Triangle LED Hero
Analytic edge-glow triangle with LED emitters, floor radiance, and interactive color deploy. Canvas-scoped pointer input drives the lighting while an accessible mode selector chooses highlighted edges.
index.tsxcontrols.tsxtypes.tsrenderer.tsscene-renderer.tslight-sources-raw.tslight-sources-pass.tsled-buffer.tssettings.tshero-frame-state.tsdirect-triangle-raycast.tsvalue-noise.tstriangle-hit.tssim-sizing.tsshaders/light-sources.wgslshaders/led-emitters.wgslshaders/direct-triangle-raycast.wgslshaders/floor-noise.wgslshaders/color-utils.wgslshaders/geometry.wgslshaders/floor-falloff.wgslshaders/hash.wgslshaders/themes/dark/main-scene-floor.wgslshaders/themes/light/main-scene-floor.wgsl
import type { Device } from '@vgpu/core';
import { StorageBuffer } from 'vgpu/core';
import {
HERO_CANVAS_MAX_CSS,
HERO_STATE_MODES,
LEDS_PER_EDGE,
NOISE_ROTATION_START_SECONDS,
// ROTATION_STARTUP_BOOST, // re-enable with the startup boost (below)
// ROTATION_STARTUP_DURATION_SECONDS,
TRIANGLE_HEIGHT_RATIO,
triangleAnchorIndices,
triangleEdgeLedLayout,
type HeroStateMode,
type HeroStateSettings,
type HoverRgbTintSettings,
type RenderSize,
} from './settings';
import {
type BrushState,
type SceneTunables,
} from './light-sources-pass';
import { valueNoise2D } from './value-noise';
const LED_FLOATS = 8;
const POS_BRIGHTNESS_OFFSET = 0;
const COLOR_OFFSET = 4;
const LED_COUNT = LEDS_PER_EDGE * 3;
const PULSE_FLOOR = 0.08;
const PULSE_HALF_EDGE = LEDS_PER_EDGE / 2;
const PULSE_ANCHORS = triangleAnchorIndices(LEDS_PER_EDGE);
const PULSE_VERTICES = PULSE_ANCHORS.vertices;
const PULSE_MIDPOINTS = PULSE_ANCHORS.midpoints;
const PULSE_VERTEX_HOLD_END = 1 / 44;
const PULSE_SPLIT_END = 21 / 44;
const PULSE_MIDPOINT_HOLD_END = 23 / 44;
const PULSE_ROTATE_END = 43 / 44;
const PULSE_ROTATE_DIRECTION = 1;
const PULSE_CENTERS_SCRATCH = new Float32Array(6);
const SCAN_RED_ENDPOINT = new Float32Array(3);
const SCAN_BLUE_ENDPOINT = new Float32Array(3);
const EDGE_RED_LINEAR = { r: 0.896269, g: 0.027321, b: 0.051269 };
const EDGE_GREEN_LINEAR = { r: 0, g: 0.40724, b: 0.048172 };
const EDGE_BLUE_LINEAR = { r: 0, g: 0.278894, b: 1 };
// Rec. 709 luminance weights — must match the floor shader's LUMA so white and
// colored edges resolve to the same luminance, and therefore the same glow reach
// (the dark floor falloffs key off radiance luminance).
const LUMA_R = 0.2126;
const LUMA_G = 0.7152;
const LUMA_B = 0.0722;
const TWO_PI = Math.PI * 2;
// Cap the per-frame rotation delta so a long pause (backgrounded tab) doesn't
// snap the noise rotation forward when the animation resumes.
const MAX_NOISE_FRAME_DELTA = 0.1;
/**
* In active-edge mode (carousel hover) the two non-highlighted edges sit at this fraction of
* the (theme-aware) LED brightness floor, so they read much darker than the fully-lit edge —
* exaggerating the contrast. Exported so the tests track the value without a magic number.
*/
export const INACTIVE_EDGE_BRIGHTNESS_FACTOR = 0.125;
// Light + colored exception for active-edge mode (carousel hover): once the colored floor is fully
// revealed, on the LIGHT theme only, the highlighted edge is brightened to this multiple and the
// non-highlighted edges are dimmed to this fraction. Both ramp with the color-mix factor, so they
// track the reveal (no change in grayscale or on the dark theme).
const EDGE_HIGHLIGHT_LIGHT_COLOR_BOOST = 3;
const EDGE_INACTIVE_LIGHT_COLOR_SCALE = 0.2;
// Peak animation speed-up multiplier at the midpoint of a click transition. Applied to the
// shared animation clock, so EVERY mode (coding rotation, the moving lines, scan/pulse phase)
// accelerates together during a click — not just the coding rotation.
const CLICK_SPEED_BOOST_PEAK = 10;
// 'lines' mode (the default idle animation): three bright bands on the 72-LED perimeter ring.
// They START STACKED at one spot on the top-left edge — so the first frame reads as a single
// band covering most of the top-left edge and a little of the top-right near the apex, NOT a
// line on each corner — then separate as each moves at its own speed/direction. Each band also
// fades its whole intensity in and out slowly, at its own rate and phase, so they pulse
// independently. Per-LED COVERAGE in [0,1]; the shader maps 0 → brightnessMin (no/faded line)
// and 1 → brightnessMax (lit line center) with the already-tuned theme values, so the look
// stays in the optically-tuned band with no shader/intensity changes. Ring index space:
// 72 = full perimeter (edge 0 = 0..23 top→left, edge 1 = 24..47 bottom, edge 2 = 48..71
// right→top); index 0 = apex.
const LINE_START_CENTER = 6; // top-left edge, just below the apex
const LINE_CENTERS_START = [
LINE_START_CENTER,
LINE_START_CENTER,
LINE_START_CENTER,
] as const;
// All three travel the SAME direction (clockwise = negative ring-index/s) at different speeds,
// so from the shared start they fan out into a spreading cluster (band 0 leads, band 2 trails)
// rather than crossing.
const LINE_VELOCITIES = [-3.302, -2.355, -1.636] as const;
// Each band's SIZE (total ring-index span) breathes slowly between 100% and 170% of one triangle
// edge (LEDS_PER_EDGE) at its own rate/phase, so the lines read large and their thickness
// varies over that range. Half the span is a solid bright core; the outer half tapers linearly.
const LINE_SIZE_MIN = LEDS_PER_EDGE * 1; // 100% of an edge
const LINE_SIZE_MAX = LEDS_PER_EDGE * 1.7; // 170% of an edge
const LINE_SIZE_MID = (LINE_SIZE_MIN + LINE_SIZE_MAX) / 2;
const LINE_SIZE_AMP = (LINE_SIZE_MAX - LINE_SIZE_MIN) / 2;
const LINE_SIZE_FREQ = [0.41, 0.31, 0.23] as const; // rad/s, slow, distinct from the fade
const LINE_SIZE_PHASE = [0, 2.1, 4.2] as const;
// Per-line slow intensity FADE in/out: each band's whole presence breathes between ~0 and 1 on
// its own slow period (≈12 s / 16.5 s / 22 s) and phase, so they fade independently. The phase
// is measured from the first frame (see updateLines), and band 0's phase = π/2 makes it fully
// lit at frame 0 — so the stacked start band is bright.
const LINE_FADE_FREQ = [0.52, 0.38, 0.28] as const; // rad/s
const LINE_FADE_PHASE = [Math.PI / 2, 0.4, -0.6] as const;
// Lines↔hover switch. A HARD distance threshold around the triangle (brush.linesFadeDistance ×
// triangleHeight, measured with the signed triangle SDF — negative inside) toggles between the
// ambient 'lines' animation and the pointer glow. Crossing it does NOT track the live mouse
// distance: it flips a latched target that a TEMPORAL crossfade (leds.hoverTransition) eases
// toward — the lines fade by (1 - hoverTransition) and the glow by hoverTransition, so they swap.
// LINES_HOVER_FADE_SECONDS is the crossfade time constant; LINES_HOVER_HYSTERESIS widens the exit
// threshold (× the enter threshold) so the latch doesn't dither right at the boundary.
const LINES_HOVER_FADE_SECONDS = 0.3;
const LINES_HOVER_HYSTERESIS = 1.2;
// 'lines2' mode: a variation of 'lines' where all three bands travel the SAME direction
// (clockwise = all negative) at different base speeds that drift slightly over time, and each
// band's WIDTH breathes smoothly (the peak brightness stays pinned at the tuned brightnessMax —
// the opposite emphasis from 'lines', which breathes brightness and holds width). Same
// coverage/[0,1] output, so the shader path and tuned intensities are untouched.
const LINE2_CENTERS_START = [0, 24, 48] as const; // spread: one band per corner to start
const LINE2_BASE_VELOCITIES = [-3.6, -5.1, -6.7] as const; // index/s, all clockwise; they overtake
// Each band's speed drifts by ±(amp) of its base over a slow period, out of phase per band.
const LINE2_VEL_MOD_AMP = [0.22, 0.18, 0.26] as const; // fraction of base velocity
const LINE2_VEL_MOD_FREQ = [0.18, 0.27, 0.21] as const; // rad/s (slow drift)
const LINE2_VEL_MOD_OFFSET = [0, 1.9, 3.7] as const;
// Smoothly breathing plateau width (LED counts) + fixed linear falloff per band.
const LINE2_BASE_WIDTH = [5, 4.2, 5.6] as const;
const LINE2_WIDTH_MOD_AMP = [2.2, 1.8, 2.6] as const; // ± LED counts
const LINE2_WIDTH_MOD_FREQ = [0.33, 0.41, 0.29] as const; // rad/s (slow breathe)
const LINE2_WIDTH_MOD_OFFSET = [0.5, 2.3, 4.1] as const;
const LINE2_FALLOFF = [6.5, 7, 6] as const;
interface LedPoint {
x: number;
y: number;
}
/**
* Device-agnostic LED geometry + animation state — everything `computeLeds` reads/writes EXCEPT
* the device-specific storage. The WebGPU renderer wraps this with a `buffer` (a storage buffer);
* a WebGL renderer wraps it with an RGBA32F data texture instead. `computeLeds` and every per-frame
* helper operate purely on this shape, so the CPU is shared verbatim across both backends.
*/
export interface LedGeometryState {
data: Float32Array;
currentState: Float32Array;
targetState: Float32Array;
deployingState: Float32Array;
local: Float32Array;
/** Per-LED outward edge normal (unit, 2 floats each), precomputed from the edge tangent and the
* radial sign. Used to weight the pointer-proximity glow so back-facing LEDs don't light up. */
normals: Float32Array;
ledRadius: number;
triangleHeight: number;
deployEdgeCenters: readonly [LedPoint, LedPoint, LedPoint];
/** Triangle vertices (top, left, right) in sim space, for the CPU mouse-distance SDF. */
triangleVertices: readonly [LedPoint, LedPoint, LedPoint];
lastMode: HeroStateMode | undefined;
lastEdgeIndex: number | undefined;
transitionStart: number;
transitionDuration: number;
transitionActive: boolean;
/** Accumulated, click-boosted animation time (seconds). Advances each frame by the
* per-frame delta × the click speed-boost, so every mode (coding rotation, lines bands,
* scan/pulse phase) accelerates together during a click. Seeded to
* NOISE_ROTATION_START_SECONDS on the first frame so the live hero starts at the same
* phase the static fallback bakes. */
animationClock: number;
/** Seconds of rendered time since the first frame (pause-aware: advances only by
* clamped frame deltas). Drives the rotation startup speed-boost decay. */
startupElapsed: number;
/** Wall-clock seconds of the previous frame, for the rotation delta time. */
lastFrameTime: number | undefined;
/** Per-line ring-index centers for the 'lines' mode (3 independent moving bands). */
lineCenters: Float32Array;
/** Per-line ring-index velocities (index/sec) for the 'lines' mode. */
lineVelocities: Float32Array;
/** Per-LED eased pointer-proximity glow factor [0,1], low-passed toward the proximity target
* each frame so the glow fades in/out and follows the pointer smoothly. */
glowState: Float32Array;
/** True while the glow buffer still has nonzero values to ease out after the mouse left. Lets
* the per-LED glow loop run ONLY when a mouse is present or the glow is still decaying — on
* touch/mobile (no real mouse) it never runs, so no per-frame compute is wasted. */
glowDecaying: boolean;
/** Temporal lines↔hover crossfade [0,1]: 0 = ambient 'lines' animation, 1 = pointer glow. Eased
* toward a latched HARD-threshold toggle (see LINES_HOVER_*) so crossing the threshold swaps the
* two over time, independent of the live mouse distance. */
hoverTransition: number;
/** Latched state of the lines↔hover threshold toggle (with hysteresis): true once the pointer
* crossed inside the enter threshold, false once it crossed back past the wider exit threshold. */
hoverActive: boolean;
}
/**
* WebGPU LED state: the shared geometry/animation state plus the storage buffer the simulation
* passes read. `updateLeds` writes `data` into this buffer each frame.
*/
export interface LedBufferState extends LedGeometryState {
buffer: StorageBuffer;
}
export interface LedTransitionFrame {
mode: HeroStateMode;
modeChanged: boolean;
progress: number;
easedProgress: number;
active: boolean;
}
export interface HoverDeployAnimationState {
factor: number;
elapsed: number;
time: number;
tint: Pick<
HoverRgbTintSettings,
| 'amount'
| 'radius'
| 'power'
| 'deployDurationSeconds'
| 'noiseBrightnessMin'
| 'noiseBrightnessMax'
| 'noiseBrightnessPower'
| 'edgeRedLinear'
| 'edgeGreenLinear'
| 'edgeBlueLinear'
| 'edgeOverlap'
>;
}
/**
* Builds the device-agnostic LED geometry + animation state for a given simulation size —
* everything `computeLeds` needs EXCEPT the device-specific storage (the WebGPU storage buffer /
* the WebGL data texture). Each renderer wraps this to allocate its own storage: WebGPU via
* `createLedBuffer` (below), WebGL via its own data-texture allocator.
*
* The positions/geometry are size-dependent, so this is rebuilt whenever the sim size changes
* (sim == canvas, so on every resize). Pass `previous` to carry the time-based ANIMATION state
* across that rebuild — without it, a resize re-seeds `animationClock` to the bake start phase and
* the animation visibly snaps back. The brightness/color are recomputed each frame from
* `animationClock` (+ the moving `lineCenters`) + mode, so only the scalar animation phase needs
* carrying; the in-flight mode transition is reset (its `currentState` snapshot can't survive a
* geometry change), so a resize mid-transition just settles instantly.
*/
export function buildLedGeometry(
size: RenderSize,
previous?: LedGeometryState,
): LedGeometryState {
const layout = triangleEdgeLedLayout(size, LEDS_PER_EDGE);
const data = new Float32Array(layout.positions.length * LED_FLOATS);
const currentState = new Float32Array(data.length);
const targetState = new Float32Array(data.length);
const deployingState = new Float32Array(data.length);
const local = new Float32Array(layout.positions.length * 2);
const normals = new Float32Array(layout.positions.length * 2);
for (const [i, p] of layout.positions.entries()) {
const base = i * LED_FLOATS;
const x = p.x;
const y = p.y;
const angle = p.angle ?? 0;
data[base + POS_BRIGHTNESS_OFFSET] = x;
data[base + POS_BRIGHTNESS_OFFSET + 1] = y;
data[base + POS_BRIGHTNESS_OFFSET + 2] = 0;
data[base + POS_BRIGHTNESS_OFFSET + 3] = angle;
data[base + COLOR_OFFSET] = 1;
data[base + COLOR_OFFSET + 1] = 1;
data[base + COLOR_OFFSET + 2] = 1;
data[base + COLOR_OFFSET + 3] = 0;
const rx = x - layout.center.x;
const ry = y - layout.center.y;
local[i * 2] = rx;
local[i * 2 + 1] = ry;
// Outward edge normal = edge tangent (angle) rotated 90°, with the sign that points away from
// the triangle center (dot with the radial). Unit length since the tangent is.
let nx = -Math.sin(angle);
let ny = Math.cos(angle);
if (nx * rx + ny * ry < 0) {
nx = -nx;
ny = -ny;
}
normals[i * 2] = nx;
normals[i * 2 + 1] = ny;
}
currentState.set(data);
targetState.set(data);
deployingState.set(data);
return {
data,
currentState,
targetState,
deployingState,
local,
normals,
ledRadius: layout.ledRadius,
triangleHeight: layout.geometry.height,
deployEdgeCenters: [
midpoint(layout.geometry.top, layout.geometry.left),
midpoint(layout.geometry.left, layout.geometry.right),
midpoint(layout.geometry.right, layout.geometry.top),
],
triangleVertices: [
{ x: layout.geometry.top.x, y: layout.geometry.top.y },
{ x: layout.geometry.left.x, y: layout.geometry.left.y },
{ x: layout.geometry.right.x, y: layout.geometry.right.y },
],
// Carried across a size-driven rebuild so the animation continues seamlessly
// (see the doc comment). lastFrameTime must come along with animationClock: keeping it
// defined is what stops computeLeds from treating the new buffer as a first frame and
// re-seeding the clock to the bake start phase.
lastMode: previous?.lastMode,
lastEdgeIndex: previous?.lastEdgeIndex,
transitionStart: 0,
transitionDuration: 0,
transitionActive: false,
animationClock: previous?.animationClock ?? 0,
startupElapsed: previous?.startupElapsed ?? 0,
lastFrameTime: previous?.lastFrameTime,
// Carried across resize so the moving lines don't snap (like the animation clock).
lineCenters: previous?.lineCenters ?? Float32Array.from(LINE_CENTERS_START),
lineVelocities:
previous?.lineVelocities ?? Float32Array.from(LINE_VELOCITIES),
// Carried across resize so the glow doesn't pop; sized to the (fixed) LED count.
glowState: previous?.glowState ?? new Float32Array(LED_COUNT),
glowDecaying: previous?.glowDecaying ?? false,
hoverTransition: previous?.hoverTransition ?? 0,
hoverActive: previous?.hoverActive ?? false,
};
}
/**
* WebGPU wrapper around {@link buildLedGeometry}: builds the shared geometry, then allocates the
* storage buffer the simulation passes read and seeds it with the initial `data`.
*/
export function createLedBuffer(
device: Device,
size: RenderSize,
previous?: LedBufferState,
): LedBufferState {
const geometry = buildLedGeometry(size, previous);
const buffer = new StorageBuffer(device, {
size: geometry.data.byteLength,
label: 'triangle-led-4-leds',
});
// `data` carries an ArrayBuffer (never a SharedArrayBuffer); the interface's widened
// Float32Array type loses that, so narrow it for the buffer write — same cast the per-frame
// upload in `updateLeds` makes with `data.buffer as ArrayBuffer`.
buffer.write(geometry.data.buffer as ArrayBuffer);
return { ...geometry, buffer };
}
/**
* Pure, device-agnostic per-frame LED simulation: fills `leds.data` (and the carried animation
* scalars) for the given time/mode/pointer/theme. This is the SHARED CPU both renderers reuse
* verbatim — it does NOT touch any GPU resource. The WebGPU path (`updateLeds`) calls this then
* uploads `leds.data` to its storage buffer; a WebGL path calls this then `texSubImage`s the data
* into its RGBA32F data texture.
*
* @remarks `theme` defaults to dark so existing callers/tests keep the unmodified behavior; it only
* gates the light+colored active-edge brightness exception (see the edge case below).
*/
export function computeLeds(
leds: LedGeometryState,
time: number,
tunables: SceneTunables,
settings: HeroStateSettings,
hoverDeploy?: HoverDeployAnimationState,
// Pointer state for the proximity LED glow (LEDs near the pointer mix toward max brightness).
brush?: BrushState,
theme: 'dark' | 'light' = 'dark',
): LedTransitionFrame {
let modeChanged = false;
// Advance one shared animation clock by deltaTime (not absolute time) so changing a
// speed never snaps the phase. The click "speed up": while the triangle is clicked the
// smoothed deploy factor (0↔1) drives a boost — normal → CLICK_SPEED_BOOST_PEAK× → normal
// across the transition (sin peaks at the midpoint, is 0 at both settled states), so the
// boost tracks however long the transition takes. The boost multiplies the delta, so EVERY
// mode reading this clock (coding rotation, the moving lines, scan/pulse phase) accelerates
// together — not just the coding rotation.
const isFirstFrame = leds.lastFrameTime === undefined;
const frameDelta =
leds.lastFrameTime === undefined
? 0
: Math.max(0, Math.min(time - leds.lastFrameTime, MAX_NOISE_FRAME_DELTA));
leds.lastFrameTime = time;
const clickBoost =
1 +
(CLICK_SPEED_BOOST_PEAK - 1) *
Math.sin(clamp01(hoverDeploy?.factor ?? 0) * Math.PI);
const boostedDelta = frameDelta * clickBoost;
// Startup boost (DISABLED): a fast burst that faded out to normal speed to mask the
// static→canvas reveal. To re-enable: uncomment the block below, the two ROTATION_STARTUP_*
// imports, and multiply `* startupBoost` into boostedDelta. `startupElapsed` is still tracked
// below (real, unboosted seconds) so the decay works immediately when re-enabled.
// const startupDecay = Math.exp(
// (-3 * leds.startupElapsed) / ROTATION_STARTUP_DURATION_SECONDS,
// );
// const startupBoost = 1 + (ROTATION_STARTUP_BOOST - 1) * startupDecay;
if (isFirstFrame) {
// Seed the clock NOISE_ROTATION_START_SECONDS in (boost = 1) so the live hero begins at
// the same phase the static fallback bake renders — the canvas reveals over the static
// seamlessly, whichever mode is the default.
leds.animationClock = NOISE_ROTATION_START_SECONDS;
}
leds.animationClock += boostedDelta;
leds.startupElapsed += frameDelta;
const animTime = leds.animationClock;
// Coding's rotation is just the shared clock × speed (mod 2π). Deriving it from the clock
// keeps coding identical to the old per-frame accumulator while every other mode reads the
// same clock.
const codingRotation = (animTime * tunables.rotationSpeed) % TWO_PI;
const edgeIndex = sanitizeEdgeIndex(settings.edgeIndex);
const edgeIndexChanged =
settings.mode === HERO_STATE_MODES.edge &&
leds.lastEdgeIndex !== undefined &&
edgeIndex !== leds.lastEdgeIndex;
// Entering a mode = the first frame, or an actual mode switch (NOT a resize: createLedBuffer
// carries lastMode + lineCenters, so isModeEntry is false there and the bands don't snap).
const isModeEntry =
leds.lastMode === undefined || settings.mode !== leds.lastMode;
if (leds.lastMode === undefined) {
leds.lastMode = settings.mode;
leds.lastEdgeIndex = edgeIndex;
leds.transitionActive = false;
} else if (settings.mode !== leds.lastMode || edgeIndexChanged) {
modeChanged = true;
leds.currentState.set(leds.data);
leds.transitionStart = time;
leds.transitionDuration = Math.max(0, settings.transitionDuration);
leds.transitionActive = leds.transitionDuration > 0;
leds.lastMode = settings.mode;
leds.lastEdgeIndex = edgeIndex;
}
// (Re)seed the band centers to the entered mode's start layout: 'lines' stacks them on the
// top-left edge (they separate as they move); 'lines2' spreads one per corner.
if (isModeEntry) {
if (settings.mode === HERO_STATE_MODES.lines) {
leds.lineCenters.set(LINE_CENTERS_START);
} else if (settings.mode === HERO_STATE_MODES.lines2) {
leds.lineCenters.set(LINE2_CENTERS_START);
}
}
switch (settings.mode) {
case HERO_STATE_MODES.scan:
updateScan(
leds,
leds.targetState,
animTime,
settings.scanSpeed,
settings.scanHeadWidth,
settings.scanRedShift,
settings.scanBlueShift,
settings.scanHueRotationSpeed,
);
break;
case HERO_STATE_MODES.pulse:
updatePulse(
leds,
leds.targetState,
animTime,
settings.pulseSpeed,
settings.pulseWidth,
);
break;
case HERO_STATE_MODES.edge: {
// Light + colored exception: as the colored floor reveals (colorFactor → 1, LIGHT theme only),
// boost the highlighted edge up to EDGE_HIGHLIGHT_LIGHT_COLOR_BOOST× and dim the non-highlighted
// edges to EDGE_INACTIVE_LIGHT_COLOR_SCALE×. Ramped by the color mix so it tracks the reveal;
// no effect in grayscale (factor 0) or on the dark theme.
const colorFactor =
theme === 'light' ? clamp01(hoverDeploy?.factor ?? 0) : 0;
const activeBoost =
1 + (EDGE_HIGHLIGHT_LIGHT_COLOR_BOOST - 1) * colorFactor;
const inactiveScale =
1 - (1 - EDGE_INACTIVE_LIGHT_COLOR_SCALE) * colorFactor;
updateEdge(
leds.targetState,
edgeIndex,
// Non-highlighted edges sit at INACTIVE_EDGE_BRIGHTNESS_FACTOR of the (theme-aware) LED
// brightness floor (× the light+colored inactiveScale) so they read much darker than the
// fully-lit hovered edge.
tunables.brightnessMin *
INACTIVE_EDGE_BRIGHTNESS_FACTOR *
inactiveScale,
settings.edgeHighlightBrightness * activeBoost,
);
break;
}
case HERO_STATE_MODES.lines:
updateLines(leds, leds.targetState, animTime, boostedDelta);
break;
case HERO_STATE_MODES.lines2:
updateLines2(leds, leds.targetState, animTime, boostedDelta);
break;
case HERO_STATE_MODES.coding:
default:
updateCoding(leds, leds.targetState, codingRotation, tunables);
break;
}
// Lines↔hover switch (lines modes only): see LINES_HOVER_* above. The glow is the APPROACH
// effect — it engages only while the pointer is near the triangle but still OUTSIDE it (within
// the HARD distance threshold, latched with hysteresis), crossfading the ambient lines out (by
// 1 - hoverTransition) and the glow in (by hoverTransition) over time. Once the pointer is ON the
// triangle (brush.inside) the toggle releases: the lines return and the triangle's own hover
// effect (the lifted brightnessMin floor + click-deploy colors) takes over — no pointer glow on
// top. A no-op (glow ungated, lines full) when linesFadeDistance is 0 or the mode isn't lines.
const linesHoverToggleEnabled =
(settings.mode === HERO_STATE_MODES.lines ||
settings.mode === HERO_STATE_MODES.lines2) &&
(brush?.linesFadeDistance ?? 0) > 0;
let hoverTransition = 0;
if (linesHoverToggleEnabled) {
let hoverTarget = 0;
// The toggle only engages with a real mouse, in the approach band OUTSIDE the triangle. Touch,
// no pointer, or the pointer being inside the triangle all leave the target at 0 (lines).
if (
brush?.active === true &&
brush.isMouse === true &&
brush.inside !== true
) {
const enter = (brush.linesFadeDistance ?? 0) * leds.triangleHeight;
const v = leds.triangleVertices;
const d = triangleSdf2D(brush.x, brush.y, v[0], v[1], v[2]);
if (!leds.hoverActive && d < enter) leds.hoverActive = true;
else if (leds.hoverActive && d > enter * LINES_HOVER_HYSTERESIS)
leds.hoverActive = false;
hoverTarget = leds.hoverActive ? 1 : 0;
} else {
leds.hoverActive = false;
}
// Ease the scalar crossfade toward the latched target (real seconds — the click speed-boost
// must not affect it). Skipped once fully settled at lines with nothing pending, so idle/touch
// frames do no work.
if (leds.hoverTransition > 0.0001 || hoverTarget > 0) {
const alpha =
LINES_HOVER_FADE_SECONDS > 0
? 1 - Math.exp(-frameDelta / LINES_HOVER_FADE_SECONDS)
: 1;
leds.hoverTransition += (hoverTarget - leds.hoverTransition) * alpha;
}
hoverTransition = clamp01(leds.hoverTransition);
if (hoverTransition > 0.0001) {
const linesFade = 1 - hoverTransition;
for (let i = 0; i < LED_COUNT; i++) {
leds.targetState[i * LED_FLOATS + 2] *= linesFade;
}
}
} else if (leds.hoverTransition !== 0 || leds.hoverActive) {
// Toggle off (mode change or distance set to 0): drop any in-progress crossfade so the glow
// ungates immediately and the lines return to full.
leds.hoverTransition = 0;
leds.hoverActive = false;
}
let progress = 1;
let easedProgress = 1;
if (leds.transitionActive) {
progress = clamp01((time - leds.transitionStart) / leds.transitionDuration);
easedProgress = easeInQuad(progress);
lerpLedState(leds.data, leds.currentState, leds.targetState, easedProgress);
if (progress >= 1) leds.transitionActive = false;
} else {
leds.data.set(leds.targetState);
}
const hoverFactor = clamp01(hoverDeploy?.factor ?? 0);
if (hoverFactor > 0) {
updateDeployingRgb(leds, leds.deployingState, hoverDeploy?.tint);
lerpLedState(leds.data, leds.data, leds.deployingState, hoverFactor);
}
// Pointer-proximity glow (smoothed, MOUSE-ONLY): each frame, ease a per-LED glow factor
// (leds.glowState) toward its proximity target, then mix the LED coverage toward max brightness
// (1) by it. Per-LED easing makes the glow fade in/out and follow the pointer smoothly.
// PERFORMANCE: the loop runs ONLY when a real mouse is present (brush.isMouse) or the glow is
// still easing out (glowDecaying). On touch/mobile there is no mouse, so this never runs and
// wastes no per-frame compute. Applied last so it lifts the final per-LED brightness.
// The glow's overall presence is gated by the lines↔hover crossfade (hoverTransition) so it
// switches in as the lines fade out; outside the lines-toggle (other modes / distance 0) the
// gate is 1 and the glow behaves purely by proximity. glowState still tracks the pointer while
// gated to 0, so when the toggle crosses in the glow is already positioned (no spatial lag).
const hoverGate = linesHoverToggleEnabled ? hoverTransition : 1;
const glowStrength = brush?.glowStrength ?? 0;
const glowRadius = brush?.glowRadius ?? 0;
const glowOn =
brush?.active === true &&
brush.isMouse === true &&
brush.glowEnabled === true &&
glowStrength > 0 &&
glowRadius > 0;
if (glowOn || leds.glowDecaying) {
const glowSmoothing = brush?.glowSmoothing ?? 0;
const glowAlpha =
glowSmoothing > 0 ? 1 - Math.exp(-frameDelta / glowSmoothing) : 1;
const px = brush?.x ?? 0;
const py = brush?.y ?? 0;
// Back-face cull: scale each LED's glow target by how much its outward normal faces the
// pointer. cos of the cutoff angles → a soft ramp full at facingFullDeg, 0 at facingZeroDeg.
const facingOn = brush?.glowFacingEnabled === true;
const facingCosFull = Math.cos(
((brush?.glowFacingFullDeg ?? 90) * Math.PI) / 180,
);
const facingCosZero = Math.cos(
((brush?.glowFacingZeroDeg ?? 100) * Math.PI) / 180,
);
const facingDenom = facingCosFull - facingCosZero;
let anyActive = false;
for (let i = 0; i < LED_COUNT; i++) {
const base = i * LED_FLOATS;
let target = 0;
if (glowOn) {
const dx = (leds.data[base + POS_BRIGHTNESS_OFFSET] ?? 0) - px;
const dy = (leds.data[base + POS_BRIGHTNESS_OFFSET + 1] ?? 0) - py;
const dist = Math.hypot(dx, dy);
target = glowStrength * (1 - smoothstep(0, glowRadius, dist));
if (facingOn && target > 0 && dist > 1e-4) {
// cos of the angle between the LED's outward normal and the direction TO the pointer
// (-dx, -dy is LED→pointer). 1 = facing the pointer, -1 = facing dead away.
const cos =
(leds.normals[i * 2] ?? 0) * (-dx / dist) +
(leds.normals[i * 2 + 1] ?? 0) * (-dy / dist);
const facing =
facingDenom > 1e-6
? clamp01((cos - facingCosZero) / facingDenom)
: cos >= facingCosFull
? 1
: 0;
target *= facing;
}
}
const eased =
(leds.glowState[i] ?? 0) +
(target - (leds.glowState[i] ?? 0)) * glowAlpha;
leds.glowState[i] = eased;
if (eased > 0.0001) {
anyActive = true;
const lift = eased * hoverGate;
if (lift > 0.0001)
leds.data[base + 2] = mix(leds.data[base + 2] ?? 0, 1, lift); // brightness slot
}
}
// Keep running next frame only while the mouse is here or values are still easing out.
leds.glowDecaying = glowOn || anyActive;
}
return {
mode: settings.mode,
modeChanged,
progress,
easedProgress,
active: leds.transitionActive,
};
}
/**
* WebGPU back-compat wrapper: runs the shared {@link computeLeds} CPU simulation, then uploads the
* filled `leds.data` to the storage buffer the simulation passes read.
*/
export function updateLeds(
_device: Device,
leds: LedBufferState,
time: number,
tunables: SceneTunables,
settings: HeroStateSettings,
hoverDeploy?: HoverDeployAnimationState,
brush?: BrushState,
theme: 'dark' | 'light' = 'dark',
): LedTransitionFrame {
const transition = computeLeds(
leds,
time,
tunables,
settings,
hoverDeploy,
brush,
theme,
);
leds.buffer.write(leds.data.buffer as ArrayBuffer);
return transition;
}
function updateDeployingRgb(
leds: LedGeometryState,
target: Float32Array,
tint: HoverDeployAnimationState['tint'] | undefined,
) {
target.set(leds.data);
for (let i = 0; i < LED_COUNT; i++) {
const color = edgeTintColor(leds, i, tint);
writeLedColor(target, i, color.r, color.g, color.b);
}
}
function relativeLuminance(r: number, g: number, b: number): number {
return LUMA_R * r + LUMA_G * g + LUMA_B * b;
}
// Scales a colour so its luminance is exactly 1, matching the white LED. Channel
// ratios (hue/chroma) are preserved; near-black inputs are left untouched. This
// makes colored edges reach as far as the white light instead of glowing dimmer.
function normalizeLuminance(r: number, g: number, b: number) {
const lum = relativeLuminance(r, g, b);
if (lum <= 1e-4) return { r, g, b };
const scale = 1 / lum;
return { r: r * scale, g: g * scale, b: b * scale };
}
function edgeTintColor(
leds: LedGeometryState,
i: number,
tint: HoverDeployAnimationState['tint'] | undefined,
) {
const amount = clamp01(tint?.amount ?? 1);
const radius = Math.max(tint?.radius ?? 1, 1);
const power = Math.max(tint?.power ?? 1, 0.001);
// Per-edge LINEAR colors come from the tint (GUI-editable); fall back to the module constants
// when no tint is supplied. Defaults equal these constants, so the look is unchanged by default.
const red = tint?.edgeRedLinear ?? EDGE_RED_LINEAR;
const green = tint?.edgeGreenLinear ?? EDGE_GREEN_LINEAR;
const blue = tint?.edgeBlueLinear ?? EDGE_BLUE_LINEAR;
const base = i * LED_FLOATS;
const x = leds.data[base + POS_BRIGHTNESS_OFFSET] ?? 0;
const y = leds.data[base + POS_BRIGHTNESS_OFFSET + 1] ?? 0;
const [redCenter, greenCenter, blueCenter] = leds.deployEdgeCenters;
// Overlap control: raise the per-edge weights to 1/overlap before normalizing. overlap 1 →
// unchanged; <1 sharpens (each LED dominated by its nearest edge → less color mixing); >1
// softens (more mixing between edges).
const invOverlap = 1 / Math.max(tint?.edgeOverlap ?? 1, 0.01);
const wr =
edgeWeight(x, y, redCenter.x, redCenter.y, radius, power) ** invOverlap;
const wg =
edgeWeight(x, y, greenCenter.x, greenCenter.y, radius, power) ** invOverlap;
const wb =
edgeWeight(x, y, blueCenter.x, blueCenter.y, radius, power) ** invOverlap;
const sum = Math.max(wr + wg + wb, 0.0001);
const r = (red.r * wr + green.r * wg + blue.r * wb) / sum;
const g = (red.g * wr + green.g * wg + blue.g * wb) / sum;
const b = (red.b * wr + green.b * wg + blue.b * wb) / sum;
// Normalize the blended edge colour to luminance 1 so it reaches as far as the
// white light. White is also luminance 1, so the amount-mix below stays at
// luminance 1 for any tint amount.
const tinted = normalizeLuminance(r, g, b);
return {
r: mix(1, tinted.r, amount),
g: mix(1, tinted.g, amount),
b: mix(1, tinted.b, amount),
};
}
function edgeWeight(
x: number,
y: number,
cx: number,
cy: number,
radius: number,
power: number,
) {
return (1 / (1 + Math.hypot(x - cx, y - cy) / radius)) ** power;
}
function midpoint(a: LedPoint, b: LedPoint) {
return { x: (a.x + b.x) * 0.5, y: (a.y + b.y) * 0.5 };
}
// Signed distance from point p to triangle (a,b,c) — IQ's 2D triangle SDF. Negative inside,
// 0 on an edge, positive outside (same units as the inputs). Used to fade the 'lines' animation
// by how far the mouse is from the triangle.
function triangleSdf2D(
px: number,
py: number,
a: LedPoint,
b: LedPoint,
c: LedPoint,
): number {
const e0x = b.x - a.x;
const e0y = b.y - a.y;
const e1x = c.x - b.x;
const e1y = c.y - b.y;
const e2x = a.x - c.x;
const e2y = a.y - c.y;
const v0x = px - a.x;
const v0y = py - a.y;
const v1x = px - b.x;
const v1y = py - b.y;
const v2x = px - c.x;
const v2y = py - c.y;
const t0 = clamp01((v0x * e0x + v0y * e0y) / (e0x * e0x + e0y * e0y || 1));
const t1 = clamp01((v1x * e1x + v1y * e1y) / (e1x * e1x + e1y * e1y || 1));
const t2 = clamp01((v2x * e2x + v2y * e2y) / (e2x * e2x + e2y * e2y || 1));
const p0x = v0x - e0x * t0;
const p0y = v0y - e0y * t0;
const p1x = v1x - e1x * t1;
const p1y = v1y - e1y * t1;
const p2x = v2x - e2x * t2;
const p2y = v2y - e2y * t2;
const s = Math.sign(e0x * e2y - e0y * e2x);
// Component-wise min of (distance², signed area) across the three edges (IQ's trick).
const dist2 = Math.min(
p0x * p0x + p0y * p0y,
p1x * p1x + p1y * p1y,
p2x * p2x + p2y * p2y,
);
const sgn = Math.min(
s * (v0x * e0y - v0y * e0x),
s * (v1x * e1y - v1y * e1x),
s * (v2x * e2y - v2y * e2x),
);
return -Math.sqrt(dist2) * Math.sign(sgn);
}
/**
* Reference triangle height (sim px) the coding-noise frequency is calibrated against — the
* triangle at the desktop-cap canvas, zoom 1. The noise is sampled at LED positions scaled by
* (this / actual triangleHeight), so the pattern stays a fixed FRACTION of the triangle —
* proportional at any canvas height / camera zoom — instead of a fixed frequency in pixels
* (which made the noise read larger on shorter canvases). At this reference size the look is
* unchanged from the previous absolute-pixel behavior.
*/
const NOISE_REFERENCE_TRIANGLE_HEIGHT =
HERO_CANVAS_MAX_CSS * TRIANGLE_HEIGHT_RATIO;
function updateCoding(
leds: LedGeometryState,
target: Float32Array,
rotation: number,
tunables: SceneTunables,
) {
const cosR = Math.cos(rotation);
const sinR = Math.sin(rotation);
const freq =
(tunables.noiseScale * NOISE_REFERENCE_TRIANGLE_HEIGHT) /
Math.max(leds.triangleHeight, 1e-3);
for (let i = 0; i < leds.local.length / 2; i++) {
const x = leds.local[i * 2] ?? 0;
const y = leds.local[i * 2 + 1] ?? 0;
const rx = (x * cosR - y * sinR) * freq;
const ry = (x * sinR + y * cosR) * freq;
writeLed(target, i, clamp01(valueNoise2D(rx, ry) + 0.5), 1, 1, 1);
}
}
function updateScan(
leds: LedGeometryState,
target: Float32Array,
time: number,
speed: number,
headWidth: number,
redShift: number,
blueShift: number,
hueRotationSpeed: number,
) {
const headPos = fract(time * speed) * LED_COUNT;
const width = Math.max(0.001, headWidth);
const huePhase = fract(time * hueRotationSpeed);
hslToRgb(SCAN_RED_ENDPOINT, huePhase, 1, 0.5);
hslToRgb(SCAN_BLUE_ENDPOINT, fract(huePhase + 2 / 3), 1, 0.5);
for (let i = 0; i < LED_COUNT; i++) {
const signedOffset = signedWrappedDistance(i, headPos, LED_COUNT);
const d = Math.abs(signedOffset);
const envelope = smoothstep(width, 0, d);
const brightness = Math.max(envelope, PULSE_FLOOR);
const tintMask = smoothstep(0.001, 0.05, envelope);
const local = clamp01(signedOffset / width / 2 + 0.5) * 2 - 1;
const redSide = Math.sqrt(Math.max(0, -local));
const blueSide = Math.sqrt(Math.max(0, local));
const redStrength = clamp01(redShift) * redSide;
const blueStrength = clamp01(blueShift) * blueSide;
let r = mix(1, SCAN_RED_ENDPOINT[0] ?? 1, redStrength);
let g = mix(1, SCAN_RED_ENDPOINT[1] ?? 1, redStrength);
let b = mix(1, SCAN_RED_ENDPOINT[2] ?? 1, redStrength);
r = mix(r, SCAN_BLUE_ENDPOINT[0] ?? 1, blueStrength);
g = mix(g, SCAN_BLUE_ENDPOINT[1] ?? 1, blueStrength);
b = mix(b, SCAN_BLUE_ENDPOINT[2] ?? 1, blueStrength);
writeLed(
target,
i,
brightness,
mix(1, r, tintMask),
mix(1, g, tintMask),
mix(1, b, tintMask),
);
}
}
function updatePulse(
leds: LedGeometryState,
target: Float32Array,
time: number,
speed: number,
width: number,
) {
const progress = fract(time * speed);
const pulseCenterCount = pulseCentersForProgress(progress);
const sigma = Math.max(0.001, width);
for (let i = 0; i < LED_COUNT; i++) {
let brightness = PULSE_FLOOR;
for (let j = 0; j < pulseCenterCount; j++) {
const center = PULSE_CENTERS_SCRATCH[j] ?? 0;
const d = wrappedDistance(i, center, LED_COUNT);
brightness = Math.max(brightness, Math.exp(-((d / sigma) ** 2)));
}
writeLed(target, i, clamp01(brightness), 1, 1, 1);
}
}
/**
* 'lines' mode: three bright bands on the 72-LED perimeter ring. They begin STACKED at
* LINE_START_CENTER (seeded on mode entry, see updateLeds) — so the first frame is a single
* band over the top-left edge — then separate as each moves at its own speed/direction. Each
* band also fades its whole intensity in and out slowly (LINE_FADE_*), at its own rate and
* phase, so they pulse independently. Each LED takes the MAX over the 3 bands of
* profile × fade (plateau + linear falloff, like the original), so overlaps stay bounded. The
* coverage (0..1) is written as the LED brightness; the shader maps 0 → brightnessMin and
* 1 → brightnessMax with the already-tuned theme values, so the look stays in that band.
*/
function updateLines(
leds: LedGeometryState,
target: Float32Array,
// Shared, click-boosted animation clock + per-frame delta — so the bands accelerate with
// the click speed-up exactly like every other mode.
animTime: number,
boostedDelta: number,
) {
for (let k = 0; k < 3; k++) {
leds.lineCenters[k] = wrapIndex(
(leds.lineCenters[k] ?? 0) + (leds.lineVelocities[k] ?? 0) * boostedDelta,
);
}
// Fade/size time is measured from the first frame (clock seeded at NOISE_ROTATION_START_SECONDS),
// so the LINE_FADE_PHASE values land as authored on frame 0 (band 0 fully lit).
const fadeTime = animTime - NOISE_ROTATION_START_SECONDS;
// The band size + fade depend only on the band (k) and fadeTime, NOT the LED index, so hoist
// their 6 Math.sin out of the 72-LED loop (was 432 sin/frame in the default 'lines' mode). The
// per-band half/plateau/fade values are identical to the old per-LED computation → bit-exact.
const halfByBand: number[] = [];
const plateauByBand: number[] = [];
const fadeByBand: number[] = [];
for (let k = 0; k < 3; k++) {
// Slowly breathing band size (total span), 50%..90% of an edge → half-span each side.
const size =
LINE_SIZE_MID +
LINE_SIZE_AMP *
Math.sin(
fadeTime * (LINE_SIZE_FREQ[k] ?? 0) + (LINE_SIZE_PHASE[k] ?? 0),
);
const half = Math.max(1, size * 0.5);
halfByBand[k] = half;
plateauByBand[k] = half * 0.5; // inner half is solid bright, outer half tapers
// Slow per-line fade in/out (0..1): the whole band breathes its intensity on its own
// period/phase, so the 3 bands fade independently. Stays ≤ 1 → ≤ brightnessMax.
fadeByBand[k] =
0.5 +
0.5 *
Math.sin(
fadeTime * (LINE_FADE_FREQ[k] ?? 0) + (LINE_FADE_PHASE[k] ?? 0),
);
}
for (let i = 0; i < LED_COUNT; i++) {
let coverage = 0;
for (let k = 0; k < 3; k++) {
const d = Math.abs(
signedWrappedDistance(i, leds.lineCenters[k] ?? 0, LED_COUNT),
);
const half = halfByBand[k] ?? 1;
const plateauRadius = plateauByBand[k] ?? 0;
let profile = 0;
if (d <= plateauRadius) {
profile = 1;
} else {
profile = clamp01(1 - (d - plateauRadius) / (half - plateauRadius));
}
coverage = Math.max(coverage, profile * (fadeByBand[k] ?? 0));
}
writeLed(target, i, clamp01(coverage), 1, 1, 1);
}
}
/**
* 'lines2' mode: three bands all traveling the SAME direction (clockwise) at different base
* speeds that drift slightly over time, each with a smoothly breathing WIDTH. Peak coverage
* stays at 1 (the tuned brightnessMax); only the band thickness and speed vary. Same
* coverage/max-combine + [0,1] output as 'lines', so no shader/intensity changes.
*/
function updateLines2(
leds: LedGeometryState,
target: Float32Array,
animTime: number,
boostedDelta: number,
) {
for (let k = 0; k < 3; k++) {
// Base speed × a slow ±amp drift, out of phase per band → they keep overtaking each other.
const velocity =
(LINE2_BASE_VELOCITIES[k] ?? 0) *
(1 +
(LINE2_VEL_MOD_AMP[k] ?? 0) *
Math.sin(
(animTime + (LINE2_VEL_MOD_OFFSET[k] ?? 0)) *
(LINE2_VEL_MOD_FREQ[k] ?? 0),
));
leds.lineCenters[k] = wrapIndex(
(leds.lineCenters[k] ?? 0) + velocity * boostedDelta,
);
}
for (let i = 0; i < LED_COUNT; i++) {
let coverage = 0;
for (let k = 0; k < 3; k++) {
// Smoothly breathing plateau width (≥1 LED).
const width = Math.max(
1,
(LINE2_BASE_WIDTH[k] ?? 0) +
(LINE2_WIDTH_MOD_AMP[k] ?? 0) *
Math.sin(
(animTime + (LINE2_WIDTH_MOD_OFFSET[k] ?? 0)) *
(LINE2_WIDTH_MOD_FREQ[k] ?? 0),
),
);
const plateauRadius = (width - 1) * 0.5;
const d = Math.abs(
signedWrappedDistance(i, leds.lineCenters[k] ?? 0, LED_COUNT),
);
const falloff = LINE2_FALLOFF[k] ?? 0;
let profile = 0;
if (d <= plateauRadius) {
profile = 1;
} else if (falloff > 0) {
profile = clamp01(1 - (d - plateauRadius) / falloff);
}
coverage = Math.max(coverage, profile);
}
writeLed(target, i, clamp01(coverage), 1, 1, 1);
}
}
function updateEdge(
target: Float32Array,
edgeIndex: number,
baseBrightness: number,
highlightBrightness: number,
) {
const start = edgeIndex * LEDS_PER_EDGE;
const end = start + LEDS_PER_EDGE;
const base = clamp01(baseBrightness);
const highlight = clamp01(highlightBrightness);
for (let i = 0; i < LED_COUNT; i++) {
writeLed(target, i, i >= start && i < end ? highlight : base, 1, 1, 1);
}
}
function pulseCentersForProgress(progress: number) {
if (progress < PULSE_VERTEX_HOLD_END || progress >= PULSE_ROTATE_END) {
PULSE_CENTERS_SCRATCH[0] = PULSE_VERTICES[0];
PULSE_CENTERS_SCRATCH[1] = PULSE_VERTICES[1];
PULSE_CENTERS_SCRATCH[2] = PULSE_VERTICES[2];
return 3;
}
if (progress < PULSE_SPLIT_END) {
const t = easeInOutCubic(
(progress - PULSE_VERTEX_HOLD_END) /
(PULSE_SPLIT_END - PULSE_VERTEX_HOLD_END),
);
const offset = PULSE_HALF_EDGE * t;
PULSE_CENTERS_SCRATCH[0] = wrapIndex(PULSE_VERTICES[0] + offset);
PULSE_CENTERS_SCRATCH[1] = wrapIndex(PULSE_VERTICES[0] - offset);
PULSE_CENTERS_SCRATCH[2] = wrapIndex(PULSE_VERTICES[1] - offset);
PULSE_CENTERS_SCRATCH[3] = wrapIndex(PULSE_VERTICES[1] + offset);
PULSE_CENTERS_SCRATCH[4] = wrapIndex(PULSE_VERTICES[2] - offset);
PULSE_CENTERS_SCRATCH[5] = wrapIndex(PULSE_VERTICES[2] + offset);
return 6;
}
if (progress < PULSE_MIDPOINT_HOLD_END) {
PULSE_CENTERS_SCRATCH[0] = PULSE_MIDPOINTS[0];
PULSE_CENTERS_SCRATCH[1] = PULSE_MIDPOINTS[1];
PULSE_CENTERS_SCRATCH[2] = PULSE_MIDPOINTS[2];
return 3;
}
const t = easeOutQuart(
(progress - PULSE_MIDPOINT_HOLD_END) /
(PULSE_ROTATE_END - PULSE_MIDPOINT_HOLD_END),
);
const offset = PULSE_ROTATE_DIRECTION * PULSE_HALF_EDGE * t;
PULSE_CENTERS_SCRATCH[0] = wrapIndex(PULSE_MIDPOINTS[0] + offset);
PULSE_CENTERS_SCRATCH[1] = wrapIndex(PULSE_MIDPOINTS[1] + offset);
PULSE_CENTERS_SCRATCH[2] = wrapIndex(PULSE_MIDPOINTS[2] + offset);
return 3;
}
function lerpLedState(
target: Float32Array,
from: Float32Array,
to: Float32Array,
t: number,
) {
for (let i = 0; i < target.length; i++) {
const a = from[i] ?? 0;
target[i] = a + ((to[i] ?? 0) - a) * t;
}
}
function writeLed(
target: Float32Array,
i: number,
brightness: number,
r: number,
g: number,
b: number,
) {
const base = i * LED_FLOATS;
target[base + 2] = brightness;
target[base + COLOR_OFFSET] = r;
target[base + COLOR_OFFSET + 1] = g;
target[base + COLOR_OFFSET + 2] = b;
}
function writeLedColor(
target: Float32Array,
i: number,
r: number,
g: number,
b: number,
) {
const base = i * LED_FLOATS;
target[base + COLOR_OFFSET] = r;
target[base + COLOR_OFFSET + 1] = g;
target[base + COLOR_OFFSET + 2] = b;
}
function hslToRgb(target: Float32Array, h: number, s: number, l: number) {
const a = s * Math.min(l, 1 - l);
target[0] = hslChannel(h, a, l, 0);
target[1] = hslChannel(h, a, l, 8);
target[2] = hslChannel(h, a, l, 4);
}
function hslChannel(h: number, a: number, l: number, n: number) {
const k = (n + h * 12) % 12;
return l - a * Math.max(-1, Math.min(Math.min(k - 3, 9 - k), 1));
}
function fract(value: number) {
return value - Math.floor(value);
}
function wrappedDistance(a: number, b: number, period: number) {
const d = Math.abs(a - b);
return Math.min(d, period - d);
}
function signedWrappedDistance(a: number, b: number, period: number) {
return ((((a - b) % period) + period + period / 2) % period) - period / 2;
}
function wrapIndex(value: number) {
return ((value % LED_COUNT) + LED_COUNT) % LED_COUNT;
}
function sanitizeEdgeIndex(value: number) {
if (!Number.isFinite(value)) return 0;
return Math.max(0, Math.min(2, Math.round(value)));
}
function easeInOutCubic(t: number) {
const x = clamp01(t);
return x < 0.5 ? 4 * x * x * x : 1 - (-2 * x + 2) ** 3 / 2;
}
function easeInQuad(t: number) {
const x = clamp01(t);
return x * x;
}
function easeOutQuart(t: number) {
const x = clamp01(t);
return 1 - (1 - x) ** 4;
}
function smoothstep(edge0: number, edge1: number, x: number) {
const t = clamp01((x - edge0) / (edge1 - edge0));
return t * t * (3 - 2 * t);
}
function mix(a: number, b: number, t: number) {
return a + (b - a) * t;
}
function clamp(value: number, min: number, max: number) {
return Math.max(min, Math.min(max, value));
}
function clamp01(value: number) {
return clamp(value, 0, 1);
}