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// g++ --std=c++11 test.cpp
#include <iostream>
#include "test.h"
#include "fx/2d/blend.h"
#include "fx/fx.h"
#include "fx/time.h"
#include "test.h"
#include "fl/namespace.h"
using namespace fl;
using std::cout;
// Simple test effect that fills with a solid color
class SolidColorFx2d : public fl::Fx2d {
public:
SolidColorFx2d(uint16_t width, uint16_t height, CRGB color)
: fl::Fx2d(fl::XYMap::constructRectangularGrid(width, height)),
mColor(color) {}
fl::Str fxName() const override { return "SolidColorFx2d"; }
void draw(Fx::DrawContext context) override {
for (uint16_t i = 0; i < mXyMap.getTotal(); i++) {
context.leds[i] = mColor;
}
}
private:
CRGB mColor;
};
class TestFx2D : public fl::Fx2d {
public:
TestFx2D(uint16_t width, uint16_t height)
: fl::Fx2d(fl::XYMap::constructRectangularGrid(width, height)) {
mLeds.reset(new CRGB[width * height]);
}
void set(uint16_t x, uint16_t y, CRGB color) {
if (x < mXyMap.getWidth() && y < mXyMap.getHeight()) {
uint16_t index = mXyMap(x, y);
if (index < mXyMap.getTotal()) {
mLeds[index] = color;
}
}
}
fl::Str fxName() const override { return "TestFx2D"; }
void draw(Fx::DrawContext context) override {
for (uint16_t i = 0; i < mXyMap.getTotal(); i++) {
context.leds[i] = mLeds[i];
}
}
scoped_array<CRGB> mLeds;
};
TEST_CASE("Test FX2d Layered Blending") {
const uint16_t width = 1;
const uint16_t height = 1;
XYMap xyMap = XYMap::constructRectangularGrid(width, height);
// Create a red layer
SolidColorFx2d redLayer(width, height, CRGB(255, 0, 0));
// Create a layered effect with just the red layer
fl::Blend2d blendFx(xyMap);
blendFx.add(redLayer);
// Create a buffer for the output
CRGB led;
// Draw the layered effect
Fx::DrawContext context(0, &led);
context.now = 0;
blendFx.draw(context);
// Verify the result - should be red
CHECK(led.r == 255);
CHECK(led.g == 0);
CHECK(led.b == 0);
}
TEST_CASE("Test FX2d Layered with XYMap") {
enum {
width = 2,
height = 2,
};
XYMap xyMapSerp = XYMap::constructSerpentine(width, height);
XYMap xyRect = XYMap::constructRectangularGrid(width, height);
SUBCASE("Rectangular Grid") {
// Create a blue layer
// SolidColorFx2d blueLayer(width, height, CRGB(0, 0, 255));
TestFx2D testFx(width, height);
testFx.set(0, 0, CRGB(0, 0, 255)); // Set the first pixel to blue
testFx.set(1, 0, CRGB(255, 0, 0)); // Set the second pixel to red
testFx.set(0, 1, CRGB(0, 255, 0)); // Set the third pixel to gree
testFx.set(1, 1, CRGB(0, 0, 0)); // Set the fourth pixel to black
// Create a layered effect with just the blue layer
fl::Blend2d blendFx(xyRect);
blendFx.add(testFx);
// Create a buffer for the output
CRGB led[width * height] = {};
// Draw the layered effect
Fx::DrawContext context(0, led);
context.now = 0;
blendFx.draw(context);
cout << "Layered Effect Output: " << led[0].toString().c_str() << std::endl;
cout << "Layered Effect Output: " << led[1].toString().c_str() << std::endl;
cout << "Layered Effect Output: " << led[2].toString().c_str() << std::endl;
cout << "Layered Effect Output: " << led[3].toString().c_str() << std::endl;
// Verify the result - should be blue
CHECK(led[0].r == 0);
CHECK(led[0].g == 0);
CHECK(led[0].b == 255);
CHECK(led[1].r == 255);
CHECK(led[1].g == 0);
CHECK(led[1].b == 0);
CHECK(led[2].r == 0);
CHECK(led[2].g == 255);
CHECK(led[2].b == 0);
CHECK(led[3].r == 0);
CHECK(led[3].g == 0);
CHECK(led[3].b == 0);
}
SUBCASE("Serpentine") {
// Create a blue layer
TestFx2D testFx(width, height);
testFx.set(0, 0, CRGB(0, 0, 255)); // Set the first pixel to blue
testFx.set(1, 0, CRGB(255, 0, 0)); // Set the second pixel to red
testFx.set(0, 1, CRGB(0, 255, 0)); // Set the third pixel to gree
testFx.set(1, 1, CRGB(0, 0, 0)); // Set the fourth pixel to black
// Create a layered effect with just the blue layer
fl::Blend2d blendFx(xyMapSerp);
blendFx.add(testFx);
// Create a buffer for the output
CRGB led[width * height] = {};
// Draw the layered effect
Fx::DrawContext context(0, led);
context.now = 0;
blendFx.draw(context);
cout << "Layered Effect Output: " << led[0].toString().c_str() << std::endl;
cout << "Layered Effect Output: " << led[1].toString().c_str() << std::endl;
cout << "Layered Effect Output: " << led[2].toString().c_str() << std::endl;
cout << "Layered Effect Output: " << led[3].toString().c_str() << std::endl;
// Verify the result - should be blue
CHECK(led[0].r == 0);
CHECK(led[0].g == 0);
CHECK(led[0].b == 255);
CHECK(led[1].r == 255);
CHECK(led[1].g == 0);
CHECK(led[1].b == 0);
// Now it's supposed to go up to the next line at the same column.
CHECK(led[2].r == 0);
CHECK(led[2].g == 0);
CHECK(led[2].b == 0);
CHECK(led[3].r == 0);
CHECK(led[3].g == 255);
CHECK(led[3].b == 0);
}
}