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led_display.c
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led_display.c
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/*
* led_display.c
*
* Queercon 13 LED application logic
*
* (c) 2016 George Louthan
* 3-clause BSD license; see license.md.
*/
#include <stdlib.h>
#include "qc13.h"
#include "led_display.h"
#include "tlc5948a.h"
#include "badge.h"
#include "eye_anims.h"
#include "leg_anims.h"
const rgbcolor_t rainbow_colors[] = {
{0xe400, 0x0300, 0x0300}, // Red
{0xff00, 0x8c00, 0x0000}, // Orange
{0xff00, 0xed00, 0x0000}, // Yellow
{0x0000, 0x8000, 0x2600}, // Green
{0x0000, 0x4d00, 0xff00}, // Blue
{0x7500, 0x0700, 0x8700}, // Purple
};
const rgbcolor_t rainbow_legs[] = {
{0xee00, 0x0100, 0x0100}, // Red
{0xff00, 0x6c00, 0x0000}, // Orange
{0xff00, 0xed00, 0x0000}, // Yellow
{0xff00, 0xff00, 0x0000}, // Yellower
{0, 0xff00, 0}, //Greener
{0x0000, 0x8000, 0x2600}, // Green
{0x0000, 0x4d00, 0xff00}, // Blue
{0x7500, 0x0700, 0x8700}, // Purple
};
const rgbcolor_t legs_off[8] = {
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
};
rgbcolor_t leg_colors_curr[8] = {
{0xee00, 0x0100, 0x0100}, // Red
{0xff00, 0x6c00, 0x0000}, // Orange
{0xff00, 0xed00, 0x0000}, // Yellow
{0xff00, 0xff00, 0x0000}, // Yellower
{0, 0xff00, 0}, //Greener
{0x0000, 0x8000, 0x2600}, // Green
{0x0000, 0x4d00, 0xff00}, // Blue
{0x7500, 0x0700, 0x8700}, // Purple
};
rgbcolor_t leg_colors_next[8] = {
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
};
rgbdelta_t leg_colors_step[8] = {
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
};
///////////////// leg_meta_mate:
// frames for camo
rgbcolor_t leg_meta_mate_camo_frames[][8] = {
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
};
uint16_t leg_meta_mate_camo_durations[] = {50, 100, 100, 100, 100, 100, 100};
uint16_t leg_meta_mate_camo_fade_durs[] = {100, 100, 100, 100, 100, 100, 100};
// the animation:
const tentacle_animation_t leg_meta_mate_camo = {(const rgbcolor_t (*)[8])leg_meta_mate_camo_frames, leg_meta_mate_camo_durations, leg_meta_mate_camo_fade_durs, 7, ANIM_TYPE_SOLID, 0, 4};
// frames for ink
rgbcolor_t leg_meta_mate_ink_frames[][8] = {
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
};
uint16_t leg_meta_mate_ink_durations[] = {50, 100, 100, 100, 100, 100, 100};
uint16_t leg_meta_mate_ink_fade_durs[] = {100, 100, 100, 100, 100, 100, 100};
// the animation:
const tentacle_animation_t leg_meta_mate_ink = {(const rgbcolor_t (*)[8])leg_meta_mate_ink_frames, leg_meta_mate_ink_durations, leg_meta_mate_ink_fade_durs, 7, ANIM_TYPE_SOLID, 0, 4};
// frames for doubleink
rgbcolor_t leg_meta_mate_doubleink_frames[][8] = {
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}},
{{0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}, {0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}},
{{0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x78, 0x2d0, 0x216}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
{{0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}, {0x0, 0x0, 0x0}},
};
uint16_t leg_meta_mate_doubleink_durations[] = {50, 50, 50, 50, 0};
uint16_t leg_meta_mate_doubleink_fade_durs[] = {50, 50, 50, 50, 50};
// the animation:
const tentacle_animation_t leg_meta_mate_doubleink = {(const rgbcolor_t (*)[8])leg_meta_mate_doubleink_frames, leg_meta_mate_doubleink_durations, leg_meta_mate_doubleink_fade_durs, 5, ANIM_TYPE_SOLID, 0, 13};
const tentacle_animation_t *leg_meta_mate_anim_set[3] = {&leg_meta_mate_camo, &leg_meta_mate_ink, &leg_meta_mate_doubleink};
face_animation_t face_animations[0];
uint64_t face_curr;
uint64_t face_ambient = 0xffffffffffffffff;
uint64_t face_stored_ambient = 0xffffffffffffffff;
uint8_t face_ambient_is_temp = 0;
uint8_t face_current_animation = FACE_ANIM_NONE;
uint8_t face_curr_anim_frame = 0;
uint16_t face_curr_dur = 0;
uint32_t face_ambient_brightness = FACE_DIM_BRIGHTNESS;
uint16_t face_frame_dur = 0;
uint64_t curr_frame = 0;
uint8_t face_state = FACESTATE_AMBIENT;
uint8_t tentacle_anim_frame = 0;
uint8_t tentacle_anim_id = 0;
uint8_t tentacle_anim_type = 0;
uint8_t tentacle_saved_anim_id = 0;
uint8_t tentacle_saved_anim_type = 0;
uint8_t tentacle_is_ambient = 1;
uint8_t tentacle_anim_looping = 0;
uint8_t tentacle_anim_length = 0;
uint16_t tentacle_hold_steps = 0;
uint16_t tentacle_hold_index = 0;
uint16_t tentacle_transition_steps = 0;
uint16_t tentacle_transition_index = 0;
const tentacle_animation_t *tentacle_current_anim;
uint8_t wiggle_mask = 0xff;
uint8_t current_ambient_correct = 0;
uint8_t previous_ambient_correct = 0;
uint64_t eye_twinkle_bits = 0xffffffffffffffff;
uint8_t eyes_twinkling = 0;
uint8_t eyes_spinning = 0;
uint8_t eye_spin_index = 0;
uint8_t tentacle_twinkle_bits = 0xea;
uint16_t leg_anim_adj_index = 0;
uint16_t face_anim_adj_index = 0;
// See https://graphics.stanford.edu/~seander/bithacks.html#IntegerLogObvious
inline uint8_t log2(uint16_t v) {
int8_t r = 0; // r will be lg(v)
while (v >>= 1)
{
r++;
}
return r;
}
void do_light_step() {
static uint8_t prev_light_order = 0;
// Do the light averaging:
// This can go up to 12 bits:
light = light_tot * 0.8 / ADC_WINDOW;
// We're going to get the order of magnitude (log2) of light:
// 0 .. 12
light_order = log2(light);
// Do some correction:
if (light_order <=2) {
light_order = 0;
} else if (light_order > LIGHT_ORDER_MAX+2) {
light_order = 7;
} else {
light_order-=2;
}
if (light_order != prev_light_order) {
// light change
light_band_change(prev_light_order, light_order);
prev_light_order = light_order;
}
// 0 .. 10
}
void do_brightness_correction(uint8_t order, uint8_t immediate) {
if (immediate)
current_ambient_correct = order;
else if (current_ambient_correct < order)
current_ambient_correct++;
else if (current_ambient_correct > order)
current_ambient_correct--;
face_ambient_brightness = ((uint32_t)FACE_DIM_BRIGHTNESS) << current_ambient_correct;
if (face_ambient_brightness > UINT16_MAX) {
face_ambient_brightness = UINT16_MAX;
}
}
void set_face(uint64_t frame) {
static uint64_t eye_mask = 0;
for (uint8_t i=0; i<64; i++) {
eye_mask = ((uint64_t) 1 << i);
if (frame & eye_mask) {
if ((!eyes_twinkling && !eyes_spinning) || (eye_twinkle_bits & eye_mask)) // not twinkling, or twinkle full
tlc_bank_gs[i/16][i%16] = face_ambient_brightness;
else
tlc_bank_gs[i/16][i%16] = face_ambient_brightness << 2;
} else {
tlc_bank_gs[i/16][i%16] = 0x00;
}
}
}
// Each time we hit a new frame, we hit this.
// If we're fading, it will set up the fades.
void leg_load_colors() {
// leg_colors_curr <- tentacle_current_anim[tentacle_anim_index]
// Stage in the current color:
memcpy(leg_colors_curr, tentacle_current_anim->colors[tentacle_anim_frame], sizeof(rgbcolor_t)*8);
// Stage in the next color:
// If we're looping, it's modded. If not looping, back to black.
if (tentacle_anim_frame == tentacle_current_anim->len-1 && !(tentacle_anim_looping || tentacle_is_ambient)) { // last frame:
// We're at the last frame, and we are NOT looping. So our NEXT
// color will be OFF.
memcpy(leg_colors_next, legs_off, sizeof(rgbcolor_t)*8);
} else {
// We're either looping or not at the end, so it's probably safe to skip this:
uint8_t next_id = (tentacle_anim_frame+1) % tentacle_current_anim->len;
memcpy(leg_colors_next, tentacle_current_anim->colors[next_id], sizeof(rgbcolor_t)*8);
}
// Stage in the step color:
for (uint8_t i=0; i<8; i++) {
leg_colors_step[i].red = ((int_fast32_t) leg_colors_next[i].red - leg_colors_curr[i].red) / tentacle_transition_steps;
leg_colors_step[i].green = ((int_fast32_t) leg_colors_next[i].green - leg_colors_curr[i].green) / tentacle_transition_steps;
leg_colors_step[i].blue = ((int_fast32_t) leg_colors_next[i].blue - leg_colors_curr[i].blue) / tentacle_transition_steps;
}
}
inline void leg_fade_colors() {
// If this is the very last transition step,
if (tentacle_transition_steps && tentacle_transition_index == tentacle_transition_steps-1) {
// hit the destination:
memcpy(leg_colors_curr, leg_colors_next, sizeof(rgbcolor_t) * 8);
} else {
for (uint8_t i=0; i<8; i++) {
leg_colors_curr[i].red += leg_colors_step[i].red;
leg_colors_curr[i].green += leg_colors_step[i].green;
leg_colors_curr[i].blue += leg_colors_step[i].blue;
}
}
}
void eye_twinkle_off() {
eye_twinkle_bits = 0xffffffffffffffff;
eyes_twinkling = 0;
set_face(face_curr); // Dirty face.
}
void eye_twinkle_on() {
eyes_twinkling = 1;
face_anim_adj_index = 0;
}
void tentacle_wiggle() {
uint8_t wiggle_mask_temp = 0xff;
if (tentacle_current_anim->wiggle) {
wiggle_mask_temp &= ~(1 << (rand() % 4));
if (rand() % 2) wiggle_mask_temp &= ~(1 << (rand() % 4));
}
wiggle_mask = wiggle_mask_temp;
}
// This actually sets the colors of the tentacles/legs.
// Here is where we are going to do some fancy stuff:
// 1. brightness correction (ambient)
// 2. twinkling
void set_tentacles(const rgbcolor_t* leg_colors) {
static uint_fast32_t r = 0;
static uint_fast32_t g = 0;
static uint_fast32_t b = 0;
for (uint8_t tent=0; tent<8; tent++) {
r = leg_colors[tent].red << 1;
g = leg_colors[tent].green << 1;
b = leg_colors[tent].blue << 1;
// If it's <3 (meaning lower) and masked out by wiggling,
if (tent < 4 && !(wiggle_mask & (1 << tent))) {
// turn it off.
r=0;
g=0;
b=0;
} else if (tent >=4 && !(wiggle_mask & (1 << (tent-4)))) {
r = leg_colors[tent-4].red;
g = leg_colors[tent-4].green;
b = leg_colors[tent-4].blue;
}
// Handle the particulars of the animation's
// sub-type. (twinkling, etc.)
switch(tentacle_current_anim->anim_type) {
case ANIM_TYPE_FASTTWINKLE:
if (tentacle_twinkle_bits & (1 << tent)) {
r = r >> 2;
g = g >> 2;
b = b >> 2;
}
break;
case ANIM_TYPE_SLOWTWINKLE:
if (tentacle_twinkle_bits & (1 << tent)) {
r = r >> 2;
g = g >> 2;
b = b >> 2;
}
break;
case ANIM_TYPE_HARDTWINKLE:
if (tentacle_twinkle_bits & (1 << tent)) {
r = 0;
g = 0;
b = 0;
}
break;
default:
break;
}
static int8_t temp_tent = 0;
temp_tent = tent-4;
// If we're upper, and our corresponding lower light is on,
// OR if we're fading (meaning fading off lower lights won't ever
// make us change brightness suddenly, unless wiggling)
if ((tent > 3) && ((tentacle_current_anim->fade_durs[tentacle_anim_frame] && !tentacle_current_anim->wiggle) || tlc_bank_gs[4+(temp_tent/4)][4+((temp_tent*3)%12)] || tlc_bank_gs[4+(temp_tent/4)][4+((temp_tent*3)%12)+1] || tlc_bank_gs[4+(temp_tent/4)][4+((temp_tent*3)%12)+2])) {
// Dim it.
r = r >> 3;
g = g >> 3;
b = b >> 3;
}
r = r << current_ambient_correct;
g = g << current_ambient_correct;
b = b << current_ambient_correct;
if (r>UINT16_MAX) r=UINT16_MAX;
if (g>UINT16_MAX) g=UINT16_MAX;
if (b>UINT16_MAX) b=UINT16_MAX;
tlc_bank_gs[4+(tent/4)][4+((tent*3)%12)] = b;
tlc_bank_gs[4+(tent/4)][4+((tent*3)%12)+1] = g;
tlc_bank_gs[4+(tent/4)][4+((tent*3)%12)+2] = r;
}
}
void face_set_ambient_temp_direct(uint64_t amb) {
if (!face_ambient_is_temp) // If we're not in a temporary state, save our current.
face_stored_ambient = face_ambient;
face_ambient_is_temp = 1;
face_ambient = amb;
if (face_state == FACESTATE_AMBIENT) {
face_curr = face_ambient;
set_face(face_curr);
}
}
void face_restore_ambient() {
face_ambient_is_temp = 0;
face_set_ambient_direct(face_stored_ambient);
}
void face_set_baseline_ambient_direct(uint64_t amb) {
if (face_ambient_is_temp)
face_stored_ambient = face_ambient;
else
face_set_ambient_direct(amb);
}
void face_set_ambient_direct(uint64_t amb) {
face_ambient = amb;
if (face_state == FACESTATE_AMBIENT) {
face_curr = face_ambient;
set_face(face_curr);
}
}
void face_start_anim(uint8_t anim_index) {
face_curr_anim_frame = 0;
face_current_animation = anim_index;
face_curr = face_all_animations[face_current_animation]->frames[0];
face_curr_dur = face_all_animations[face_current_animation]->frame_durations[0];
face_state = FACESTATE_ANIMATION;
set_face(face_curr);
}
uint8_t tentacle_animation_state = 0;
void tentacle_setup_transitions_and_go() {
tentacle_hold_steps = tentacle_current_anim->durations[tentacle_anim_frame] / LEGS_DUR_STEP;
tentacle_hold_index = 0;
tentacle_transition_steps = tentacle_current_anim->fade_durs[tentacle_anim_frame] / LEGS_DUR_STEP;
tentacle_transition_index = 0;
leg_load_colors();
set_tentacles(tentacle_current_anim->colors[tentacle_anim_frame]);
}
// If ambient=1, then a bit of pre-work is needed.
void tentacle_start_anim_direct(const tentacle_animation_t *animation, uint8_t loop, uint8_t ambient) {
// If we've been asked to do an interrupting animation, remember what our ambient anim
// was so we can go back to it.
if (!ambient && tentacle_is_ambient) {
tentacle_saved_anim_id = tentacle_anim_id;
tentacle_saved_anim_type = tentacle_anim_type;
}
tentacle_is_ambient = ambient;
tentacle_current_anim = animation;
tentacle_anim_frame = 0; // This is our frame index in the animation.
tentacle_animation_state = 1; // animating
leg_anim_adj_index = 0;
tentacle_anim_looping = loop;
tentacle_anim_length = tentacle_current_anim->len;
wiggle_mask = 0xff;
tentacle_setup_transitions_and_go();
}
// pew pew pew
void tentacle_send_meta_mating(uint8_t index, uint8_t loop) {
tentacle_start_anim_direct(leg_meta_mate_anim_set[index], loop, 0);
// tentacle_start_anim(LEG_ANIM_META_MATING, 2, 4, 0);
}
void tentacle_start_anim(uint8_t anim_id, uint8_t anim_type, uint8_t loop, uint8_t ambient) {
if (ambient && !tentacle_is_ambient) {
// If we've been asked to switch our ambient animation, but we're currently in an
// interrupting animation, we need to change what we have saved so we go back to
// the new ambient animation.
tentacle_saved_anim_id = anim_id;
tentacle_saved_anim_type = anim_type;
return;
}
if (ambient) {
for (uint8_t at=0; at<3; at++) {
for (uint16_t i=0; i< leg_meta_mate_anim_set[at]->len; i++) {
for (uint8_t j=0; j<8; j++) {
if (leg_meta_mate_anim_set[at]->colors[i][j].red || leg_meta_mate_anim_set[at]->colors[i][j].green || leg_meta_mate_anim_set[at]->colors[i][j].blue) {
switch(at) {
case 0:
leg_meta_mate_camo_frames[i][j].red = sprays[anim_id].red;
leg_meta_mate_camo_frames[i][j].green = sprays[anim_id].green;
leg_meta_mate_camo_frames[i][j].blue = sprays[anim_id].blue;
break;
case 1:
leg_meta_mate_ink_frames[i][j].red = sprays[anim_id].red;
leg_meta_mate_ink_frames[i][j].green = sprays[anim_id].green;
leg_meta_mate_ink_frames[i][j].blue = sprays[anim_id].blue;
break;
case 2:
leg_meta_mate_doubleink_frames[i][j].red = sprays[anim_id].red;
leg_meta_mate_doubleink_frames[i][j].green = sprays[anim_id].green;
leg_meta_mate_doubleink_frames[i][j].blue = sprays[anim_id].blue;
break;
}
}
}
}
}
}
tentacle_start_anim_direct(legs_all_anim_sets[anim_id][anim_type], loop, ambient);
tentacle_anim_id = anim_id;
tentacle_anim_type = anim_type;
}
void tentacle_next_anim_frame() {
tentacle_anim_frame++; // This is our index in the animation.
if (tentacle_anim_frame >= tentacle_anim_length) { // rolled over.
if (tentacle_is_ambient) { // we're ambient. (loop is dontcare)
tentacle_anim_frame = 0; // start over from beginning.
} else if (tentacle_anim_looping) { // not ambient; loops remaining
tentacle_anim_frame = 0;
tentacle_anim_looping--;
} else { // not ambient, no loops remaining
tentacle_is_ambient = 1; // Now we're back to being ambient...
tentacle_start_anim(tentacle_saved_anim_id, tentacle_saved_anim_type, 0, 1);
leg_anim_done(tentacle_anim_id);
return; // skip the transitions_and_go because that's called in start_anim.
}
}
tentacle_setup_transitions_and_go();
}
void led_post() {
uint64_t chase = 0;
set_face(chase);
tlc_stage_blank(0);
tlc_set_fun();
chase = 1;
uint16_t old_ab = face_ambient_brightness;
for (face_ambient_brightness=0x1000; face_ambient_brightness;face_ambient_brightness-=32) {
set_face(0xffffffffffffffff);
for (uint8_t t=4; t<6; t++) {
for (uint8_t i=4; i<16; i++) {
tlc_bank_gs[t][i] = face_ambient_brightness;
}
}
}
face_ambient_brightness = old_ab;
for (uint8_t t=4; t<6; t++) {
for (uint8_t i=4; i<16; i++) {
tlc_bank_gs[t][i] = 0;
}
}
}
// This gets called like... 700 times per second.
// That's like ... too many times.
// Let's call it more like 70 times per second instead.
// Then we can multiply all the DUR_STEPs by 10.
void leds_timestep() {
static uint8_t face_dirty = 1;
static uint8_t legs_dirty = 1;
if (current_ambient_correct != previous_ambient_correct) {
previous_ambient_correct = current_ambient_correct;
face_dirty = 1;
legs_dirty = 1;
}
if (eyes_twinkling) {
face_anim_adj_index++;
if (face_anim_adj_index == 100 / FACE_DUR_STEP) {
face_anim_adj_index = 0;
eye_twinkle_bits = 0;
for (uint8_t i=0; i<64; i+=8) {
eye_twinkle_bits |= ((uint64_t)(rand() % 256) << i);
}
face_dirty = 1;
}
} else if (eyes_spinning) {
face_anim_adj_index++;
if (face_anim_adj_index == 80 / FACE_DUR_STEP) {
eye_spin_index++;
if (eye_spin_index == 15) {
eye_spin_index = 0;
}
face_anim_adj_index = 0;
eye_twinkle_bits = UINT64_MAX;
eye_twinkle_bits &= ~(((uint64_t)0x01) << (eye_spin_index+1));
eye_twinkle_bits &= ~(((uint64_t)0x01) << (eye_spin_index+1+32));
face_dirty = 1;
}
}
if (face_state == FACESTATE_ANIMATION) {
if (face_curr_dur < FACE_DUR_STEP) { // Time for next frame?
face_curr_anim_frame++;
if (face_curr_anim_frame == face_all_animations[face_current_animation]->len) { // done?
face_state = FACESTATE_AMBIENT;
face_curr = face_ambient;
face_dirty = 1;
s_face_anim_done = 1;
// done
} else {
face_curr = face_all_animations[face_current_animation]->frames[face_curr_anim_frame];
face_curr_dur = face_all_animations[face_current_animation]->frame_durations[face_curr_anim_frame];
face_dirty = 1;
}
} else {
// tick towards next frame.
face_curr_dur -= FACE_DUR_STEP;
}
}
if (face_dirty) {
set_face(face_curr);
face_dirty = 0;
}
// Tentacles:
// Apply our current delta animation timestep.
switch(tentacle_current_anim->anim_type) {
case ANIM_TYPE_FASTTWINKLE:
leg_anim_adj_index++;
if (leg_anim_adj_index == 100 / LEGS_DUR_STEP) {
tentacle_twinkle_bits = rand() % 256;
leg_anim_adj_index = 0;
legs_dirty = 1;
}
break;
case ANIM_TYPE_SLOWTWINKLE:
leg_anim_adj_index++;
if (leg_anim_adj_index == 800 / LEGS_DUR_STEP) {
tentacle_twinkle_bits = rand() % 256;
leg_anim_adj_index = 0;
legs_dirty = 1;
}
break;
case ANIM_TYPE_HARDTWINKLE:
leg_anim_adj_index++;
if (leg_anim_adj_index == 80 / LEGS_DUR_STEP) {
tentacle_twinkle_bits = rand() % 256;
leg_anim_adj_index = 0;
legs_dirty = 1;
}
break;
default:
// SOLID
break;
}
if (tentacle_animation_state) {
if (tentacle_hold_index < tentacle_hold_steps) {
// Hold the same color.
tentacle_hold_index++;
} else {
// We're transitioning:
tentacle_transition_index++;
if (tentacle_transition_index >= tentacle_transition_steps) {
// next frame plx.
tentacle_next_anim_frame();
legs_dirty = 1;
} else {
leg_fade_colors();
legs_dirty = 1;
}
}
}
if (legs_dirty) {
set_tentacles(leg_colors_curr);
legs_dirty = 0;
}
}