From 39c1899843776cdb2a1076ff4ee6fa9e0e3cc02e Mon Sep 17 00:00:00 2001 From: notwa Date: Wed, 13 Mar 2013 11:44:09 +0000 Subject: [PATCH] --- main.lua | 71 ++++++++++++++++++++++++++++++++++++-------------------- 1 file changed, 46 insertions(+), 25 deletions(-) diff --git a/main.lua b/main.lua index cff7b57..b54ec47 100644 --- a/main.lua +++ b/main.lua @@ -1,5 +1,5 @@ function lerp(x0, x1, t) - return x0*(1-t) + x1*t + return x0*(1-t) + x1*t end function blendExp(x0, x1, t) @@ -18,27 +18,27 @@ local coordsAL = {} local coordsBL = {} local input = { - 0.9013, - 1.3685, - 1.1046, - 1.1633, - 0.7332, - 0.8603, + [0]=0.9013, + [60]=1.3685, + [120]=1.1046, + [180]=1.1633, + [240]=0.7332, + [300]=0.8603, + [360]=0.9013, } +local xPrecision = 60/20 local win = { T = 1.5, B = -0.5, L = 0, - R = 1, - stepX = 0.1, + R = 360, + stepX = 30, stepY = 0.25, } win.scaleX = 1/(win.L - win.R) win.scaleY = 1/(win.T - win.B) -local precision = 32 - function screenX(x) return sw*(win.L-x)*win.scaleX end @@ -52,11 +52,33 @@ function addPoint(coords, x, y) coords[#coords+1] = screenY(y) end -function interpolate(x, values, interpolator) - local x = (x*#values) % #values - local x0 = math.floor(x) - local x1 = (x0 + 1) % #values - return interpolator(values[x0+1], values[x1+1], x - x0) +function index(t, x) + if type(x) ~= type(0) then + return nil + end + + local x0 + local x1 + for tx, ty in pairs(t) do + -- we can't guarantee the order the key/values come in + if tx ~= "interpolator" then + -- x0 = largest tx that doesn't go over x + if tx <= x and (x0 == nil or tx > x0) then + x0 = tx + end + -- x1 = smallest tx that doesn't go under x + if tx > x and (x1 == nil or tx < x1) then + x1 = tx + end + end + end + x1 = x1 or x0 + + local y0 = rawget(t, x0) + local y1 = rawget(t, x1) + local f = rawget(t, "interpolator") + local y = f(y0, y1, (x - x0)/(x1 - x0)) + return y end function love.load() @@ -68,19 +90,18 @@ function love.load() --font = love.graphics.newFont("DejaVuSansMono.ttf", fs) --love.graphics.setFont(font) + setmetatable(input, {__index = index}) - local lines = #input * precision - local seg = 1/lines - - for n=1, lines+1 do - local x = (n-1)*seg - local hue = (n-1)/lines - - local y = interpolate(hue, input, lerp) + input.interpolator = lerp + for x=win.L, win.R, xPrecision do + local y = input[x] addPoint(coordsA, x, y) addPoint(coordsAL, x, math.log(y)) + end - y = interpolate(hue, input, blendExp) + input.interpolator = blendExp + for x=win.L, win.R, xPrecision do + local y = input[x] addPoint(coordsB, x, y) addPoint(coordsBL, x, math.log(y)) end