fix: logo 右半部分从 CODING 改为 CODE
去掉难以正确渲染的 N 和 G 字母,右半部分简化为 CODE(4 字母), 与左半部分 AIR 组合为 AIR CODE。
This commit is contained in:
436
packages/tui/src/component/bg-pulse-render.ts
Normal file
436
packages/tui/src/component/bg-pulse-render.ts
Normal file
@@ -0,0 +1,436 @@
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import { OptimizedBuffer, RGBA, TextAttributes } from "@opentui/core"
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import { go } from "../logo"
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const PERIOD = 4600
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const RINGS = 3
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const WIDTH = 3.8
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const TAIL = 9.5
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const AMP = 0.55
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const TAIL_AMP = 0.16
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const BREATH_AMP = 0.05
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const BREATH_SPEED = 0.0008
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// Offset so the bg ring emits from the estimated GO center when the logo shimmer peaks.
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const PHASE_OFFSET = 0.29
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const LOGO_GAP = 1
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const LOGO_TOP_BIAS = -1
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const LOGO_LEFT_WIDTH = go.left[0]?.length ?? 0
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const LOGO_LINES = go.left.map((line, index) => line + " ".repeat(LOGO_GAP) + go.right[index])
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const LOGO_WIDTH = LOGO_LINES[0]?.length ?? 0
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const LOGO_HEIGHT = LOGO_LINES.length
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const SPACE = " ".codePointAt(0)!
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const TOP_HALF = "▀".codePointAt(0)!
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const FULL_BLOCK = "█".codePointAt(0)!
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const RING_SCALE = 1 / RINGS
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const TAIL_SCALE = 1 / TAIL
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const LOGO_REACH = Math.hypot(LOGO_WIDTH, LOGO_HEIGHT * 2) + 3
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const enum LogoCellKind {
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Background,
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Top,
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ShadowTop,
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Solid,
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Char,
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}
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type LogoTemplateCell = {
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x: number
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y: number
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kind: LogoCellKind
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charCode: number
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attributes: number
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topDist: number
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bottomDist: number
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}
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const LOGO_TEMPLATE: LogoTemplateCell[] = LOGO_LINES.flatMap((line, y) =>
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Array.from(line)
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.map((char, x) => {
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if (char === " ") return
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const kind =
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char === "_"
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? LogoCellKind.Background
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: char === "^"
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? LogoCellKind.Top
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: char === "~"
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? LogoCellKind.ShadowTop
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: char === "█"
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? LogoCellKind.Solid
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: LogoCellKind.Char
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return {
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x,
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y,
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kind,
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charCode: char.codePointAt(0) ?? SPACE,
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attributes: x > LOGO_LEFT_WIDTH ? TextAttributes.BOLD : 0,
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topDist: Math.hypot(x + 0.5 - LOGO_WIDTH / 2, y * 2 - LOGO_HEIGHT),
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bottomDist: Math.hypot(x + 0.5 - LOGO_WIDTH / 2, y * 2 + 1 - LOGO_HEIGHT),
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}
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})
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.filter((cell): cell is LogoTemplateCell => !!cell),
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)
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export type Rgb = [number, number, number]
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export type GoUpsellArtRenderOptions = {
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deltaTime?: number
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rgb?: boolean
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cache?: boolean
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}
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const CACHE_FRAME_COUNT = Math.round(PERIOD / (1000 / 30))
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const CACHE_FRAMES_PER_RENDER = 1
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export function toRgb(color: RGBA): Rgb {
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const [r, g, b] = color.toInts()
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return [r, g, b]
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}
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function clamp(n: number) {
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return Math.max(0, Math.min(1, n))
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}
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function writeRgb(buffer: Uint16Array, offset: number, r: number, g: number, b: number, a = 255) {
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buffer[offset] = r
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buffer[offset + 1] = g
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buffer[offset + 2] = b
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buffer[offset + 3] = a
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}
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function mixChannel(base: number, overlay: number, alpha: number) {
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return Math.round(base + (overlay - base) * clamp(alpha))
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}
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function writeLogoTint(
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buffer: Uint16Array,
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offset: number,
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base: Rgb,
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primary: Rgb,
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primaryMix: number,
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peakMix: number,
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) {
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const p = clamp(primaryMix)
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const q = clamp(peakMix)
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const r = mixChannel(mixChannel(base[0], primary[0], p), 255, q)
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const g = mixChannel(mixChannel(base[1], primary[1], p), 255, q)
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const b = mixChannel(mixChannel(base[2], primary[2], p), 255, q)
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writeRgb(buffer, offset, r, g, b)
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}
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function sameRgb(a: Rgb, b: Rgb) {
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return a[0] === b[0] && a[1] === b[1] && a[2] === b[2]
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}
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export class GoUpsellArtPainter {
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private panelRgb: Rgb = [0, 0, 0]
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private primaryRgb: Rgb = [255, 255, 255]
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private logoBaseRgb: Rgb = [180, 180, 180]
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private elapsed = 0
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private distances = new Float32Array(0)
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private edgeFalloff = new Float32Array(0)
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private geometryWidth = 0
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private geometryHeight = 0
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private reach = 1
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private logoX = 0
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private logoY = 0
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private logoIndexes = new Int32Array(0)
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private logoRgb: boolean | undefined
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private pulsePeak = 0
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private pulsePrimary = 0
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private cacheDirty = true
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private frameCache: Array<{ fg: Uint16Array; bg: Uint16Array }> = []
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private cacheBuildIndex = 0
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setBackgroundPanel(value: RGBA | Rgb | undefined) {
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if (!value) return false
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const next = value instanceof RGBA ? toRgb(value) : value
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if (sameRgb(this.panelRgb, next)) return false
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this.panelRgb = next
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this.invalidateCache()
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return true
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}
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setLogoBase(value: RGBA | Rgb | undefined) {
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if (!value) return false
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const next = value instanceof RGBA ? toRgb(value) : value
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if (sameRgb(this.logoBaseRgb, next)) return false
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this.logoBaseRgb = next
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this.invalidateCache()
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return true
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}
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setPrimary(value: RGBA | Rgb | undefined) {
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if (!value) return false
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const next = value instanceof RGBA ? toRgb(value) : value
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if (sameRgb(this.primaryRgb, next)) return false
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this.primaryRgb = next
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this.invalidateCache()
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return true
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}
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render(frameBuffer: OptimizedBuffer, options: GoUpsellArtRenderOptions = {}) {
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const rgb = options.rgb === true
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this.elapsed = (this.elapsed + (options.deltaTime ?? 0)) % PERIOD
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this.rebuildGeometry(frameBuffer, rgb)
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if (options.cache !== false) {
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this.drawCached(frameBuffer, rgb)
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return
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}
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this.drawBackground(frameBuffer, this.elapsed)
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this.drawLogo(frameBuffer, this.elapsed, rgb)
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}
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private invalidateCache() {
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this.cacheDirty = true
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this.cacheBuildIndex = 0
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this.frameCache = []
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}
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private rebuildGeometry(frameBuffer: OptimizedBuffer, rgb: boolean) {
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const width = frameBuffer.width
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const height = frameBuffer.height
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const geometryChanged = width !== this.geometryWidth || height !== this.geometryHeight
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const logoTemplateChanged = this.logoRgb !== rgb
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if (!geometryChanged && !logoTemplateChanged) return
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if (geometryChanged) {
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this.geometryWidth = width
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this.geometryHeight = height
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this.logoX = Math.max(0, Math.floor((width - LOGO_WIDTH) / 2))
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this.logoY = Math.max(
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0,
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Math.min(Math.max(0, height - LOGO_HEIGHT), Math.round((height - LOGO_HEIGHT) / 2) + LOGO_TOP_BIAS),
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)
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const centerX = this.logoX + LOGO_WIDTH / 2
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const centerY = this.logoY + LOGO_HEIGHT / 2
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this.reach = Math.hypot(Math.max(centerX, width - centerX), Math.max(centerY, height - centerY) * 2) + TAIL
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this.distances = new Float32Array(width * height)
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this.edgeFalloff = new Float32Array(width * height)
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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const index = y * width + x
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const dist = Math.hypot(x + 0.5 - centerX, (y + 0.5 - centerY) * 2)
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this.distances[index] = dist
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this.edgeFalloff[index] = Math.max(0, 1 - (dist / (this.reach * 0.85)) ** 2)
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}
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}
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}
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this.logoRgb = rgb
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this.invalidateCache()
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this.rebuildCellTemplate(frameBuffer, rgb)
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}
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private drawCached(frameBuffer: OptimizedBuffer, rgb: boolean) {
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if (this.cacheDirty) this.startFrameCache(frameBuffer, rgb)
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if (this.cacheBuildIndex < CACHE_FRAME_COUNT) {
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this.buildFrameCache(frameBuffer, rgb)
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this.drawBackground(frameBuffer, this.elapsed)
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this.drawLogo(frameBuffer, this.elapsed, rgb)
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return
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}
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const frame = this.frameCache[Math.floor((this.elapsed / PERIOD) * CACHE_FRAME_COUNT) % CACHE_FRAME_COUNT]
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if (frame) {
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frameBuffer.buffers.fg.set(frame.fg)
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frameBuffer.buffers.bg.set(frame.bg)
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}
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}
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private startFrameCache(frameBuffer: OptimizedBuffer, rgb: boolean) {
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this.frameCache = []
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this.cacheBuildIndex = 0
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this.rebuildCellTemplate(frameBuffer, rgb)
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this.cacheDirty = false
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}
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private buildFrameCache(frameBuffer: OptimizedBuffer, rgb: boolean) {
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const end = Math.min(CACHE_FRAME_COUNT, this.cacheBuildIndex + CACHE_FRAMES_PER_RENDER)
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for (; this.cacheBuildIndex < end; this.cacheBuildIndex++) {
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const t = (this.cacheBuildIndex / CACHE_FRAME_COUNT) * PERIOD
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this.drawBackground(frameBuffer, t)
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this.drawLogo(frameBuffer, t, rgb)
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this.frameCache.push({
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fg: new Uint16Array(frameBuffer.buffers.fg),
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bg: new Uint16Array(frameBuffer.buffers.bg),
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})
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}
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}
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private rebuildCellTemplate(frameBuffer: OptimizedBuffer, rgb: boolean) {
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const buffers = frameBuffer.buffers
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buffers.char.fill(SPACE)
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buffers.attributes.fill(0)
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if (this.geometryWidth < LOGO_WIDTH || this.geometryHeight < LOGO_HEIGHT) {
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this.logoIndexes = new Int32Array(0)
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return
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}
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this.logoIndexes = new Int32Array(LOGO_TEMPLATE.length)
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for (let i = 0; i < LOGO_TEMPLATE.length; i++) {
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const cell = LOGO_TEMPLATE[i]!
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const index = (this.logoY + cell.y) * this.geometryWidth + this.logoX + cell.x
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this.logoIndexes[i] = index
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buffers.attributes[index] = cell.attributes
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buffers.char[index] =
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cell.kind === LogoCellKind.Background
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? SPACE
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: cell.kind === LogoCellKind.Top || cell.kind === LogoCellKind.ShadowTop
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? TOP_HALF
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: cell.kind === LogoCellKind.Solid
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? rgb
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? TOP_HALF
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: FULL_BLOCK
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: cell.charCode
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}
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}
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private drawBackground(frameBuffer: OptimizedBuffer, t: number) {
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const buffers = frameBuffer.buffers
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const fg = buffers.fg
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const bg = buffers.bg
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const distances = this.distances
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const edgeFalloff = this.edgeFalloff
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const baseR = this.panelRgb[0]
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const baseG = this.panelRgb[1]
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const baseB = this.panelRgb[2]
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const deltaR = this.primaryRgb[0] - baseR
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const deltaG = this.primaryRgb[1] - baseG
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const deltaB = this.primaryRgb[2] - baseB
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const breath = (0.5 + 0.5 * Math.sin(t * BREATH_SPEED)) * BREATH_AMP
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const phase0 = (t / PERIOD - PHASE_OFFSET + 1) % 1
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const phase1 = (t / PERIOD + 1 / RINGS - PHASE_OFFSET + 1) % 1
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const phase2 = (t / PERIOD + 2 / RINGS - PHASE_OFFSET + 1) % 1
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const envelope0 = Math.sin(phase0 * Math.PI)
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const envelope1 = Math.sin(phase1 * Math.PI)
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const envelope2 = Math.sin(phase2 * Math.PI)
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const eased0 = envelope0 * envelope0 * (3 - 2 * envelope0)
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const eased1 = envelope1 * envelope1 * (3 - 2 * envelope1)
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const eased2 = envelope2 * envelope2 * (3 - 2 * envelope2)
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const head0 = phase0 * this.reach
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const head1 = phase1 * this.reach
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const head2 = phase2 * this.reach
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for (let index = 0; index < distances.length; index++) {
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const dist = distances[index]
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const delta0 = dist - head0
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const abs0 = delta0 < 0 ? -delta0 : delta0
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const crest0 = abs0 < WIDTH ? 0.5 + 0.5 * Math.cos((delta0 / WIDTH) * Math.PI) : 0
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const tail0 = delta0 < 0 && delta0 > -TAIL ? (1 + delta0 * TAIL_SCALE) ** 2.3 : 0
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const delta1 = dist - head1
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const abs1 = delta1 < 0 ? -delta1 : delta1
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const crest1 = abs1 < WIDTH ? 0.5 + 0.5 * Math.cos((delta1 / WIDTH) * Math.PI) : 0
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const tail1 = delta1 < 0 && delta1 > -TAIL ? (1 + delta1 * TAIL_SCALE) ** 2.3 : 0
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const delta2 = dist - head2
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const abs2 = delta2 < 0 ? -delta2 : delta2
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const crest2 = abs2 < WIDTH ? 0.5 + 0.5 * Math.cos((delta2 / WIDTH) * Math.PI) : 0
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const tail2 = delta2 < 0 && delta2 > -TAIL ? (1 + delta2 * TAIL_SCALE) ** 2.3 : 0
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const level =
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(crest0 * AMP + tail0 * TAIL_AMP) * eased0 +
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(crest1 * AMP + tail1 * TAIL_AMP) * eased1 +
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(crest2 * AMP + tail2 * TAIL_AMP) * eased2
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const rawStrength = (level * RING_SCALE + breath) * edgeFalloff[index]
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const strength = (rawStrength > 1 ? 1 : rawStrength) * 0.7
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const offset = index * 4
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const r = Math.round(baseR + deltaR * strength)
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const g = Math.round(baseG + deltaG * strength)
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const b = Math.round(baseB + deltaB * strength)
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bg[offset] = fg[offset] = r
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bg[offset + 1] = fg[offset + 1] = g
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bg[offset + 2] = fg[offset + 2] = b
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bg[offset + 3] = fg[offset + 3] = 255
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}
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}
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private setLogoPulse(dist: number, head0: number, eased0: number, head1: number, eased1: number) {
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let peak = 0.04
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let primary = 0
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const delta0 = dist - head0
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const core0 = Math.exp(-(Math.abs(delta0 / 1.2) ** 1.8))
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const soft0 = Math.exp(-(Math.abs(delta0 / 7) ** 1.6))
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const tail0 = delta0 < 0 && delta0 > -7 ? (1 + delta0 / 7) ** 2.6 : 0
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peak += core0 * 0.65 * eased0
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primary += (soft0 * 0.16 + tail0 * 0.22) * eased0
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const delta1 = dist - head1
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const core1 = Math.exp(-(Math.abs(delta1 / 1.2) ** 1.8))
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const soft1 = Math.exp(-(Math.abs(delta1 / 7) ** 1.6))
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const tail1 = delta1 < 0 && delta1 > -7 ? (1 + delta1 / 7) ** 2.6 : 0
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peak += core1 * 0.65 * eased1
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primary += (soft1 * 0.16 + tail1 * 0.22) * eased1
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this.pulsePeak = peak > 1 ? 1 : peak
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this.pulsePrimary = primary > 1 ? 1 : primary
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}
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private drawLogo(frameBuffer: OptimizedBuffer, t: number, rgb: boolean) {
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if (this.logoIndexes.length === 0) return
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const buffers = frameBuffer.buffers
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const fg = buffers.fg
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const bg = buffers.bg
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const shadow: Rgb = [
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mixChannel(this.panelRgb[0], this.logoBaseRgb[0], 0.25),
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mixChannel(this.panelRgb[1], this.logoBaseRgb[1], 0.25),
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mixChannel(this.panelRgb[2], this.logoBaseRgb[2], 0.25),
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]
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const phase0 = (t / PERIOD) % 1
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const phase1 = (t / PERIOD + 0.5) % 1
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const envelope0 = Math.sin(phase0 * Math.PI)
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const envelope1 = Math.sin(phase1 * Math.PI)
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const eased0 = envelope0 * envelope0 * (3 - 2 * envelope0)
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const eased1 = envelope1 * envelope1 * (3 - 2 * envelope1)
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const head0 = phase0 * LOGO_REACH
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const head1 = phase1 * LOGO_REACH
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for (let i = 0; i < LOGO_TEMPLATE.length; i++) {
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const cell = LOGO_TEMPLATE[i]!
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const index = this.logoIndexes[i]!
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const offset = index * 4
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this.setLogoPulse(cell.topDist, head0, eased0, head1, eased1)
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const topPeak = this.pulsePeak
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const topPrimary = this.pulsePrimary
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this.setLogoPulse(cell.bottomDist, head0, eased0, head1, eased1)
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const bottomPeak = this.pulsePeak
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const bottomPrimary = this.pulsePrimary
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if (cell.kind === LogoCellKind.Background) {
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writeLogoTint(bg, offset, shadow, this.primaryRgb, 0, Math.max(topPeak, bottomPeak) * 0.18)
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continue
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}
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if (cell.kind === LogoCellKind.Top) {
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writeLogoTint(fg, offset, this.logoBaseRgb, this.primaryRgb, topPrimary, topPeak)
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writeLogoTint(bg, offset, shadow, this.primaryRgb, 0, bottomPeak * 0.18)
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continue
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}
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if (cell.kind === LogoCellKind.ShadowTop) {
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writeLogoTint(fg, offset, shadow, this.primaryRgb, 0, topPeak * 0.18)
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continue
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}
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if (cell.kind === LogoCellKind.Solid && rgb) {
|
||||
writeLogoTint(fg, offset, this.logoBaseRgb, this.primaryRgb, topPrimary, topPeak)
|
||||
writeLogoTint(bg, offset, this.logoBaseRgb, this.primaryRgb, bottomPrimary, bottomPeak)
|
||||
continue
|
||||
}
|
||||
|
||||
writeLogoTint(
|
||||
fg,
|
||||
offset,
|
||||
this.logoBaseRgb,
|
||||
this.primaryRgb,
|
||||
(topPrimary + bottomPrimary) / 2,
|
||||
(topPeak + bottomPeak) / 2,
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user