renderbug/lib/Figments/Surface.cpp

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#include "./Surface.h"
#include "./Display.h"
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#include <ArduinoLog.h>
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Surface::Surface(Display* dpy, const VirtualCoordinates& start, const VirtualCoordinates& end)
: start(dpy->coordinateMapping()->virtualToPhysicalCoords(start)),
end(dpy->coordinateMapping()->virtualToPhysicalCoords(end)),
virtStart(start),
virtEnd(end),
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m_display(dpy)
{
//assert(start.x <= end.x);
//assert(start.y <= end.y);
}
Surface::Surface(Display* dpy, const VirtualCoordinates& start, const VirtualCoordinates& end, uint8_t rotation)
: start(dpy->coordinateMapping()->virtualToPhysicalCoords(start)),
end(dpy->coordinateMapping()->virtualToPhysicalCoords(end)),
virtStart(start),
virtEnd(end),
m_display(dpy),
m_rotation(rotation)
{
//assert(start.x <= end.x);
//assert(start.y <= end.y);
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}
Surface&
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Surface::operator=(const CRGB& color)
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{
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paintWith([&](CRGB& pixel) {
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pixel = color;
});
return *this;
}
Surface&
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Surface::operator+=(const CRGB& color)
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{
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paintWith([&](CRGB& pixel) {
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pixel += color;
});
return *this;
}
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void
Surface::blend(const CRGB& color, uint8_t pct)
{
paintWith([&](CRGB& pixel) {
nblend(pixel, color, pct);
});
}
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void
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Surface::paintWith(std::function<void(CRGB&)> func)
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{
paintShader([=](CRGB& pixel, const VirtualCoordinates&, const PhysicalCoordinates&, const VirtualCoordinates&){ func(pixel); });
}
void
Surface::paintShader(Surface::Shader shader)
{
uint8_t startX = min(start.x, end.x);
uint8_t startY = min(start.y, end.y);
uint8_t endX = max(start.x, end.x);
uint8_t endY = max(start.y, end.y);
const uint16_t width = endX - startX + 1;
const uint16_t height = endY - startY + 1;
const uint8_t xMod = 255 / width;
const uint8_t yMod = 255 / height;
for(auto x = 0; x < width; x++) {
for(auto y = 0; y < height; y++) {
PhysicalCoordinates coords{x + startX, y + startY};
VirtualCoordinates virtCoords{m_display->coordinateMapping()->physicalToVirtualCoords(coords)};
VirtualCoordinates surfaceCoords{xMod * x, yMod * y};
//Log.notice("width=%d height=%d vx=%d vy=%d sx=%d sy=%d x=%d y=%d px=%d py=%d", width, height, startX, startY, x, y, coords.x, coords.y); // 256 = 1.0
// 128 = 0.0
// 0 = 1.0
shader(m_display->pixelAt(coords), virtCoords, coords, surfaceCoords);
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}
}
}