├── .gitattributes
├── .github
├── issue_template.md
├── pull_request_template.md
└── workflows
│ └── activation.yml
├── .gitignore
├── .vsconfig
├── Assets
├── .gitignore
├── NightDriveryUnity.meta
├── NightDriveryUnity
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── Simple Pacman Demo.unity
│ │ ├── Simple Pacman Demo.unity.meta
│ │ ├── Simple YouTube Demo.unity
│ │ └── Simple YouTube Demo.unity.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── Adler32.cs
│ │ ├── Adler32.cs.meta
│ │ ├── FastLEDInterop.cs
│ │ ├── FastLEDInterop.cs.meta
│ │ ├── Graphics.cs
│ │ ├── Graphics.cs.meta
│ │ ├── LEDControllerChannel.cs
│ │ ├── LEDControllerChannel.cs.meta
│ │ ├── LEDSignController.cs
│ │ ├── LEDSignController.cs.meta
│ │ ├── ZLIBStream.cs
│ │ ├── ZLIBStream.cs.meta
│ │ ├── ZLibHeader.cs
│ │ └── ZLibHeader.cs.meta
│ ├── Videos.meta
│ └── Videos
│ │ ├── Pacman Chase Wide.mov
│ │ ├── Pacman Chase Wide.mov.meta
│ │ ├── Road - 1101.mp4
│ │ ├── Road - 1101.mp4.meta
│ │ ├── swcrawl.mp4
│ │ └── swcrawl.mp4.meta
├── Simple Demo.unity
└── Simple Demo.unity.meta
├── CONTRIBUTING.md
├── COPYING.txt
└── README.md
/.gitattributes:
--------------------------------------------------------------------------------
1 | * text=auto
2 |
3 | # Unity files
4 | *.meta -text merge=unityyamlmerge diff
5 | *.unity -text merge=unityyamlmerge diff
6 | *.asset -text merge=unityyamlmerge diff
7 | *.prefab -text merge=unityyamlmerge diff
8 | *.mat -text merge=unityyamlmerge diff
9 | *.anim -text merge=unityyamlmerge diff
10 | *.controller -text merge=unityyamlmerge diff
11 | *.overrideController -text merge=unityyamlmerge diff
12 | *.physicMaterial -text merge=unityyamlmerge diff
13 | *.physicsMaterial2D -text merge=unityyamlmerge diff
14 | *.playable -text merge=unityyamlmerge diff
15 | *.mask -text merge=unityyamlmerge diff
16 | *.brush -text merge=unityyamlmerge diff
17 | *.flare -text merge=unityyamlmerge diff
18 | *.fontsettings -text merge=unityyamlmerge diff
19 | *.guiskin -text merge=unityyamlmerge diff
20 | *.giparams -text merge=unityyamlmerge diff
21 | *.renderTexture -text merge=unityyamlmerge diff
22 | *.spriteatlas -text merge=unityyamlmerge diff
23 | *.terrainlayer -text merge=unityyamlmerge diff
24 | *.mixer -text merge=unityyamlmerge diff
25 | *.shadervariants -text merge=unityyamlmerge diff
26 |
27 | # Image formats
28 | *.psd filter=lfs diff=lfs merge=lfs -text
29 | *.jpg filter=lfs diff=lfs merge=lfs -text
30 | *.png filter=lfs diff=lfs merge=lfs -text
31 | *.gif filter=lfs diff=lfs merge=lfs -text
32 | *.bmp filter=lfs diff=lfs merge=lfs -text
33 | *.tga filter=lfs diff=lfs merge=lfs -text
34 | *.tiff filter=lfs diff=lfs merge=lfs -text
35 | *.tif filter=lfs diff=lfs merge=lfs -text
36 | *.iff filter=lfs diff=lfs merge=lfs -text
37 | *.pict filter=lfs diff=lfs merge=lfs -text
38 | *.dds filter=lfs diff=lfs merge=lfs -text
39 | *.xcf filter=lfs diff=lfs merge=lfs -text
40 |
41 | # Audio formats
42 | *.mp3 filter=lfs diff=lfs merge=lfs -text
43 | *.ogg filter=lfs diff=lfs merge=lfs -text
44 | *.wav filter=lfs diff=lfs merge=lfs -text
45 | *.aiff filter=lfs diff=lfs merge=lfs -text
46 | *.aif filter=lfs diff=lfs merge=lfs -text
47 | *.mod filter=lfs diff=lfs merge=lfs -text
48 | *.it filter=lfs diff=lfs merge=lfs -text
49 | *.s3m filter=lfs diff=lfs merge=lfs -text
50 | *.xm filter=lfs diff=lfs merge=lfs -text
51 |
52 | # Video formats
53 | *.mov filter=lfs diff=lfs merge=lfs -text
54 | *.avi filter=lfs diff=lfs merge=lfs -text
55 | *.asf filter=lfs diff=lfs merge=lfs -text
56 | *.mpg filter=lfs diff=lfs merge=lfs -text
57 | *.mpeg filter=lfs diff=lfs merge=lfs -text
58 | *.mp4 filter=lfs diff=lfs merge=lfs -text
59 |
60 | # 3D formats
61 | *.fbx filter=lfs diff=lfs merge=lfs -text
62 | *.obj filter=lfs diff=lfs merge=lfs -text
63 | *.max filter=lfs diff=lfs merge=lfs -text
64 | *.blend filter=lfs diff=lfs merge=lfs -text
65 | *.dae filter=lfs diff=lfs merge=lfs -text
66 | *.mb filter=lfs diff=lfs merge=lfs -text
67 | *.ma filter=lfs diff=lfs merge=lfs -text
68 | *.3ds filter=lfs diff=lfs merge=lfs -text
69 | *.dfx filter=lfs diff=lfs merge=lfs -text
70 | *.c4d filter=lfs diff=lfs merge=lfs -text
71 | *.lwo filter=lfs diff=lfs merge=lfs -text
72 | *.lwo2 filter=lfs diff=lfs merge=lfs -text
73 | *.abc filter=lfs diff=lfs merge=lfs -text
74 | *.3dm filter=lfs diff=lfs merge=lfs -text
75 |
76 | # Build
77 | *.dll filter=lfs diff=lfs merge=lfs -text
78 | *.pdb filter=lfs diff=lfs merge=lfs -text
79 | *.mdb filter=lfs diff=lfs merge=lfs -text
80 |
81 | # Packaging
82 | *.zip filter=lfs diff=lfs merge=lfs -text
83 | *.7z filter=lfs diff=lfs merge=lfs -text
84 | *.gz filter=lfs diff=lfs merge=lfs -text
85 | *.rar filter=lfs diff=lfs merge=lfs -text
86 | *.tar filter=lfs diff=lfs merge=lfs -text
87 |
--------------------------------------------------------------------------------
/.github/issue_template.md:
--------------------------------------------------------------------------------
1 |
2 |
3 | ## Bug report
4 |
5 |
6 | **Problem**
7 |
8 |
9 | **Steps**
10 |
11 | 1.
12 | 2.
13 | 3.
14 |
15 | **Example**
16 |
17 |
18 | **Notes**
19 |
--------------------------------------------------------------------------------
/.github/pull_request_template.md:
--------------------------------------------------------------------------------
1 | ## Description
2 |
3 |
4 | ## Contributing requirements
5 |
6 |
7 |
12 | * [ ] I read the contribution guidelines in [CONTRIBUTING.md](http://github.com/PlummersSoftwareLLC/NightDriverUnity/blob/main/CONTRIBUTING.md).
13 | * [ ] I selected `main` as the target branch.
14 | * [ ] All code herein is subjected to the license terms in [COPYING.txt](http://github.com/PlummersSoftwareLLC/NightDriverUnity/blob/main/COPYING.txt).
--------------------------------------------------------------------------------
/.github/workflows/activation.yml:
--------------------------------------------------------------------------------
1 | name: Acquire activation file
2 | on:
3 | workflow_dispatch: {}
4 | jobs:
5 | activation:
6 | name: Request manual activation file 🔑
7 | runs-on: ubuntu-latest
8 | steps:
9 | # Request manual activation file
10 | - name: Request manual activation file
11 | id: getManualLicenseFile
12 | uses: game-ci/unity-request-activation-file@v2
13 | # Upload artifact (Unity_v20XX.X.XXXX.alf)
14 | - name: Expose as artifact
15 | uses: actions/upload-artifact@v2
16 | with:
17 | name: ${{ steps.getManualLicenseFile.outputs.filePath }}
18 | path: ${{ steps.getManualLicenseFile.outputs.filePath }}
19 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | [Ll]ogs/
7 |
8 | # Uncomment this line if you wish to ignore the asset store tools plugin
9 | # [Aa]ssets/AssetStoreTools*
10 |
11 | # Visual Studio cache directory
12 | .vs/
13 |
14 | # Gradle cache directory
15 | .gradle/
16 |
17 | # Autogenerated VS/MD/Consulo solution and project files
18 | ExportedObj/
19 | .consulo/
20 | *.csproj
21 | *.unityproj
22 | *.sln
23 | *.suo
24 | *.tmp
25 | *.user
26 | *.userprefs
27 | *.pidb
28 | *.booproj
29 | *.svd
30 | *.pdb
31 | *.mdb
32 | *.opendb
33 | *.VC.db
34 |
35 | # Unity3D generated meta files
36 | *.pidb.meta
37 | *.pdb.meta
38 | *.mdb.meta
39 |
40 | # Unity3D generated file on crash reports
41 | sysinfo.txt
42 |
43 | # Builds
44 | *.apk
45 | *.unitypackage
46 |
47 | # Crashlytics generated file
48 | crashlytics-build.properties
49 |
--------------------------------------------------------------------------------
/.vsconfig:
--------------------------------------------------------------------------------
1 | {
2 | "version": "1.0",
3 | "components": [
4 | "Microsoft.VisualStudio.Workload.ManagedGame"
5 | ]
6 | }
7 |
--------------------------------------------------------------------------------
/Assets/.gitignore:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/PlummersSoftwareLLC/NightDriverUnity/e69d3cbd1ac7016ac70dee42f2b68870a17fb8f0/Assets/.gitignore
--------------------------------------------------------------------------------
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/Assets/NightDriveryUnity/Scripts/Adler32.cs:
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1 | using System;
2 |
3 | namespace ZLIB
4 | {
5 | public class Adler32
6 | {
7 | #region "Variables globales"
8 | private UInt32 a = 1;
9 | private UInt32 b = 0;
10 | private const int _base = 65521;
11 | private const int _nmax = 5550;
12 | private int pend = 0;
13 | #endregion
14 | #region "Metodos publicos"
15 | public void Update(byte data)
16 | {
17 | if (pend >= _nmax) updateModulus();
18 | a += data;
19 | b += a;
20 | pend++;
21 | }
22 | public void Update(byte[] data)
23 | {
24 | Update(data, 0, data.Length);
25 | }
26 | public void Update(byte[] data, int offset, int length)
27 | {
28 | int nextJToComputeModulus = _nmax - pend;
29 | for (int j = 0; j < length; j++) {
30 | if (j == nextJToComputeModulus) {
31 | updateModulus();
32 | nextJToComputeModulus = j + _nmax;
33 | }
34 | unchecked {
35 | a += data[j + offset];
36 | }
37 | b += a;
38 | pend++;
39 | }
40 | }
41 | public void Reset()
42 | {
43 | a = 1;
44 | b = 0;
45 | pend = 0;
46 | }
47 | private void updateModulus()
48 | {
49 | a %= _base;
50 | b %= _base;
51 | pend = 0;
52 | }
53 | public UInt32 GetValue()
54 | {
55 | if (pend > 0) updateModulus();
56 | return (b << 16) | a;
57 | }
58 | #endregion
59 | }
60 | }
61 |
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/Assets/NightDriveryUnity/Scripts/FastLEDInterop.cs:
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1 | //+--------------------------------------------------------------------------
2 | //
3 | // File: FastLEDInterop.h
4 | //
5 | // NightDriverUnity - (c) 2021 Plummer's Software LLC. All Rights Reserved.
6 | //
7 | // This file is part of the NightDriver software project.
8 | //
9 | // NightDriver is free software: you can redistribute it and/or modify
10 | // it under the terms of the GNU General Public License as published by
11 | // the Free Software Foundation, either version 3 of the License, or
12 | // (at your option) any later version.
13 | //
14 | // NightDriver is distributed in the hope that it will be useful,
15 | // but WITHOUT ANY WARRANTY; without even the implied warranty of
16 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 | // GNU General Public License for more details.
18 | //
19 | // You should have received a copy of the GNU General Public License
20 | // along with Nightdriver. It is normally found in copying.txt
21 | // If not, see .
22 | //
23 | // Description:
24 | //
25 | // Scripts to allow Unity to display vides on LED strip arrays. This
26 | // file provides LEDInterop such as compression, converting bytestream
27 | // to and from long integral values, etc. Utilities, basically, to make
28 | // it easier to manage color streams created by FastLED.
29 | //
30 | // History: Oct-10-2021 Davepl Created from NightDriverServer
31 | //---------------------------------------------------------------------------
32 |
33 | using System;
34 | using System.IO;
35 | using ZLIB;
36 | using System.Linq;
37 | using System.Collections.Generic;
38 | using System.Collections.Concurrent;
39 |
40 | namespace NightDriver
41 | {
42 | public static class QueueExtensions
43 | {
44 | public static IEnumerable DequeueChunk(this ConcurrentQueue queue, int chunkSize)
45 | {
46 | for (int i = 0; i < chunkSize && queue.Count > 0; i++)
47 | {
48 | T result;
49 | if (false == queue.TryDequeue(out result))
50 | throw new Exception("Unable to Dequeue the data!");
51 | yield return result;
52 | }
53 | }
54 | }
55 |
56 | // LEDInterop
57 | //
58 | // Functions fdor working directly with the color data in an LED string
59 |
60 | public static class LEDInterop
61 | {
62 | // scale8 - Given a value i, scales it down by scale/256th
63 |
64 | public static byte scale8(byte i, byte scale)
65 | {
66 | return (byte)(((ushort)i * (ushort)(scale)) >> 8);
67 | }
68 |
69 | public static byte scale8_video(byte i, byte scale)
70 | {
71 | byte j = (byte)((((int)i * (int)scale) >> 8) + ((i != 0 && scale != 0) ? 1 : 0));
72 | return j;
73 | }
74 |
75 | // fill_solid - fills a rnage of LEDs with a given color value
76 |
77 | public static void fill_solid(CRGB[] leds, CRGB color)
78 | {
79 | for (int i = 0; i < leds.Length; i++)
80 | leds[i] = color;
81 | }
82 |
83 | // fill_rainbow - fills a range of LEDs rotating through a hue wheel
84 |
85 | public static void fill_rainbow(CRGB[] leds, byte initialHue, float deltaHue)
86 | {
87 | float hue = initialHue;
88 | for (int i = 0; i < leds.Length; i++, hue += deltaHue)
89 | leds[i].HSV2RGB((byte)hue, 255, 255);
90 | }
91 |
92 | // GetColorBytes - get the color data as a packaged up array of bytes
93 |
94 | public static byte[] GetColorBytes(CRGB[] leds)
95 | {
96 | byte[] data = new byte[leds.Length * 3];
97 | for (int i = 0; i < leds.Length; i++)
98 | {
99 | data[i * 3] = leds[i].r;
100 | data[i * 3 + 1] = leds[i].g;
101 | data[i * 3 + 2] = leds[i].b;
102 | }
103 | return data;
104 | }
105 |
106 | public static byte[] ULONGToBytes(UInt64 input)
107 | {
108 | return new byte[]
109 | {
110 | (byte)((input ) & 0xff),
111 | (byte)((input >> 8) & 0xff),
112 | (byte)((input >> 16) & 0xff),
113 | (byte)((input >> 24) & 0xff),
114 | (byte)((input >> 32) & 0xff),
115 | (byte)((input >> 40) & 0xff),
116 | (byte)((input >> 48) & 0xff),
117 | (byte)((input >> 56) & 0xff),
118 | };
119 | }
120 |
121 | // DWORD and WORD to Bytes - Flatten 16 and 32 bit values to memory
122 |
123 | public static byte[] DWORDToBytes(UInt32 input)
124 | {
125 | return new byte[]
126 | {
127 | (byte)((input ) & 0xff),
128 | (byte)((input >> 8) & 0xff),
129 | (byte)((input >> 16) & 0xff),
130 | (byte)((input >> 24) & 0xff),
131 | };
132 | }
133 |
134 | public static byte[] WORDToBytes(UInt16 input)
135 | {
136 | return new byte[]
137 | {
138 | (byte)((input ) & 0xff),
139 | (byte)((input >> 8) & 0xff),
140 | };
141 | }
142 |
143 | // CombineByteArrays - Combine N arrays and returns them as one new big new one
144 |
145 | public static byte[] CombineByteArrays(params byte[][] arrays)
146 | {
147 | byte[] rv = new byte[arrays.Sum(a => a.Length)];
148 | int offset = 0;
149 | foreach (byte[] array in arrays)
150 | {
151 | System.Buffer.BlockCopy(array, 0, rv, offset, array.Length);
152 | offset += array.Length;
153 | }
154 | return rv;
155 | }
156 |
157 | // CompressMemory
158 | //
159 | // Compress a buffer using ZLIB, return the compressed version of it as a ZLIB stream
160 |
161 | public static byte[] Compress(byte[] data)
162 | {
163 | using (var compressedStream = new MemoryStream())
164 | using (var zipStream = new ZLIBStream(compressedStream, System.IO.Compression.CompressionLevel.Optimal))
165 | {
166 | zipStream.Write(data, 0, data.Length);
167 | zipStream.Close();
168 | return compressedStream.ToArray();
169 | }
170 | }
171 |
172 | // DecompressMemory
173 | //
174 | // Expands a buffer using ZLib, returns the uncompressed version of it
175 |
176 | public static byte[] Decompress(byte[] input)
177 | {
178 | using (var inStream = new MemoryStream(input))
179 | using (var bigStream = new ZLIBStream(inStream, System.IO.Compression.CompressionMode.Decompress))
180 | using (var bigStreamOut = new MemoryStream())
181 | {
182 | bigStream.CopyTo(bigStreamOut);
183 | return bigStreamOut.ToArray();
184 | }
185 | }
186 | }
187 | }
188 |
189 |
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/Assets/NightDriveryUnity/Scripts/FastLEDInterop.cs.meta:
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/Assets/NightDriveryUnity/Scripts/Graphics.cs:
--------------------------------------------------------------------------------
1 | //+--------------------------------------------------------------------------
2 | //
3 | // File: FastLEDInterop.h
4 | //
5 | // NightDriverUnity - (c) 2021 Plummer's Software LLC. All Rights Reserved.
6 | //
7 | // This file is part of the NightDriver software project.
8 | //
9 | // NightDriver is free software: you can redistribute it and/or modify
10 | // it under the terms of the GNU General Public License as published by
11 | // the Free Software Foundation, either version 3 of the License, or
12 | // (at your option) any later version.
13 | //
14 | // NightDriver is distributed in the hope that it will be useful,
15 | // but WITHOUT ANY WARRANTY; without even the implied warranty of
16 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 | // GNU General Public License for more details.
18 | //
19 | // You should have received a copy of the GNU General Public License
20 | // along with Nightdriver. It is normally found in copying.txt
21 | // If not, see .
22 | //
23 | // Description:
24 | //
25 | // FastLED Interop. Provides some of the basics of the Arduino
26 | // project known as FastLED by bringing it into C# so that the
27 | // Unity code can more easily interact with FastLED colors streams.
28 | //
29 | // History: Oct-10-2021 Davepl Created from NightDriverServer
30 | //---------------------------------------------------------------------------
31 |
32 |
33 | using System;
34 | using uint16_t = System.UInt16;
35 | using int16_t = System.Int16; // Nice C# feature allowing to use same Arduino/C type
36 | using uint8_t = System.Byte;
37 | using System.Drawing;
38 | using UnityEngine;
39 | using System.Threading;
40 | using NightDriver;
41 |
42 | namespace NightDriver
43 | {
44 | // Utilities
45 | //
46 | // Helpers and extension methods of general use throughout
47 |
48 | public static class Utilities
49 | {
50 | public static float constrain(this float value, float inclusiveMinimum, float inclusiveMaximum)
51 | {
52 | if (value < inclusiveMinimum) { return inclusiveMinimum; }
53 | if (value > inclusiveMaximum) { return inclusiveMaximum; }
54 | return value;
55 | }
56 |
57 | public static byte RandomByte()
58 | {
59 | return (byte)UnityEngine.Random.Range(0, 256);
60 | }
61 | }
62 |
63 | // CRGB
64 | //
65 | // A class that represents 24 bits of color, no alpha. This class is similar to the CRGB class in FastLED
66 |
67 | public class CRGB
68 | {
69 | public byte r;
70 | public byte g;
71 | public byte b;
72 |
73 | public CRGB()
74 | {
75 | r = 0;
76 | g = 0;
77 | b = 0;
78 | }
79 |
80 | public CRGB(byte red, byte green, byte blue)
81 | {
82 | r = red;
83 | g = green;
84 | b = blue;
85 | }
86 |
87 | public CRGB(UInt32 input)
88 | {
89 | r = (byte)((input >> 16) & 0xFF);
90 | g = (byte)((input >> 8) & 0xFF);
91 | b = (byte)((input) & 0xFF);
92 | }
93 |
94 | public CRGB(CRGB other)
95 | {
96 | r = other.r;
97 | g = other.g;
98 | b = other.b;
99 | }
100 |
101 | public static CRGB RandomSaturatedColor
102 | {
103 | get
104 | {
105 | CRGB c = new CRGB();
106 | c.HSV2RGB((byte)UnityEngine.Random.Range(0, 256), 255, 255);
107 | return c;
108 | }
109 |
110 | }
111 |
112 | public CRGB Blend(CRGB with, float ratio = 0.5f)
113 | {
114 | Color32 c1 = new Color32(this.r, this.g, this.b, 255);
115 | Color32 c2 = new Color32(with.r, with.g, with.b, 255);
116 | Color32 c3 = Color32.Lerp(c1, c2, ratio);
117 | return new CRGB(c3.r, c3.g, c3.b);
118 | }
119 |
120 | public static CRGB Black { get { return new CRGB(0,0,0); } }
121 | public static CRGB White { get { return new CRGB(255,255,255); } }
122 | public static CRGB Grey { get { return new CRGB(160,160,160); } }
123 |
124 | public static CRGB Red { get { return new CRGB(255, 0, 0); } }
125 | public static CRGB Maroon { get { return new CRGB(255, 0, 128); } }
126 | public static CRGB Blue { get { return new CRGB(0, 0, 255); } }
127 | public static CRGB Cyan { get { return new CRGB(0, 255, 255); } }
128 | public static CRGB Green { get { return new CRGB(0, 255, 0); } }
129 | public static CRGB Yellow { get { return new CRGB(255, 255, 0); } }
130 | public static CRGB Purple { get { return new CRGB(255, 0, 255); } }
131 | public static CRGB Pink { get { return new CRGB(255, 0, 128); } }
132 | public static CRGB Orange { get { return new CRGB(255, 128, 0); } }
133 |
134 | public UInt32 ColorValueAsInt()
135 | {
136 | return (uint)(r << 16) + (uint)(g << 8) + (uint)b;
137 | }
138 |
139 | public CRGB setRGB(byte red, byte green, byte blue)
140 | {
141 | r = red;
142 | g = green;
143 | b = blue;
144 | return this;
145 | }
146 |
147 | public CRGB HSV2RGB(double h, double s = 1.0, double v = 1.0)
148 | {
149 | h %= 360;
150 |
151 | double hh, p, q, t, ff;
152 | long i;
153 | CRGB outval = new CRGB();
154 |
155 | if (s <= 0.0) // No saturaturation, return a greyscale
156 | {
157 | outval.r = (byte)(v * 255);
158 | outval.g = (byte)(v * 255);
159 | outval.b = (byte)(v * 255);
160 | return outval;
161 | }
162 |
163 | hh = h;
164 | if (hh >= 360.0)
165 | hh = 0.0;
166 | hh /= 60.0;
167 | i = (long)hh;
168 | ff = hh - i;
169 | p = v * (1.0 - s);
170 | q = v * (1.0 - (s * ff));
171 | t = v * (1.0 - (s * (1.0 - ff)));
172 |
173 | switch (i)
174 | {
175 | case 0:
176 | outval.r = (byte)(255 * v);
177 | outval.g = (byte)(255 * t);
178 | outval.b = (byte)(255 * p);
179 | break;
180 |
181 | case 1:
182 | outval.r = (byte)(255 * q);
183 | outval.g = (byte)(255 * v);
184 | outval.b = (byte)(255 * p);
185 | break;
186 |
187 | case 2:
188 | outval.r = (byte)(255 * p);
189 | outval.g = (byte)(255 * v);
190 | outval.b = (byte)(255 * t);
191 | break;
192 |
193 | case 3:
194 | outval.r = (byte)(255 * p);
195 | outval.g = (byte)(255 * q);
196 | outval.b = (byte)(255 * v);
197 | break;
198 |
199 | case 4:
200 | outval.r = (byte)(255 * t);
201 | outval.g = (byte)(255 * p);
202 | outval.b = (byte)(255 * v);
203 | break;
204 |
205 | case 5:
206 | default:
207 | outval.r = (byte)(255 * v);
208 | outval.g = (byte)(255 * p);
209 | outval.b = (byte)(255 * q);
210 | break;
211 | }
212 |
213 | return outval;
214 | }
215 |
216 | public CRGB HSV2RGB(byte hue, byte sat = 255, byte val = 255)
217 | {
218 | #pragma warning disable CS0162 // Unreachable code detected
219 | const byte K255 = 255;
220 | const byte K171 = 171;
221 | const byte K170 = 170;
222 | const byte K85 = 85;
223 |
224 | // Yellow has a higher inherent brightness than
225 | // any other color; 'pure' yellow is perceived to
226 | // be 93% as bright as white. In order to make
227 | // yellow appear the correct relative brightness,
228 | // it has to be rendered brighter than all other
229 | // colors.
230 | // Level Y1 is a moderate boost, the default.
231 | // Level Y2 is a strong boost.
232 |
233 | const byte Y1 = 1;
234 | const byte Y2 = 0;
235 |
236 | // G2: Whether to divide all greens by two.
237 | // Depends GREATLY on your particular LEDs
238 | const byte G2 = 0;
239 |
240 | // Gscale: what to scale green down by.
241 | // Depends GREATLY on your particular LEDs
242 | const byte Gscale = 0;
243 |
244 | byte offset = (byte)(hue & 0x1F); // 0..31
245 |
246 | // offset8 = offset * 8
247 | byte offset8 = offset;
248 | offset8 <<= 3;
249 |
250 | byte third = LEDInterop.scale8(offset8, (256 / 3)); // max = 85
251 |
252 | if (0 == (hue & 0x80))
253 | {
254 | // 0XX
255 | if (0 == (hue & 0x40))
256 | {
257 | // 00X
258 | //section 0-1
259 | if (0 == (hue & 0x20))
260 | {
261 | // 000
262 | //case 0: // R -> O
263 | r = (byte)(K255 - third);
264 | g = third;
265 | b = 0;
266 | }
267 | else
268 | {
269 | // 001
270 | //case 1: // O -> Y
271 | if (0 != Y1)
272 | {
273 | r = K171;
274 | g = (byte)(K85 + third);
275 | b = 0;
276 | }
277 | if (0 != Y2)
278 | {
279 | r = (byte)(K170 + third);
280 | //byte twothirds = (third << 1);
281 | byte twothirds = LEDInterop.scale8(offset8, ((256 * 2) / 3)); // max=170
282 | g = (byte)(K85 + twothirds);
283 | b = 0;
284 | }
285 | }
286 | }
287 | else
288 | {
289 | //01X
290 | // section 2-3
291 | if (0 == (hue & 0x20))
292 | {
293 | // 010
294 | //case 2: // Y -> G
295 | if (0 != Y1)
296 | {
297 | //byte twothirds = (third << 1);
298 | byte twothirds = LEDInterop.scale8(offset8, ((256 * 2) / 3)); // max=170
299 | r = (byte)(K171 - twothirds);
300 | g = (byte)(K170 + third);
301 | b = 0;
302 | }
303 | if (0 != Y2)
304 | {
305 | r = (byte)(K255 - offset8);
306 | g = K255;
307 | b = 0;
308 | }
309 | }
310 | else
311 | {
312 | // 011
313 | // case 3: // G -> A
314 | r = 0;
315 | g = (byte)(K255 - third);
316 | b = third;
317 | }
318 | }
319 | }
320 | else
321 | {
322 | // section 4-7
323 | // 1XX
324 | if (0 == (hue & 0x40))
325 | {
326 | // 10X
327 | if (0 == (hue & 0x20))
328 | {
329 | // 100
330 | //case 4: // A -> B
331 | r = 0;
332 | //byte twothirds = (third << 1);
333 | byte twothirds = LEDInterop.scale8(offset8, ((256 * 2) / 3)); // max=170
334 | g = (byte)(K171 - twothirds); //K170?
335 | b = (byte)(K85 + twothirds);
336 | }
337 | else
338 | {
339 | // 101
340 | //case 5: // B -> P
341 | r = third;
342 | g = 0;
343 | b = (byte)(K255 - third);
344 | }
345 | }
346 | else
347 | {
348 | if (0 == (hue & 0x20))
349 | {
350 | // 110
351 | //case 6: // P -- K
352 | r = (byte)(K85 + third);
353 | g = 0;
354 | b = (byte)(K171 - third);
355 | }
356 | else
357 | {
358 | // 111
359 | //case 7: // K -> R
360 | r = (byte)(K170 + third);
361 | g = 0;
362 | b = (byte)(K85 - third);
363 | }
364 | }
365 | }
366 |
367 | // Debug.Log("Midpoint -> r=" + r + ", g=" + g + ", b=" + b);
368 |
369 | // This is one of the good places to scale the green down,
370 | // although the client can scale green down as well.
371 | if (0 != G2)
372 | g = (byte)(g >> 1);
373 | if (0 != Gscale)
374 | g = LEDInterop.scale8_video(g, Gscale);
375 |
376 | // Scale down colors if we're desaturated at all
377 | // and add the brightness_floor to r, g, and b.
378 | if (sat != 255)
379 | {
380 | if (sat == 0)
381 | {
382 | r = 255; b = 255; g = 255;
383 | }
384 | else
385 | {
386 | //nscale8x3_video( r, g, b, sat);
387 | if (0 != r)
388 | r = (byte)(LEDInterop.scale8(r, sat) + 1);
389 | if (0 != g)
390 | g = (byte)(LEDInterop.scale8(g, sat) + 1);
391 | if (0 != b)
392 | b = (byte)(LEDInterop.scale8(b, sat) + 1);
393 |
394 | byte desat = (byte)(255 - sat);
395 | desat = LEDInterop.scale8(desat, desat);
396 |
397 | byte brightness_floor = desat;
398 | r += brightness_floor;
399 | g += brightness_floor;
400 | b += brightness_floor;
401 | }
402 | }
403 |
404 | // Now scale everything down if we're at value < 255.
405 | if (val != 255)
406 | {
407 | val = LEDInterop.scale8_video(val, val);
408 | if (val == 0)
409 | {
410 | r = 0;
411 | g = 0;
412 | b = 0;
413 | }
414 | else
415 | {
416 | // nscale8x3_video( r, g, b, val);
417 | if (0 != r)
418 | r = (byte)(LEDInterop.scale8(r, val) + 1);
419 | if (0 != g)
420 | g = (byte)(LEDInterop.scale8(g, val) + 1);
421 | if (0 != b)
422 | b = (byte)(LEDInterop.scale8(b, val) + 1);
423 | }
424 | }
425 | #pragma warning disable CS0162 // Unreachable code detected
426 | return this;
427 | }
428 |
429 | private CRGB scaleColorsDownTo(float amount)
430 | {
431 | r = (byte)(r * amount);
432 | g = (byte)(g * amount);
433 | b = (byte)(b * amount);
434 | return this;
435 | }
436 |
437 | public CRGB fadeToBlackBy(float amt)
438 | {
439 | CRGB copy = new CRGB(this);
440 | float amountToFade = Utilities.constrain(amt, 0.0f, 1.0f);
441 | copy.scaleColorsDownTo(1.0f - amountToFade);
442 | return copy;
443 | }
444 |
445 | public CRGB blendWith(CRGB other, float amount)
446 | {
447 | r = (byte)(r * amount + other.r * (1.0f - amount));
448 | g = (byte)(g * amount + other.g * (1.0f - amount));
449 | b = (byte)(b * amount + other.b * (1.0f - amount));
450 | return this;
451 | }
452 |
453 | public static CRGB GetBlackbodyHeatColor(float temp)
454 | {
455 | temp = Math.Min(1.0f, temp);
456 | byte temperature = (byte)(255 * temp);
457 | byte t192 = (byte) Math.Round((temperature/255.0f) * 191);
458 |
459 | byte heatramp = (byte)(t192 & 0x3F);
460 | heatramp <<=2;
461 |
462 | if (t192 > 0x80)
463 | return new CRGB(255, 255, heatramp);
464 | else if (t192 > 0x40)
465 | return new CRGB(255, heatramp, 0);
466 | else
467 | return new CRGB(heatramp, 0, 0);
468 | }
469 |
470 | }
471 |
472 | public interface ILEDGraphics
473 | {
474 | void DrawCircleHelper(uint x0, uint y0, uint r, uint cornername, CRGB color);
475 | void DrawCircle(uint x0, uint y0, uint r, bool color);
476 | void DrawCircle(uint x0, uint y0, uint r, CRGB color);
477 | void DrawRect(uint x, uint y, uint w, uint h, bool color);
478 | void DrawRect(uint x, uint y, uint w, uint h, CRGB color);
479 | void DrawFastVLine(uint x, uint y, uint h, CRGB color);
480 | void DrawFastHLine(uint x, uint y, uint w, CRGB color);
481 | void DrawRoundRect(uint x, uint y, uint w, uint h, uint r, CRGB color);
482 | void DrawLine(uint x0, uint y0, uint x1, uint y1, bool color);
483 | void DrawLine(uint x0, uint y0, uint x1, uint y1, CRGB color);
484 | void FillSolid(CRGB color);
485 | void FillRainbow(float startHue = 0.0f, float deltaHue = 5.0f);
486 |
487 | /* These are here for integration with the DotMatrix component
488 | void DrawText(string text,
489 | TextCommand.Fonts font,
490 | CRGB color,
491 | float startX,
492 | float startY,
493 | bool bBold = false,
494 | TextAlignment alignment = TextAlignment.Left,
495 | bool bClear = false);
496 | void DrawText(string text,
497 | TextCommand.Fonts font,
498 | CRGB color,
499 | int startX,
500 | int startY,
501 | bool bBold = false,
502 | TextAlignment alignment = TextAlignment.Left,
503 | bool bClear = false);
504 | void DrawTextShadow(string text,
505 | TextCommand.Fonts font,
506 | CRGB color,
507 | uint x,
508 | uint y,
509 | bool bBold = false,
510 | TextAlignment alignment = TextAlignment.Left);
511 | */
512 |
513 | void DrawPixel(uint x, uint y, CRGB color);
514 | void DrawPixels(float fPos, uint count, CRGB color);
515 | void DrawPixel(uint x, CRGB color);
516 | void BlendPixel(uint x, CRGB color);
517 | uint DotCount { get; }
518 | uint Width { get; }
519 | uint Height { get; }
520 | };
521 |
522 |
523 |
524 | abstract public class GraphicsBase : MonoBehaviour, ILEDGraphics
525 | {
526 | public virtual void Awake()
527 | {
528 | }
529 |
530 | private static bool IsSet(byte b, int pos)
531 | {
532 | return (b & (1 << pos)) != 0;
533 | }
534 |
535 | public virtual uint DotCount
536 | {
537 | get { return Width * Height ;}
538 | }
539 |
540 | protected int16_t abs(int v)
541 | {
542 | return (int16_t)System.Math.Abs(v);
543 | }
544 |
545 | protected int16_t abs(int16_t v)
546 | {
547 | return System.Math.Abs(v);
548 | }
549 |
550 | protected void Swap(ref uint v1, ref uint v2)
551 | {
552 | uint v = v1;
553 | v1 = v2;
554 | v2 = v;
555 | }
556 |
557 | public void DrawCircleHelper(uint x0, uint y0, uint r, uint cornername, CRGB color)
558 | {
559 | int16_t f = (int16_t)(1 - r);
560 | int16_t ddF_x = 1;
561 | int16_t ddF_y = (int16_t)(-2 * r);
562 | int16_t x = 0;
563 | int16_t y = (int16_t) r;
564 |
565 | while (x < y)
566 | {
567 | if (f >= 0)
568 | {
569 | y--;
570 | ddF_y += 2;
571 | f += ddF_y;
572 | }
573 | x++;
574 | ddF_x += 2;
575 | f += ddF_x;
576 | if (IsSet((byte)cornername, 0x4))
577 | {
578 |
579 | DrawPixel((uint)(x0 + x), (uint)(y0 + y), color);
580 | DrawPixel((uint)(x0 + y), (uint)(y0 + x), color);
581 | }
582 | if (IsSet((byte)cornername, 0x2))
583 | {
584 | DrawPixel((uint)(x0 + x), (uint)(y0 - y), color);
585 | DrawPixel((uint)(x0 + y), (uint)(y0 - x), color);
586 | }
587 | if (IsSet((byte)cornername, 0x8))
588 | {
589 | DrawPixel((uint)(x0 - y), (uint)(y0 + x), color);
590 | DrawPixel((uint)(x0 - x), (uint)(y0 + y), color);
591 | }
592 | if (IsSet((byte)cornername, 0x1))
593 | {
594 | DrawPixel((uint)(x0 - y), (uint)(y0 - x), color);
595 | DrawPixel((uint)(x0 - x), (uint)(y0 - y), color);
596 | }
597 | }
598 | }
599 |
600 | public void DrawCircle(uint x0, uint y0, uint r, bool b)
601 | {
602 | DrawCircle(x0, y0, r, b ? CRGB.Green : CRGB.Black);
603 | }
604 |
605 | // Draw a circle outline
606 | public void DrawCircle(uint x0, uint y0, uint r, CRGB color)
607 | {
608 | int16_t f = (int16_t)(1 - r);
609 | int16_t ddF_x = 1;
610 | int16_t ddF_y = (int16_t)(-2 * r);
611 | int16_t x = 0;
612 | int16_t y = (int16_t) r;
613 |
614 | DrawPixel(x0, (y0 + r), color);
615 | DrawPixel(x0, (y0 - r), color);
616 | DrawPixel((x0 + r), y0, color);
617 | DrawPixel((x0 - r), y0, color);
618 |
619 | while (x < y)
620 | {
621 | if (f >= 0)
622 | {
623 | y--;
624 | ddF_y += 2;
625 | f += ddF_y;
626 | }
627 | x++;
628 | ddF_x += 2;
629 | f += ddF_x;
630 |
631 | DrawPixel((uint)(x0 + x), (uint)(y0 + y), color);
632 | DrawPixel((uint)(x0 - x), (uint)(y0 + y), color);
633 | DrawPixel((uint)(x0 + x), (uint)(y0 - y), color);
634 | DrawPixel((uint)(x0 - x), (uint)(y0 - y), color);
635 | DrawPixel((uint)(x0 + y), (uint)(y0 + x), color);
636 | DrawPixel((uint)(x0 - y), (uint)(y0 + x), color);
637 | DrawPixel((uint)(x0 + y), (uint)(y0 - x), color);
638 | DrawPixel((uint)(x0 - y), (uint)(y0 - x), color);
639 | }
640 | }
641 |
642 | public void DrawRect(uint x, uint y, uint w, uint h, CRGB color)
643 | {
644 | DrawFastHLine(x, y, w, color);
645 | DrawFastHLine(x, (y + h - 1), w, color);
646 | DrawFastVLine(x, y, h, color);
647 | DrawFastVLine((x + w - 1), y, h, color);
648 | }
649 |
650 | public void DrawRect(uint x, uint y, uint w, uint h, bool b)
651 | {
652 | DrawRect(x, y, w, h, b ? CRGB.Green : CRGB.Black);
653 | }
654 |
655 | public void DrawFastVLine(uint x, uint y, uint h, CRGB color)
656 | {
657 | DrawLine(x, y, x, (y + h - 1), color);
658 | }
659 |
660 | public void DrawFastHLine(uint x, uint y, uint w, CRGB color)
661 | {
662 | // Update in subclasses if desired!
663 | DrawLine(x, y, (x + w - 1), y, color);
664 | }
665 | public void DrawRoundRect(uint x, uint y, uint w, uint h, uint r, CRGB color)
666 | {
667 | // smarter version
668 | DrawFastHLine(x + r, y, w - 2 * r, color); // Top
669 | DrawFastHLine(x + r, y + h - 1, w - 2 * r, color); // Bottom
670 | DrawFastVLine(x, y + r, h - 2 * r, color); // Left
671 | DrawFastVLine(x + w - 1, y + r, h - 2 * r, color); // Right
672 | // draw four corners
673 | DrawCircleHelper(x + r, y + r, r, 1, color);
674 | DrawCircleHelper(x + w - r - 1, y + r, r, 2, color);
675 | DrawCircleHelper(x + w - r - 1, y + h - r - 1, r, 4, color);
676 | DrawCircleHelper(x + r, y + h - r - 1, r, 8, color);
677 | }
678 |
679 | public void DrawLine(uint x0, uint y0, uint x1, uint y1, bool color)
680 | {
681 | this.DrawLine(x0, y0, x1, y1, (CRGB)(color ? new CRGB(0xFFFFFF) : new CRGB(0x000000)));
682 | }
683 |
684 | // Bresenham's algorithm - thx wikpedia
685 | public void DrawLine(uint x0, uint y0, uint x1, uint y1, CRGB color)
686 | {
687 | bool steep = abs((int)y1 - (int)y0) > abs((int)x1 - (int)x0);
688 | if (steep)
689 | {
690 | Swap(ref x0, ref y0);
691 | Swap(ref x1, ref y1);
692 | }
693 |
694 | if (x0 > x1)
695 | {
696 | Swap(ref x0, ref x1);
697 | Swap(ref y0, ref y1);
698 | }
699 |
700 | int16_t dx, dy;
701 | dx = (int16_t)(x1 - x0);
702 | dy = (int16_t)(abs((int)y1 - (int)y0));
703 |
704 | int16_t err = (int16_t)(dx / 2);
705 | int16_t ystep;
706 |
707 | if (y0 < y1)
708 | {
709 | ystep = 1;
710 | }
711 | else
712 | {
713 | ystep = -1;
714 | }
715 |
716 | for (; x0 <= x1; x0++)
717 | {
718 | if (steep)
719 | {
720 | DrawPixel(y0, x0, color);
721 | }
722 | else
723 | {
724 | DrawPixel(x0, y0, color);
725 | }
726 | err -= dy;
727 | if (err < 0)
728 | {
729 | y0 += (uint) ystep;
730 | err += dx;
731 | }
732 | }
733 | }
734 |
735 | public void FillSolid(CRGB color)
736 | {
737 | for (uint x = 0; x < Width; x++)
738 | for (uint y = 0; y < Height; y++)
739 | DrawPixel(x, y, color);
740 | }
741 |
742 | public void FillRainbow(float startHue = 0.0f, float deltaHue = 5.0f)
743 | {
744 | float hue = startHue;
745 | for (uint y = 0; y < Height; y++)
746 | {
747 | for (uint x = 0; x < Width; x++)
748 | {
749 | CRGB color = new CRGB();
750 | color.HSV2RGB((byte)hue);
751 | DrawPixel(x, y, color);
752 | hue += deltaHue;
753 | }
754 | }
755 | }
756 |
757 | /*
758 | public void DrawText(string text,
759 | TextCommand.Fonts font,
760 | CRGB color,
761 | float startX,
762 | float startY,
763 | bool bBold = false,
764 | TextAlignment alignment = TextAlignment.Left,
765 | bool bClear = false)
766 | {
767 | DrawText(text, font, color, (startX * Width), (startY * Height), bBold, alignment, bClear);
768 | }
769 |
770 | public void DrawText(string text,
771 | TextCommand.Fonts font,
772 | CRGB color,
773 | int startX,
774 | int startY,
775 | bool bBold = false,
776 | TextAlignment alignment = TextAlignment.Left,
777 | bool bClear = false)
778 | {
779 | int[,] textContent = TextToCont
780 | ent.getContent(text, font, true, bBold, 1);
781 | int height = textContent.GetLength(0);
782 | int width = textContent.GetLength(1);
783 |
784 | if (alignment == TextAlignment.Left)
785 | startX += 0;
786 | else if (alignment == TextAlignment.Center)
787 | startX -= width / 2;
788 | else if (alignment == TextAlignment.Right)
789 | startX -= width;
790 |
791 |
792 | for (uint y = 0; y < Height; y++)
793 | {
794 | for (uint x = 0; x < Width; x++)
795 | {
796 | if (x >= startX && x < startX + width && y >= startY && y < startY + height)
797 | {
798 | var content = textContent[y - startY, x - startX];
799 | if (content != 0)
800 | DrawPixel(x, y, color);
801 | else if (bClear)
802 | DrawPixel(x, y, CRGB.Black);
803 | }
804 | }
805 | }
806 | }
807 |
808 | public void DrawTextShadow(string text,
809 | TextCommand.Fonts font,
810 | CRGB color,
811 | uint x,
812 | uint y,
813 | bool bBold = false,
814 | TextAlignment alignment = TextAlignment.Left)
815 | {
816 | DrawText(text, font, color, x - 1, y - 1, bBold, TextAlignment.Center);
817 | DrawText(text, font, color, x + 1, y + 1, bBold, TextAlignment.Center);
818 | DrawText(text, font, color, x - 1, y + 1, bBold, TextAlignment.Center);
819 | DrawText(text, font, color, x + 1, y - 1, bBold, TextAlignment.Center);
820 | }
821 | */
822 |
823 | // Your implementation class must provide these, the actual writing of pixels
824 |
825 | public abstract void DrawPixel(uint x, uint y, CRGB color);
826 | public abstract void DrawPixels(float fPos, uint count, CRGB color);
827 | public abstract void DrawPixel(uint x, CRGB color);
828 | public abstract void BlendPixel(uint x, CRGB color);
829 |
830 | public abstract uint Width
831 | {
832 | get;
833 | }
834 |
835 | public abstract uint Height
836 | {
837 | get;
838 | }
839 |
840 | public abstract uint LEDCount
841 | {
842 | get;
843 | }
844 |
845 | }
846 | }
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/Assets/NightDriveryUnity/Scripts/LEDControllerChannel.cs:
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1 | //+--------------------------------------------------------------------------
2 | //
3 | // NightDriver.Net - (c) 2019 Dave Plummer. All Rights Reserved.
4 | //
5 | // File: LEDControllerChannel.cs
6 | //
7 | // NightDriverUnity - (c) 2021 Plummer's Software LLC. All Rights Reserved.
8 | //
9 | // This file is part of the NightDriver software project.
10 | //
11 | // NightDriver is free software: you can redistribute it and/or modify
12 | // it under the terms of the GNU General Public License as published by
13 | // the Free Software Foundation, either version 3 of the License, or
14 | // (at your option) any later version.
15 | //
16 | // NightDriver is distributed in the hope that it will be useful,
17 | // but WITHOUT ANY WARRANTY; without even the implied warranty of
18 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 | // GNU General Public License for more details.
20 | //
21 | // You should have received a copy of the GNU General Public License
22 | // along with Nightdriver. It is normally found in copying.txt
23 | // If not, see .
24 | // Description:
25 | //
26 | // Represents a specific channel on a particular strip and exposes the
27 | // GraphicsBase class for drawing directly on it.
28 | //
29 | // Each instance has a worker thread that manages keeping the socket
30 | // connected and sending it the data that has been queued up for it.
31 | //
32 | // History: Jun-15-2019 Davepl Created
33 | //
34 | //---------------------------------------------------------------------------
35 |
36 | using System;
37 | using System.Collections.Concurrent;
38 | using System.Net;
39 | using System.Net.Sockets;
40 | using System.Linq;
41 | using System.Threading;
42 | using System.Collections.Generic;
43 | using UnityEngine;
44 |
45 |
46 | // LEDControllerChannel
47 | //
48 | // Exposes ILEDGraphics via the GraphicsBase baseclass
49 | // Abstract until deriving class implements GetDataFrame()
50 |
51 | namespace NightDriver
52 | {
53 | public abstract class LEDControllerChannel : MonoBehaviour
54 | {
55 | public string HostName;
56 | public string FriendlyName;
57 | public bool CompressData = true;
58 | public byte Channel = 0;
59 | public double Brightness = 1.0f;
60 | public uint Connects = 0;
61 | public uint Watts = 0;
62 | public uint Width = 64;
63 | public uint Height = 32;
64 | public uint FramesPerSecond = 20;
65 | public bool RedGreenSwap = false;
66 | public int AntiAliasing = 8;
67 | //public RenderTexture CameraRenderTexture;
68 | public Camera CaptureCamera;
69 |
70 | public const int BatchSize = 1;
71 | public const double BatchTimeout = 0.5;
72 |
73 | private ConcurrentQueue DataQueue = new ConcurrentQueue();
74 |
75 | private Thread _SendWorker;
76 | private Thread _DrawWorker;
77 |
78 | CRGB[] MainLEDs;
79 |
80 | public void Start()
81 | {
82 | Debug.Log("LEDControllerChannel started");
83 |
84 | MainLEDs = new CRGB[Width * Height];
85 | for (int i = 0; i < Width * Height; i++)
86 | MainLEDs[i] = new CRGB(0,0,255);
87 |
88 | if (Application.isPlaying)
89 | {
90 | Debug.Log("LEDControllerChannel Creating Workers");
91 | _SendWorker = new Thread(WorkerConnectAndSendLoop);
92 | _SendWorker.IsBackground = true;
93 | _SendWorker.Priority = System.Threading.ThreadPriority.Normal;
94 | _SendWorker.Start();
95 |
96 | _DrawWorker = new Thread(DrawLoop);
97 | _DrawWorker.IsBackground = true;
98 | _DrawWorker.Priority = System.Threading.ThreadPriority.Normal;
99 | _DrawWorker.Start();
100 | }
101 | }
102 |
103 | public void OnDestroy()
104 | {
105 | if (Application.isPlaying)
106 | {
107 | _SendWorker.Abort();
108 | _DrawWorker.Abort();
109 | }
110 | Debug.Log("LEDControllerChannel exiting, terminating workers");
111 | }
112 |
113 | public Texture2D GetRTPixels(RenderTexture rt)
114 | {
115 |
116 | // Remember currently active render texture
117 | RenderTexture currentActiveRT = RenderTexture.active;
118 |
119 | // Set the supplied RenderTexture as the active one
120 | RenderTexture.active = rt;
121 |
122 | CaptureCamera.Render();
123 |
124 | // Create a new Texture2D and read the RenderTexture image into it
125 |
126 | Texture2D tex = new Texture2D((int)Width, (int)Height, TextureFormat.RGB24, false);
127 | tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
128 | tex.Apply();
129 |
130 | // Restorie previously active render texture
131 | RenderTexture.active = currentActiveRT;
132 | return tex;
133 | }
134 |
135 | public Texture2D GetCamPic()
136 | {
137 | int resWidth = (int)Width;
138 | int resHeight = (int)Height;
139 |
140 | RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
141 | rt.antiAliasing = AntiAliasing;
142 | CaptureCamera.targetTexture = rt; //Create new renderTexture and assign to camera
143 | Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false); //Create new texture
144 |
145 | CaptureCamera.Render();
146 |
147 | RenderTexture.active = rt;
148 | screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0); //Apply pixels from camera onto Texture2D
149 |
150 | CaptureCamera.targetTexture = null;
151 | RenderTexture.active = null; //Clean
152 | Destroy(rt); //Free memory
153 |
154 | return screenShot;
155 | }
156 |
157 | public void Update()
158 | {
159 | Texture2D newTexture = GetCamPic();
160 |
161 | for (int x = 0; x < Width; x++)
162 | {
163 | for (int y = 0; y < Height; y++)
164 | {
165 | Color color = newTexture.GetPixel(x, y);
166 | CRGB crgb = new CRGB();
167 | crgb.setRGB((byte)(color.r * 255), (byte)(color.g * 255), (byte)(color.b * 255));
168 | long i = (Height - 1 - y) * Width + x;
169 | MainLEDs[i] = crgb;
170 | }
171 | }
172 | }
173 |
174 | public int QueueDepth
175 | {
176 | get
177 | {
178 | return DataQueue.Count;
179 | }
180 | }
181 |
182 | public bool HasSocket // Is there a socket at all yet?
183 | {
184 | get
185 | {
186 | ControllerSocket controllerSocket = ControllerSocketForHost(HostName);
187 | if (null == controllerSocket || controllerSocket._socket == null)
188 | return false;
189 | return true;
190 | }
191 | }
192 |
193 | public bool ReadyForData // Is there a socket and is it connected to the chip?
194 | {
195 | get
196 | {
197 | ControllerSocket controllerSocket = ControllerSocketForHost(HostName);
198 | if (null == controllerSocket || controllerSocket._socket == null || !controllerSocket._socket.Connected)
199 | return false;
200 | return true;
201 | }
202 | }
203 |
204 | public bool NeedsClockStream
205 | {
206 | get;
207 | set;
208 | } = true;
209 |
210 | public bool Supports64BitClock
211 | {
212 | get;
213 | set;
214 | } = true;
215 |
216 |
217 | public uint MinimumSpareTime => (uint)_HostControllerSockets.Min(controller => controller.Value.BytesPerSecond);
218 |
219 | public uint BytesPerSecond
220 | {
221 | get
222 | {
223 | ControllerSocket controllerSocket = ControllerSocketForHost(HostName);
224 | if (null == controllerSocket || controllerSocket._socket == null)
225 | return 0;
226 | return controllerSocket.BytesPerSecond;
227 | }
228 | }
229 |
230 | public uint TotalBytesPerSecond => (uint)_HostControllerSockets.Sum(controller => controller.Value.BytesPerSecond);
231 |
232 | public ControllerSocket ControllerSocket
233 | {
234 | get
235 | {
236 | return ControllerSocketForHost(HostName);
237 | }
238 | }
239 |
240 | public static ControllerSocket ControllerSocketForHost(string host)
241 | {
242 | if (_HostControllerSockets.ContainsKey(host))
243 | {
244 | _HostControllerSockets.TryGetValue(host, out ControllerSocket controller);
245 | return controller;
246 | }
247 | return null;
248 | }
249 |
250 | protected abstract byte[] GetDataFrame(CRGB[] MainLEDs, DateTime timeStart);
251 |
252 | protected virtual byte[] GetClockFrame(DateTime timeStart)
253 | {
254 | // The timeOffset is how far in the future frames are generated for. If the chips have a 2 second buffer, you could
255 | // go up to 2 seconds, but I shoot for the middle of the buffer depth.
256 |
257 | double epoch = (timeStart.Ticks - 621355968000000000) / (double)TimeSpan.TicksPerSecond;
258 | UInt64 seconds = (UInt64)epoch; // Whole part of time number (left of the decimal point)
259 | UInt64 uSeconds = (UInt64)((epoch - (UInt64)epoch) * 1000000); // Fractional part of time (right of the decimal point)
260 | return LEDInterop.CombineByteArrays(LEDInterop.WORDToBytes((UInt16)2), // Command, which is 2 for us
261 | LEDInterop.WORDToBytes((UInt16)0), // LED channel on ESP32
262 | LEDInterop.ULONGToBytes(seconds), // Number of LEDs
263 | LEDInterop.ULONGToBytes(uSeconds) // Timestamp seconds
264 | ); // Color Data
265 | }
266 |
267 | byte[] CompressFrame(byte[] data)
268 | {
269 | const int COMPRESSED_HEADER_TAG = 0x44415645; // Magic "DAVE" tag for compressed data - replaces size field
270 | byte[] compressedData = LEDInterop.Compress(data);
271 | byte[] compressedFrame = LEDInterop.CombineByteArrays(LEDInterop.DWORDToBytes((uint)COMPRESSED_HEADER_TAG),
272 | LEDInterop.DWORDToBytes((uint)compressedData.Length),
273 | LEDInterop.DWORDToBytes((uint)data.Length),
274 | LEDInterop.DWORDToBytes(0x12345678),
275 | compressedData);
276 | return compressedFrame;
277 | }
278 |
279 | DateTime _timeLastSend = DateTime.UtcNow;
280 | DateTime _lastBatchTime = DateTime.UtcNow;
281 |
282 | // _HostSockets
283 | //
284 | // We can only have one socket open per ESP32 chip per channel, so this concurrent dictionary keeps track of which sockets are
285 | // open to what chips so that the socket can be reused.
286 |
287 | static ConcurrentDictionary _HostControllerSockets = new ConcurrentDictionary();
288 |
289 | private int _iPacketCount = 0;
290 |
291 | // https://files.sexyandfunny.com/mp4/usr_506ef5a36788d.mp4
292 | // https://www.youtube.com/watch?v=G3HUp7LH5ig
293 |
294 | public void DrawLoop()
295 | {
296 | for(;;)
297 | {
298 | DateTime timeStart = DateTime.UtcNow;
299 |
300 | CompressAndEnqueueData(MainLEDs, timeStart);
301 |
302 | uint ms = (uint)(1000 * (1.0f / FramesPerSecond));
303 | TimeSpan alreadyElapsed = (DateTime.UtcNow - timeStart);
304 | TimeSpan delay = TimeSpan.FromMilliseconds(ms) - alreadyElapsed;
305 | if (delay.TotalMilliseconds > 0)
306 | Thread.Sleep((int) delay.TotalMilliseconds);
307 | }
308 | }
309 |
310 | public void CompressAndEnqueueData(CRGB[] MainLEDs, DateTime timeStart)
311 | {
312 | if (DataQueue.Count > 20)
313 | {
314 | // ConsoleApp.Stats.WriteLine("Queue full so dicarding frame for " + HostName);
315 | return;
316 | }
317 |
318 | // If there is already a socket open, we will use that; otherwise, a new connection will be opened and if successful
319 | // it will be placed into the _HostSockets concurrent dictionary
320 |
321 | if (_HostControllerSockets.ContainsKey(HostName) == false && (DateTime.UtcNow - _timeLastSend).TotalSeconds < 2)
322 | {
323 | //ConsoleApp.Stats.WriteLine("Too early to retry for " + HostName);
324 | return;
325 | }
326 | _timeLastSend = DateTime.UtcNow;
327 |
328 | ControllerSocket controllerSocket = ControllerSocketForHost(HostName);
329 | if (null == controllerSocket)
330 | _HostControllerSockets[HostName] = controllerSocket;
331 |
332 |
333 | if (_iPacketCount % 100 == 0 && NeedsClockStream)
334 | {
335 | byte[] msgclock = GetClockFrame(timeStart);
336 | DataQueue.Enqueue(msgclock);
337 | }
338 |
339 | // Optionally compress the data, but when we do, if the compressed is larger, we send the original
340 |
341 | byte[] msgraw = GetDataFrame(MainLEDs, timeStart);
342 | byte[] msg = CompressData ? CompressFrame(msgraw) : msgraw;
343 | if (msg.Length >= msgraw.Length)
344 | {
345 | msg = msgraw;
346 | }
347 |
348 | DataQueue.Enqueue(msg);
349 | _iPacketCount++;
350 |
351 | }
352 |
353 | public bool ShouldSendBatch
354 | {
355 | get
356 | {
357 | if (DataQueue.Any())
358 | if ((DateTime.UtcNow - _lastBatchTime).TotalSeconds > BatchTimeout)
359 | return true;
360 |
361 | if (DataQueue.Count() > BatchSize)
362 | return true;
363 |
364 | return false;
365 | }
366 | }
367 |
368 | // WorkerConnectAndSendLoop
369 | //
370 | // Every controller has a worker thread that sits and spins in a thread loop doing the work of connecting to
371 | // the chips, pulling data from the queues, and sending it off
372 |
373 | void WorkerConnectAndSendLoop()
374 | {
375 | // We delay-start a random fraction of a quarter second to stagger the workload so that the WiFi is a little more balanced
376 |
377 | Thread.Sleep((int)(new System.Random().NextDouble() * 250));
378 |
379 | for (; ; )
380 | {
381 | ControllerSocket controllerSocket
382 | = _HostControllerSockets.GetOrAdd(HostName, (hostname) =>
383 | {
384 | Connects++;
385 | Debug.Log("Connecting to " + HostName);
386 | return new ControllerSocket(hostname);
387 | });
388 |
389 |
390 | if (false == controllerSocket.EnsureConnected())
391 | {
392 | if (controllerSocket.IsDead)
393 | {
394 | Debug.Log("Closing disconnected socket: " + HostName);
395 | ControllerSocket oldSocket;
396 | _HostControllerSockets.TryRemove(HostName, out oldSocket);
397 | }
398 | Thread.Sleep(10);
399 | continue;
400 | }
401 |
402 | // Compose a message which is a binary block of N (where N is up to Count) dequeue packets all
403 | // in a row, which is how the chips can actually process them
404 |
405 | if (ShouldSendBatch)
406 | {
407 | _lastBatchTime = DateTime.UtcNow;
408 |
409 | byte[] msg = LEDInterop.CombineByteArrays(DataQueue.DequeueChunk(DataQueue.Count()).ToArray());
410 | if (msg.Length > 0)
411 | {
412 | try
413 | {
414 | uint bytesSent = 0;
415 | if (!controllerSocket.IsDead)
416 | bytesSent = controllerSocket.SendData(msg);
417 | if (bytesSent != msg.Length)
418 | {
419 | Debug.Log("Could not write all bytes so closing socket for " + HostName);
420 | ControllerSocket oldSocket;
421 | _HostControllerSockets.TryRemove(HostName, out oldSocket);
422 | }
423 | else
424 | {
425 | //Debug.Log("Sent " + bytesSent + " to " + HostName);
426 | double framesPerSecond = (double)((DateTime.UtcNow - _timeLastSend).TotalSeconds);
427 | }
428 | }
429 | catch (SocketException ex)
430 | {
431 | Debug.Log("Exception writing to socket for " + HostName + ": " + ex.Message);
432 | ControllerSocket oldSocket;
433 | _HostControllerSockets.TryRemove(HostName, out oldSocket);
434 | }
435 | }
436 | }
437 |
438 | Thread.Sleep(10);
439 | }
440 | }
441 | }
442 |
443 | // ControllerSocket
444 | //
445 | // Wrapper for .Net Socket so that we can track the number of bytes sent and so on
446 |
447 | public class ControllerSocket
448 | {
449 | public Socket _socket;
450 | private IPAddress _ipAddress;
451 | private IPEndPoint _remoteEP;
452 |
453 | private DateTime LastDataFrameTime;
454 |
455 | private uint BytesSentSinceFrame = 0;
456 |
457 | public string HostName;
458 |
459 | public bool IsDead { get; protected set; } = false;
460 |
461 | public uint BytesPerSecond
462 | {
463 | get
464 | {
465 | double d = (DateTime.UtcNow - LastDataFrameTime).TotalSeconds;
466 | if (d < 0.001)
467 | return 0;
468 |
469 | return (uint)(BytesSentSinceFrame / d);
470 | }
471 | }
472 |
473 | public ControllerSocket(string hostname)
474 | {
475 | HostName = hostname;
476 | //ConsoleApp.Stats.WriteLine("Constructor for " + hostname);
477 | _remoteEP = null;
478 | Dns.BeginGetHostAddresses(HostName, OnDnsGetHostAddressesComplete, this);
479 | }
480 |
481 | private void OnDnsGetHostAddressesComplete(IAsyncResult result)
482 | {
483 | var This = (ControllerSocket)result.AsyncState;
484 |
485 | try
486 | {
487 | This._ipAddress = Dns.EndGetHostAddresses(result)[0];
488 | This._remoteEP = new IPEndPoint(_ipAddress, 49152);
489 | Debug.Log("Got IP of " + _remoteEP.Address.ToString() + " for " + This.HostName);
490 | }
491 | catch (Exception)
492 | {
493 | Debug.Log("DNS Exception: " + HostName);
494 | IsDead = true;
495 | }
496 | }
497 |
498 | // EnsureConnected
499 | //
500 | // If not already connected, initiates the connection so that perhaps next time we will ideally be connected
501 |
502 | public bool EnsureConnected()
503 | {
504 | if (IsDead == true)
505 | return false;
506 |
507 | if (_remoteEP == null)
508 | return false;
509 |
510 | if (_socket != null && _socket.Connected)
511 | return true;
512 |
513 | try
514 | {
515 | if (DateTime.UtcNow - LastDataFrameTime < TimeSpan.FromSeconds(1))
516 | {
517 | //ConsoleApp.Stats.WriteLine("Bailing connection as too early!");
518 | return false;
519 | }
520 | LastDataFrameTime = DateTime.UtcNow;
521 | _socket = new Socket(_ipAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
522 |
523 | _socket.Connect(_remoteEP);
524 |
525 | BytesSentSinceFrame = 0;
526 | Debug.Log("Connected to " + _remoteEP);
527 |
528 | return true;
529 | }
530 | catch (SocketException)
531 | {
532 | IsDead = true;
533 | return false;
534 | }
535 | }
536 |
537 | public uint SendData(byte[] data)
538 | {
539 | uint result = (uint)_socket.Send(data);
540 |
541 | TimeSpan timeSinceLastSend = DateTime.UtcNow - LastDataFrameTime;
542 | if (timeSinceLastSend > TimeSpan.FromSeconds(10.0))
543 | {
544 | LastDataFrameTime = DateTime.UtcNow;
545 | BytesSentSinceFrame = 0;
546 | }
547 | else
548 | {
549 | BytesSentSinceFrame += result;
550 | }
551 | return result;
552 | }
553 | }
554 | }
555 |
556 |
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/Assets/NightDriveryUnity/Scripts/LEDControllerChannel.cs.meta:
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/Assets/NightDriveryUnity/Scripts/LEDSignController.cs:
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1 | //+--------------------------------------------------------------------------
2 | //
3 | // NightDriver.Net - (c) 2019 Dave Plummer. All Rights Reserved.
4 | //
5 | // File: LEDSignController.cs
6 | //
7 | // NightDriverUnity - (c) 2021 Plummer's Software LLC. All Rights Reserved.
8 | //
9 | // This file is part of the NightDriver software project.
10 | //
11 | // NightDriver is free software: you can redistribute it and/or modify
12 | // it under the terms of the GNU General Public License as published by
13 | // the Free Software Foundation, either version 3 of the License, or
14 | // (at your option) any later version.
15 | //
16 | // NightDriver is distributed in the hope that it will be useful,
17 | // but WITHOUT ANY WARRANTY; without even the implied warranty of
18 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 | // GNU General Public License for more details.
20 | //
21 | // You should have received a copy of the GNU General Public License
22 | // along with Nightdriver. It is normally found in copying.txt
23 | // If not, see .
24 | //
25 | // Description:
26 | //
27 | // Represents a specific channel on a particular strip and exposes the
28 | // GraphicsBase class for drawing directly on it.
29 | //
30 | // Each instance has a worker thread that manages keeping the socket
31 | // connected and sending it the data that has been queued up for it.
32 | //
33 | // History: Jun-15-2019 Davepl Created
34 | //
35 | //---------------------------------------------------------------------------
36 |
37 | using System;
38 | using System.Threading;
39 | using NightDriver;
40 | using UnityEngine;
41 |
42 | public class LEDSignController : LEDControllerChannel
43 | {
44 | // BUGBUG(davepl) Once upon a time I protected this with a lock, and it might not be a good or bad idea,
45 | // but I can't prove it either way.
46 |
47 | private byte[] GetPixelData(CRGB[] MainLEDs)
48 | {
49 | return LEDInterop.GetColorBytes(MainLEDs);
50 | }
51 |
52 | public const uint FramesPerBuffer = 40; // How many buffer frames the chips have
53 | public const double PercentBufferUse = 0.80; // How much of the buffer we should use up
54 |
55 | public double TimeOffset
56 | {
57 | get
58 | {
59 | if (0 == FramesPerSecond) // No speed indication yet, can't guess at offset, assume 1 second for now
60 | return 1.0;
61 |
62 | if (!Supports64BitClock) // Old V001 flash is locked at 22 fps
63 | return 1.0;
64 | else
65 | return (double)FramesPerBuffer / FramesPerSecond * PercentBufferUse;
66 | }
67 | }
68 |
69 | const UInt16 WIFI_COMMAND_PIXELDATA = 0;
70 | const UInt16 WIFI_COMMAND_VU = 1;
71 | const UInt16 WIFI_COMMAND_CLOCK = 2;
72 | const UInt16 WIFI_COMMAND_PIXELDATA64 = 3;
73 |
74 | ulong foo = 0;
75 |
76 | protected override byte[] GetDataFrame(CRGB [] MainLEDs, DateTime timeStart)
77 | {
78 | // The old original code truncated 64 bit values down to 32, and we need to fix that, so it's a in a packet called PIXELDATA64
79 | // and is only sent to newer flashes taht support it. Otherwise we send the old original foramt.
80 |
81 | if (false == Supports64BitClock)
82 | {
83 | // The timeOffset is how far in the future frames are generated for. If the chips have a 2 second buffer, you could
84 | // go up to 2 seconds, but I shoot for the middle of the buffer depth. Right now it's calculated as using
85 |
86 |
87 | double epoch = (timeStart.Ticks - 621355968000000000 + (0.5 * TimeSpan.TicksPerSecond)) / (double)TimeSpan.TicksPerSecond;
88 | double fraction = epoch - (Int64)epoch;
89 |
90 | ulong seconds = (ulong)epoch; // Whole part of time number (left of the decimal point)
91 | ulong uSeconds = (ulong)(fraction * 1000000); // Fractional part of time (right of the decimal point)
92 |
93 | var data = GetPixelData(MainLEDs);
94 |
95 | // Debug.Log("Old Seconds: " + seconds + "uSec: " + uSeconds);
96 |
97 | return LEDInterop.CombineByteArrays(LEDInterop.WORDToBytes(WIFI_COMMAND_PIXELDATA), // Offset, always zero for us
98 | LEDInterop.WORDToBytes((UInt16)Channel), // LED channel on ESP32
99 | LEDInterop.DWORDToBytes((UInt32)data.Length / 3), // Number of LEDs
100 | LEDInterop.DWORDToBytes((UInt32)seconds), // Timestamp seconds (32 bit truncation)
101 | LEDInterop.DWORDToBytes((UInt32)uSeconds), // Timestmap microseconds (32 bit truncation)
102 | data); // Color Data
103 | }
104 | else
105 | {
106 | // The timeOffset is how far in the future frames are generated for. If the chips have a 2 second buffer, you could
107 | // go up to 2 seconds, but I shoot for the middle of the buffer depth. Right now it's calculated as using
108 |
109 | double epoch = (timeStart.Ticks - 621355968000000000 + (1.0 * TimeSpan.TicksPerSecond)) / (double)TimeSpan.TicksPerSecond;
110 | double fraction = epoch - (Int64)epoch;
111 |
112 | ulong seconds = (ulong)epoch; // Whole part of time number (left of the decimal point)
113 | ulong uSeconds = (ulong)(fraction * 1000000); // Fractional part of time (right of the decimal point)
114 |
115 | // Debug.Log("New Seconds: " + seconds + "uSec: " + uSeconds);
116 |
117 | var data = GetPixelData(MainLEDs);
118 | return LEDInterop.CombineByteArrays(LEDInterop.WORDToBytes(WIFI_COMMAND_PIXELDATA64), // Offset, always zero for us
119 | LEDInterop.WORDToBytes((UInt16)Channel), // LED channel on ESP32
120 | LEDInterop.DWORDToBytes((UInt32)data.Length / 3), // Number of LEDs
121 | LEDInterop.ULONGToBytes(seconds), // Timestamp seconds (64 bit)
122 | LEDInterop.ULONGToBytes(uSeconds), // Timestmap microseconds (64 bit)
123 | data); // Color Data
124 |
125 | }
126 | }
127 |
128 | };
129 |
130 |
131 |
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/Assets/NightDriveryUnity/Scripts/ZLIBStream.cs:
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1 | using System;
2 | using System.IO;
3 | using System.IO.Compression;
4 |
5 | namespace ZLIB
6 | {
7 | public sealed class ZLIBStream : Stream
8 | {
9 | #region "Variables globales"
10 | private CompressionMode mCompressionMode = CompressionMode.Compress;
11 | private CompressionLevel mCompressionLevel = CompressionLevel.NoCompression;
12 | private bool mLeaveOpen = false;
13 | private Adler32 adler32 = new Adler32();
14 | private DeflateStream mDeflateStream;
15 | private Stream mRawStream;
16 | private bool mClosed = false;
17 | private byte[] mCRC = null;
18 | #endregion
19 | #region "Constructores"
20 | ///
21 | /// Inicializa una nueva instancia de la clase ZLIBStream usando la secuencia y nivel de compresión especificados.
22 | ///
23 | /// Secuencia que se va a comprimir
24 | /// Nivel de compresión
25 | public ZLIBStream(Stream stream, CompressionLevel compressionLevel) : this(stream, compressionLevel, false)
26 | {
27 | }
28 | ///
29 | /// Inicializa una nueva instancia de la clase ZLIBStream usando la secuencia y modo de compresión especificados.
30 | ///
31 | /// Secuencia que se va a comprimir o descomprimir
32 | /// Modo de compresión
33 | public ZLIBStream(Stream stream, CompressionMode compressionMode) : this(stream, compressionMode, false)
34 | {
35 | }
36 | ///
37 | /// Inicializa una nueva instancia de la clase ZLIBStream usando la secuencia y nivel de compresión especificados y, opcionalmente, deja la secuencia abierta.
38 | ///
39 | /// Secuencia que se va a comprimir
40 | /// Nivel de compresión
41 | /// Indica si se debe de dejar la secuencia abierta después de comprimir la secuencia
42 | public ZLIBStream(Stream stream, CompressionLevel compressionLevel, bool leaveOpen)
43 | {
44 | this.mCompressionMode = CompressionMode.Compress;
45 | this.mCompressionLevel = compressionLevel;
46 | this.mLeaveOpen = leaveOpen;
47 | this.mRawStream = stream;
48 | this.InicializarStream();
49 | }
50 | ///
51 | /// Inicializa una nueva instancia de la clase ZLIBStream usando la secuencia y modo de compresión especificados y, opcionalmente, deja la secuencia abierta.
52 | ///
53 | /// Secuencia que se va a comprimir o descomprimir
54 | /// Modo de compresión
55 | /// Indica si se debe de dejar la secuencia abierta después de comprimir o descomprimir la secuencia
56 | public ZLIBStream(Stream stream, CompressionMode compressionMode, bool leaveOpen)
57 | {
58 | this.mCompressionMode = compressionMode;
59 | this.mCompressionLevel = CompressionLevel.Fastest;
60 | this.mLeaveOpen = leaveOpen;
61 | this.mRawStream = stream;
62 | this.InicializarStream();
63 | }
64 | #endregion
65 | #region "Propiedades sobreescritas"
66 | public override bool CanRead
67 | {
68 | get
69 | {
70 | return ((this.mCompressionMode == CompressionMode.Decompress) && (this.mClosed != true));
71 | }
72 | }
73 | public override bool CanWrite
74 | {
75 | get
76 | {
77 | return ((this.mCompressionMode == CompressionMode.Compress) && (this.mClosed != true));
78 | }
79 | }
80 | public override bool CanSeek
81 | {
82 | get
83 | {
84 | return false;
85 | }
86 | }
87 | public override long Length
88 | {
89 | get
90 | {
91 | throw new NotImplementedException();
92 | }
93 | }
94 | public override long Position
95 | {
96 | get
97 | {
98 | throw new NotImplementedException();
99 | }
100 | set
101 | {
102 | throw new NotImplementedException();
103 | }
104 | }
105 | #endregion
106 | #region "Metodos sobreescritos"
107 | public override int ReadByte()
108 | {
109 | int result = 0;
110 |
111 | if (this.CanRead == true)
112 | {
113 | result = this.mDeflateStream.ReadByte();
114 |
115 | //Comprobamos si se ha llegado al final del stream
116 | if (result == -1)
117 | {
118 | this.ReadCRC();
119 | }
120 | else
121 | {
122 | this.adler32.Update(Convert.ToByte(result));
123 | }
124 | }
125 | else
126 | {
127 | throw new InvalidOperationException();
128 | }
129 |
130 | return result;
131 | }
132 |
133 | public override int Read(byte[] buffer, int offset, int count)
134 | {
135 | int result = 0;
136 |
137 | if (this.CanRead == true)
138 | {
139 | result = this.mDeflateStream.Read(buffer, offset, count);
140 |
141 | //Comprobamos si hemos llegado al final del stream
142 | if ((result < 1) && (count > 0))
143 | {
144 | this.ReadCRC();
145 | }
146 | else
147 | {
148 | this.adler32.Update(buffer, offset, result);
149 | }
150 | }
151 | else
152 | {
153 | throw new InvalidOperationException();
154 | }
155 |
156 | return result;
157 | }
158 |
159 | public override void WriteByte(byte value)
160 | {
161 | if (this.CanWrite == true)
162 | {
163 | this.mDeflateStream.WriteByte(value);
164 | this.adler32.Update(value);
165 | }
166 | else
167 | {
168 | throw new InvalidOperationException();
169 | }
170 | }
171 |
172 | public override void Write(byte[] buffer, int offset, int count)
173 | {
174 | if (this.CanWrite == true)
175 | {
176 | this.mDeflateStream.Write(buffer, offset, count);
177 | this.adler32.Update(buffer, offset, count);
178 | }
179 | else
180 | {
181 | throw new InvalidOperationException();
182 | }
183 | }
184 |
185 | public override void Close()
186 | {
187 | if (this.mClosed == false)
188 | {
189 | this.mClosed = true;
190 | if (this.mCompressionMode == CompressionMode.Compress)
191 | {
192 | this.Flush();
193 | this.mDeflateStream.Close();
194 |
195 | this.mCRC = BitConverter.GetBytes(adler32.GetValue());
196 |
197 | if (BitConverter.IsLittleEndian == true)
198 | {
199 | Array.Reverse(this.mCRC);
200 | }
201 |
202 | this.mRawStream.Write(this.mCRC, 0, this.mCRC.Length);
203 | }
204 | else
205 | {
206 | this.mDeflateStream.Close();
207 | if (this.mCRC == null)
208 | {
209 | this.ReadCRC();
210 | }
211 | }
212 |
213 | if (this.mLeaveOpen == false)
214 | {
215 | this.mRawStream.Close();
216 | }
217 | }
218 | else
219 | {
220 | //throw new InvalidOperationException("Stream already closed");
221 | }
222 | }
223 |
224 | public override void Flush()
225 | {
226 | if (this.mDeflateStream != null)
227 | {
228 | this.mDeflateStream.Flush();
229 | }
230 | }
231 |
232 | public override long Seek(long offset, SeekOrigin origin)
233 | {
234 | throw new NotImplementedException();
235 | }
236 |
237 | public override void SetLength(long value)
238 | {
239 | throw new NotImplementedException();
240 | }
241 | #endregion
242 | #region "Metodos publicos"
243 | ///
244 | /// Comprueba si el stream esta en formato ZLib
245 | ///
246 | /// Stream a comprobar
247 | /// Retorna True en caso de que el stream sea en formato ZLib y False en caso contrario u error
248 | public static bool IsZLibStream(Stream stream)
249 | {
250 | bool bResult = false;
251 | int CMF = 0;
252 | int Flag = 0;
253 | ZLibHeader header;
254 |
255 | //Comprobamos si la secuencia esta en la posición 0, de no ser así, lanzamos una excepción
256 | if (stream.Position != 0)
257 | {
258 | throw new ArgumentOutOfRangeException("Sequence must be at position 0");
259 | }
260 |
261 | //Comprobamos si podemos realizar la lectura de los dos bytes que conforman la cabecera
262 | if (stream.CanRead == true)
263 | {
264 | CMF = stream.ReadByte();
265 | Flag = stream.ReadByte();
266 | try
267 | {
268 | header = ZLibHeader.DecodeHeader(CMF, Flag);
269 | bResult = header.IsSupportedZLibStream;
270 | }
271 | catch
272 | {
273 | //Nada
274 | }
275 | }
276 |
277 | return bResult;
278 | }
279 | ///
280 | /// Lee los últimos 4 bytes del stream ya que es donde está el CRC
281 | ///
282 | private void ReadCRC()
283 | {
284 | this.mCRC = new byte[4];
285 | this.mRawStream.Seek(-4, SeekOrigin.End);
286 | if (this.mRawStream.Read(this.mCRC, 0, 4) < 4)
287 | {
288 | throw new EndOfStreamException();
289 | }
290 |
291 | if (BitConverter.IsLittleEndian == true)
292 | {
293 | Array.Reverse(this.mCRC);
294 | }
295 |
296 | uint crcAdler = this.adler32.GetValue();
297 | uint crcStream = BitConverter.ToUInt32(this.mCRC, 0);
298 |
299 | if (crcStream != crcAdler)
300 | {
301 | throw new Exception("CRC mismatch");
302 | }
303 | }
304 | #endregion
305 | #region "Metodos privados"
306 | ///
307 | /// Inicializa el stream
308 | ///
309 | private void InicializarStream()
310 | {
311 | switch (this.mCompressionMode)
312 | {
313 | case CompressionMode.Compress:
314 | {
315 | this.InicializarZLibHeader();
316 | this.mDeflateStream = new DeflateStream(this.mRawStream, this.mCompressionLevel, true);
317 | break;
318 | }
319 | case CompressionMode.Decompress:
320 | {
321 | if (ZLIBStream.IsZLibStream(this.mRawStream) == false)
322 | {
323 | throw new InvalidDataException();
324 | }
325 | this.mDeflateStream = new DeflateStream(this.mRawStream, CompressionMode.Decompress, true);
326 | break;
327 | }
328 | }
329 | }
330 | ///
331 | /// Inicializa el encabezado del stream en formato ZLib
332 | ///
333 | private void InicializarZLibHeader()
334 | {
335 | byte[] bytesHeader;
336 |
337 | //Establecemos la configuración de la cabecera
338 | ZLibHeader header = new ZLibHeader();
339 |
340 | header.CompressionMethod = 8; //Deflate
341 | header.CompressionInfo = 7;
342 |
343 | header.FDict = false; //Sin diccionario
344 | switch (this.mCompressionLevel)
345 | {
346 | case CompressionLevel.NoCompression:
347 | {
348 | header.FLevel = FLevel.Faster;
349 | break;
350 | }
351 | case CompressionLevel.Fastest:
352 | {
353 | header.FLevel = FLevel.Default;
354 | break;
355 | }
356 | case CompressionLevel.Optimal:
357 | {
358 | header.FLevel = FLevel.Optimal;
359 | break;
360 | }
361 | }
362 |
363 | bytesHeader = header.EncodeZlibHeader();
364 |
365 | this.mRawStream.WriteByte(bytesHeader[0]);
366 | this.mRawStream.WriteByte(bytesHeader[1]);
367 | }
368 | #endregion
369 | }
370 | }
371 |
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/Assets/NightDriveryUnity/Scripts/ZLIBStream.cs.meta:
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/Assets/NightDriveryUnity/Scripts/ZLibHeader.cs:
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1 | // I can't find any source for this code! The variables don't hit on Google even.
2 | // If you can ID the source, please advise.
3 |
4 | using System;
5 |
6 | namespace ZLIB
7 | {
8 | public enum FLevel
9 | {
10 | Faster = 0,
11 | Fast = 1,
12 | Default = 2,
13 | Optimal = 3,
14 | }
15 |
16 | public sealed class ZLibHeader
17 | {
18 | #region "Variables globales"
19 | private bool mIsSupportedZLibStream;
20 | private byte mCompressionMethod; //CMF 0-3
21 | private byte mCompressionInfo; //CMF 4-7
22 | private byte mFCheck; //Flag 0-4 (Check bits for CMF and FLG)
23 | private bool mFDict; //Flag 5 (Preset dictionary)
24 | private FLevel mFLevel; //Flag 6-7 (Compression level)
25 | #endregion
26 | #region "Propiedades"
27 | public bool IsSupportedZLibStream
28 | {
29 | get
30 | {
31 | return this.mIsSupportedZLibStream;
32 | }
33 | set
34 | {
35 | this.mIsSupportedZLibStream = value;
36 | }
37 | }
38 | public byte CompressionMethod
39 | {
40 | get
41 | {
42 | return this.mCompressionMethod;
43 | }
44 | set
45 | {
46 | if (value > 15)
47 | {
48 | throw new ArgumentOutOfRangeException("Argument cannot be greater than 15");
49 | }
50 | this.mCompressionMethod = value;
51 | }
52 | }
53 | public byte CompressionInfo
54 | {
55 | get
56 | {
57 | return this.mCompressionInfo;
58 | }
59 | set
60 | {
61 | if (value > 15)
62 | {
63 | throw new ArgumentOutOfRangeException("Argument cannot be greater than 15");
64 | }
65 | this.mCompressionInfo = value;
66 | }
67 | }
68 | public byte FCheck
69 | {
70 | get
71 | {
72 | return this.mFCheck;
73 | }
74 | set
75 | {
76 | if (value > 31)
77 | {
78 | throw new ArgumentOutOfRangeException("Argument cannot be greater than 31");
79 | }
80 | this.mFCheck = value;
81 | }
82 | }
83 | public bool FDict
84 | {
85 | get
86 | {
87 | return this.mFDict;
88 | }
89 | set
90 | {
91 | this.mFDict = value;
92 | }
93 | }
94 | public FLevel FLevel
95 | {
96 | get
97 | {
98 | return this.mFLevel;
99 | }
100 | set
101 | {
102 | this.mFLevel = value;
103 | }
104 | }
105 | #endregion
106 | #region "Constructor"
107 | public ZLibHeader()
108 | {
109 |
110 | }
111 | #endregion
112 | #region "Metodos privados"
113 | private void RefreshFCheck()
114 | {
115 | byte byteFLG = 0x00;
116 |
117 | byteFLG = (byte)(Convert.ToByte(this.FLevel) << 1);
118 | byteFLG |= Convert.ToByte(this.FDict);
119 |
120 | this.FCheck = Convert.ToByte(31 - Convert.ToByte((this.GetCMF() * 256 + byteFLG) % 31));
121 | }
122 | private byte GetCMF()
123 | {
124 | byte byteCMF = 0x00;
125 |
126 | byteCMF = (byte)(this.CompressionInfo << 4);
127 | byteCMF |= (byte)(this.CompressionMethod);
128 |
129 | return byteCMF;
130 | }
131 | private byte GetFLG()
132 | {
133 | byte byteFLG = 0x00;
134 |
135 | byteFLG = (byte)(Convert.ToByte(this.FLevel) << 6);
136 | byteFLG |= (byte)(Convert.ToByte(this.FDict) << 5);
137 | byteFLG |= this.FCheck;
138 |
139 | return byteFLG;
140 | }
141 | #endregion
142 | #region "Metodos publicos"
143 | public byte[] EncodeZlibHeader()
144 | {
145 | byte[] result = new byte[2];
146 |
147 | this.RefreshFCheck();
148 |
149 | result[0] = this.GetCMF();
150 | result[1] = this.GetFLG();
151 |
152 | return result;
153 | }
154 | #endregion
155 | #region "Metodos estáticos"
156 | public static ZLibHeader DecodeHeader(int pCMF, int pFlag)
157 | {
158 | ZLibHeader result = new ZLibHeader();
159 |
160 | //Ensure that parameters are bytes
161 | pCMF = pCMF & 0x0FF;
162 | pFlag = pFlag & 0x0FF;
163 |
164 | //Decode bytes
165 | result.CompressionInfo = Convert.ToByte((pCMF & 0xF0) >> 4);
166 | result.CompressionMethod = Convert.ToByte(pCMF & 0x0F);
167 |
168 | result.FCheck = Convert.ToByte(pFlag & 0x1F);
169 | result.FDict = Convert.ToBoolean(Convert.ToByte((pFlag & 0x20) >> 5));
170 | result.FLevel = (FLevel)Convert.ToByte((pFlag & 0xC0) >> 6);
171 |
172 | result.IsSupportedZLibStream = (result.CompressionMethod == 8) && (result.CompressionInfo == 7) && (((pCMF * 256 + pFlag) % 31 == 0)) && (result.FDict == false);
173 |
174 | return result;
175 | }
176 | #endregion
177 | }
178 | }
179 |
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/CONTRIBUTING.md:
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1 | NightDriverUnity
2 | ================
3 |
4 | The NightDriveUnity project is really a "demo" of how to create a server application, in this case using C# and Unity, to drive [NightDriverStrip](https://github.com/PlummersSoftwareLLC/NightDriverStrip) instances remotely by WiFi.
5 |
6 | You are welcome and encouraged to party and adapt this code as needed. My hope for this little project is that it can grow into something useful for people, enabling them to write LED control code in Unity rather than more complex environments.
7 |
8 | Adding more demos of how to do things (signs, candles, flames, etc) would be a great way to flesh this project out further.
9 |
10 | The one issue I've run into with Unity is that when it does not have the focus, your app will not run reliably in the background. I would be very indebted to anyone who can figure that one out!
11 |
12 |
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/COPYING.txt:
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--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # NightDriverUnity
2 | Davepl, 9/19/2021
3 |
4 | See [Discussions](https://github.com/PlummersSoftwareLLC/NightDriverUnity/discussions) for questions and comments.
5 | See source code and [COPYING.txt](COPYING.txt) for detailed technical and licensing information including versions.
6 |
7 | ## What NightDriverUnity is:
8 | NightDriverUnity is a set of scripts for Unity that you can attach to a standard `VideoPlayer` object. You then set the IP address, dimensions, and framerate and when you press play the video in question will be streamed to the [NightDriverStrip](https://github.com/PlummersSoftwareLLC/NightDriverStrip) located at that IP address.
9 |
10 | To create a suitable client for sending data, use the NightDriverStrip's SPECTRUM config, with the following changes:
11 | ```cpp
12 | #define ENABLE_WIFI 1 // Connect to WiFi
13 | #define INCOMING_WIFI_ENABLED 1 // Accepting incoming color data and commands
14 | #define WAIT_FOR_WIFI 1 // Hold in setup until we have WiFi - for strips without effects
15 | #define TIME_BEFORE_LOCAL 2 // How many seconds before the lamp times out and shows local content
16 | #define ENABLE_WEBSERVER 1 // Turn on the internal webserver
17 | #define ENABLE_NTP 1 // Set the clock from the web
18 | #define ENABLE_OTA 0 // Accept over the air flash updates
19 | #define ENABLE_REMOTE 1 // IR Remote Control
20 | #define ENABLE_AUDIO 1 // Listen for audio from the microphone and process it
21 | ```
22 | I also recommmend that you set
23 | ```cpp
24 | #define INCOMING_CORE 0
25 | #define MAX_BUFFERS 30
26 | ```
27 |
28 | Construct a display consisting of three 16x16 matrixes in series, and connect them to PIN5 of an M5 ESP32 stick. Set your WiFi credentials in `globals.h`, and when run, the client should get (and display) an IP address. Use this IP in Unity on the `LEDSignController` object. With that set you should be able to click Play and have PACMAN scroll across your LED display.
29 |
30 | Open the Unity project (likely in a 2019 version of Unity or later) and open the Simple Demo scene. Right next to Main Camera is a Game Object to which is attached the Video Player and the LED Sign Controller that you are concerned with.
31 |
32 | Good luck!
33 |
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