musiclight2/sparkler.lua

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Lua
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COOLDOWN_FACTOR = 0.9998
MAX_ENERGY_PROPAGATION = 0.3
RM_ENERGY=0.0200
EXPONENT=1.5
W_EXPONENT=2.2
OVERDRIVE=1.5
num_modules = 1
num_strips = 1
-- maximum energy values for each band
maxRedEnergy = 1
maxGreenEnergy = 1
maxBlueEnergy = 1
maxWhiteEnergy = 1
-- array storing the flames energy for each pixel
fireRedEnergy = {}
fireGreenEnergy = {}
fireBlueEnergy = {}
fireWhiteEnergy = {}
-- output color buffers
red = {}
green = {}
blue = {}
white = {}
function limit(val)
if val > 1 then
return 1
elseif val < 0 then
return 0
else
return val
end
end
function updateFire(newEnergy, energyArray)
avgEnergyPerStrip = newEnergy
for s = 1,num_strips do
-- Add new energy in the center rows
i = idx(s, num_modules/2)
energyArray[i] = energyArray[i] + math.random() * avgEnergyPerStrip
i = idx(s, num_modules/2+1)
energyArray[i] = energyArray[i] + math.random() * avgEnergyPerStrip
-- remove energy at the top and the bottom
i = idx(s, num_modules)
energyArray[i] = energyArray[i] * (1.0 - math.random() * MAX_ENERGY_PROPAGATION)
i = idx(s, 1)
energyArray[i] = energyArray[i] * (1.0 - math.random() * MAX_ENERGY_PROPAGATION)
-- move energy upwards
for m_out = num_modules,num_modules/2+2,-1 do
i_out = idx(s, m_out)
i_in = idx(s, m_out - 1)
energyMoved = energyArray[i_in] * math.random() * MAX_ENERGY_PROPAGATION
energyArray[i_in] = energyArray[i_in] - energyMoved
energyArray[i_out] = energyArray[i_out] + energyMoved
end
-- move energy downwards
for m_out = 1,num_modules/2-1,1 do
i_out = idx(s, m_out)
i_in = idx(s, m_out + 1)
energyMoved = energyArray[i_in] * math.random() * MAX_ENERGY_PROPAGATION
energyArray[i_in] = energyArray[i_in] - energyMoved
energyArray[i_out] = energyArray[i_out] + energyMoved
end
-- globally remove energy
for m = 1,num_modules do
i = idx(s, m)
if energyArray[i] > RM_ENERGY then
energyArray[i] = energyArray[i] - RM_ENERGY
else
energyArray[i] = 0
end
end
end
end
function periodic()
local redEnergy = get_energy_in_band(0, 400);
local greenEnergy = get_energy_in_band(400, 4000);
local blueEnergy = get_energy_in_band(4000, 12000);
local whiteEnergy = get_energy_in_band(12000, 22000);
maxRedEnergy = maxRedEnergy * COOLDOWN_FACTOR
if redEnergy > maxRedEnergy then
maxRedEnergy = redEnergy
end
maxGreenEnergy = maxGreenEnergy * COOLDOWN_FACTOR
if greenEnergy > maxGreenEnergy then
maxGreenEnergy = greenEnergy
end
maxBlueEnergy = maxBlueEnergy * COOLDOWN_FACTOR
if blueEnergy > maxBlueEnergy then
maxBlueEnergy = blueEnergy
end
maxWhiteEnergy = maxWhiteEnergy * COOLDOWN_FACTOR
if whiteEnergy > maxWhiteEnergy then
maxWhiteEnergy = whiteEnergy
end
updateFire((redEnergy / maxRedEnergy)^EXPONENT, fireRedEnergy)
updateFire((greenEnergy / maxGreenEnergy)^EXPONENT, fireGreenEnergy)
updateFire((blueEnergy / maxBlueEnergy)^EXPONENT, fireBlueEnergy)
updateFire((whiteEnergy / maxWhiteEnergy)^W_EXPONENT, fireWhiteEnergy)
-- make colors more exciting + remove the first (flickering) mass
for m = 1,num_modules do
for s = 1,num_strips do
i = idx(s, m)
rval = limit(OVERDRIVE * (fireRedEnergy[i]))
gval = limit(OVERDRIVE * (fireGreenEnergy[i]))
bval = limit(OVERDRIVE * (fireBlueEnergy[i]))
wval = limit(OVERDRIVE * (fireWhiteEnergy[i]))
red[i] = rval
green[i] = gval
blue[i] = bval
white[i] = wval
end
end
-- return the 4 color arrays
return red, green, blue, white
end
function init(nstrip, nmod, cmod)
num_strips = nstrip
num_modules = nmod
for i = 1,(nmod*nstrip) do
red[i] = 0
green[i] = 0
blue[i] = 0
white[i] = 0
fireRedEnergy[i] = 0
fireGreenEnergy[i] = 0
fireBlueEnergy[i] = 0
fireWhiteEnergy[i] = 0
end
-- don't use fading
return 0
end