NODE_STRUCT(float_value_data) { NODE_IN(r32, Value); NODE_OUT(r32, Result); }; NODE_PROC(FloatValueProc, float_value_data) { Data->Result = Data->Value; } NODE_STRUCT(solid_color_data) { NODE_IN(v4, Color); NODE_COLOR_BUFFER_INOUT; }; NODE_PROC(SolidColorProc, solid_color_data) { u8 R = (u8)(Data->Color.r * 255); u8 G = (u8)(Data->Color.g * 255); u8 B = (u8)(Data->Color.b * 255); led* LED = Data->LEDs; for (s32 l = 0; l < Data->LEDCount; l++) { Assert(LED->Index >= 0 && LED->Index < Data->LEDCount); Data->Colors[LED->Index].R = R; Data->Colors[LED->Index].G = G; Data->Colors[LED->Index].B = B; LED++; } } NODE_STRUCT(multiply_patterns_data) { NODE_COLOR_BUFFER_IN(A); NODE_COLOR_BUFFER_IN(B); NODE_COLOR_BUFFER_OUT(Result); }; NODE_PROC(MultiplyPatterns, multiply_patterns_data) { led* LED = Data->ResultLEDs; for (s32 l = 0; l < Data->ResultLEDCount; l++) { Assert(LED->Index >= 0 && LED->Index < Data->ResultLEDCount); r32 AR = (r32)Data->AColors[LED->Index].R / 255.f; r32 AG = (r32)Data->AColors[LED->Index].G / 255.f; r32 AB = (r32)Data->AColors[LED->Index].B / 255.f; r32 BR = (r32)Data->BColors[LED->Index].R / 255.f; r32 BG = (r32)Data->BColors[LED->Index].G / 255.f; r32 BB = (r32)Data->BColors[LED->Index].B / 255.f; r32 RCombined = AR * BR; r32 GCombined = AG * BG; r32 BCombined = AB * BB; Data->ResultColors[LED->Index].R = (u8)(GSClamp01(RCombined) * 255); Data->ResultColors[LED->Index].G = (u8)(GSClamp01(GCombined) * 255); Data->ResultColors[LED->Index].B = (u8)(GSClamp01(BCombined) * 255); LED++; } } NODE_PATTERN_STRUCT(vertical_color_fade_data) { NODE_IN(v4, Color); NODE_IN(r32, Min); NODE_IN(r32, Max); }; NODE_PATTERN_PROC(VerticalColorFadeProc, vertical_color_fade_data) { r32 R = (Data->Color.r * 255); r32 G = (Data->Color.g * 255); r32 B = (Data->Color.b * 255); r32 Range = Data->Max - Data->Min; led* LED = LEDs; for (s32 l = 0; l < LEDCount; l++) { r32 Amount = (LED->Position.y - Data->Min) / Range; Amount = GSClamp01(1.0f - Amount); Colors[LED->Index].R = (u8)(R * Amount); Colors[LED->Index].G = (u8)(G * Amount); Colors[LED->Index].B = (u8)(B * Amount); LED++; } } // ^^^ New ^^^ // vvv Old vvv PATTERN_INIT_PROC(SolidPatternInitProc) { Pattern->Memory = (void*)PushArray(Storage, u8, 3); u8* Color = (u8*)Pattern->Memory; Color[0] = 0; Color[1] = 0; Color[2] = 128; } PATTERN_UPDATE_PROC(SolidPatternUpdateProc) { u8* Color = (u8*)Memory; u8 R = Color[0]; u8 G = Color[1]; u8 B = Color[2]; led* LED = LEDs; for (s32 l = 0; l < LEDCount; l++) { PushColor(LED++, Colors, R, G, B); } } struct rainbow_pattern_memory { r32 TimeAccumulator; r32 Period; }; PATTERN_INIT_PROC(InitRainbowPatternProc) { Pattern->Memory = (void*)PushStruct(Storage, rainbow_pattern_memory); rainbow_pattern_memory* Mem = (rainbow_pattern_memory*)Pattern->Memory; Mem->TimeAccumulator = 0; Mem->Period = 6.0f; } PATTERN_UPDATE_PROC(RainbowPatternProc) { DEBUG_TRACK_SCOPE(RainbowPatternProc); rainbow_pattern_memory* Mem = (rainbow_pattern_memory*)Memory; Mem->TimeAccumulator += DeltaTime; if (Mem->TimeAccumulator >= Mem->Period) { Mem->TimeAccumulator -= Mem->Period; } r32 Percent = Mem->TimeAccumulator / Mem->Period; r32 HueAdd = Percent * 360.0f; r32 HueScale = 360.0f / 100; led* LED = LEDs; for (s32 l = 0; l < LEDCount; l++) { r32 Hue = (LED->Position.y * HueScale) + HueAdd; v4 Color = HSVToRGB(v4{Hue, 1, 1, 1}) * .75f; PushColor(LED++, Colors, (u8)(Color.r * 255), (u8)(Color.g * 255), (u8)(Color.b * 255)); } } PATTERN_INIT_PROC(InitRadialProc) { Pattern->Memory = (void*)PushStruct(Storage, rainbow_pattern_memory); rainbow_pattern_memory* Mem = (rainbow_pattern_memory*)Pattern->Memory; Mem->TimeAccumulator = 0; Mem->Period = 10.0; } PATTERN_UPDATE_PROC(UpdateRadialProc) { rainbow_pattern_memory* Mem = (rainbow_pattern_memory*)Memory; Mem->TimeAccumulator += DeltaTime; if (Mem->TimeAccumulator >= Mem->Period) { Mem->TimeAccumulator -= Mem->Period; } r32 Percent = Mem->TimeAccumulator / Mem->Period; r32 AngleAdd = Percent * PI * 2; r32 HueAdd = Percent * 360; v2 DirectionVector = v2{GSSin(AngleAdd), GSCos(AngleAdd)}; led* LED = LEDs; for (s32 l = 0; l < LEDCount; l++) { v4 Color = {0, 0, 0, 1}; if (LED->Position.y >= 70) { v2 TwoDPos = v2{LED->Position.x, LED->Position.z}; r32 Angle = Dot(Normalize(TwoDPos), DirectionVector) * .25f; r32 Hue = Angle * 360 + HueAdd; Color = HSVToRGB(v4{Hue, 1, 1, 1}) * .9f; } else { Color = HSVToRGB(v4{HueAdd, 1, 1, 1}) * .9f; } PushColor(LED++, Colors, (u8)(Color.r * 255), (u8)(Color.g * 255), (u8)(Color.b * 255)); } }