Merge branch 'dev' of github.com:peter-slattery/Lumenarium into dev
This commit is contained in:
commit
3cd3ceedac
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@ -118,6 +118,11 @@ AssemblyDebug_Render(panel* Panel, rect2 PanelBounds, render_command_buffer* Ren
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State->AssemblyDebugState.TargetAssembly = ui_LabeledTextEntryU64(Interface, MakeString("Assembly"), State->AssemblyDebugState.TargetAssembly);
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}break;
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case ADS_Override_AllHue:
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{
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State->AssemblyDebugState.TargetHue = (u32)ui_LabeledRangeSlider(Interface, MakeString("Hue"), (r32)State->AssemblyDebugState.TargetHue, 0, 360);
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}break;
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default:
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{
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InterfaceAssert(Interface->PerFrameMemory);
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@ -16,6 +16,7 @@ enum override_type
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ADS_Override_AllBlue,
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ADS_Override_AllOff,
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ADS_Override_AllWhite,
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ADS_Override_AllHue,
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ADS_Override_TagWhite,
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ADS_Override_TagStripWhite,
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ADS_Override_ChannelWhite,
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@ -32,6 +33,7 @@ global gs_const_string OverrideTypeStrings[] = {
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LitString("Override_AllBlue" ),
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LitString("ADS_Override_AllOff" ),
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LitString("ADS_Override_AllWhite" ),
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LitString("ADS_Override_AllHue" ),
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LitString("ADS_Override_TagWhite" ),
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LitString("ADS_Override_TagStripWhite" ),
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LitString("ADS_Override_ChannelWhite," ),
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@ -49,6 +51,7 @@ struct assembly_debug_state
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gs_string TagName;
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gs_string TagValue;
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u32 TargetHue;
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pixel TargetColor;
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u32 TargetChannel;
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@ -158,6 +161,14 @@ AssemblyDebug_OverrideOutputForAssembly(assembly_debug_state State, led_system
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AssemblyDebug_OverrideWithColor(Assembly, LedBuffer, pixel{V, V, V});
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}break;
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case ADS_Override_AllHue:
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{
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v4 HSV = v4{(r32)State.TargetHue, 1, 1, 1};
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v4 RGB = HSVToRGB(HSV);
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pixel P = V4ToRGBPixel(RGB);
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AssemblyDebug_OverrideWithColor(Assembly, LedBuffer, P);
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}break;
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case ADS_Override_TagWhite:
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{
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AssemblyDebug_OverrideWithColor(Assembly, LedBuffer, pixel{0, 0, 0});
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@ -18,6 +18,9 @@
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#include "engine/foldhaus_network_ordering.h"
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#include "engine/assembly/foldhaus_assembly.h"
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#include "ss_blumen_lumen/gfx_math.h"
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#include "engine/assembly/foldhaus_assembly_parser.cpp"
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#include "engine/assembly/foldhaus_assembly_debug.h"
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@ -42,7 +45,6 @@ typedef struct panel panel;
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#include "engine/animation/foldhaus_animation_renderer.cpp"
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#include "engine/user_space.h"
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#include "ss_blumen_lumen/gfx_math.h"
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#include "ss_blumen_lumen/phrase_hue_map.h"
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#include "ss_blumen_lumen/blumen_lumen.h"
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@ -7,20 +7,6 @@
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#define FLOWER_COLORS_COUNT 12
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internal pixel
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V4ToRGBPixel(v4 C)
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{
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C.x = Clamp01(C.x);
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C.y = Clamp01(C.y);
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C.z = Clamp01(C.z);
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pixel Result = {};
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Result.R = (u8)(C.x * 255);
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Result.G = (u8)(C.y * 255);
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Result.B = (u8)(C.z * 255);
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return Result;
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}
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internal void
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Pattern_AltBloomMask(led_buffer* Leds, led_buffer_range Range, assembly Assembly, r32 Time, gs_memory_arena* Transient, u8* UserData)
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{
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@ -647,7 +633,7 @@ Pattern_VoicePattern(led_buffer* Leds, led_buffer_range Range, assembly Assembly
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v4 C = {};
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C += GenPatchyColor(P, Time, C0, C2, {});
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//C = GenVerticalLeaves((P - Assembly.Center) + v3{0, 150, 0}, Time, C0, C1, C2);
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r32 Bands = GenLiquidBands(P, -250, Time);
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//r32 Bands = GenLiquidBands(P, -250, Time);
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//C = V4Lerp(Bands, C * .5f, C1);
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//C = WhiteV4 * GenDotBands(P - Assembly.Center, Time);
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@ -357,7 +357,7 @@ BlumenLumen_CustomInit(app_state* State, context Context)
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for (u32 i = 0; i < BL_FLOWER_COUNT; i++)
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{
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assembly Assembly = State->Assemblies.Values[i];
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BLState->StemStrips[i] = AssemblyStripsGetWithTagValue(Assembly, ConstString("section"), ConstString("stem"), &State->Permanent);
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BLState->StemStrips[Assembly.AssemblyIndex] = AssemblyStripsGetWithTagValue(Assembly, ConstString("section"), ConstString("stem"), &State->Permanent);
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}
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BLState->AssemblyNameToClearCoreMapCount = 3;
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@ -443,4 +443,18 @@ while (Hue > 360.0f) { Hue -= 360.0f; }
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return Result;
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}
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internal pixel
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V4ToRGBPixel(v4 C)
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{
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C.x = Clamp01(C.x);
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C.y = Clamp01(C.y);
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C.z = Clamp01(C.z);
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pixel Result = {};
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Result.R = (u8)(C.x * 255);
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Result.G = (u8)(C.y * 255);
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Result.B = (u8)(C.z * 255);
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return Result;
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}
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#endif //GFX_MATH_H
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