const std = @import("std"); const Animation = @import("../tui/Animation.zig"); const Cell = @import("../tui/Cell.zig"); const TerminalBuffer = @import("../tui/TerminalBuffer.zig"); const ColorMix = @This(); const math = std.math; const Vec2 = @Vector(2, f32); const time_scale: f32 = 0.01; const palette_len: usize = 12; fn length(vec: Vec2) f32 { return math.sqrt(vec[0] * vec[0] + vec[1] * vec[1]); } terminal_buffer: *TerminalBuffer, frames: u64, pattern_cos_mod: f32, pattern_sin_mod: f32, palette: [palette_len]Cell, pub fn init(terminal_buffer: *TerminalBuffer, col1: u32, col2: u32, col3: u32) ColorMix { return .{ .terminal_buffer = terminal_buffer, .frames = 0, .pattern_cos_mod = terminal_buffer.random.float(f32) * math.pi * 2.0, .pattern_sin_mod = terminal_buffer.random.float(f32) * math.pi * 2.0, .palette = [palette_len]Cell{ Cell.init(0x2588, col1, col2), Cell.init(0x2593, col1, col2), Cell.init(0x2592, col1, col2), Cell.init(0x2591, col1, col2), Cell.init(0x2588, col2, col3), Cell.init(0x2593, col2, col3), Cell.init(0x2592, col2, col3), Cell.init(0x2591, col2, col3), Cell.init(0x2588, col3, col1), Cell.init(0x2593, col3, col1), Cell.init(0x2592, col3, col1), Cell.init(0x2591, col3, col1), }, }; } pub fn animation(self: *ColorMix) Animation { return Animation.init(self, deinit, realloc, draw); } fn deinit(_: *ColorMix) void {} fn realloc(_: *ColorMix) anyerror!void {} fn draw(self: *ColorMix) void { self.frames +%= 1; const time: f32 = @as(f32, @floatFromInt(self.frames)) * time_scale; for (0..self.terminal_buffer.width) |x| { for (0..self.terminal_buffer.height) |y| { const xi: i32 = @intCast(x); const yi: i32 = @intCast(y); const wi: i32 = @intCast(self.terminal_buffer.width); const hi: i32 = @intCast(self.terminal_buffer.height); var uv: Vec2 = .{ @as(f32, @floatFromInt(xi * 2 - wi)) / @as(f32, @floatFromInt(self.terminal_buffer.height * 2)), @as(f32, @floatFromInt(yi * 2 - hi)) / @as(f32, @floatFromInt(self.terminal_buffer.height)), }; var uv2: Vec2 = @splat(uv[0] + uv[1]); for (0..3) |_| { uv2 += uv + @as(Vec2, @splat(length(uv))); uv += @as(Vec2, @splat(0.5)) * Vec2{ math.cos(self.pattern_cos_mod + uv2[1] * 0.2 + time * 0.1), math.sin(self.pattern_sin_mod + uv2[0] - time * 0.1), }; uv -= @splat(1.0 * math.cos(uv[0] + uv[1]) - math.sin(uv[0] * 0.7 - uv[1])); } const cell = self.palette[@as(usize, @intFromFloat(math.floor(length(uv) * 5.0))) % palette_len]; cell.put(x, y); } } }