Lumenarium/test_patterns.h

209 lines
5.2 KiB
C

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));
}
}