#pragma once #include "FluidSim/AudioProcessing.hpp" #include #include namespace fluidsim::port::desktop { // Keep the established absolute vacuum palette. Above atmosphere, use a // narrower positive range so modest pulses stand out from the green baseline. inline Vec3 pressure_tint(float pressure, bool exhaust=false, float temperature=300.f) { if(pressure<=101325) {float t=std::clamp(pressure/101325,0.f,1.f);return {.05f,.15f+.70f*t,1-.95f*t};} const float temperature_boost=std::sqrt(std::clamp(temperature/300.f,.25f,9.f)); const float pulse=(pressure-101325.f)*temperature_boost; // Exhaust reaches the warm colors sooner, while using the same continuous // ramp so the atmosphere boundary and pulse edges stay smooth. const float scale=exhaust?45000.f:150000.f; const float t=pulse/(pulse+scale); const auto mix=[](Vec3 a,Vec3 b,float u) { u=u*u*(3.f-2.f*u); return Vec3{a.x+(b.x-a.x)*u,a.y+(b.y-a.y)*u,a.z+(b.z-a.z)*u}; }; constexpr Vec3 green{.05f,.85f,.05f},yellow{1.f,1.f,.03f},orange{1.f,.52f,.02f},red{1.f,0.f,0.f}; if(t<.35f)return mix(green,yellow,t/.35f); if(t<.68f)return mix(yellow,orange,(t-.35f)/.33f); return mix(orange,red,(t-.68f)/.32f); } inline float pressure_expansion(float pressure,float temperature=300.f) { if(pressure<=101325.f)return 0.f; const float temperature_boost=std::sqrt(std::clamp(temperature/300.f,.25f,9.f)); const float pulse=(pressure-101325.f)*temperature_boost; return .10f*pulse/(pulse+80000.f); } }