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path: root/cube_gl/effect.cpp
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#include "effect.h"
#include "font.h"
#include <SDL.h>
#include <cassert>
#include <cmath>

#define CUBE_SIZE 8
#define CUBE_BYTES CUBE_SIZE*CUBE_SIZE
#define AXIS_Z 2
#define AXIS_Y 1
#define AXIS_X 0

unsigned char leds[8][8];
volatile bool led_change = false;

//unsigned char pow2[8] = { 1, 2, 4, 8, 16, 32, 64, 128 };
//const unsigned char pow2[8] = {128, 64, 32, 16, 8, 4, 2, 1};

/*****************************************************************************
 * ACCESSORS
 *****************************************************************************/

unsigned char inrange(int x, int y, int z)
{
    if (x >= 0 && x < CUBE_SIZE && y >= 0 && y < CUBE_SIZE && z >= 0 && z < CUBE_SIZE)
    {
        return 1;
    } else
    {
        // One of the coordinates was outside the cube.
        return 0;
    }
}

bool get_led(unsigned char x, unsigned char y, unsigned char z)
{
    /*
    assert(x >= 0 && x <= 7);
    assert(y >= 0 && y <= 7);
    assert(z >= 0 && z <= 7);
    */

    if (inrange(x, y, z)) {
        return leds[y][z] & (1 << x);
    }

    return false;
}

void set_led(unsigned char x, unsigned char y, unsigned char z, bool on)
{

    if (!inrange(x, y, z)) {
        return;
    }

    /*
    assert(x >= 0 && x <= 7);
    assert(y >= 0 && y <= 7);
    assert(z >= 0 && z <= 7);
    */

    if (on) {
        leds[y][z] |= ((unsigned char)1) << x;
    }
    else {
        leds[y][z] &= ~(((unsigned char)1) << x);
    }
}

void clear_led()
{
    memset(leds, 0, sizeof(leds));
}

void set_voxel(int x, int y, int z)
{
    set_led(x, y, z, true);
}

void clr_voxel(int x, int y, int z)
{
    set_led(x, y, z, false);
}

void fill(char val)
{
    memset(leds, val, sizeof(leds));
}

void delay(unsigned t)
{
    led_change = true;
    SDL_Delay(t);
}

/*****************************************************************************
 * EFFECTS
 *****************************************************************************/

void test_effect()
{
    static int active_layer = 0;

    for (int k = 0; k < 8; ++k) {
        //std::cout << "boo" << std::endl;
        for (int j = 0; j < 8; ++j) {
            //std::cout << "boo2" << std::endl;
            if (k == active_layer) {
                //std::cerr << "active" << std::endl;
                leds[j][k] = 0xFF;
            }
            else leds[j][k] = 0;
        }
    }
    ++active_layer;
    if (active_layer >= 8) {
        active_layer = 0;
    }
}


void sendvoxels_z(int x, int y, int z, int delay)
{
    assert(z == 0 || z == 7);

    if (z == 7) {
        for (int i = 0; i < 7; ++i) {
            set_led(x, y, i, false);
            set_led(x, y, i+1, true);
            led_change = true;
            SDL_Delay(delay);
        }
    }
    else {
        for(int i = 6; i >= 0; --i) {
            set_led(x, y, i + 1, false);
            set_led(x, y, i, true);
            led_change = true;
            SDL_Delay(delay);
        }
    }
}


void sendvoxels_random_z_effect(int maxiters,
        int delay, /* speed of movement */
        int wait) /* delay between 2 movement */
{
    clear_led(); // clear the cube
    for (int j = 0; j < 8; ++j) {
        for (int i = 0; i < 8; ++i) {
            if (rand()%2) {
                set_led(i, j, 0, true);
            }
            else {
                set_led(i, j, 7, true);
            }
        }
    }

    int previous_x = 0, previous_y = 0;
    for (int n = 0; n < maxiters ; ++n ) {
        int x = rand()%8, y = rand()%8;

        if (previous_x == x && previous_y == y) {
            --n;
            continue;
        }

        if (get_led(x, y, 0)) {
            sendvoxels_z(x, y, 7, delay);
        }
        else if (get_led(x, y, 7)) {
            sendvoxels_z(x, y, 0, delay);
        }
        SDL_Delay(wait);
    }

}

void rain_effect(int iterations)
{

    for (int i = 0; i < iterations ; ++i) {

        // clear layer 7
        for (int j = 0 ; j < 8; ++j) {
            leds[j][7] = 0;
        }

        // place pixels at random x and y coord at layer 7
        int n = rand()%4;
        for (int i2 = 0; i2 < n; ++i2) {
            set_led(rand()%8, rand()%8, 7, 1);
        }

        led_change = true;
        SDL_Delay(90);

        // shift down
        for (int k = 0; k < 7; ++k) {
            for (int j = 0 ; j < 8; ++j) {
                leds[j][k] = leds[j][k+1];
            }
        }
    }
}

void set_plane(int axis, unsigned char index, bool on = true)
{
    switch(axis) {
        case 0: // X
            for (int k = 0; k < 8; ++k) {
                for (int j = 0; j < 8; ++j) {
                    set_led(index, j, k, on);
                }
            }
            break;
        case 1: // Y
            for (int k = 0; k < 8; ++k) {
                for (int i = 0; i < 8; ++i) {
                    set_led(i, index, k, on);
                }
            }
            break;
        case 2: // Z
            for (int j = 0; j < 8; ++j) {
                for (int i = 0; i < 8; ++i) {
                    set_led(i, j, index, on);
                }
            }
            break;
        default:
            assert(false);
    }
}

void planboing(int plane, int speed)
{
    for (int i = 0; i < 8; ++i) {
        clear_led(); // clear cube
        set_plane(plane, i);
        led_change = true;
        SDL_Delay(speed);
    }
    for (int i = 7; i >= 0; --i) {
        clear_led(); // clear cube
        set_plane(plane, i);
        led_change = true;
        SDL_Delay(speed);
    }
}

// Shift the entire contents of the cube along an axis
// This is great for effects where you want to draw something
// on one side of the cube and have it flow towards the other
// side. Like rain flowing down the Z axiz.
void shift (char axis, int direction)
{
    int i, x ,y;
    int ii, iii;
    //int state;

    for (i = 0; i < CUBE_SIZE; i++) {
        if (direction == -1) {
            ii = i;
        }
        else {
            ii = (7-i);
        }


        for (x = 0; x < CUBE_SIZE; x++)
        {
            for (y = 0; y < CUBE_SIZE; y++)
            {
                if (direction == -1)
                {
                    iii = ii+1;
                } else
                {
                    iii = ii-1;
                }

                if (axis == 2)
                {
                    set_led(x, y, ii, get_led(x, y, iii));
                    //state = get_led(x,y,iii);
                    //set_led(x,y,ii,state?false:true);
                }

                if (axis == 1)
                {
                    set_led(x, ii, y, get_led(x, iii, y));
                    //state = get_led(x,iii,y);
                    //altervoxel(x,ii,y,state);
                    //set_led(x,ii,y,state?false:true);
                }

                if (axis == 0)
                {
                    set_led(ii, y, x, get_led(iii, y, x));
                    //state = get_led(iii,y,x);
                    //set_led(ii,y,x,state?false:true);
                }
            }
        }
    }

    if (direction == -1) {
        i = 7;
    }
    else {
        i = 0;
    }

    /*
    for (x = 0; x < CUBE_SIZE; x++) {
        for (y = 0; y < CUBE_SIZE; y++) {
            if (axis == AXIS_Z) set_led(x,y,i, false);
            if (axis == AXIS_Y) set_led(x,i,y, false);
            if (axis == AXIS_X) set_led(i,y,x, false);
        }
    }

    */
    set_plane(axis, i, false);
}


// Flips a byte 180 degrees.
// MSB becomes LSB, LSB becomes MSB.
char flipbyte (char byte)
{
    char flop = 0x00;

    flop = (flop & 0b11111110) | (0b00000001 & (byte >> 7));
    flop = (flop & 0b11111101) | (0b00000010 & (byte >> 5));
    flop = (flop & 0b11111011) | (0b00000100 & (byte >> 3));
    flop = (flop & 0b11110111) | (0b00001000 & (byte >> 1));
    flop = (flop & 0b11101111) | (0b00010000 & (byte << 1));
    flop = (flop & 0b11011111) | (0b00100000 & (byte << 3));
    flop = (flop & 0b10111111) | (0b01000000 & (byte << 5));
    flop = (flop & 0b01111111) | (0b10000000 & (byte << 7));
    return flop;
}

// Flip the cube 180 degrees along the y axis.
void mirror_y (void)
{
    unsigned char buffer[CUBE_SIZE][CUBE_SIZE];
    unsigned char x,y,z;

    memcpy(buffer, leds, CUBE_BYTES); // copy the current cube into a buffer.

    //fill(0x00);
    clear_led();
    for (z=0; z<CUBE_SIZE; z++)
    {
        for (y=0; y<CUBE_SIZE; y++)
        {
            for (x=0; x<CUBE_SIZE; x++)
            {
                if (buffer[y][z] & (0x01 << x))
                    set_led(x,CUBE_SIZE-1-y,z,true);
            }
        }
    }

}

// Flip the cube 180 degrees along the x axis
void mirror_x (void)
{
    unsigned char buffer[CUBE_SIZE][CUBE_SIZE];
    unsigned char y,z;

    memcpy(buffer, leds, CUBE_BYTES); // copy the current cube into a buffer.

    //fill(0x00);
    clear_led();

    for (z=0; z<CUBE_SIZE; z++)
    {
        for (y=0; y<CUBE_SIZE; y++)
        {
            // This will break with different buffer sizes..
            leds[y][z] = flipbyte(buffer[y][z]);
        }
    }
}

// flip the cube 180 degrees along the z axis
void mirror_z (void)
{
    unsigned char buffer[CUBE_SIZE][CUBE_SIZE];
    unsigned char z, y;

    memcpy(buffer, leds, CUBE_BYTES); // copy the current cube into a buffer.

    for (y=0; y<CUBE_SIZE; y++)
    {
        for (z=0; z<CUBE_SIZE; z++)
        {
            leds[y][CUBE_SIZE-1-z] = buffer[y][z];
        }
    }
}


// Makes sure x1 is alwas smaller than x2
// This is usefull for functions that uses for loops,
// to avoid infinite loops
void argorder(int ix1, int ix2, int *ox1, int *ox2)
{
    if (ix1>ix2)
    {
        int tmp;
        tmp = ix1;
        ix1= ix2;
        ix2 = tmp;
    }
    *ox1 = ix1;
    *ox2 = ix2;
}

// Returns a byte with a row of 1's drawn in it.
// byteline(2,5) gives 0b00111100
char byteline (int start, int end)
{
    return ((0xff<<start) & ~(0xff<<(end+1)));
}


// Draw a wireframe box. This only draws the corners and edges,
// no walls.
void box_wireframe(
        int x1, int y1, int z1,
        int x2, int y2, int z2)
{

    int iy;
    int iz;

    argorder(x1, x2, &x1, &x2);
    argorder(y1, y2, &y1, &y2);
    argorder(z1, z2, &z1, &z2);

    // Lines along X axis
    leds[y1][z1] = byteline(x1,x2);
    leds[y2][z1] = byteline(x1,x2);
    leds[y1][z2] = byteline(x1,x2);
    leds[y2][z2] = byteline(x1,x2);

    // Lines along Y axis
    for (iy=y1;iy<=y2;iy++)
    {
        set_led(x1,iy,z1, true);
        set_led(x1,iy,z2, true);
        set_led(x2,iy,z1, true);
        set_led(x2,iy,z2, true);
    }

    // Lines along Z axis
    for (iz=z1;iz<=z2;iz++)
    {
        set_led(x1,y1,iz, true);
        set_led(x1,y2,iz, true);
        set_led(x2,y1,iz, true);
        set_led(x2,y2,iz, true);
    }
}

void box_shrink_grow_effect(int iterations, int rot, int flip, int delay)
{
    for (int it = 0; it < iterations ; ++it) {
        for (int it2 = 0; it2 < 16; ++it2) {
            int xyz = it2 > 7 ? it2 - 8: 7 - it2;

            clear_led();

            box_wireframe(0, 0, 0, xyz, xyz, xyz);

            if (flip > 0) mirror_z();
            if (rot == 1 || rot == 3) mirror_y();
            if (rot == 2 || rot == 3) mirror_x();

            led_change = true;
            SDL_Delay(delay);
        }
    }
}

void effect_box_woopwoop (int delay, int grow)
{
    int i,ii;

    //fill(0x00);
    clear_led();
    for (i=0;i<4;i++)
    {
        ii = i;
        if (grow > 0)
            ii = 3-i;

        box_wireframe(4+ii,4+ii,4+ii,3-ii,3-ii,3-ii);
        led_change = true;
        SDL_Delay(delay);
        clear_led();
        //delay_ms(delay);
        //fill(0x00);
    }
}

void draw_positions_axis (char axis, unsigned char positions[64], int invert)
{
    int x, y, p;

    //fill(0x00);
    clear_led();

    for (x=0; x<8; x++)
    {
        for (y=0; y<8; y++)
        {
            if (invert)
            {
                p = (7-positions[(x*8)+y]);
            } else
            {
                p = positions[(x*8)+y];
            }

            //if (axis == AXIS_Z)
            if (axis == 2)
                set_led(x,y,p, true);

            if (axis == 1)
                set_led(x,p,y, true);

            if (axis == 0)
                set_led(p,y,x, true);
        }
    }

}



void effect_axis_updown_randsuspend(char axis,
        int delay, int sleep, int invert)
{
    unsigned char positions[64];
    unsigned char destinations[64];

    int i,px;

    // Set 64 random positions
    for (i=0; i<64; i++)
    {
        positions[i] = 0; // Set all starting positions to 0
        destinations[i] = rand()%8;
    }

    // Loop 8 times to allow destination 7 to reach all the way
    for (i=0; i<8; i++)
    {
        // For every iteration, move all position one step closer to their destination
        for (px=0; px<64; px++)
        {
            if (positions[px]<destinations[px])
            {
                positions[px]++;
            }
        }
        // Draw the positions and take a nap
        draw_positions_axis (axis, positions,invert);
        led_change = true;
        SDL_Delay(delay);
        //delay_ms(delay);
    }

    // Set all destinations to 7 (opposite from the side they started out)
    for (i=0; i<64; i++)
    {
        destinations[i] = 7;
    }

    // Suspend the positions in mid-air for a while
    //delay_ms(sleep);
    SDL_Delay(sleep);

    // Then do the same thing one more time
    for (i=0; i<8; i++)
    {
        for (px=0; px<64; px++)
        {
            if (positions[px]<destinations[px])
            {
                positions[px]++;
            }
            if (positions[px]>destinations[px])
            {
                positions[px]--;
            }
        }
        draw_positions_axis (axis, positions,invert);
        led_change = true;
        SDL_Delay(delay);
        //delay_ms(delay);
    }
}

void effect_stringfly2(const char* str)
{
    //int x,y,i;
    unsigned char x,y,i;
    unsigned char chr[5];
    int delay = 80;

    clear_led();

    while (*str)
    {
        font_getchar(*str++, chr);

        // Put a character on the back of the cube
        for (x = 0; x < 5; x++)
        {
            for (y = 0; y < 8; y++)
            {
                if ((chr[x] & (0x80>>y)))
                {
                    //setvoxel(7,x+2,y);
                    //set_led(7,x+2,y);
                    set_led(x+2, 7, y);
                }
            }
        }

        //led_change = true;
        //SDL_Delay(1000);
        //clear_led();
        //continue;

        // Shift the entire contents of the cube forward by 6 steps
        // before placing the next character
        for (i = 0; i<6; i++)
        {
            led_change = true;
            //delay_ms(1000);
            //SDL_Delay(1000);
            SDL_Delay(delay);
            //shift(AXIS_X,-1);
            shift(1,-1);
            //set_plane(1, 7, false);
        }
    }

    //return;
    // Shift the last character out of the cube.
    for (i = 0; i<8; i++)
    {
        led_change = true;
        SDL_Delay(delay);
        //delay_ms(1000);
        //shift(AXIS_X,-1);
        shift(1,-1);
    }
}

float distance2d (float x1, float y1, float x2, float y2)
{
    float dist;
    dist = sqrt((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2));

    return dist;
}

float distance3d (float x1, float y1, float z1, float x2, float y2, float z2)
{
    float dist;
    dist = sqrt((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) + (z1-z2)*(z1-z2));

    return dist;
}




// Display a sine wave running out from the center of the cube.
void ripples (int iterations, int delay)
{
    float distance, height, ripple_interval;
    int x,y,i;

    clear_led();
    //fill(0x00);

    for (i=0;i<iterations;i++)
    {
        for (x=0;x<8;x++)
        {
            for (y=0;y<8;y++)
            {
                distance = distance2d(3.5,3.5,x,y)/9.899495*8;
                //distance = distance2d(3.5,3.5,x,y);
                ripple_interval =1.3;
                height = 4+sin(distance/ripple_interval+(float) i/50)*4;

                //setvoxel(x,y,(int) height);
                set_led(x,y,(int) height);
            }
        }
        //delay_ms(delay);
        led_change = true;
        SDL_Delay(delay);
        //fill(0x00);
        clear_led();
    }
}



/*****************************************************************************
 * EFFECT LAUNCHER
 *****************************************************************************/

void launch_effect(int effect)
{
    switch(effect) {
        case 0: rain_effect(100); break;
        case 1: sendvoxels_random_z_effect(20, 50, 100); break;
        case 2:
                break;
        case 3:
                break;
        case 4:
                break;
        case 5: ripples(1000, 50); break;
        case 6:
            for (int i = 0; i < 8; ++i) {
                box_shrink_grow_effect(1, i%4, i & 0x4, 50);
            }
            effect_box_woopwoop(80, 0);
            effect_box_woopwoop(80, 1);
            effect_box_woopwoop(80, 0);
            effect_box_woopwoop(80, 1);
            break;
        case 7:
            for (int i = 0; i < 6; ++i) {
                planboing(i%3, 50);
            }
            break;
        case 9:
            effect_axis_updown_randsuspend(2, 55, 100, 0);
            effect_axis_updown_randsuspend(2, 55, 100, 1);
            effect_axis_updown_randsuspend(2, 55, 100, 0);
            effect_axis_updown_randsuspend(2, 55, 100, 1);
            effect_axis_updown_randsuspend(0, 55, 100, 0);
            effect_axis_updown_randsuspend(0, 55, 100, 1);
            effect_axis_updown_randsuspend(1, 55, 100, 0);
            effect_axis_updown_randsuspend(1, 55, 100, 1);
            break;
        case 12:
            //clear_led();
            //set_led(0, 0, 7);
            //SDL_Delay(1000);
            effect_stringfly2("Vive Lyly");
            break;
        default:
            break;
    }
}