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from math import ceil
from math import floor
def replaceMacros(lines, macro_defs):
for k,v in macro_defs.items():
lines = lines.replace("%" + k + "%", v)
return lines
# 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))
# The bits per layer are:
# 8 bits: letter selection (256 possible letters per slot)
# 3 bits: slot selection (each layer controls 8 slots)
# 1 bit: enable bit (turns layer off while we index to a new slot)
NUM_PARAM_BITS=(NUM_LAYERS * (8 + INDEX_BITS + 1))
# Implementation detail. We use this parameter to return from the terminal
# state of the FX layer to the starting state.
def getDummyParam():
return "TaSTT_Dummy"
def getResizeEnableParam():
return "TaSTT_Resize_Enable"
def getResize0Param():
return "TaSTT_Resize_0"
def getResize1Param():
return "TaSTT_Resize_1"
def getHipToggleParam():
return "TaSTT_Hip_Toggle"
def getHandToggleParam():
return "TaSTT_Hand_Toggle"
# Each layer controls a group of cells. There's only one letter per layer, thus
# this is also the name of the parameter which sets the letter for a layer.
def getLayerParam(which_layer):
return "TaSTT_L%02d" % which_layer
def getSelectParam(which_layer, which_select):
return "TaSTT_L%02d_S%02d" % (which_layer, which_select)
def getEnableParam():
return "TaSTT_Enable"
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 * 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, s3):
index = getBoardIndex(which_layer, s0, s1, s2, s3)
col = index % BOARD_COLS
row = floor(index / BOARD_COLS)
return "_Letter_Row%02d_Col%02d" % (row, col)
# Returns the path to the animation for the given shader parameter + letter.
def getAnimationPath(shader_param, letter):
return "generated/animations/%s_Letter%02d.anim" % (shader_param, letter)
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