Esempio n. 1
0
float Overlay::getGlowLevel() { 
    if (_glowLevelPulse == 0.0f) {
        return _glowLevel; 
    }
    float pulseLevel = updatePulse();
    return (_glowLevelPulse >= 0.0f) ? _glowLevel * pulseLevel : _glowLevel * (1.0f - pulseLevel);
}
Esempio n. 2
0
float Overlay::getAlpha() {
    if (_alphaPulse == 0.0f) {
        return _alpha; 
    }
    float pulseLevel = updatePulse();
    return (_alphaPulse >= 0.0f) ? _alpha * pulseLevel : _alpha * (1.0f - pulseLevel);
}
void StairvilleLEDParSpot::update(){
    if(fading){ updateFade(); }
    if(pulsing){ updatePulse(); }
    
    // TODO: Checken, ob das mit dem sizeof funktioniert
    for(int i=0; i<sizeof(channels); i++) {
        dmx->setLevel(i + startAddress, channels[i]);
    }
}
Esempio n. 4
0
void TextOverlay::render(RenderArgs* args) {
    if (_visible != _qmlElement->isVisible()) {
        _qmlElement->setVisible(_visible);
    }
    float pulseLevel = updatePulse();
    static float _oldPulseLevel = 0.0f;
    if (pulseLevel != _oldPulseLevel) {

    }
}
Esempio n. 5
0
void HexagonGame::update(float mFT)
{
    if(!assets.pIsLocal() && Config::isEligibleForScore())
    {
        assets.playedSeconds += mFT / 60.f;
        if(assets.playedSeconds >= 60.f)
        {
            assets.playedSeconds = 0;
            Online::trySendMinutePlayed();
        }
    }

    updateFlash(mFT);
    effectTimelineManager.update(mFT);

    if(!status.hasDied)
    {
        manager.update(mFT);
        updateEvents(mFT);
        updateTimeStop(mFT);
        updateIncrement();
        if(mustChangeSides && !manager.hasEntity(HGGroup::Wall)) sideChange(getRnd(levelStatus.sidesMin, levelStatus.sidesMax + 1));
        updateLevel(mFT);
        if(Config::getBeatPulse()) updateBeatPulse(mFT);
        if(Config::getPulse()) updatePulse(mFT);
        if(!Config::getBlackAndWhite()) styleData.update(mFT, pow(difficultyMult, 0.8f));
    }
    else levelStatus.rotationSpeed *= 0.99f;

    if(Config::get3D()) update3D(mFT);
    if(!Config::getNoRotation()) updateRotation(mFT);

    overlayCamera.update(mFT);
    backgroundCamera.update(mFT);
    for(auto& c : depthCameras) c.update(mFT);

    if(status.mustRestart)
    {
        changeLevel(restartId, restartFirstTime);
        if(!assets.pIsLocal() && Config::isEligibleForScore()) {
            Online::trySendRestart();
        }
    }
    if(!status.scoreInvalid && Config::getOfficial() && fpsWatcher.isLimitReached()) invalidateScore();

    fpsWatcher.update();
}
Esempio n. 6
0
xColor Text3DOverlay::getBackgroundColor() {
    if (_colorPulse == 0.0f) {
        return _backgroundColor; 
    }

    float pulseLevel = updatePulse();
    xColor result = _backgroundColor;
    if (_colorPulse < 0.0f) {
        result.red *= (1.0f - pulseLevel);
        result.green *= (1.0f - pulseLevel);
        result.blue *= (1.0f - pulseLevel);
    } else {
        result.red *= pulseLevel;
        result.green *= pulseLevel;
        result.blue *= pulseLevel;
    }
    return result;
}
Esempio n. 7
0
glm::u8vec3 Text3DOverlay::getBackgroundColor() {
    if (_colorPulse == 0.0f) {
        return _backgroundColor;
    }

    float pulseLevel = updatePulse();
    glm::u8vec3 result = _backgroundColor;
    if (_colorPulse < 0.0f) {
        result.x *= (1.0f - pulseLevel);
        result.y *= (1.0f - pulseLevel);
        result.z *= (1.0f - pulseLevel);
    } else {
        result.x *= pulseLevel;
        result.y *= pulseLevel;
        result.z *= pulseLevel;
    }
    return result;
}
Esempio n. 8
0
void HexagonGame::update(FT mFT)
{
    updateText();
    updateFlash(mFT);
    effectTimelineManager.update(mFT);

    if(!status.started && (!Config::getRotateToStart() || inputImplCCW ||
                           inputImplCW || inputImplBothCWCCW))
    {
        status.started = true;
        messageText.setString("");
        assets.playSound("go.ogg");
        assets.musicPlayer.resume();
        if(Config::getOfficial()) fpsWatcher.enable();
    }

    // Naive touch controls
    for(const auto& p : window.getFingerDownPositions())
    {
        if(p.x < window.getWidth() / 2.f)
            inputImplCCW = 1;
        else
            inputImplCW = 1;
    }

    if(inputImplCW && !inputImplCCW)
        inputMovement = 1;
    else if(!inputImplCW && inputImplCCW)
        inputMovement = -1;
    else if(inputImplCW && inputImplCCW)
    {
        if(!inputImplBothCWCCW)
        {
            if(inputMovement == 1 && inputImplLastMovement == 1)
                inputMovement = -1;
            else if(inputMovement == -1 && inputImplLastMovement == -1)
                inputMovement = 1;
        }
    }
    else
        inputMovement = 0;

    if(status.started)
    {
        if(!assets.pIsLocal() && Config::isEligibleForScore())
        {
            assets.playedSeconds += ssvu::getFTToSeconds(mFT);
            if(assets.playedSeconds >= 60.f)
            {
                assets.playedSeconds = 0;
                Online::trySendMinutePlayed();
            }
        }

        if(!status.hasDied)
        {
            manager.update(mFT);
            updateEvents(mFT);
            updateTimeStop(mFT);
            updateIncrement();
            if(mustChangeSides && !manager.hasEntity(HGGroup::Wall))
                sideChange(getRndI(
                               levelStatus.sidesMin, levelStatus.sidesMax + 1));
            updateLevel(mFT);
            if(Config::getBeatPulse()) updateBeatPulse(mFT);
            if(Config::getPulse()) updatePulse(mFT);
            if(!Config::getBlackAndWhite())
                styleData.update(mFT, pow(difficultyMult, 0.8f));
        }
        else
            levelStatus.rotationSpeed *= 0.99f;

        if(Config::get3D()) update3D(mFT);
        if(!Config::getNoRotation()) updateRotation(mFT);
    }

    overlayCamera.update(mFT);
    backgroundCamera.update(mFT);

    if(status.started)
    {
        if(status.mustRestart)
        {
            fpsWatcher.disable();
            changeLevel(restartId, restartFirstTime);
            if(!assets.pIsLocal() && Config::isEligibleForScore())
            {
                Online::trySendRestart();
            }
        }
        if(!status.scoreInvalid && Config::getOfficial() &&
                fpsWatcher.isLimitReached())
            invalidateScore();

        fpsWatcher.update();
    }
}
Esempio n. 9
0
void Circle3DOverlay::render(RenderArgs* args) {
    if (!_visible) {
        return; // do nothing if we're not visible
    }

    float alpha = getAlpha();
    if (alpha == 0.0f) {
        return; // do nothing if our alpha is 0, we're not visible
    }

    bool geometryChanged = _dirty;
    _dirty = false;

    const float FULL_CIRCLE = 360.0f;
    const float SLICES = 180.0f;  // The amount of segment to create the circle
    const float SLICE_ANGLE = FULL_CIRCLE / SLICES;
    const float MAX_COLOR = 255.0f;

    auto geometryCache = DependencyManager::get<GeometryCache>();

    Q_ASSERT(args->_batch);
    auto& batch = *args->_batch;
    if (args->_pipeline) {
        batch.setPipeline(args->_pipeline->pipeline);
    }

    // FIXME: THe line width of _lineWidth is not supported anymore, we ll need a workaround

    auto transform = getTransform();
    transform.postScale(glm::vec3(getDimensions(), 1.0f));
    batch.setModelTransform(transform);

    // for our overlay, is solid means we draw a ring between the inner and outer radius of the circle, otherwise
    // we just draw a line...
    if (getIsSolid()) {
        if (!_quadVerticesID) {
            _quadVerticesID = geometryCache->allocateID();
        }

        if (geometryChanged) {
            QVector<glm::vec2> points;
            QVector<glm::vec4> colors;

            float pulseLevel = updatePulse();
            vec4 pulseModifier = vec4(1);
            if (_alphaPulse != 0.0f) {
                pulseModifier.a = (_alphaPulse >= 0.0f) ? pulseLevel : (1.0f - pulseLevel);
            }
            if (_colorPulse != 0.0f) {
                float pulseValue = (_colorPulse >= 0.0f) ? pulseLevel : (1.0f - pulseLevel);
                pulseModifier = vec4(vec3(pulseValue), pulseModifier.a);
            }
            vec4 innerStartColor = vec4(toGlm(_innerStartColor), _innerStartAlpha) * pulseModifier;
            vec4 outerStartColor = vec4(toGlm(_outerStartColor), _outerStartAlpha) * pulseModifier;
            vec4 innerEndColor = vec4(toGlm(_innerEndColor), _innerEndAlpha) * pulseModifier;
            vec4 outerEndColor = vec4(toGlm(_outerEndColor), _outerEndAlpha) * pulseModifier;

            if (_innerRadius <= 0) {
                _solidPrimitive = gpu::TRIANGLE_FAN;
                points << vec2();
                colors << innerStartColor;
                for (float angle = _startAt; angle <= _endAt; angle += SLICE_ANGLE) {
                    float range = (angle - _startAt) / (_endAt - _startAt);
                    float angleRadians = glm::radians(angle);
                    points << glm::vec2(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
                    colors << glm::mix(outerStartColor, outerEndColor, range);
                }
            } else {
                _solidPrimitive = gpu::TRIANGLE_STRIP;
                for (float angle = _startAt; angle <= _endAt; angle += SLICE_ANGLE) {
                    float range = (angle - _startAt) / (_endAt - _startAt);

                    float angleRadians = glm::radians(angle);
                    points << glm::vec2(cosf(angleRadians) * _innerRadius, sinf(angleRadians) * _innerRadius);
                    colors << glm::mix(innerStartColor, innerEndColor, range);

                    points << glm::vec2(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
                    colors << glm::mix(outerStartColor, outerEndColor, range);
                }
            }
            geometryCache->updateVertices(_quadVerticesID, points, colors);
        }
        
        geometryCache->renderVertices(batch, _solidPrimitive, _quadVerticesID);
        
    } else {
        if (!_lineVerticesID) {
            _lineVerticesID = geometryCache->allocateID();
        }
        
        if (geometryChanged) {
            QVector<glm::vec2> points;
            
            float angle = _startAt;
            float angleInRadians = glm::radians(angle);
            glm::vec2 firstPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
            points << firstPoint;
            
            while (angle < _endAt) {
                angle += SLICE_ANGLE;
                angleInRadians = glm::radians(angle);
                glm::vec2 thisPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
                points << thisPoint;
                
                if (getIsDashedLine()) {
                    angle += SLICE_ANGLE / 2.0f; // short gap
                    angleInRadians = glm::radians(angle);
                    glm::vec2 dashStartPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
                    points << dashStartPoint;
                }
            }
            
            // get the last slice portion....
            angle = _endAt;
            angleInRadians = glm::radians(angle);
            glm::vec2 lastPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
            points << lastPoint;
            geometryCache->updateVertices(_lineVerticesID, points, vec4(toGlm(getColor()), getAlpha()));
        }
        
        if (getIsDashedLine()) {
            geometryCache->renderVertices(batch, gpu::LINES, _lineVerticesID);
        } else {
            geometryCache->renderVertices(batch, gpu::LINE_STRIP, _lineVerticesID);
        }
    }
    
    // draw our tick marks
    // for our overlay, is solid means we draw a ring between the inner and outer radius of the circle, otherwise
    // we just draw a line...
    if (getHasTickMarks()) {
        
        if (_majorTicksVerticesID == GeometryCache::UNKNOWN_ID) {
            _majorTicksVerticesID = geometryCache->allocateID();
        }
        if (_minorTicksVerticesID == GeometryCache::UNKNOWN_ID) {
            _minorTicksVerticesID = geometryCache->allocateID();
        }
        
        if (geometryChanged) {
            QVector<glm::vec2> majorPoints;
            QVector<glm::vec2> minorPoints;
            
            // draw our major tick marks
            if (getMajorTickMarksAngle() > 0.0f && getMajorTickMarksLength() != 0.0f) {
                
                float tickMarkAngle = getMajorTickMarksAngle();
                float angle = _startAt - fmodf(_startAt, tickMarkAngle) + tickMarkAngle;
                float angleInRadians = glm::radians(angle);
                float tickMarkLength = getMajorTickMarksLength();
                float startRadius = (tickMarkLength > 0.0f) ? _innerRadius : _outerRadius;
                float endRadius = startRadius + tickMarkLength;
                
                while (angle <= _endAt) {
                    angleInRadians = glm::radians(angle);
                    
                    glm::vec2 thisPointA(cosf(angleInRadians) * startRadius, sinf(angleInRadians) * startRadius);
                    glm::vec2 thisPointB(cosf(angleInRadians) * endRadius, sinf(angleInRadians) * endRadius);
                    
                    majorPoints << thisPointA << thisPointB;
                    
                    angle += tickMarkAngle;
                }
            }
            
            // draw our minor tick marks
            if (getMinorTickMarksAngle() > 0.0f && getMinorTickMarksLength() != 0.0f) {
                
                float tickMarkAngle = getMinorTickMarksAngle();
                float angle = _startAt - fmodf(_startAt, tickMarkAngle) + tickMarkAngle;
                float angleInRadians = glm::radians(angle);
                float tickMarkLength = getMinorTickMarksLength();
                float startRadius = (tickMarkLength > 0.0f) ? _innerRadius : _outerRadius;
                float endRadius = startRadius + tickMarkLength;
                
                while (angle <= _endAt) {
                    angleInRadians = glm::radians(angle);
                    
                    glm::vec2 thisPointA(cosf(angleInRadians) * startRadius, sinf(angleInRadians) * startRadius);
                    glm::vec2 thisPointB(cosf(angleInRadians) * endRadius, sinf(angleInRadians) * endRadius);
                    
                    minorPoints << thisPointA << thisPointB;
                    
                    angle += tickMarkAngle;
                }
            }
            
            xColor majorColorX = getMajorTickMarksColor();
            glm::vec4 majorColor(majorColorX.red / MAX_COLOR, majorColorX.green / MAX_COLOR, majorColorX.blue / MAX_COLOR, alpha);
            
            geometryCache->updateVertices(_majorTicksVerticesID, majorPoints, majorColor);
            
            xColor minorColorX = getMinorTickMarksColor();
            glm::vec4 minorColor(minorColorX.red / MAX_COLOR, minorColorX.green / MAX_COLOR, minorColorX.blue / MAX_COLOR, alpha);
            
            geometryCache->updateVertices(_minorTicksVerticesID, minorPoints, minorColor);
        }
        
        geometryCache->renderVertices(batch, gpu::LINES, _majorTicksVerticesID);
        
        geometryCache->renderVertices(batch, gpu::LINES, _minorTicksVerticesID);
    }
}