basic patterns for incenter

This commit is contained in:
Peter Slattery 2022-04-23 06:55:53 -07:00
parent 0651c96f99
commit 6edb2a6d56
6 changed files with 121 additions and 22 deletions

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@ -241,13 +241,13 @@ ed_sculpture_updated(App_State* state, r32 scale, r32 led_size)
r32 texel_x_min = (r32)pixel_x / (r32)pixels_dim; r32 texel_x_min = (r32)pixel_x / (r32)pixels_dim;
r32 texel_y_min = (r32)pixel_y / (r32)pixels_dim; r32 texel_y_min = (r32)pixel_y / (r32)pixels_dim;
r32 texel_x_max = texel_x_min + texel_dim; r32 texel_x_max = texel_x_min + (texel_dim / 2);
r32 texel_y_max = texel_y_min + texel_dim; r32 texel_y_max = texel_y_min + (texel_dim / 2);
v2 t0 = (v2){texel_x_min, texel_y_min}; v2 t0 = (v2){texel_x_max, texel_y_max};
v2 t1 = (v2){texel_x_max, texel_y_min}; v2 t1 = (v2){texel_x_max, texel_y_max};
v2 t2 = (v2){texel_x_max, texel_y_max}; v2 t2 = (v2){texel_x_max, texel_y_max};
v2 t3 = (v2){texel_x_min, texel_y_max}; v2 t3 = (v2){texel_x_max, texel_y_max};
v3 p0 = HMM_AddVec3(c, (v3){ -r, -r, 0 }); v3 p0 = HMM_AddVec3(c, (v3){ -r, -r, 0 });
v3 p1 = HMM_AddVec3(c, (v3){ r, -r, 0 }); v3 p1 = HMM_AddVec3(c, (v3){ r, -r, 0 });
@ -282,7 +282,16 @@ ed_sculpture_updated(App_State* state, r32 scale, r32 led_size)
} }
u8* pixels = ed_leds_to_texture(state, &scratch, pixels_dim); u8* pixels = ed_leds_to_texture(state, &scratch, pixels_dim);
ed->sculpture_tex = texture_create(texture_desc_default(pixels_dim, pixels_dim), pixels); Texture_Desc pixel_texture_desc = {
.w = pixels_dim,
.h = pixels_dim,
.s = pixels_dim,
.min_filter = GL_NEAREST,
.mag_filter = GL_NEAREST,
.fmt_internal = GL_RGBA,
.fmt_data = GL_RGBA
};
ed->sculpture_tex = texture_create(pixel_texture_desc, pixels);
scratch_release(scratch); scratch_release(scratch);
lumenarium_env_validate(); lumenarium_env_validate();

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@ -85,11 +85,14 @@ ed_sculpture_visualizer(App_State* state)
{ {
Editor* ed = state->editor; Editor* ed = state->editor;
#define SCULPTURE_VIZ_BLOOM 0
#if SCULPTURE_VIZ_BLOOM
glBindFramebuffer(GL_FRAMEBUFFER, fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo);
os_gl_no_error(); os_gl_no_error();
glClearColor(0, 0, 0, 1); glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
#endif
// Set the viewport to the current layout's region so that the sculpture // Set the viewport to the current layout's region so that the sculpture
// never overlaps any other ui elements // never overlaps any other ui elements
@ -108,10 +111,11 @@ ed_sculpture_visualizer(App_State* state)
// TODO(PS): TEMPORARY CAMERA CODE // TODO(PS): TEMPORARY CAMERA CODE
cam_theta += 0.01f; cam_theta += 0.01f;
r32 cam_r = 100; r32 cam_r = 50;
v3 camera_pos = (v3){sinf(cam_theta) * cam_r, 25, cosf(cam_theta) * cam_r}; //v3 camera_pos = (v3){sinf(cam_theta) * cam_r, 25, cosf(cam_theta) * cam_r};
v3 camera_pos = (v3){ 0, -4.9, -cam_r };
r32 aspect = view_dim.x / view_dim.y; r32 aspect = view_dim.x / view_dim.y;
m44 proj = HMM_Perspective(45.0, aspect, 0.01f, 500); m44 proj = HMM_Perspective(72.0, aspect, 0.01f, 500);
m44 view = HMM_LookAt(camera_pos, (v3){0,0,0}, (v3){0,1,0}); m44 view = HMM_LookAt(camera_pos, (v3){0,0,0}, (v3){0,1,0});
shader_bind(ed->sculpture_shd); shader_bind(ed->sculpture_shd);
@ -126,7 +130,9 @@ ed_sculpture_visualizer(App_State* state)
geometry_drawi(ed->sculpture_geo, k, 0); geometry_drawi(ed->sculpture_geo, k, 0);
// reset the viewport for all other rendering // reset the viewport for all other rendering
#if SCULPTURE_VIZ_BLOOM
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
v2 wds = HMM_MultiplyVec2(ed->window_dim, ed->content_scale); v2 wds = HMM_MultiplyVec2(ed->window_dim, ed->content_scale);
glViewport(0, 0, (s32)wds.x, (s32)wds.y); glViewport(0, 0, (s32)wds.x, (s32)wds.y);
@ -141,4 +147,5 @@ ed_sculpture_visualizer(App_State* state)
texture_bind(fbo_tex_c); texture_bind(fbo_tex_c);
geometry_bind(fs_quad); geometry_bind(fs_quad);
geometry_drawi(fs_quad, 6, 0); geometry_drawi(fs_quad, 6, 0);
#endif // SCULPTURE_VIZ_BLOOM
} }

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@ -22,6 +22,92 @@ en_frame_prepare(App_State* state)
global r32 tt = 0; global r32 tt = 0;
r32
curve_ease_in_out(r32 t)
{
r32 tc = clamp(0, t, 1);
r32 theta = (tc * r32_pi) - (r32_pi / 2.0f);
r32 s = sinf(theta);
r32 result = 0.5f + (s / 2.0f);
return result;
}
#define incenter_pos_to_unit(p) (v4){ ((p.x / 6.0f) + 0.5f), ((p.y / 6.0f) + 0.5f), ((p.z / 6.0f) + 0.5f), 1.0f }
void
test_pattern(Assembly_Pixel_Buffer pixels)
{
for (u32 j = 0; j < pixels.len; j++)
{
v4 p = pixels.positions[j];
pixels.pixels[j].r = (u8)(((sinf((5 * tt) + (p.x * 10)) + 1) * 0.5f) * 255);
pixels.pixels[j].b = (u8)(((sinf((5 * tt) + (p.z * 10)) + 1) * 0.5f) * 255);
}
}
void
pattern_debug(Assembly_Pixel_Buffer pixels)
{
r32 scale = 6;
r32 offset = 0;
for (u32 j = 0; j < pixels.len; j++)
{
v4 p = pixels.positions[j];
v4 pp = incenter_pos_to_unit(p);
pixels.pixels[j].r = pp.x * 255;
pixels.pixels[j].g = pp.y * 255;
pixels.pixels[j].b = pp.z * 255;
}
}
void
grow_pattern_sphere_function(Assembly_Pixel_Buffer pixels, v4 center, r32 radius, r32 falloff)
{
for (u32 j = 0; j < pixels.len; j++)
{
v4 p = incenter_pos_to_unit(pixels.positions[j]);
r32 d0 = HMM_LengthVec4(HMM_SubtractVec4(p, center));
r32 d1 = falloff - fabsf(d0 - radius);
r32 b = d1 / falloff;
v3 color = {
.x = 0.5f + 0.5f * sinf(p.x * r32_tau * 4.313f + tt * 0.53f),
.y = 0.5f + 0.5f * cosf(0.2314f + p.y * r32_tau * 3.915f + tt * 0.5f),
.z = 0.2f + 0.8f * p.z,
};
v3 color_b = HMM_MultiplyVec3f(color, b);
pixels.pixels[j].r = color_b.x * 255;
pixels.pixels[j].g = color_b.y * 255;
pixels.pixels[j].b = color_b.z * 255;
}
}
void
grow_pattern(Assembly_Pixel_Buffer pixels)
{
v4 center = (v4){};
r32 radius = 0;
r32 falloff = 0;
//phase 1 - light up to center
if (tt < 8)
{
r32 height = -0.2f + curve_ease_in_out(tt / 6) * 0.5f;
center = (v4){ 0.5f, 0.2f + height, 0.5f, 1 };
radius = 0.1f;
falloff = 0.2f;
}
else if (tt >= 8)
{
r32 t = (tt - 8) / 5;
center = (v4){ 0.5f, 0.5f, 0.5f, 1 };
radius = 0.1f + curve_ease_in_out(t) * 0.27f;
falloff = 0.2 - (curve_ease_in_out(t) * 0.1f);
}
grow_pattern_sphere_function(pixels, center, radius, falloff);
}
internal void internal void
en_frame(App_State* state) en_frame(App_State* state)
{ {
@ -34,18 +120,14 @@ en_frame(App_State* state)
// Temp Pattern Simulation // Temp Pattern Simulation
tt += 1.0f / 60.0f; tt += 1.0f / 60.0f;
if (tt > 50) tt = 0;
r32 hrange = 1; r32 hrange = 1;
r32 range = hrange * 2; r32 range = hrange * 2;
for (u32 i = 0; i < assemblies.len; i++) for (u32 i = 0; i < assemblies.len; i++)
{ {
Assembly_Pixel_Buffer pixels = assemblies.pixel_buffers[i]; Assembly_Pixel_Buffer pixels = assemblies.pixel_buffers[i];
for (u32 j = 0; j < pixels.len; j++) grow_pattern(pixels);
{
v4 p = pixels.positions[j];
pixels.pixels[j].r = (u8)(((sinf((5 * tt) + (p.x * 10)) + 1) * 0.5f) * 255);
pixels.pixels[j].b = (u8)(((sinf((5 * tt) + (p.z * 10)) + 1) * 0.5f) * 255);
}
} }
/////////////////////////////////////// ///////////////////////////////////////

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@ -18,6 +18,7 @@ incenter_init(App_State* state)
{ {
// create a fake sculpture // create a fake sculpture
Assembly_Handle ah = assembly_add(&state->assemblies, lit_str("test"), 5043, 41); Assembly_Handle ah = assembly_add(&state->assemblies, lit_str("test"), 5043, 41);
//Assembly_Handle ah = assembly_add(&state->assemblies, lit_str("test"), 20000, 150);
scratch_get(scratch); scratch_get(scratch);
Allocator* s = scratch.a; Allocator* s = scratch.a;