diff options
| author | yum <yum.food.vr@gmail.com> | 2022-10-02 17:24:18 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2022-10-02 17:24:18 -0700 |
| commit | 21c17fcb5698ed238e5397a0c2b0530034804d34 (patch) | |
| tree | de55ecc66fc09f8fb2c0ef8c498d1197dc71590a /generate_utils.py | |
| parent | ac1e02241be1d7608e71163dd404f3bad4157a9d (diff) | |
Add 4th layer of indexing
* Double board size from 6x16 to 8x22
* Reduce parameter bits used (thanks to extra layer of indexing)
* Rename template.anim to template.anim.txt to prevent Unity from
constantly rewriting it
* osc_ctrl.encodeMessage now pads the message so that all empty space is
overwritten
* Delete osc_ctrl.sendMessageCellContinuous. Now that we use a single 'Enable'
bit, this idea is sidelined.
* We can probably achieve the same effect by making TaSTT.shader a little
more clever. For example, if we pass it the current cell number, it could
render a time-based 'fade-in' effect which simulates smooth streaming.
Diffstat (limited to 'generate_utils.py')
| -rw-r--r-- | generate_utils.py | 17 |
1 files changed, 10 insertions, 7 deletions
diff --git a/generate_utils.py b/generate_utils.py index 85d6298..a30b967 100644 --- a/generate_utils.py +++ b/generate_utils.py @@ -6,9 +6,12 @@ def replaceMacros(lines, macro_defs): lines = lines.replace("%" + k + "%", v) return lines -BOARD_ROWS=6 -BOARD_COLS=16 -INDEX_BITS=3 +# Note, (BOARD_ROWS * BOARD_COLS % NUM_LAYERS) must equal 0. If not, writing to +# the last cell will (with the current implementation) wrap around to the front +# of the board. +BOARD_ROWS=8 +BOARD_COLS=22 +INDEX_BITS=4 CHARS_PER_CELL=80 NUM_LAYERS=ceil((BOARD_ROWS * BOARD_COLS) / (2**INDEX_BITS)) @@ -44,17 +47,17 @@ def getSelectParam(which_layer, which_select): def getEnableParam(): return "TaSTT_Enable" -def getBoardIndex(which_layer, s0, s1, s2): +def getBoardIndex(which_layer, s0, s1, s2, s3): # Because we divide the board into a multiple of 8 cells, some cells may # describe animations which don't exist, depending on the size of the board. # We work around this by simply wrapping those animations back to the top # of the board, and rely on the OSC controller to simply not reference # those cells. - return ((s0 * 4 + s1 * 2 + s2) * NUM_LAYERS + which_layer) % (BOARD_ROWS * BOARD_COLS) + return ((s0 * 8 + s1 * 4 + s2 * 2 + s3) * NUM_LAYERS + which_layer) % (BOARD_ROWS * BOARD_COLS) # Mapping from layer to shader param. -def getShaderParam(which_layer, s0, s1, s2): - index = getBoardIndex(which_layer, s0, s1, s2) +def getShaderParam(which_layer, s0, s1, s2, s3): + index = getBoardIndex(which_layer, s0, s1, s2, s3) col = index % BOARD_COLS row = floor(index / BOARD_COLS) |
