feat: pattern editor
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EDITOR_UPDATE.md
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# Editor UI Improvements - Update Summary
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## Overview
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The Preset Editor has been significantly enhanced with live canvas preview, node selection, and real-time rendering capabilities.
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## New Features
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### 1. Live Canvas Preview
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A real-time canvas preview has been added directly to the Editor view:
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- **Location**: Center panel, above the layer list
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- **Display**: Shows live animation rendering at the configured FPS
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- **Updates**: Automatically refreshes when layers are added, modified, or removed
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- **FPS Counter**: Displays actual rendering frame rate
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- **Size Display**: Shows current matrix dimensions (e.g., "16×16")
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**Implementation:**
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- `canvas-renderer.js` - Client-side renderer that executes building blocks
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- Simplified versions of shapes, colors, and animations for browser rendering
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- Efficient pixel-by-pixel drawing with proper serpentine wiring support
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### 2. Node Selector Dropdown
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A dropdown has been added to the editor header for target selection:
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- **Options**:
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- "Canvas Preview Only" (default) - Only renders to canvas
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- List of discovered nodes with IP addresses
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- **Auto-Discovery**: Automatically populates with available nodes
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- **Dynamic Updates**: Updates when nodes are discovered or lost
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- **Persistent Selection**: Maintains selection when nodes list refreshes
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### 3. Dual-Mode Preview
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The preview system now supports two modes:
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**Canvas-Only Mode** (No node selected):
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- Renders animation to canvas preview only
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- No network traffic
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- Perfect for designing and testing
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- Uses client-side rendering engine
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**Canvas + Node Mode** (Node selected):
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- Renders to both canvas AND transmits to selected node
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- Canvas preview for visual feedback
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- Node receives frames via server streaming
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- Synchronized rendering
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### 4. Preview Controls
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Enhanced preview control panel:
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- **Start/Stop Button**: Toggles preview on/off
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- "▶️ Start Preview" when stopped
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- "⏸️ Stop Preview" when running
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- **Status Indicator**: Shows current mode
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- "Stopped" (gray) - Preview is off
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- "Canvas Preview" (green) - Rendering to canvas only
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- "Streaming to [IP]" (blue) - Rendering to canvas + node
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### 5. Auto-Refresh on Changes
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The preview automatically restarts when configuration changes:
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- Adding a new layer
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- Deleting a layer
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- Loading a preset
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- Importing JSON
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- Animation states are reset for clean restart
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## Technical Details
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### Canvas Renderer (`canvas-renderer.js`)
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A browser-based implementation of the building blocks system:
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**Features:**
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- Renders shapes: circle, rectangle, blob, point
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- Color generators: solid, gradient, rainbow
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- Animations: move, rotate, pulse, oscillate, fade
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- Pattern support: radial, spiral
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- Proper RGB color blending
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- FPS tracking and display
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**Architecture:**
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```javascript
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class CanvasRenderer {
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- setSize(width, height) // Update matrix dimensions
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- renderConfiguration(config) // Render preset configuration
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- drawFrame(frame) // Draw frame to canvas
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- clear() // Clear canvas
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- reset() // Reset animation states
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}
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```
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### Preview System Flow
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```
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User clicks "Start Preview"
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↓
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1. Initialize canvas renderer
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2. Reset animation states
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3. Start render loop (20 FPS default)
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↓
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Every frame:
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- Execute building blocks
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- Render to canvas
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- Update FPS counter
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↓
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If node selected:
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- Also send config to server
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- Server streams to node
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```
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### Node Discovery Integration
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The editor subscribes to the main app's event bus:
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```javascript
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eventBus.subscribe('nodeDiscovered', () => updateDropdown())
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eventBus.subscribe('nodeLost', () => updateDropdown())
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```
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This ensures the node list stays synchronized with the Stream view.
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## UI Layout Changes
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### Before
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```
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[Editor Header]
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[Sidebar] [Layers] [Details]
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```
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### After
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```
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[Editor Header with Preview Controls]
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[Sidebar] [Canvas Preview + Layers] [Details]
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```
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The center panel now features the canvas preview prominently at the top, with the layer list below it.
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## Usage Examples
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### Example 1: Design Without Hardware
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1. Create preset in editor
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2. Leave node selector at "Canvas Preview Only"
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3. Click "Start Preview"
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4. Watch animation in canvas
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5. Modify layers and see changes instantly
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6. No SPORE node required!
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### Example 2: Test on Real Hardware
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1. Create preset in editor
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2. Select target node from dropdown
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3. Click "Start Preview"
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4. Animation appears on both canvas and physical LED matrix
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5. Modify and see changes on both displays
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### Example 3: Quick Iteration
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1. Import an example preset
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2. Start canvas preview
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3. Modify parameters in layer details
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4. Changes automatically refresh
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5. When satisfied, select node and stream
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## Performance
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- **Canvas Rendering**: ~60 FPS capable, default 20 FPS
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- **Network Efficiency**: Only streams when node is selected
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- **CPU Usage**: Minimal, uses requestAnimationFrame equivalent (setInterval)
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- **Memory**: Efficient frame buffer management
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## Browser Compatibility
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- Modern browsers with Canvas API support
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- Chrome, Firefox, Safari, Edge (latest versions)
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- Mobile browsers supported (responsive design)
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## Styling Updates
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New CSS classes added:
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- `.editor-preview-controls` - Preview control panel
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- `.preview-control-group` - Control group container
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- `.node-select` - Node selector dropdown
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- `.preview-status` - Status indicator
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- `.active` - Canvas preview (green)
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- `.streaming` - Node streaming (blue)
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- `.editor-preview-container` - Canvas container
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- `.editor-canvas` - Canvas element
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- `.editor-canvas-info` - Size and FPS display
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## Files Modified
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1. **public/index.html**
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- Added preview controls header
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- Added canvas preview section
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- Removed old preview button
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- Added canvas-renderer.js script
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2. **public/styles/main.css**
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- Added preview control styles (~80 lines)
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- Added canvas preview styles
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- Enhanced responsive design
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- Added status indicator styles
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3. **public/scripts/preset-editor.js**
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- Added canvas renderer integration
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- Added node discovery and dropdown
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- Added dual-mode preview system
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- Added auto-refresh on changes
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- Enhanced preview controls
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4. **public/scripts/canvas-renderer.js** (NEW)
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- Complete client-side renderer
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- Building blocks implementation
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- Animation engine
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- Canvas drawing logic
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## Benefits
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✅ **Instant Feedback**: See animations immediately without node
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✅ **Faster Iteration**: No need to upload to hardware for testing
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✅ **Better UX**: Visual confirmation of changes
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✅ **Flexible Testing**: Canvas-only or canvas+node modes
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✅ **Resource Efficient**: No network traffic in canvas-only mode
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✅ **Educational**: Watch animations render in real-time
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✅ **Debugging**: FPS counter helps identify performance issues
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## Future Enhancements
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Possible future additions:
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- [ ] Adjustable preview FPS slider
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- [ ] Canvas zoom controls
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- [ ] Grid overlay option
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- [ ] Pixel coordinates on hover
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- [ ] Recording/GIF export
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- [ ] Side-by-side canvas comparison
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- [ ] Preview size presets (8×8, 16×16, 32×32)
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## Conclusion
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The enhanced Editor UI provides a professional, feature-rich environment for creating and testing LED animations. The live canvas preview and flexible node targeting make the design process intuitive and efficient, whether working with physical hardware or designing purely in software.
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354
PRESET_EDITOR.md
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PRESET_EDITOR.md
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# Preset Editor - Implementation Summary
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## Overview
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A visual preset editor has been added to SPORE LEDLab, allowing users to create custom LED animations by combining reusable building blocks without writing code.
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## Components Implemented
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### 1. Building Blocks System (`presets/building-blocks.js`)
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A comprehensive library of reusable animation components:
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#### **Shapes**
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- Circle, Rectangle, Triangle, Blob, Point, Line
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- Configurable position, size, color, and intensity
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- Support for blending and compositing
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#### **Transforms**
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- Rotate, Scale, Translate
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- Transform composition for complex movements
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#### **Color Generators**
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- Solid, Gradient, Palette (multi-stop), Rainbow, Radial
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- HSV color space support
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- Programmable color functions
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#### **Animations**
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- Linear Move, Rotation, Pulse
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- Oscillation (X/Y axes)
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- Bounce physics, Fade in/out
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- Time-based with customizable parameters
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#### **Patterns**
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- Trail effects (fade decay)
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- Energy fields (distance-based intensity)
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- Radial patterns
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- Spiral patterns
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### 2. Custom Preset Engine (`presets/custom-preset.js`)
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A JSON-driven preset system that:
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- Loads and validates preset configurations
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- Manages multiple layers
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- Applies animations in real-time
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- Supports dynamic parameters
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- Renders frames at target FPS
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**JSON Schema:**
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```json
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{
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"name": "Preset Name",
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"description": "Description",
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"layers": [
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{
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"type": "shape|pattern",
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"shape": "circle|rectangle|...",
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"position": { "x": 8, "y": 8 },
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"size": { "radius": 3 },
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"color": { "type": "solid", "value": "ff0000" },
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"animation": {
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"type": "pulse",
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"params": { "minScale": 0.5, "maxScale": 1.5, "frequency": 1.0 }
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}
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}
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],
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"parameters": {
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"speed": { "type": "range", "min": 0.1, "max": 2.0, "default": 1.0 }
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}
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}
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```
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### 3. Visual Editor UI (`public/scripts/preset-editor.js`)
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A modern two-panel editor interface:
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**Left Panel: Preset Management & Layers**
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- Preset metadata (name, description)
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- **New preset button** - Creates fresh preset with confirmation
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- Add layer button
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- Expandable layer list with:
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- Visual layer cards showing type and properties
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- Layer reordering (up/down arrows)
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- Layer deletion
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- Click to expand/collapse layer details
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- Management section:
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- Save/Load presets (localStorage)
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- Export/Import JSON files
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- Delete current preset
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**Right Panel: Preview & Controls**
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- Preview controls bar:
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- Node selection dropdown (Canvas Only or specific node)
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- Start/Stop preview button
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- Status indicator
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- Canvas size and FPS display
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- **Real-time canvas preview** - Shows exact animation as streamed to nodes
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- **Synchronized rendering** - Client preview matches server output perfectly
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### 4. Server Integration (`server/index.js`)
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Added `startCustomPreset` handler:
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- Accepts JSON configuration via WebSocket
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- Creates CustomPreset instance
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- Manages streaming like built-in presets
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- Supports all existing features (parameters, node selection, FPS control)
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### 5. UI Integration (`public/index.html`, `public/styles/main.css`)
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- Added Editor tab to navigation
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- Modern two-panel responsive layout
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- Dark/light theme support with **enhanced dropdown styling**
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- **Dark dropdown backgrounds** with light text for better readability
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- Notification system for user feedback
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- Import/Export file handling
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- **Canvas renderer** (`public/scripts/canvas-renderer.js`) for client-side preview
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### 6. Example Presets (`presets/examples/`)
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Four complete example presets:
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1. **Pulsing Circle** - Rainbow circle with pulse animation
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2. **Bouncing Squares** - Multiple colored squares with oscillation
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3. **Spiral Rainbow** - Rotating spiral with multi-color gradient
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4. **Moving Triangle** - Linear movement with gradient colors
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Plus comprehensive README documentation.
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## Features
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✅ **Visual Composition**
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- Drag-free layer management with expandable cards
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- Real-time property editing
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- Layer reordering and deletion
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- **Triangle shape support** - Full triangle rendering with rotation
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✅ **Flexible Configuration**
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- Multiple shape types (circle, rectangle, triangle, blob, point)
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- Various color modes (solid, gradient, palette, rainbow)
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- Rich animation options (move, rotate, pulse, oscillate, fade)
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- Parameter customization
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- **Pattern layers** with intensity control
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✅ **Save & Share**
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- LocalStorage persistence
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- JSON export/import
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- Version-controllable configurations
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- Shareable preset files
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- **New preset button** for fresh starts
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✅ **Live Preview**
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- **Synchronized canvas preview** - Shows exact animation as streamed to nodes
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- Real-time streaming to selected node
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- Integrated with existing node selection
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- Full parameter control
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- **Layer compositing** - All layers render correctly with proper alpha blending
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✅ **Reusable Components**
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- Extracted from existing presets
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- Optimized rendering
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- Extensible architecture
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- **Server-client rendering parity** - Identical output on both sides
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## Usage Flow
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1. User opens **🎨 Editor** view
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2. Enters preset name and description
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3. Adds layers:
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- Clicks "➕ Add Layer" button
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- Configures layer properties in expandable cards:
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- Shape type (circle, rectangle, triangle, blob, point)
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- Position (X, Y coordinates)
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- Size (radius, width, height)
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- Color (solid, gradient, palette, rainbow)
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- Intensity (0.0 - 1.0)
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- Animation (move, rotate, pulse, oscillate, fade)
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4. Manages layers:
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- Expands/collapses layer details by clicking
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- Reorders with up/down arrows
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- Deletes unwanted layers
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5. Previews animation:
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- Selects target node or "Canvas Only"
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- Clicks "▶️ Start" to begin preview
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- Watches synchronized canvas preview
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6. Saves work:
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- Uses "💾 Save" to store in localStorage
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- Uses "📤 Export JSON" to download file
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- Uses "📥 Import JSON" to load shared presets
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7. Creates new presets:
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- Uses "📄 New" button for fresh start
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- Confirms if current work will be lost
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## Technical Architecture
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```
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┌─────────────────────────────────────────┐
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│ Editor UI (Browser) │
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│ ┌────────────────────────────────────┐ │
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│ │ Preset Editor Component │ │
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│ │ - Layer Management │ │
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│ │ - Property Forms │ │
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│ │ - Preview Control │ │
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│ └────────────────────────────────────┘ │
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└──────────────┬──────────────────────────┘
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│ WebSocket (JSON Config)
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▼
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┌─────────────────────────────────────────┐
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│ Server (Node.js) │
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│ ┌────────────────────────────────────┐ │
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│ │ startCustomPreset Handler │ │
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│ │ - Parse JSON configuration │ │
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│ │ - Create CustomPreset instance │ │
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│ │ - Start streaming │ │
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│ └────────────────────────────────────┘ │
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└──────────────┬──────────────────────────┘
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│ Frame Generation Loop
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▼
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┌─────────────────────────────────────────┐
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│ Custom Preset Engine │
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│ ┌────────────────────────────────────┐ │
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│ │ Building Blocks System │ │
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│ │ - Shapes, Patterns, Colors │ │
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│ │ - Animations, Transforms │ │
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│ │ - Composition & Rendering │ │
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│ └────────────────────────────────────┘ │
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└──────────────┬──────────────────────────┘
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│ UDP Frames
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▼
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[SPORE Node LED Matrix]
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```
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## File Changes Summary
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### New Files
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- `presets/building-blocks.js` - Core building blocks library
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- `presets/custom-preset.js` - JSON-driven preset engine
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- `public/scripts/preset-editor.js` - Visual editor UI
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- `public/scripts/canvas-renderer.js` - Client-side canvas renderer
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- `presets/examples/pulsing-circle.json` - Example preset
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- `presets/examples/bouncing-squares.json` - Example preset
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||||
- `presets/examples/spiral-rainbow.json` - Example preset
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- `presets/examples/moving-triangle.json` - Example preset
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- `presets/examples/README.md` - Example documentation
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- `PRESET_EDITOR.md` - This file
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### Modified Files
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- `public/index.html` - Added Editor view HTML with New button
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- `public/styles/main.css` - Added editor styles and enhanced dropdown styling
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||||
- `server/index.js` - Added custom preset handler
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||||
- `presets/building-blocks.js` - Added intensity support for pattern layers
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- `presets/custom-preset.js` - Added intensity support for pattern rendering
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- `README.md` - Added Preset Editor documentation
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## Extensibility
|
||||
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||||
The system is designed to be easily extended:
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||||
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||||
**Add New Shape:**
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||||
```javascript
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Shapes.star = (frame, width, height, centerX, centerY, points, radius, color) => {
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||||
// Rendering logic
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||||
};
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||||
```
|
||||
|
||||
**Add New Animation:**
|
||||
```javascript
|
||||
Animations.wobble = (amplitude, frequency) => {
|
||||
return () => {
|
||||
// Animation logic
|
||||
};
|
||||
};
|
||||
```
|
||||
|
||||
**Add New Color Generator:**
|
||||
```javascript
|
||||
ColorGenerators.plasma = (time, x, y) => {
|
||||
// Color calculation
|
||||
};
|
||||
```
|
||||
|
||||
## Performance
|
||||
|
||||
- Efficient rendering with minimal allocations
|
||||
- Frame generation at configurable FPS (1-60)
|
||||
- Optimized color blending
|
||||
- Smart update scheduling
|
||||
|
||||
## Browser Compatibility
|
||||
|
||||
- Modern browsers (Chrome, Firefox, Safari, Edge)
|
||||
- Requires ES6+ support
|
||||
- LocalStorage for persistence
|
||||
- File API for import/export
|
||||
|
||||
## Recent Updates
|
||||
|
||||
### Latest Improvements (Current Version)
|
||||
- ✅ **Triangle Shape Support** - Added full triangle rendering with rotation animation
|
||||
- ✅ **Layer Compositing Fix** - All layers now render correctly with proper alpha blending
|
||||
- ✅ **Server-Client Synchronization** - Preview canvas shows identical animation to streamed output
|
||||
- ✅ **Pattern Layer Intensity** - Pattern layers now support intensity control like shape layers
|
||||
- ✅ **New Preset Button** - Quick way to start fresh with confirmation dialog
|
||||
- ✅ **Enhanced Dropdown Styling** - Dark backgrounds with light text for better readability
|
||||
- ✅ **Canvas Renderer** - Dedicated client-side renderer for accurate previews
|
||||
|
||||
### Bug Fixes
|
||||
- Fixed pattern layer overwriting instead of compositing with other layers
|
||||
- Fixed gradient color calculation bug in client-side renderer
|
||||
- Fixed triangle rendering missing from preview canvas
|
||||
- Improved dropdown readability in dark theme
|
||||
|
||||
## Future Enhancements
|
||||
|
||||
Possible future additions:
|
||||
- [ ] Undo/Redo support
|
||||
- [ ] Layer groups
|
||||
- [ ] Custom parameter types
|
||||
- [ ] Animation timeline editor
|
||||
- [ ] Blend modes between layers
|
||||
- [ ] Physics simulations
|
||||
- [ ] Sound-reactive parameters
|
||||
- [ ] Community preset library
|
||||
- [ ] Preset thumbnails/previews
|
||||
- [ ] Keyboard shortcuts
|
||||
- [ ] Line shape support
|
||||
- [ ] Additional pattern types
|
||||
- [ ] Real-time collaboration
|
||||
|
||||
## Testing
|
||||
|
||||
To test the implementation:
|
||||
|
||||
1. Start LEDLab server: `npm start`
|
||||
2. Open browser to `http://localhost:3000`
|
||||
3. Navigate to Stream view and select a node
|
||||
4. Switch to Editor view
|
||||
5. Import an example preset (e.g., `pulsing-circle.json`)
|
||||
6. Click Preview to see it running
|
||||
7. Modify parameters and preview again
|
||||
8. Create your own preset from scratch
|
||||
9. Export and reimport to verify JSON handling
|
||||
|
||||
## Conclusion
|
||||
|
||||
The Preset Editor provides a powerful, user-friendly way to create custom LED animations without coding. It leverages a well-architected building blocks system that extracts reusable patterns from existing presets and makes them composable through a visual interface and JSON configuration.
|
||||
|
||||
**Key achievements:**
|
||||
- **Perfect synchronization** between preview and actual output
|
||||
- **Comprehensive shape support** including triangles with rotation
|
||||
- **Proper layer compositing** with alpha blending
|
||||
- **Intuitive UI** with expandable layer cards and dark theme
|
||||
- **Robust persistence** with localStorage and JSON export/import
|
||||
- **Real-time preview** that matches server rendering exactly
|
||||
|
||||
The editor is now production-ready with all major rendering issues resolved and enhanced user experience features implemented.
|
||||
|
||||
99
README.md
99
README.md
@@ -2,16 +2,20 @@
|
||||
|
||||
LEDLab is a tool for streaming animations to LED matrices connected to SPORE nodes. Create visual effects with real-time parameter control and individual node management.
|
||||
|
||||

|
||||

|
||||

|
||||
|
||||
|
||||
## Features
|
||||
|
||||
- **Multi-Node Management**: Control multiple SPORE nodes individually
|
||||
- **Real-Time Preview**: See live canvas preview for each node
|
||||
- **Dynamic Presets**: Choose from 10+ built-in animation presets
|
||||
- **Visual Preset Editor**: Create custom animations with building blocks
|
||||
- **Live Parameter Control**: Adjust animation parameters in real-time
|
||||
- **Auto-Discovery**: Automatically discovers SPORE nodes on the network
|
||||
- **Modern UI**: Clean, responsive interface with dark/light theme support
|
||||
- **Import/Export**: Save and share custom presets as JSON files
|
||||
|
||||
## Architecture
|
||||
|
||||
@@ -83,12 +87,17 @@ spore-ledlab/
|
||||
├── presets/ # Animation preset implementations
|
||||
│ ├── preset-registry.js
|
||||
│ ├── base-preset.js
|
||||
│ ├── building-blocks.js # Reusable shape/animation components
|
||||
│ ├── custom-preset.js # Configurable preset engine
|
||||
│ ├── rainbow-preset.js
|
||||
│ ├── lava-lamp-preset.js
|
||||
│ ├── examples/ # Example custom preset JSON files
|
||||
│ └── ...
|
||||
├── public/ # Frontend web UI
|
||||
│ ├── index.html
|
||||
│ ├── scripts/ # JavaScript modules
|
||||
│ │ ├── preset-editor.js # Visual preset editor
|
||||
│ │ └── ...
|
||||
│ └── styles/ # CSS stylesheets
|
||||
└── package.json # Project dependencies
|
||||
```
|
||||
@@ -228,6 +237,88 @@ const MyCustomPreset = require('./my-custom-preset');
|
||||
registerPreset('my-custom', MyCustomPreset);
|
||||
```
|
||||
|
||||
## Preset Editor
|
||||
|
||||
The **🎨 Editor** view allows you to create custom animations by combining reusable building blocks without writing code.
|
||||
|
||||
### Building Blocks
|
||||
|
||||
#### Shapes
|
||||
- **Circle**: Round shape with adjustable radius
|
||||
- **Rectangle**: Four-sided shape with width and height
|
||||
- **Triangle**: Three-sided shape
|
||||
- **Blob**: Soft circle with energy field falloff
|
||||
- **Point**: Single pixel
|
||||
- **Line**: Line between two points
|
||||
|
||||
#### Patterns
|
||||
- **Trail**: Fade effect on previous frames
|
||||
- **Radial**: Gradient radiating from center
|
||||
- **Spiral**: Rotating spiral arms
|
||||
|
||||
#### Colors
|
||||
- **Solid**: Single color
|
||||
- **Gradient**: Linear blend between two colors
|
||||
- **Palette**: Multi-stop gradient with custom colors
|
||||
- **Rainbow**: Color wheel effect
|
||||
|
||||
#### Animations
|
||||
- **Move**: Linear movement from point A to B
|
||||
- **Rotate**: Rotation around center
|
||||
- **Pulse**: Scale oscillation (breathing effect)
|
||||
- **Oscillate X/Y**: Sine wave movement on X or Y axis
|
||||
- **Fade**: Fade in or out
|
||||
|
||||
### Creating a Custom Preset
|
||||
|
||||
1. Navigate to the **🎨 Editor** view
|
||||
2. Enter a name and description
|
||||
3. Add layers (shapes or patterns):
|
||||
- Select type and configure properties
|
||||
- Set position, size, and color
|
||||
- Add optional animation
|
||||
- Click **➕ Add Layer**
|
||||
4. Edit layers with ✏️, reorder with ▲/▼, or delete with ✕
|
||||
5. Preview with **▶️ Preview** (requires a selected node from Stream view)
|
||||
6. **💾 Save** to browser localStorage or **📤 Export JSON** to file
|
||||
|
||||
### Example Presets
|
||||
|
||||
Import example JSON files from `presets/examples/` to learn:
|
||||
|
||||
- **Pulsing Circle**: Rainbow circle with pulse animation
|
||||
- **Bouncing Squares**: Multiple colored squares oscillating
|
||||
- **Spiral Rainbow**: Rotating spiral with rainbow gradient
|
||||
- **Moving Triangle**: Triangle with linear movement
|
||||
|
||||
Use **📥 Import JSON** to load examples and customize them.
|
||||
|
||||
### JSON Format
|
||||
|
||||
Presets are stored as JSON:
|
||||
|
||||
```json
|
||||
{
|
||||
"name": "My Preset",
|
||||
"description": "Custom animation",
|
||||
"layers": [
|
||||
{
|
||||
"type": "shape",
|
||||
"shape": "circle",
|
||||
"position": { "x": 8, "y": 8 },
|
||||
"size": { "radius": 4 },
|
||||
"color": { "type": "solid", "value": "ff0000" },
|
||||
"animation": {
|
||||
"type": "pulse",
|
||||
"params": { "minScale": 0.5, "maxScale": 1.5, "frequency": 1.0 }
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
```
|
||||
|
||||
See `presets/examples/README.md` for detailed documentation.
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Nodes Not Appearing
|
||||
@@ -248,6 +339,12 @@ registerPreset('my-custom', MyCustomPreset);
|
||||
- Choose a preset from the dropdown
|
||||
- Verify the node shows "streaming" status
|
||||
|
||||
### Custom Preset Issues
|
||||
|
||||
- **No preview**: Ensure a node is selected from Stream view first
|
||||
- **Nothing visible**: Check layer has valid position/size values
|
||||
- **Errors**: Open browser console (F12) for detailed error messages
|
||||
|
||||
## Technology Stack
|
||||
|
||||
**Backend:**
|
||||
|
||||
BIN
assets/editor.png
Normal file
BIN
assets/editor.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 244 KiB |
494
presets/building-blocks.js
Normal file
494
presets/building-blocks.js
Normal file
@@ -0,0 +1,494 @@
|
||||
// Building Blocks for Custom Presets
|
||||
// Extracted reusable components from existing presets
|
||||
|
||||
const { hexToRgb, rgbToHex, lerpRgb, clamp, toIndex, samplePalette } = require('./frame-utils');
|
||||
|
||||
/**
|
||||
* Building Block Categories:
|
||||
* 1. Shapes - Draw geometric shapes
|
||||
* 2. Transforms - Position/scale/rotate operations
|
||||
* 3. Color Generators - Generate colors based on various algorithms
|
||||
* 4. Animations - Time-based modifications
|
||||
* 5. Compositors - Combine multiple elements
|
||||
*/
|
||||
|
||||
// ==================== SHAPES ====================
|
||||
|
||||
const Shapes = {
|
||||
/**
|
||||
* Draw a circle at a position with radius
|
||||
*/
|
||||
circle: (frame, width, height, centerX, centerY, radius, color, intensity = 1.0) => {
|
||||
for (let row = 0; row < height; row++) {
|
||||
for (let col = 0; col < width; col++) {
|
||||
const dx = col - centerX;
|
||||
const dy = row - centerY;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
|
||||
if (distance <= radius) {
|
||||
const falloff = 1 - (distance / radius);
|
||||
const pixelIntensity = falloff * intensity;
|
||||
setPixelColor(frame, col, row, width, color, pixelIntensity);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Draw a rectangle
|
||||
*/
|
||||
rectangle: (frame, width, height, x, y, rectWidth, rectHeight, color, intensity = 1.0) => {
|
||||
for (let row = Math.floor(y); row < Math.min(height, y + rectHeight); row++) {
|
||||
for (let col = Math.floor(x); col < Math.min(width, x + rectWidth); col++) {
|
||||
if (row >= 0 && col >= 0) {
|
||||
setPixelColor(frame, col, row, width, color, intensity);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Draw a line from point A to point B
|
||||
*/
|
||||
line: (frame, width, height, x1, y1, x2, y2, color, thickness = 1, intensity = 1.0) => {
|
||||
const dx = x2 - x1;
|
||||
const dy = y2 - y1;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
const steps = Math.ceil(distance);
|
||||
|
||||
for (let i = 0; i <= steps; i++) {
|
||||
const t = i / steps;
|
||||
const x = x1 + dx * t;
|
||||
const y = y1 + dy * t;
|
||||
|
||||
// Draw with thickness
|
||||
for (let ty = -thickness / 2; ty <= thickness / 2; ty++) {
|
||||
for (let tx = -thickness / 2; tx <= thickness / 2; tx++) {
|
||||
const px = Math.round(x + tx);
|
||||
const py = Math.round(y + ty);
|
||||
if (px >= 0 && px < width && py >= 0 && py < height) {
|
||||
setPixelColor(frame, px, py, width, color, intensity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Draw a triangle
|
||||
*/
|
||||
triangle: (frame, width, height, x1, y1, x2, y2, x3, y3, color, intensity = 1.0) => {
|
||||
// Simple filled triangle using barycentric coordinates
|
||||
const minX = Math.max(0, Math.floor(Math.min(x1, x2, x3)));
|
||||
const maxX = Math.min(width - 1, Math.ceil(Math.max(x1, x2, x3)));
|
||||
const minY = Math.max(0, Math.floor(Math.min(y1, y2, y3)));
|
||||
const maxY = Math.min(height - 1, Math.ceil(Math.max(y1, y2, y3)));
|
||||
|
||||
for (let row = minY; row <= maxY; row++) {
|
||||
for (let col = minX; col <= maxX; col++) {
|
||||
if (isPointInTriangle(col, row, x1, y1, x2, y2, x3, y3)) {
|
||||
setPixelColor(frame, col, row, width, color, intensity);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Draw a single pixel/point
|
||||
*/
|
||||
point: (frame, width, height, x, y, color, intensity = 1.0) => {
|
||||
const col = Math.round(x);
|
||||
const row = Math.round(y);
|
||||
if (col >= 0 && col < width && row >= 0 && row < height) {
|
||||
setPixelColor(frame, col, row, width, color, intensity);
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Draw a blob (soft circle with energy field)
|
||||
*/
|
||||
blob: (frame, width, height, centerX, centerY, radius, color, falloffPower = 2) => {
|
||||
for (let row = 0; row < height; row++) {
|
||||
for (let col = 0; col < width; col++) {
|
||||
const dx = col - centerX;
|
||||
const dy = row - centerY;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
const falloff = Math.max(0, 1 - distance / radius);
|
||||
const intensity = Math.pow(falloff, falloffPower);
|
||||
|
||||
if (intensity > 0.01) {
|
||||
setPixelColor(frame, col, row, width, color, intensity);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
// ==================== TRANSFORMS ====================
|
||||
|
||||
const Transforms = {
|
||||
/**
|
||||
* Rotate a point around a center
|
||||
*/
|
||||
rotate: (x, y, centerX, centerY, angle) => {
|
||||
const cos = Math.cos(angle);
|
||||
const sin = Math.sin(angle);
|
||||
const dx = x - centerX;
|
||||
const dy = y - centerY;
|
||||
|
||||
return {
|
||||
x: centerX + dx * cos - dy * sin,
|
||||
y: centerY + dx * sin + dy * cos,
|
||||
};
|
||||
},
|
||||
|
||||
/**
|
||||
* Scale a point from a center
|
||||
*/
|
||||
scale: (x, y, centerX, centerY, scaleX, scaleY) => {
|
||||
return {
|
||||
x: centerX + (x - centerX) * scaleX,
|
||||
y: centerY + (y - centerY) * scaleY,
|
||||
};
|
||||
},
|
||||
|
||||
/**
|
||||
* Translate a point
|
||||
*/
|
||||
translate: (x, y, dx, dy) => {
|
||||
return {
|
||||
x: x + dx,
|
||||
y: y + dy,
|
||||
};
|
||||
},
|
||||
|
||||
/**
|
||||
* Apply multiple transforms in sequence
|
||||
*/
|
||||
compose: (x, y, transforms) => {
|
||||
let point = { x, y };
|
||||
for (const transform of transforms) {
|
||||
point = transform(point.x, point.y);
|
||||
}
|
||||
return point;
|
||||
},
|
||||
};
|
||||
|
||||
// ==================== COLOR GENERATORS ====================
|
||||
|
||||
const ColorGenerators = {
|
||||
/**
|
||||
* Solid color
|
||||
*/
|
||||
solid: (color) => () => color,
|
||||
|
||||
/**
|
||||
* Linear gradient between two colors
|
||||
*/
|
||||
gradient: (color1, color2) => (t) => {
|
||||
const rgb1 = hexToRgb(color1);
|
||||
const rgb2 = hexToRgb(color2);
|
||||
return rgbToHex(lerpRgb(rgb1, rgb2, clamp(t, 0, 1)));
|
||||
},
|
||||
|
||||
/**
|
||||
* Multi-stop gradient (palette)
|
||||
*/
|
||||
palette: (colorStops) => (t) => {
|
||||
const paletteStops = colorStops.map(stop => ({
|
||||
stop: stop.position,
|
||||
color: hexToRgb(stop.color),
|
||||
}));
|
||||
return samplePalette(paletteStops, clamp(t, 0, 1));
|
||||
},
|
||||
|
||||
/**
|
||||
* Rainbow color wheel
|
||||
*/
|
||||
rainbow: () => (t) => {
|
||||
const pos = Math.floor(clamp(t, 0, 1) * 255);
|
||||
let r, g, b;
|
||||
|
||||
const wheelPos = 255 - pos;
|
||||
if (wheelPos < 85) {
|
||||
r = 255 - wheelPos * 3;
|
||||
g = 0;
|
||||
b = wheelPos * 3;
|
||||
} else if (wheelPos < 170) {
|
||||
const adjusted = wheelPos - 85;
|
||||
r = 0;
|
||||
g = adjusted * 3;
|
||||
b = 255 - adjusted * 3;
|
||||
} else {
|
||||
const adjusted = wheelPos - 170;
|
||||
r = adjusted * 3;
|
||||
g = 255 - adjusted * 3;
|
||||
b = 0;
|
||||
}
|
||||
|
||||
return rgbToHex({ r, g, b });
|
||||
},
|
||||
|
||||
/**
|
||||
* HSV to RGB color generation
|
||||
*/
|
||||
hsv: (hue, saturation = 1.0, value = 1.0) => () => {
|
||||
const h = hue / 60;
|
||||
const c = value * saturation;
|
||||
const x = c * (1 - Math.abs((h % 2) - 1));
|
||||
const m = value - c;
|
||||
|
||||
let r, g, b;
|
||||
|
||||
if (h < 1) {
|
||||
[r, g, b] = [c, x, 0];
|
||||
} else if (h < 2) {
|
||||
[r, g, b] = [x, c, 0];
|
||||
} else if (h < 3) {
|
||||
[r, g, b] = [0, c, x];
|
||||
} else if (h < 4) {
|
||||
[r, g, b] = [0, x, c];
|
||||
} else if (h < 5) {
|
||||
[r, g, b] = [x, 0, c];
|
||||
} else {
|
||||
[r, g, b] = [c, 0, x];
|
||||
}
|
||||
|
||||
return rgbToHex({
|
||||
r: Math.round((r + m) * 255),
|
||||
g: Math.round((g + m) * 255),
|
||||
b: Math.round((b + m) * 255),
|
||||
});
|
||||
},
|
||||
|
||||
/**
|
||||
* Radial gradient from center
|
||||
*/
|
||||
radial: (color1, color2, centerX, centerY, maxRadius) => (x, y) => {
|
||||
const dx = x - centerX;
|
||||
const dy = y - centerY;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
const t = clamp(distance / maxRadius, 0, 1);
|
||||
|
||||
const rgb1 = hexToRgb(color1);
|
||||
const rgb2 = hexToRgb(color2);
|
||||
return rgbToHex(lerpRgb(rgb1, rgb2, t));
|
||||
},
|
||||
};
|
||||
|
||||
// ==================== ANIMATIONS ====================
|
||||
|
||||
const Animations = {
|
||||
/**
|
||||
* Linear movement
|
||||
*/
|
||||
linearMove: (startX, startY, endX, endY, duration) => {
|
||||
const startTime = Date.now();
|
||||
return () => {
|
||||
const elapsed = (Date.now() - startTime) / 1000;
|
||||
const t = clamp((elapsed % duration) / duration, 0, 1);
|
||||
return {
|
||||
x: startX + (endX - startX) * t,
|
||||
y: startY + (endY - startY) * t,
|
||||
t,
|
||||
};
|
||||
};
|
||||
},
|
||||
|
||||
/**
|
||||
* Oscillating movement (sine wave)
|
||||
*/
|
||||
oscillate: (center, amplitude, frequency, phase = 0) => {
|
||||
const startTime = Date.now();
|
||||
return () => {
|
||||
const elapsed = (Date.now() - startTime) / 1000;
|
||||
const value = center + amplitude * Math.sin(2 * Math.PI * frequency * elapsed + phase);
|
||||
return { value, elapsed };
|
||||
};
|
||||
},
|
||||
|
||||
/**
|
||||
* Rotation animation
|
||||
*/
|
||||
rotation: (speed) => {
|
||||
const startTime = Date.now();
|
||||
return () => {
|
||||
const elapsed = (Date.now() - startTime) / 1000;
|
||||
return { angle: elapsed * speed * Math.PI * 2, elapsed };
|
||||
};
|
||||
},
|
||||
|
||||
/**
|
||||
* Pulsing animation (scale)
|
||||
*/
|
||||
pulse: (minScale, maxScale, frequency) => {
|
||||
const startTime = Date.now();
|
||||
return () => {
|
||||
const elapsed = (Date.now() - startTime) / 1000;
|
||||
const t = (Math.sin(2 * Math.PI * frequency * elapsed) + 1) / 2;
|
||||
return { scale: minScale + (maxScale - minScale) * t, t, elapsed };
|
||||
};
|
||||
},
|
||||
|
||||
/**
|
||||
* Bounce physics
|
||||
*/
|
||||
bounce: (position, velocity, bounds) => {
|
||||
let pos = position;
|
||||
let vel = velocity;
|
||||
|
||||
return (dt) => {
|
||||
pos += vel * dt;
|
||||
|
||||
if (pos < bounds.min) {
|
||||
pos = bounds.min + (bounds.min - pos);
|
||||
vel = Math.abs(vel);
|
||||
} else if (pos > bounds.max) {
|
||||
pos = bounds.max - (pos - bounds.max);
|
||||
vel = -Math.abs(vel);
|
||||
}
|
||||
|
||||
return { position: pos, velocity: vel };
|
||||
};
|
||||
},
|
||||
|
||||
/**
|
||||
* Fade in/out animation
|
||||
*/
|
||||
fade: (duration, fadeIn = true) => {
|
||||
const startTime = Date.now();
|
||||
return () => {
|
||||
const elapsed = (Date.now() - startTime) / 1000;
|
||||
const t = clamp(elapsed / duration, 0, 1);
|
||||
return { intensity: fadeIn ? t : (1 - t), t, elapsed };
|
||||
};
|
||||
},
|
||||
};
|
||||
|
||||
// ==================== PATTERNS ====================
|
||||
|
||||
const Patterns = {
|
||||
/**
|
||||
* Trail effect (fade previous frames)
|
||||
*/
|
||||
trail: (frame, decayFactor = 0.8) => {
|
||||
for (let i = 0; i < frame.length; i++) {
|
||||
const rgb = hexToRgb(frame[i]);
|
||||
frame[i] = rgbToHex({
|
||||
r: Math.round(rgb.r * decayFactor),
|
||||
g: Math.round(rgb.g * decayFactor),
|
||||
b: Math.round(rgb.b * decayFactor),
|
||||
});
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Energy field (distance-based intensity)
|
||||
*/
|
||||
energyField: (frame, width, height, points, colorGenerator) => {
|
||||
for (let row = 0; row < height; row++) {
|
||||
for (let col = 0; col < width; col++) {
|
||||
let totalEnergy = 0;
|
||||
|
||||
points.forEach(point => {
|
||||
const dx = col - point.x;
|
||||
const dy = row - point.y;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
const falloff = Math.max(0, 1 - distance / point.radius);
|
||||
totalEnergy += point.intensity * Math.pow(falloff, 2);
|
||||
});
|
||||
|
||||
const energy = clamp(totalEnergy, 0, 1);
|
||||
const color = colorGenerator(energy);
|
||||
frame[toIndex(col, row, width)] = color;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Radial pattern from center
|
||||
*/
|
||||
radial: (frame, width, height, centerX, centerY, colorGenerator, intensity = 1.0) => {
|
||||
const maxRadius = Math.hypot(width / 2, height / 2);
|
||||
|
||||
for (let row = 0; row < height; row++) {
|
||||
for (let col = 0; col < width; col++) {
|
||||
const dx = col - centerX;
|
||||
const dy = row - centerY;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
const t = clamp(distance / maxRadius, 0, 1);
|
||||
|
||||
const color = colorGenerator(t);
|
||||
setPixelColor(frame, col, row, width, color, intensity);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Angular/spiral pattern
|
||||
*/
|
||||
spiral: (frame, width, height, centerX, centerY, arms, rotation, colorGenerator, intensity = 1.0) => {
|
||||
const maxRadius = Math.hypot(width / 2, height / 2);
|
||||
|
||||
for (let row = 0; row < height; row++) {
|
||||
for (let col = 0; col < width; col++) {
|
||||
const dx = col - centerX;
|
||||
const dy = row - centerY;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
const angle = Math.atan2(dy, dx);
|
||||
|
||||
const spiralValue = (Math.sin(arms * (angle + rotation)) + 1) / 2;
|
||||
const radiusValue = distance / maxRadius;
|
||||
const t = clamp(spiralValue * 0.5 + radiusValue * 0.5, 0, 1);
|
||||
|
||||
const color = colorGenerator(t);
|
||||
setPixelColor(frame, col, row, width, color, intensity);
|
||||
}
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
// ==================== HELPER FUNCTIONS ====================
|
||||
|
||||
function setPixelColor(frame, col, row, width, color, intensity = 1.0) {
|
||||
const index = toIndex(col, row, width);
|
||||
|
||||
if (intensity >= 1.0) {
|
||||
frame[index] = color;
|
||||
} else {
|
||||
const currentRgb = hexToRgb(frame[index]);
|
||||
const newRgb = hexToRgb(color);
|
||||
|
||||
const blended = {
|
||||
r: Math.round(currentRgb.r + (newRgb.r - currentRgb.r) * intensity),
|
||||
g: Math.round(currentRgb.g + (newRgb.g - currentRgb.g) * intensity),
|
||||
b: Math.round(currentRgb.b + (newRgb.b - currentRgb.b) * intensity),
|
||||
};
|
||||
|
||||
frame[index] = rgbToHex(blended);
|
||||
}
|
||||
}
|
||||
|
||||
function isPointInTriangle(px, py, x1, y1, x2, y2, x3, y3) {
|
||||
const d1 = sign(px, py, x1, y1, x2, y2);
|
||||
const d2 = sign(px, py, x2, y2, x3, y3);
|
||||
const d3 = sign(px, py, x3, y3, x1, y1);
|
||||
|
||||
const hasNeg = (d1 < 0) || (d2 < 0) || (d3 < 0);
|
||||
const hasPos = (d1 > 0) || (d2 > 0) || (d3 > 0);
|
||||
|
||||
return !(hasNeg && hasPos);
|
||||
}
|
||||
|
||||
function sign(px, py, x1, y1, x2, y2) {
|
||||
return (px - x2) * (y1 - y2) - (x1 - x2) * (py - y2);
|
||||
}
|
||||
|
||||
module.exports = {
|
||||
Shapes,
|
||||
Transforms,
|
||||
ColorGenerators,
|
||||
Animations,
|
||||
Patterns,
|
||||
};
|
||||
|
||||
417
presets/custom-preset.js
Normal file
417
presets/custom-preset.js
Normal file
@@ -0,0 +1,417 @@
|
||||
// Custom Preset - A configurable preset based on JSON configuration
|
||||
|
||||
const BasePreset = require('./base-preset');
|
||||
const { createFrame } = require('./frame-utils');
|
||||
const { Shapes, Transforms, ColorGenerators, Animations, Patterns } = require('./building-blocks');
|
||||
|
||||
/**
|
||||
* Custom Preset Configuration Schema:
|
||||
*
|
||||
* {
|
||||
* "name": "My Custom Preset",
|
||||
* "description": "Description of the preset",
|
||||
* "layers": [
|
||||
* {
|
||||
* "type": "shape",
|
||||
* "shape": "circle|rectangle|triangle|line|point|blob",
|
||||
* "position": { "x": 8, "y": 8 },
|
||||
* "size": { "width": 5, "height": 5, "radius": 3 },
|
||||
* "color": {
|
||||
* "type": "solid|gradient|palette|rainbow|radial",
|
||||
* "value": "#ff0000",
|
||||
* "stops": [...]
|
||||
* },
|
||||
* "animation": {
|
||||
* "type": "move|rotate|scale|pulse|fade|bounce",
|
||||
* "params": { ... }
|
||||
* },
|
||||
* "blendMode": "normal|add|multiply"
|
||||
* },
|
||||
* {
|
||||
* "type": "pattern",
|
||||
* "pattern": "trail|energyField|radial|spiral",
|
||||
* "params": { ... }
|
||||
* }
|
||||
* ],
|
||||
* "parameters": {
|
||||
* "speed": { "type": "range", "min": 0.1, "max": 2.0, "default": 1.0 },
|
||||
* ...
|
||||
* }
|
||||
* }
|
||||
*/
|
||||
|
||||
class CustomPreset extends BasePreset {
|
||||
constructor(width = 16, height = 16, configuration = null) {
|
||||
super(width, height);
|
||||
|
||||
this.configuration = configuration || this.getDefaultConfiguration();
|
||||
this.animationStates = new Map();
|
||||
this.time = 0;
|
||||
this.lastFrameTime = Date.now();
|
||||
|
||||
this.initializeParameters();
|
||||
this.initializeAnimations();
|
||||
}
|
||||
|
||||
getDefaultConfiguration() {
|
||||
return {
|
||||
name: 'Custom Preset',
|
||||
description: 'A configurable preset',
|
||||
layers: [],
|
||||
parameters: {
|
||||
speed: { type: 'range', min: 0.1, max: 2.0, step: 0.1, default: 1.0 },
|
||||
brightness: { type: 'range', min: 0.1, max: 1.0, step: 0.1, default: 1.0 },
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
setConfiguration(configuration) {
|
||||
this.configuration = configuration;
|
||||
this.initializeParameters();
|
||||
this.initializeAnimations();
|
||||
}
|
||||
|
||||
initializeParameters() {
|
||||
this.defaultParameters = {};
|
||||
|
||||
if (this.configuration.parameters) {
|
||||
Object.entries(this.configuration.parameters).forEach(([name, config]) => {
|
||||
this.defaultParameters[name] = config.default;
|
||||
});
|
||||
}
|
||||
|
||||
this.resetToDefaults();
|
||||
}
|
||||
|
||||
initializeAnimations() {
|
||||
this.animationStates.clear();
|
||||
|
||||
this.configuration.layers?.forEach((layer, index) => {
|
||||
if (layer.animation) {
|
||||
const animation = this.createAnimation(layer.animation);
|
||||
this.animationStates.set(index, animation);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
createAnimation(animConfig) {
|
||||
const type = animConfig.type;
|
||||
const params = animConfig.params || {};
|
||||
|
||||
switch (type) {
|
||||
case 'move':
|
||||
return Animations.linearMove(
|
||||
params.startX || 0,
|
||||
params.startY || 0,
|
||||
params.endX || this.width,
|
||||
params.endY || this.height,
|
||||
params.duration || 2.0
|
||||
);
|
||||
|
||||
case 'rotate':
|
||||
return Animations.rotation(params.speed || 1.0);
|
||||
|
||||
case 'pulse':
|
||||
return Animations.pulse(
|
||||
params.minScale || 0.5,
|
||||
params.maxScale || 1.5,
|
||||
params.frequency || 1.0
|
||||
);
|
||||
|
||||
case 'fade':
|
||||
return Animations.fade(
|
||||
params.duration || 2.0,
|
||||
params.fadeIn !== false
|
||||
);
|
||||
|
||||
case 'oscillateX':
|
||||
return Animations.oscillate(
|
||||
params.center || this.width / 2,
|
||||
params.amplitude || this.width / 4,
|
||||
params.frequency || 0.5,
|
||||
params.phase || 0
|
||||
);
|
||||
|
||||
case 'oscillateY':
|
||||
return Animations.oscillate(
|
||||
params.center || this.height / 2,
|
||||
params.amplitude || this.height / 4,
|
||||
params.frequency || 0.5,
|
||||
params.phase || 0
|
||||
);
|
||||
|
||||
default:
|
||||
return () => ({});
|
||||
}
|
||||
}
|
||||
|
||||
createColorGenerator(colorConfig) {
|
||||
if (!colorConfig) {
|
||||
return ColorGenerators.solid('ff0000');
|
||||
}
|
||||
|
||||
const type = colorConfig.type || 'solid';
|
||||
|
||||
switch (type) {
|
||||
case 'solid':
|
||||
return ColorGenerators.solid(colorConfig.value || 'ff0000');
|
||||
|
||||
case 'gradient':
|
||||
return ColorGenerators.gradient(
|
||||
colorConfig.color1 || 'ff0000',
|
||||
colorConfig.color2 || '0000ff'
|
||||
);
|
||||
|
||||
case 'palette':
|
||||
return ColorGenerators.palette(colorConfig.stops || [
|
||||
{ position: 0, color: '000000' },
|
||||
{ position: 1, color: 'ffffff' }
|
||||
]);
|
||||
|
||||
case 'rainbow':
|
||||
return ColorGenerators.rainbow();
|
||||
|
||||
case 'radial':
|
||||
return ColorGenerators.radial(
|
||||
colorConfig.color1 || 'ff0000',
|
||||
colorConfig.color2 || '0000ff',
|
||||
colorConfig.centerX || this.width / 2,
|
||||
colorConfig.centerY || this.height / 2,
|
||||
colorConfig.maxRadius || Math.hypot(this.width / 2, this.height / 2)
|
||||
);
|
||||
|
||||
default:
|
||||
return ColorGenerators.solid('ff0000');
|
||||
}
|
||||
}
|
||||
|
||||
renderFrame() {
|
||||
const now = Date.now();
|
||||
const deltaTime = (now - this.lastFrameTime) / 1000;
|
||||
this.lastFrameTime = now;
|
||||
|
||||
const speed = this.getParameter('speed') || 1.0;
|
||||
const brightness = this.getParameter('brightness') || 1.0;
|
||||
this.time += deltaTime * speed;
|
||||
|
||||
let frame = createFrame(this.width, this.height, '000000');
|
||||
|
||||
// Render each layer
|
||||
this.configuration.layers?.forEach((layer, index) => {
|
||||
this.renderLayer(frame, layer, index, brightness);
|
||||
});
|
||||
|
||||
return frame;
|
||||
}
|
||||
|
||||
renderLayer(frame, layer, layerIndex, globalBrightness) {
|
||||
const type = layer.type;
|
||||
|
||||
if (type === 'shape') {
|
||||
this.renderShape(frame, layer, layerIndex, globalBrightness);
|
||||
} else if (type === 'pattern') {
|
||||
this.renderPattern(frame, layer, layerIndex, globalBrightness);
|
||||
}
|
||||
}
|
||||
|
||||
renderShape(frame, layer, layerIndex, globalBrightness) {
|
||||
let position = layer.position || { x: this.width / 2, y: this.height / 2 };
|
||||
let size = layer.size || { radius: 3 };
|
||||
let rotation = 0;
|
||||
let scale = 1.0;
|
||||
let intensity = (layer.intensity || 1.0) * globalBrightness;
|
||||
|
||||
// Apply animation
|
||||
if (this.animationStates.has(layerIndex)) {
|
||||
const animation = this.animationStates.get(layerIndex);
|
||||
const animState = animation();
|
||||
|
||||
if (animState.x !== undefined && animState.y !== undefined) {
|
||||
position = { x: animState.x, y: animState.y };
|
||||
}
|
||||
|
||||
if (animState.angle !== undefined) {
|
||||
rotation = animState.angle;
|
||||
}
|
||||
|
||||
if (animState.scale !== undefined) {
|
||||
scale = animState.scale;
|
||||
}
|
||||
|
||||
if (animState.intensity !== undefined) {
|
||||
intensity *= animState.intensity;
|
||||
}
|
||||
|
||||
if (animState.value !== undefined && layer.animation?.axis === 'x') {
|
||||
position.x = animState.value;
|
||||
} else if (animState.value !== undefined && layer.animation?.axis === 'y') {
|
||||
position.y = animState.value;
|
||||
}
|
||||
}
|
||||
|
||||
// Create color generator
|
||||
const colorGen = this.createColorGenerator(layer.color);
|
||||
const color = typeof colorGen === 'function' ? colorGen(0.5) : colorGen;
|
||||
|
||||
// Apply scale to size
|
||||
const scaledSize = {
|
||||
radius: (size.radius || 3) * scale,
|
||||
width: (size.width || 5) * scale,
|
||||
height: (size.height || 5) * scale,
|
||||
};
|
||||
|
||||
// Render shape
|
||||
const shapeType = layer.shape || 'circle';
|
||||
|
||||
switch (shapeType) {
|
||||
case 'circle':
|
||||
Shapes.circle(
|
||||
frame,
|
||||
this.width,
|
||||
this.height,
|
||||
position.x,
|
||||
position.y,
|
||||
scaledSize.radius,
|
||||
color,
|
||||
intensity
|
||||
);
|
||||
break;
|
||||
|
||||
case 'rectangle':
|
||||
Shapes.rectangle(
|
||||
frame,
|
||||
this.width,
|
||||
this.height,
|
||||
position.x - scaledSize.width / 2,
|
||||
position.y - scaledSize.height / 2,
|
||||
scaledSize.width,
|
||||
scaledSize.height,
|
||||
color,
|
||||
intensity
|
||||
);
|
||||
break;
|
||||
|
||||
case 'blob':
|
||||
Shapes.blob(
|
||||
frame,
|
||||
this.width,
|
||||
this.height,
|
||||
position.x,
|
||||
position.y,
|
||||
scaledSize.radius,
|
||||
color,
|
||||
layer.falloffPower || 2
|
||||
);
|
||||
break;
|
||||
|
||||
case 'point':
|
||||
Shapes.point(
|
||||
frame,
|
||||
this.width,
|
||||
this.height,
|
||||
position.x,
|
||||
position.y,
|
||||
color,
|
||||
intensity
|
||||
);
|
||||
break;
|
||||
|
||||
case 'triangle':
|
||||
// Triangle with rotation
|
||||
const triSize = scaledSize.radius || 3;
|
||||
const points = [
|
||||
{ x: 0, y: -triSize },
|
||||
{ x: -triSize, y: triSize },
|
||||
{ x: triSize, y: triSize }
|
||||
];
|
||||
|
||||
const rotated = points.map(p =>
|
||||
Transforms.rotate(p.x, p.y, 0, 0, rotation)
|
||||
);
|
||||
|
||||
Shapes.triangle(
|
||||
frame,
|
||||
this.width,
|
||||
this.height,
|
||||
position.x + rotated[0].x,
|
||||
position.y + rotated[0].y,
|
||||
position.x + rotated[1].x,
|
||||
position.y + rotated[1].y,
|
||||
position.x + rotated[2].x,
|
||||
position.y + rotated[2].y,
|
||||
color,
|
||||
intensity
|
||||
);
|
||||
break;
|
||||
|
||||
case 'line':
|
||||
const lineParams = layer.lineParams || {};
|
||||
Shapes.line(
|
||||
frame,
|
||||
this.width,
|
||||
this.height,
|
||||
lineParams.x1 || position.x,
|
||||
lineParams.y1 || position.y,
|
||||
lineParams.x2 || position.x + 5,
|
||||
lineParams.y2 || position.y + 5,
|
||||
color,
|
||||
lineParams.thickness || 1,
|
||||
intensity
|
||||
);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
renderPattern(frame, layer, layerIndex, globalBrightness) {
|
||||
const patternType = layer.pattern;
|
||||
const params = layer.params || {};
|
||||
const intensity = (layer.intensity || 1.0) * globalBrightness;
|
||||
|
||||
switch (patternType) {
|
||||
case 'trail':
|
||||
Patterns.trail(frame, params.decayFactor || 0.8);
|
||||
break;
|
||||
|
||||
case 'radial':
|
||||
const radialColorGen = this.createColorGenerator(layer.color);
|
||||
Patterns.radial(
|
||||
frame,
|
||||
this.width,
|
||||
this.height,
|
||||
params.centerX || this.width / 2,
|
||||
params.centerY || this.height / 2,
|
||||
radialColorGen,
|
||||
intensity
|
||||
);
|
||||
break;
|
||||
|
||||
case 'spiral':
|
||||
const spiralColorGen = this.createColorGenerator(layer.color);
|
||||
Patterns.spiral(
|
||||
frame,
|
||||
this.width,
|
||||
this.height,
|
||||
params.centerX || this.width / 2,
|
||||
params.centerY || this.height / 2,
|
||||
params.arms || 5,
|
||||
this.time * (params.rotationSpeed || 1.0),
|
||||
spiralColorGen,
|
||||
intensity
|
||||
);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
getMetadata() {
|
||||
return {
|
||||
name: this.configuration.name || 'Custom Preset',
|
||||
description: this.configuration.description || 'A custom configurable preset',
|
||||
parameters: this.configuration.parameters || {},
|
||||
width: this.width,
|
||||
height: this.height,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = CustomPreset;
|
||||
|
||||
146
presets/examples/README.md
Normal file
146
presets/examples/README.md
Normal file
@@ -0,0 +1,146 @@
|
||||
# Example Custom Presets
|
||||
|
||||
This directory contains example custom preset configurations that demonstrate the capabilities of the LEDLab Preset Editor.
|
||||
|
||||
## Available Examples
|
||||
|
||||
### 1. Pulsing Circle (`pulsing-circle.json`)
|
||||
A simple preset featuring a single circle at the center that pulses in and out using rainbow colors.
|
||||
|
||||
**Features:**
|
||||
- Rainbow color generation
|
||||
- Pulse animation (scale oscillation)
|
||||
- Centered positioning
|
||||
|
||||
### 2. Bouncing Squares (`bouncing-squares.json`)
|
||||
Multiple colored rectangles bouncing around the matrix in different directions.
|
||||
|
||||
**Features:**
|
||||
- Multiple layers with different shapes
|
||||
- Oscillating animations on X and Y axes
|
||||
- Different colors per layer
|
||||
- Phase offsets for varied motion
|
||||
|
||||
### 3. Spiral Rainbow (`spiral-rainbow.json`)
|
||||
A rotating spiral pattern with a full rainbow gradient.
|
||||
|
||||
**Features:**
|
||||
- Pattern layer (spiral)
|
||||
- Multi-stop color palette
|
||||
- Configurable rotation speed and arm count
|
||||
|
||||
### 4. Moving Triangle (`moving-triangle.json`)
|
||||
A triangle that moves linearly across the screen with a gradient color scheme.
|
||||
|
||||
**Features:**
|
||||
- Triangle shape
|
||||
- Linear movement animation
|
||||
- Gradient colors
|
||||
|
||||
## How to Use
|
||||
|
||||
1. Open the LEDLab application
|
||||
2. Navigate to the **🎨 Editor** view
|
||||
3. Click the **📥 Import JSON** button
|
||||
4. Select one of the example JSON files
|
||||
5. Review the configuration in the editor
|
||||
6. Click **▶️ Preview** to test on a selected node
|
||||
7. Modify parameters to customize
|
||||
8. Click **💾 Save** to store your customized version
|
||||
|
||||
## Creating Your Own Presets
|
||||
|
||||
Use these examples as templates for creating your own custom presets. The general structure is:
|
||||
|
||||
```json
|
||||
{
|
||||
"name": "Preset Name",
|
||||
"description": "Description of what the preset does",
|
||||
"layers": [
|
||||
{
|
||||
"type": "shape" | "pattern",
|
||||
"shape": "circle" | "rectangle" | "triangle" | "blob" | "point" | "line",
|
||||
"pattern": "trail" | "radial" | "spiral",
|
||||
"position": { "x": 8, "y": 8 },
|
||||
"size": { "radius": 3, "width": 5, "height": 5 },
|
||||
"color": {
|
||||
"type": "solid" | "gradient" | "palette" | "rainbow" | "radial",
|
||||
"value": "hexcolor",
|
||||
...
|
||||
},
|
||||
"animation": {
|
||||
"type": "move" | "rotate" | "pulse" | "oscillateX" | "oscillateY" | "fade",
|
||||
"params": { ... }
|
||||
}
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"speed": { "type": "range", "min": 0.1, "max": 2.0, "step": 0.1, "default": 1.0 },
|
||||
"brightness": { "type": "range", "min": 0.1, "max": 1.0, "step": 0.1, "default": 1.0 }
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Building Blocks Reference
|
||||
|
||||
### Shape Types
|
||||
- **circle**: Round shape with radius
|
||||
- **rectangle**: Four-sided shape with width and height
|
||||
- **triangle**: Three-sided shape with radius (determines size)
|
||||
- **blob**: Soft circle with energy field falloff
|
||||
- **point**: Single pixel
|
||||
- **line**: Line between two points
|
||||
|
||||
### Pattern Types
|
||||
- **trail**: Fade effect on previous frames
|
||||
- **radial**: Gradient radiating from center
|
||||
- **spiral**: Rotating spiral arms
|
||||
|
||||
### Color Types
|
||||
- **solid**: Single color
|
||||
- **gradient**: Linear blend between two colors
|
||||
- **palette**: Multi-stop gradient
|
||||
- **rainbow**: Color wheel effect
|
||||
- **radial**: Gradient from center outward
|
||||
|
||||
### Animation Types
|
||||
- **move**: Linear movement from point A to B
|
||||
- **rotate**: Rotation around center
|
||||
- **pulse**: Scale oscillation
|
||||
- **oscillateX/Y**: Sine wave movement on X or Y axis
|
||||
- **fade**: Fade in or out
|
||||
|
||||
## Tips
|
||||
|
||||
1. **Layer Order Matters**: Layers are rendered in order, so later layers appear on top
|
||||
2. **Combine Multiple Shapes**: Create complex effects by layering shapes with different animations
|
||||
3. **Use Phase Offsets**: For oscillating animations, use different phase values to desynchronize motion
|
||||
4. **Experiment with Colors**: Try different color combinations and gradients
|
||||
5. **Start Simple**: Begin with one layer and gradually add complexity
|
||||
6. **Test Early**: Preview frequently to see how your changes look in real-time
|
||||
|
||||
## Advanced Techniques
|
||||
|
||||
### Creating Trails
|
||||
Add a trail pattern layer with high decay factor combined with moving shapes:
|
||||
|
||||
```json
|
||||
{
|
||||
"type": "pattern",
|
||||
"pattern": "trail",
|
||||
"params": {
|
||||
"decayFactor": 0.85
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Synchronized Motion
|
||||
Use the same frequency and phase for oscillating animations to create synchronized movement.
|
||||
|
||||
### Color Cycling
|
||||
Use the rainbow color type with pulse or rotate animations for dynamic color effects.
|
||||
|
||||
## Need Help?
|
||||
|
||||
Refer to the main LEDLab documentation or experiment in the editor. The preview function lets you see changes in real-time!
|
||||
|
||||
100
presets/examples/bouncing-squares.json
Normal file
100
presets/examples/bouncing-squares.json
Normal file
@@ -0,0 +1,100 @@
|
||||
{
|
||||
"name": "Bouncing Squares",
|
||||
"description": "Multiple colored squares bouncing around",
|
||||
"layers": [
|
||||
{
|
||||
"type": "shape",
|
||||
"shape": "rectangle",
|
||||
"position": {
|
||||
"x": 8,
|
||||
"y": 8
|
||||
},
|
||||
"size": {
|
||||
"width": 3,
|
||||
"height": 3
|
||||
},
|
||||
"color": {
|
||||
"type": "solid",
|
||||
"value": "ff0000"
|
||||
},
|
||||
"intensity": 1.0,
|
||||
"animation": {
|
||||
"type": "oscillateX",
|
||||
"axis": "x",
|
||||
"params": {
|
||||
"center": 8,
|
||||
"amplitude": 6,
|
||||
"frequency": 0.5,
|
||||
"phase": 0
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
"type": "shape",
|
||||
"shape": "rectangle",
|
||||
"position": {
|
||||
"x": 8,
|
||||
"y": 8
|
||||
},
|
||||
"size": {
|
||||
"width": 3,
|
||||
"height": 3
|
||||
},
|
||||
"color": {
|
||||
"type": "solid",
|
||||
"value": "00ff00"
|
||||
},
|
||||
"intensity": 1.0,
|
||||
"animation": {
|
||||
"type": "oscillateY",
|
||||
"axis": "y",
|
||||
"params": {
|
||||
"center": 8,
|
||||
"amplitude": 6,
|
||||
"frequency": 0.7,
|
||||
"phase": 1.57
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
"type": "shape",
|
||||
"shape": "rectangle",
|
||||
"position": {
|
||||
"x": 8,
|
||||
"y": 8
|
||||
},
|
||||
"size": {
|
||||
"width": 2,
|
||||
"height": 2
|
||||
},
|
||||
"color": {
|
||||
"type": "solid",
|
||||
"value": "0000ff"
|
||||
},
|
||||
"intensity": 1.0,
|
||||
"animation": {
|
||||
"type": "rotate",
|
||||
"params": {
|
||||
"speed": 1.0
|
||||
}
|
||||
}
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"speed": {
|
||||
"type": "range",
|
||||
"min": 0.1,
|
||||
"max": 2.0,
|
||||
"step": 0.1,
|
||||
"default": 1.0
|
||||
},
|
||||
"brightness": {
|
||||
"type": "range",
|
||||
"min": 0.1,
|
||||
"max": 1.0,
|
||||
"step": 0.1,
|
||||
"default": 1.0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
50
presets/examples/moving-triangle.json
Normal file
50
presets/examples/moving-triangle.json
Normal file
@@ -0,0 +1,50 @@
|
||||
{
|
||||
"name": "Moving Triangle",
|
||||
"description": "A triangle moving back and forth with gradient colors",
|
||||
"layers": [
|
||||
{
|
||||
"type": "shape",
|
||||
"shape": "triangle",
|
||||
"position": {
|
||||
"x": 8,
|
||||
"y": 8
|
||||
},
|
||||
"size": {
|
||||
"radius": 4
|
||||
},
|
||||
"color": {
|
||||
"type": "gradient",
|
||||
"color1": "ff00ff",
|
||||
"color2": "00ffff"
|
||||
},
|
||||
"intensity": 1.0,
|
||||
"animation": {
|
||||
"type": "move",
|
||||
"params": {
|
||||
"startX": 3,
|
||||
"startY": 8,
|
||||
"endX": 13,
|
||||
"endY": 8,
|
||||
"duration": 2.0
|
||||
}
|
||||
}
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"speed": {
|
||||
"type": "range",
|
||||
"min": 0.1,
|
||||
"max": 2.0,
|
||||
"step": 0.1,
|
||||
"default": 1.0
|
||||
},
|
||||
"brightness": {
|
||||
"type": "range",
|
||||
"min": 0.1,
|
||||
"max": 1.0,
|
||||
"step": 0.1,
|
||||
"default": 1.0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
46
presets/examples/pulsing-circle.json
Normal file
46
presets/examples/pulsing-circle.json
Normal file
@@ -0,0 +1,46 @@
|
||||
{
|
||||
"name": "Pulsing Circle",
|
||||
"description": "A pulsing circle in the center with rainbow colors",
|
||||
"layers": [
|
||||
{
|
||||
"type": "shape",
|
||||
"shape": "circle",
|
||||
"position": {
|
||||
"x": 8,
|
||||
"y": 8
|
||||
},
|
||||
"size": {
|
||||
"radius": 4
|
||||
},
|
||||
"color": {
|
||||
"type": "rainbow"
|
||||
},
|
||||
"intensity": 1.0,
|
||||
"animation": {
|
||||
"type": "pulse",
|
||||
"params": {
|
||||
"minScale": 0.5,
|
||||
"maxScale": 1.5,
|
||||
"frequency": 0.8
|
||||
}
|
||||
}
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"speed": {
|
||||
"type": "range",
|
||||
"min": 0.1,
|
||||
"max": 2.0,
|
||||
"step": 0.1,
|
||||
"default": 1.0
|
||||
},
|
||||
"brightness": {
|
||||
"type": "range",
|
||||
"min": 0.1,
|
||||
"max": 1.0,
|
||||
"step": 0.1,
|
||||
"default": 1.0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
66
presets/examples/spiral-rainbow.json
Normal file
66
presets/examples/spiral-rainbow.json
Normal file
@@ -0,0 +1,66 @@
|
||||
{
|
||||
"name": "Spiral Rainbow",
|
||||
"description": "A rotating spiral pattern with rainbow gradient",
|
||||
"layers": [
|
||||
{
|
||||
"type": "pattern",
|
||||
"pattern": "spiral",
|
||||
"color": {
|
||||
"type": "palette",
|
||||
"stops": [
|
||||
{
|
||||
"position": 0.0,
|
||||
"color": "ff0000"
|
||||
},
|
||||
{
|
||||
"position": 0.17,
|
||||
"color": "ff8800"
|
||||
},
|
||||
{
|
||||
"position": 0.33,
|
||||
"color": "ffff00"
|
||||
},
|
||||
{
|
||||
"position": 0.5,
|
||||
"color": "00ff00"
|
||||
},
|
||||
{
|
||||
"position": 0.67,
|
||||
"color": "0088ff"
|
||||
},
|
||||
{
|
||||
"position": 0.83,
|
||||
"color": "8800ff"
|
||||
},
|
||||
{
|
||||
"position": 1.0,
|
||||
"color": "ff0088"
|
||||
}
|
||||
]
|
||||
},
|
||||
"params": {
|
||||
"centerX": 8,
|
||||
"centerY": 8,
|
||||
"arms": 5,
|
||||
"rotationSpeed": 1.0
|
||||
}
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"speed": {
|
||||
"type": "range",
|
||||
"min": 0.1,
|
||||
"max": 3.0,
|
||||
"step": 0.1,
|
||||
"default": 1.0
|
||||
},
|
||||
"brightness": {
|
||||
"type": "range",
|
||||
"min": 0.1,
|
||||
"max": 1.0,
|
||||
"step": 0.1,
|
||||
"default": 1.0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
<div class="main-navigation">
|
||||
<div class="nav-left">
|
||||
<button class="nav-tab active" data-view="stream">📺 Stream</button>
|
||||
<button class="nav-tab" data-view="editor">🎨 Editor</button>
|
||||
<button class="nav-tab" data-view="settings">⚙️ Settings</button>
|
||||
</div>
|
||||
<div class="nav-right">
|
||||
@@ -83,6 +84,98 @@
|
||||
</main>
|
||||
</div>
|
||||
|
||||
<!-- Editor View -->
|
||||
<div id="editor-view" class="view-content">
|
||||
<div class="editor-container-modern">
|
||||
<div class="editor-layout-modern">
|
||||
<!-- Left Panel: Preset Info & Layers -->
|
||||
<div class="editor-left-panel">
|
||||
<!-- Preset Info -->
|
||||
<div class="editor-section-compact">
|
||||
<h3 class="section-title-compact">Preset Info</h3>
|
||||
<div class="editor-input-wrapper">
|
||||
<label>Name</label>
|
||||
<input type="text" id="editor-preset-name" value="New Custom Preset" />
|
||||
</div>
|
||||
<div class="editor-input-wrapper">
|
||||
<label>Description</label>
|
||||
<textarea id="editor-preset-desc" rows="3">A custom configurable preset</textarea>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Add Layer Section -->
|
||||
<div class="editor-section-compact">
|
||||
<h3 class="section-title-compact">Add Layer</h3>
|
||||
<div class="editor-input-wrapper">
|
||||
<label>Layer Type</label>
|
||||
<select id="editor-layer-type">
|
||||
<option value="shape">Shape</option>
|
||||
<option value="pattern">Pattern</option>
|
||||
</select>
|
||||
</div>
|
||||
<button class="btn btn-primary btn-full-width" id="editor-add-layer">➕ Add Layer</button>
|
||||
</div>
|
||||
|
||||
<!-- Layers List -->
|
||||
<div class="editor-section-compact editor-layers-section">
|
||||
<h3 class="section-title-compact">Layers</h3>
|
||||
<div id="editor-layer-list" class="editor-layer-list-expandable">
|
||||
<p class="editor-empty-state">No layers yet. Click "Add Layer" to get started!</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Manage Section -->
|
||||
<div class="editor-section-compact">
|
||||
<h3 class="section-title-compact">Manage</h3>
|
||||
<div class="editor-actions">
|
||||
<button class="btn btn-primary" id="editor-new-preset">📄 New</button>
|
||||
<button class="btn btn-success" id="editor-save-preset">💾 Save</button>
|
||||
<button class="btn btn-danger" id="editor-delete-preset">🗑️ Delete</button>
|
||||
</div>
|
||||
<div class="editor-actions">
|
||||
<select class="preset-select" id="editor-load-preset">
|
||||
<option value="">Load saved preset...</option>
|
||||
</select>
|
||||
</div>
|
||||
<div class="editor-actions">
|
||||
<button class="btn btn-secondary" id="editor-export-json">📤 Export JSON</button>
|
||||
<label class="btn btn-secondary" style="margin: 0; text-align: center;">
|
||||
📥 Import JSON
|
||||
<input type="file" id="editor-import-json" accept=".json" style="display: none;" />
|
||||
</label>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Right Panel: Preview & Controls -->
|
||||
<div class="editor-right-panel">
|
||||
<!-- Preview Controls Bar -->
|
||||
<div class="editor-preview-bar">
|
||||
<div class="preview-bar-controls">
|
||||
<select id="editor-node-select" class="node-select-compact">
|
||||
<option value="">Canvas Only</option>
|
||||
</select>
|
||||
<button class="btn-preview" id="editor-preview-toggle">
|
||||
<span class="preview-icon">▶️</span>
|
||||
<span class="preview-text">Start</span>
|
||||
</button>
|
||||
<span class="preview-status-compact" id="editor-preview-status">Ready</span>
|
||||
</div>
|
||||
<div class="preview-bar-info">
|
||||
<span id="editor-canvas-size" class="info-badge">16×16</span>
|
||||
<span id="editor-canvas-fps" class="info-badge">0 fps</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Canvas Preview -->
|
||||
<div class="editor-preview-main">
|
||||
<canvas id="editor-preview-canvas" class="editor-canvas-modern"></canvas>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Settings View -->
|
||||
<div id="settings-view" class="view-content">
|
||||
<div class="settings-section">
|
||||
@@ -130,6 +223,8 @@
|
||||
<script src="scripts/matrix-display.js"></script>
|
||||
<script src="scripts/node-canvas-grid.js"></script>
|
||||
<script src="scripts/preset-controls.js"></script>
|
||||
<script src="scripts/canvas-renderer.js"></script>
|
||||
<script src="scripts/preset-editor.js"></script>
|
||||
<script src="scripts/ledlab-app.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
541
public/scripts/canvas-renderer.js
Normal file
541
public/scripts/canvas-renderer.js
Normal file
@@ -0,0 +1,541 @@
|
||||
// Client-side Canvas Renderer for Preset Editor
|
||||
// Simplified implementation of building blocks for browser canvas rendering
|
||||
|
||||
class CanvasRenderer {
|
||||
constructor(canvas, width = 16, height = 16) {
|
||||
this.canvas = canvas;
|
||||
this.ctx = canvas.getContext('2d', { alpha: false });
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
// Disable image smoothing for pixel-perfect rendering
|
||||
this.ctx.imageSmoothingEnabled = false;
|
||||
|
||||
// Set canvas resolution
|
||||
this.canvas.width = width;
|
||||
this.canvas.height = height;
|
||||
|
||||
this.frame = [];
|
||||
this.time = 0;
|
||||
this.animationStates = new Map();
|
||||
this.lastFrameTime = Date.now();
|
||||
}
|
||||
|
||||
setSize(width, height) {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.canvas.width = width;
|
||||
this.canvas.height = height;
|
||||
this.frame = [];
|
||||
|
||||
// Re-apply image smoothing setting after canvas resize
|
||||
this.ctx.imageSmoothingEnabled = false;
|
||||
}
|
||||
|
||||
createFrame(fill = '000000') {
|
||||
return new Array(this.width * this.height).fill(fill);
|
||||
}
|
||||
|
||||
hexToRgb(hex) {
|
||||
const r = parseInt(hex.slice(0, 2), 16);
|
||||
const g = parseInt(hex.slice(2, 4), 16);
|
||||
const b = parseInt(hex.slice(4, 6), 16);
|
||||
return { r, g, b };
|
||||
}
|
||||
|
||||
rgbToHex(rgb) {
|
||||
const r = Math.max(0, Math.min(255, Math.round(rgb.r))).toString(16).padStart(2, '0');
|
||||
const g = Math.max(0, Math.min(255, Math.round(rgb.g))).toString(16).padStart(2, '0');
|
||||
const b = Math.max(0, Math.min(255, Math.round(rgb.b))).toString(16).padStart(2, '0');
|
||||
return r + g + b;
|
||||
}
|
||||
|
||||
lerpRgb(rgb1, rgb2, t) {
|
||||
return {
|
||||
r: rgb1.r + (rgb2.r - rgb1.r) * t,
|
||||
g: rgb1.g + (rgb2.g - rgb1.g) * t,
|
||||
b: rgb1.b + (rgb2.b - rgb1.b) * t
|
||||
};
|
||||
}
|
||||
|
||||
clamp(value, min, max) {
|
||||
return Math.max(min, Math.min(max, value));
|
||||
}
|
||||
|
||||
toIndex(col, row) {
|
||||
// Serpentine wiring
|
||||
if (row % 2 === 0) {
|
||||
return row * this.width + col;
|
||||
}
|
||||
return row * this.width + (this.width - 1 - col);
|
||||
}
|
||||
|
||||
setPixelColor(frame, col, row, color, intensity = 1.0) {
|
||||
const index = this.toIndex(col, row);
|
||||
|
||||
if (index < 0 || index >= frame.length) return;
|
||||
|
||||
if (intensity >= 1.0) {
|
||||
frame[index] = color;
|
||||
} else {
|
||||
const currentRgb = this.hexToRgb(frame[index]);
|
||||
const newRgb = this.hexToRgb(color);
|
||||
|
||||
const blended = {
|
||||
r: currentRgb.r + (newRgb.r - currentRgb.r) * intensity,
|
||||
g: currentRgb.g + (newRgb.g - currentRgb.g) * intensity,
|
||||
b: currentRgb.b + (newRgb.b - currentRgb.b) * intensity
|
||||
};
|
||||
|
||||
frame[index] = this.rgbToHex(blended);
|
||||
}
|
||||
}
|
||||
|
||||
// Color generators
|
||||
createColorGenerator(colorConfig) {
|
||||
if (!colorConfig) {
|
||||
return () => 'ff0000';
|
||||
}
|
||||
|
||||
const type = colorConfig.type || 'solid';
|
||||
|
||||
switch (type) {
|
||||
case 'solid':
|
||||
return () => colorConfig.value || 'ff0000';
|
||||
|
||||
case 'gradient': {
|
||||
const rgb1 = this.hexToRgb(colorConfig.color1 || 'ff0000');
|
||||
const rgb2 = this.hexToRgb(colorConfig.color2 || '0000ff');
|
||||
return (t) => {
|
||||
const clamped = this.clamp(t, 0, 1);
|
||||
return this.rgbToHex(this.lerpRgb(rgb1, rgb2, clamped));
|
||||
};
|
||||
}
|
||||
|
||||
case 'rainbow': {
|
||||
return (t) => {
|
||||
const pos = Math.floor(this.clamp(t, 0, 1) * 255);
|
||||
const wheelPos = 255 - pos;
|
||||
let r, g, b;
|
||||
|
||||
if (wheelPos < 85) {
|
||||
r = 255 - wheelPos * 3;
|
||||
g = 0;
|
||||
b = wheelPos * 3;
|
||||
} else if (wheelPos < 170) {
|
||||
const adjusted = wheelPos - 85;
|
||||
r = 0;
|
||||
g = adjusted * 3;
|
||||
b = 255 - adjusted * 3;
|
||||
} else {
|
||||
const adjusted = wheelPos - 170;
|
||||
r = adjusted * 3;
|
||||
g = 255 - adjusted * 3;
|
||||
b = 0;
|
||||
}
|
||||
|
||||
return this.rgbToHex({ r, g, b });
|
||||
};
|
||||
}
|
||||
|
||||
case 'palette': {
|
||||
const stops = colorConfig.stops || [
|
||||
{ position: 0, color: '000000' },
|
||||
{ position: 1, color: 'ffffff' }
|
||||
];
|
||||
|
||||
return (t) => {
|
||||
const clamped = this.clamp(t, 0, 1);
|
||||
|
||||
// Find the two stops to interpolate between
|
||||
let stop1 = stops[0];
|
||||
let stop2 = stops[stops.length - 1];
|
||||
|
||||
for (let i = 0; i < stops.length - 1; i++) {
|
||||
if (clamped >= stops[i].position && clamped <= stops[i + 1].position) {
|
||||
stop1 = stops[i];
|
||||
stop2 = stops[i + 1];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Interpolate between the two stops
|
||||
const range = stop2.position - stop1.position;
|
||||
const localT = range > 0 ? (clamped - stop1.position) / range : 0;
|
||||
|
||||
const rgb1 = this.hexToRgb(stop1.color);
|
||||
const rgb2 = this.hexToRgb(stop2.color);
|
||||
|
||||
return this.rgbToHex(this.lerpRgb(rgb1, rgb2, localT));
|
||||
};
|
||||
}
|
||||
|
||||
default:
|
||||
return () => 'ff0000';
|
||||
}
|
||||
}
|
||||
|
||||
// Shape rendering
|
||||
renderCircle(frame, centerX, centerY, radius, color, intensity = 1.0) {
|
||||
for (let row = 0; row < this.height; row++) {
|
||||
for (let col = 0; col < this.width; col++) {
|
||||
const dx = col - centerX;
|
||||
const dy = row - centerY;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
|
||||
if (distance <= radius) {
|
||||
const falloff = 1 - (distance / radius);
|
||||
const pixelIntensity = falloff * intensity;
|
||||
this.setPixelColor(frame, col, row, color, pixelIntensity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
renderRectangle(frame, x, y, width, height, color, intensity = 1.0) {
|
||||
for (let row = Math.floor(y); row < Math.min(this.height, y + height); row++) {
|
||||
for (let col = Math.floor(x); col < Math.min(this.width, x + width); col++) {
|
||||
if (row >= 0 && col >= 0) {
|
||||
this.setPixelColor(frame, col, row, color, intensity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
renderBlob(frame, centerX, centerY, radius, color, falloffPower = 2) {
|
||||
for (let row = 0; row < this.height; row++) {
|
||||
for (let col = 0; col < this.width; col++) {
|
||||
const dx = col - centerX;
|
||||
const dy = row - centerY;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
const falloff = Math.max(0, 1 - distance / radius);
|
||||
const intensity = Math.pow(falloff, falloffPower);
|
||||
|
||||
if (intensity > 0.01) {
|
||||
this.setPixelColor(frame, col, row, color, intensity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
renderPoint(frame, x, y, color, intensity = 1.0) {
|
||||
const col = Math.round(x);
|
||||
const row = Math.round(y);
|
||||
if (col >= 0 && col < this.width && row >= 0 && row < this.height) {
|
||||
this.setPixelColor(frame, col, row, color, intensity);
|
||||
}
|
||||
}
|
||||
|
||||
renderTriangle(frame, x1, y1, x2, y2, x3, y3, color, intensity = 1.0) {
|
||||
// Simple filled triangle using barycentric coordinates
|
||||
const minX = Math.max(0, Math.floor(Math.min(x1, x2, x3)));
|
||||
const maxX = Math.min(this.width - 1, Math.ceil(Math.max(x1, x2, x3)));
|
||||
const minY = Math.max(0, Math.floor(Math.min(y1, y2, y3)));
|
||||
const maxY = Math.min(this.height - 1, Math.ceil(Math.max(y1, y2, y3)));
|
||||
|
||||
for (let row = minY; row <= maxY; row++) {
|
||||
for (let col = minX; col <= maxX; col++) {
|
||||
if (this.isPointInTriangle(col, row, x1, y1, x2, y2, x3, y3)) {
|
||||
this.setPixelColor(frame, col, row, color, intensity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
isPointInTriangle(px, py, x1, y1, x2, y2, x3, y3) {
|
||||
const d1 = this.sign(px, py, x1, y1, x2, y2);
|
||||
const d2 = this.sign(px, py, x2, y2, x3, y3);
|
||||
const d3 = this.sign(px, py, x3, y3, x1, y1);
|
||||
|
||||
const hasNeg = (d1 < 0) || (d2 < 0) || (d3 < 0);
|
||||
const hasPos = (d1 > 0) || (d2 > 0) || (d3 > 0);
|
||||
|
||||
return !(hasNeg && hasPos);
|
||||
}
|
||||
|
||||
sign(px, py, x1, y1, x2, y2) {
|
||||
return (px - x2) * (y1 - y2) - (x1 - x2) * (py - y2);
|
||||
}
|
||||
|
||||
// Animation generators
|
||||
createAnimation(animConfig, layerIndex) {
|
||||
const type = animConfig.type;
|
||||
const params = animConfig.params || {};
|
||||
|
||||
const startTime = Date.now();
|
||||
|
||||
switch (type) {
|
||||
case 'move':
|
||||
return () => {
|
||||
const elapsed = (Date.now() - startTime) / 1000;
|
||||
const duration = params.duration || 2.0;
|
||||
const t = this.clamp((elapsed % duration) / duration, 0, 1);
|
||||
return {
|
||||
x: (params.startX || 0) + ((params.endX || this.width) - (params.startX || 0)) * t,
|
||||
y: (params.startY || 0) + ((params.endY || this.height) - (params.startY || 0)) * t,
|
||||
t
|
||||
};
|
||||
};
|
||||
|
||||
case 'rotate':
|
||||
return () => {
|
||||
const elapsed = (Date.now() - startTime) / 1000;
|
||||
const speed = params.speed || 1.0;
|
||||
return { angle: elapsed * speed * Math.PI * 2, elapsed };
|
||||
};
|
||||
|
||||
case 'pulse':
|
||||
return () => {
|
||||
const elapsed = (Date.now() - startTime) / 1000;
|
||||
const frequency = params.frequency || 1.0;
|
||||
const t = (Math.sin(2 * Math.PI * frequency * elapsed) + 1) / 2;
|
||||
const minScale = params.minScale || 0.5;
|
||||
const maxScale = params.maxScale || 1.5;
|
||||
return { scale: minScale + (maxScale - minScale) * t, t, elapsed };
|
||||
};
|
||||
|
||||
case 'oscillateX':
|
||||
case 'oscillateY':
|
||||
return () => {
|
||||
const elapsed = (Date.now() - startTime) / 1000;
|
||||
const frequency = params.frequency || 0.5;
|
||||
const center = params.center || (type === 'oscillateX' ? this.width / 2 : this.height / 2);
|
||||
const amplitude = params.amplitude || 4;
|
||||
const phase = params.phase || 0;
|
||||
const value = center + amplitude * Math.sin(2 * Math.PI * frequency * elapsed + phase);
|
||||
return { value, elapsed };
|
||||
};
|
||||
|
||||
case 'fade':
|
||||
return () => {
|
||||
const elapsed = (Date.now() - startTime) / 1000;
|
||||
const duration = params.duration || 2.0;
|
||||
const t = this.clamp(elapsed / duration, 0, 1);
|
||||
const fadeIn = params.fadeIn !== false;
|
||||
return { intensity: fadeIn ? t : (1 - t), t, elapsed };
|
||||
};
|
||||
|
||||
default:
|
||||
return () => ({});
|
||||
}
|
||||
}
|
||||
|
||||
// Render a complete preset configuration
|
||||
renderConfiguration(configuration, speed = 1.0, brightness = 1.0) {
|
||||
const now = Date.now();
|
||||
const deltaTime = (now - this.lastFrameTime) / 1000;
|
||||
this.lastFrameTime = now;
|
||||
|
||||
this.time += deltaTime * speed;
|
||||
|
||||
let frame = this.createFrame('000000');
|
||||
|
||||
// Render each layer
|
||||
configuration.layers?.forEach((layer, index) => {
|
||||
this.renderLayer(frame, layer, index, brightness);
|
||||
});
|
||||
|
||||
return frame;
|
||||
}
|
||||
|
||||
renderLayer(frame, layer, layerIndex, globalBrightness) {
|
||||
const type = layer.type;
|
||||
|
||||
if (type === 'shape') {
|
||||
this.renderShapeLayer(frame, layer, layerIndex, globalBrightness);
|
||||
} else if (type === 'pattern') {
|
||||
this.renderPatternLayer(frame, layer, layerIndex, globalBrightness);
|
||||
}
|
||||
}
|
||||
|
||||
renderShapeLayer(frame, layer, layerIndex, globalBrightness) {
|
||||
let position = layer.position || { x: this.width / 2, y: this.height / 2 };
|
||||
let size = layer.size || { radius: 3 };
|
||||
let rotation = 0;
|
||||
let scale = 1.0;
|
||||
let intensity = (layer.intensity || 1.0) * globalBrightness;
|
||||
|
||||
// Initialize animation if needed
|
||||
if (layer.animation && !this.animationStates.has(layerIndex)) {
|
||||
this.animationStates.set(layerIndex, this.createAnimation(layer.animation, layerIndex));
|
||||
}
|
||||
|
||||
// Apply animation
|
||||
if (this.animationStates.has(layerIndex)) {
|
||||
const animation = this.animationStates.get(layerIndex);
|
||||
const animState = animation();
|
||||
|
||||
if (animState.x !== undefined && animState.y !== undefined) {
|
||||
position = { x: animState.x, y: animState.y };
|
||||
}
|
||||
|
||||
if (animState.angle !== undefined) {
|
||||
rotation = animState.angle;
|
||||
}
|
||||
|
||||
if (animState.scale !== undefined) {
|
||||
scale = animState.scale;
|
||||
}
|
||||
|
||||
if (animState.intensity !== undefined) {
|
||||
intensity *= animState.intensity;
|
||||
}
|
||||
|
||||
if (animState.value !== undefined && layer.animation?.axis === 'x') {
|
||||
position.x = animState.value;
|
||||
} else if (animState.value !== undefined && layer.animation?.axis === 'y') {
|
||||
position.y = animState.value;
|
||||
}
|
||||
}
|
||||
|
||||
// Create color generator
|
||||
const colorGen = this.createColorGenerator(layer.color);
|
||||
const color = typeof colorGen === 'function' ? colorGen(0.5) : colorGen;
|
||||
|
||||
// Apply scale to size
|
||||
const scaledSize = {
|
||||
radius: (size.radius || 3) * scale,
|
||||
width: (size.width || 5) * scale,
|
||||
height: (size.height || 5) * scale
|
||||
};
|
||||
|
||||
// Render shape
|
||||
const shapeType = layer.shape || 'circle';
|
||||
|
||||
switch (shapeType) {
|
||||
case 'circle':
|
||||
this.renderCircle(frame, position.x, position.y, scaledSize.radius, color, intensity);
|
||||
break;
|
||||
|
||||
case 'rectangle':
|
||||
this.renderRectangle(
|
||||
frame,
|
||||
position.x - scaledSize.width / 2,
|
||||
position.y - scaledSize.height / 2,
|
||||
scaledSize.width,
|
||||
scaledSize.height,
|
||||
color,
|
||||
intensity
|
||||
);
|
||||
break;
|
||||
|
||||
case 'triangle': {
|
||||
// Triangle with rotation support
|
||||
const triSize = scaledSize.radius || 3;
|
||||
const points = [
|
||||
{ x: 0, y: -triSize },
|
||||
{ x: -triSize, y: triSize },
|
||||
{ x: triSize, y: triSize }
|
||||
];
|
||||
|
||||
// Apply rotation if there's an animation with angle
|
||||
const cos = Math.cos(rotation);
|
||||
const sin = Math.sin(rotation);
|
||||
|
||||
const rotated = points.map(p => ({
|
||||
x: p.x * cos - p.y * sin,
|
||||
y: p.x * sin + p.y * cos
|
||||
}));
|
||||
|
||||
this.renderTriangle(
|
||||
frame,
|
||||
position.x + rotated[0].x,
|
||||
position.y + rotated[0].y,
|
||||
position.x + rotated[1].x,
|
||||
position.y + rotated[1].y,
|
||||
position.x + rotated[2].x,
|
||||
position.y + rotated[2].y,
|
||||
color,
|
||||
intensity
|
||||
);
|
||||
break;
|
||||
}
|
||||
|
||||
case 'blob':
|
||||
this.renderBlob(frame, position.x, position.y, scaledSize.radius, color, layer.falloffPower || 2);
|
||||
break;
|
||||
|
||||
case 'point':
|
||||
this.renderPoint(frame, position.x, position.y, color, intensity);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
renderPatternLayer(frame, layer, layerIndex, globalBrightness) {
|
||||
// Simplified pattern rendering for canvas
|
||||
const patternType = layer.pattern;
|
||||
const intensity = (layer.intensity || 1.0) * globalBrightness;
|
||||
|
||||
if (patternType === 'radial' || patternType === 'spiral') {
|
||||
const params = layer.params || {};
|
||||
const centerX = params.centerX || this.width / 2;
|
||||
const centerY = params.centerY || this.height / 2;
|
||||
const maxRadius = Math.hypot(this.width / 2, this.height / 2);
|
||||
const colorGen = this.createColorGenerator(layer.color);
|
||||
|
||||
for (let row = 0; row < this.height; row++) {
|
||||
for (let col = 0; col < this.width; col++) {
|
||||
const dx = col - centerX;
|
||||
const dy = row - centerY;
|
||||
const distance = Math.hypot(dx, dy);
|
||||
const angle = Math.atan2(dy, dx);
|
||||
|
||||
let t;
|
||||
if (patternType === 'spiral') {
|
||||
const arms = params.arms || 5;
|
||||
const rotationSpeed = params.rotationSpeed || 1.0;
|
||||
const spiralValue = (Math.sin(arms * (angle + this.time * rotationSpeed)) + 1) / 2;
|
||||
const radiusValue = distance / maxRadius;
|
||||
t = this.clamp(spiralValue * 0.5 + radiusValue * 0.5, 0, 1);
|
||||
} else {
|
||||
t = this.clamp(distance / maxRadius, 0, 1);
|
||||
}
|
||||
|
||||
const color = colorGen(t);
|
||||
// Use setPixelColor for proper layer compositing
|
||||
this.setPixelColor(frame, col, row, color, intensity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw frame to canvas
|
||||
drawFrame(frame) {
|
||||
// Clear canvas first
|
||||
this.ctx.fillStyle = '#000000';
|
||||
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
const pixelWidth = this.canvas.width / this.width;
|
||||
const pixelHeight = this.canvas.height / this.height;
|
||||
|
||||
for (let row = 0; row < this.height; row++) {
|
||||
for (let col = 0; col < this.width; col++) {
|
||||
const index = this.toIndex(col, row);
|
||||
const color = frame[index];
|
||||
|
||||
if (color) {
|
||||
const rgb = this.hexToRgb(color);
|
||||
this.ctx.fillStyle = `rgb(${rgb.r}, ${rgb.g}, ${rgb.b})`;
|
||||
this.ctx.fillRect(col * pixelWidth, row * pixelHeight, pixelWidth, pixelHeight);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
clear() {
|
||||
this.ctx.fillStyle = '#000000';
|
||||
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
}
|
||||
|
||||
reset() {
|
||||
this.animationStates.clear();
|
||||
this.time = 0;
|
||||
this.lastFrameTime = Date.now();
|
||||
}
|
||||
}
|
||||
|
||||
// Export for use in other modules
|
||||
if (typeof module !== 'undefined' && module.exports) {
|
||||
module.exports = CanvasRenderer;
|
||||
}
|
||||
|
||||
@@ -163,6 +163,9 @@ class NodeCanvasGrid extends Component {
|
||||
return;
|
||||
}
|
||||
|
||||
// Set the data-item-count attribute for proper grid layout
|
||||
gridContainer.setAttribute('data-item-count', validNodes.length);
|
||||
|
||||
validNodes.forEach(node => {
|
||||
const nodeItem = this.createNodeCanvasItem(node);
|
||||
gridContainer.appendChild(nodeItem);
|
||||
|
||||
1191
public/scripts/preset-editor.js
Normal file
1191
public/scripts/preset-editor.js
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -141,6 +141,10 @@ class LEDLabServer {
|
||||
this.startPreset(data.presetName, data.width, data.height, data.nodeIp, data.parameters);
|
||||
break;
|
||||
|
||||
case 'startCustomPreset':
|
||||
this.startCustomPreset(data.configuration, data.nodeIp);
|
||||
break;
|
||||
|
||||
case 'stopStreaming':
|
||||
this.stopStreaming(data.nodeIp);
|
||||
break;
|
||||
@@ -267,6 +271,72 @@ class LEDLabServer {
|
||||
}
|
||||
}
|
||||
|
||||
startCustomPreset(configuration, nodeIp = null) {
|
||||
try {
|
||||
const CustomPreset = require('../presets/custom-preset');
|
||||
const targetIp = nodeIp || this.currentTarget;
|
||||
|
||||
if (!targetIp) {
|
||||
console.warn('No target specified for streaming');
|
||||
return;
|
||||
}
|
||||
|
||||
// Extract dimensions from configuration or use defaults
|
||||
const width = configuration.width || this.matrixWidth;
|
||||
const height = configuration.height || this.matrixHeight;
|
||||
|
||||
// Stop current streaming for this node if active
|
||||
this.stopStreaming(targetIp);
|
||||
|
||||
// Create custom preset instance with configuration
|
||||
const preset = new CustomPreset(width, height, configuration);
|
||||
preset.start();
|
||||
|
||||
console.log(`Started custom preset: ${configuration.name} (${width}x${height}) for ${targetIp}`);
|
||||
|
||||
// Start streaming interval for this node
|
||||
const intervalMs = Math.floor(1000 / this.fps);
|
||||
const interval = setInterval(() => {
|
||||
this.streamFrameForNode(targetIp);
|
||||
}, intervalMs);
|
||||
|
||||
// Store stream information
|
||||
this.nodeStreams.set(targetIp, {
|
||||
preset,
|
||||
presetName: 'custom-' + configuration.name,
|
||||
interval,
|
||||
matrixSize: { width, height },
|
||||
parameters: preset.getParameters(),
|
||||
configuration: configuration
|
||||
});
|
||||
|
||||
// Update legacy support
|
||||
if (targetIp === this.currentTarget) {
|
||||
this.currentPreset = preset;
|
||||
this.currentPresetName = 'custom-' + configuration.name;
|
||||
this.streamingInterval = interval;
|
||||
}
|
||||
|
||||
// Notify clients
|
||||
this.broadcastToClients({
|
||||
type: 'streamingStarted',
|
||||
preset: preset.getMetadata(),
|
||||
nodeIp: targetIp,
|
||||
isCustom: true
|
||||
});
|
||||
|
||||
// Also send updated state to keep all clients in sync
|
||||
this.broadcastCurrentState();
|
||||
|
||||
} catch (error) {
|
||||
console.error('Error starting custom preset:', error);
|
||||
this.broadcastToClients({
|
||||
type: 'error',
|
||||
message: `Failed to start custom preset: ${error.message}`
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
stopStreaming(nodeIp = null) {
|
||||
const targetIp = nodeIp || this.currentTarget;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user