_SortSize, uint64 Property_SortSize, uint64 Source_SortSize)
{
Memory_PopScratch(Memory, Property_SortSize);
Memory_PopScratch(Memory, Source_SortSize);
Memory_PopScratch(Memory, Layer_SortSize);
}
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