* remove "return FRAMETIME" from all FX, fix timing for some FX - all FX now render every frame, no more "speed up" during transitions * fix missing return by adding FS_FALLBACK_STATIC macro * add FX_FALLBACK_STATIC also to user_fx * remove obsolete seg.next_time
10999 lines
464 KiB
C++
10999 lines
464 KiB
C++
/*
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WS2812FX.cpp contains all effect methods
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Harm Aldick - 2016
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www.aldick.org
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Copyright (c) 2016 Harm Aldick
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Licensed under the EUPL v. 1.2 or later
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Adapted from code originally licensed under the MIT license
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Modified heavily for WLED
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*/
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#include "wled.h"
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#include "FX.h"
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#include "fcn_declare.h"
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#define FX_FALLBACK_STATIC { mode_static(); return; }
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#if !(defined(WLED_DISABLE_PARTICLESYSTEM2D) && defined(WLED_DISABLE_PARTICLESYSTEM1D))
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#include "FXparticleSystem.h" // include particle system code only if at least one system is enabled
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#ifdef WLED_DISABLE_PARTICLESYSTEM2D
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#define WLED_PS_DONT_REPLACE_2D_FX
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#endif
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#ifdef WLED_DISABLE_PARTICLESYSTEM1D
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#define WLED_PS_DONT_REPLACE_1D_FX
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#endif
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#ifdef ESP8266
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#if !defined(WLED_DISABLE_PARTICLESYSTEM2D) && !defined(WLED_DISABLE_PARTICLESYSTEM1D)
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#error ESP8266 does not support 1D and 2D particle systems simultaneously. Please disable one of them.
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#endif
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#endif
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#else
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#define WLED_PS_DONT_REPLACE_1D_FX
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#define WLED_PS_DONT_REPLACE_2D_FX
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#endif
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#ifdef WLED_PS_DONT_REPLACE_FX
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#define WLED_PS_DONT_REPLACE_1D_FX
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#define WLED_PS_DONT_REPLACE_2D_FX
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#endif
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//////////////
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// DEV INFO //
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//////////////
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/*
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information for FX metadata strings: https://kno.wled.ge/interfaces/json-api/#effect-metadata
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Audio Reactive: use the following code to pass usermod variables to effect
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uint8_t *binNum = (uint8_t*)&SEGENV.aux1, *maxVol = (uint8_t*)(&SEGENV.aux1+1); // just in case assignment
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bool samplePeak = false;
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float FFT_MajorPeak = 1.0;
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uint8_t *fftResult = nullptr;
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float *fftBin = nullptr;
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um_data_t *um_data = getAudioData();
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volumeSmth = *(float*) um_data->u_data[0];
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volumeRaw = *(float*) um_data->u_data[1];
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fftResult = (uint8_t*) um_data->u_data[2];
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samplePeak = *(uint8_t*) um_data->u_data[3];
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FFT_MajorPeak = *(float*) um_data->u_data[4];
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my_magnitude = *(float*) um_data->u_data[5];
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maxVol = (uint8_t*) um_data->u_data[6]; // requires UI element (SEGMENT.customX?), changes source element
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binNum = (uint8_t*) um_data->u_data[7]; // requires UI element (SEGMENT.customX?), changes source element
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fftBin = (float*) um_data->u_data[8];
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*/
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#define IBN 5100
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// paletteBlend: 0 - wrap when moving, 1 - always wrap, 2 - never wrap, 3 - none (undefined)
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#define PALETTE_SOLID_WRAP (strip.paletteBlend == 1 || strip.paletteBlend == 3)
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#define PALETTE_MOVING_WRAP !(strip.paletteBlend == 2 || (strip.paletteBlend == 0 && SEGMENT.speed == 0))
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#define indexToVStrip(index, stripNr) ((index) | (int((stripNr)+1)<<16))
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// a few constants needed for AudioReactive effects
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// for 22Khz sampling
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#define MAX_FREQUENCY 11025 // sample frequency / 2 (as per Nyquist criterion)
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#define MAX_FREQ_LOG10 4.04238f // log10(MAX_FREQUENCY)
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// for 20Khz sampling
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//#define MAX_FREQUENCY 10240
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//#define MAX_FREQ_LOG10 4.0103f
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// for 10Khz sampling
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//#define MAX_FREQUENCY 5120
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//#define MAX_FREQ_LOG10 3.71f
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// effect utility functions
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uint8_t sin_gap(uint16_t in) {
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if (in & 0x100) return 0;
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return sin8_t(in + 192); // correct phase shift of sine so that it starts and stops at 0
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}
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uint16_t triwave16(uint16_t in) {
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if (in < 0x8000) return in *2;
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return 0xFFFF - (in - 0x8000)*2;
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}
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/*
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* Generates a tristate square wave w/ attac & decay
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* @param x input value 0-255
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* @param pulsewidth 0-127
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* @param attdec attack & decay, max. pulsewidth / 2
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* @returns signed waveform value
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*/
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int8_t tristate_square8(uint8_t x, uint8_t pulsewidth, uint8_t attdec) {
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int8_t a = 127;
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if (x > 127) {
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a = -127;
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x -= 127;
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}
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if (x < attdec) { //inc to max
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return (int16_t) x * a / attdec;
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}
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else if (x < pulsewidth - attdec) { //max
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return a;
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}
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else if (x < pulsewidth) { //dec to 0
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return (int16_t) (pulsewidth - x) * a / attdec;
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}
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return 0;
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}
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static um_data_t* getAudioData() {
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um_data_t *um_data;
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if (!UsermodManager::getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) {
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// add support for no audio
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um_data = simulateSound(SEGMENT.soundSim);
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}
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return um_data;
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}
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// effect functions
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/*
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* No blinking. Just plain old static light.
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*/
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void mode_static(void) {
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SEGMENT.fill(SEGCOLOR(0));
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}
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static const char _data_FX_MODE_STATIC[] PROGMEM = "Solid";
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/*
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* Copy a segment and perform (optional) color adjustments
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*/
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void mode_copy_segment(void) {
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uint32_t sourceid = SEGMENT.custom3;
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if (sourceid >= strip.getSegmentsNum() || sourceid == strip.getCurrSegmentId()) { // invalid source
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SEGMENT.fadeToBlackBy(5); // fade out
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}
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Segment& sourcesegment = strip.getSegment(sourceid);
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if (sourcesegment.isActive()) {
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uint32_t sourcecolor;
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uint32_t destcolor;
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if(sourcesegment.is2D()) { // 2D source, note: 2D to 1D just copies the first row (or first column if 'Switch axis' is checked in FX)
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for (unsigned y = 0; y < SEGMENT.vHeight(); y++) {
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for (unsigned x = 0; x < SEGMENT.vWidth(); x++) {
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unsigned sx = x; // source coordinates
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unsigned sy = y;
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if(SEGMENT.check1) std::swap(sx, sy); // flip axis
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if(SEGMENT.check2) {
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sourcecolor = strip.getPixelColorXY(sx + sourcesegment.start, sy + sourcesegment.startY); // read from global buffer (reads the last rendered frame)
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}
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else {
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sourcesegment.setDrawDimensions(); // set to source segment dimensions
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sourcecolor = sourcesegment.getPixelColorXY(sx, sy); // read from segment buffer
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}
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destcolor = adjust_color(sourcecolor, SEGMENT.intensity, SEGMENT.custom1, SEGMENT.custom2);
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SEGMENT.setDrawDimensions(); // reset to current segment dimensions
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SEGMENT.setPixelColorXY(x, y, destcolor);
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}
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}
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} else { // 1D source, source can be expanded into 2D
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for (unsigned i = 0; i < SEGMENT.vLength(); i++) {
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if(SEGMENT.check2) {
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sourcecolor = strip.getPixelColorNoMap(i + sourcesegment.start); // read from global buffer (reads the last rendered frame)
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}
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else {
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sourcesegment.setDrawDimensions(); // set to source segment dimensions
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sourcecolor = sourcesegment.getPixelColor(i);
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}
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destcolor = adjust_color(sourcecolor, SEGMENT.intensity, SEGMENT.custom1, SEGMENT.custom2);
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SEGMENT.setDrawDimensions(); // reset to current segment dimensions
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SEGMENT.setPixelColor(i, destcolor);
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}
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}
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}
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}
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static const char _data_FX_MODE_COPY[] PROGMEM = "Copy Segment@,Color shift,Lighten,Brighten,ID,Axis(2D),FullStack(last frame);;;12;ix=0,c1=0,c2=0,c3=0";
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/*
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* Blink/strobe function
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* Alternate between color1 and color2
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* if(strobe == true) then create a strobe effect
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*/
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void blink(uint32_t color1, uint32_t color2, bool strobe, bool do_palette) {
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uint32_t cycleTime = (255 - SEGMENT.speed)*20;
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uint32_t onTime = FRAMETIME;
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if (!strobe) onTime += ((cycleTime * SEGMENT.intensity) >> 8);
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cycleTime += FRAMETIME*2;
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uint32_t it = strip.now / cycleTime;
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uint32_t rem = strip.now % cycleTime;
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bool on = false;
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if (it != SEGENV.step //new iteration, force on state for one frame, even if set time is too brief
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|| rem <= onTime) {
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on = true;
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}
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SEGENV.step = it; //save previous iteration
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uint32_t color = on ? color1 : color2;
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if (color == color1 && do_palette)
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{
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for (unsigned i = 0; i < SEGLEN; i++) {
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SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
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}
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} else SEGMENT.fill(color);
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}
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/*
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* Normal blinking. Intensity sets duty cycle.
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*/
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void mode_blink(void) {
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blink(SEGCOLOR(0), SEGCOLOR(1), false, true);
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}
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static const char _data_FX_MODE_BLINK[] PROGMEM = "Blink@!,Duty cycle;!,!;!;01";
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/*
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* Classic Blink effect. Cycling through the rainbow.
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*/
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void mode_blink_rainbow(void) {
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blink(SEGMENT.color_wheel(SEGENV.call & 0xFF), SEGCOLOR(1), false, false);
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}
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static const char _data_FX_MODE_BLINK_RAINBOW[] PROGMEM = "Blink Rainbow@Frequency,Blink duration;!,!;!;01";
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/*
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* Classic Strobe effect.
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*/
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void mode_strobe(void) {
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return blink(SEGCOLOR(0), SEGCOLOR(1), true, true);
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}
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static const char _data_FX_MODE_STROBE[] PROGMEM = "Strobe@!;!,!;!;01";
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/*
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* Classic Strobe effect. Cycling through the rainbow.
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*/
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void mode_strobe_rainbow(void) {
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return blink(SEGMENT.color_wheel(SEGENV.call & 0xFF), SEGCOLOR(1), true, false);
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}
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static const char _data_FX_MODE_STROBE_RAINBOW[] PROGMEM = "Strobe Rainbow@!;,!;!;01";
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/*
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* Color wipe function
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* LEDs are turned on (color1) in sequence, then turned off (color2) in sequence.
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* if (bool rev == true) then LEDs are turned off in reverse order
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*/
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void color_wipe(bool rev, bool useRandomColors) {
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if (SEGLEN <= 1) FX_FALLBACK_STATIC;
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uint32_t cycleTime = 750 + (255 - SEGMENT.speed)*150;
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uint32_t perc = strip.now % cycleTime;
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unsigned prog = (perc * 65535) / cycleTime;
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bool back = (prog > 32767);
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if (back) {
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prog -= 32767;
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if (SEGENV.step == 0) SEGENV.step = 1;
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} else {
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if (SEGENV.step == 2) SEGENV.step = 3; //trigger color change
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}
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if (useRandomColors) {
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if (SEGENV.call == 0) {
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SEGENV.aux0 = hw_random8();
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SEGENV.step = 3;
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}
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if (SEGENV.step == 1) { //if flag set, change to new random color
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SEGENV.aux1 = get_random_wheel_index(SEGENV.aux0);
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SEGENV.step = 2;
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}
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if (SEGENV.step == 3) {
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SEGENV.aux0 = get_random_wheel_index(SEGENV.aux1);
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SEGENV.step = 0;
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}
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}
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unsigned ledIndex = (prog * SEGLEN) >> 15;
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uint16_t rem = (prog * SEGLEN) * 2; //mod 0xFFFF by truncating
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rem /= (SEGMENT.intensity +1);
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if (rem > 255) rem = 255;
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uint32_t col1 = useRandomColors? SEGMENT.color_wheel(SEGENV.aux1) : SEGCOLOR(1);
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for (unsigned i = 0; i < SEGLEN; i++)
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{
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unsigned index = (rev && back)? SEGLEN -1 -i : i;
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uint32_t col0 = useRandomColors? SEGMENT.color_wheel(SEGENV.aux0) : SEGMENT.color_from_palette(index, true, PALETTE_SOLID_WRAP, 0);
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if (i < ledIndex)
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{
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SEGMENT.setPixelColor(index, back? col1 : col0);
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} else
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{
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SEGMENT.setPixelColor(index, back? col0 : col1);
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if (i == ledIndex) SEGMENT.setPixelColor(index, color_blend(back? col0 : col1, back? col1 : col0, uint8_t(rem)));
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}
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}
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}
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/*
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* Lights all LEDs one after another.
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*/
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void mode_color_wipe(void) {
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color_wipe(false, false);
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}
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static const char _data_FX_MODE_COLOR_WIPE[] PROGMEM = "Wipe@!,!;!,!;!";
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/*
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* Lights all LEDs one after another. Turns off opposite
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*/
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void mode_color_sweep(void) {
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color_wipe(true, false);
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}
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static const char _data_FX_MODE_COLOR_SWEEP[] PROGMEM = "Sweep@!,!;!,!;!";
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/*
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* Turns all LEDs after each other to a random color.
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* Then starts over with another color.
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*/
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void mode_color_wipe_random(void) {
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color_wipe(false, true);
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}
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static const char _data_FX_MODE_COLOR_WIPE_RANDOM[] PROGMEM = "Wipe Random@!;;!";
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/*
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* Random color introduced alternating from start and end of strip.
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*/
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void mode_color_sweep_random(void) {
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color_wipe(true, true);
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}
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static const char _data_FX_MODE_COLOR_SWEEP_RANDOM[] PROGMEM = "Sweep Random@!;;!";
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/*
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* Lights all LEDs up in one random color. Then switches them
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* to the next random color.
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*/
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void mode_random_color(void) {
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uint32_t cycleTime = 200 + (255 - SEGMENT.speed)*50;
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uint32_t it = strip.now / cycleTime;
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uint32_t rem = strip.now % cycleTime;
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unsigned fadedur = (cycleTime * SEGMENT.intensity) >> 8;
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uint32_t fade = 255;
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if (fadedur) {
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fade = (rem * 255) / fadedur;
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if (fade > 255) fade = 255;
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}
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if (SEGENV.call == 0) {
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SEGENV.aux0 = hw_random8();
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SEGENV.step = 2;
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}
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if (it != SEGENV.step) //new color
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{
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SEGENV.aux1 = SEGENV.aux0;
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SEGENV.aux0 = get_random_wheel_index(SEGENV.aux0); //aux0 will store our random color wheel index
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SEGENV.step = it;
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}
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SEGMENT.fill(color_blend(SEGMENT.color_wheel(SEGENV.aux1), SEGMENT.color_wheel(SEGENV.aux0), uint8_t(fade)));
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}
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static const char _data_FX_MODE_RANDOM_COLOR[] PROGMEM = "Random Colors@!,Fade time;;!;01";
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/*
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* Lights every LED in a random color. Changes all LED at the same time
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* to new random colors.
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*/
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void mode_dynamic(void) {
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if (!SEGENV.allocateData(SEGLEN)) FX_FALLBACK_STATIC; //allocation failed
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if(SEGENV.call == 0) {
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//SEGMENT.fill(BLACK);
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for (unsigned i = 0; i < SEGLEN; i++) SEGENV.data[i] = hw_random8();
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}
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uint32_t cycleTime = 50 + (255 - SEGMENT.speed)*15;
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uint32_t it = strip.now / cycleTime;
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if (it != SEGENV.step && SEGMENT.speed != 0) //new color
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{
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for (unsigned i = 0; i < SEGLEN; i++) {
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if (hw_random8() <= SEGMENT.intensity) SEGENV.data[i] = hw_random8(); // random color index
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}
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SEGENV.step = it;
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}
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if (SEGMENT.check1) {
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for (unsigned i = 0; i < SEGLEN; i++) {
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SEGMENT.blendPixelColor(i, SEGMENT.color_wheel(SEGENV.data[i]), 16);
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}
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} else {
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for (unsigned i = 0; i < SEGLEN; i++) {
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SEGMENT.setPixelColor(i, SEGMENT.color_wheel(SEGENV.data[i]));
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}
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}
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}
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static const char _data_FX_MODE_DYNAMIC[] PROGMEM = "Dynamic@!,!,,,,Smooth;;!";
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/*
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* effect "Dynamic" with smooth color-fading
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*/
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void mode_dynamic_smooth(void) {
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bool old = SEGMENT.check1;
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SEGMENT.check1 = true;
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mode_dynamic();
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SEGMENT.check1 = old;
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}
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static const char _data_FX_MODE_DYNAMIC_SMOOTH[] PROGMEM = "Dynamic Smooth@!,!;;!";
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/*
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* Does the "standby-breathing" of well known i-Devices.
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*/
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void mode_breath(void) {
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unsigned var = 0;
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unsigned counter = (strip.now * ((SEGMENT.speed >> 3) +10)) & 0xFFFFU;
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counter = (counter >> 2) + (counter >> 4); //0-16384 + 0-2048
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if (counter < 16384) {
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if (counter > 8192) counter = 8192 - (counter - 8192);
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var = sin16_t(counter) / 103; //close to parabolic in range 0-8192, max val. 23170
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}
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uint8_t lum = 30 + var;
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for (unsigned i = 0; i < SEGLEN; i++) {
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SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), lum));
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}
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}
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static const char _data_FX_MODE_BREATH[] PROGMEM = "Breathe@!;!,!;!;01";
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/*
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* Fades the LEDs between two colors
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*/
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void mode_fade(void) {
|
|
unsigned counter = (strip.now * ((SEGMENT.speed >> 3) +10));
|
|
uint8_t lum = triwave16(counter) >> 8;
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), lum));
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_FADE[] PROGMEM = "Fade@!;!,!;!;01";
|
|
|
|
|
|
/*
|
|
* Scan mode parent function
|
|
*/
|
|
void scan(bool dual) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
uint32_t cycleTime = 750 + (255 - SEGMENT.speed)*150;
|
|
uint32_t perc = strip.now % cycleTime;
|
|
int prog = (perc * 65535) / cycleTime;
|
|
int size = 1 + ((SEGMENT.intensity * SEGLEN) >> 9);
|
|
int ledIndex = (prog * ((SEGLEN *2) - size *2)) >> 16;
|
|
|
|
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
|
|
|
|
int led_offset = ledIndex - (SEGLEN - size);
|
|
led_offset = abs(led_offset);
|
|
|
|
if (dual) {
|
|
for (int j = led_offset; j < led_offset + size; j++) {
|
|
unsigned i2 = SEGLEN -1 -j;
|
|
SEGMENT.setPixelColor(i2, SEGMENT.color_from_palette(i2, true, PALETTE_SOLID_WRAP, (SEGCOLOR(2))? 2:0));
|
|
}
|
|
}
|
|
|
|
for (int j = led_offset; j < led_offset + size; j++) {
|
|
SEGMENT.setPixelColor(j, SEGMENT.color_from_palette(j, true, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Runs a single pixel back and forth.
|
|
*/
|
|
void mode_scan(void) {
|
|
scan(false);
|
|
}
|
|
static const char _data_FX_MODE_SCAN[] PROGMEM = "Scan@!,# of dots,,,,,Overlay;!,!,!;!";
|
|
|
|
|
|
/*
|
|
* Runs two pixel back and forth in opposite directions.
|
|
*/
|
|
void mode_dual_scan(void) {
|
|
scan(true);
|
|
}
|
|
static const char _data_FX_MODE_DUAL_SCAN[] PROGMEM = "Scan Dual@!,# of dots,,,,,Overlay;!,!,!;!";
|
|
|
|
|
|
/*
|
|
* Cycles all LEDs at once through a rainbow.
|
|
*/
|
|
void mode_rainbow(void) {
|
|
unsigned counter = (strip.now * ((SEGMENT.speed >> 2) +2)) & 0xFFFF;
|
|
counter = counter >> 8;
|
|
|
|
if (SEGMENT.intensity < 128){
|
|
SEGMENT.fill(color_blend(SEGMENT.color_wheel(counter),WHITE,uint8_t(128-SEGMENT.intensity)));
|
|
} else {
|
|
SEGMENT.fill(SEGMENT.color_wheel(counter));
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_RAINBOW[] PROGMEM = "Colorloop@!,Saturation;;!;01";
|
|
|
|
|
|
/*
|
|
* Cycles a rainbow over the entire string of LEDs.
|
|
*/
|
|
void mode_rainbow_cycle(void) {
|
|
unsigned counter = (strip.now * ((SEGMENT.speed >> 2) +2)) & 0xFFFF;
|
|
counter = counter >> 8;
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
//intensity/29 = 0 (1/16) 1 (1/8) 2 (1/4) 3 (1/2) 4 (1) 5 (2) 6 (4) 7 (8) 8 (16)
|
|
uint8_t index = (i * (16 << (SEGMENT.intensity /29)) / SEGLEN) + counter;
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_wheel(index));
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_RAINBOW_CYCLE[] PROGMEM = "Rainbow@!,Size;;!";
|
|
|
|
|
|
/*
|
|
* Alternating pixels running function.
|
|
*/
|
|
static void running(uint32_t color1, uint32_t color2, bool theatre = false) {
|
|
int width = (theatre ? 3 : 1) + (SEGMENT.intensity >> 4); // window
|
|
uint32_t cycleTime = 50 + (255 - SEGMENT.speed);
|
|
uint32_t it = strip.now / cycleTime;
|
|
bool usePalette = color1 == SEGCOLOR(0);
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
uint32_t col = color2;
|
|
if (usePalette) color1 = SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0);
|
|
if (theatre) {
|
|
if ((i % width) == SEGENV.aux0) col = color1;
|
|
} else {
|
|
int pos = (i % (width<<1));
|
|
if ((pos < SEGENV.aux0-width) || ((pos >= SEGENV.aux0) && (pos < SEGENV.aux0+width))) col = color1;
|
|
}
|
|
SEGMENT.setPixelColor(i,col);
|
|
}
|
|
|
|
if (it != SEGENV.step) {
|
|
SEGENV.aux0 = (SEGENV.aux0 +1) % (theatre ? width : (width<<1));
|
|
SEGENV.step = it;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Theatre-style crawling lights.
|
|
* Inspired by the Adafruit examples.
|
|
*/
|
|
void mode_theater_chase(void) {
|
|
running(SEGCOLOR(0), SEGCOLOR(1), true);
|
|
}
|
|
static const char _data_FX_MODE_THEATER_CHASE[] PROGMEM = "Theater@!,Gap size;!,!;!";
|
|
|
|
|
|
/*
|
|
* Theatre-style crawling lights with rainbow effect.
|
|
* Inspired by the Adafruit examples.
|
|
*/
|
|
void mode_theater_chase_rainbow(void) {
|
|
running(SEGMENT.color_wheel(SEGENV.step), SEGCOLOR(1), true);
|
|
}
|
|
static const char _data_FX_MODE_THEATER_CHASE_RAINBOW[] PROGMEM = "Theater Rainbow@!,Gap size;,!;!";
|
|
|
|
|
|
/*
|
|
* Running lights effect with smooth sine transition base.
|
|
*/
|
|
static void running_base(bool saw, bool dual=false) {
|
|
unsigned x_scale = SEGMENT.intensity >> 2;
|
|
uint32_t counter = (strip.now * SEGMENT.speed) >> 9;
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
unsigned a = i*x_scale - counter;
|
|
if (saw) {
|
|
a &= 0xFF;
|
|
if (a < 16)
|
|
{
|
|
a = 192 + a*8;
|
|
} else {
|
|
a = map(a,16,255,64,192);
|
|
}
|
|
a = 255 - a;
|
|
}
|
|
uint8_t s = dual ? sin_gap(a) : sin8_t(a);
|
|
uint32_t ca = color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), s);
|
|
if (dual) {
|
|
unsigned b = (SEGLEN-1-i)*x_scale - counter;
|
|
uint8_t t = sin_gap(b);
|
|
uint32_t cb = color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 2), t);
|
|
ca = color_blend(ca, cb, uint8_t(127));
|
|
}
|
|
SEGMENT.setPixelColor(i, ca);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Running lights in opposite directions.
|
|
* Idea: Make the gap width controllable with a third slider in the future
|
|
*/
|
|
void mode_running_dual(void) {
|
|
running_base(false, true);
|
|
}
|
|
static const char _data_FX_MODE_RUNNING_DUAL[] PROGMEM = "Running Dual@!,Wave width;L,!,R;!";
|
|
|
|
|
|
/*
|
|
* Running lights effect with smooth sine transition.
|
|
*/
|
|
void mode_running_lights(void) {
|
|
running_base(false);
|
|
}
|
|
static const char _data_FX_MODE_RUNNING_LIGHTS[] PROGMEM = "Running@!,Wave width;!,!;!";
|
|
|
|
|
|
/*
|
|
* Running lights effect with sawtooth transition.
|
|
*/
|
|
void mode_saw(void) {
|
|
running_base(true);
|
|
}
|
|
static const char _data_FX_MODE_SAW[] PROGMEM = "Saw@!,Width;!,!;!";
|
|
|
|
|
|
/*
|
|
* Blink several LEDs in random colors on, reset, repeat.
|
|
* Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/
|
|
*/
|
|
void mode_twinkle(void) {
|
|
SEGMENT.fade_out(224);
|
|
|
|
uint32_t cycleTime = 20 + (255 - SEGMENT.speed)*5;
|
|
uint32_t it = strip.now / cycleTime;
|
|
if (it != SEGENV.step)
|
|
{
|
|
unsigned maxOn = map(SEGMENT.intensity, 0, 255, 1, SEGLEN); // make sure at least one LED is on
|
|
if (SEGENV.aux0 >= maxOn)
|
|
{
|
|
SEGENV.aux0 = 0;
|
|
SEGENV.aux1 = hw_random(); //new seed for our PRNG
|
|
}
|
|
SEGENV.aux0++;
|
|
SEGENV.step = it;
|
|
}
|
|
|
|
uint16_t PRNG16 = SEGENV.aux1;
|
|
|
|
for (unsigned i = 0; i < SEGENV.aux0; i++)
|
|
{
|
|
PRNG16 = (uint16_t)(PRNG16 * 2053) + 13849; // next 'random' number
|
|
uint32_t p = (uint32_t)SEGLEN * (uint32_t)PRNG16;
|
|
unsigned j = p >> 16;
|
|
SEGMENT.setPixelColor(j, SEGMENT.color_from_palette(j, true, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_TWINKLE[] PROGMEM = "Twinkle@!,!;!,!;!;;m12=0"; //pixels
|
|
|
|
|
|
/*
|
|
* Dissolve function
|
|
*/
|
|
void dissolve(uint32_t color) {
|
|
unsigned dataSize = sizeof(uint32_t) * SEGLEN;
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
uint32_t* pixels = reinterpret_cast<uint32_t*>(SEGENV.data);
|
|
|
|
if (SEGENV.call == 0) {
|
|
for (unsigned i = 0; i < SEGLEN; i++) pixels[i] = SEGCOLOR(1);
|
|
SEGENV.aux0 = 1;
|
|
}
|
|
|
|
for (unsigned j = 0; j <= SEGLEN / 15; j++) {
|
|
if (hw_random8() <= SEGMENT.intensity) {
|
|
for (size_t times = 0; times < 10; times++) { //attempt to spawn a new pixel 10 times
|
|
unsigned i = hw_random16(SEGLEN);
|
|
if (SEGENV.aux0) { //dissolve to primary/palette
|
|
if (pixels[i] == SEGCOLOR(1)) {
|
|
pixels[i] = color == SEGCOLOR(0) ? SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0) : color;
|
|
break; //only spawn 1 new pixel per frame
|
|
}
|
|
} else { //dissolve to secondary
|
|
if (pixels[i] != SEGCOLOR(1)) {
|
|
pixels[i] = SEGCOLOR(1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
unsigned incompletePixels = 0;
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, pixels[i]); // fix for #4401
|
|
if (SEGMENT.check2) {
|
|
if (SEGENV.aux0) {
|
|
if (pixels[i] == SEGCOLOR(1)) incompletePixels++;
|
|
} else {
|
|
if (pixels[i] != SEGCOLOR(1)) incompletePixels++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (SEGENV.step > (255 - SEGMENT.speed) + 15U) {
|
|
SEGENV.aux0 = !SEGENV.aux0;
|
|
SEGENV.step = 0;
|
|
} else {
|
|
if (SEGMENT.check2) {
|
|
if (incompletePixels == 0)
|
|
SEGENV.step++; // only advance step once all pixels have changed
|
|
} else
|
|
SEGENV.step++;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Blink several LEDs on and then off
|
|
*/
|
|
void mode_dissolve(void) {
|
|
dissolve(SEGMENT.check1 ? SEGMENT.color_wheel(hw_random8()) : SEGCOLOR(0));
|
|
}
|
|
static const char _data_FX_MODE_DISSOLVE[] PROGMEM = "Dissolve@Repeat speed,Dissolve speed,,,,Random,Complete;!,!;!";
|
|
|
|
|
|
/*
|
|
* Blink several LEDs on and then off in random colors
|
|
*/
|
|
void mode_dissolve_random(void) {
|
|
dissolve(SEGMENT.color_wheel(hw_random8()));
|
|
}
|
|
static const char _data_FX_MODE_DISSOLVE_RANDOM[] PROGMEM = "Dissolve Rnd@Repeat speed,Dissolve speed;,!;!";
|
|
|
|
/*
|
|
* Blinks one LED at a time.
|
|
* Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/
|
|
*/
|
|
void mode_sparkle(void) {
|
|
if (!SEGMENT.check2) for (unsigned i = 0; i < SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1));
|
|
}
|
|
uint32_t cycleTime = 10 + (255 - SEGMENT.speed)*2;
|
|
uint32_t it = strip.now / cycleTime;
|
|
if (it != SEGENV.step)
|
|
{
|
|
SEGENV.aux0 = hw_random16(SEGLEN); // aux0 stores the random led index
|
|
SEGENV.step = it;
|
|
}
|
|
|
|
SEGMENT.setPixelColor(SEGENV.aux0, SEGCOLOR(0));
|
|
}
|
|
static const char _data_FX_MODE_SPARKLE[] PROGMEM = "Sparkle@!,,,,,,Overlay;!,!;!;;m12=0";
|
|
|
|
/*
|
|
* Lights all LEDs in the color. Flashes single col 1 pixels randomly. (List name: Sparkle Dark)
|
|
* Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/
|
|
*/
|
|
void mode_flash_sparkle(void) {
|
|
if (!SEGMENT.check2) for (unsigned i = 0; i < SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
|
|
if (strip.now - SEGENV.aux0 > SEGENV.step) {
|
|
if(hw_random8((255-SEGMENT.intensity) >> 4) == 0) {
|
|
SEGMENT.setPixelColor(hw_random16(SEGLEN), SEGCOLOR(1)); //flash
|
|
}
|
|
SEGENV.step = strip.now;
|
|
SEGENV.aux0 = 255-SEGMENT.speed;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_FLASH_SPARKLE[] PROGMEM = "Sparkle Dark@!,!,,,,,Overlay;Bg,Fx;!;;m12=0";
|
|
|
|
|
|
/*
|
|
* Like flash sparkle. With more flash.
|
|
* Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/
|
|
*/
|
|
void mode_hyper_sparkle(void) {
|
|
if (!SEGMENT.check2) for (unsigned i = 0; i < SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
|
|
if (strip.now - SEGENV.aux0 > SEGENV.step) {
|
|
if (hw_random8((255-SEGMENT.intensity) >> 4) == 0) {
|
|
int len = max(1, (int)SEGLEN/3);
|
|
for (int i = 0; i < len; i++) {
|
|
SEGMENT.setPixelColor(hw_random16(SEGLEN), SEGCOLOR(1));
|
|
}
|
|
}
|
|
SEGENV.step = strip.now;
|
|
SEGENV.aux0 = 255-SEGMENT.speed;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_HYPER_SPARKLE[] PROGMEM = "Sparkle+@!,!,,,,,Overlay;Bg,Fx;!;;m12=0";
|
|
|
|
|
|
/*
|
|
* Strobe effect with different strobe count and pause, controlled by speed.
|
|
*/
|
|
void mode_multi_strobe(void) {
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1));
|
|
}
|
|
|
|
SEGENV.aux0 = 50 + 20*(uint16_t)(255-SEGMENT.speed);
|
|
unsigned count = 2 * ((SEGMENT.intensity / 10) + 1);
|
|
if(SEGENV.aux1 < count) {
|
|
if((SEGENV.aux1 & 1) == 0) {
|
|
SEGMENT.fill(SEGCOLOR(0));
|
|
SEGENV.aux0 = 15;
|
|
} else {
|
|
SEGENV.aux0 = 50;
|
|
}
|
|
}
|
|
|
|
if (strip.now - SEGENV.aux0 > SEGENV.step) {
|
|
SEGENV.aux1++;
|
|
if (SEGENV.aux1 > count) SEGENV.aux1 = 0;
|
|
SEGENV.step = strip.now;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_MULTI_STROBE[] PROGMEM = "Strobe Mega@!,!;!,!;!;01";
|
|
|
|
|
|
/*
|
|
* Android loading circle, refactored by @dedehai
|
|
*/
|
|
void mode_android(void) {
|
|
if (!SEGENV.allocateData(sizeof(uint32_t))) FX_FALLBACK_STATIC;
|
|
uint32_t* counter = reinterpret_cast<uint32_t*>(SEGENV.data);
|
|
unsigned size = SEGENV.aux1 >> 1; // upper 15 bit
|
|
unsigned shrinking = SEGENV.aux1 & 0x01; // lowest bit
|
|
if(strip.now >= SEGENV.step) {
|
|
SEGENV.step = strip.now + 3 + ((8 * (uint32_t)(255 - SEGMENT.speed)) / SEGLEN);
|
|
if (size > (SEGMENT.intensity * SEGLEN) / 255)
|
|
shrinking = 1;
|
|
else if (size < 2)
|
|
shrinking = 0;
|
|
if (!shrinking) { // growing
|
|
if ((*counter % 3) == 1)
|
|
SEGENV.aux0++; // advance start position
|
|
else
|
|
size++;
|
|
} else { // shrinking
|
|
SEGENV.aux0++;
|
|
if ((*counter % 3) != 1)
|
|
size--;
|
|
}
|
|
SEGENV.aux1 = size << 1 | shrinking; // save back
|
|
(*counter)++;
|
|
if (SEGENV.aux0 >= SEGLEN) SEGENV.aux0 = 0;
|
|
}
|
|
uint32_t start = SEGENV.aux0;
|
|
uint32_t end = (SEGENV.aux0 + size) % SEGLEN;
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
if ((start < end && i >= start && i < end) || (start >= end && (i >= start || i < end)))
|
|
SEGMENT.setPixelColor(i, SEGCOLOR(0));
|
|
else
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1));
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_ANDROID[] PROGMEM = "Android@!,Width;!,!;!;;m12=1"; //vertical
|
|
|
|
/*
|
|
* color chase function.
|
|
* color1 = background color
|
|
* color2 and color3 = colors of two adjacent leds
|
|
*/
|
|
static void chase(uint32_t color1, uint32_t color2, uint32_t color3, bool do_palette) {
|
|
uint16_t counter = strip.now * ((SEGMENT.speed >> 2) + 1);
|
|
uint16_t a = (counter * SEGLEN) >> 16;
|
|
|
|
bool chase_random = (SEGMENT.mode == FX_MODE_CHASE_RANDOM);
|
|
if (chase_random) {
|
|
if (a < SEGENV.step) //we hit the start again, choose new color for Chase random
|
|
{
|
|
SEGENV.aux1 = SEGENV.aux0; //store previous random color
|
|
SEGENV.aux0 = get_random_wheel_index(SEGENV.aux0);
|
|
}
|
|
color1 = SEGMENT.color_wheel(SEGENV.aux0);
|
|
}
|
|
SEGENV.step = a;
|
|
|
|
// Use intensity setting to vary chase up to 1/2 string length
|
|
unsigned size = 1 + ((SEGMENT.intensity * SEGLEN) >> 10);
|
|
|
|
uint16_t b = a + size; //"trail" of chase, filled with color1
|
|
if (b > SEGLEN) b -= SEGLEN;
|
|
uint16_t c = b + size;
|
|
if (c > SEGLEN) c -= SEGLEN;
|
|
|
|
//background
|
|
if (do_palette)
|
|
{
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1));
|
|
}
|
|
} else SEGMENT.fill(color1);
|
|
|
|
//if random, fill old background between a and end
|
|
if (chase_random)
|
|
{
|
|
color1 = SEGMENT.color_wheel(SEGENV.aux1);
|
|
for (unsigned i = a; i < SEGLEN; i++)
|
|
SEGMENT.setPixelColor(i, color1);
|
|
}
|
|
|
|
//fill between points a and b with color2
|
|
if (a < b)
|
|
{
|
|
for (unsigned i = a; i < b; i++)
|
|
SEGMENT.setPixelColor(i, color2);
|
|
} else {
|
|
for (unsigned i = a; i < SEGLEN; i++) //fill until end
|
|
SEGMENT.setPixelColor(i, color2);
|
|
for (unsigned i = 0; i < b; i++) //fill from start until b
|
|
SEGMENT.setPixelColor(i, color2);
|
|
}
|
|
|
|
//fill between points b and c with color2
|
|
if (b < c)
|
|
{
|
|
for (unsigned i = b; i < c; i++)
|
|
SEGMENT.setPixelColor(i, color3);
|
|
} else {
|
|
for (unsigned i = b; i < SEGLEN; i++) //fill until end
|
|
SEGMENT.setPixelColor(i, color3);
|
|
for (unsigned i = 0; i < c; i++) //fill from start until c
|
|
SEGMENT.setPixelColor(i, color3);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Bicolor chase, more primary color.
|
|
*/
|
|
void mode_chase_color(void) {
|
|
chase(SEGCOLOR(1), (SEGCOLOR(2)) ? SEGCOLOR(2) : SEGCOLOR(0), SEGCOLOR(0), true);
|
|
}
|
|
static const char _data_FX_MODE_CHASE_COLOR[] PROGMEM = "Chase@!,Width;!,!,!;!";
|
|
|
|
|
|
/*
|
|
* Primary running followed by random color.
|
|
*/
|
|
void mode_chase_random(void) {
|
|
chase(SEGCOLOR(1), (SEGCOLOR(2)) ? SEGCOLOR(2) : SEGCOLOR(0), SEGCOLOR(0), false);
|
|
}
|
|
static const char _data_FX_MODE_CHASE_RANDOM[] PROGMEM = "Chase Random@!,Width;!,,!;!";
|
|
|
|
|
|
/*
|
|
* Primary, secondary running on rainbow.
|
|
*/
|
|
void mode_chase_rainbow(void) {
|
|
unsigned color_sep = 256 / SEGLEN;
|
|
if (color_sep == 0) color_sep = 1; // correction for segments longer than 256 LEDs
|
|
unsigned color_index = SEGENV.call & 0xFF;
|
|
uint32_t color = SEGMENT.color_wheel(((SEGENV.step * color_sep) + color_index) & 0xFF);
|
|
|
|
chase(color, SEGCOLOR(0), SEGCOLOR(1), false);
|
|
}
|
|
static const char _data_FX_MODE_CHASE_RAINBOW[] PROGMEM = "Chase Rainbow@!,Width;!,!;!";
|
|
|
|
|
|
/*
|
|
* Primary running on rainbow.
|
|
*/
|
|
void mode_chase_rainbow_white(void) {
|
|
uint16_t n = SEGENV.step;
|
|
uint16_t m = (SEGENV.step + 1) % SEGLEN;
|
|
uint32_t color2 = SEGMENT.color_wheel(((n * 256 / SEGLEN) + (SEGENV.call & 0xFF)) & 0xFF);
|
|
uint32_t color3 = SEGMENT.color_wheel(((m * 256 / SEGLEN) + (SEGENV.call & 0xFF)) & 0xFF);
|
|
|
|
chase(SEGCOLOR(0), color2, color3, false);
|
|
}
|
|
static const char _data_FX_MODE_CHASE_RAINBOW_WHITE[] PROGMEM = "Rainbow Runner@!,Size;Bg;!";
|
|
|
|
|
|
/*
|
|
* Red - Amber - Green - Blue lights running
|
|
*/
|
|
void mode_colorful(void) {
|
|
unsigned numColors = 4; //3, 4, or 5
|
|
uint32_t cols[9]{0x00FF0000,0x00EEBB00,0x0000EE00,0x000077CC};
|
|
if (SEGMENT.intensity > 160 || SEGMENT.palette) { //palette or color
|
|
if (!SEGMENT.palette) {
|
|
numColors = 3;
|
|
for (size_t i = 0; i < 3; i++) cols[i] = SEGCOLOR(i);
|
|
} else {
|
|
unsigned fac = 80;
|
|
if (SEGMENT.palette == 52) {numColors = 5; fac = 61;} //C9 2 has 5 colors
|
|
for (size_t i = 0; i < numColors; i++) {
|
|
cols[i] = SEGMENT.color_from_palette(i*fac, false, true, 255);
|
|
}
|
|
}
|
|
} else if (SEGMENT.intensity < 80) //pastel (easter) colors
|
|
{
|
|
cols[0] = 0x00FF8040;
|
|
cols[1] = 0x00E5D241;
|
|
cols[2] = 0x0077FF77;
|
|
cols[3] = 0x0077F0F0;
|
|
}
|
|
for (size_t i = numColors; i < numColors*2 -1U; i++) cols[i] = cols[i-numColors];
|
|
|
|
uint32_t cycleTime = 50 + (8 * (uint32_t)(255 - SEGMENT.speed));
|
|
uint32_t it = strip.now / cycleTime;
|
|
if (it != SEGENV.step)
|
|
{
|
|
if (SEGMENT.speed > 0) SEGENV.aux0++;
|
|
if (SEGENV.aux0 >= numColors) SEGENV.aux0 = 0;
|
|
SEGENV.step = it;
|
|
}
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i+= numColors)
|
|
{
|
|
for (unsigned j = 0; j < numColors; j++) SEGMENT.setPixelColor(i + j, cols[SEGENV.aux0 + j]);
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_COLORFUL[] PROGMEM = "Colorful@!,Saturation;1,2,3;!";
|
|
|
|
|
|
/*
|
|
* Emulates a traffic light.
|
|
*/
|
|
void mode_traffic_light(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
for (unsigned i=0; i < SEGLEN; i++)
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1));
|
|
uint32_t mdelay = 500;
|
|
for (unsigned i = 0; i < SEGLEN-2 ; i+=3)
|
|
{
|
|
switch (SEGENV.aux0)
|
|
{
|
|
case 0: SEGMENT.setPixelColor(i, 0x00FF0000); mdelay = 150 + (100 * (uint32_t)(255 - SEGMENT.speed));break;
|
|
case 1: SEGMENT.setPixelColor(i, 0x00FF0000); mdelay = 150 + (20 * (uint32_t)(255 - SEGMENT.speed)); SEGMENT.setPixelColor(i+1, 0x00EECC00); break;
|
|
case 2: SEGMENT.setPixelColor(i+2, 0x0000FF00); mdelay = 150 + (100 * (uint32_t)(255 - SEGMENT.speed));break;
|
|
case 3: SEGMENT.setPixelColor(i+1, 0x00EECC00); mdelay = 150 + (20 * (uint32_t)(255 - SEGMENT.speed));break;
|
|
}
|
|
}
|
|
|
|
if (strip.now - SEGENV.step > mdelay)
|
|
{
|
|
SEGENV.aux0++;
|
|
if (SEGENV.aux0 == 1 && SEGMENT.intensity > 140) SEGENV.aux0 = 2; //skip Red + Amber, to get US-style sequence
|
|
if (SEGENV.aux0 > 3) SEGENV.aux0 = 0;
|
|
SEGENV.step = strip.now;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_TRAFFIC_LIGHT[] PROGMEM = "Traffic Light@!,US style;,!;!";
|
|
|
|
|
|
/*
|
|
* Sec flashes running on prim.
|
|
*/
|
|
#define FLASH_COUNT 4
|
|
void mode_chase_flash(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
unsigned now = strip.now; // save time for delay calculation
|
|
bool advance = true;
|
|
unsigned flash_step = SEGENV.aux1 % ((FLASH_COUNT * 2) + 1);
|
|
if (now < SEGENV.step)
|
|
advance = false; // limit update rate but render every frame for smooth transitions
|
|
else
|
|
SEGENV.aux1++;
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
unsigned index = SEGENV.aux0;
|
|
unsigned n = index;
|
|
unsigned m = (index + 1) % SEGLEN;
|
|
|
|
unsigned delay = 10 + ((30 * (uint16_t)(255 - SEGMENT.speed)) / SEGLEN);
|
|
if(flash_step < (FLASH_COUNT * 2)) {
|
|
if(flash_step % 2 == 0) {
|
|
SEGMENT.setPixelColor( n, SEGCOLOR(1));
|
|
SEGMENT.setPixelColor( m, SEGCOLOR(1));
|
|
delay = 20;
|
|
} else {
|
|
delay = 30;
|
|
}
|
|
} else if (advance) {
|
|
SEGENV.aux0 = m; // advance to next position
|
|
}
|
|
if (advance)
|
|
SEGENV.step = now + delay; // set next update time
|
|
}
|
|
static const char _data_FX_MODE_CHASE_FLASH[] PROGMEM = "Chase Flash@!;Bg,Fx;!";
|
|
|
|
|
|
/*
|
|
* Prim flashes running, followed by random color.
|
|
*/
|
|
void mode_chase_flash_random(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
unsigned now = strip.now; // save time for delay calculation
|
|
bool advance = true;
|
|
if (now < SEGENV.step) {
|
|
SEGENV.call--; // revert increment to skip moving the animation forward and just render the same frame again
|
|
advance = false;
|
|
}
|
|
unsigned flash_step = SEGENV.call % ((FLASH_COUNT * 2) + 1);
|
|
|
|
for (int i = 0; i < SEGENV.aux1; i++) {
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_wheel(SEGENV.aux0));
|
|
}
|
|
|
|
unsigned delay = 1 + ((10 * (uint16_t)(255 - SEGMENT.speed)) / SEGLEN);
|
|
if(flash_step < (FLASH_COUNT * 2)) {
|
|
unsigned n = SEGENV.aux1;
|
|
unsigned m = (SEGENV.aux1 + 1) % SEGLEN;
|
|
if(flash_step % 2 == 0) {
|
|
SEGMENT.setPixelColor( n, SEGCOLOR(0));
|
|
SEGMENT.setPixelColor( m, SEGCOLOR(0));
|
|
delay = 20;
|
|
} else {
|
|
SEGMENT.setPixelColor( n, SEGMENT.color_wheel(SEGENV.aux0));
|
|
SEGMENT.setPixelColor( m, SEGCOLOR(1));
|
|
delay = 30;
|
|
}
|
|
} else if (advance) {
|
|
SEGENV.aux1 = (SEGENV.aux1 + 1) % SEGLEN;
|
|
|
|
if (SEGENV.aux1 == 0) {
|
|
SEGENV.aux0 = get_random_wheel_index(SEGENV.aux0);
|
|
}
|
|
}
|
|
if (advance)
|
|
SEGENV.step = now + delay; // set next update time
|
|
}
|
|
static const char _data_FX_MODE_CHASE_FLASH_RANDOM[] PROGMEM = "Chase Flash Rnd@!;!,!;!";
|
|
|
|
|
|
/*
|
|
* Alternating color/sec pixels running.
|
|
*/
|
|
void mode_running_color(void) {
|
|
running(SEGCOLOR(0), SEGCOLOR(1));
|
|
}
|
|
static const char _data_FX_MODE_RUNNING_COLOR[] PROGMEM = "Chase 2@!,Width;!,!;!";
|
|
|
|
|
|
/*
|
|
* Random colored pixels running. ("Stream")
|
|
*/
|
|
void mode_running_random(void) {
|
|
uint32_t cycleTime = 25 + (3 * (uint32_t)(255 - SEGMENT.speed));
|
|
uint32_t it = strip.now / cycleTime;
|
|
if (SEGENV.call == 0) SEGENV.aux0 = hw_random(); // random seed for PRNG on start
|
|
|
|
unsigned zoneSize = ((255-SEGMENT.intensity) >> 4) +1;
|
|
uint16_t PRNG16 = SEGENV.aux0;
|
|
|
|
unsigned z = it % zoneSize;
|
|
bool nzone = (!z && it != SEGENV.aux1);
|
|
for (int i=SEGLEN-1; i >= 0; i--) {
|
|
if (nzone || z >= zoneSize) {
|
|
unsigned lastrand = PRNG16 >> 8;
|
|
int16_t diff = 0;
|
|
while (abs(diff) < 42) { // make sure the difference between adjacent colors is big enough
|
|
PRNG16 = (uint16_t)(PRNG16 * 2053) + 13849; // next zone, next 'random' number
|
|
diff = (PRNG16 >> 8) - lastrand;
|
|
}
|
|
if (nzone) {
|
|
SEGENV.aux0 = PRNG16; // save next starting seed
|
|
nzone = false;
|
|
}
|
|
z = 0;
|
|
}
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_wheel(PRNG16 >> 8));
|
|
z++;
|
|
}
|
|
|
|
SEGENV.aux1 = it;
|
|
}
|
|
static const char _data_FX_MODE_RUNNING_RANDOM[] PROGMEM = "Stream@!,Zone size;;!";
|
|
|
|
|
|
/*
|
|
* K.I.T.T.
|
|
*/
|
|
void mode_larson_scanner(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
|
|
const unsigned speed = FRAMETIME * map(SEGMENT.speed, 0, 255, 96, 2); // map into useful range
|
|
const unsigned pixels = SEGLEN / speed; // how many pixels to advance per frame
|
|
|
|
SEGMENT.fade_out(255-SEGMENT.intensity);
|
|
|
|
if (SEGENV.step > strip.now) return; // we have a pause
|
|
|
|
unsigned index = SEGENV.aux1 + pixels;
|
|
// are we slow enough to use frames per pixel?
|
|
if (pixels == 0) {
|
|
const unsigned frames = speed / SEGLEN; // how many frames per 1 pixel
|
|
if (SEGENV.step++ < frames) return;
|
|
SEGENV.step = 0;
|
|
index++;
|
|
}
|
|
|
|
if (index > SEGLEN) {
|
|
|
|
SEGENV.aux0 = !SEGENV.aux0; // change direction
|
|
SEGENV.aux1 = 0; // reset position
|
|
// set delay
|
|
if (SEGENV.aux0 || SEGMENT.check2) SEGENV.step = strip.now + SEGMENT.custom1 * 25; // multiply by 25ms
|
|
else SEGENV.step = 0;
|
|
|
|
} else {
|
|
|
|
// paint as many pixels as needed
|
|
for (unsigned i = SEGENV.aux1; i < index; i++) {
|
|
unsigned j = (SEGENV.aux0) ? i : SEGLEN - 1 - i;
|
|
uint32_t c = SEGMENT.color_from_palette(j, true, PALETTE_SOLID_WRAP, 0);
|
|
SEGMENT.setPixelColor(j, c);
|
|
if (SEGMENT.check1) {
|
|
SEGMENT.setPixelColor(SEGLEN - 1 - j, SEGCOLOR(2) ? SEGCOLOR(2) : c);
|
|
}
|
|
}
|
|
SEGENV.aux1 = index;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_LARSON_SCANNER[] PROGMEM = "Scanner@!,Trail,Delay,,,Dual,Bi-delay;!,!,!;!;;m12=0,c1=0";
|
|
|
|
/*
|
|
* Creates two Larson scanners moving in opposite directions
|
|
* Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/DualLarson.h
|
|
*/
|
|
void mode_dual_larson_scanner(void){
|
|
SEGMENT.check1 = true;
|
|
mode_larson_scanner();
|
|
}
|
|
static const char _data_FX_MODE_DUAL_LARSON_SCANNER[] PROGMEM = "Scanner Dual@!,Trail,Delay,,,Dual,Bi-delay;!,!,!;!;;m12=0,c1=0";
|
|
|
|
/*
|
|
* Firing comets from one end. "Lighthouse"
|
|
*/
|
|
void mode_comet(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
unsigned counter = (strip.now * ((SEGMENT.speed >>2) +1)) & 0xFFFF;
|
|
unsigned index = (counter * SEGLEN) >> 16;
|
|
if (SEGENV.call == 0) SEGENV.aux0 = index;
|
|
|
|
SEGMENT.fade_out(SEGMENT.intensity);
|
|
|
|
SEGMENT.setPixelColor( index, SEGMENT.color_from_palette(index, true, PALETTE_SOLID_WRAP, 0));
|
|
if (index > SEGENV.aux0) {
|
|
for (unsigned i = SEGENV.aux0; i < index ; i++) {
|
|
SEGMENT.setPixelColor( i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
} else if (index < SEGENV.aux0 && index < 10) {
|
|
for (unsigned i = 0; i < index ; i++) {
|
|
SEGMENT.setPixelColor( i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
}
|
|
SEGENV.aux0 = index++;
|
|
}
|
|
static const char _data_FX_MODE_COMET[] PROGMEM = "Lighthouse@!,Fade rate;!,!;!";
|
|
|
|
/*
|
|
* Fireworks function.
|
|
*/
|
|
void mode_fireworks() {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
const uint16_t width = SEGMENT.is2D() ? SEG_W : SEGLEN;
|
|
const uint16_t height = SEG_H;
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGENV.aux0 = UINT16_MAX;
|
|
SEGENV.aux1 = UINT16_MAX;
|
|
}
|
|
SEGMENT.fade_out(128);
|
|
|
|
uint8_t x = SEGENV.aux0%width, y = SEGENV.aux0/width; // 2D coordinates stored in upper and lower byte
|
|
if (!SEGENV.step) {
|
|
// fireworks mode (blur flares)
|
|
bool valid1 = (SEGENV.aux0 < width*height);
|
|
bool valid2 = (SEGENV.aux1 < width*height);
|
|
uint32_t sv1 = 0, sv2 = 0;
|
|
if (valid1) sv1 = SEGMENT.is2D() ? SEGMENT.getPixelColorXY(x, y) : SEGMENT.getPixelColor(SEGENV.aux0); // get spark color
|
|
if (valid2) sv2 = SEGMENT.is2D() ? SEGMENT.getPixelColorXY(x, y) : SEGMENT.getPixelColor(SEGENV.aux1);
|
|
SEGMENT.blur(16); // used in mode_rain()
|
|
if (valid1) { if (SEGMENT.is2D()) SEGMENT.setPixelColorXY(x, y, sv1); else SEGMENT.setPixelColor(SEGENV.aux0, sv1); } // restore spark color after blur
|
|
if (valid2) { if (SEGMENT.is2D()) SEGMENT.setPixelColorXY(x, y, sv2); else SEGMENT.setPixelColor(SEGENV.aux1, sv2); } // restore old spark color after blur
|
|
}
|
|
|
|
for (int i=0; i<max(1, width/20); i++) {
|
|
if (hw_random8(129 - (SEGMENT.intensity >> 1)) == 0) {
|
|
uint16_t index = hw_random16(width*height);
|
|
x = index % width;
|
|
y = index / width;
|
|
uint32_t col = SEGMENT.color_from_palette(hw_random8(), false, false, 0);
|
|
if (SEGMENT.is2D()) SEGMENT.setPixelColorXY(x, y, col);
|
|
else SEGMENT.setPixelColor(index, col);
|
|
SEGENV.aux1 = SEGENV.aux0; // old spark
|
|
SEGENV.aux0 = index; // remember where spark occurred
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_FIREWORKS[] PROGMEM = "Fireworks@,Frequency;!,!;!;12;ix=192,pal=11";
|
|
|
|
//Twinkling LEDs running. Inspired by https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/Rain.h
|
|
void mode_rain() {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
const unsigned width = SEG_W;
|
|
const unsigned height = SEG_H;
|
|
SEGENV.step += FRAMETIME;
|
|
if (SEGENV.call && SEGENV.step > SPEED_FORMULA_L) {
|
|
SEGENV.step = 1;
|
|
if (SEGMENT.is2D()) {
|
|
//uint32_t ctemp[width];
|
|
//for (int i = 0; i<width; i++) ctemp[i] = SEGMENT.getPixelColorXY(i, height-1);
|
|
SEGMENT.move(6, 1, true); // move all pixels down
|
|
//for (int i = 0; i<width; i++) SEGMENT.setPixelColorXY(i, 0, ctemp[i]); // wrap around
|
|
SEGENV.aux0 = (SEGENV.aux0 % width) + (SEGENV.aux0 / width + 1) * width;
|
|
SEGENV.aux1 = (SEGENV.aux1 % width) + (SEGENV.aux1 / width + 1) * width;
|
|
} else {
|
|
//shift all leds left
|
|
uint32_t ctemp = SEGMENT.getPixelColor(0);
|
|
for (unsigned i = 0; i < SEGLEN - 1; i++) {
|
|
SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1));
|
|
}
|
|
SEGMENT.setPixelColor(SEGLEN -1, ctemp); // wrap around
|
|
SEGENV.aux0++; // increase spark index
|
|
SEGENV.aux1++;
|
|
}
|
|
if (SEGENV.aux0 == 0) SEGENV.aux0 = UINT16_MAX; // reset previous spark position
|
|
if (SEGENV.aux1 == 0) SEGENV.aux0 = UINT16_MAX; // reset previous spark position
|
|
if (SEGENV.aux0 >= width*height) SEGENV.aux0 = 0; // ignore
|
|
if (SEGENV.aux1 >= width*height) SEGENV.aux1 = 0;
|
|
}
|
|
mode_fireworks();
|
|
}
|
|
static const char _data_FX_MODE_RAIN[] PROGMEM = "Rain@!,Spawning rate;!,!;!;12;ix=128,pal=0";
|
|
|
|
/*
|
|
* Fire flicker function
|
|
*/
|
|
void mode_fire_flicker(void) {
|
|
uint32_t cycleTime = 40 + (255 - SEGMENT.speed);
|
|
uint32_t it = strip.now / cycleTime;
|
|
if (SEGENV.step == it) return;
|
|
|
|
byte w = (SEGCOLOR(0) >> 24);
|
|
byte r = (SEGCOLOR(0) >> 16);
|
|
byte g = (SEGCOLOR(0) >> 8);
|
|
byte b = (SEGCOLOR(0) );
|
|
byte lum = (SEGMENT.palette == 0) ? MAX(w, MAX(r, MAX(g, b))) : 255;
|
|
lum /= (((256-SEGMENT.intensity)/16)+1);
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
byte flicker = hw_random8(lum);
|
|
if (SEGMENT.palette == 0) {
|
|
SEGMENT.setPixelColor(i, MAX(r - flicker, 0), MAX(g - flicker, 0), MAX(b - flicker, 0), MAX(w - flicker, 0));
|
|
} else {
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0, 255 - flicker));
|
|
}
|
|
}
|
|
|
|
SEGENV.step = it;
|
|
}
|
|
static const char _data_FX_MODE_FIRE_FLICKER[] PROGMEM = "Fire Flicker@!,!;!;!;01";
|
|
|
|
|
|
/*
|
|
* Gradient run base function
|
|
*/
|
|
void gradient_base(bool loading) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
uint16_t counter = strip.now * ((SEGMENT.speed >> 2) + 1);
|
|
uint16_t pp = (counter * SEGLEN) >> 16;
|
|
if (SEGENV.call == 0) pp = 0;
|
|
int val; //0 = sec 1 = pri
|
|
int brd = 1 + loading ? SEGMENT.intensity/2 : SEGMENT.intensity/4;
|
|
//if (brd < 1) brd = 1;
|
|
int p1 = pp-SEGLEN;
|
|
int p2 = pp+SEGLEN;
|
|
|
|
for (int i = 0; i < (int)SEGLEN; i++) {
|
|
if (loading) {
|
|
val = abs(((i>pp) ? p2:pp) - i);
|
|
} else {
|
|
val = min(abs(pp-i),min(abs(p1-i),abs(p2-i)));
|
|
}
|
|
val = (brd > val) ? (val * 255) / brd : 255;
|
|
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(0), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1), uint8_t(val)));
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Gradient run
|
|
*/
|
|
void mode_gradient(void) {
|
|
gradient_base(false);
|
|
}
|
|
static const char _data_FX_MODE_GRADIENT[] PROGMEM = "Gradient@!,Spread;!,!;!;;ix=16";
|
|
|
|
|
|
/*
|
|
* Gradient run with hard transition
|
|
*/
|
|
void mode_loading(void) {
|
|
gradient_base(true);
|
|
}
|
|
static const char _data_FX_MODE_LOADING[] PROGMEM = "Loading@!,Fade;!,!;!;;ix=16";
|
|
|
|
/*
|
|
* Two dots running
|
|
*/
|
|
void mode_two_dots() {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
unsigned delay = 1 + (FRAMETIME<<3) / SEGLEN; // longer segments should change faster
|
|
uint32_t it = strip.now / map(SEGMENT.speed, 0, 255, delay<<4, delay);
|
|
unsigned offset = it % SEGLEN;
|
|
unsigned width = ((SEGLEN*(SEGMENT.intensity+1))>>9); //max width is half the strip
|
|
if (!width) width = 1;
|
|
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(2));
|
|
const uint32_t color1 = SEGCOLOR(0);
|
|
const uint32_t color2 = (SEGCOLOR(1) == SEGCOLOR(2)) ? color1 : SEGCOLOR(1);
|
|
for (unsigned i = 0; i < width; i++) {
|
|
unsigned indexR = (offset + i) % SEGLEN;
|
|
unsigned indexB = (offset + i + (SEGLEN>>1)) % SEGLEN;
|
|
SEGMENT.setPixelColor(indexR, color1);
|
|
SEGMENT.setPixelColor(indexB, color2);
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_TWO_DOTS[] PROGMEM = "Two Dots@!,Dot size,,,,,Overlay;1,2,Bg;!";
|
|
|
|
|
|
/*
|
|
* Fairy, inspired by https://www.youtube.com/watch?v=zeOw5MZWq24
|
|
*/
|
|
//4 bytes
|
|
typedef struct Flasher {
|
|
uint16_t stateStart;
|
|
uint8_t stateDur;
|
|
bool stateOn;
|
|
} flasher;
|
|
|
|
#define FLASHERS_PER_ZONE 6
|
|
#define MAX_SHIMMER 92
|
|
|
|
void mode_fairy() {
|
|
//set every pixel to a 'random' color from palette (using seed so it doesn't change between frames)
|
|
uint16_t PRNG16 = 5100 + strip.getCurrSegmentId();
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(PRNG16 >> 8, false, false, 0));
|
|
}
|
|
|
|
//amount of flasher pixels depending on intensity (0: none, 255: every LED)
|
|
if (SEGMENT.intensity == 0) return;
|
|
unsigned flasherDistance = ((255 - SEGMENT.intensity) / 28) +1; //1-10
|
|
unsigned numFlashers = (SEGLEN / flasherDistance) +1;
|
|
|
|
unsigned dataSize = sizeof(flasher) * numFlashers;
|
|
if (!SEGENV.allocateData(dataSize)) return; //allocation failed
|
|
Flasher* flashers = reinterpret_cast<Flasher*>(SEGENV.data);
|
|
unsigned now16 = strip.now & 0xFFFF;
|
|
|
|
//Up to 11 flashers in one brightness zone, afterwards a new zone for every 6 flashers
|
|
unsigned zones = numFlashers/FLASHERS_PER_ZONE;
|
|
if (!zones) zones = 1;
|
|
unsigned flashersInZone = numFlashers/zones;
|
|
uint8_t flasherBri[FLASHERS_PER_ZONE*2 -1];
|
|
|
|
for (unsigned z = 0; z < zones; z++) {
|
|
unsigned flasherBriSum = 0;
|
|
unsigned firstFlasher = z*flashersInZone;
|
|
if (z == zones-1) flashersInZone = numFlashers-(flashersInZone*(zones-1));
|
|
|
|
for (unsigned f = firstFlasher; f < firstFlasher + flashersInZone; f++) {
|
|
unsigned stateTime = uint16_t(now16 - flashers[f].stateStart);
|
|
//random on/off time reached, switch state
|
|
if (stateTime > flashers[f].stateDur * 10) {
|
|
flashers[f].stateOn = !flashers[f].stateOn;
|
|
if (flashers[f].stateOn) {
|
|
flashers[f].stateDur = 12 + hw_random8(12 + ((255 - SEGMENT.speed) >> 2)); //*10, 250ms to 1250ms
|
|
} else {
|
|
flashers[f].stateDur = 20 + hw_random8(6 + ((255 - SEGMENT.speed) >> 2)); //*10, 250ms to 1250ms
|
|
}
|
|
//flashers[f].stateDur = 51 + hw_random8(2 + ((255 - SEGMENT.speed) >> 1));
|
|
flashers[f].stateStart = now16;
|
|
if (stateTime < 255) {
|
|
flashers[f].stateStart -= 255 -stateTime; //start early to get correct bri
|
|
flashers[f].stateDur += 26 - stateTime/10;
|
|
stateTime = 255 - stateTime;
|
|
} else {
|
|
stateTime = 0;
|
|
}
|
|
}
|
|
if (stateTime > 255) stateTime = 255; //for flasher brightness calculation, fades in first 255 ms of state
|
|
//flasherBri[f - firstFlasher] = (flashers[f].stateOn) ? 255-SEGMENT.gamma8((510 - stateTime) >> 1) : SEGMENT.gamma8((510 - stateTime) >> 1);
|
|
flasherBri[f - firstFlasher] = (flashers[f].stateOn) ? stateTime : 255 - (stateTime >> 0);
|
|
flasherBriSum += flasherBri[f - firstFlasher];
|
|
}
|
|
//dim factor, to create "shimmer" as other pixels get less voltage if a lot of flashers are on
|
|
unsigned avgFlasherBri = flasherBriSum / flashersInZone;
|
|
unsigned globalPeakBri = 255 - ((avgFlasherBri * MAX_SHIMMER) >> 8); //183-255, suitable for 1/5th of LEDs flashers
|
|
|
|
for (unsigned f = firstFlasher; f < firstFlasher + flashersInZone; f++) {
|
|
uint8_t bri = (flasherBri[f - firstFlasher] * globalPeakBri) / 255;
|
|
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number
|
|
unsigned flasherPos = f*flasherDistance;
|
|
SEGMENT.setPixelColor(flasherPos, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(PRNG16 >> 8, false, false, 0), bri));
|
|
for (unsigned i = flasherPos+1; i < flasherPos+flasherDistance && i < SEGLEN; i++) {
|
|
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(PRNG16 >> 8, false, false, 0, globalPeakBri));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_FAIRY[] PROGMEM = "Fairy@!,# of flashers;!,!;!";
|
|
|
|
|
|
/*
|
|
* Fairytwinkle. Like Colortwinkle, but starting from all lit and not relying on strip.getPixelColor
|
|
* Warning: Uses 4 bytes of segment data per pixel
|
|
*/
|
|
void mode_fairytwinkle() {
|
|
unsigned dataSize = sizeof(flasher) * SEGLEN;
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
Flasher* flashers = reinterpret_cast<Flasher*>(SEGENV.data);
|
|
unsigned now16 = strip.now & 0xFFFF;
|
|
uint16_t PRNG16 = 5100 + strip.getCurrSegmentId();
|
|
|
|
unsigned riseFallTime = 400 + (255-SEGMENT.speed)*3;
|
|
unsigned maxDur = riseFallTime/100 + ((255 - SEGMENT.intensity) >> 2) + 13 + ((255 - SEGMENT.intensity) >> 1);
|
|
|
|
for (unsigned f = 0; f < SEGLEN; f++) {
|
|
uint16_t stateTime = now16 - flashers[f].stateStart;
|
|
//random on/off time reached, switch state
|
|
if (stateTime > flashers[f].stateDur * 100) {
|
|
flashers[f].stateOn = !flashers[f].stateOn;
|
|
bool init = !flashers[f].stateDur;
|
|
if (flashers[f].stateOn) {
|
|
flashers[f].stateDur = riseFallTime/100 + ((255 - SEGMENT.intensity) >> 2) + hw_random8(12 + ((255 - SEGMENT.intensity) >> 1)) +1;
|
|
} else {
|
|
flashers[f].stateDur = riseFallTime/100 + hw_random8(3 + ((255 - SEGMENT.speed) >> 6)) +1;
|
|
}
|
|
flashers[f].stateStart = now16;
|
|
stateTime = 0;
|
|
if (init) {
|
|
flashers[f].stateStart -= riseFallTime; //start lit
|
|
flashers[f].stateDur = riseFallTime/100 + hw_random8(12 + ((255 - SEGMENT.intensity) >> 1)) +5; //fire up a little quicker
|
|
stateTime = riseFallTime;
|
|
}
|
|
}
|
|
if (flashers[f].stateOn && flashers[f].stateDur > maxDur) flashers[f].stateDur = maxDur; //react more quickly on intensity change
|
|
if (stateTime > riseFallTime) stateTime = riseFallTime; //for flasher brightness calculation, fades in first 255 ms of state
|
|
unsigned fadeprog = 255 - ((stateTime * 255) / riseFallTime);
|
|
uint8_t flasherBri = (flashers[f].stateOn) ? 255-gamma8(fadeprog) : gamma8(fadeprog);
|
|
unsigned lastR = PRNG16;
|
|
unsigned diff = 0;
|
|
while (diff < 0x4000) { //make sure colors of two adjacent LEDs differ enough
|
|
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number
|
|
diff = (PRNG16 > lastR) ? PRNG16 - lastR : lastR - PRNG16;
|
|
}
|
|
SEGMENT.setPixelColor(f, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(PRNG16 >> 8, false, false, 0), flasherBri));
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_FAIRYTWINKLE[] PROGMEM = "Fairytwinkle@!,!;!,!;!;;m12=0"; //pixels
|
|
|
|
|
|
/*
|
|
* Tricolor chase function
|
|
*/
|
|
void tricolor_chase(uint32_t color1, uint32_t color2) {
|
|
uint32_t cycleTime = 50 + ((255 - SEGMENT.speed)<<1);
|
|
uint32_t it = strip.now / cycleTime; // iterator
|
|
unsigned width = (1 + (SEGMENT.intensity>>4)); // value of 1-16 for each colour
|
|
unsigned index = it % (width*3);
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++, index++) {
|
|
if (index > (width*3)-1) index = 0;
|
|
|
|
uint32_t color = color1;
|
|
if (index > (width<<1)-1) color = SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1);
|
|
else if (index > width-1) color = color2;
|
|
|
|
SEGMENT.setPixelColor(SEGLEN - i -1, color);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Tricolor chase mode
|
|
*/
|
|
void mode_tricolor_chase(void) {
|
|
tricolor_chase(SEGCOLOR(2), SEGCOLOR(0));
|
|
}
|
|
static const char _data_FX_MODE_TRICOLOR_CHASE[] PROGMEM = "Chase 3@!,Size;1,2,3;!";
|
|
|
|
|
|
/*
|
|
* ICU mode
|
|
*/
|
|
void mode_icu(void) {
|
|
// states: 0 = pause1, 1 = blink, 2 = pause2, 3 = move
|
|
|
|
uint16_t now = strip.now; // save time for delay calculation, use low16 bits only
|
|
unsigned dest = SEGENV.aux1;
|
|
unsigned space = (SEGMENT.intensity >> 3) +2;
|
|
uint16_t state = SEGENV.step >> 16; // upper bytes of step store current state
|
|
uint16_t nextUpdate = SEGENV.step & 0xFFFF; // lower bytes store time for next update
|
|
|
|
byte pindex = map(dest, 0, SEGLEN-SEGLEN/space, 0, 255);
|
|
uint32_t col = SEGMENT.color_from_palette(pindex, false, false, 0);
|
|
uint32_t bgcol = SEGMENT.check2 ? BLACK : SEGCOLOR(1);
|
|
SEGMENT.fill(bgcol); // apply background color or clear
|
|
// draw eyes if not blinking
|
|
if (state != 1) {
|
|
SEGMENT.setPixelColor(dest, col);
|
|
SEGMENT.setPixelColor(dest + SEGLEN/space, col);
|
|
// render next position if moving
|
|
if (state == 3) {
|
|
if(SEGENV.aux0 > SEGENV.aux1) {
|
|
dest++;
|
|
} else if (SEGENV.aux0 < SEGENV.aux1) {
|
|
dest--;
|
|
}
|
|
SEGMENT.setPixelColor(dest, col);
|
|
SEGMENT.setPixelColor(dest + SEGLEN/space, col);
|
|
}
|
|
}
|
|
|
|
// update state
|
|
if ((int16_t)(now - nextUpdate) >= 0) { // time to update, cast to int to handle wraparound properly
|
|
switch (state) {
|
|
case 0: // pause part 1
|
|
// first pause part finished, blink or pause some more
|
|
state++;
|
|
if(hw_random8(6) == 0) { // blink once in a while
|
|
nextUpdate = uint16_t(now + 200);
|
|
break;
|
|
}
|
|
// fall through if not blinking
|
|
case 1: // blink
|
|
// not blinking or finished blinking -> pause part 2
|
|
nextUpdate = uint16_t(now + 500 + hw_random16(1000));
|
|
state++;
|
|
break;
|
|
case 2: // pause part 2
|
|
// pause finished, move
|
|
SEGENV.aux0 = hw_random16(SEGLEN-SEGLEN/space); // choose a new destination
|
|
nextUpdate = now;
|
|
state++;
|
|
break;
|
|
default: // move (state 3)
|
|
SEGENV.aux1 = dest; // update destination to moved position
|
|
nextUpdate = uint16_t(now + SPEED_FORMULA_L);
|
|
if (SEGENV.aux0 == dest) {
|
|
// reached destination
|
|
nextUpdate = uint16_t(now + 500 + hw_random16(1000));
|
|
state = 0;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// use upper bits of SEGENV.step to store current state, lower bits for next update time
|
|
SEGENV.step = (state << 16) | nextUpdate;
|
|
}
|
|
static const char _data_FX_MODE_ICU[] PROGMEM = "ICU@!,!,,,,,Overlay;!,!;!";
|
|
|
|
|
|
/*
|
|
* Custom mode by Aircoookie. Color Wipe, but with 3 colors
|
|
*/
|
|
void mode_tricolor_wipe(void) {
|
|
uint32_t cycleTime = 1000 + (255 - SEGMENT.speed)*200;
|
|
uint32_t perc = strip.now % cycleTime;
|
|
unsigned prog = (perc * 65535) / cycleTime;
|
|
unsigned ledIndex = (prog * SEGLEN * 3) >> 16;
|
|
unsigned ledOffset = ledIndex;
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++)
|
|
{
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 2));
|
|
}
|
|
|
|
if(ledIndex < SEGLEN) { //wipe from 0 to 1
|
|
for (unsigned i = 0; i < SEGLEN; i++)
|
|
{
|
|
SEGMENT.setPixelColor(i, (i > ledOffset)? SEGCOLOR(0) : SEGCOLOR(1));
|
|
}
|
|
} else if (ledIndex < SEGLEN*2) { //wipe from 1 to 2
|
|
ledOffset = ledIndex - SEGLEN;
|
|
for (unsigned i = ledOffset +1; i < SEGLEN; i++)
|
|
{
|
|
SEGMENT.setPixelColor(i, SEGCOLOR(1));
|
|
}
|
|
} else //wipe from 2 to 0
|
|
{
|
|
ledOffset = ledIndex - SEGLEN*2;
|
|
for (unsigned i = 0; i <= ledOffset; i++)
|
|
{
|
|
SEGMENT.setPixelColor(i, SEGCOLOR(0));
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_TRICOLOR_WIPE[] PROGMEM = "Tri Wipe@!;1,2,3;!";
|
|
|
|
|
|
/*
|
|
* Fades between 3 colors
|
|
* Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/TriFade.h
|
|
* Modified by Aircoookie
|
|
*/
|
|
void mode_tricolor_fade(void) {
|
|
uint16_t counter = strip.now * ((SEGMENT.speed >> 3) +1);
|
|
uint32_t prog = (counter * 768) >> 16;
|
|
|
|
uint32_t color1 = 0, color2 = 0;
|
|
unsigned stage = 0;
|
|
|
|
if(prog < 256) {
|
|
color1 = SEGCOLOR(0);
|
|
color2 = SEGCOLOR(1);
|
|
stage = 0;
|
|
} else if(prog < 512) {
|
|
color1 = SEGCOLOR(1);
|
|
color2 = SEGCOLOR(2);
|
|
stage = 1;
|
|
} else {
|
|
color1 = SEGCOLOR(2);
|
|
color2 = SEGCOLOR(0);
|
|
stage = 2;
|
|
}
|
|
|
|
byte stp = prog; // % 256
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
uint32_t color;
|
|
if (stage == 2) {
|
|
color = color_blend(SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 2), color2, stp);
|
|
} else if (stage == 1) {
|
|
color = color_blend(color1, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 2), stp);
|
|
} else {
|
|
color = color_blend(color1, color2, stp);
|
|
}
|
|
SEGMENT.setPixelColor(i, color);
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_TRICOLOR_FADE[] PROGMEM = "Tri Fade@!;1,2,3;!";
|
|
|
|
/*
|
|
* Creates random comets
|
|
* Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/MultiComet.h
|
|
*/
|
|
#define MAX_COMETS 8
|
|
void mode_multi_comet(void) {
|
|
uint32_t cycleTime = 10 + (uint32_t)(255 - SEGMENT.speed);
|
|
uint32_t it = strip.now / cycleTime;
|
|
if (SEGENV.step == it) return;
|
|
if (!SEGENV.allocateData(sizeof(uint16_t) * MAX_COMETS)) FX_FALLBACK_STATIC; //allocation failed
|
|
|
|
SEGMENT.fade_out(SEGMENT.intensity/2 + 128);
|
|
|
|
uint16_t* comets = reinterpret_cast<uint16_t*>(SEGENV.data);
|
|
|
|
for (unsigned i=0; i < MAX_COMETS; i++) {
|
|
if(comets[i] < SEGLEN) {
|
|
unsigned index = comets[i];
|
|
if (SEGCOLOR(2) != 0)
|
|
{
|
|
SEGMENT.setPixelColor(index, i % 2 ? SEGMENT.color_from_palette(index, true, PALETTE_SOLID_WRAP, 0) : SEGCOLOR(2));
|
|
} else
|
|
{
|
|
SEGMENT.setPixelColor(index, SEGMENT.color_from_palette(index, true, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
comets[i]++;
|
|
} else {
|
|
if(!hw_random16(SEGLEN)) {
|
|
comets[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
SEGENV.step = it;
|
|
}
|
|
static const char _data_FX_MODE_MULTI_COMET[] PROGMEM = "Multi Comet@!,Fade;!,!;!;1";
|
|
#undef MAX_COMETS
|
|
|
|
/*
|
|
* Running random pixels ("Stream 2")
|
|
* Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/RandomChase.h
|
|
*/
|
|
void mode_random_chase(void) {
|
|
if (SEGENV.call == 0) {
|
|
SEGENV.step = RGBW32(random8(), random8(), random8(), 0);
|
|
SEGENV.aux0 = random16();
|
|
}
|
|
unsigned prevSeed = random16_get_seed(); // save seed so we can restore it at the end of the function
|
|
uint32_t cycleTime = 25 + (3 * (uint32_t)(255 - SEGMENT.speed));
|
|
uint32_t it = strip.now / cycleTime;
|
|
uint32_t color = SEGENV.step;
|
|
random16_set_seed(SEGENV.aux0);
|
|
|
|
for (int i = SEGLEN -1; i >= 0; i--) {
|
|
uint8_t r = random8(6) != 0 ? (color >> 16 & 0xFF) : random8();
|
|
uint8_t g = random8(6) != 0 ? (color >> 8 & 0xFF) : random8();
|
|
uint8_t b = random8(6) != 0 ? (color & 0xFF) : random8();
|
|
color = RGBW32(r, g, b, 0);
|
|
SEGMENT.setPixelColor(i, color);
|
|
if (i == SEGLEN -1U && SEGENV.aux1 != (it & 0xFFFFU)) { //new first color in next frame
|
|
SEGENV.step = color;
|
|
SEGENV.aux0 = random16_get_seed();
|
|
}
|
|
}
|
|
|
|
SEGENV.aux1 = it & 0xFFFF;
|
|
|
|
random16_set_seed(prevSeed); // restore original seed so other effects can use "random" PRNG
|
|
}
|
|
static const char _data_FX_MODE_RANDOM_CHASE[] PROGMEM = "Stream 2@!;;";
|
|
|
|
|
|
//7 bytes
|
|
typedef struct Oscillator {
|
|
uint16_t pos;
|
|
uint8_t size;
|
|
int8_t dir;
|
|
uint8_t speed;
|
|
} oscillator;
|
|
|
|
/*
|
|
/ Oscillating bars of color, updated with standard framerate
|
|
*/
|
|
void mode_oscillate(void) {
|
|
constexpr unsigned numOscillators = 3;
|
|
constexpr unsigned dataSize = sizeof(oscillator) * numOscillators;
|
|
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
|
|
Oscillator* oscillators = reinterpret_cast<Oscillator*>(SEGENV.data);
|
|
|
|
if (SEGENV.call == 0)
|
|
{
|
|
oscillators[0] = {(uint16_t)(SEGLEN/4), (uint8_t)(SEGLEN/8), 1, 1};
|
|
oscillators[1] = {(uint16_t)(SEGLEN/4*3), (uint8_t)(SEGLEN/8), 1, 2};
|
|
oscillators[2] = {(uint16_t)(SEGLEN/4*2), (uint8_t)(SEGLEN/8), -1, 1};
|
|
}
|
|
|
|
uint32_t cycleTime = 20 + (2 * (uint32_t)(255 - SEGMENT.speed));
|
|
uint32_t it = strip.now / cycleTime;
|
|
|
|
for (unsigned i = 0; i < numOscillators; i++) {
|
|
// if the counter has increased, move the oscillator by the random step
|
|
if (it != SEGENV.step) oscillators[i].pos += oscillators[i].dir * oscillators[i].speed;
|
|
oscillators[i].size = SEGLEN/(3+SEGMENT.intensity/8);
|
|
if((oscillators[i].dir == -1) && (oscillators[i].pos > SEGLEN << 1)) { // use integer overflow
|
|
oscillators[i].pos = 0;
|
|
oscillators[i].dir = 1;
|
|
// make bigger steps for faster speeds
|
|
oscillators[i].speed = SEGMENT.speed > 100 ? hw_random8(2, 4):hw_random8(1, 3);
|
|
}
|
|
if((oscillators[i].dir == 1) && (oscillators[i].pos >= (SEGLEN - 1))) {
|
|
oscillators[i].pos = SEGLEN - 1;
|
|
oscillators[i].dir = -1;
|
|
oscillators[i].speed = SEGMENT.speed > 100 ? hw_random8(2, 4):hw_random8(1, 3);
|
|
}
|
|
}
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
uint32_t color = BLACK;
|
|
for (unsigned j = 0; j < numOscillators; j++) {
|
|
if((int)i >= (int)oscillators[j].pos - oscillators[j].size && i <= oscillators[j].pos + oscillators[j].size) {
|
|
color = (color == BLACK) ? SEGCOLOR(j) : color_blend(color, SEGCOLOR(j), uint8_t(128));
|
|
}
|
|
}
|
|
SEGMENT.setPixelColor(i, color);
|
|
}
|
|
|
|
SEGENV.step = it;
|
|
}
|
|
static const char _data_FX_MODE_OSCILLATE[] PROGMEM = "Oscillate";
|
|
|
|
|
|
void mode_lightning(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
unsigned ledstart = hw_random16(SEGLEN); // Determine starting location of flash
|
|
unsigned ledlen = 1 + hw_random16(SEGLEN -ledstart); // Determine length of flash (not to go beyond NUM_LEDS-1)
|
|
uint8_t bri = 255/hw_random8(1, 3);
|
|
|
|
if (SEGENV.aux1 == 0) //init, leader flash
|
|
{
|
|
SEGENV.aux1 = hw_random8(4, 4 + SEGMENT.intensity/20); //number of flashes
|
|
SEGENV.aux1 *= 2;
|
|
|
|
bri = 52; //leader has lower brightness
|
|
SEGENV.aux0 = 200; //200ms delay after leader
|
|
}
|
|
|
|
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
|
|
|
|
if (SEGENV.aux1 > 3 && !(SEGENV.aux1 & 0x01)) { //flash on even number >2
|
|
for (unsigned i = ledstart; i < ledstart + ledlen; i++)
|
|
{
|
|
SEGMENT.setPixelColor(i,SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0, bri));
|
|
}
|
|
SEGENV.aux1--;
|
|
|
|
SEGENV.step = strip.now;
|
|
//return hw_random8(4, 10); // each flash only lasts one frame/every 24ms... originally 4-10 milliseconds
|
|
} else {
|
|
if (strip.now - SEGENV.step > SEGENV.aux0) {
|
|
SEGENV.aux1--;
|
|
if (SEGENV.aux1 < 2) SEGENV.aux1 = 0;
|
|
|
|
SEGENV.aux0 = (50 + hw_random8(100)); //delay between flashes
|
|
if (SEGENV.aux1 == 2) {
|
|
SEGENV.aux0 = (hw_random8(255 - SEGMENT.speed) * 100); // delay between strikes
|
|
}
|
|
SEGENV.step = strip.now;
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_LIGHTNING[] PROGMEM = "Lightning@!,!,,,,,Overlay;!,!;!";
|
|
|
|
// combined function from original pride and colorwaves
|
|
void mode_colorwaves_pride_base(bool isPride2015) {
|
|
unsigned duration = 10 + SEGMENT.speed;
|
|
unsigned sPseudotime = SEGENV.step;
|
|
unsigned sHue16 = SEGENV.aux0;
|
|
|
|
uint8_t sat8 = isPride2015 ? beatsin88_t(87, 220, 250) : 255;
|
|
unsigned brightdepth = beatsin88_t(341, 96, 224);
|
|
unsigned brightnessthetainc16 = beatsin88_t(203, (25 * 256), (40 * 256));
|
|
unsigned msmultiplier = beatsin88_t(147, 23, 60);
|
|
|
|
unsigned hue16 = sHue16;
|
|
unsigned hueinc16 = isPride2015 ? beatsin88_t(113, 1, 3000) :
|
|
beatsin88_t(113, 60, 300) * SEGMENT.intensity * 10 / 255;
|
|
|
|
sPseudotime += duration * msmultiplier;
|
|
sHue16 += duration * beatsin88_t(400, 5, 9);
|
|
unsigned brightnesstheta16 = sPseudotime;
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
hue16 += hueinc16;
|
|
uint8_t hue8;
|
|
|
|
if (isPride2015) {
|
|
hue8 = hue16 >> 8;
|
|
} else {
|
|
unsigned h16_128 = hue16 >> 7;
|
|
hue8 = (h16_128 & 0x100) ? (255 - (h16_128 >> 1)) : (h16_128 >> 1);
|
|
}
|
|
|
|
brightnesstheta16 += brightnessthetainc16;
|
|
unsigned b16 = sin16_t(brightnesstheta16) + 32768;
|
|
unsigned bri16 = (uint32_t)((uint32_t)b16 * (uint32_t)b16) / 65536;
|
|
uint8_t bri8 = (uint32_t)(((uint32_t)bri16) * brightdepth) / 65536;
|
|
bri8 += (255 - brightdepth);
|
|
|
|
if (isPride2015) {
|
|
CRGBW newcolor = CRGB(CHSV(hue8, sat8, bri8));
|
|
newcolor.color32 = gamma32inv(newcolor.color32);
|
|
SEGMENT.blendPixelColor(i, newcolor, 64);
|
|
} else {
|
|
SEGMENT.blendPixelColor(i, SEGMENT.color_from_palette(hue8, false, PALETTE_SOLID_WRAP, 0, bri8), 128);
|
|
}
|
|
}
|
|
|
|
SEGENV.step = sPseudotime;
|
|
SEGENV.aux0 = sHue16;
|
|
}
|
|
|
|
// Pride2015
|
|
// Animated, ever-changing rainbows.
|
|
// by Mark Kriegsman: https://gist.github.com/kriegsman/964de772d64c502760e5
|
|
void mode_pride_2015(void) {
|
|
mode_colorwaves_pride_base(true);
|
|
}
|
|
static const char _data_FX_MODE_PRIDE_2015[] PROGMEM = "Pride 2015@!;;";
|
|
|
|
// ColorWavesWithPalettes by Mark Kriegsman: https://gist.github.com/kriegsman/8281905786e8b2632aeb
|
|
// This function draws color waves with an ever-changing,
|
|
// widely-varying set of parameters, using a color palette.
|
|
void mode_colorwaves() {
|
|
mode_colorwaves_pride_base(false);
|
|
}
|
|
static const char _data_FX_MODE_COLORWAVES[] PROGMEM = "Colorwaves@!,Hue;!;!;;pal=26";
|
|
|
|
|
|
//eight colored dots, weaving in and out of sync with each other
|
|
void mode_juggle(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
|
|
SEGMENT.fadeToBlackBy(192 - (3*SEGMENT.intensity/4));
|
|
CRGB fastled_col;
|
|
byte dothue = 0;
|
|
for (int i = 0; i < 8; i++) {
|
|
int index = 0 + beatsin88_t((16 + SEGMENT.speed)*(i + 7), 0, SEGLEN -1);
|
|
fastled_col = CRGB(SEGMENT.getPixelColor(index));
|
|
fastled_col |= (SEGMENT.palette==0)?CHSV(dothue, 220, 255):CRGB(ColorFromPalette(SEGPALETTE, dothue, 255));
|
|
SEGMENT.setPixelColor(index, fastled_col);
|
|
dothue += 32;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_JUGGLE[] PROGMEM = "Juggle@!,Trail;;!;;sx=64,ix=128";
|
|
|
|
|
|
void mode_palette() {
|
|
// Set up some compile time constants so that we can handle integer and float based modes using the same code base.
|
|
#ifdef ESP8266
|
|
using mathType = int32_t;
|
|
using wideMathType = int64_t;
|
|
using angleType = unsigned;
|
|
constexpr mathType sInt16Scale = 0x7FFF;
|
|
constexpr mathType maxAngle = 0x8000;
|
|
constexpr mathType staticRotationScale = 256;
|
|
constexpr mathType animatedRotationScale = 1;
|
|
constexpr int16_t (*sinFunction)(uint16_t) = &sin16_t;
|
|
constexpr int16_t (*cosFunction)(uint16_t) = &cos16_t;
|
|
#else
|
|
using mathType = float;
|
|
using wideMathType = float;
|
|
using angleType = float;
|
|
constexpr mathType sInt16Scale = 1.0f;
|
|
constexpr mathType maxAngle = M_PI / 256.0;
|
|
constexpr mathType staticRotationScale = 1.0f;
|
|
constexpr mathType animatedRotationScale = M_TWOPI / double(0xFFFF);
|
|
constexpr float (*sinFunction)(float) = &sin_t;
|
|
constexpr float (*cosFunction)(float) = &cos_t;
|
|
#endif
|
|
const bool isMatrix = strip.isMatrix;
|
|
const int cols = SEG_W;
|
|
const int rows = isMatrix ? SEG_H : strip.getActiveSegmentsNum();
|
|
|
|
const int inputShift = SEGMENT.speed;
|
|
const int inputSize = SEGMENT.intensity;
|
|
const int inputRotation = SEGMENT.custom1;
|
|
const bool inputAnimateShift = SEGMENT.check1;
|
|
const bool inputAnimateRotation = SEGMENT.check2;
|
|
const bool inputAssumeSquare = SEGMENT.check3;
|
|
|
|
const angleType theta = (!inputAnimateRotation) ? ((inputRotation + 128) * maxAngle / staticRotationScale) : (((strip.now * ((inputRotation >> 4) +1)) & 0xFFFF) * animatedRotationScale);
|
|
const mathType sinTheta = sinFunction(theta);
|
|
const mathType cosTheta = cosFunction(theta);
|
|
|
|
const mathType maxX = std::max(1, cols-1);
|
|
const mathType maxY = std::max(1, rows-1);
|
|
// Set up some parameters according to inputAssumeSquare, so that we can handle anamorphic mode using the same code base.
|
|
const mathType maxXIn = inputAssumeSquare ? maxX : mathType(1);
|
|
const mathType maxYIn = inputAssumeSquare ? maxY : mathType(1);
|
|
const mathType maxXOut = !inputAssumeSquare ? maxX : mathType(1);
|
|
const mathType maxYOut = !inputAssumeSquare ? maxY : mathType(1);
|
|
const mathType centerX = sInt16Scale * maxXOut / mathType(2);
|
|
const mathType centerY = sInt16Scale * maxYOut / mathType(2);
|
|
// The basic idea for this effect is to rotate a rectangle that is filled with the palette along one axis, then map our
|
|
// display to it, to find what color a pixel should have.
|
|
// However, we want a) no areas of solid color (in front of or behind the palette), and b) we want to make use of the full palette.
|
|
// So the rectangle needs to have exactly the right size. That size depends on the rotation.
|
|
// This scale computation here only considers one dimension. You can think of it like the rectangle is always scaled so that
|
|
// the left and right most points always match the left and right side of the display.
|
|
const mathType scale = std::abs(sinTheta) + (std::abs(cosTheta) * maxYOut / maxXOut);
|
|
// 2D simulation:
|
|
// If we are dealing with a 1D setup, we assume that each segment represents one line on a 2-dimensional display.
|
|
// The function is called once per segments, so we need to handle one line at a time.
|
|
const int yFrom = isMatrix ? 0 : strip.getCurrSegmentId();
|
|
const int yTo = isMatrix ? maxY : yFrom;
|
|
for (int y = yFrom; y <= yTo; ++y) {
|
|
// translate, scale, rotate
|
|
const mathType ytCosTheta = mathType((wideMathType(cosTheta) * wideMathType(y * sInt16Scale - centerY * maxYIn))/wideMathType(maxYIn * scale));
|
|
for (int x = 0; x < cols; ++x) {
|
|
// translate, scale, rotate
|
|
const mathType xtSinTheta = mathType((wideMathType(sinTheta) * wideMathType(x * sInt16Scale - centerX * maxXIn))/wideMathType(maxXIn * scale));
|
|
// Map the pixel coordinate to an imaginary-rectangle-coordinate.
|
|
// The y coordinate doesn't actually matter, as our imaginary rectangle is filled with the palette from left to right,
|
|
// so all points at a given x-coordinate have the same color.
|
|
const mathType sourceX = xtSinTheta + ytCosTheta + centerX;
|
|
// The computation was scaled just right so that the result should always be in range [0, maxXOut], but enforce this anyway
|
|
// to account for imprecision. Then scale it so that the range is [0, 255], which we can use with the palette.
|
|
int colorIndex = (std::min(std::max(sourceX, mathType(0)), maxXOut * sInt16Scale) * wideMathType(255)) / (sInt16Scale * maxXOut);
|
|
// inputSize determines by how much we want to scale the palette:
|
|
// values < 128 display a fraction of a palette,
|
|
// values > 128 display multiple palettes.
|
|
if (inputSize <= 128) {
|
|
colorIndex = (colorIndex * inputSize) / 128;
|
|
} else {
|
|
// Linear function that maps colorIndex 128=>1, 256=>9.
|
|
// With this function every full palette repetition is exactly 16 configuration steps wide.
|
|
// That allows displaying exactly 2 repetitions for example.
|
|
colorIndex = ((inputSize - 112) * colorIndex) / 16;
|
|
}
|
|
// Finally, shift the palette a bit.
|
|
const int paletteOffset = (!inputAnimateShift) ? (inputShift) : (((strip.now * ((inputShift >> 3) +1)) & 0xFFFF) >> 8);
|
|
colorIndex -= paletteOffset;
|
|
const uint32_t color = SEGMENT.color_wheel((uint8_t)colorIndex);
|
|
if (isMatrix) {
|
|
SEGMENT.setPixelColorXY(x, y, color);
|
|
} else {
|
|
SEGMENT.setPixelColor(x, color);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_PALETTE[] PROGMEM = "Palette@Shift,Size,Rotation,,,Animate Shift,Animate Rotation,Anamorphic;;!;12;ix=112,c1=0,o1=1,o2=0,o3=1";
|
|
|
|
#if defined(WLED_PS_DONT_REPLACE_1D_FX) || defined(WLED_PS_DONT_REPLACE_2D_FX)
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// WLED limitation: Analog Clock overlay will NOT work when Fire2012 is active
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// Fire2012 by Mark Kriegsman, July 2012
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// as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY
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////
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// This basic one-dimensional 'fire' simulation works roughly as follows:
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// There's a underlying array of 'heat' cells, that model the temperature
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// at each point along the line. Every cycle through the simulation,
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// four steps are performed:
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// 1) All cells cool down a little bit, losing heat to the air
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// 2) The heat from each cell drifts 'up' and diffuses a little
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// 3) Sometimes randomly new 'sparks' of heat are added at the bottom
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// 4) The heat from each cell is rendered as a color into the leds array
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// The heat-to-color mapping uses a black-body radiation approximation.
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//
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// Temperature is in arbitrary units from 0 (cold black) to 255 (white hot).
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//
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// This simulation scales it self a bit depending on SEGLEN; it should look
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// "OK" on anywhere from 20 to 100 LEDs without too much tweaking.
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//
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// I recommend running this simulation at anywhere from 30-100 frames per second,
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// meaning an interframe delay of about 10-35 milliseconds.
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//
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// Looks best on a high-density LED setup (60+ pixels/meter).
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//
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//
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// There are two main parameters you can play with to control the look and
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// feel of your fire: COOLING (used in step 1 above) (Speed = COOLING), and SPARKING (used
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// in step 3 above) (Effect Intensity = Sparking).
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void mode_fire_2012() {
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if (SEGLEN <= 1) FX_FALLBACK_STATIC;
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const unsigned strips = SEGMENT.nrOfVStrips();
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if (!SEGENV.allocateData(strips * SEGLEN)) FX_FALLBACK_STATIC; //allocation failed
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byte* heat = SEGENV.data;
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const uint32_t it = strip.now >> 5; //div 32
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struct virtualStrip {
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static void runStrip(uint16_t stripNr, byte* heat, uint32_t it) {
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const uint8_t ignition = MAX(3,SEGLEN/10); // ignition area: 10% of segment length or minimum 3 pixels
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// Step 1. Cool down every cell a little
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for (unsigned i = 0; i < SEGLEN; i++) {
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uint8_t cool = (it != SEGENV.step) ? hw_random8((((20 + SEGMENT.speed/3) * 16) / SEGLEN)+2) : hw_random8(4);
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uint8_t minTemp = (i<ignition) ? (ignition-i)/4 + 16 : 0; // should not become black in ignition area
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uint8_t temp = qsub8(heat[i], cool);
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heat[i] = temp<minTemp ? minTemp : temp;
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}
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if (it != SEGENV.step) {
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// Step 2. Heat from each cell drifts 'up' and diffuses a little
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for (int k = SEGLEN -1; k > 1; k--) {
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heat[k] = (heat[k - 1] + (heat[k - 2]<<1) ) / 3; // heat[k-2] multiplied by 2
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}
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// Step 3. Randomly ignite new 'sparks' of heat near the bottom
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if (hw_random8() <= SEGMENT.intensity) {
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uint8_t y = hw_random8(ignition);
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uint8_t boost = (17+SEGMENT.custom3) * (ignition - y/2) / ignition; // integer math!
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heat[y] = qadd8(heat[y], hw_random8(96+2*boost,207+boost));
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}
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}
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// Step 4. Map from heat cells to LED colors
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for (unsigned j = 0; j < SEGLEN; j++) {
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SEGMENT.setPixelColor(indexToVStrip(j, stripNr), ColorFromPalette(SEGPALETTE, min(heat[j], byte(240)), 255, NOBLEND));
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}
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}
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};
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for (unsigned stripNr=0; stripNr<strips; stripNr++)
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virtualStrip::runStrip(stripNr, &heat[stripNr * SEGLEN], it);
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if (SEGMENT.is2D()) {
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uint8_t blurAmount = SEGMENT.custom2 >> 2;
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if (blurAmount > 48) blurAmount += blurAmount-48; // extra blur when slider > 192 (bush burn)
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if (blurAmount < 16) SEGMENT.blurCols(SEGMENT.custom2 >> 1); // no side-burn when slider < 64 (faster)
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else SEGMENT.blur(blurAmount);
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}
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if (it != SEGENV.step)
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SEGENV.step = it;
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}
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static const char _data_FX_MODE_FIRE_2012[] PROGMEM = "Fire 2012@Cooling,Spark rate,,2D Blur,Boost;;!;1;pal=35,sx=64,ix=160,m12=1,c2=128"; // bars
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#endif // WLED_PS_DONT_REPLACE_x_FX
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// colored stripes pulsing at a defined Beats-Per-Minute (BPM)
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void mode_bpm() {
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uint32_t stp = (strip.now / 20) & 0xFF;
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uint8_t beat = beatsin8_t(SEGMENT.speed, 64, 255);
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for (unsigned i = 0; i < SEGLEN; i++) {
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SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(stp + (i * 2), false, PALETTE_SOLID_WRAP, 0, beat - stp + (i * 10)));
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}
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}
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static const char _data_FX_MODE_BPM[] PROGMEM = "Bpm@!;!;!;;sx=64";
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void mode_fillnoise8() {
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if (SEGENV.call == 0) SEGENV.step = hw_random();
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for (unsigned i = 0; i < SEGLEN; i++) {
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unsigned index = perlin8(i * SEGLEN, SEGENV.step + i * SEGLEN);
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SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
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}
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SEGENV.step += beatsin8_t(SEGMENT.speed, 1, 6); //10,1,4
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}
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static const char _data_FX_MODE_FILLNOISE8[] PROGMEM = "Fill Noise@!;!;!";
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void mode_noise16_1() {
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unsigned scale = 320; // the "zoom factor" for the noise
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SEGENV.step += (1 + SEGMENT.speed/16);
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for (unsigned i = 0; i < SEGLEN; i++) {
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unsigned shift_x = beatsin8_t(11); // the x position of the noise field swings @ 17 bpm
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unsigned shift_y = SEGENV.step/42; // the y position becomes slowly incremented
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unsigned real_x = (i + shift_x) * scale; // the x position of the noise field swings @ 17 bpm
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unsigned real_y = (i + shift_y) * scale; // the y position becomes slowly incremented
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uint32_t real_z = SEGENV.step; // the z position becomes quickly incremented
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unsigned noise = perlin16(real_x, real_y, real_z) >> 8; // get the noise data and scale it down
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unsigned index = sin8_t(noise * 3); // map LED color based on noise data
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SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
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}
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}
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static const char _data_FX_MODE_NOISE16_1[] PROGMEM = "Noise 1@!;!;!;;pal=20";
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void mode_noise16_2() {
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unsigned scale = 1000; // the "zoom factor" for the noise
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SEGENV.step += (1 + (SEGMENT.speed >> 1));
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for (unsigned i = 0; i < SEGLEN; i++) {
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unsigned shift_x = SEGENV.step >> 6; // x as a function of time
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uint32_t real_x = (i + shift_x) * scale; // calculate the coordinates within the noise field
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unsigned noise = perlin16(real_x, 0, 4223) >> 8; // get the noise data and scale it down
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unsigned index = sin8_t(noise * 3); // map led color based on noise data
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SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0, noise));
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}
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}
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static const char _data_FX_MODE_NOISE16_2[] PROGMEM = "Noise 2@!;!;!;;pal=43";
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void mode_noise16_3() {
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unsigned scale = 800; // the "zoom factor" for the noise
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SEGENV.step += (1 + SEGMENT.speed);
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for (unsigned i = 0; i < SEGLEN; i++) {
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unsigned shift_x = 4223; // no movement along x and y
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unsigned shift_y = 1234;
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uint32_t real_x = (i + shift_x) * scale; // calculate the coordinates within the noise field
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uint32_t real_y = (i + shift_y) * scale; // based on the precalculated positions
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uint32_t real_z = SEGENV.step*8;
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unsigned noise = perlin16(real_x, real_y, real_z) >> 8; // get the noise data and scale it down
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unsigned index = sin8_t(noise * 3); // map led color based on noise data
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SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0, noise));
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}
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}
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static const char _data_FX_MODE_NOISE16_3[] PROGMEM = "Noise 3@!;!;!;;pal=35";
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//https://github.com/aykevl/ledstrip-spark/blob/master/ledstrip.ino
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void mode_noise16_4() {
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uint32_t stp = (strip.now * SEGMENT.speed) >> 7;
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for (unsigned i = 0; i < SEGLEN; i++) {
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int index = perlin16(uint32_t(i) << 12, stp);
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SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
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}
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}
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static const char _data_FX_MODE_NOISE16_4[] PROGMEM = "Noise 4@!;!;!;;pal=26";
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//based on https://gist.github.com/kriegsman/5408ecd397744ba0393e
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void mode_colortwinkle() {
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unsigned dataSize = (SEGLEN+7) >> 3; //1 bit per LED
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if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
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//limit update rate
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if (strip.now - SEGENV.step < FRAMETIME_FIXED) return;
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SEGENV.step = strip.now;
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CRGBW col, prev;
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fract8 fadeUpAmount = strip.getBrightness()>28 ? 8 + (SEGMENT.speed>>2) : 68-strip.getBrightness();
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fract8 fadeDownAmount = strip.getBrightness()>28 ? 8 + (SEGMENT.speed>>3) : 68-strip.getBrightness();
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for (unsigned i = 0; i < SEGLEN; i++) {
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CRGBW cur = SEGMENT.getPixelColor(i);
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prev = cur;
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unsigned index = i >> 3;
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unsigned bitNum = i & 0x07;
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bool fadeUp = bitRead(SEGENV.data[index], bitNum);
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if (fadeUp) {
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CRGBW incrementalColor = color_fade(cur, fadeUpAmount, true);
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col = color_add(cur, incrementalColor);
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if (col.r == 255 || col.g == 255 || col.b == 255) {
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bitWrite(SEGENV.data[index], bitNum, false);
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}
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if (cur == prev) { //fix "stuck" pixels
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col = color_add(col, col);
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SEGMENT.setPixelColor(i, col);
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}
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else SEGMENT.setPixelColor(i, col);
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}
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else {
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col = color_fade(cur, 255 - fadeDownAmount);
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SEGMENT.setPixelColor(i, col);
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}
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}
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for (unsigned j = 0; j <= SEGLEN / 50; j++) {
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if (hw_random8() <= SEGMENT.intensity) {
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for (unsigned times = 0; times < 5; times++) { //attempt to spawn a new pixel 5 times
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int i = hw_random16(SEGLEN);
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if (SEGMENT.getPixelColor(i) == 0) {
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unsigned index = i >> 3;
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unsigned bitNum = i & 0x07;
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bitWrite(SEGENV.data[index], bitNum, true);
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SEGMENT.setPixelColor(i, ColorFromPalette(SEGPALETTE, hw_random8(), 64, NOBLEND));
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break; //only spawn 1 new pixel per frame per 50 LEDs
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}
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}
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}
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}
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}
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static const char _data_FX_MODE_COLORTWINKLE[] PROGMEM = "Colortwinkles@Fade speed,Spawn speed;;!;;m12=0"; //pixels
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//Calm effect, like a lake at night
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void mode_lake() {
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unsigned sp = SEGMENT.speed/10;
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int wave1 = beatsin8_t(sp +2, -64,64);
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int wave2 = beatsin8_t(sp +1, -64,64);
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int wave3 = beatsin8_t(sp +2, 0,80);
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for (unsigned i = 0; i < SEGLEN; i++)
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{
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int index = cos8_t((i*15)+ wave1)/2 + cubicwave8((i*23)+ wave2)/2;
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uint8_t lum = (index > wave3) ? index - wave3 : 0;
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SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, false, 0, lum));
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}
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}
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static const char _data_FX_MODE_LAKE[] PROGMEM = "Lake@!;Fx;!";
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// meteor effect & meteor smooth (merged by @dedehai)
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// send a meteor from begining to to the end of the strip with a trail that randomly decays.
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// adapted from https://www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/#LEDStripEffectMeteorRain
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void mode_meteor() {
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if (SEGLEN <= 1) FX_FALLBACK_STATIC;
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if (!SEGENV.allocateData(SEGLEN)) FX_FALLBACK_STATIC; //allocation failed
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const bool meteorSmooth = SEGMENT.check3;
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byte* trail = SEGENV.data;
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const unsigned meteorSize = 1 + SEGLEN / 20; // 5%
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uint16_t meteorstart;
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if(meteorSmooth) meteorstart = map((SEGENV.step >> 6 & 0xFF), 0, 255, 0, SEGLEN -1);
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else {
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unsigned counter = strip.now * ((SEGMENT.speed >> 2) + 8);
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meteorstart = (counter * SEGLEN) >> 16;
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}
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const int max = SEGMENT.palette==5 || !SEGMENT.check1 ? 240 : 255;
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// fade all leds to colors[1] in LEDs one step
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for (unsigned i = 0; i < SEGLEN; i++) {
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uint32_t col;
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if (hw_random8() <= 255 - SEGMENT.intensity) {
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if(meteorSmooth) {
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if (trail[i] > 0) {
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int change = trail[i] + 4 - hw_random8(24); //change each time between -20 and +4
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trail[i] = constrain(change, 0, max);
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}
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col = SEGMENT.check1 ? SEGMENT.color_from_palette(i, true, false, 0, trail[i]) : SEGMENT.color_from_palette(trail[i], false, true, 255);
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}
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else {
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trail[i] = scale8(trail[i], 128 + hw_random8(127));
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int index = trail[i];
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int idx = 255;
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int bri = SEGMENT.palette==35 || SEGMENT.palette==36 ? 255 : trail[i];
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if (!SEGMENT.check1) {
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idx = 0;
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index = map(i,0,SEGLEN,0,max);
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bri = trail[i];
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}
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col = SEGMENT.color_from_palette(index, false, false, idx, bri); // full brightness for Fire
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}
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SEGMENT.setPixelColor(i, col);
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}
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}
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// draw meteor
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for (unsigned j = 0; j < meteorSize; j++) {
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unsigned index = (meteorstart + j) % SEGLEN;
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if(meteorSmooth) {
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trail[index] = max;
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uint32_t col = SEGMENT.check1 ? SEGMENT.color_from_palette(index, true, false, 0, trail[index]) : SEGMENT.color_from_palette(trail[index], false, true, 255);
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SEGMENT.setPixelColor(index, col);
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}
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else{
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int idx = 255;
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int i = trail[index] = max;
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if (!SEGMENT.check1) {
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i = map(index,0,SEGLEN,0,max);
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idx = 0;
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}
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uint32_t col = SEGMENT.color_from_palette(i, false, false, idx, 255); // full brightness
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SEGMENT.setPixelColor(index, col);
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}
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}
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SEGENV.step += SEGMENT.speed +1;
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}
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static const char _data_FX_MODE_METEOR[] PROGMEM = "Meteor@!,Trail,,,,Gradient,,Smooth;;!;1";
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//Railway Crossing / Christmas Fairy lights
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void mode_railway() {
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if (SEGLEN <= 1) FX_FALLBACK_STATIC;
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unsigned dur = (256 - SEGMENT.speed) * 40;
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uint16_t rampdur = (dur * SEGMENT.intensity) >> 8;
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if (SEGENV.step > dur)
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{
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//reverse direction
|
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SEGENV.step = 0;
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SEGENV.aux0 = !SEGENV.aux0;
|
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}
|
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unsigned pos = 255;
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if (rampdur != 0)
|
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{
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unsigned p0 = (SEGENV.step * 255) / rampdur;
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if (p0 < 255) pos = p0;
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}
|
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if (SEGENV.aux0) pos = 255 - pos;
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for (unsigned i = 0; i < SEGLEN; i += 2)
|
|
{
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SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(255 - pos, false, false, 255)); // do not use color 1 or 2, always use palette
|
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if (i < SEGLEN -1)
|
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{
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SEGMENT.setPixelColor(i + 1, SEGMENT.color_from_palette(pos, false, false, 255)); // do not use color 1 or 2, always use palette
|
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}
|
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}
|
|
SEGENV.step += FRAMETIME;
|
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}
|
|
static const char _data_FX_MODE_RAILWAY[] PROGMEM = "Railway@!,Smoothness;1,2;!;;pal=3";
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|
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|
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//Water ripple
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|
//propagation velocity from speed
|
|
//drop rate from intensity
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|
|
//4 bytes
|
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typedef struct Ripple {
|
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uint8_t state;
|
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uint8_t color;
|
|
uint16_t pos;
|
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} ripple;
|
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|
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#ifdef ESP8266
|
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#define MAX_RIPPLES 56
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#else
|
|
#define MAX_RIPPLES 100
|
|
#endif
|
|
static void ripple_base(uint8_t blurAmount = 0) {
|
|
unsigned maxRipples = min(1 + (int)(SEGLEN >> 2), MAX_RIPPLES); // 56 max for 16 segment ESP8266
|
|
unsigned dataSize = sizeof(ripple) * maxRipples;
|
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|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
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|
|
Ripple* ripples = reinterpret_cast<Ripple*>(SEGENV.data);
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|
|
//draw wave
|
|
for (unsigned i = 0; i < maxRipples; i++) {
|
|
unsigned ripplestate = ripples[i].state;
|
|
if (ripplestate) {
|
|
unsigned rippledecay = (SEGMENT.speed >> 4) +1; //faster decay if faster propagation
|
|
unsigned rippleorigin = ripples[i].pos;
|
|
uint32_t col = SEGMENT.color_from_palette(ripples[i].color, false, false, 255);
|
|
unsigned propagation = ((ripplestate/rippledecay - 1) * (SEGMENT.speed + 1));
|
|
int propI = propagation >> 8;
|
|
unsigned propF = propagation & 0xFF;
|
|
unsigned amp = (ripplestate < 17) ? triwave8((ripplestate-1)*8) : map(ripplestate,17,255,255,2);
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|
|
#ifndef WLED_DISABLE_2D
|
|
if (SEGMENT.is2D()) {
|
|
propI /= 2;
|
|
unsigned cx = rippleorigin >> 8;
|
|
unsigned cy = rippleorigin & 0xFF;
|
|
unsigned mag = scale8(sin8_t((propF>>2)), amp);
|
|
if (propI > 0) SEGMENT.drawCircle(cx, cy, propI, color_blend(SEGMENT.getPixelColorXY(cx + propI, cy), col, mag), true);
|
|
} else
|
|
#endif
|
|
{
|
|
int left = rippleorigin - propI -1;
|
|
int right = rippleorigin + propI +2;
|
|
for (int v = 0; v < 4; v++) {
|
|
uint8_t mag = scale8(cubicwave8((propF>>2) + v * 64), amp);
|
|
SEGMENT.setPixelColor(left + v, color_blend(SEGMENT.getPixelColor(left + v), col, mag)); // TODO
|
|
SEGMENT.setPixelColor(right - v, color_blend(SEGMENT.getPixelColor(right - v), col, mag)); // TODO
|
|
}
|
|
}
|
|
ripplestate += rippledecay;
|
|
ripples[i].state = (ripplestate > 254) ? 0 : ripplestate;
|
|
} else {//randomly create new wave
|
|
if (hw_random16(IBN + 10000) <= (SEGMENT.intensity >> (SEGMENT.is2D()*3))) {
|
|
ripples[i].state = 1;
|
|
ripples[i].pos = SEGMENT.is2D() ? ((hw_random8(SEG_W)<<8) | (hw_random8(SEG_H))) : hw_random16(SEGLEN);
|
|
ripples[i].color = hw_random8(); //color
|
|
}
|
|
}
|
|
}
|
|
SEGMENT.blur(blurAmount);
|
|
}
|
|
#undef MAX_RIPPLES
|
|
|
|
|
|
void mode_ripple(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
if(SEGMENT.custom1 || SEGMENT.check2) // blur or overlay
|
|
SEGMENT.fade_out(250);
|
|
else
|
|
SEGMENT.fill(SEGCOLOR(1));
|
|
|
|
ripple_base(SEGMENT.custom1>>1);
|
|
}
|
|
static const char _data_FX_MODE_RIPPLE[] PROGMEM = "Ripple@!,Wave #,Blur,,,,Overlay;,!;!;12;c1=0";
|
|
|
|
|
|
void mode_ripple_rainbow(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
if (SEGENV.call ==0) {
|
|
SEGENV.aux0 = hw_random8();
|
|
SEGENV.aux1 = hw_random8();
|
|
}
|
|
if (SEGENV.aux0 == SEGENV.aux1) {
|
|
SEGENV.aux1 = hw_random8();
|
|
} else if (SEGENV.aux1 > SEGENV.aux0) {
|
|
SEGENV.aux0++;
|
|
} else {
|
|
SEGENV.aux0--;
|
|
}
|
|
SEGMENT.fill(color_blend(SEGMENT.color_wheel(SEGENV.aux0),BLACK,uint8_t(235)));
|
|
ripple_base();
|
|
}
|
|
static const char _data_FX_MODE_RIPPLE_RAINBOW[] PROGMEM = "Ripple Rainbow@!,Wave #;;!;12";
|
|
|
|
|
|
// TwinkleFOX by Mark Kriegsman: https://gist.github.com/kriegsman/756ea6dcae8e30845b5a
|
|
//
|
|
// TwinkleFOX: Twinkling 'holiday' lights that fade in and out.
|
|
// Colors are chosen from a palette. Read more about this effect using the link above!
|
|
static CRGB twinklefox_one_twinkle(uint32_t ms, uint8_t salt, bool cat)
|
|
{
|
|
// Overall twinkle speed (changed)
|
|
unsigned ticks = ms / SEGENV.aux0;
|
|
unsigned fastcycle8 = uint8_t(ticks);
|
|
uint16_t slowcycle16 = (ticks >> 8) + salt;
|
|
slowcycle16 += sin8_t(slowcycle16);
|
|
slowcycle16 = (slowcycle16 * 2053) + 1384;
|
|
uint8_t slowcycle8 = (slowcycle16 & 0xFF) + (slowcycle16 >> 8);
|
|
|
|
// Overall twinkle density.
|
|
// 0 (NONE lit) to 8 (ALL lit at once).
|
|
// Default is 5.
|
|
unsigned twinkleDensity = (SEGMENT.intensity >> 5) +1;
|
|
|
|
unsigned bright = 0;
|
|
if (((slowcycle8 & 0x0E)/2) < twinkleDensity) {
|
|
unsigned ph = fastcycle8;
|
|
// This is like 'triwave8', which produces a
|
|
// symmetrical up-and-down triangle sawtooth waveform, except that this
|
|
// function produces a triangle wave with a faster attack and a slower decay
|
|
if (cat) { //twinklecat, variant where the leds instantly turn on and fade off
|
|
bright = 255 - ph;
|
|
if (SEGMENT.check2) { //reverse checkbox, reverses the leds to fade on and instantly turn off
|
|
bright = ph;
|
|
}
|
|
} else { //vanilla twinklefox
|
|
if (ph < 86) {
|
|
bright = ph * 3;
|
|
} else {
|
|
ph -= 86;
|
|
bright = 255 - (ph + (ph/2));
|
|
}
|
|
}
|
|
}
|
|
|
|
unsigned hue = slowcycle8 - salt;
|
|
CRGB c;
|
|
if (bright > 0) {
|
|
c = ColorFromPalette(SEGPALETTE, hue, bright, NOBLEND);
|
|
if (!SEGMENT.check1) {
|
|
// This code takes a pixel, and if its in the 'fading down'
|
|
// part of the cycle, it adjusts the color a little bit like the
|
|
// way that incandescent bulbs fade toward 'red' as they dim.
|
|
if (fastcycle8 >= 128)
|
|
{
|
|
unsigned cooling = (fastcycle8 - 128) >> 4;
|
|
c.g = qsub8(c.g, cooling);
|
|
c.b = qsub8(c.b, cooling * 2);
|
|
}
|
|
}
|
|
} else {
|
|
c = CRGB::Black;
|
|
}
|
|
return c;
|
|
}
|
|
|
|
// This function loops over each pixel, calculates the
|
|
// adjusted 'clock' that this pixel should use, and calls
|
|
// "CalculateOneTwinkle" on each pixel. It then displays
|
|
// either the twinkle color of the background color,
|
|
// whichever is brighter.
|
|
static void twinklefox_base(bool cat)
|
|
{
|
|
// "PRNG16" is the pseudorandom number generator
|
|
// It MUST be reset to the same starting value each time
|
|
// this function is called, so that the sequence of 'random'
|
|
// numbers that it generates is (paradoxically) stable.
|
|
uint16_t PRNG16 = 11337;
|
|
|
|
// Calculate speed
|
|
if (SEGMENT.speed > 100) SEGENV.aux0 = 3 + ((255 - SEGMENT.speed) >> 3);
|
|
else SEGENV.aux0 = 22 + ((100 - SEGMENT.speed) >> 1);
|
|
|
|
// Set up the background color, "bg".
|
|
CRGB bg = CRGB(SEGCOLOR(1));
|
|
unsigned bglight = bg.getAverageLight();
|
|
if (bglight > 64) {
|
|
bg.nscale8_video(16); // very bright, so scale to 1/16th
|
|
} else if (bglight > 16) {
|
|
bg.nscale8_video(64); // not that bright, so scale to 1/4th
|
|
} else {
|
|
bg.nscale8_video(86); // dim, scale to 1/3rd.
|
|
}
|
|
|
|
unsigned backgroundBrightness = bg.getAverageLight();
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
|
|
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; // next 'random' number
|
|
unsigned myclockoffset16= PRNG16; // use that number as clock offset
|
|
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; // next 'random' number
|
|
// use that number as clock speed adjustment factor (in 8ths, from 8/8ths to 23/8ths)
|
|
unsigned myspeedmultiplierQ5_3 = ((((PRNG16 & 0xFF)>>4) + (PRNG16 & 0x0F)) & 0x0F) + 0x08;
|
|
uint32_t myclock30 = (uint32_t)((strip.now * myspeedmultiplierQ5_3) >> 3) + myclockoffset16;
|
|
unsigned myunique8 = PRNG16 >> 8; // get 'salt' value for this pixel
|
|
|
|
// We now have the adjusted 'clock' for this pixel, now we call
|
|
// the function that computes what color the pixel should be based
|
|
// on the "brightness = f( time )" idea.
|
|
CRGB c = twinklefox_one_twinkle(myclock30, myunique8, cat);
|
|
|
|
unsigned cbright = c.getAverageLight();
|
|
int deltabright = cbright - backgroundBrightness;
|
|
if (deltabright >= 32 || (!bg)) {
|
|
// If the new pixel is significantly brighter than the background color,
|
|
// use the new color.
|
|
SEGMENT.setPixelColor(i, c);
|
|
} else if (deltabright > 0) {
|
|
// If the new pixel is just slightly brighter than the background color,
|
|
// mix a blend of the new color and the background color
|
|
SEGMENT.setPixelColor(i, color_blend(RGBW32(bg.r,bg.g,bg.b,0), RGBW32(c.r,c.g,c.b,0), uint8_t(deltabright * 8)));
|
|
} else {
|
|
// if the new pixel is not at all brighter than the background color,
|
|
// just use the background color.
|
|
SEGMENT.setPixelColor(i, bg);
|
|
}
|
|
}
|
|
}
|
|
|
|
void mode_twinklefox()
|
|
{
|
|
twinklefox_base(false);
|
|
}
|
|
static const char _data_FX_MODE_TWINKLEFOX[] PROGMEM = "Twinklefox@!,Twinkle rate,,,,Cool;!,!;!";
|
|
|
|
|
|
void mode_twinklecat()
|
|
{
|
|
twinklefox_base(true);
|
|
}
|
|
static const char _data_FX_MODE_TWINKLECAT[] PROGMEM = "Twinklecat@!,Twinkle rate,,,,Cool,Reverse;!,!;!";
|
|
|
|
|
|
void mode_halloween_eyes()
|
|
{
|
|
enum eyeState : uint8_t {
|
|
initializeOn = 0,
|
|
on,
|
|
blink,
|
|
initializeOff,
|
|
off,
|
|
|
|
count
|
|
};
|
|
struct EyeData {
|
|
eyeState state;
|
|
uint8_t color;
|
|
uint16_t startPos;
|
|
// duration + endTime could theoretically be replaced by a single endTime, however we would lose
|
|
// the ability to end the animation early when the user reduces the animation time.
|
|
uint16_t duration;
|
|
uint32_t startTime;
|
|
uint32_t blinkEndTime;
|
|
};
|
|
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
const unsigned maxWidth = strip.isMatrix ? SEG_W : SEGLEN;
|
|
const unsigned HALLOWEEN_EYE_SPACE = MAX(2, strip.isMatrix ? SEG_W>>4: SEGLEN>>5);
|
|
const unsigned HALLOWEEN_EYE_WIDTH = HALLOWEEN_EYE_SPACE/2;
|
|
unsigned eyeLength = (2*HALLOWEEN_EYE_WIDTH) + HALLOWEEN_EYE_SPACE;
|
|
if (eyeLength >= maxWidth) FX_FALLBACK_STATIC; //bail if segment too short
|
|
|
|
if (!SEGENV.allocateData(sizeof(EyeData))) FX_FALLBACK_STATIC; //allocation failed
|
|
EyeData& data = *reinterpret_cast<EyeData*>(SEGENV.data);
|
|
|
|
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1)); //fill background
|
|
|
|
data.state = static_cast<eyeState>(data.state % eyeState::count);
|
|
unsigned duration = max(uint16_t{1u}, data.duration);
|
|
const uint32_t elapsedTime = strip.now - data.startTime;
|
|
|
|
switch (data.state) {
|
|
case eyeState::initializeOn: {
|
|
// initialize the eyes-on state:
|
|
// - select eye position and color
|
|
// - select a duration
|
|
// - immediately switch to eyes on state.
|
|
|
|
data.startPos = hw_random16(0, maxWidth - eyeLength - 1);
|
|
data.color = hw_random8();
|
|
if (strip.isMatrix) SEGMENT.offset = hw_random16(SEG_H-1); // a hack: reuse offset since it is not used in matrices
|
|
duration = 128u + hw_random16(SEGMENT.intensity*64u);
|
|
data.duration = duration;
|
|
data.state = eyeState::on;
|
|
[[fallthrough]];
|
|
}
|
|
case eyeState::on: {
|
|
// eyes-on steate:
|
|
// - fade eyes in for some time
|
|
// - keep eyes on until the pre-selected duration is over
|
|
// - randomly switch to the blink (sub-)state, and initialize it with a blink duration (more precisely, a blink end time stamp)
|
|
// - never switch to the blink state if the animation just started or is about to end
|
|
|
|
unsigned start2ndEye = data.startPos + HALLOWEEN_EYE_WIDTH + HALLOWEEN_EYE_SPACE;
|
|
// If the user reduces the input while in this state, limit the duration.
|
|
duration = min(duration, (128u + (SEGMENT.intensity * 64u)));
|
|
|
|
constexpr uint32_t minimumOnTimeBegin = 1024u;
|
|
constexpr uint32_t minimumOnTimeEnd = 1024u;
|
|
const uint32_t fadeInAnimationState = elapsedTime * uint32_t{256u * 8u} / duration;
|
|
const uint32_t backgroundColor = SEGCOLOR(1);
|
|
const uint32_t eyeColor = SEGMENT.color_from_palette(data.color, false, false, 0);
|
|
uint32_t c = eyeColor;
|
|
if (fadeInAnimationState < 256u) {
|
|
c = color_blend(backgroundColor, eyeColor, uint8_t(fadeInAnimationState));
|
|
} else if (elapsedTime > minimumOnTimeBegin) {
|
|
const uint32_t remainingTime = (elapsedTime >= duration) ? 0u : (duration - elapsedTime);
|
|
if (remainingTime > minimumOnTimeEnd) {
|
|
if (hw_random8() < 4u)
|
|
{
|
|
c = backgroundColor;
|
|
data.state = eyeState::blink;
|
|
data.blinkEndTime = strip.now + hw_random8(8, 128);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (c != backgroundColor) {
|
|
// render eyes
|
|
for (unsigned i = 0; i < HALLOWEEN_EYE_WIDTH; i++) {
|
|
if (strip.isMatrix) {
|
|
SEGMENT.setPixelColorXY(data.startPos + i, (unsigned)SEGMENT.offset, c);
|
|
SEGMENT.setPixelColorXY(start2ndEye + i, (unsigned)SEGMENT.offset, c);
|
|
} else {
|
|
SEGMENT.setPixelColor(data.startPos + i, c);
|
|
SEGMENT.setPixelColor(start2ndEye + i, c);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case eyeState::blink: {
|
|
// eyes-on but currently blinking state:
|
|
// - wait until the blink time is over, then switch back to eyes-on
|
|
|
|
if (strip.now >= data.blinkEndTime) {
|
|
data.state = eyeState::on;
|
|
}
|
|
break;
|
|
}
|
|
case eyeState::initializeOff: {
|
|
// initialize eyes-off state:
|
|
// - select a duration
|
|
// - immediately switch to eyes-off state
|
|
|
|
const unsigned eyeOffTimeBase = SEGMENT.speed*128u;
|
|
duration = eyeOffTimeBase + hw_random16(eyeOffTimeBase);
|
|
data.duration = duration;
|
|
data.state = eyeState::off;
|
|
[[fallthrough]];
|
|
}
|
|
case eyeState::off: {
|
|
// eyes-off state:
|
|
// - not much to do here
|
|
|
|
// If the user reduces the input while in this state, limit the duration.
|
|
const unsigned eyeOffTimeBase = SEGMENT.speed*128u;
|
|
duration = min(duration, (2u * eyeOffTimeBase));
|
|
break;
|
|
}
|
|
case eyeState::count: {
|
|
// Can't happen, not an actual state.
|
|
data.state = eyeState::initializeOn;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (elapsedTime > duration) {
|
|
// The current state duration is over, switch to the next state.
|
|
switch (data.state) {
|
|
case eyeState::initializeOn:
|
|
case eyeState::on:
|
|
case eyeState::blink:
|
|
data.state = eyeState::initializeOff;
|
|
break;
|
|
case eyeState::initializeOff:
|
|
case eyeState::off:
|
|
case eyeState::count:
|
|
default:
|
|
data.state = eyeState::initializeOn;
|
|
break;
|
|
}
|
|
data.startTime = strip.now;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_HALLOWEEN_EYES[] PROGMEM = "Halloween Eyes@Eye off time,Eye on time,,,,,Overlay;!,!;!;12";
|
|
|
|
|
|
//Speed slider sets amount of LEDs lit, intensity sets unlit
|
|
void mode_static_pattern()
|
|
{
|
|
unsigned lit = 1 + SEGMENT.speed;
|
|
unsigned unlit = 1 + SEGMENT.intensity;
|
|
bool drawingLit = true;
|
|
unsigned cnt = 0;
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, (drawingLit) ? SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0) : SEGCOLOR(1));
|
|
cnt++;
|
|
if (cnt >= ((drawingLit) ? lit : unlit)) {
|
|
cnt = 0;
|
|
drawingLit = !drawingLit;
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_STATIC_PATTERN[] PROGMEM = "Solid Pattern@Fg size,Bg size;Fg,!;!;;pal=0";
|
|
|
|
|
|
void mode_tri_static_pattern()
|
|
{
|
|
unsigned segSize = (SEGMENT.intensity >> 5) +1;
|
|
unsigned currSeg = 0;
|
|
unsigned currSegCount = 0;
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
if ( currSeg % 3 == 0 ) {
|
|
SEGMENT.setPixelColor(i, SEGCOLOR(0));
|
|
} else if( currSeg % 3 == 1) {
|
|
SEGMENT.setPixelColor(i, SEGCOLOR(1));
|
|
} else {
|
|
SEGMENT.setPixelColor(i, SEGCOLOR(2));
|
|
}
|
|
currSegCount += 1;
|
|
if (currSegCount >= segSize) {
|
|
currSeg +=1;
|
|
currSegCount = 0;
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_TRI_STATIC_PATTERN[] PROGMEM = "Solid Pattern Tri@,Size;1,2,3;;;pal=0";
|
|
|
|
|
|
static void spots_base(uint16_t threshold)
|
|
{
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
|
|
|
|
unsigned maxZones = SEGLEN >> 2;
|
|
unsigned zones = 1 + ((SEGMENT.intensity * maxZones) >> 8);
|
|
unsigned zoneLen = SEGLEN / zones;
|
|
unsigned offset = (SEGLEN - zones * zoneLen) >> 1;
|
|
|
|
for (unsigned z = 0; z < zones; z++)
|
|
{
|
|
unsigned pos = offset + z * zoneLen;
|
|
for (unsigned i = 0; i < zoneLen; i++)
|
|
{
|
|
unsigned wave = triwave16((i * 0xFFFF) / zoneLen);
|
|
if (wave > threshold) {
|
|
unsigned index = 0 + pos + i;
|
|
unsigned s = (wave - threshold)*255 / (0xFFFF - threshold);
|
|
SEGMENT.setPixelColor(index, color_blend(SEGMENT.color_from_palette(index, true, PALETTE_SOLID_WRAP, 0), SEGCOLOR(1), uint8_t(255-s)));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//Intensity slider sets number of "lights", speed sets LEDs per light
|
|
void mode_spots()
|
|
{
|
|
spots_base((255 - SEGMENT.speed) << 8);
|
|
}
|
|
static const char _data_FX_MODE_SPOTS[] PROGMEM = "Spots@Spread,Width,,,,,Overlay;!,!;!";
|
|
|
|
|
|
//Intensity slider sets number of "lights", LEDs per light fade in and out
|
|
void mode_spots_fade()
|
|
{
|
|
unsigned counter = strip.now * ((SEGMENT.speed >> 2) +8);
|
|
unsigned t = triwave16(counter);
|
|
unsigned tr = (t >> 1) + (t >> 2);
|
|
spots_base(tr);
|
|
}
|
|
static const char _data_FX_MODE_SPOTS_FADE[] PROGMEM = "Spots Fade@Spread,Width,,,,,Overlay;!,!;!";
|
|
|
|
//each needs 12 bytes
|
|
typedef struct Ball {
|
|
unsigned long lastBounceTime;
|
|
float impactVelocity;
|
|
float height;
|
|
} ball;
|
|
|
|
/*
|
|
* Bouncing Balls Effect
|
|
*/
|
|
void mode_bouncing_balls(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
//allocate segment data
|
|
const unsigned strips = SEGMENT.nrOfVStrips(); // adapt for 2D
|
|
const size_t maxNumBalls = 16;
|
|
unsigned dataSize = sizeof(ball) * maxNumBalls;
|
|
if (!SEGENV.allocateData(dataSize * strips)) FX_FALLBACK_STATIC; //allocation failed
|
|
|
|
Ball* balls = reinterpret_cast<Ball*>(SEGENV.data);
|
|
|
|
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(2) ? BLACK : SEGCOLOR(1));
|
|
|
|
// virtualStrip idea by @ewowi (Ewoud Wijma)
|
|
// requires virtual strip # to be embedded into upper 16 bits of index in setPixelColor()
|
|
// the following functions will not work on virtual strips: fill(), fade_out(), fadeToBlack(), blur()
|
|
struct virtualStrip {
|
|
static void runStrip(size_t stripNr, Ball* balls) {
|
|
// number of balls based on intensity setting to max of 7 (cycles colors)
|
|
// non-chosen color is a random color
|
|
unsigned numBalls = (SEGMENT.intensity * (maxNumBalls - 1)) / 255 + 1; // minimum 1 ball
|
|
const float gravity = -9.81f; // standard value of gravity
|
|
const bool hasCol2 = SEGCOLOR(2);
|
|
const unsigned long time = strip.now;
|
|
|
|
if (SEGENV.call == 0) {
|
|
for (size_t i = 0; i < maxNumBalls; i++) balls[i].lastBounceTime = time;
|
|
}
|
|
|
|
for (size_t i = 0; i < numBalls; i++) {
|
|
float timeSinceLastBounce = (time - balls[i].lastBounceTime)/((255-SEGMENT.speed)/64 +1);
|
|
float timeSec = timeSinceLastBounce/1000.0f;
|
|
balls[i].height = (0.5f * gravity * timeSec + balls[i].impactVelocity) * timeSec; // avoid use pow(x, 2) - its extremely slow !
|
|
|
|
if (balls[i].height <= 0.0f) {
|
|
balls[i].height = 0.0f;
|
|
//damping for better effect using multiple balls
|
|
float dampening = 0.9f - float(i)/float(numBalls * numBalls); // avoid use pow(x, 2) - its extremely slow !
|
|
balls[i].impactVelocity = dampening * balls[i].impactVelocity;
|
|
balls[i].lastBounceTime = time;
|
|
|
|
if (balls[i].impactVelocity < 0.015f) {
|
|
float impactVelocityStart = sqrtf(-2.0f * gravity) * hw_random8(5,11)/10.0f; // randomize impact velocity
|
|
balls[i].impactVelocity = impactVelocityStart;
|
|
}
|
|
} else if (balls[i].height > 1.0f) {
|
|
continue; // do not draw OOB ball
|
|
}
|
|
|
|
uint32_t color = SEGCOLOR(0);
|
|
if (SEGMENT.palette) {
|
|
color = SEGMENT.color_wheel(i*(256/MAX(numBalls, 8)));
|
|
} else if (hasCol2) {
|
|
color = SEGCOLOR(i % NUM_COLORS);
|
|
}
|
|
|
|
int pos = roundf(balls[i].height * (SEGLEN - 1));
|
|
#ifdef WLED_USE_AA_PIXELS
|
|
if (SEGLEN<32) SEGMENT.setPixelColor(indexToVStrip(pos, stripNr), color); // encode virtual strip into index
|
|
else SEGMENT.setPixelColor(balls[i].height + (stripNr+1)*10.0f, color);
|
|
#else
|
|
SEGMENT.setPixelColor(indexToVStrip(pos, stripNr), color); // encode virtual strip into index
|
|
#endif
|
|
}
|
|
}
|
|
};
|
|
|
|
for (unsigned stripNr=0; stripNr<strips; stripNr++)
|
|
virtualStrip::runStrip(stripNr, &balls[stripNr * maxNumBalls]);
|
|
}
|
|
static const char _data_FX_MODE_BOUNCINGBALLS[] PROGMEM = "Bouncing Balls@Gravity,# of balls,,,,,Overlay;!,!,!;!;1;m12=1"; //bar
|
|
|
|
#ifdef WLED_PS_DONT_REPLACE_1D_FX
|
|
/*
|
|
* bouncing balls on a track track Effect modified from Aircoookie's bouncing balls
|
|
* Courtesy of pjhatch (https://github.com/pjhatch)
|
|
* https://github.com/wled-dev/WLED/pull/1039
|
|
*/
|
|
// modified for balltrack mode
|
|
typedef struct RollingBall {
|
|
unsigned long lastBounceUpdate;
|
|
float mass; // could fix this to be = 1. if memory is an issue
|
|
float velocity;
|
|
float height;
|
|
} rball_t;
|
|
|
|
static void mode_rolling_balls(void) {
|
|
//allocate segment data
|
|
const unsigned maxNumBalls = 16; // 255/16 + 1
|
|
unsigned dataSize = sizeof(rball_t) * maxNumBalls;
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
|
|
rball_t *balls = reinterpret_cast<rball_t *>(SEGENV.data);
|
|
|
|
// number of balls based on intensity setting to max of 16 (cycles colors)
|
|
// non-chosen color is a random color
|
|
unsigned numBalls = SEGMENT.intensity/16 + 1;
|
|
bool hasCol2 = SEGCOLOR(2);
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(hasCol2 ? BLACK : SEGCOLOR(1)); // start clean
|
|
for (unsigned i = 0; i < maxNumBalls; i++) {
|
|
balls[i].lastBounceUpdate = strip.now;
|
|
balls[i].velocity = 20.0f * float(hw_random16(1000, 10000))/10000.0f; // number from 1 to 10
|
|
if (hw_random8()<128) balls[i].velocity = -balls[i].velocity; // 50% chance of reverse direction
|
|
balls[i].height = (float(hw_random16(0, 10000)) / 10000.0f); // from 0. to 1.
|
|
balls[i].mass = (float(hw_random16(1000, 10000)) / 10000.0f); // from .1 to 1.
|
|
}
|
|
}
|
|
|
|
float cfac = float(scale8(8, 255-SEGMENT.speed) +1)*20000.0f; // this uses the Aircoookie conversion factor for scaling time using speed slider
|
|
|
|
if (SEGMENT.check3) SEGMENT.fade_out(250); // 2-8 pixel trails (optional)
|
|
else {
|
|
if (!SEGMENT.check2) SEGMENT.fill(hasCol2 ? BLACK : SEGCOLOR(1)); // don't fill with background color if user wants to see trails
|
|
}
|
|
|
|
for (unsigned i = 0; i < numBalls; i++) {
|
|
float timeSinceLastUpdate = float((strip.now - balls[i].lastBounceUpdate))/cfac;
|
|
float thisHeight = balls[i].height + balls[i].velocity * timeSinceLastUpdate; // this method keeps higher resolution
|
|
// test if intensity level was increased and some balls are way off the track then put them back
|
|
if (thisHeight < -0.5f || thisHeight > 1.5f) {
|
|
thisHeight = balls[i].height = (float(hw_random16(0, 10000)) / 10000.0f); // from 0. to 1.
|
|
balls[i].lastBounceUpdate = strip.now;
|
|
}
|
|
// check if reached ends of the strip
|
|
if ((thisHeight <= 0.0f && balls[i].velocity < 0.0f) || (thisHeight >= 1.0f && balls[i].velocity > 0.0f)) {
|
|
balls[i].velocity = -balls[i].velocity; // reverse velocity
|
|
balls[i].lastBounceUpdate = strip.now;
|
|
balls[i].height = thisHeight;
|
|
}
|
|
// check for collisions
|
|
if (SEGMENT.check1) {
|
|
for (unsigned j = i+1; j < numBalls; j++) {
|
|
if (balls[j].velocity != balls[i].velocity) {
|
|
// tcollided + balls[j].lastBounceUpdate is acutal time of collision (this keeps precision with long to float conversions)
|
|
float tcollided = (cfac*(balls[i].height - balls[j].height) +
|
|
balls[i].velocity*float(balls[j].lastBounceUpdate - balls[i].lastBounceUpdate))/(balls[j].velocity - balls[i].velocity);
|
|
|
|
if ((tcollided > 2.0f) && (tcollided < float(strip.now - balls[j].lastBounceUpdate))) { // 2ms minimum to avoid duplicate bounces
|
|
balls[i].height = balls[i].height + balls[i].velocity*(tcollided + float(balls[j].lastBounceUpdate - balls[i].lastBounceUpdate))/cfac;
|
|
balls[j].height = balls[i].height;
|
|
balls[i].lastBounceUpdate = (unsigned long)(tcollided + 0.5f) + balls[j].lastBounceUpdate;
|
|
balls[j].lastBounceUpdate = balls[i].lastBounceUpdate;
|
|
float vtmp = balls[i].velocity;
|
|
balls[i].velocity = ((balls[i].mass - balls[j].mass)*vtmp + 2.0f*balls[j].mass*balls[j].velocity)/(balls[i].mass + balls[j].mass);
|
|
balls[j].velocity = ((balls[j].mass - balls[i].mass)*balls[j].velocity + 2.0f*balls[i].mass*vtmp) /(balls[i].mass + balls[j].mass);
|
|
thisHeight = balls[i].height + balls[i].velocity*(strip.now - balls[i].lastBounceUpdate)/cfac;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
uint32_t color = SEGCOLOR(0);
|
|
if (SEGMENT.palette) {
|
|
//color = SEGMENT.color_wheel(i*(256/MAX(numBalls, 8)));
|
|
color = SEGMENT.color_from_palette(i*255/numBalls, false, PALETTE_SOLID_WRAP, 0);
|
|
} else if (hasCol2) {
|
|
color = SEGCOLOR(i % NUM_COLORS);
|
|
}
|
|
|
|
if (thisHeight < 0.0f) thisHeight = 0.0f;
|
|
if (thisHeight > 1.0f) thisHeight = 1.0f;
|
|
unsigned pos = round(thisHeight * (SEGLEN - 1));
|
|
SEGMENT.setPixelColor(pos, color);
|
|
balls[i].lastBounceUpdate = strip.now;
|
|
balls[i].height = thisHeight;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_ROLLINGBALLS[] PROGMEM = "Rolling Balls@!,# of balls,,,,Collide,Overlay,Trails;!,!,!;!;1;m12=1"; //bar
|
|
#endif // WLED_PS_DONT_REPLACE_1D_FX
|
|
|
|
|
|
/*
|
|
/ Pac-Man by Bob Loeffler with help from @dedehai and @blazoncek
|
|
* speed slider is for speed.
|
|
* intensity slider is for selecting the number of power dots.
|
|
* custom1 slider is for selecting the LED where the ghosts will start blinking blue.
|
|
* custom2 slider is for blurring the LEDs in the segment.
|
|
* custom3 slider is for selecting the # of ghosts (between 2 and 8).
|
|
* check1 is for displaying White Dots that PacMan eats. Enabled will show white dots. Disabled will not show any white dots (all leds will be black).
|
|
* check2 is for Smear mode (enabled will smear/persist the LED colors, disabled will not).
|
|
* check3 is for the Compact Dots mode of displaying white dots. Enabled will show white dots in every LED. Disabled will show black LEDs between the white dots.
|
|
* aux0 is used to keep track of the previous number of power dots in case the user selects a different number with the intensity slider.
|
|
* aux1 is the main counter for timing.
|
|
*/
|
|
typedef struct PacManChars {
|
|
signed pos;
|
|
signed topPos; // LED position of farthest PacMan has moved
|
|
uint32_t color;
|
|
bool direction; // true = moving away from first LED
|
|
bool blue; // used for ghosts only
|
|
bool eaten; // used for power dots only
|
|
} pacmancharacters_t;
|
|
|
|
static void mode_pacman(void) {
|
|
constexpr unsigned ORANGEYELLOW = 0xFFCC00;
|
|
constexpr unsigned PURPLEISH = 0xB000B0;
|
|
constexpr unsigned ORANGEISH = 0xFF8800;
|
|
constexpr unsigned WHITEISH = 0x999999;
|
|
constexpr unsigned PACMAN = 0; // PacMan is character[0]
|
|
constexpr uint32_t ghostColors[] = {RED, PURPLEISH, CYAN, ORANGEISH};
|
|
|
|
unsigned maxPowerDots = min(SEGLEN / 10U, 255U); // cap the max so packed state fits in 8 bits
|
|
unsigned numPowerDots = map(SEGMENT.intensity, 0, 255, 1, maxPowerDots);
|
|
unsigned numGhosts = map(SEGMENT.custom3, 0, 31, 2, 8);
|
|
bool smearMode = SEGMENT.check2;
|
|
|
|
// Pack two 8-bit values into one 16-bit field (stored in SEGENV.aux0)
|
|
uint16_t combined_value = uint16_t(((numPowerDots & 0xFF) << 8) | (numGhosts & 0xFF));
|
|
if (combined_value != SEGENV.aux0) SEGENV.call = 0; // Reinitialize on setting change
|
|
SEGENV.aux0 = combined_value;
|
|
|
|
// Allocate segment data
|
|
unsigned dataSize = sizeof(pacmancharacters_t) * (numGhosts + maxPowerDots + 1); // +1 is the PacMan character
|
|
if (SEGLEN <= 16 + (2*numGhosts) || !SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC;
|
|
pacmancharacters_t *character = reinterpret_cast<pacmancharacters_t *>(SEGENV.data);
|
|
|
|
// Calculate when blue ghosts start blinking.
|
|
// On first call (or after settings change), `topPos` is not known yet, so fall back to the full segment length in that case.
|
|
int maxBlinkPos = (SEGENV.call == 0) ? (int)SEGLEN - 1 : character[PACMAN].topPos;
|
|
if (maxBlinkPos < 20) maxBlinkPos = 20;
|
|
int startBlinkingGhostsLED = (SEGLEN < 64)
|
|
? (int)SEGLEN / 3
|
|
: map(SEGMENT.custom1, 0, 255, 20, maxBlinkPos);
|
|
|
|
// Initialize characters on first call
|
|
if (SEGENV.call == 0) {
|
|
// Initialize PacMan
|
|
character[PACMAN].color = YELLOW;
|
|
character[PACMAN].pos = 0;
|
|
character[PACMAN].topPos = 0;
|
|
character[PACMAN].direction = true;
|
|
character[PACMAN].blue = false;
|
|
|
|
// Initialize ghosts with alternating colors
|
|
for (int i = 1; i <= numGhosts; i++) {
|
|
character[i].color = ghostColors[(i-1) % 4];
|
|
character[i].pos = -2 * (i + 1);
|
|
character[i].direction = true;
|
|
character[i].blue = false;
|
|
}
|
|
|
|
// Initialize power dots
|
|
for (int i = 0; i < numPowerDots; i++) {
|
|
character[i + numGhosts + 1].color = ORANGEYELLOW;
|
|
character[i + numGhosts + 1].eaten = false;
|
|
}
|
|
character[numGhosts + 1].pos = SEGLEN - 1; // Last power dot at end
|
|
}
|
|
|
|
if (strip.now > SEGENV.step) {
|
|
SEGENV.step = strip.now;
|
|
SEGENV.aux1++;
|
|
}
|
|
|
|
// Clear background if not in smear mode
|
|
if (!smearMode) SEGMENT.fill(BLACK);
|
|
|
|
// Draw white dots in front of PacMan if option selected
|
|
if (SEGMENT.check1) {
|
|
int step = SEGMENT.check3 ? 1 : 2; // Compact or spaced dots
|
|
for (int i = SEGLEN - 1; i > character[PACMAN].topPos; i -= step) {
|
|
SEGMENT.setPixelColor(i, WHITEISH);
|
|
}
|
|
}
|
|
|
|
// Update power dot positions dynamically
|
|
uint32_t everyXLeds = (((uint32_t)SEGLEN - 10U) << 8) / numPowerDots; // Fixed-point spacing for power dots: use 32-bit math to avoid overflow on long segments.
|
|
for (int i = 1; i < numPowerDots; i++) {
|
|
character[i + numGhosts + 1].pos = 10 + ((i * everyXLeds) >> 8);
|
|
}
|
|
|
|
// Blink power dots every 10 ticks
|
|
if (SEGENV.aux1 % 10 == 0) {
|
|
uint32_t dotColor = (character[numGhosts + 1].color == ORANGEYELLOW) ? BLACK : ORANGEYELLOW;
|
|
for (int i = 0; i < numPowerDots; i++) {
|
|
character[i + numGhosts + 1].color = dotColor;
|
|
}
|
|
}
|
|
|
|
// Blink blue ghosts when nearing start
|
|
if (SEGENV.aux1 % 15 == 0 && character[1].blue && character[PACMAN].pos <= startBlinkingGhostsLED) {
|
|
uint32_t ghostColor = (character[1].color == BLUE) ? WHITEISH : BLUE;
|
|
for (int i = 1; i <= numGhosts; i++) {
|
|
character[i].color = ghostColor;
|
|
}
|
|
}
|
|
|
|
// Draw uneaten power dots
|
|
for (int i = 0; i < numPowerDots; i++) {
|
|
if (!character[i + numGhosts + 1].eaten && (unsigned)character[i + numGhosts + 1].pos < SEGLEN) {
|
|
SEGMENT.setPixelColor(character[i + numGhosts + 1].pos, character[i + numGhosts + 1].color);
|
|
}
|
|
}
|
|
|
|
// Check if PacMan ate a power dot
|
|
for (int j = 0; j < numPowerDots; j++) {
|
|
auto &dot = character[j + numGhosts + 1];
|
|
if (character[PACMAN].pos == dot.pos && !dot.eaten) {
|
|
// Reverse all characters - PacMan now chases ghosts
|
|
for (int i = 0; i <= numGhosts; i++) {
|
|
character[i].direction = false;
|
|
}
|
|
// Turn ghosts blue
|
|
for (int i = 1; i <= numGhosts; i++) {
|
|
character[i].color = BLUE;
|
|
character[i].blue = true;
|
|
}
|
|
dot.eaten = true;
|
|
break; // only one power dot per frame
|
|
}
|
|
}
|
|
|
|
// Reset when PacMan reaches start with blue ghosts
|
|
if (character[1].blue && character[PACMAN].pos <= 0) {
|
|
// Reverse direction back
|
|
for (int i = 0; i <= numGhosts; i++) {
|
|
character[i].direction = true;
|
|
}
|
|
// Reset ghost colors
|
|
for (int i = 1; i <= numGhosts; i++) {
|
|
character[i].color = ghostColors[(i-1) % 4];
|
|
character[i].blue = false;
|
|
}
|
|
// Reset power dots if last one was eaten
|
|
if (character[numGhosts + 1].eaten) {
|
|
for (int i = 0; i < numPowerDots; i++) {
|
|
character[i + numGhosts + 1].eaten = false;
|
|
}
|
|
character[PACMAN].topPos = 0; // set the top position of PacMan to LED 0 (beginning of the segment)
|
|
}
|
|
}
|
|
|
|
// Update and draw characters based on speed setting
|
|
bool updatePositions = (SEGENV.aux1 % map(SEGMENT.speed, 0, 255, 15, 1) == 0);
|
|
|
|
// update positions of characters if it's time to do so
|
|
if (updatePositions) {
|
|
character[PACMAN].pos += character[PACMAN].direction ? 1 : -1;
|
|
for (int i = 1; i <= numGhosts; i++) {
|
|
character[i].pos += character[i].direction ? 1 : -1;
|
|
}
|
|
}
|
|
|
|
// Draw PacMan
|
|
if ((unsigned)character[PACMAN].pos < SEGLEN) {
|
|
SEGMENT.setPixelColor(character[PACMAN].pos, character[PACMAN].color);
|
|
}
|
|
|
|
// Draw ghosts
|
|
for (int i = 1; i <= numGhosts; i++) {
|
|
if ((unsigned)character[i].pos < SEGLEN) {
|
|
SEGMENT.setPixelColor(character[i].pos, character[i].color);
|
|
}
|
|
}
|
|
|
|
// Track farthest position of PacMan
|
|
if (character[PACMAN].topPos < character[PACMAN].pos) {
|
|
character[PACMAN].topPos = character[PACMAN].pos;
|
|
}
|
|
|
|
SEGMENT.blur(SEGMENT.custom2>>1);
|
|
}
|
|
static const char _data_FX_MODE_PACMAN[] PROGMEM = "PacMan@Speed,# of PowerDots,Blink distance,Blur,# of Ghosts,Dots,Smear,Compact;;!;1;m12=0,sx=192,ix=64,c1=64,c2=0,c3=12,o1=1,o2=0";
|
|
|
|
|
|
/*
|
|
* Sinelon stolen from FASTLED examples
|
|
*/
|
|
static void sinelon_base(bool dual, bool rainbow=false) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
SEGMENT.fade_out(SEGMENT.intensity);
|
|
unsigned pos = beatsin16_t(SEGMENT.speed/10,0,SEGLEN-1);
|
|
if (SEGENV.call == 0) SEGENV.aux0 = pos;
|
|
uint32_t color1 = SEGMENT.color_from_palette(pos, true, false, 0);
|
|
uint32_t color2 = SEGCOLOR(2);
|
|
if (rainbow) {
|
|
color1 = SEGMENT.color_wheel((pos & 0x07) * 32);
|
|
}
|
|
SEGMENT.setPixelColor(pos, color1);
|
|
if (dual) {
|
|
if (!color2) color2 = SEGMENT.color_from_palette(pos, true, false, 0);
|
|
if (rainbow) color2 = color1; //rainbow
|
|
SEGMENT.setPixelColor(SEGLEN-1-pos, color2);
|
|
}
|
|
if (SEGENV.aux0 != pos) {
|
|
if (SEGENV.aux0 < pos) {
|
|
for (unsigned i = SEGENV.aux0; i < pos ; i++) {
|
|
SEGMENT.setPixelColor(i, color1);
|
|
if (dual) SEGMENT.setPixelColor(SEGLEN-1-i, color2);
|
|
}
|
|
} else {
|
|
for (unsigned i = SEGENV.aux0; i > pos ; i--) {
|
|
SEGMENT.setPixelColor(i, color1);
|
|
if (dual) SEGMENT.setPixelColor(SEGLEN-1-i, color2);
|
|
}
|
|
}
|
|
SEGENV.aux0 = pos;
|
|
}
|
|
}
|
|
|
|
|
|
void mode_sinelon(void) {
|
|
sinelon_base(false);
|
|
}
|
|
static const char _data_FX_MODE_SINELON[] PROGMEM = "Sinelon@!,Trail;!,!,!;!";
|
|
|
|
|
|
void mode_sinelon_dual(void) {
|
|
sinelon_base(true);
|
|
}
|
|
static const char _data_FX_MODE_SINELON_DUAL[] PROGMEM = "Sinelon Dual@!,Trail;!,!,!;!";
|
|
|
|
|
|
void mode_sinelon_rainbow(void) {
|
|
sinelon_base(false, true);
|
|
}
|
|
static const char _data_FX_MODE_SINELON_RAINBOW[] PROGMEM = "Sinelon Rainbow@!,Trail;,,!;!";
|
|
|
|
// utility function that will add random glitter to SEGMENT
|
|
void glitter_base(uint8_t intensity, uint32_t col = ULTRAWHITE) {
|
|
if (intensity > hw_random8()) SEGMENT.setPixelColor(hw_random16(SEGLEN), col);
|
|
}
|
|
|
|
//Glitter with palette background, inspired by https://gist.github.com/kriegsman/062e10f7f07ba8518af6
|
|
void mode_glitter()
|
|
{
|
|
if (!SEGMENT.check2) { // use "* Color 1" palette for solid background (replacing "Solid glitter")
|
|
unsigned counter = 0;
|
|
if (SEGMENT.speed != 0) {
|
|
counter = (strip.now * ((SEGMENT.speed >> 3) +1)) & 0xFFFF;
|
|
counter = counter >> 8;
|
|
}
|
|
|
|
bool noWrap = (strip.paletteBlend == 2 || (strip.paletteBlend == 0 && SEGMENT.speed == 0));
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
unsigned colorIndex = (i * 255 / SEGLEN) - counter;
|
|
if (noWrap) colorIndex = map(colorIndex, 0, 255, 0, 240); //cut off blend at palette "end"
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(colorIndex, false, true, 255));
|
|
}
|
|
}
|
|
glitter_base(SEGMENT.intensity, SEGCOLOR(2) ? SEGCOLOR(2) : ULTRAWHITE);
|
|
}
|
|
static const char _data_FX_MODE_GLITTER[] PROGMEM = "Glitter@!,!,,,,,Overlay;,,Glitter color;!;;pal=11,m12=0"; //pixels
|
|
|
|
|
|
//Solid colour background with glitter (can be replaced by Glitter)
|
|
void mode_solid_glitter()
|
|
{
|
|
SEGMENT.fill(SEGCOLOR(0));
|
|
glitter_base(SEGMENT.intensity, SEGCOLOR(2) ? SEGCOLOR(2) : ULTRAWHITE);
|
|
}
|
|
static const char _data_FX_MODE_SOLID_GLITTER[] PROGMEM = "Solid Glitter@,!;Bg,,Glitter color;;;m12=0";
|
|
|
|
//each needs 20 bytes
|
|
//Spark type is used for popcorn, 1D fireworks, and drip
|
|
typedef struct Spark {
|
|
float pos, posX;
|
|
float vel, velX;
|
|
uint16_t col;
|
|
uint8_t colIndex;
|
|
} spark;
|
|
|
|
#define maxNumPopcorn 21 // max 21 on 16 segment ESP8266
|
|
/*
|
|
* POPCORN
|
|
* modified from https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/Popcorn.h
|
|
*/
|
|
void mode_popcorn(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
//allocate segment data
|
|
unsigned strips = SEGMENT.nrOfVStrips();
|
|
unsigned usablePopcorns = maxNumPopcorn;
|
|
if (usablePopcorns * strips * sizeof(spark) > FAIR_DATA_PER_SEG) usablePopcorns = FAIR_DATA_PER_SEG / (strips * sizeof(spark)) + 1; // at least 1 popcorn per vstrip
|
|
unsigned dataSize = sizeof(spark) * usablePopcorns; // on a matrix 64x64 this could consume a little less than 27kB when Bar expansion is used
|
|
if (!SEGENV.allocateData(dataSize * strips)) FX_FALLBACK_STATIC; //allocation failed
|
|
|
|
Spark* popcorn = reinterpret_cast<Spark*>(SEGENV.data);
|
|
|
|
bool hasCol2 = SEGCOLOR(2);
|
|
if (!SEGMENT.check2) SEGMENT.fill(hasCol2 ? BLACK : SEGCOLOR(1));
|
|
|
|
struct virtualStrip {
|
|
static void runStrip(uint16_t stripNr, Spark* popcorn, unsigned usablePopcorns) {
|
|
float gravity = -0.0001f - (SEGMENT.speed/200000.0f); // m/s/s
|
|
gravity *= SEGLEN;
|
|
|
|
unsigned numPopcorn = SEGMENT.intensity * usablePopcorns / 255;
|
|
if (numPopcorn == 0) numPopcorn = 1;
|
|
|
|
for (unsigned i = 0; i < numPopcorn; i++) {
|
|
if (popcorn[i].pos >= 0.0f) { // if kernel is active, update its position
|
|
popcorn[i].pos += popcorn[i].vel;
|
|
popcorn[i].vel += gravity;
|
|
} else { // if kernel is inactive, randomly pop it
|
|
if (hw_random8() < 2) { // POP!!!
|
|
popcorn[i].pos = 0.01f;
|
|
|
|
unsigned peakHeight = 128 + hw_random8(128); //0-255
|
|
peakHeight = (peakHeight * (SEGLEN -1)) >> 8;
|
|
popcorn[i].vel = sqrtf(-2.0f * gravity * peakHeight);
|
|
|
|
if (SEGMENT.palette)
|
|
{
|
|
popcorn[i].colIndex = hw_random8();
|
|
} else {
|
|
byte col = hw_random8(0, NUM_COLORS);
|
|
if (!SEGCOLOR(2) || !SEGCOLOR(col)) col = 0;
|
|
popcorn[i].colIndex = col;
|
|
}
|
|
}
|
|
}
|
|
if (popcorn[i].pos >= 0.0f) { // draw now active popcorn (either active before or just popped)
|
|
uint32_t col = SEGMENT.color_wheel(popcorn[i].colIndex);
|
|
if (!SEGMENT.palette && popcorn[i].colIndex < NUM_COLORS) col = SEGCOLOR(popcorn[i].colIndex);
|
|
unsigned ledIndex = popcorn[i].pos;
|
|
if (ledIndex < SEGLEN) SEGMENT.setPixelColor(indexToVStrip(ledIndex, stripNr), col);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
for (unsigned stripNr=0; stripNr<strips; stripNr++)
|
|
virtualStrip::runStrip(stripNr, &popcorn[stripNr * usablePopcorns], usablePopcorns);
|
|
}
|
|
static const char _data_FX_MODE_POPCORN[] PROGMEM = "Popcorn@!,!,,,,,Overlay;!,!,!;!;;m12=1"; //bar
|
|
|
|
//values close to 100 produce 5Hz flicker, which looks very candle-y
|
|
//Inspired by https://github.com/avanhanegem/ArduinoCandleEffectNeoPixel
|
|
//and https://cpldcpu.wordpress.com/2016/01/05/reverse-engineering-a-real-candle/
|
|
|
|
void candle(bool multi)
|
|
{
|
|
if (multi && SEGLEN > 1) {
|
|
//allocate segment data
|
|
unsigned dataSize = sizeof(uint32_t) + max(1, (int)SEGLEN -1) *3; //max. 1365 pixels (ESP8266)
|
|
if (!SEGENV.allocateData(dataSize)) candle(false); //allocation failed
|
|
}
|
|
uint32_t* lastcall = reinterpret_cast<uint32_t*>(SEGENV.data);
|
|
uint8_t* candleData = reinterpret_cast<uint8_t*>(SEGENV.data + sizeof(uint32_t));
|
|
|
|
//limit update rate
|
|
if (strip.now - *lastcall < FRAMETIME_FIXED) return;
|
|
*lastcall = strip.now;
|
|
|
|
//max. flicker range controlled by intensity
|
|
unsigned valrange = SEGMENT.intensity;
|
|
unsigned rndval = valrange >> 1; //max 127
|
|
|
|
//step (how much to move closer to target per frame) coarsely set by speed
|
|
unsigned speedFactor = 4;
|
|
if (SEGMENT.speed > 252) { //epilepsy
|
|
speedFactor = 1;
|
|
} else if (SEGMENT.speed > 99) { //regular candle (mode called every ~25 ms, so 4 frames to have a new target every 100ms)
|
|
speedFactor = 2;
|
|
} else if (SEGMENT.speed > 49) { //slower fade
|
|
speedFactor = 3;
|
|
} //else 4 (slowest)
|
|
|
|
unsigned numCandles = (multi) ? SEGLEN : 1;
|
|
|
|
for (unsigned i = 0; i < numCandles; i++)
|
|
{
|
|
unsigned d = 0; //data location
|
|
|
|
unsigned s = SEGENV.aux0, s_target = SEGENV.aux1, fadeStep = SEGENV.step;
|
|
if (i > 0) {
|
|
d = (i-1) *3;
|
|
s = candleData[d]; s_target = candleData[d+1]; fadeStep = candleData[d+2];
|
|
}
|
|
if (fadeStep == 0) { //init vals
|
|
s = 128; s_target = 130 + hw_random8(4); fadeStep = 1;
|
|
}
|
|
|
|
bool newTarget = false;
|
|
if (s_target > s) { //fade up
|
|
s = qadd8(s, fadeStep);
|
|
if (s >= s_target) newTarget = true;
|
|
} else {
|
|
s = qsub8(s, fadeStep);
|
|
if (s <= s_target) newTarget = true;
|
|
}
|
|
|
|
if (newTarget) {
|
|
s_target = hw_random8(rndval) + hw_random8(rndval); //between 0 and rndval*2 -2 = 252
|
|
if (s_target < (rndval >> 1)) s_target = (rndval >> 1) + hw_random8(rndval);
|
|
unsigned offset = (255 - valrange);
|
|
s_target += offset;
|
|
|
|
unsigned dif = (s_target > s) ? s_target - s : s - s_target;
|
|
|
|
fadeStep = dif >> speedFactor;
|
|
if (fadeStep == 0) fadeStep = 1;
|
|
}
|
|
|
|
if (i > 0) {
|
|
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), uint8_t(s)));
|
|
candleData[d] = s; candleData[d+1] = s_target; candleData[d+2] = fadeStep;
|
|
} else {
|
|
for (unsigned j = 0; j < SEGLEN; j++) {
|
|
SEGMENT.setPixelColor(j, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(j, true, PALETTE_SOLID_WRAP, 0), uint8_t(s)));
|
|
}
|
|
|
|
SEGENV.aux0 = s; SEGENV.aux1 = s_target; SEGENV.step = fadeStep;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void mode_candle()
|
|
{
|
|
candle(false);
|
|
}
|
|
static const char _data_FX_MODE_CANDLE[] PROGMEM = "Candle@!,!;!,!;!;01;sx=96,ix=224,pal=0";
|
|
|
|
|
|
void mode_candle_multi()
|
|
{
|
|
candle(true);
|
|
}
|
|
static const char _data_FX_MODE_CANDLE_MULTI[] PROGMEM = "Candle Multi@!,!;!,!;!;;sx=96,ix=224,pal=0";
|
|
|
|
#ifdef WLED_PS_DONT_REPLACE_1D_FX
|
|
/*
|
|
/ Fireworks in starburst effect
|
|
/ based on the video: https://www.reddit.com/r/arduino/comments/c3sd46/i_made_this_fireworks_effect_for_my_led_strips/
|
|
/ Speed sets frequency of new starbursts, intensity is the intensity of the burst
|
|
*/
|
|
#ifdef ESP8266
|
|
#define STARBURST_MAX_FRAG 8 //52 bytes / star
|
|
#else
|
|
#define STARBURST_MAX_FRAG 10 //60 bytes / star
|
|
#endif
|
|
//each needs 20+STARBURST_MAX_FRAG*4 bytes
|
|
typedef struct particle {
|
|
CRGB color;
|
|
uint32_t birth =0;
|
|
uint32_t last =0;
|
|
float vel =0;
|
|
uint16_t pos =-1;
|
|
float fragment[STARBURST_MAX_FRAG];
|
|
} star;
|
|
|
|
void mode_starburst(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
unsigned maxData = FAIR_DATA_PER_SEG; //ESP8266: 256 ESP32: 640
|
|
unsigned segs = strip.getActiveSegmentsNum();
|
|
if (segs <= (strip.getMaxSegments() /2)) maxData *= 2; //ESP8266: 512 if <= 8 segs ESP32: 1280 if <= 16 segs
|
|
if (segs <= (strip.getMaxSegments() /4)) maxData *= 2; //ESP8266: 1024 if <= 4 segs ESP32: 2560 if <= 8 segs
|
|
unsigned maxStars = maxData / sizeof(star); //ESP8266: max. 4/9/19 stars/seg, ESP32: max. 10/21/42 stars/seg
|
|
|
|
unsigned numStars = 1 + (SEGLEN >> 3);
|
|
if (numStars > maxStars) numStars = maxStars;
|
|
unsigned dataSize = sizeof(star) * numStars;
|
|
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
|
|
uint32_t it = strip.now;
|
|
|
|
star* stars = reinterpret_cast<star*>(SEGENV.data);
|
|
|
|
float maxSpeed = 375.0f; // Max velocity
|
|
float particleIgnition = 250.0f; // How long to "flash"
|
|
float particleFadeTime = 1500.0f; // Fade out time
|
|
|
|
for (unsigned j = 0; j < numStars; j++)
|
|
{
|
|
// speed to adjust chance of a burst, max is nearly always.
|
|
if (hw_random8((144-(SEGMENT.speed >> 1))) == 0 && stars[j].birth == 0)
|
|
{
|
|
// Pick a random color and location.
|
|
unsigned startPos = hw_random16(SEGLEN-1);
|
|
float multiplier = (float)(hw_random8())/255.0f * 1.0f;
|
|
|
|
stars[j].color = CRGB(SEGMENT.color_wheel(hw_random8()));
|
|
stars[j].pos = startPos;
|
|
stars[j].vel = maxSpeed * (float)(hw_random8())/255.0f * multiplier;
|
|
stars[j].birth = it;
|
|
stars[j].last = it;
|
|
// more fragments means larger burst effect
|
|
int num = hw_random8(3,6 + (SEGMENT.intensity >> 5));
|
|
|
|
for (int i=0; i < STARBURST_MAX_FRAG; i++) {
|
|
if (i < num) stars[j].fragment[i] = startPos;
|
|
else stars[j].fragment[i] = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
|
|
|
|
for (unsigned j=0; j<numStars; j++)
|
|
{
|
|
if (stars[j].birth != 0) {
|
|
float dt = (it-stars[j].last)/1000.0;
|
|
|
|
for (int i=0; i < STARBURST_MAX_FRAG; i++) {
|
|
int var = i >> 1;
|
|
|
|
if (stars[j].fragment[i] > 0) {
|
|
//all fragments travel right, will be mirrored on other side
|
|
stars[j].fragment[i] += stars[j].vel * dt * (float)var/3.0;
|
|
}
|
|
}
|
|
stars[j].last = it;
|
|
stars[j].vel -= 3*stars[j].vel*dt;
|
|
}
|
|
|
|
CRGB c = stars[j].color;
|
|
|
|
// If the star is brand new, it flashes white briefly.
|
|
// Otherwise it just fades over time.
|
|
float fade = 0.0f;
|
|
float age = it-stars[j].birth;
|
|
|
|
if (age < particleIgnition) {
|
|
c = CRGB(color_blend(WHITE, RGBW32(c.r,c.g,c.b,0), uint8_t(254.5f*((age / particleIgnition)))));
|
|
} else {
|
|
// Figure out how much to fade and shrink the star based on
|
|
// its age relative to its lifetime
|
|
if (age > particleIgnition + particleFadeTime) {
|
|
fade = 1.0f; // Black hole, all faded out
|
|
stars[j].birth = 0;
|
|
c = CRGB(SEGCOLOR(1));
|
|
} else {
|
|
age -= particleIgnition;
|
|
fade = (age / particleFadeTime); // Fading star
|
|
c = CRGB(color_blend(RGBW32(c.r,c.g,c.b,0), SEGCOLOR(1), uint8_t(254.5f*fade)));
|
|
}
|
|
}
|
|
|
|
float particleSize = (1.0f - fade) * 2.0f;
|
|
|
|
for (size_t index=0; index < STARBURST_MAX_FRAG*2; index++) {
|
|
bool mirrored = index & 0x1;
|
|
unsigned i = index >> 1;
|
|
if (stars[j].fragment[i] > 0) {
|
|
float loc = stars[j].fragment[i];
|
|
if (mirrored) loc -= (loc-stars[j].pos)*2;
|
|
unsigned start = loc - particleSize;
|
|
unsigned end = loc + particleSize;
|
|
if (start < 0) start = 0;
|
|
if (start == end) end++;
|
|
if (end > SEGLEN) end = SEGLEN;
|
|
for (unsigned p = start; p < end; p++) {
|
|
SEGMENT.setPixelColor(p, c);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#undef STARBURST_MAX_FRAG
|
|
static const char _data_FX_MODE_STARBURST[] PROGMEM = "Fireworks Starburst@Chance,Fragments,,,,,Overlay;,!;!;;pal=11,m12=0";
|
|
#endif // WLED_PS_DONT_REPLACE_1DFX
|
|
|
|
#if defined(WLED_PS_DONT_REPLACE_1D_FX) || defined(WLED_PS_DONT_REPLACE_2D_FX)
|
|
/*
|
|
* Exploding fireworks effect
|
|
* adapted from: http://www.anirama.com/1000leds/1d-fireworks/
|
|
* adapted for 2D WLED by blazoncek (Blaz Kristan (AKA blazoncek))
|
|
*/
|
|
void mode_exploding_fireworks(void)
|
|
{
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
const int cols = SEGMENT.is2D() ? SEG_W : 1;
|
|
const int rows = SEGMENT.is2D() ? SEG_H : SEGLEN;
|
|
|
|
//allocate segment data
|
|
unsigned maxData = FAIR_DATA_PER_SEG; //ESP8266: 256 ESP32: 640
|
|
unsigned segs = strip.getActiveSegmentsNum();
|
|
if (segs <= (strip.getMaxSegments() /2)) maxData *= 2; //ESP8266: 512 if <= 8 segs ESP32: 1280 if <= 16 segs
|
|
if (segs <= (strip.getMaxSegments() /4)) maxData *= 2; //ESP8266: 1024 if <= 4 segs ESP32: 2560 if <= 8 segs
|
|
int maxSparks = maxData / sizeof(spark); //ESP8266: max. 21/42/85 sparks/seg, ESP32: max. 53/106/213 sparks/seg
|
|
|
|
unsigned numSparks = min(5 + ((rows*cols) >> 1), maxSparks);
|
|
unsigned dataSize = sizeof(spark) * numSparks;
|
|
if (!SEGENV.allocateData(dataSize + sizeof(float))) FX_FALLBACK_STATIC; //allocation failed
|
|
float *dying_gravity = reinterpret_cast<float*>(SEGENV.data + dataSize);
|
|
|
|
if (dataSize != SEGENV.aux1) { //reset to flare if sparks were reallocated (it may be good idea to reset segment if bounds change)
|
|
*dying_gravity = 0.0f;
|
|
SEGENV.aux0 = 0;
|
|
SEGENV.aux1 = dataSize;
|
|
}
|
|
|
|
SEGMENT.fade_out(252);
|
|
|
|
Spark* sparks = reinterpret_cast<Spark*>(SEGENV.data);
|
|
Spark* flare = sparks; //first spark is flare data
|
|
|
|
float gravity = -0.0004f - (SEGMENT.speed/800000.0f); // m/s/s
|
|
gravity *= rows;
|
|
|
|
if (SEGENV.aux0 < 2) { //FLARE
|
|
if (SEGENV.aux0 == 0) { //init flare
|
|
flare->pos = 0;
|
|
flare->posX = SEGMENT.is2D() ? hw_random16(2,cols-3) : (SEGMENT.intensity > hw_random8()); // will enable random firing side on 1D
|
|
unsigned peakHeight = 75 + hw_random8(180); //0-255
|
|
peakHeight = (peakHeight * (rows -1)) >> 8;
|
|
flare->vel = sqrtf(-2.0f * gravity * peakHeight);
|
|
flare->velX = SEGMENT.is2D() ? (hw_random8(9)-4)/64.0f : 0; // no X velocity on 1D
|
|
flare->col = 255; //brightness
|
|
SEGENV.aux0 = 1;
|
|
}
|
|
|
|
// launch
|
|
if (flare->vel > 12 * gravity) {
|
|
// flare
|
|
if (SEGMENT.is2D()) SEGMENT.setPixelColorXY(unsigned(flare->posX), rows - uint16_t(flare->pos) - 1, flare->col, flare->col, flare->col);
|
|
else SEGMENT.setPixelColor((flare->posX > 0.0f) ? rows - int(flare->pos) - 1 : int(flare->pos), flare->col, flare->col, flare->col);
|
|
flare->pos += flare->vel;
|
|
flare->pos = constrain(flare->pos, 0, rows-1);
|
|
if (SEGMENT.is2D()) {
|
|
flare->posX += flare->velX;
|
|
flare->posX = constrain(flare->posX, 0, cols-1);
|
|
}
|
|
flare->vel += gravity;
|
|
flare->col -= 2;
|
|
} else {
|
|
SEGENV.aux0 = 2; // ready to explode
|
|
}
|
|
} else if (SEGENV.aux0 < 4) {
|
|
/*
|
|
* Explode!
|
|
*
|
|
* Explosion happens where the flare ended.
|
|
* Size is proportional to the height.
|
|
*/
|
|
unsigned nSparks = flare->pos + hw_random8(4);
|
|
nSparks = std::max(nSparks, 4U); // This is not a standard constrain; numSparks is not guaranteed to be at least 4
|
|
nSparks = std::min(nSparks, numSparks);
|
|
|
|
// initialize sparks
|
|
if (SEGENV.aux0 == 2) {
|
|
for (unsigned i = 1; i < nSparks; i++) {
|
|
sparks[i].pos = flare->pos;
|
|
sparks[i].posX = flare->posX;
|
|
sparks[i].vel = (float(hw_random16(20001)) / 10000.0f) - 0.9f; // from -0.9 to 1.1
|
|
sparks[i].vel *= rows<32 ? 0.5f : 1; // reduce velocity for smaller strips
|
|
sparks[i].velX = SEGMENT.is2D() ? (float(hw_random16(20001)) / 10000.0f) - 1.0f : 0; // from -1 to 1
|
|
sparks[i].col = 345;//abs(sparks[i].vel * 750.0); // set colors before scaling velocity to keep them bright
|
|
//sparks[i].col = constrain(sparks[i].col, 0, 345);
|
|
sparks[i].colIndex = hw_random8();
|
|
sparks[i].vel *= flare->pos/rows; // proportional to height
|
|
sparks[i].velX *= SEGMENT.is2D() ? flare->posX/cols : 0; // proportional to width
|
|
sparks[i].vel *= -gravity *50;
|
|
}
|
|
//sparks[1].col = 345; // this will be our known spark
|
|
*dying_gravity = gravity/2;
|
|
SEGENV.aux0 = 3;
|
|
}
|
|
|
|
if (sparks[1].col > 4) {//&& sparks[1].pos > 0) { // as long as our known spark is lit, work with all the sparks
|
|
for (unsigned i = 1; i < nSparks; i++) {
|
|
sparks[i].pos += sparks[i].vel;
|
|
sparks[i].posX += sparks[i].velX;
|
|
sparks[i].vel += *dying_gravity;
|
|
sparks[i].velX += SEGMENT.is2D() ? *dying_gravity : 0;
|
|
if (sparks[i].col > 3) sparks[i].col -= 4;
|
|
|
|
if (sparks[i].pos > 0 && sparks[i].pos < rows) {
|
|
if (SEGMENT.is2D() && !(sparks[i].posX >= 0 && sparks[i].posX < cols)) continue;
|
|
unsigned prog = sparks[i].col;
|
|
uint32_t spColor = (SEGMENT.palette) ? SEGMENT.color_wheel(sparks[i].colIndex) : SEGCOLOR(0);
|
|
CRGBW c = BLACK; //HeatColor(sparks[i].col);
|
|
if (prog > 300) { //fade from white to spark color
|
|
c = color_blend(spColor, WHITE, uint8_t((prog - 300)*5));
|
|
} else if (prog > 45) { //fade from spark color to black
|
|
c = color_blend(BLACK, spColor, uint8_t(prog - 45));
|
|
unsigned cooling = (300 - prog) >> 5;
|
|
c.g = qsub8(c.g, cooling);
|
|
c.b = qsub8(c.b, cooling * 2);
|
|
}
|
|
if (SEGMENT.is2D()) SEGMENT.setPixelColorXY(int(sparks[i].posX), rows - int(sparks[i].pos) - 1, c);
|
|
else SEGMENT.setPixelColor(int(sparks[i].posX) ? rows - int(sparks[i].pos) - 1 : int(sparks[i].pos), c);
|
|
}
|
|
}
|
|
if (SEGMENT.check3) SEGMENT.blur(16);
|
|
*dying_gravity *= .8f; // as sparks burn out they fall slower
|
|
} else {
|
|
SEGENV.aux0 = 6 + hw_random8(10); //wait for this many frames
|
|
}
|
|
} else {
|
|
SEGENV.aux0--;
|
|
if (SEGENV.aux0 < 4) {
|
|
SEGENV.aux0 = 0; //back to flare
|
|
}
|
|
}
|
|
}
|
|
#undef MAX_SPARKS
|
|
static const char _data_FX_MODE_EXPLODING_FIREWORKS[] PROGMEM = "Fireworks 1D@Gravity,Firing side;!,!;!;12;pal=11,ix=128";
|
|
#endif // WLED_PS_DONT_REPLACE_x_FX
|
|
|
|
/*
|
|
* Drip Effect
|
|
* ported of: https://www.youtube.com/watch?v=sru2fXh4r7k
|
|
*/
|
|
void mode_drip(void)
|
|
{
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
//allocate segment data
|
|
unsigned strips = SEGMENT.nrOfVStrips();
|
|
const int maxNumDrops = 4;
|
|
unsigned dataSize = sizeof(spark) * maxNumDrops;
|
|
if (!SEGENV.allocateData(dataSize * strips)) FX_FALLBACK_STATIC; //allocation failed
|
|
Spark* drops = reinterpret_cast<Spark*>(SEGENV.data);
|
|
|
|
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
|
|
|
|
struct virtualStrip {
|
|
static void runStrip(uint16_t stripNr, Spark* drops) {
|
|
|
|
unsigned numDrops = 1 + (SEGMENT.intensity >> 6); // 255>>6 = 3
|
|
|
|
float gravity = -0.0005f - (SEGMENT.speed/50000.0f);
|
|
gravity *= max(1, (int)SEGLEN-1);
|
|
int sourcedrop = 12;
|
|
|
|
for (unsigned j=0;j<numDrops;j++) {
|
|
if (drops[j].colIndex == 0) { //init
|
|
drops[j].pos = SEGLEN-1; // start at end
|
|
drops[j].vel = 0; // speed
|
|
drops[j].col = sourcedrop; // brightness
|
|
drops[j].colIndex = 1; // drop state (0 init, 1 forming, 2 falling, 5 bouncing)
|
|
}
|
|
|
|
SEGMENT.setPixelColor(indexToVStrip(SEGLEN-1, stripNr), color_blend(BLACK,SEGCOLOR(0), uint8_t(sourcedrop)));// water source
|
|
if (drops[j].colIndex==1) {
|
|
if (drops[j].col>255) drops[j].col=255;
|
|
SEGMENT.setPixelColor(indexToVStrip(uint16_t(drops[j].pos), stripNr), color_blend(BLACK,SEGCOLOR(0),uint8_t(drops[j].col)));
|
|
|
|
drops[j].col += map(SEGMENT.speed, 0, 255, 1, 6); // swelling
|
|
|
|
if (hw_random8() < drops[j].col/10) { // random drop
|
|
drops[j].colIndex=2; //fall
|
|
drops[j].col=255;
|
|
}
|
|
}
|
|
if (drops[j].colIndex > 1) { // falling
|
|
if (drops[j].pos > 0) { // fall until end of segment
|
|
drops[j].pos += drops[j].vel;
|
|
if (drops[j].pos < 0) drops[j].pos = 0;
|
|
drops[j].vel += gravity; // gravity is negative
|
|
|
|
for (int i=1;i<7-drops[j].colIndex;i++) { // some minor math so we don't expand bouncing droplets
|
|
unsigned pos = constrain(unsigned(drops[j].pos) +i, 0, SEGLEN-1); //this is BAD, returns a pos >= SEGLEN occasionally
|
|
SEGMENT.setPixelColor(indexToVStrip(pos, stripNr), color_blend(BLACK,SEGCOLOR(0),uint8_t(drops[j].col/i))); //spread pixel with fade while falling
|
|
}
|
|
|
|
if (drops[j].colIndex > 2) { // during bounce, some water is on the floor
|
|
SEGMENT.setPixelColor(indexToVStrip(0, stripNr), color_blend(SEGCOLOR(0),BLACK,uint8_t(drops[j].col)));
|
|
}
|
|
} else { // we hit bottom
|
|
if (drops[j].colIndex > 2) { // already hit once, so back to forming
|
|
drops[j].colIndex = 0;
|
|
drops[j].col = sourcedrop;
|
|
|
|
} else {
|
|
|
|
if (drops[j].colIndex==2) { // init bounce
|
|
drops[j].vel = -drops[j].vel/4;// reverse velocity with damping
|
|
drops[j].pos += drops[j].vel;
|
|
}
|
|
drops[j].col = sourcedrop*2;
|
|
drops[j].colIndex = 5; // bouncing
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
for (unsigned stripNr=0; stripNr<strips; stripNr++)
|
|
virtualStrip::runStrip(stripNr, &drops[stripNr*maxNumDrops]);
|
|
}
|
|
static const char _data_FX_MODE_DRIP[] PROGMEM = "Drip@Gravity,# of drips,,,,,Overlay;!,!;!;;m12=1"; //bar
|
|
|
|
/*
|
|
* Tetris or Stacking (falling bricks) Effect
|
|
* by Blaz Kristan (AKA blazoncek) (https://github.com/blazoncek, https://blaz.at/home)
|
|
*/
|
|
//20 bytes
|
|
typedef struct Tetris {
|
|
float pos;
|
|
float speed;
|
|
uint8_t col; // color index
|
|
uint16_t brick; // brick size in pixels
|
|
uint16_t stack; // stack size in pixels
|
|
uint32_t step; // 2D-fication of SEGENV.step (state)
|
|
} tetris;
|
|
|
|
void mode_tetrix(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
unsigned strips = SEGMENT.nrOfVStrips(); // allow running on virtual strips (columns in 2D segment)
|
|
unsigned dataSize = sizeof(tetris);
|
|
if (!SEGENV.allocateData(dataSize * strips)) FX_FALLBACK_STATIC; //allocation failed
|
|
Tetris* drops = reinterpret_cast<Tetris*>(SEGENV.data);
|
|
|
|
//if (SEGENV.call == 0) SEGMENT.fill(SEGCOLOR(1)); // will fill entire segment (1D or 2D), then use drop->step = 0 below
|
|
|
|
// virtualStrip idea by @ewowi (Ewoud Wijma)
|
|
// requires virtual strip # to be embedded into upper 16 bits of index in setPixelcolor()
|
|
// the following functions will not work on virtual strips: fill(), fade_out(), fadeToBlack(), blur()
|
|
struct virtualStrip {
|
|
static void runStrip(size_t stripNr, Tetris *drop) {
|
|
// initialize dropping on first call or segment full
|
|
if (SEGENV.call == 0) {
|
|
drop->stack = 0; // reset brick stack size
|
|
drop->step = strip.now + 2000; // start by fading out strip
|
|
if (SEGMENT.check1) drop->col = 0;// use only one color from palette
|
|
}
|
|
|
|
if (drop->step == 0) { // init brick
|
|
// speed calculation: a single brick should reach bottom of strip in X seconds
|
|
// if the speed is set to 1 this should take 5s and at 255 it should take 0.25s
|
|
// as this is dependant on SEGLEN it should be taken into account and the fact that effect runs every FRAMETIME s
|
|
int speed = SEGMENT.speed ? SEGMENT.speed : hw_random8(1,255);
|
|
speed = map(speed, 1, 255, 5000, 250); // time taken for full (SEGLEN) drop
|
|
drop->speed = float(SEGLEN * FRAMETIME) / float(speed); // set speed
|
|
drop->pos = SEGLEN; // start at end of segment (no need to subtract 1)
|
|
if (!SEGMENT.check1) drop->col = hw_random8(0,15)<<4; // limit color choices so there is enough HUE gap
|
|
drop->step = 1; // drop state (0 init, 1 forming, 2 falling)
|
|
drop->brick = (SEGMENT.intensity ? (SEGMENT.intensity>>5)+1 : hw_random8(1,5)) * (1+(SEGLEN>>6)); // size of brick
|
|
}
|
|
|
|
if (drop->step == 1) { // forming
|
|
if (hw_random8()>>6) { // random drop
|
|
drop->step = 2; // fall
|
|
}
|
|
}
|
|
|
|
if (drop->step == 2) { // falling
|
|
if (drop->pos > drop->stack) { // fall until top of stack
|
|
drop->pos -= drop->speed; // may add gravity as: speed += gravity
|
|
if (int(drop->pos) < int(drop->stack)) drop->pos = drop->stack;
|
|
for (unsigned i = unsigned(drop->pos); i < SEGLEN; i++) {
|
|
uint32_t col = i < unsigned(drop->pos)+drop->brick ? SEGMENT.color_from_palette(drop->col, false, false, 0) : SEGCOLOR(1);
|
|
SEGMENT.setPixelColor(indexToVStrip(i, stripNr), col);
|
|
}
|
|
} else { // we hit bottom
|
|
drop->step = 0; // proceed with next brick, go back to init
|
|
drop->stack += drop->brick; // increase the stack size
|
|
if (drop->stack >= SEGLEN) drop->step = strip.now + 2000; // fade out stack
|
|
}
|
|
}
|
|
|
|
if (drop->step > 2) { // fade strip
|
|
drop->brick = 0; // reset brick size (no more growing)
|
|
if (drop->step > strip.now) {
|
|
// allow fading of virtual strip
|
|
for (unsigned i = 0; i < SEGLEN; i++) SEGMENT.blendPixelColor(indexToVStrip(i, stripNr), SEGCOLOR(1), 25); // 10% blend
|
|
} else {
|
|
drop->stack = 0; // reset brick stack size
|
|
drop->step = 0; // proceed with next brick
|
|
if (SEGMENT.check1) drop->col += 8; // gradually increase palette index
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
for (unsigned stripNr=0; stripNr<strips; stripNr++)
|
|
virtualStrip::runStrip(stripNr, &drops[stripNr]);
|
|
}
|
|
static const char _data_FX_MODE_TETRIX[] PROGMEM = "Tetrix@!,Width,,,,One color;!,!;!;;sx=0,ix=0,pal=11,m12=1";
|
|
|
|
|
|
/*
|
|
/ Plasma Effect
|
|
/ adapted from https://github.com/atuline/FastLED-Demos/blob/master/plasma/plasma.ino
|
|
*/
|
|
void mode_plasma(void) {
|
|
// initialize phases on start
|
|
if (SEGENV.call == 0) {
|
|
SEGENV.aux0 = hw_random8(0,2); // add a bit of randomness
|
|
}
|
|
unsigned thisPhase = beatsin8_t(6+SEGENV.aux0,-64,64);
|
|
unsigned thatPhase = beatsin8_t(7+SEGENV.aux0,-64,64);
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) { // For each of the LED's in the strand, set color & brightness based on a wave as follows:
|
|
unsigned colorIndex = cubicwave8((i*(2+ 3*(SEGMENT.speed >> 5))+thisPhase) & 0xFF)/2 // factor=23 // Create a wave and add a phase change and add another wave with its own phase change.
|
|
+ cos8_t((i*(1+ 2*(SEGMENT.speed >> 5))+thatPhase) & 0xFF)/2; // factor=15 // Hey, you can even change the frequencies if you wish.
|
|
unsigned thisBright = qsub8(colorIndex, beatsin8_t(7,0, (128 - (SEGMENT.intensity>>1))));
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0, thisBright));
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_PLASMA[] PROGMEM = "Plasma@Phase,!;!;!";
|
|
|
|
|
|
/*
|
|
* Percentage display
|
|
* Intensity values from 0-100 turn on the leds.
|
|
*/
|
|
void mode_percent(void) {
|
|
|
|
unsigned percent = SEGMENT.intensity;
|
|
percent = constrain(percent, 0, 200);
|
|
unsigned active_leds = (percent < 100) ? roundf(SEGLEN * percent / 100.0f)
|
|
: roundf(SEGLEN * (200 - percent) / 100.0f);
|
|
|
|
unsigned size = (1 + ((SEGMENT.speed * SEGLEN) >> 11));
|
|
if (SEGMENT.speed == 255) size = 255;
|
|
|
|
if (percent <= 100) {
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
if (i < SEGENV.aux1) {
|
|
if (SEGMENT.check1)
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(map(percent,0,100,0,255), false, false, 0));
|
|
else
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
else {
|
|
SEGMENT.setPixelColor(i, SEGCOLOR(1));
|
|
}
|
|
}
|
|
} else {
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
if (i < (SEGLEN - SEGENV.aux1)) {
|
|
SEGMENT.setPixelColor(i, SEGCOLOR(1));
|
|
}
|
|
else {
|
|
if (SEGMENT.check1)
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(map(percent,100,200,255,0), false, false, 0));
|
|
else
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
}
|
|
}
|
|
|
|
if(active_leds > SEGENV.aux1) { // smooth transition to the target value
|
|
SEGENV.aux1 += size;
|
|
if (SEGENV.aux1 > active_leds) SEGENV.aux1 = active_leds;
|
|
} else if (active_leds < SEGENV.aux1) {
|
|
if (SEGENV.aux1 > size) SEGENV.aux1 -= size; else SEGENV.aux1 = 0;
|
|
if (SEGENV.aux1 < active_leds) SEGENV.aux1 = active_leds;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_PERCENT[] PROGMEM = "Percent@!,% of fill,,,,One color;!,!;!";
|
|
|
|
|
|
/*
|
|
* Modulates the brightness similar to a heartbeat
|
|
* (unimplemented?) tries to draw an ECG approximation on a 2D matrix
|
|
*/
|
|
void mode_heartbeat(void) {
|
|
unsigned bpm = 40 + (SEGMENT.speed >> 3);
|
|
uint32_t msPerBeat = (60000L / bpm);
|
|
uint32_t secondBeat = (msPerBeat / 3);
|
|
uint32_t bri_lower = SEGENV.aux1;
|
|
unsigned long beatTimer = strip.now - SEGENV.step;
|
|
|
|
bri_lower = bri_lower * 2042 / (2048 + SEGMENT.intensity);
|
|
SEGENV.aux1 = bri_lower;
|
|
|
|
if ((beatTimer > secondBeat) && !SEGENV.aux0) { // time for the second beat?
|
|
SEGENV.aux1 = UINT16_MAX; //3/4 bri
|
|
SEGENV.aux0 = 1;
|
|
}
|
|
if (beatTimer > msPerBeat) { // time to reset the beat timer?
|
|
SEGENV.aux1 = UINT16_MAX; //full bri
|
|
SEGENV.aux0 = 0;
|
|
SEGENV.step = strip.now;
|
|
}
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, color_blend(SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), SEGCOLOR(1), uint8_t(255 - (SEGENV.aux1 >> 8))));
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_HEARTBEAT[] PROGMEM = "Heartbeat@!,!;!,!;!;01;m12=1";
|
|
|
|
|
|
// "Pacifica"
|
|
// Gentle, blue-green ocean waves.
|
|
// December 2019, Mark Kriegsman and Mary Corey March.
|
|
// For Dan.
|
|
//
|
|
//
|
|
// In this animation, there are four "layers" of waves of light.
|
|
//
|
|
// Each layer moves independently, and each is scaled separately.
|
|
//
|
|
// All four wave layers are added together on top of each other, and then
|
|
// another filter is applied that adds "whitecaps" of brightness where the
|
|
// waves line up with each other more. Finally, another pass is taken
|
|
// over the led array to 'deepen' (dim) the blues and greens.
|
|
//
|
|
// The speed and scale and motion each layer varies slowly within independent
|
|
// hand-chosen ranges, which is why the code has a lot of low-speed 'beatsin8' functions
|
|
// with a lot of oddly specific numeric ranges.
|
|
//
|
|
// These three custom blue-green color palettes were inspired by the colors found in
|
|
// the waters off the southern coast of California, https://goo.gl/maps/QQgd97jjHesHZVxQ7
|
|
//
|
|
// Modified for WLED, based on https://github.com/FastLED/FastLED/blob/master/examples/Pacifica/Pacifica.ino
|
|
//
|
|
// Add one layer of waves into the led array
|
|
static CRGB pacifica_one_layer(uint16_t i, const CRGBPalette16& p, uint16_t cistart, uint16_t wavescale, uint8_t bri, uint16_t ioff)
|
|
{
|
|
unsigned ci = cistart;
|
|
unsigned waveangle = ioff;
|
|
unsigned wavescale_half = (wavescale >> 1) + 20;
|
|
|
|
waveangle += ((120 + SEGMENT.intensity) * i); //original 250 * i
|
|
unsigned s16 = sin16_t(waveangle) + 32768;
|
|
unsigned cs = scale16(s16, wavescale_half) + wavescale_half;
|
|
ci += (cs * i);
|
|
unsigned sindex16 = sin16_t(ci) + 32768;
|
|
unsigned sindex8 = scale16(sindex16, 240);
|
|
return CRGB(ColorFromPalette(p, sindex8, bri, LINEARBLEND));
|
|
}
|
|
|
|
void mode_pacifica()
|
|
{
|
|
uint32_t nowOld = strip.now;
|
|
|
|
CRGBPalette16 pacifica_palette_1 =
|
|
{ 0x000507, 0x000409, 0x00030B, 0x00030D, 0x000210, 0x000212, 0x000114, 0x000117,
|
|
0x000019, 0x00001C, 0x000026, 0x000031, 0x00003B, 0x000046, 0x14554B, 0x28AA50 };
|
|
CRGBPalette16 pacifica_palette_2 =
|
|
{ 0x000507, 0x000409, 0x00030B, 0x00030D, 0x000210, 0x000212, 0x000114, 0x000117,
|
|
0x000019, 0x00001C, 0x000026, 0x000031, 0x00003B, 0x000046, 0x0C5F52, 0x19BE5F };
|
|
CRGBPalette16 pacifica_palette_3 =
|
|
{ 0x000208, 0x00030E, 0x000514, 0x00061A, 0x000820, 0x000927, 0x000B2D, 0x000C33,
|
|
0x000E39, 0x001040, 0x001450, 0x001860, 0x001C70, 0x002080, 0x1040BF, 0x2060FF };
|
|
|
|
if (SEGMENT.palette) {
|
|
pacifica_palette_1 = SEGPALETTE;
|
|
pacifica_palette_2 = SEGPALETTE;
|
|
pacifica_palette_3 = SEGPALETTE;
|
|
}
|
|
|
|
// Increment the four "color index start" counters, one for each wave layer.
|
|
// Each is incremented at a different speed, and the speeds vary over time.
|
|
unsigned sCIStart1 = SEGENV.aux0, sCIStart2 = SEGENV.aux1, sCIStart3 = SEGENV.step & 0xFFFF, sCIStart4 = (SEGENV.step >> 16);
|
|
uint32_t deltams = (FRAMETIME >> 2) + ((FRAMETIME * SEGMENT.speed) >> 7);
|
|
uint64_t deltat = (strip.now >> 2) + ((strip.now * SEGMENT.speed) >> 7);
|
|
strip.now = deltat;
|
|
|
|
unsigned speedfactor1 = beatsin16_t(3, 179, 269);
|
|
unsigned speedfactor2 = beatsin16_t(4, 179, 269);
|
|
uint32_t deltams1 = (deltams * speedfactor1) / 256;
|
|
uint32_t deltams2 = (deltams * speedfactor2) / 256;
|
|
uint32_t deltams21 = (deltams1 + deltams2) / 2;
|
|
sCIStart1 += (deltams1 * beatsin88_t(1011,10,13));
|
|
sCIStart2 -= (deltams21 * beatsin88_t(777,8,11));
|
|
sCIStart3 -= (deltams1 * beatsin88_t(501,5,7));
|
|
sCIStart4 -= (deltams2 * beatsin88_t(257,4,6));
|
|
SEGENV.aux0 = sCIStart1; SEGENV.aux1 = sCIStart2;
|
|
SEGENV.step = (sCIStart4 << 16) | (sCIStart3 & 0xFFFF);
|
|
|
|
// Clear out the LED array to a dim background blue-green
|
|
//SEGMENT.fill(132618);
|
|
|
|
unsigned basethreshold = beatsin8_t( 9, 55, 65);
|
|
unsigned wave = beat8( 7 );
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
CRGB c = CRGB(2, 6, 10);
|
|
// Render each of four layers, with different scales and speeds, that vary over time
|
|
c += pacifica_one_layer(i, pacifica_palette_1, sCIStart1, beatsin16_t(3, 11 * 256, 14 * 256), beatsin8_t(10, 70, 130), 0-beat16(301));
|
|
c += pacifica_one_layer(i, pacifica_palette_2, sCIStart2, beatsin16_t(4, 6 * 256, 9 * 256), beatsin8_t(17, 40, 80), beat16(401));
|
|
c += pacifica_one_layer(i, pacifica_palette_3, sCIStart3, 6 * 256 , beatsin8_t(9, 10,38) , 0-beat16(503));
|
|
c += pacifica_one_layer(i, pacifica_palette_3, sCIStart4, 5 * 256 , beatsin8_t(8, 10,28) , beat16(601));
|
|
|
|
// Add extra 'white' to areas where the four layers of light have lined up brightly
|
|
unsigned threshold = scale8( sin8_t( wave), 20) + basethreshold;
|
|
wave += 7;
|
|
unsigned l = c.getAverageLight();
|
|
if (l > threshold) {
|
|
unsigned overage = l - threshold;
|
|
unsigned overage2 = qadd8(overage, overage);
|
|
c += CRGB(overage, overage2, qadd8(overage2, overage2));
|
|
}
|
|
|
|
//deepen the blues and greens
|
|
c.blue = scale8(c.blue, 145);
|
|
c.green = scale8(c.green, 200);
|
|
c |= CRGB( 2, 5, 7);
|
|
|
|
SEGMENT.setPixelColor(i, c);
|
|
}
|
|
|
|
strip.now = nowOld;
|
|
}
|
|
static const char _data_FX_MODE_PACIFICA[] PROGMEM = "Pacifica@!,Angle;;!;;pal=51";
|
|
|
|
|
|
/*
|
|
* Mode simulates a gradual sunrise
|
|
*/
|
|
void mode_sunrise() {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
//speed 0 - static sun
|
|
//speed 1 - 60: sunrise time in minutes
|
|
//speed 60 - 120 : sunset time in minutes - 60;
|
|
//speed above: "breathing" rise and set
|
|
if (SEGENV.call == 0 || SEGMENT.speed != SEGENV.aux0) {
|
|
SEGENV.step = millis(); //save starting time, millis() because strip.now can change from sync
|
|
SEGENV.aux0 = SEGMENT.speed;
|
|
}
|
|
|
|
SEGMENT.fill(BLACK);
|
|
unsigned stage = 0xFFFF;
|
|
|
|
uint32_t s10SinceStart = (millis() - SEGENV.step) /100; //tenths of seconds
|
|
|
|
if (SEGMENT.speed > 120) { //quick sunrise and sunset
|
|
unsigned counter = (strip.now >> 1) * (((SEGMENT.speed -120) >> 1) +1);
|
|
stage = triwave16(counter);
|
|
} else if (SEGMENT.speed) { //sunrise
|
|
unsigned durMins = SEGMENT.speed;
|
|
if (durMins > 60) durMins -= 60;
|
|
uint32_t s10Target = durMins * 600;
|
|
if (s10SinceStart > s10Target) s10SinceStart = s10Target;
|
|
stage = map(s10SinceStart, 0, s10Target, 0, 0xFFFF);
|
|
if (SEGMENT.speed > 60) stage = 0xFFFF - stage; //sunset
|
|
}
|
|
|
|
for (unsigned i = 0; i <= SEGLEN/2; i++)
|
|
{
|
|
//default palette is Fire
|
|
unsigned wave = triwave16((i * stage) / SEGLEN);
|
|
wave = (wave >> 8) + ((wave * SEGMENT.intensity) >> 15);
|
|
uint32_t c;
|
|
if (wave > 240) { //clipped, full white sun
|
|
c = SEGMENT.color_from_palette( 240, false, true, 255);
|
|
} else { //transition
|
|
c = SEGMENT.color_from_palette(wave, false, true, 255);
|
|
}
|
|
SEGMENT.setPixelColor(i, c);
|
|
SEGMENT.setPixelColor(SEGLEN - i - 1, c);
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_SUNRISE[] PROGMEM = "Sunrise@Time [min],Width;;!;;pal=35,sx=60";
|
|
|
|
|
|
/*
|
|
* Effects by Andrew Tuline
|
|
*/
|
|
static void phased_base(uint8_t moder) { // We're making sine waves here. By Andrew Tuline.
|
|
|
|
unsigned allfreq = 16; // Base frequency.
|
|
float *phase = reinterpret_cast<float*>(&SEGENV.step); // Phase change value gets calculated (float fits into unsigned long).
|
|
unsigned cutOff = (255-SEGMENT.intensity); // You can change the number of pixels. AKA INTENSITY (was 192).
|
|
unsigned modVal = 5;//SEGMENT.fft1/8+1; // You can change the modulus. AKA FFT1 (was 5).
|
|
|
|
unsigned index = strip.now/64; // Set color rotation speed
|
|
*phase += SEGMENT.speed/32.0; // You can change the speed of the wave. AKA SPEED (was .4)
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
if (moder == 1) modVal = (perlin8(i*10 + i*10) /16); // Let's randomize our mod length with some Perlin noise.
|
|
unsigned val = (i+1) * allfreq; // This sets the frequency of the waves. The +1 makes sure that led 0 is used.
|
|
if (modVal == 0) modVal = 1;
|
|
val += *phase * (i % modVal +1) /2; // This sets the varying phase change of the waves. By Andrew Tuline.
|
|
unsigned b = cubicwave8(val); // Now we make an 8 bit sinewave.
|
|
b = (b > cutOff) ? (b - cutOff) : 0; // A ternary operator to cutoff the light.
|
|
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(index, false, false, 0), uint8_t(b)));
|
|
index += 256 / SEGLEN;
|
|
if (SEGLEN > 256) index ++; // Correction for segments longer than 256 LEDs
|
|
}
|
|
}
|
|
|
|
|
|
void mode_phased(void) {
|
|
phased_base(0);
|
|
}
|
|
static const char _data_FX_MODE_PHASED[] PROGMEM = "Phased@!,!;!,!;!";
|
|
|
|
|
|
void mode_phased_noise(void) {
|
|
phased_base(1);
|
|
}
|
|
static const char _data_FX_MODE_PHASEDNOISE[] PROGMEM = "Phased Noise@!,!;!,!;!";
|
|
|
|
|
|
void mode_twinkleup(void) { // A very short twinkle routine with fade-in and dual controls. By Andrew Tuline.
|
|
unsigned prevSeed = random16_get_seed(); // save seed so we can restore it at the end of the function
|
|
random16_set_seed(535); // The randomizer needs to be re-set each time through the loop in order for the same 'random' numbers to be the same each time through.
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
unsigned ranstart = random8(); // The starting value (aka brightness) for each pixel. Must be consistent each time through the loop for this to work.
|
|
unsigned pixBri = sin8_t(ranstart + 16 * strip.now/(256-SEGMENT.speed));
|
|
if (random8() > SEGMENT.intensity) pixBri = 0;
|
|
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(random8()+strip.now/100, false, PALETTE_SOLID_WRAP, 0), pixBri));
|
|
}
|
|
|
|
random16_set_seed(prevSeed); // restore original seed so other effects can use "random" PRNG
|
|
}
|
|
static const char _data_FX_MODE_TWINKLEUP[] PROGMEM = "Twinkleup@!,Intensity;!,!;!;;m12=0";
|
|
|
|
|
|
// Peaceful noise that's slow and with gradually changing palettes. Does not support WLED palettes or default colours or controls.
|
|
void mode_noisepal(void) { // Slow noise palette by Andrew Tuline.
|
|
unsigned scale = 15 + (SEGMENT.intensity >> 2); //default was 30
|
|
//#define scale 30
|
|
|
|
unsigned dataSize = sizeof(CRGBPalette16) * 2; //allocate space for 2 Palettes (2 * 16 * 3 = 96 bytes)
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
|
|
CRGBPalette16* palettes = reinterpret_cast<CRGBPalette16*>(SEGENV.data);
|
|
|
|
unsigned changePaletteMs = 4000 + SEGMENT.speed *10; //between 4 - 6.5sec
|
|
if (strip.now - SEGENV.step > changePaletteMs)
|
|
{
|
|
SEGENV.step = strip.now;
|
|
|
|
unsigned baseI = hw_random8();
|
|
palettes[1] = CRGBPalette16(CHSV(baseI+hw_random8(64), 255, hw_random8(128,255)), CHSV(baseI+128, 255, hw_random8(128,255)), CHSV(baseI+hw_random8(92), 192, hw_random8(128,255)), CHSV(baseI+hw_random8(92), 255, hw_random8(128,255)));
|
|
}
|
|
|
|
//EVERY_N_MILLIS(10) { //(don't have to time this, effect function is only called every 24ms)
|
|
nblendPaletteTowardPalette(palettes[0], palettes[1], 48); // Blend towards the target palette over 48 iterations.
|
|
|
|
if (SEGMENT.palette > 0) palettes[0] = SEGPALETTE;
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
unsigned index = perlin8(i*scale, SEGENV.aux0+i*scale); // Get a value from the noise function. I'm using both x and y axis.
|
|
SEGMENT.setPixelColor(i, ColorFromPalette(palettes[0], index, 255, LINEARBLEND)); // Use my own palette.
|
|
}
|
|
|
|
SEGENV.aux0 += beatsin8_t(10,1,4); // Moving along the distance. Vary it a bit with a sine wave.
|
|
}
|
|
static const char _data_FX_MODE_NOISEPAL[] PROGMEM = "Noise Pal@!,Scale;;!";
|
|
|
|
|
|
// Sine waves that have controllable phase change speed, frequency and cutoff. By Andrew Tuline.
|
|
// SEGMENT.speed ->Speed, SEGMENT.intensity -> Frequency (SEGMENT.fft1 -> Color change, SEGMENT.fft2 -> PWM cutoff)
|
|
//
|
|
void mode_sinewave(void) { // Adjustable sinewave. By Andrew Tuline
|
|
//#define qsuba(x, b) ((x>b)?x-b:0) // Analog Unsigned subtraction macro. if result <0, then => 0
|
|
|
|
unsigned colorIndex = strip.now /32;//(256 - SEGMENT.fft1); // Amount of colour change.
|
|
|
|
SEGENV.step += SEGMENT.speed/16; // Speed of animation.
|
|
unsigned freq = SEGMENT.intensity/4;//SEGMENT.fft2/8; // Frequency of the signal.
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) { // For each of the LED's in the strand, set a brightness based on a wave as follows:
|
|
uint8_t pixBri = cubicwave8((i*freq)+SEGENV.step);//qsuba(cubicwave8((i*freq)+SEGENV.step), (255-SEGMENT.intensity)); // qsub sets a minimum value called thiscutoff. If < thiscutoff, then bright = 0. Otherwise, bright = 128 (as defined in qsub)..
|
|
//setPixCol(i, i*colorIndex/255, pixBri);
|
|
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i*colorIndex/255, false, PALETTE_SOLID_WRAP, 0), pixBri));
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_SINEWAVE[] PROGMEM = "Sine@!,Scale;;!";
|
|
|
|
|
|
/*
|
|
* Best of both worlds from Palette and Spot effects. By Aircoookie
|
|
*/
|
|
void mode_flow(void)
|
|
{
|
|
unsigned counter = 0;
|
|
if (SEGMENT.speed != 0)
|
|
{
|
|
counter = strip.now * ((SEGMENT.speed >> 2) +1);
|
|
counter = counter >> 8;
|
|
}
|
|
|
|
unsigned maxZones = SEGLEN / 6; //only looks good if each zone has at least 6 LEDs
|
|
unsigned zones = (SEGMENT.intensity * maxZones) >> 8;
|
|
if (zones & 0x01) zones++; //zones must be even
|
|
if (zones < 2) zones = 2;
|
|
unsigned zoneLen = SEGLEN / zones;
|
|
unsigned offset = (SEGLEN - zones * zoneLen) >> 1;
|
|
|
|
SEGMENT.fill(SEGMENT.color_from_palette(-counter, false, true, 255));
|
|
|
|
for (unsigned z = 0; z < zones; z++)
|
|
{
|
|
unsigned pos = offset + z * zoneLen;
|
|
for (unsigned i = 0; i < zoneLen; i++)
|
|
{
|
|
unsigned colorIndex = (i * 255 / zoneLen) - counter;
|
|
unsigned led = (z & 0x01) ? i : (zoneLen -1) -i;
|
|
if (SEGMENT.reverse) led = (zoneLen -1) -led;
|
|
SEGMENT.setPixelColor(pos + led, SEGMENT.color_from_palette(colorIndex, false, true, 255));
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_FLOW[] PROGMEM = "Flow@!,Zones;;!;;m12=1"; //vertical
|
|
|
|
|
|
/*
|
|
* Dots waving around in a sine/pendulum motion.
|
|
* Little pixel birds flying in a circle. By Aircoookie
|
|
*/
|
|
void mode_chunchun(void)
|
|
{
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
SEGMENT.fade_out(254); // add a bit of trail
|
|
unsigned counter = strip.now * (6 + (SEGMENT.speed >> 4));
|
|
unsigned numBirds = 2 + (SEGLEN >> 3); // 2 + 1/8 of a segment
|
|
unsigned span = (SEGMENT.intensity << 8) / numBirds;
|
|
|
|
for (unsigned i = 0; i < numBirds; i++)
|
|
{
|
|
counter -= span;
|
|
unsigned megumin = sin16_t(counter) + 0x8000;
|
|
unsigned bird = uint32_t(megumin * SEGLEN) >> 16;
|
|
bird = constrain(bird, 0U, SEGLEN-1U);
|
|
SEGMENT.setPixelColor(bird, SEGMENT.color_from_palette((i * 255)/ numBirds, false, false, 0)); // no palette wrapping
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_CHUNCHUN[] PROGMEM = "Chunchun@!,Gap size;!,!;!";
|
|
|
|
#define SPOT_TYPE_SOLID 0
|
|
#define SPOT_TYPE_GRADIENT 1
|
|
#define SPOT_TYPE_2X_GRADIENT 2
|
|
#define SPOT_TYPE_2X_DOT 3
|
|
#define SPOT_TYPE_3X_DOT 4
|
|
#define SPOT_TYPE_4X_DOT 5
|
|
#define SPOT_TYPES_COUNT 6
|
|
#ifdef ESP8266
|
|
#define SPOT_MAX_COUNT 17 //Number of simultaneous waves
|
|
#else
|
|
#define SPOT_MAX_COUNT 49 //Number of simultaneous waves
|
|
#endif
|
|
|
|
#ifdef WLED_PS_DONT_REPLACE_1D_FX
|
|
//13 bytes
|
|
typedef struct Spotlight {
|
|
float speed;
|
|
uint8_t colorIdx;
|
|
int16_t position;
|
|
unsigned long lastUpdateTime;
|
|
uint8_t width;
|
|
uint8_t type;
|
|
} spotlight;
|
|
|
|
/*
|
|
* Spotlights moving back and forth that cast dancing shadows.
|
|
* Shine this through tree branches/leaves or other close-up objects that cast
|
|
* interesting shadows onto a ceiling or tarp.
|
|
*
|
|
* By Steve Pomeroy @xxv
|
|
*/
|
|
void mode_dancing_shadows(void)
|
|
{
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
unsigned numSpotlights = map(SEGMENT.intensity, 0, 255, 2, SPOT_MAX_COUNT); // 49 on 32 segment ESP32, 17 on 16 segment ESP8266
|
|
bool initialize = SEGENV.aux0 != numSpotlights;
|
|
SEGENV.aux0 = numSpotlights;
|
|
|
|
unsigned dataSize = sizeof(spotlight) * numSpotlights;
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
Spotlight* spotlights = reinterpret_cast<Spotlight*>(SEGENV.data);
|
|
|
|
SEGMENT.fill(BLACK);
|
|
|
|
unsigned long time = strip.now;
|
|
bool respawn = false;
|
|
|
|
for (size_t i = 0; i < numSpotlights; i++) {
|
|
if (!initialize) {
|
|
// advance the position of the spotlight
|
|
int delta = (float)(time - spotlights[i].lastUpdateTime) *
|
|
(spotlights[i].speed * ((1.0 + SEGMENT.speed)/100.0));
|
|
|
|
if (abs(delta) >= 1) {
|
|
spotlights[i].position += delta;
|
|
spotlights[i].lastUpdateTime = time;
|
|
}
|
|
|
|
respawn = (spotlights[i].speed > 0.0 && spotlights[i].position > (int)(SEGLEN + 2))
|
|
|| (spotlights[i].speed < 0.0 && spotlights[i].position < -(spotlights[i].width + 2));
|
|
}
|
|
|
|
if (initialize || respawn) {
|
|
spotlights[i].colorIdx = hw_random8();
|
|
spotlights[i].width = hw_random8(1, 10);
|
|
|
|
spotlights[i].speed = 1.0/hw_random8(4, 50);
|
|
|
|
if (initialize) {
|
|
spotlights[i].position = hw_random16(SEGLEN);
|
|
spotlights[i].speed *= hw_random8(2) ? 1.0 : -1.0;
|
|
} else {
|
|
if (hw_random8(2)) {
|
|
spotlights[i].position = SEGLEN + spotlights[i].width;
|
|
spotlights[i].speed *= -1.0;
|
|
}else {
|
|
spotlights[i].position = -spotlights[i].width;
|
|
}
|
|
}
|
|
|
|
spotlights[i].lastUpdateTime = time;
|
|
spotlights[i].type = hw_random8(SPOT_TYPES_COUNT);
|
|
}
|
|
|
|
uint32_t color = SEGMENT.color_from_palette(spotlights[i].colorIdx, false, false, 255);
|
|
int start = spotlights[i].position;
|
|
|
|
if (spotlights[i].width <= 1) {
|
|
if (start >= 0 && start < (int)SEGLEN) {
|
|
SEGMENT.blendPixelColor(start, color, 128);
|
|
}
|
|
} else {
|
|
switch (spotlights[i].type) {
|
|
case SPOT_TYPE_SOLID:
|
|
for (size_t j = 0; j < spotlights[i].width; j++) {
|
|
if ((start + j) >= 0 && (start + j) < SEGLEN) {
|
|
SEGMENT.blendPixelColor(start + j, color, 128);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SPOT_TYPE_GRADIENT:
|
|
for (size_t j = 0; j < spotlights[i].width; j++) {
|
|
if ((start + j) >= 0 && (start + j) < SEGLEN) {
|
|
SEGMENT.blendPixelColor(start + j, color, cubicwave8(map(j, 0, spotlights[i].width - 1, 0, 255)));
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SPOT_TYPE_2X_GRADIENT:
|
|
for (size_t j = 0; j < spotlights[i].width; j++) {
|
|
if ((start + j) >= 0 && (start + j) < SEGLEN) {
|
|
SEGMENT.blendPixelColor(start + j, color, cubicwave8(2 * map(j, 0, spotlights[i].width - 1, 0, 255)));
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SPOT_TYPE_2X_DOT:
|
|
for (size_t j = 0; j < spotlights[i].width; j += 2) {
|
|
if ((start + j) >= 0 && (start + j) < SEGLEN) {
|
|
SEGMENT.blendPixelColor(start + j, color, 128);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SPOT_TYPE_3X_DOT:
|
|
for (size_t j = 0; j < spotlights[i].width; j += 3) {
|
|
if ((start + j) >= 0 && (start + j) < SEGLEN) {
|
|
SEGMENT.blendPixelColor(start + j, color, 128);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SPOT_TYPE_4X_DOT:
|
|
for (size_t j = 0; j < spotlights[i].width; j += 4) {
|
|
if ((start + j) >= 0 && (start + j) < SEGLEN) {
|
|
SEGMENT.blendPixelColor(start + j, color, 128);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_DANCING_SHADOWS[] PROGMEM = "Dancing Shadows@!,# of shadows;!;!";
|
|
#endif // WLED_PS_DONT_REPLACE_1D_FX
|
|
|
|
/*
|
|
Imitates a washing machine, rotating same waves forward, then pause, then backward.
|
|
By Stefan Seegel
|
|
*/
|
|
void mode_washing_machine(void) {
|
|
int speed = tristate_square8(strip.now >> 7, 90, 15);
|
|
|
|
SEGENV.step += (speed * 2048) / (512 - SEGMENT.speed);
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
uint8_t col = sin8_t(((SEGMENT.intensity / 25 + 1) * 255 * i / SEGLEN) + (SEGENV.step >> 7));
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(col, false, PALETTE_SOLID_WRAP, 3));
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_WASHING_MACHINE[] PROGMEM = "Washing Machine@!,!;;!";
|
|
|
|
|
|
/*
|
|
Image effect
|
|
Draws a .gif image from filesystem on the matrix/strip
|
|
*/
|
|
void mode_image(void) {
|
|
#ifndef WLED_ENABLE_GIF
|
|
FX_FALLBACK_STATIC;
|
|
#else
|
|
renderImageToSegment(SEGMENT);
|
|
#endif
|
|
// if (status != 0 && status != 254 && status != 255) {
|
|
// Serial.print("GIF renderer return: ");
|
|
// Serial.println(status);
|
|
// }
|
|
}
|
|
static const char _data_FX_MODE_IMAGE[] PROGMEM = "Image@!,Blur,;;;12;sx=128,ix=0";
|
|
|
|
/*
|
|
Blends random colors across palette
|
|
Modified, originally by Mark Kriegsman https://gist.github.com/kriegsman/1f7ccbbfa492a73c015e
|
|
*/
|
|
void mode_blends(void) {
|
|
unsigned pixelLen = SEGLEN > UINT8_MAX ? UINT8_MAX : SEGLEN;
|
|
unsigned dataSize = sizeof(uint32_t) * (pixelLen + 1); // max segment length of 56 pixels on 16 segment ESP8266
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
uint32_t* pixels = reinterpret_cast<uint32_t*>(SEGENV.data);
|
|
uint8_t blendSpeed = map(SEGMENT.intensity, 0, UINT8_MAX, 10, 128);
|
|
unsigned shift = (strip.now * ((SEGMENT.speed >> 3) +1)) >> 8;
|
|
|
|
for (unsigned i = 0; i < pixelLen; i++) {
|
|
pixels[i] = color_blend(pixels[i], SEGMENT.color_from_palette(shift + quadwave8((i + 1) * 16), false, PALETTE_SOLID_WRAP, 255), blendSpeed);
|
|
shift += 3;
|
|
}
|
|
|
|
unsigned offset = 0;
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, pixels[offset++]);
|
|
if (offset >= pixelLen) offset = 0;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_BLENDS[] PROGMEM = "Blends@Shift speed,Blend speed;;!";
|
|
|
|
|
|
/*
|
|
TV Simulator
|
|
Modified and adapted to WLED by Def3nder, based on "Fake TV Light for Engineers" by Phillip Burgess https://learn.adafruit.com/fake-tv-light-for-engineers/arduino-sketch
|
|
*/
|
|
//43 bytes
|
|
typedef struct TvSim {
|
|
uint32_t totalTime = 0;
|
|
uint32_t fadeTime = 0;
|
|
uint32_t startTime = 0;
|
|
uint32_t elapsed = 0;
|
|
uint32_t pixelNum = 0;
|
|
uint16_t sliderValues = 0;
|
|
uint32_t sceeneStart = 0;
|
|
uint32_t sceeneDuration = 0;
|
|
uint16_t sceeneColorHue = 0;
|
|
uint8_t sceeneColorSat = 0;
|
|
uint8_t sceeneColorBri = 0;
|
|
uint8_t actualColorR = 0;
|
|
uint8_t actualColorG = 0;
|
|
uint8_t actualColorB = 0;
|
|
uint16_t pr = 0; // Prev R, G, B
|
|
uint16_t pg = 0;
|
|
uint16_t pb = 0;
|
|
} tvSim;
|
|
|
|
void mode_tv_simulator(void) {
|
|
int nr, ng, nb, r, g, b, i, hue;
|
|
uint8_t sat, bri, j;
|
|
|
|
if (!SEGENV.allocateData(sizeof(tvSim))) FX_FALLBACK_STATIC; //allocation failed
|
|
TvSim* tvSimulator = reinterpret_cast<TvSim*>(SEGENV.data);
|
|
|
|
uint8_t colorSpeed = map(SEGMENT.speed, 0, UINT8_MAX, 1, 20);
|
|
uint8_t colorIntensity = map(SEGMENT.intensity, 0, UINT8_MAX, 10, 30);
|
|
|
|
i = SEGMENT.speed << 8 | SEGMENT.intensity;
|
|
if (i != tvSimulator->sliderValues) {
|
|
tvSimulator->sliderValues = i;
|
|
SEGENV.aux1 = 0;
|
|
}
|
|
|
|
// create a new sceene
|
|
if (((strip.now - tvSimulator->sceeneStart) >= tvSimulator->sceeneDuration) || SEGENV.aux1 == 0) {
|
|
tvSimulator->sceeneStart = strip.now; // remember the start of the new sceene
|
|
tvSimulator->sceeneDuration = hw_random16(60* 250* colorSpeed, 60* 750 * colorSpeed); // duration of a "movie sceene" which has similar colors (5 to 15 minutes with max speed slider)
|
|
tvSimulator->sceeneColorHue = hw_random16( 0, 768); // random start color-tone for the sceene
|
|
tvSimulator->sceeneColorSat = hw_random8 ( 100, 130 + colorIntensity); // random start color-saturation for the sceene
|
|
tvSimulator->sceeneColorBri = hw_random8 ( 200, 240); // random start color-brightness for the sceene
|
|
SEGENV.aux1 = 1;
|
|
SEGENV.aux0 = 0;
|
|
}
|
|
|
|
// slightly change the color-tone in this sceene
|
|
if (SEGENV.aux0 == 0) {
|
|
// hue change in both directions
|
|
j = hw_random8(4 * colorIntensity);
|
|
hue = (hw_random8() < 128) ? ((j < tvSimulator->sceeneColorHue) ? tvSimulator->sceeneColorHue - j : 767 - tvSimulator->sceeneColorHue - j) : // negative
|
|
((j + tvSimulator->sceeneColorHue) < 767 ? tvSimulator->sceeneColorHue + j : tvSimulator->sceeneColorHue + j - 767) ; // positive
|
|
|
|
// saturation
|
|
j = hw_random8(2 * colorIntensity);
|
|
sat = (tvSimulator->sceeneColorSat - j) < 0 ? 0 : tvSimulator->sceeneColorSat - j;
|
|
|
|
// brightness
|
|
j = hw_random8(100);
|
|
bri = (tvSimulator->sceeneColorBri - j) < 0 ? 0 : tvSimulator->sceeneColorBri - j;
|
|
|
|
// calculate R,G,B from HSV
|
|
// Source: https://blog.adafruit.com/2012/03/14/constant-brightness-hsb-to-rgb-algorithm/
|
|
{ // just to create a local scope for the variables
|
|
uint8_t temp[5], n = (hue >> 8) % 3;
|
|
uint8_t x = ((((hue & 255) * sat) >> 8) * bri) >> 8;
|
|
uint8_t s = ( (256 - sat) * bri) >> 8;
|
|
temp[0] = temp[3] = s;
|
|
temp[1] = temp[4] = x + s;
|
|
temp[2] = bri - x;
|
|
tvSimulator->actualColorR = temp[n + 2];
|
|
tvSimulator->actualColorG = temp[n + 1];
|
|
tvSimulator->actualColorB = temp[n ];
|
|
}
|
|
}
|
|
// Apply gamma correction, further expand to 16/16/16
|
|
nr = (uint8_t)gamma8(tvSimulator->actualColorR) * 257; // New R/G/B
|
|
ng = (uint8_t)gamma8(tvSimulator->actualColorG) * 257;
|
|
nb = (uint8_t)gamma8(tvSimulator->actualColorB) * 257;
|
|
|
|
if (SEGENV.aux0 == 0) { // initialize next iteration
|
|
SEGENV.aux0 = 1;
|
|
|
|
// randomize total duration and fade duration for the actual color
|
|
tvSimulator->totalTime = hw_random16(250, 2500); // Semi-random pixel-to-pixel time
|
|
tvSimulator->fadeTime = hw_random16(0, tvSimulator->totalTime); // Pixel-to-pixel transition time
|
|
if (hw_random8(10) < 3) tvSimulator->fadeTime = 0; // Force scene cut 30% of time
|
|
|
|
tvSimulator->startTime = strip.now;
|
|
} // end of initialization
|
|
|
|
// how much time is elapsed ?
|
|
tvSimulator->elapsed = strip.now - tvSimulator->startTime;
|
|
|
|
// fade from prev color to next color
|
|
if (tvSimulator->elapsed < tvSimulator->fadeTime) {
|
|
r = map(tvSimulator->elapsed, 0, tvSimulator->fadeTime, tvSimulator->pr, nr);
|
|
g = map(tvSimulator->elapsed, 0, tvSimulator->fadeTime, tvSimulator->pg, ng);
|
|
b = map(tvSimulator->elapsed, 0, tvSimulator->fadeTime, tvSimulator->pb, nb);
|
|
} else { // Avoid divide-by-zero in map()
|
|
r = nr;
|
|
g = ng;
|
|
b = nb;
|
|
}
|
|
|
|
// set strip color
|
|
for (i = 0; i < (int)SEGLEN; i++) {
|
|
SEGMENT.setPixelColor(i, r >> 8, g >> 8, b >> 8); // Quantize to 8-bit
|
|
}
|
|
|
|
// if total duration has passed, remember last color and restart the loop
|
|
if ( tvSimulator->elapsed >= tvSimulator->totalTime) {
|
|
tvSimulator->pr = nr; // Prev RGB = new RGB
|
|
tvSimulator->pg = ng;
|
|
tvSimulator->pb = nb;
|
|
SEGENV.aux0 = 0;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_TV_SIMULATOR[] PROGMEM = "TV Simulator@!,!;;!;01";
|
|
|
|
|
|
/*
|
|
Aurora effect by @Mazen
|
|
improved and converted to integer math by @dedehai
|
|
*/
|
|
|
|
//CONFIG
|
|
#ifdef ESP8266
|
|
#define W_MAX_COUNT 9 //Number of simultaneous waves
|
|
#else
|
|
#define W_MAX_COUNT 20 //Number of simultaneous waves
|
|
#endif
|
|
#define W_MAX_SPEED 6 //Higher number, higher speed
|
|
#define W_WIDTH_FACTOR 6 //Higher number, smaller waves
|
|
|
|
// fixed-point math scaling
|
|
#define AW_SHIFT 16
|
|
#define AW_SCALE (1 << AW_SHIFT) // 65536 representing 1.0
|
|
|
|
// 32 bytes
|
|
class AuroraWave {
|
|
private:
|
|
int32_t center; // scaled by AW_SCALE
|
|
uint32_t ageFactor_cached; // cached age factor scaled by AW_SCALE
|
|
uint16_t ttl;
|
|
uint16_t age;
|
|
uint16_t width;
|
|
uint16_t basealpha; // scaled by AW_SCALE
|
|
uint16_t speed_factor; // scaled by AW_SCALE
|
|
int16_t wave_start; // wave start LED index
|
|
int16_t wave_end; // wave end LED index
|
|
bool goingleft;
|
|
bool alive = true;
|
|
CRGBW basecolor;
|
|
|
|
public:
|
|
void init(uint32_t segment_length, CRGBW color) {
|
|
ttl = hw_random16(500, 1501);
|
|
basecolor = color;
|
|
basealpha = hw_random8(60, 100) * AW_SCALE / 100; // 0-99% note: if using 100% there is risk of integer overflow
|
|
age = 0;
|
|
width = hw_random16(segment_length / 20, segment_length / W_WIDTH_FACTOR) + 1;
|
|
center = (((uint32_t)hw_random8(101) << AW_SHIFT) / 100) * segment_length; // 0-100%
|
|
goingleft = hw_random8() & 0x01; // 50/50 chance
|
|
speed_factor = (((uint32_t)hw_random8(10, 31) * W_MAX_SPEED) << AW_SHIFT) / (100 * 255);
|
|
alive = true;
|
|
}
|
|
|
|
void updateCachedValues() {
|
|
uint32_t half_ttl = ttl >> 1;
|
|
if (age < half_ttl) {
|
|
ageFactor_cached = ((uint32_t)age << AW_SHIFT) / half_ttl;
|
|
} else {
|
|
ageFactor_cached = ((uint32_t)(ttl - age) << AW_SHIFT) / half_ttl;
|
|
}
|
|
if (ageFactor_cached >= AW_SCALE) ageFactor_cached = AW_SCALE - 1; // prevent overflow
|
|
|
|
uint32_t center_led = center >> AW_SHIFT;
|
|
wave_start = (int16_t)center_led - (int16_t)width;
|
|
wave_end = (int16_t)center_led + (int16_t)width;
|
|
}
|
|
|
|
CRGBW getColorForLED(int ledIndex) {
|
|
// linear brightness falloff from center to edge of wave
|
|
if (ledIndex < wave_start || ledIndex > wave_end) return 0;
|
|
int32_t ledIndex_scaled = (int32_t)ledIndex << AW_SHIFT;
|
|
int32_t offset = ledIndex_scaled - center;
|
|
if (offset < 0) offset = -offset;
|
|
uint32_t offsetFactor = offset / width; // scaled by AW_SCALE
|
|
if (offsetFactor > AW_SCALE) return 0; // outside of wave
|
|
uint32_t brightness_factor = (AW_SCALE - offsetFactor);
|
|
brightness_factor = (brightness_factor * ageFactor_cached) >> AW_SHIFT;
|
|
brightness_factor = (brightness_factor * basealpha) >> AW_SHIFT;
|
|
|
|
CRGBW rgb;
|
|
rgb.r = (basecolor.r * brightness_factor) >> AW_SHIFT;
|
|
rgb.g = (basecolor.g * brightness_factor) >> AW_SHIFT;
|
|
rgb.b = (basecolor.b * brightness_factor) >> AW_SHIFT;
|
|
rgb.w = (basecolor.w * brightness_factor) >> AW_SHIFT;
|
|
|
|
return rgb;
|
|
};
|
|
|
|
//Change position and age of wave
|
|
//Determine if its still "alive"
|
|
void update(uint32_t segment_length, uint32_t speed) {
|
|
int32_t step = speed_factor * speed;
|
|
center += goingleft ? -step : step;
|
|
age++;
|
|
|
|
if (age > ttl) {
|
|
alive = false;
|
|
} else {
|
|
uint32_t width_scaled = (uint32_t)width << AW_SHIFT;
|
|
uint32_t segment_length_scaled = segment_length << AW_SHIFT;
|
|
|
|
if (goingleft) {
|
|
if (center < - (int32_t)width_scaled) {
|
|
alive = false;
|
|
}
|
|
} else {
|
|
if (center > (int32_t)segment_length_scaled + (int32_t)width_scaled) {
|
|
alive = false;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
bool stillAlive() { return alive; }
|
|
};
|
|
|
|
void mode_aurora(void) {
|
|
AuroraWave* waves;
|
|
SEGENV.aux1 = map(SEGMENT.intensity, 0, 255, 2, W_MAX_COUNT); // aux1 = Wavecount
|
|
if (!SEGENV.allocateData(sizeof(AuroraWave) * SEGENV.aux1)) {
|
|
FX_FALLBACK_STATIC;
|
|
}
|
|
waves = reinterpret_cast<AuroraWave*>(SEGENV.data);
|
|
|
|
// note: on first call, SEGENV.data is zero -> all waves are dead and will be initialized
|
|
for (int i = 0; i < SEGENV.aux1; i++) {
|
|
waves[i].update(SEGLEN, SEGMENT.speed);
|
|
if (!(waves[i].stillAlive())) {
|
|
waves[i].init(SEGLEN, SEGMENT.color_from_palette(hw_random8(), false, false, hw_random8(0, 3)));
|
|
}
|
|
waves[i].updateCachedValues();
|
|
}
|
|
|
|
uint8_t backlight = 0; // note: original code used 1, with inverse gamma applied background would never be black
|
|
if (SEGCOLOR(0)) backlight++;
|
|
if (SEGCOLOR(1)) backlight++;
|
|
if (SEGCOLOR(2)) backlight++;
|
|
backlight = gamma8inv(backlight); // preserve backlight when using gamma correction
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
CRGBW mixedRgb = CRGBW(backlight, backlight, backlight);
|
|
|
|
for (int j = 0; j < SEGENV.aux1; j++) {
|
|
CRGBW rgb = waves[j].getColorForLED(i);
|
|
mixedRgb = color_add(mixedRgb, rgb); // sum all waves influencing this pixel
|
|
}
|
|
|
|
SEGMENT.setPixelColor(i, mixedRgb);
|
|
}
|
|
}
|
|
|
|
static const char _data_FX_MODE_AURORA[] PROGMEM = "Aurora@!,!;1,2,3;!;;sx=24,pal=50";
|
|
|
|
// WLED-SR effects
|
|
|
|
/////////////////////////
|
|
// Perlin Move //
|
|
/////////////////////////
|
|
// 16 bit perlinmove. Use Perlin Noise instead of sinewaves for movement. By Andrew Tuline.
|
|
// Controls are speed, # of pixels, faderate.
|
|
void mode_perlinmove(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
SEGMENT.fade_out(255-SEGMENT.custom1);
|
|
for (int i = 0; i < SEGMENT.intensity/16 + 1; i++) {
|
|
unsigned locn = perlin16(strip.now*128/(260-SEGMENT.speed)+i*15000, strip.now*128/(260-SEGMENT.speed)); // Get a new pixel location from moving noise.
|
|
unsigned pixloc = map(locn, 50*256, 192*256, 0, SEGLEN-1); // Map that to the length of the strand, and ensure we don't go over.
|
|
SEGMENT.setPixelColor(pixloc, SEGMENT.color_from_palette(pixloc%255, false, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
} // mode_perlinmove()
|
|
static const char _data_FX_MODE_PERLINMOVE[] PROGMEM = "Perlin Move@!,# of pixels,Fade rate;!,!;!";
|
|
|
|
|
|
/////////////////////////
|
|
// Waveins //
|
|
/////////////////////////
|
|
// Uses beatsin8() + phase shifting. By: Andrew Tuline
|
|
void mode_wavesins(void) {
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
uint8_t bri = sin8_t(strip.now/4 + i * SEGMENT.intensity);
|
|
uint8_t index = beatsin8_t(SEGMENT.speed, SEGMENT.custom1, SEGMENT.custom1+SEGMENT.custom2, 0, i * (SEGMENT.custom3<<3)); // custom3 is reduced resolution slider
|
|
//SEGMENT.setPixelColor(i, ColorFromPalette(SEGPALETTE, index, bri, LINEARBLEND));
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0, bri));
|
|
}
|
|
} // mode_waveins()
|
|
static const char _data_FX_MODE_WAVESINS[] PROGMEM = "Wavesins@!,Brightness variation,Starting color,Range of colors,Color variation;!;!";
|
|
|
|
|
|
//////////////////////////////
|
|
// Flow Stripe //
|
|
//////////////////////////////
|
|
// By: ldirko https://editor.soulmatelights.com/gallery/392-flow-led-stripe , modifed by: Andrew Tuline, fixed by @DedeHai
|
|
void mode_FlowStripe(void) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
const int hl = SEGLEN * 10 / 13;
|
|
uint8_t hue = strip.now / (SEGMENT.speed+1);
|
|
uint32_t t = strip.now / (SEGMENT.intensity/8+1);
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) {
|
|
int c = ((abs((int)i - hl) * 127) / hl);
|
|
c = sin8_t(c);
|
|
c = sin8_t(c / 2 + t);
|
|
byte b = sin8_t(c + t/8);
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(b + hue, false, true, 3));
|
|
}
|
|
} // mode_FlowStripe()
|
|
static const char _data_FX_MODE_FLOWSTRIPE[] PROGMEM = "Flow Stripe@Hue speed,Effect speed;;!;pal=11";
|
|
|
|
/*
|
|
Shimmer effect: moves a gradient with optional modulators across the strip at a given interval, up to 60 seconds
|
|
It can be used as an overlay to other effects or standalone
|
|
by DedeHai (Damian Schneider), based on idea from @Charming-Lime (#4905)
|
|
*/
|
|
void mode_shimmer() {
|
|
if(!SEGENV.allocateData(sizeof(uint32_t))) { FX_FALLBACK_STATIC; }
|
|
uint32_t* lastTime = reinterpret_cast<uint32_t*>(SEGENV.data);
|
|
|
|
uint32_t radius = (SEGMENT.custom1 * SEGLEN >> 7) + 1; // [1, 2*SEGLEN+1] pixels
|
|
uint32_t traversalDistance = (SEGLEN + 2 * radius) << 8; // total subpixels to cross, 1 pixel = 256 subpixels
|
|
uint32_t traversalTime = 200 + (255 - SEGMENT.speed) * 80; // [200, 20600] ms
|
|
uint32_t speed = ((traversalDistance << 5) / traversalTime); // subpixels/512ms
|
|
int32_t position = static_cast<int32_t>(SEGENV.step); // current position in subpixels
|
|
uint16_t inputstate = (uint16_t(SEGMENT.intensity) << 8) | uint16_t(SEGMENT.custom1); // current user input state
|
|
|
|
// init
|
|
if (SEGENV.call == 0 || inputstate != SEGENV.aux1) {
|
|
position = -(radius << 8);
|
|
SEGENV.aux0 = 0; // aux0 is pause timer
|
|
*lastTime = strip.now;
|
|
SEGENV.aux1 = inputstate; // save user input state
|
|
}
|
|
|
|
if(SEGMENT.speed) {
|
|
uint32_t deltaTime = (strip.now - *lastTime) & 0x7F; // clamp to 127ms to avoid overflows. note: speed*deltaTime can still overflow for segments > ~10k pixels
|
|
*lastTime = strip.now;
|
|
|
|
if (SEGENV.aux0 > 0) {
|
|
SEGENV.aux0 = (SEGENV.aux0 > deltaTime) ? SEGENV.aux0 - deltaTime : 0;
|
|
} else {
|
|
// calculate movement step and update position
|
|
int32_t step = 1 + ((speed * deltaTime) >> 5); // subpixels moved this frame. note >>5 as speed is in subpixels/512ms
|
|
position += step;
|
|
int endposition = (SEGLEN + radius) << 8;
|
|
if (position > endposition) {
|
|
SEGENV.aux0 = SEGMENT.intensity * 236; // [0, 60180] ms pause
|
|
if(SEGMENT.check3) SEGENV.aux0 = hw_random(SEGENV.aux0 + 1000); // randomise interval, +1 second to affect low intensity values
|
|
position = -(radius << 8); // reset to start position (out of frame)
|
|
}
|
|
SEGENV.step = (uint32_t)position; // save back
|
|
}
|
|
|
|
if (SEGMENT.check2)
|
|
position = (SEGLEN << 8) - position; // invert position (and direction)
|
|
} else {
|
|
position = (SEGLEN << 7); // at speed=0, make it static in the center (this enables to use modulators only)
|
|
}
|
|
|
|
for (int i = 0; i < SEGLEN; i++) {
|
|
uint32_t dist = abs(position - (i << 8));
|
|
if (dist < (radius << 8)) {
|
|
uint32_t color = SEGMENT.color_from_palette(i * 255 / SEGLEN, false, false, 0);
|
|
uint8_t blend = dist / radius; // linear gradient note: dist is in subpixels, radius in pixels, result is [0, 255] since dist < radius*256
|
|
if (SEGMENT.custom2) {
|
|
uint8_t modVal; // modulation value
|
|
if (SEGMENT.check1) {
|
|
modVal = (sin16_t((i * SEGMENT.custom2 << 6) + (strip.now * SEGMENT.custom3 << 5)) >> 8) + 128; // sine modulation: regular "Zebra" stripes
|
|
} else {
|
|
modVal = perlin16((i * SEGMENT.custom2 << 7), strip.now * SEGMENT.custom3 << 5) >> 8; // perlin noise modulation
|
|
}
|
|
color = color_fade(color, modVal, true); // dim by modulator value
|
|
}
|
|
SEGMENT.setPixelColor(i, color_blend(color, SEGCOLOR(1), blend)); // blend to background color
|
|
} else {
|
|
SEGMENT.setPixelColor(i, SEGCOLOR(1));
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_SHIMMER[] PROGMEM = "Shimmer@Speed,Interval,Size,Granular,Flow,Zebra,Reverse,Sporadic;Fx,Bg,Cx;!;1;pal=15,sx=220,ix=10,c2=0,c3=0";
|
|
|
|
#ifndef WLED_DISABLE_2D
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
//*************************** 2D routines ***********************************
|
|
|
|
|
|
// Black hole
|
|
void mode_2DBlackHole(void) { // By: Stepko https://editor.soulmatelights.com/gallery/1012 , Modified by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
int x, y;
|
|
|
|
SEGMENT.fadeToBlackBy(16 + (SEGMENT.speed>>3)); // create fading trails
|
|
unsigned long t = strip.now/128; // timebase
|
|
// outer stars
|
|
for (size_t i = 0; i < 8; i++) {
|
|
x = beatsin8_t(SEGMENT.custom1>>3, 0, cols - 1, 0, ((i % 2) ? 128 : 0) + t * i);
|
|
y = beatsin8_t(SEGMENT.intensity>>3, 0, rows - 1, 0, ((i % 2) ? 192 : 64) + t * i);
|
|
SEGMENT.addPixelColorXY(x, y, SEGMENT.color_from_palette(i*32, false, PALETTE_SOLID_WRAP, SEGMENT.check1?0:255));
|
|
}
|
|
// inner stars
|
|
for (size_t i = 0; i < 4; i++) {
|
|
x = beatsin8_t(SEGMENT.custom2>>3, cols/4, cols - 1 - cols/4, 0, ((i % 2) ? 128 : 0) + t * i);
|
|
y = beatsin8_t(SEGMENT.custom3 , rows/4, rows - 1 - rows/4, 0, ((i % 2) ? 192 : 64) + t * i);
|
|
SEGMENT.addPixelColorXY(x, y, SEGMENT.color_from_palette(255-i*64, false, PALETTE_SOLID_WRAP, SEGMENT.check1?0:255));
|
|
}
|
|
// central white dot
|
|
SEGMENT.setPixelColorXY(cols/2, rows/2, WHITE);
|
|
// blur everything a bit
|
|
if (SEGMENT.check3) SEGMENT.blur(16, cols*rows < 100);
|
|
} // mode_2DBlackHole()
|
|
static const char _data_FX_MODE_2DBLACKHOLE[] PROGMEM = "Black Hole@Fade rate,Outer Y freq.,Outer X freq.,Inner X freq.,Inner Y freq.,Solid,,Blur;!;!;2;pal=11";
|
|
|
|
|
|
////////////////////////////
|
|
// 2D Colored Bursts //
|
|
////////////////////////////
|
|
void mode_2DColoredBursts() { // By: ldirko https://editor.soulmatelights.com/gallery/819-colored-bursts , modified by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGENV.aux0 = 0; // start with red hue
|
|
}
|
|
|
|
bool dot = SEGMENT.check3;
|
|
bool grad = SEGMENT.check1;
|
|
|
|
byte numLines = SEGMENT.intensity/16 + 1;
|
|
|
|
SEGENV.aux0++; // hue
|
|
SEGMENT.fadeToBlackBy(40 - SEGMENT.check2 * 8);
|
|
for (size_t i = 0; i < numLines; i++) {
|
|
byte x1 = beatsin8_t(2 + SEGMENT.speed/16, 0, (cols - 1));
|
|
byte x2 = beatsin8_t(1 + SEGMENT.speed/16, 0, (rows - 1));
|
|
byte y1 = beatsin8_t(5 + SEGMENT.speed/16, 0, (cols - 1), 0, i * 24);
|
|
byte y2 = beatsin8_t(3 + SEGMENT.speed/16, 0, (rows - 1), 0, i * 48 + 64);
|
|
uint32_t color = ColorFromPalette(SEGPALETTE, i * 255 / numLines + (SEGENV.aux0&0xFF), 255, LINEARBLEND);
|
|
|
|
byte xsteps = abs8(x1 - y1) + 1;
|
|
byte ysteps = abs8(x2 - y2) + 1;
|
|
byte steps = xsteps >= ysteps ? xsteps : ysteps;
|
|
//Draw gradient line
|
|
for (size_t j = 1; j <= steps; j++) {
|
|
uint8_t rate = j * 255 / steps;
|
|
byte dx = lerp8by8(x1, y1, rate);
|
|
byte dy = lerp8by8(x2, y2, rate);
|
|
//SEGMENT.setPixelColorXY(dx, dy, grad ? color.nscale8_video(255-rate) : color); // use addPixelColorXY for different look
|
|
SEGMENT.addPixelColorXY(dx, dy, color); // use setPixelColorXY for different look
|
|
if (grad) SEGMENT.fadePixelColorXY(dx, dy, rate);
|
|
}
|
|
|
|
if (dot) { //add white point at the ends of line
|
|
SEGMENT.setPixelColorXY(x1, x2, WHITE);
|
|
SEGMENT.setPixelColorXY(y1, y2, DARKSLATEGRAY);
|
|
}
|
|
}
|
|
SEGMENT.blur(SEGMENT.custom3>>1, SEGMENT.check2);
|
|
} // mode_2DColoredBursts()
|
|
static const char _data_FX_MODE_2DCOLOREDBURSTS[] PROGMEM = "Colored Bursts@Speed,# of lines,,,Blur,Gradient,Smear,Dots;;!;2;c3=16";
|
|
|
|
|
|
/////////////////////
|
|
// 2D DNA //
|
|
/////////////////////
|
|
void mode_2Ddna(void) { // dna originally by by ldirko at https://pastebin.com/pCkkkzcs. Updated by Preyy. WLED conversion by Andrew Tuline.
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
SEGMENT.fadeToBlackBy(64);
|
|
for (int i = 0; i < cols; i++) {
|
|
SEGMENT.setPixelColorXY(i, beatsin8_t(SEGMENT.speed/8, 0, rows-1, 0, i*4 ), ColorFromPalette(SEGPALETTE, i*5+strip.now/17, beatsin8_t(5, 55, 255, 0, i*10), LINEARBLEND));
|
|
SEGMENT.setPixelColorXY(i, beatsin8_t(SEGMENT.speed/8, 0, rows-1, 0, i*4+128), ColorFromPalette(SEGPALETTE, i*5+128+strip.now/17, beatsin8_t(5, 55, 255, 0, i*10+128), LINEARBLEND));
|
|
}
|
|
SEGMENT.blur(SEGMENT.intensity / (8 - (SEGMENT.check1 * 2)), SEGMENT.check1);
|
|
} // mode_2Ddna()
|
|
static const char _data_FX_MODE_2DDNA[] PROGMEM = "DNA@Scroll speed,Blur,,,,Smear;;!;2;ix=0";
|
|
|
|
/////////////////////////
|
|
// 2D DNA Spiral //
|
|
/////////////////////////
|
|
void mode_2DDNASpiral() { // By: ldirko https://editor.soulmatelights.com/gallery/512-dna-spiral-variation , modified by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
}
|
|
|
|
unsigned speeds = SEGMENT.speed/2 + 7;
|
|
unsigned freq = SEGMENT.intensity/8;
|
|
|
|
uint32_t ms = strip.now / 20;
|
|
SEGMENT.fadeToBlackBy(135);
|
|
|
|
for (int i = 0; i < rows; i++) {
|
|
int x = beatsin8_t(speeds, 0, cols - 1, 0, i * freq) + beatsin8_t(speeds - 7, 0, cols - 1, 0, i * freq + 128);
|
|
int x1 = beatsin8_t(speeds, 0, cols - 1, 0, 128 + i * freq) + beatsin8_t(speeds - 7, 0, cols - 1, 0, 128 + 64 + i * freq);
|
|
unsigned hue = (i * 128 / rows) + ms;
|
|
// skip every 4th row every now and then (fade it more)
|
|
if ((i + ms / 8) & 3) {
|
|
// draw a gradient line between x and x1
|
|
x = x / 2; x1 = x1 / 2;
|
|
unsigned steps = abs8(x - x1) + 1;
|
|
bool positive = (x1 >= x); // direction of drawing
|
|
for (size_t k = 1; k <= steps; k++) {
|
|
unsigned rate = k * 255 / steps;
|
|
//unsigned dx = lerp8by8(x, x1, rate);
|
|
unsigned dx = positive? (x + k-1) : (x - k+1); // behaves the same as "lerp8by8" but does not create holes
|
|
//SEGMENT.setPixelColorXY(dx, i, ColorFromPalette(SEGPALETTE, hue, 255, LINEARBLEND).nscale8_video(rate));
|
|
SEGMENT.addPixelColorXY(dx, i, ColorFromPalette(SEGPALETTE, hue, 255, LINEARBLEND)); // use setPixelColorXY for different look
|
|
SEGMENT.fadePixelColorXY(dx, i, rate);
|
|
}
|
|
SEGMENT.setPixelColorXY(x, i, DARKSLATEGRAY);
|
|
SEGMENT.setPixelColorXY(x1, i, WHITE);
|
|
}
|
|
}
|
|
SEGMENT.blur(((uint16_t)SEGMENT.custom1 * 3) / (6 + SEGMENT.check1), SEGMENT.check1);
|
|
} // mode_2DDNASpiral()
|
|
static const char _data_FX_MODE_2DDNASPIRAL[] PROGMEM = "DNA Spiral@Scroll speed,Y frequency,Blur,,,Smear;;!;2;c1=0";
|
|
|
|
|
|
/////////////////////////
|
|
// 2D Drift //
|
|
/////////////////////////
|
|
void mode_2DDrift() { // By: Stepko https://editor.soulmatelights.com/gallery/884-drift , Modified by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
const int colsCenter = (cols>>1) + (cols%2);
|
|
const int rowsCenter = (rows>>1) + (rows%2);
|
|
|
|
SEGMENT.fadeToBlackBy(128);
|
|
const float maxDim = MAX(cols, rows)/2;
|
|
unsigned long t = strip.now / (32 - (SEGMENT.speed>>3));
|
|
unsigned long t_20 = t/20; // softhack007: pre-calculating this gives about 10% speedup
|
|
for (float i = 1.0f; i < maxDim; i += 0.25f) {
|
|
float angle = radians(t * (maxDim - i));
|
|
int mySin = sin_t(angle) * i;
|
|
int myCos = cos_t(angle) * i;
|
|
SEGMENT.setPixelColorXY(colsCenter + mySin, rowsCenter + myCos, ColorFromPalette(SEGPALETTE, (i * 20) + t_20, 255, LINEARBLEND));
|
|
if (SEGMENT.check1) SEGMENT.setPixelColorXY(colsCenter + myCos, rowsCenter + mySin, ColorFromPalette(SEGPALETTE, (i * 20) + t_20, 255, LINEARBLEND));
|
|
}
|
|
SEGMENT.blur(SEGMENT.intensity>>(3 - SEGMENT.check2), SEGMENT.check2);
|
|
} // mode_2DDrift()
|
|
static const char _data_FX_MODE_2DDRIFT[] PROGMEM = "Drift@Rotation speed,Blur,,,,Twin,Smear;;!;2;ix=0";
|
|
|
|
|
|
//////////////////////////
|
|
// 2D Firenoise //
|
|
//////////////////////////
|
|
void mode_2Dfirenoise(void) { // firenoise2d. By Andrew Tuline. Yet another short routine.
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
}
|
|
|
|
unsigned xscale = SEGMENT.intensity*4;
|
|
unsigned yscale = SEGMENT.speed*8;
|
|
unsigned indexx = 0;
|
|
|
|
//CRGBPalette16 pal = SEGMENT.check1 ? SEGPALETTE : SEGMENT.loadPalette(pal, 35);
|
|
CRGBPalette16 pal = SEGMENT.check1 ? SEGPALETTE : CRGBPalette16(CRGB::Black, CRGB::Black, CRGB::Black, CRGB::Black,
|
|
CRGB::Red, CRGB::Red, CRGB::Red, CRGB::DarkOrange,
|
|
CRGB::DarkOrange,CRGB::DarkOrange, CRGB::Orange, CRGB::Orange,
|
|
CRGB::Yellow, CRGB::Orange, CRGB::Yellow, CRGB::Yellow);
|
|
for (int j=0; j < cols; j++) {
|
|
for (int i=0; i < rows; i++) {
|
|
indexx = perlin8(j*yscale*rows/255, i*xscale+strip.now/4); // We're moving along our Perlin map.
|
|
SEGMENT.setPixelColorXY(j, i, ColorFromPalette(pal, min(i*indexx/11, 225U), i*255/rows, LINEARBLEND)); // With that value, look up the 8 bit colour palette value and assign it to the current LED.
|
|
} // for i
|
|
} // for j
|
|
} // mode_2Dfirenoise()
|
|
static const char _data_FX_MODE_2DFIRENOISE[] PROGMEM = "Firenoise@X scale,Y scale,,,,Palette;;!;2;pal=66";
|
|
|
|
|
|
//////////////////////////////
|
|
// 2D Frizzles //
|
|
//////////////////////////////
|
|
void mode_2DFrizzles(void) { // By: Stepko https://editor.soulmatelights.com/gallery/640-color-frizzles , Modified by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
SEGMENT.fadeToBlackBy(16 + SEGMENT.check1 * 10);
|
|
for (size_t i = 8; i > 0; i--) {
|
|
SEGMENT.addPixelColorXY(beatsin8_t(SEGMENT.speed/8 + i, 0, cols - 1),
|
|
beatsin8_t(SEGMENT.intensity/8 - i, 0, rows - 1),
|
|
ColorFromPalette(SEGPALETTE, beatsin8_t(12, 0, 255), 255, LINEARBLEND));
|
|
}
|
|
SEGMENT.blur(SEGMENT.custom1 >> (3 + SEGMENT.check1), SEGMENT.check1);
|
|
} // mode_2DFrizzles()
|
|
static const char _data_FX_MODE_2DFRIZZLES[] PROGMEM = "Frizzles@X frequency,Y frequency,Blur,,,Smear;;!;2";
|
|
|
|
|
|
///////////////////////////////////////////
|
|
// 2D Cellular Automata Game of life //
|
|
///////////////////////////////////////////
|
|
typedef struct Cell {
|
|
uint8_t alive : 1, faded : 1, toggleStatus : 1, edgeCell: 1, oscillatorCheck : 1, spaceshipCheck : 1, unused : 2;
|
|
} Cell;
|
|
|
|
void mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https://natureofcode.com/book/chapter-7-cellular-automata/
|
|
// and https://github.com/DougHaber/nlife-color , Modified By: Brandon Butler
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
const int cols = SEG_W, rows = SEG_H;
|
|
const unsigned maxIndex = cols * rows;
|
|
|
|
if (!SEGENV.allocateData(SEGMENT.length() * sizeof(Cell))) FX_FALLBACK_STATIC; // allocation failed
|
|
|
|
Cell *cells = reinterpret_cast<Cell*> (SEGENV.data);
|
|
|
|
uint16_t& generation = SEGENV.aux0, &gliderLength = SEGENV.aux1; // rename aux variables for clarity
|
|
bool mutate = SEGMENT.check3;
|
|
uint8_t blur = map(SEGMENT.custom1, 0, 255, 255, 4);
|
|
|
|
uint32_t bgColor = SEGCOLOR(1);
|
|
uint32_t birthColor = SEGMENT.color_from_palette(128, false, PALETTE_SOLID_WRAP, 255);
|
|
|
|
bool setup = SEGENV.call == 0;
|
|
if (setup) {
|
|
// Calculate glider length LCM(rows,cols)*4 once
|
|
unsigned a = rows, b = cols;
|
|
while (b) { unsigned t = b; b = a % b; a = t; }
|
|
gliderLength = (cols * rows / a) << 2;
|
|
}
|
|
|
|
if (abs(long(strip.now) - long(SEGENV.step)) > 2000) SEGENV.step = 0; // Timebase jump fix
|
|
bool paused = SEGENV.step > strip.now;
|
|
|
|
// Setup New Game of Life
|
|
if ((!paused && generation == 0) || setup) {
|
|
SEGENV.step = strip.now + 1280; // show initial state for 1.28 seconds
|
|
generation = 1;
|
|
paused = true;
|
|
//Setup Grid
|
|
memset(cells, 0, maxIndex * sizeof(Cell));
|
|
|
|
for (unsigned i = 0; i < maxIndex; i++) {
|
|
bool isAlive = !hw_random8(3); // ~33%
|
|
cells[i].alive = isAlive;
|
|
cells[i].faded = !isAlive;
|
|
unsigned x = i % cols, y = i / cols;
|
|
cells[i].edgeCell = (x == 0 || x == cols-1 || y == 0 || y == rows-1);
|
|
|
|
SEGMENT.setPixelColor(i, isAlive ? SEGMENT.color_from_palette(hw_random8(), false, PALETTE_SOLID_WRAP, 0) : bgColor);
|
|
}
|
|
}
|
|
|
|
if (paused || (strip.now - SEGENV.step < 1000 / map(SEGMENT.speed,0,255,1,42))) {
|
|
// Redraw if paused or between updates to remove blur
|
|
for (unsigned i = maxIndex; i--; ) {
|
|
if (!cells[i].alive) {
|
|
uint32_t cellColor = SEGMENT.getPixelColor(i);
|
|
if (cellColor != bgColor) {
|
|
uint32_t newColor;
|
|
bool needsColor = false;
|
|
if (cells[i].faded) { newColor = bgColor; needsColor = true; }
|
|
else {
|
|
uint32_t blended = color_blend(cellColor, bgColor, 2);
|
|
if (blended == cellColor) { blended = bgColor; cells[i].faded = 1; }
|
|
newColor = blended; needsColor = true;
|
|
}
|
|
if (needsColor) SEGMENT.setPixelColor(i, newColor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Repeat detection
|
|
bool updateOscillator = generation % 16 == 0;
|
|
bool updateSpaceship = gliderLength && generation % gliderLength == 0;
|
|
bool repeatingOscillator = true, repeatingSpaceship = true, emptyGrid = true;
|
|
|
|
unsigned cIndex = maxIndex-1;
|
|
for (unsigned y = rows; y--; ) for (unsigned x = cols; x--; cIndex--) {
|
|
Cell& cell = cells[cIndex];
|
|
|
|
if (cell.alive) emptyGrid = false;
|
|
if (cell.oscillatorCheck != cell.alive) repeatingOscillator = false;
|
|
if (cell.spaceshipCheck != cell.alive) repeatingSpaceship = false;
|
|
if (updateOscillator) cell.oscillatorCheck = cell.alive;
|
|
if (updateSpaceship) cell.spaceshipCheck = cell.alive;
|
|
|
|
unsigned neighbors = 0, aliveParents = 0, parentIdx[3];
|
|
// Count alive neighbors
|
|
for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) if (i || j) {
|
|
int nX = x + j, nY = y + i;
|
|
if (cell.edgeCell) {
|
|
nX = (nX + cols) % cols;
|
|
nY = (nY + rows) % rows;
|
|
}
|
|
unsigned nIndex = nX + nY * cols;
|
|
Cell& neighbor = cells[nIndex];
|
|
if (neighbor.alive) {
|
|
neighbors++;
|
|
if (!neighbor.toggleStatus && neighbors < 4) { // Alive and not dying
|
|
parentIdx[aliveParents++] = nIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
uint32_t newColor;
|
|
bool needsColor = false;
|
|
|
|
if (cell.alive && (neighbors < 2 || neighbors > 3)) { // Loneliness or Overpopulation
|
|
cell.toggleStatus = 1;
|
|
if (blur == 255) cell.faded = 1;
|
|
newColor = cell.faded ? bgColor : color_blend(SEGMENT.getPixelColor(cIndex), bgColor, blur);
|
|
needsColor = true;
|
|
}
|
|
else if (!cell.alive) {
|
|
byte mutationRoll = mutate ? hw_random8(128) : 1; // if 0: 3 neighbor births fail and 2 neighbor births mutate
|
|
if ((neighbors == 3 && mutationRoll) || (mutate && neighbors == 2 && !mutationRoll)) { // Reproduction or Mutation
|
|
cell.toggleStatus = 1;
|
|
cell.faded = 0;
|
|
|
|
if (aliveParents) {
|
|
// Set color based on random neighbor
|
|
unsigned parentIndex = parentIdx[random8(aliveParents)];
|
|
birthColor = SEGMENT.getPixelColor(parentIndex);
|
|
}
|
|
newColor = birthColor;
|
|
needsColor = true;
|
|
}
|
|
else if (!cell.faded) {// No change, fade dead cells
|
|
uint32_t cellColor = SEGMENT.getPixelColor(cIndex);
|
|
uint32_t blended = color_blend(cellColor, bgColor, blur);
|
|
if (blended == cellColor) { blended = bgColor; cell.faded = 1; }
|
|
newColor = blended;
|
|
needsColor = true;
|
|
}
|
|
}
|
|
|
|
if (needsColor) SEGMENT.setPixelColor(cIndex, newColor);
|
|
}
|
|
// Loop through cells, if toggle, swap alive status
|
|
for (unsigned i = maxIndex; i--; ) {
|
|
cells[i].alive ^= cells[i].toggleStatus;
|
|
cells[i].toggleStatus = 0;
|
|
}
|
|
|
|
if (repeatingOscillator || repeatingSpaceship || emptyGrid) {
|
|
generation = 0; // reset on next call
|
|
SEGENV.step += 1024; // pause final generation for ~1 second
|
|
}
|
|
else {
|
|
++generation;
|
|
SEGENV.step = strip.now;
|
|
}
|
|
} // mode_2Dgameoflife()
|
|
static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,,Blur,,,,,Mutation;!,!;!;2;pal=11,sx=128";
|
|
|
|
|
|
/////////////////////////
|
|
// 2D Hiphotic //
|
|
/////////////////////////
|
|
void mode_2DHiphotic() { // By: ldirko https://editor.soulmatelights.com/gallery/810 , Modified by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
const uint32_t a = strip.now / ((SEGMENT.custom3>>1)+1);
|
|
|
|
for (int x = 0; x < cols; x++) {
|
|
for (int y = 0; y < rows; y++) {
|
|
SEGMENT.setPixelColorXY(x, y, SEGMENT.color_from_palette(sin8_t(cos8_t(x * SEGMENT.speed/16 + a / 3) + sin8_t(y * SEGMENT.intensity/16 + a / 4) + a), false, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
}
|
|
} // mode_2DHiphotic()
|
|
static const char _data_FX_MODE_2DHIPHOTIC[] PROGMEM = "Hiphotic@X scale,Y scale,,,Speed;!;!;2";
|
|
|
|
|
|
/////////////////////////
|
|
// 2D Julia //
|
|
/////////////////////////
|
|
// Sliders are:
|
|
// intensity = Maximum number of iterations per pixel.
|
|
// Custom1 = Location of X centerpoint
|
|
// Custom2 = Location of Y centerpoint
|
|
// Custom3 = Size of the area (small value = smaller area)
|
|
typedef struct Julia {
|
|
float xcen;
|
|
float ycen;
|
|
float xymag;
|
|
} julia;
|
|
|
|
void mode_2DJulia(void) { // An animated Julia set by Andrew Tuline.
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
if (!SEGENV.allocateData(sizeof(julia))) FX_FALLBACK_STATIC;
|
|
Julia* julias = reinterpret_cast<Julia*>(SEGENV.data);
|
|
|
|
float reAl;
|
|
float imAg;
|
|
|
|
if (SEGENV.call == 0) { // Reset the center if we've just re-started this animation.
|
|
julias->xcen = 0.;
|
|
julias->ycen = 0.;
|
|
julias->xymag = 1.0;
|
|
|
|
SEGMENT.custom1 = 128; // Make sure the location widgets are centered to start.
|
|
SEGMENT.custom2 = 128;
|
|
SEGMENT.custom3 = 16;
|
|
SEGMENT.intensity = 24;
|
|
}
|
|
|
|
julias->xcen = julias->xcen + (float)(SEGMENT.custom1 - 128)/100000.f;
|
|
julias->ycen = julias->ycen + (float)(SEGMENT.custom2 - 128)/100000.f;
|
|
julias->xymag = julias->xymag + (float)((SEGMENT.custom3 - 16)<<3)/100000.f; // reduced resolution slider
|
|
if (julias->xymag < 0.01f) julias->xymag = 0.01f;
|
|
if (julias->xymag > 1.0f) julias->xymag = 1.0f;
|
|
|
|
float xmin = julias->xcen - julias->xymag;
|
|
float xmax = julias->xcen + julias->xymag;
|
|
float ymin = julias->ycen - julias->xymag;
|
|
float ymax = julias->ycen + julias->xymag;
|
|
|
|
// Whole set should be within -1.2,1.2 to -.8 to 1.
|
|
xmin = constrain(xmin, -1.2f, 1.2f);
|
|
xmax = constrain(xmax, -1.2f, 1.2f);
|
|
ymin = constrain(ymin, -0.8f, 1.0f);
|
|
ymax = constrain(ymax, -0.8f, 1.0f);
|
|
|
|
float dx; // Delta x is mapped to the matrix size.
|
|
float dy; // Delta y is mapped to the matrix size.
|
|
|
|
int maxIterations = 15; // How many iterations per pixel before we give up. Make it 8 bits to match our range of colours.
|
|
float maxCalc = 16.0; // How big is each calculation allowed to be before we give up.
|
|
|
|
maxIterations = SEGMENT.intensity/2;
|
|
|
|
|
|
// Resize section on the fly for some animaton.
|
|
reAl = -0.94299f; // PixelBlaze example
|
|
imAg = 0.3162f;
|
|
|
|
reAl += (float)sin16_t(strip.now * 34) / 655340.f;
|
|
imAg += (float)sin16_t(strip.now * 26) / 655340.f;
|
|
|
|
dx = (xmax - xmin) / (cols); // Scale the delta x and y values to our matrix size.
|
|
dy = (ymax - ymin) / (rows);
|
|
|
|
// Start y
|
|
float y = ymin;
|
|
for (int j = 0; j < rows; j++) {
|
|
|
|
// Start x
|
|
float x = xmin;
|
|
for (int i = 0; i < cols; i++) {
|
|
|
|
// Now we test, as we iterate z = z^2 + c does z tend towards infinity?
|
|
float a = x;
|
|
float b = y;
|
|
int iter = 0;
|
|
|
|
while (iter < maxIterations) { // Here we determine whether or not we're out of bounds.
|
|
float aa = a * a;
|
|
float bb = b * b;
|
|
float len = aa + bb;
|
|
if (len > maxCalc) { // |z| = sqrt(a^2+b^2) OR z^2 = a^2+b^2 to save on having to perform a square root.
|
|
break; // Bail
|
|
}
|
|
|
|
// This operation corresponds to z -> z^2+c where z=a+ib c=(x,y). Remember to use 'foil'.
|
|
b = 2*a*b + imAg;
|
|
a = aa - bb + reAl;
|
|
iter++;
|
|
} // while
|
|
|
|
// We color each pixel based on how long it takes to get to infinity, or black if it never gets there.
|
|
if (iter == maxIterations) {
|
|
SEGMENT.setPixelColorXY(i, j, 0);
|
|
} else {
|
|
SEGMENT.setPixelColorXY(i, j, SEGMENT.color_from_palette(iter*255/maxIterations, false, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
x += dx;
|
|
}
|
|
y += dy;
|
|
}
|
|
if(SEGMENT.check1)
|
|
SEGMENT.blur(100, true);
|
|
} // mode_2DJulia()
|
|
static const char _data_FX_MODE_2DJULIA[] PROGMEM = "Julia@,Max iterations per pixel,X center,Y center,Area size, Blur;!;!;2;ix=24,c1=128,c2=128,c3=16";
|
|
|
|
|
|
//////////////////////////////
|
|
// 2D Lissajous //
|
|
//////////////////////////////
|
|
void mode_2DLissajous(void) { // By: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
SEGMENT.fadeToBlackBy(SEGMENT.intensity);
|
|
uint_fast16_t phase = (strip.now * (1 + SEGENV.custom3)) /32; // allow user to control rotation speed
|
|
|
|
//for (int i=0; i < 4*(cols+rows); i ++) {
|
|
for (int i=0; i < 256; i ++) {
|
|
//float xlocn = float(sin8_t(now/4+i*(SEGMENT.speed>>5))) / 255.0f;
|
|
//float ylocn = float(cos8_t(now/4+i*2)) / 255.0f;
|
|
uint_fast8_t xlocn = sin8_t(phase/2 + (i*SEGMENT.speed)/32);
|
|
uint_fast8_t ylocn = cos8_t(phase/2 + i*2);
|
|
xlocn = (cols < 2) ? 1 : (map(2*xlocn, 0,511, 0,2*(cols-1)) +1) /2; // softhack007: "(2* ..... +1) /2" for proper rounding
|
|
ylocn = (rows < 2) ? 1 : (map(2*ylocn, 0,511, 0,2*(rows-1)) +1) /2; // "rows > 1" is needed to avoid div/0 in map()
|
|
SEGMENT.setPixelColorXY((uint8_t)xlocn, (uint8_t)ylocn, SEGMENT.color_from_palette(strip.now/100+i, false, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
SEGMENT.blur(SEGMENT.custom1 >> (1 + SEGMENT.check1 * 3), SEGMENT.check1);
|
|
} // mode_2DLissajous()
|
|
static const char _data_FX_MODE_2DLISSAJOUS[] PROGMEM = "Lissajous@X frequency,Fade rate,Blur,,Speed,Smear;!;!;2;c1=0";
|
|
|
|
|
|
///////////////////////
|
|
// 2D Matrix //
|
|
///////////////////////
|
|
void mode_2Dmatrix(void) { // Matrix2D. By Jeremy Williams. Adapted by Andrew Tuline & improved by merkisoft and ewowi, and softhack007.
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
const auto XY = [&](int x, int y) { return (x%cols) + (y%rows) * cols; };
|
|
|
|
unsigned dataSize = (SEGMENT.length()+7) >> 3; //1 bit per LED for trails
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
SEGENV.step = 0;
|
|
}
|
|
|
|
uint8_t fade = map(SEGMENT.custom1, 0, 255, 50, 250); // equals trail size
|
|
uint8_t speed = (256-SEGMENT.speed) >> map(min(rows, 150), 0, 150, 0, 3); // slower speeds for small displays
|
|
|
|
uint32_t spawnColor;
|
|
uint32_t trailColor;
|
|
if (SEGMENT.check1) {
|
|
spawnColor = SEGCOLOR(0);
|
|
trailColor = SEGCOLOR(1);
|
|
} else {
|
|
spawnColor = RGBW32(175,255,175,0);
|
|
trailColor = RGBW32(27,130,39,0);
|
|
}
|
|
|
|
bool emptyScreen = true;
|
|
if (strip.now - SEGENV.step >= speed) {
|
|
SEGENV.step = strip.now;
|
|
// move pixels one row down. Falling codes keep color and add trail pixels; all others pixels are faded
|
|
// TODO: it would be better to paint trails idividually instead of relying on fadeToBlackBy()
|
|
SEGMENT.fadeToBlackBy(fade);
|
|
for (int row = rows-1; row >= 0; row--) {
|
|
for (int col = 0; col < cols; col++) {
|
|
unsigned index = XY(col, row) >> 3;
|
|
unsigned bitNum = XY(col, row) & 0x07;
|
|
if (bitRead(SEGENV.data[index], bitNum)) {
|
|
SEGMENT.setPixelColorXY(col, row, trailColor); // create trail
|
|
bitClear(SEGENV.data[index], bitNum);
|
|
if (row < rows-1) {
|
|
SEGMENT.setPixelColorXY(col, row+1, spawnColor);
|
|
index = XY(col, row+1) >> 3;
|
|
bitNum = XY(col, row+1) & 0x07;
|
|
bitSet(SEGENV.data[index], bitNum);
|
|
emptyScreen = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// spawn new falling code
|
|
if (hw_random8() <= SEGMENT.intensity || emptyScreen) {
|
|
uint8_t spawnX = hw_random8(cols);
|
|
SEGMENT.setPixelColorXY(spawnX, 0, spawnColor);
|
|
// update hint for next run
|
|
unsigned index = XY(spawnX, 0) >> 3;
|
|
unsigned bitNum = XY(spawnX, 0) & 0x07;
|
|
bitSet(SEGENV.data[index], bitNum);
|
|
}
|
|
}
|
|
} // mode_2Dmatrix()
|
|
static const char _data_FX_MODE_2DMATRIX[] PROGMEM = "Matrix@!,Spawning rate,Trail,,,Custom color;Spawn,Trail;;2";
|
|
|
|
|
|
/////////////////////////
|
|
// 2D Metaballs //
|
|
/////////////////////////
|
|
void mode_2Dmetaballs(void) { // Metaballs by Stefan Petrick. Cannot have one of the dimensions be 2 or less. Adapted by Andrew Tuline.
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
float speed = 0.25f * (1+(SEGMENT.speed>>6));
|
|
|
|
// get some 2 random moving points
|
|
int x2 = map(perlin8(strip.now * speed, 25355, 685), 0, 255, 0, cols-1);
|
|
int y2 = map(perlin8(strip.now * speed, 355, 11685), 0, 255, 0, rows-1);
|
|
|
|
int x3 = map(perlin8(strip.now * speed, 55355, 6685), 0, 255, 0, cols-1);
|
|
int y3 = map(perlin8(strip.now * speed, 25355, 22685), 0, 255, 0, rows-1);
|
|
|
|
// and one Lissajou function
|
|
int x1 = beatsin8_t(23 * speed, 0, cols-1);
|
|
int y1 = beatsin8_t(28 * speed, 0, rows-1);
|
|
|
|
for (int y = 0; y < rows; y++) {
|
|
for (int x = 0; x < cols; x++) {
|
|
// calculate distances of the 3 points from actual pixel
|
|
// and add them together with weightening
|
|
unsigned dx = abs(x - x1);
|
|
unsigned dy = abs(y - y1);
|
|
unsigned dist = 2 * sqrt32_bw((dx * dx) + (dy * dy));
|
|
|
|
dx = abs(x - x2);
|
|
dy = abs(y - y2);
|
|
dist += sqrt32_bw((dx * dx) + (dy * dy));
|
|
|
|
dx = abs(x - x3);
|
|
dy = abs(y - y3);
|
|
dist += sqrt32_bw((dx * dx) + (dy * dy));
|
|
|
|
// inverse result
|
|
int color = dist ? 1000 / dist : 255;
|
|
|
|
// map color between thresholds
|
|
if (color > 0 and color < 60) {
|
|
SEGMENT.setPixelColorXY(x, y, SEGMENT.color_from_palette(map(color * 9, 9, 531, 0, 255), false, PALETTE_SOLID_WRAP, 0));
|
|
} else {
|
|
SEGMENT.setPixelColorXY(x, y, SEGMENT.color_from_palette(0, false, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
// show the 3 points, too
|
|
SEGMENT.setPixelColorXY(x1, y1, WHITE);
|
|
SEGMENT.setPixelColorXY(x2, y2, WHITE);
|
|
SEGMENT.setPixelColorXY(x3, y3, WHITE);
|
|
}
|
|
}
|
|
} // mode_2Dmetaballs()
|
|
static const char _data_FX_MODE_2DMETABALLS[] PROGMEM = "Metaballs@!;;!;2";
|
|
|
|
|
|
//////////////////////
|
|
// 2D Noise //
|
|
//////////////////////
|
|
void mode_2Dnoise(void) { // By Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
const unsigned scale = SEGMENT.intensity+2;
|
|
|
|
for (int y = 0; y < rows; y++) {
|
|
for (int x = 0; x < cols; x++) {
|
|
uint8_t pixelHue8 = perlin8(x * scale, y * scale, strip.now / (16 - SEGMENT.speed/16));
|
|
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, pixelHue8));
|
|
}
|
|
}
|
|
} // mode_2Dnoise()
|
|
static const char _data_FX_MODE_2DNOISE[] PROGMEM = "Noise2D@!,Scale;;!;2";
|
|
|
|
|
|
//////////////////////////////
|
|
// 2D Plasma Ball //
|
|
//////////////////////////////
|
|
void mode_2DPlasmaball(void) { // By: Stepko https://editor.soulmatelights.com/gallery/659-plasm-ball , Modified by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
SEGMENT.fadeToBlackBy(SEGMENT.custom1>>2);
|
|
uint_fast32_t t = (strip.now * 8) / (256 - SEGMENT.speed); // optimized to avoid float
|
|
for (int i = 0; i < cols; i++) {
|
|
unsigned thisVal = perlin8(i * 30, t, t);
|
|
unsigned thisMax = map(thisVal, 0, 255, 0, cols-1);
|
|
for (int j = 0; j < rows; j++) {
|
|
unsigned thisVal_ = perlin8(t, j * 30, t);
|
|
unsigned thisMax_ = map(thisVal_, 0, 255, 0, rows-1);
|
|
int x = (i + thisMax_ - cols / 2);
|
|
int y = (j + thisMax - cols / 2);
|
|
int cx = (i + thisMax_);
|
|
int cy = (j + thisMax);
|
|
|
|
SEGMENT.addPixelColorXY(i, j, ((x - y > -2) && (x - y < 2)) ||
|
|
((cols - 1 - x - y) > -2 && (cols - 1 - x - y < 2)) ||
|
|
(cols - cx == 0) ||
|
|
(cols - 1 - cx == 0) ||
|
|
((rows - cy == 0) ||
|
|
(rows - 1 - cy == 0)) ? ColorFromPalette(SEGPALETTE, beat8(5), thisVal, LINEARBLEND) : CRGB::Black);
|
|
}
|
|
}
|
|
SEGMENT.blur(SEGMENT.custom2>>5);
|
|
} // mode_2DPlasmaball()
|
|
static const char _data_FX_MODE_2DPLASMABALL[] PROGMEM = "Plasma Ball@Speed,,Fade,Blur;;!;2";
|
|
|
|
|
|
////////////////////////////////
|
|
// 2D Polar Lights //
|
|
////////////////////////////////
|
|
|
|
void mode_2DPolarLights(void) { // By: Kostyantyn Matviyevskyy https://editor.soulmatelights.com/gallery/762-polar-lights , Modified by: Andrew Tuline & @dedehai (palette support)
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
SEGENV.step = 0;
|
|
}
|
|
|
|
float adjustHeight = (float)map(rows, 8, 32, 28, 12); // maybe use mapf() ???
|
|
unsigned adjScale = map(cols, 8, 64, 310, 63);
|
|
unsigned _scale = map(SEGMENT.intensity, 0, 255, 30, adjScale);
|
|
int _speed = map(SEGMENT.speed, 0, 255, 128, 16);
|
|
|
|
for (int x = 0; x < cols; x++) {
|
|
for (int y = 0; y < rows; y++) {
|
|
SEGENV.step++;
|
|
uint8_t palindex = qsub8(perlin8((SEGENV.step%2) + x * _scale, y * 16 + SEGENV.step % 16, SEGENV.step / _speed), fabsf((float)rows / 2.0f - (float)y) * adjustHeight);
|
|
uint8_t palbrightness = palindex;
|
|
if(SEGMENT.check1) palindex = 255 - palindex; //flip palette
|
|
SEGMENT.setPixelColorXY(x, y, SEGMENT.color_from_palette(palindex, false, false, 255, palbrightness));
|
|
}
|
|
}
|
|
} // mode_2DPolarLights()
|
|
static const char _data_FX_MODE_2DPOLARLIGHTS[] PROGMEM = "Polar Lights@!,Scale,,,,Flip Palette;;!;2;pal=71";
|
|
|
|
|
|
/////////////////////////
|
|
// 2D Pulser //
|
|
/////////////////////////
|
|
void mode_2DPulser(void) { // By: ldirko https://editor.soulmatelights.com/gallery/878-pulse-test , modifed by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
SEGMENT.fadeToBlackBy(8 - (SEGMENT.intensity>>5));
|
|
uint32_t a = strip.now / (18 - SEGMENT.speed / 16);
|
|
int x = (a / 14) % cols;
|
|
int y = map((sin8_t(a * 5) + sin8_t(a * 4) + sin8_t(a * 2)), 0, 765, rows-1, 0);
|
|
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, map(y, 0, rows-1, 0, 255), 255, LINEARBLEND));
|
|
|
|
SEGMENT.blur(SEGMENT.intensity>>4);
|
|
} // mode_2DPulser()
|
|
static const char _data_FX_MODE_2DPULSER[] PROGMEM = "Pulser@!,Blur;;!;2";
|
|
|
|
|
|
/////////////////////////
|
|
// 2D Sindots //
|
|
/////////////////////////
|
|
void mode_2DSindots(void) { // By: ldirko https://editor.soulmatelights.com/gallery/597-sin-dots , modified by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
}
|
|
|
|
SEGMENT.fadeToBlackBy((SEGMENT.custom1>>3) + (SEGMENT.check1 * 24));
|
|
|
|
byte t1 = strip.now / (257 - SEGMENT.speed); // 20;
|
|
byte t2 = sin8_t(t1) / 4 * 2;
|
|
for (int i = 0; i < 13; i++) {
|
|
int x = sin8_t(t1 + i * SEGMENT.intensity/8)*(cols-1)/255; // max index now 255x15/255=15!
|
|
int y = sin8_t(t2 + i * SEGMENT.intensity/8)*(rows-1)/255; // max index now 255x15/255=15!
|
|
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, i * 255 / 13, 255, LINEARBLEND));
|
|
}
|
|
SEGMENT.blur(SEGMENT.custom2 >> (3 + SEGMENT.check1), SEGMENT.check1);
|
|
} // mode_2DSindots()
|
|
static const char _data_FX_MODE_2DSINDOTS[] PROGMEM = "Sindots@!,Dot distance,Fade rate,Blur,,Smear;;!;2;";
|
|
|
|
|
|
//////////////////////////////
|
|
// 2D Squared Swirl //
|
|
//////////////////////////////
|
|
// custom3 affects the blur amount.
|
|
void mode_2Dsquaredswirl(void) { // By: Mark Kriegsman. https://gist.github.com/kriegsman/368b316c55221134b160
|
|
// Modifed by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
const uint8_t kBorderWidth = 2;
|
|
|
|
SEGMENT.fadeToBlackBy(1 + SEGMENT.intensity / 5);
|
|
SEGMENT.blur(SEGMENT.custom3>>1);
|
|
|
|
// Use two out-of-sync sine waves
|
|
int i = beatsin8_t(19, kBorderWidth, cols-kBorderWidth);
|
|
int j = beatsin8_t(22, kBorderWidth, cols-kBorderWidth);
|
|
int k = beatsin8_t(17, kBorderWidth, cols-kBorderWidth);
|
|
int m = beatsin8_t(18, kBorderWidth, rows-kBorderWidth);
|
|
int n = beatsin8_t(15, kBorderWidth, rows-kBorderWidth);
|
|
int p = beatsin8_t(20, kBorderWidth, rows-kBorderWidth);
|
|
|
|
SEGMENT.addPixelColorXY(i, m, ColorFromPalette(SEGPALETTE, strip.now/29, 255, LINEARBLEND));
|
|
SEGMENT.addPixelColorXY(j, n, ColorFromPalette(SEGPALETTE, strip.now/41, 255, LINEARBLEND));
|
|
SEGMENT.addPixelColorXY(k, p, ColorFromPalette(SEGPALETTE, strip.now/73, 255, LINEARBLEND));
|
|
} // mode_2Dsquaredswirl()
|
|
static const char _data_FX_MODE_2DSQUAREDSWIRL[] PROGMEM = "Squared Swirl@,Fade,,,Blur;;!;2";
|
|
|
|
|
|
//////////////////////////////
|
|
// 2D Sun Radiation //
|
|
//////////////////////////////
|
|
void mode_2DSunradiation(void) { // By: ldirko https://editor.soulmatelights.com/gallery/599-sun-radiation , modified by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
if (!SEGENV.allocateData(sizeof(byte)*(cols+2)*(rows+2))) FX_FALLBACK_STATIC; //allocation failed
|
|
byte *bump = reinterpret_cast<byte*>(SEGENV.data);
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
}
|
|
|
|
unsigned long t = strip.now / 4;
|
|
unsigned index = 0;
|
|
uint8_t someVal = SEGMENT.speed/4; // Was 25.
|
|
for (int j = 0; j < (rows + 2); j++) {
|
|
for (int i = 0; i < (cols + 2); i++) {
|
|
//byte col = (inoise8_raw(i * someVal, j * someVal, t)) / 2;
|
|
byte col = ((int16_t)perlin8(i * someVal, j * someVal, t) - 0x7F) / 3;
|
|
bump[index++] = col;
|
|
}
|
|
}
|
|
|
|
int yindex = cols + 3;
|
|
int vly = -(rows / 2 + 1);
|
|
for (int y = 0; y < rows; y++) {
|
|
++vly;
|
|
int vlx = -(cols / 2 + 1);
|
|
for (int x = 0; x < cols; x++) {
|
|
++vlx;
|
|
int nx = bump[x + yindex + 1] - bump[x + yindex - 1];
|
|
int ny = bump[x + yindex + (cols + 2)] - bump[x + yindex - (cols + 2)];
|
|
unsigned difx = abs8(vlx * 7 - nx);
|
|
unsigned dify = abs8(vly * 7 - ny);
|
|
int temp = difx * difx + dify * dify;
|
|
int col = 255 - temp / 8; //8 its a size of effect
|
|
if (col < 0) col = 0;
|
|
SEGMENT.setPixelColorXY(x, y, HeatColor(col / (3.0f-(float)(SEGMENT.intensity)/128.f)));
|
|
}
|
|
yindex += (cols + 2);
|
|
}
|
|
} // mode_2DSunradiation()
|
|
static const char _data_FX_MODE_2DSUNRADIATION[] PROGMEM = "Sun Radiation@Variance,Brightness;;;2";
|
|
|
|
|
|
/////////////////////////
|
|
// 2D Tartan //
|
|
/////////////////////////
|
|
void mode_2Dtartan(void) { // By: Elliott Kember https://editor.soulmatelights.com/gallery/3-tartan , Modified by: Andrew Tuline
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
}
|
|
|
|
uint8_t hue, bri;
|
|
size_t intensity;
|
|
int offsetX = beatsin16_t(3, -360, 360);
|
|
int offsetY = beatsin16_t(2, -360, 360);
|
|
int sharpness = SEGMENT.custom3 / 8; // 0-3
|
|
|
|
for (int x = 0; x < cols; x++) {
|
|
for (int y = 0; y < rows; y++) {
|
|
hue = x * beatsin16_t(10, 1, 10) + offsetY;
|
|
intensity = bri = sin8_t(x * SEGMENT.speed/2 + offsetX);
|
|
for (int i=0; i<sharpness; i++) intensity *= bri;
|
|
intensity >>= 8*sharpness;
|
|
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, hue, intensity, LINEARBLEND));
|
|
hue = y * 3 + offsetX;
|
|
intensity = bri = sin8_t(y * SEGMENT.intensity/2 + offsetY);
|
|
for (int i=0; i<sharpness; i++) intensity *= bri;
|
|
intensity >>= 8*sharpness;
|
|
SEGMENT.addPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, hue, intensity, LINEARBLEND));
|
|
}
|
|
}
|
|
} // mode_2DTartan()
|
|
static const char _data_FX_MODE_2DTARTAN[] PROGMEM = "Tartan@X scale,Y scale,,,Sharpness;;!;2";
|
|
|
|
|
|
/////////////////////////
|
|
// 2D spaceships //
|
|
/////////////////////////
|
|
void mode_2Dspaceships(void) { //// Space ships by stepko (c)05.02.21 [https://editor.soulmatelights.com/gallery/639-space-ships], adapted by Blaz Kristan (AKA blazoncek)
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
uint32_t tb = strip.now >> 12; // every ~4s
|
|
if (tb > SEGENV.step) {
|
|
int dir = ++SEGENV.aux0;
|
|
dir += (int)hw_random8(3)-1;
|
|
if (dir > 7) SEGENV.aux0 = 0;
|
|
else if (dir < 0) SEGENV.aux0 = 7;
|
|
else SEGENV.aux0 = dir;
|
|
SEGENV.step = tb + hw_random8(4);
|
|
}
|
|
|
|
SEGMENT.fadeToBlackBy(map(SEGMENT.speed, 0, 255, 248, 16));
|
|
SEGMENT.move(SEGENV.aux0, 1);
|
|
|
|
for (size_t i = 0; i < 8; i++) {
|
|
int x = beatsin8_t(12 + i, 2, cols - 3);
|
|
int y = beatsin8_t(15 + i, 2, rows - 3);
|
|
uint32_t color = ColorFromPalette(SEGPALETTE, beatsin8_t(12 + i, 0, 255), 255);
|
|
SEGMENT.addPixelColorXY(x, y, color);
|
|
if (cols > 24 || rows > 24) {
|
|
SEGMENT.addPixelColorXY(x+1, y, color);
|
|
SEGMENT.addPixelColorXY(x-1, y, color);
|
|
SEGMENT.addPixelColorXY(x, y+1, color);
|
|
SEGMENT.addPixelColorXY(x, y-1, color);
|
|
}
|
|
}
|
|
SEGMENT.blur(SEGMENT.intensity >> 3, SEGMENT.check1);
|
|
}
|
|
static const char _data_FX_MODE_2DSPACESHIPS[] PROGMEM = "Spaceships@!,Blur,,,,Smear;;!;2";
|
|
|
|
|
|
/////////////////////////
|
|
// 2D Crazy Bees //
|
|
/////////////////////////
|
|
//// Crazy bees by stepko (c)12.02.21 [https://editor.soulmatelights.com/gallery/651-crazy-bees], adapted by Blaz Kristan (AKA blazoncek), improved by @dedehai
|
|
#define MAX_BEES 5
|
|
void mode_2Dcrazybees(void) {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
byte n = MIN(MAX_BEES, (rows * cols) / 256 + 1);
|
|
|
|
typedef struct Bee {
|
|
uint8_t posX, posY, aimX, aimY, hue;
|
|
int8_t deltaX, deltaY, signX, signY, error;
|
|
void aimed(uint16_t w, uint16_t h) {
|
|
//random16_set_seed(millis());
|
|
aimX = random8(0, w);
|
|
aimY = random8(0, h);
|
|
hue = random8();
|
|
deltaX = abs(aimX - posX);
|
|
deltaY = abs(aimY - posY);
|
|
signX = posX < aimX ? 1 : -1;
|
|
signY = posY < aimY ? 1 : -1;
|
|
error = deltaX - deltaY;
|
|
};
|
|
} bee_t;
|
|
|
|
if (!SEGENV.allocateData(sizeof(bee_t)*MAX_BEES)) FX_FALLBACK_STATIC; //allocation failed
|
|
bee_t *bee = reinterpret_cast<bee_t*>(SEGENV.data);
|
|
|
|
if (SEGENV.call == 0) {
|
|
random16_set_seed(strip.now);
|
|
for (size_t i = 0; i < n; i++) {
|
|
bee[i].posX = random8(0, cols);
|
|
bee[i].posY = random8(0, rows);
|
|
bee[i].aimed(cols, rows);
|
|
}
|
|
}
|
|
|
|
if (strip.now > SEGENV.step) {
|
|
SEGENV.step = strip.now + (FRAMETIME * 16 / ((SEGMENT.speed>>4)+1));
|
|
SEGMENT.fadeToBlackBy(32 + ((SEGMENT.check1*SEGMENT.intensity) / 25));
|
|
SEGMENT.blur(SEGMENT.intensity / (2 + SEGMENT.check1 * 9), SEGMENT.check1);
|
|
for (size_t i = 0; i < n; i++) {
|
|
uint32_t flowerCcolor = SEGMENT.color_from_palette(bee[i].hue, false, true, 255);
|
|
SEGMENT.addPixelColorXY(bee[i].aimX + 1, bee[i].aimY, flowerCcolor);
|
|
SEGMENT.addPixelColorXY(bee[i].aimX, bee[i].aimY + 1, flowerCcolor);
|
|
SEGMENT.addPixelColorXY(bee[i].aimX - 1, bee[i].aimY, flowerCcolor);
|
|
SEGMENT.addPixelColorXY(bee[i].aimX, bee[i].aimY - 1, flowerCcolor);
|
|
if (bee[i].posX != bee[i].aimX || bee[i].posY != bee[i].aimY) {
|
|
SEGMENT.setPixelColorXY(bee[i].posX, bee[i].posY, CRGB(CHSV(bee[i].hue, 60, 255)));
|
|
int error2 = bee[i].error * 2;
|
|
if (error2 > -bee[i].deltaY) {
|
|
bee[i].error -= bee[i].deltaY;
|
|
bee[i].posX += bee[i].signX;
|
|
}
|
|
if (error2 < bee[i].deltaX) {
|
|
bee[i].error += bee[i].deltaX;
|
|
bee[i].posY += bee[i].signY;
|
|
}
|
|
} else {
|
|
bee[i].aimed(cols, rows);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_2DCRAZYBEES[] PROGMEM = "Crazy Bees@!,Blur,,,,Smear;;!;2;pal=11,ix=0";
|
|
#undef MAX_BEES
|
|
|
|
#ifdef WLED_PS_DONT_REPLACE_2D_FX
|
|
/////////////////////////
|
|
// 2D Ghost Rider //
|
|
/////////////////////////
|
|
//// Ghost Rider by stepko (c)2021 [https://editor.soulmatelights.com/gallery/716-ghost-rider], adapted by Blaz Kristan (AKA blazoncek)
|
|
#define LIGHTERS_AM 64 // max lighters (adequate for 32x32 matrix)
|
|
void mode_2Dghostrider(void) {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
typedef struct Lighter {
|
|
int16_t gPosX;
|
|
int16_t gPosY;
|
|
uint16_t gAngle;
|
|
int8_t angleSpeed;
|
|
uint16_t lightersPosX[LIGHTERS_AM];
|
|
uint16_t lightersPosY[LIGHTERS_AM];
|
|
uint16_t Angle[LIGHTERS_AM];
|
|
uint16_t time[LIGHTERS_AM];
|
|
bool reg[LIGHTERS_AM];
|
|
int8_t Vspeed;
|
|
} lighter_t;
|
|
|
|
if (!SEGENV.allocateData(sizeof(lighter_t))) FX_FALLBACK_STATIC; //allocation failed
|
|
lighter_t *lighter = reinterpret_cast<lighter_t*>(SEGENV.data);
|
|
|
|
const size_t maxLighters = min(cols + rows, LIGHTERS_AM);
|
|
|
|
if (SEGENV.aux0 != cols || SEGENV.aux1 != rows) {
|
|
SEGENV.aux0 = cols;
|
|
SEGENV.aux1 = rows;
|
|
lighter->angleSpeed = hw_random8(0,20) - 10;
|
|
lighter->gAngle = hw_random16();
|
|
lighter->Vspeed = 5;
|
|
lighter->gPosX = (cols/2) * 10;
|
|
lighter->gPosY = (rows/2) * 10;
|
|
for (size_t i = 0; i < maxLighters; i++) {
|
|
lighter->lightersPosX[i] = lighter->gPosX;
|
|
lighter->lightersPosY[i] = lighter->gPosY + i;
|
|
lighter->time[i] = i * 2;
|
|
lighter->reg[i] = false;
|
|
}
|
|
}
|
|
|
|
if (strip.now > SEGENV.step) {
|
|
SEGENV.step = strip.now + 1024 / (cols+rows);
|
|
|
|
SEGMENT.fadeToBlackBy((SEGMENT.speed>>2)+64);
|
|
|
|
CRGB color = CRGB::White;
|
|
SEGMENT.wu_pixel(lighter->gPosX * 256 / 10, lighter->gPosY * 256 / 10, color);
|
|
|
|
lighter->gPosX += lighter->Vspeed * sin_t(radians(lighter->gAngle));
|
|
lighter->gPosY += lighter->Vspeed * cos_t(radians(lighter->gAngle));
|
|
lighter->gAngle += lighter->angleSpeed;
|
|
if (lighter->gPosX < 0) lighter->gPosX = (cols - 1) * 10;
|
|
if (lighter->gPosX > (cols - 1) * 10) lighter->gPosX = 0;
|
|
if (lighter->gPosY < 0) lighter->gPosY = (rows - 1) * 10;
|
|
if (lighter->gPosY > (rows - 1) * 10) lighter->gPosY = 0;
|
|
for (size_t i = 0; i < maxLighters; i++) {
|
|
lighter->time[i] += hw_random8(5, 20);
|
|
if (lighter->time[i] >= 255 ||
|
|
(lighter->lightersPosX[i] <= 0) ||
|
|
(lighter->lightersPosX[i] >= (cols - 1) * 10) ||
|
|
(lighter->lightersPosY[i] <= 0) ||
|
|
(lighter->lightersPosY[i] >= (rows - 1) * 10)) {
|
|
lighter->reg[i] = true;
|
|
}
|
|
if (lighter->reg[i]) {
|
|
lighter->lightersPosY[i] = lighter->gPosY;
|
|
lighter->lightersPosX[i] = lighter->gPosX;
|
|
lighter->Angle[i] = lighter->gAngle + ((int)hw_random8(20) - 10);
|
|
lighter->time[i] = 0;
|
|
lighter->reg[i] = false;
|
|
} else {
|
|
lighter->lightersPosX[i] += -7 * sin_t(radians(lighter->Angle[i]));
|
|
lighter->lightersPosY[i] += -7 * cos_t(radians(lighter->Angle[i]));
|
|
}
|
|
SEGMENT.wu_pixel(lighter->lightersPosX[i] * 256 / 10, lighter->lightersPosY[i] * 256 / 10, ColorFromPalette(SEGPALETTE, (256 - lighter->time[i])));
|
|
}
|
|
SEGMENT.blur(SEGMENT.intensity>>3);
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_2DGHOSTRIDER[] PROGMEM = "Ghost Rider@Fade rate,Blur;;!;2";
|
|
#undef LIGHTERS_AM
|
|
|
|
////////////////////////////
|
|
// 2D Floating Blobs //
|
|
////////////////////////////
|
|
//// Floating Blobs by stepko (c)2021 [https://editor.soulmatelights.com/gallery/573-blobs], adapted by Blaz Kristan (AKA blazoncek)
|
|
#define MAX_BLOBS 8
|
|
void mode_2Dfloatingblobs(void) {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
typedef struct Blob {
|
|
float x[MAX_BLOBS], y[MAX_BLOBS];
|
|
float sX[MAX_BLOBS], sY[MAX_BLOBS]; // speed
|
|
float r[MAX_BLOBS];
|
|
bool grow[MAX_BLOBS];
|
|
byte color[MAX_BLOBS];
|
|
} blob_t;
|
|
|
|
size_t Amount = (SEGMENT.intensity>>5) + 1; // NOTE: be sure to update MAX_BLOBS if you change this
|
|
|
|
if (!SEGENV.allocateData(sizeof(blob_t))) FX_FALLBACK_STATIC; //allocation failed
|
|
blob_t *blob = reinterpret_cast<blob_t*>(SEGENV.data);
|
|
|
|
if (SEGENV.aux0 != cols || SEGENV.aux1 != rows) {
|
|
SEGENV.aux0 = cols; // re-initialise if virtual size changes
|
|
SEGENV.aux1 = rows;
|
|
//SEGMENT.fill(BLACK);
|
|
for (size_t i = 0; i < MAX_BLOBS; i++) {
|
|
blob->r[i] = hw_random8(1, cols>8 ? (cols/4) : 2);
|
|
blob->sX[i] = (float) hw_random8(3, cols) / (float)(256 - SEGMENT.speed); // speed x
|
|
blob->sY[i] = (float) hw_random8(3, rows) / (float)(256 - SEGMENT.speed); // speed y
|
|
blob->x[i] = hw_random8(0, cols-1);
|
|
blob->y[i] = hw_random8(0, rows-1);
|
|
blob->color[i] = hw_random8();
|
|
blob->grow[i] = (blob->r[i] < 1.f);
|
|
if (blob->sX[i] == 0) blob->sX[i] = 1;
|
|
if (blob->sY[i] == 0) blob->sY[i] = 1;
|
|
}
|
|
}
|
|
|
|
SEGMENT.fadeToBlackBy((SEGMENT.custom2>>3)+1);
|
|
|
|
// Bounce balls around
|
|
for (size_t i = 0; i < Amount; i++) {
|
|
if (SEGENV.step < strip.now) blob->color[i] = add8(blob->color[i], 4); // slowly change color
|
|
// change radius if needed
|
|
if (blob->grow[i]) {
|
|
// enlarge radius until it is >= 4
|
|
blob->r[i] += (fabsf(blob->sX[i]) > fabsf(blob->sY[i]) ? fabsf(blob->sX[i]) : fabsf(blob->sY[i])) * 0.05f;
|
|
if (blob->r[i] >= MIN(cols/4.f,2.f)) {
|
|
blob->grow[i] = false;
|
|
}
|
|
} else {
|
|
// reduce radius until it is < 1
|
|
blob->r[i] -= (fabsf(blob->sX[i]) > fabsf(blob->sY[i]) ? fabsf(blob->sX[i]) : fabsf(blob->sY[i])) * 0.05f;
|
|
if (blob->r[i] < 1.f) {
|
|
blob->grow[i] = true;
|
|
}
|
|
}
|
|
uint32_t c = SEGMENT.color_from_palette(blob->color[i], false, false, 0);
|
|
if (blob->r[i] > 1.f) SEGMENT.fillCircle(roundf(blob->x[i]), roundf(blob->y[i]), roundf(blob->r[i]), c);
|
|
else SEGMENT.setPixelColorXY((int)roundf(blob->x[i]), (int)roundf(blob->y[i]), c);
|
|
// move x
|
|
if (blob->x[i] + blob->r[i] >= cols - 1) blob->x[i] += (blob->sX[i] * ((cols - 1 - blob->x[i]) / blob->r[i] + 0.005f));
|
|
else if (blob->x[i] - blob->r[i] <= 0) blob->x[i] += (blob->sX[i] * (blob->x[i] / blob->r[i] + 0.005f));
|
|
else blob->x[i] += blob->sX[i];
|
|
// move y
|
|
if (blob->y[i] + blob->r[i] >= rows - 1) blob->y[i] += (blob->sY[i] * ((rows - 1 - blob->y[i]) / blob->r[i] + 0.005f));
|
|
else if (blob->y[i] - blob->r[i] <= 0) blob->y[i] += (blob->sY[i] * (blob->y[i] / blob->r[i] + 0.005f));
|
|
else blob->y[i] += blob->sY[i];
|
|
// bounce x
|
|
if (blob->x[i] < 0.01f) {
|
|
blob->sX[i] = (float)hw_random8(3, cols) / (256 - SEGMENT.speed);
|
|
blob->x[i] = 0.01f;
|
|
} else if (blob->x[i] > (float)cols - 1.01f) {
|
|
blob->sX[i] = (float)hw_random8(3, cols) / (256 - SEGMENT.speed);
|
|
blob->sX[i] = -blob->sX[i];
|
|
blob->x[i] = (float)cols - 1.01f;
|
|
}
|
|
// bounce y
|
|
if (blob->y[i] < 0.01f) {
|
|
blob->sY[i] = (float)hw_random8(3, rows) / (256 - SEGMENT.speed);
|
|
blob->y[i] = 0.01f;
|
|
} else if (blob->y[i] > (float)rows - 1.01f) {
|
|
blob->sY[i] = (float)hw_random8(3, rows) / (256 - SEGMENT.speed);
|
|
blob->sY[i] = -blob->sY[i];
|
|
blob->y[i] = (float)rows - 1.01f;
|
|
}
|
|
}
|
|
SEGMENT.blur(SEGMENT.custom1>>2);
|
|
|
|
if (SEGENV.step < strip.now) SEGENV.step = strip.now + 2000; // change colors every 2 seconds
|
|
}
|
|
static const char _data_FX_MODE_2DBLOBS[] PROGMEM = "Blobs@!,# blobs,Blur,Trail;!;!;2;c1=8";
|
|
#undef MAX_BLOBS
|
|
#endif // WLED_PS_DONT_REPLACE_2D_FX
|
|
|
|
////////////////////////////
|
|
// 2D Scrolling text //
|
|
////////////////////////////
|
|
void mode_2Dscrollingtext(void) {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
unsigned letterWidth, rotLW;
|
|
unsigned letterHeight, rotLH;
|
|
switch (map(SEGMENT.custom2, 0, 255, 1, 5)) {
|
|
default:
|
|
case 1: letterWidth = 4; letterHeight = 6; break;
|
|
case 2: letterWidth = 5; letterHeight = 8; break;
|
|
case 3: letterWidth = 6; letterHeight = 8; break;
|
|
case 4: letterWidth = 7; letterHeight = 9; break;
|
|
case 5: letterWidth = 5; letterHeight = 12; break;
|
|
}
|
|
// letters are rotated
|
|
const int8_t rotate = map(SEGMENT.custom3, 0, 31, -2, 2);
|
|
if (rotate == 1 || rotate == -1) {
|
|
rotLH = letterWidth;
|
|
rotLW = letterHeight;
|
|
} else {
|
|
rotLW = letterWidth;
|
|
rotLH = letterHeight;
|
|
}
|
|
|
|
char text[WLED_MAX_SEGNAME_LEN+1] = {'\0'};
|
|
size_t result_pos = 0;
|
|
char sec[5];
|
|
int AmPmHour = hour(localTime);
|
|
bool isitAM = true;
|
|
if (useAMPM) {
|
|
if (AmPmHour > 11) { AmPmHour -= 12; isitAM = false; }
|
|
if (AmPmHour == 0) { AmPmHour = 12; }
|
|
sprintf_P(sec, PSTR(" %2s"), (isitAM ? "AM" : "PM"));
|
|
} else {
|
|
sprintf_P(sec, PSTR(":%02d"), second(localTime));
|
|
}
|
|
|
|
size_t len = 0;
|
|
if (SEGMENT.name) len = strlen(SEGMENT.name); // note: SEGMENT.name is limited to WLED_MAX_SEGNAME_LEN
|
|
if (len == 0) { // fallback if empty segment name: display date and time
|
|
sprintf_P(text, PSTR("%s %d, %d %d:%02d%s"), monthShortStr(month(localTime)), day(localTime), year(localTime), AmPmHour, minute(localTime), sec);
|
|
} else {
|
|
size_t i = 0;
|
|
while (i < len) {
|
|
if (SEGMENT.name[i] == '#') {
|
|
char token[7]; // copy up to 6 chars + null terminator
|
|
bool zero = false; // a 0 suffix means display leading zeros
|
|
size_t j = 0;
|
|
while (j < 6 && i + j < len) {
|
|
token[j] = std::toupper(SEGMENT.name[i + j]);
|
|
if(token[j] == '0')
|
|
zero = true; // 0 suffix found. Note: there is an edge case where a '0' could be part of a trailing text and not the token, handling it is not worth the effort
|
|
j++;
|
|
}
|
|
token[j] = '\0';
|
|
int advance = 5; // number of chars to advance in 'text' after processing the token
|
|
|
|
// Process token
|
|
char temp[32];
|
|
if (!strncmp_P(token,PSTR("#DATE"),5)) sprintf_P(temp, zero?PSTR("%02d.%02d.%04d"):PSTR("%d.%d.%d"), day(localTime), month(localTime), year(localTime));
|
|
else if (!strncmp_P(token,PSTR("#DDMM"),5)) sprintf_P(temp, zero?PSTR("%02d.%02d") :PSTR("%d.%d"), day(localTime), month(localTime));
|
|
else if (!strncmp_P(token,PSTR("#MMDD"),5)) sprintf_P(temp, zero?PSTR("%02d/%02d") :PSTR("%d/%d"), month(localTime), day(localTime));
|
|
else if (!strncmp_P(token,PSTR("#TIME"),5)) sprintf_P(temp, zero?PSTR("%02d:%02d%s") :PSTR("%2d:%02d%s"), AmPmHour, minute(localTime), sec);
|
|
else if (!strncmp_P(token,PSTR("#HHMM"),5)) sprintf_P(temp, zero?PSTR("%02d:%02d") :PSTR("%d:%02d"), AmPmHour, minute(localTime));
|
|
else if (!strncmp_P(token,PSTR("#YYYY"),5)) sprintf_P(temp, PSTR("%04d") , year(localTime));
|
|
else if (!strncmp_P(token,PSTR("#MONL"),5)) sprintf (temp, ("%s") , monthStr(month(localTime)));
|
|
else if (!strncmp_P(token,PSTR("#DDDD"),5)) sprintf (temp, ("%s") , dayStr(weekday(localTime)));
|
|
else if (!strncmp_P(token,PSTR("#YY"),3)) { sprintf (temp, ("%02d") , year(localTime)%100); advance = 3; }
|
|
else if (!strncmp_P(token,PSTR("#HH"),3)) { sprintf (temp, zero? ("%02d") : ("%d"), AmPmHour); advance = 3; }
|
|
else if (!strncmp_P(token,PSTR("#MM"),3)) { sprintf (temp, zero? ("%02d") : ("%d"), minute(localTime)); advance = 3; }
|
|
else if (!strncmp_P(token,PSTR("#SS"),3)) { sprintf (temp, zero? ("%02d") : ("%d"), second(localTime)); advance = 3; }
|
|
else if (!strncmp_P(token,PSTR("#MON"),4)) { sprintf (temp, ("%s") , monthShortStr(month(localTime))); advance = 4; }
|
|
else if (!strncmp_P(token,PSTR("#MO"),3)) { sprintf (temp, zero? ("%02d") : ("%d"), month(localTime)); advance = 3; }
|
|
else if (!strncmp_P(token,PSTR("#DAY"),4)) { sprintf (temp, ("%s") , dayShortStr(weekday(localTime))); advance = 4; }
|
|
else if (!strncmp_P(token,PSTR("#DD"),3)) { sprintf (temp, zero? ("%02d") : ("%d"), day(localTime)); advance = 3; }
|
|
else { temp[0] = '#'; temp[1] = '\0'; zero = false; advance = 1; } // Unknown token, just copy the #
|
|
|
|
if(zero) advance++; // skip the '0' suffix
|
|
size_t temp_len = strlen(temp);
|
|
if (result_pos + temp_len < WLED_MAX_SEGNAME_LEN) {
|
|
strcpy(text + result_pos, temp);
|
|
result_pos += temp_len;
|
|
}
|
|
|
|
i += advance;
|
|
}
|
|
else {
|
|
if (result_pos < WLED_MAX_SEGNAME_LEN) {
|
|
text[result_pos++] = SEGMENT.name[i++]; // no token, just copy char
|
|
} else
|
|
break; // buffer full
|
|
}
|
|
}
|
|
}
|
|
|
|
const int numberOfLetters = strlen(text);
|
|
int width = (numberOfLetters * rotLW);
|
|
int yoffset = map(SEGMENT.intensity, 0, 255, -rows/2, rows/2) + (rows-rotLH)/2;
|
|
if (width <= cols) {
|
|
// scroll vertically (e.g. ^^ Way out ^^) if it fits
|
|
int speed = map(SEGMENT.speed, 0, 255, 5000, 1000);
|
|
int frac = strip.now % speed + 1;
|
|
if (SEGMENT.intensity == 255) {
|
|
yoffset = (2 * frac * rows)/speed - rows;
|
|
} else if (SEGMENT.intensity == 0) {
|
|
yoffset = rows - (2 * frac * rows)/speed;
|
|
}
|
|
}
|
|
|
|
if (SEGENV.step < strip.now) {
|
|
// calculate start offset
|
|
if (width > cols) {
|
|
if (SEGMENT.check3) {
|
|
if (SEGENV.aux0 == 0) SEGENV.aux0 = width + cols - 1;
|
|
else --SEGENV.aux0;
|
|
} else ++SEGENV.aux0 %= width + cols;
|
|
} else SEGENV.aux0 = (cols + width)/2;
|
|
++SEGENV.aux1 &= 0xFF; // color shift
|
|
SEGENV.step = strip.now + map(SEGMENT.speed, 0, 255, 250, 50); // shift letters every ~250ms to ~50ms
|
|
}
|
|
|
|
SEGMENT.fade_out(255 - (SEGMENT.custom1>>4)); // trail
|
|
uint32_t col1 = SEGMENT.color_from_palette(SEGENV.aux1, false, PALETTE_SOLID_WRAP, 0);
|
|
uint32_t col2 = BLACK;
|
|
// if gradient is selected and palette is default (0) drawCharacter() uses gradient from SEGCOLOR(0) to SEGCOLOR(2)
|
|
// otherwise col2 == BLACK means use currently selected palette for gradient
|
|
// if gradient is not selected set both colors the same
|
|
if (SEGMENT.check1) { // use gradient
|
|
if (SEGMENT.palette == 0) { // use colors for gradient
|
|
col1 = SEGCOLOR(0);
|
|
col2 = SEGCOLOR(2);
|
|
}
|
|
} else col2 = col1; // force characters to use single color (from palette)
|
|
|
|
for (int i = 0; i < numberOfLetters; i++) {
|
|
int xoffset = int(cols) - int(SEGENV.aux0) + rotLW*i;
|
|
if (xoffset + rotLW < 0) continue; // don't draw characters off-screen
|
|
SEGMENT.drawCharacter(text[i], xoffset, yoffset, letterWidth, letterHeight, col1, col2, rotate);
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_2DSCROLLTEXT[] PROGMEM = "Scrolling Text@!,Y Offset,Trail,Font size,Rotate,Gradient,,Reverse;!,!,Gradient;!;2;ix=128,c1=0,rev=0,mi=0,rY=0,mY=0";
|
|
|
|
|
|
////////////////////////////
|
|
// 2D Drift Rose //
|
|
////////////////////////////
|
|
//// Drift Rose by stepko (c)2021 [https://editor.soulmatelights.com/gallery/1369-drift-rose-pattern], adapted by Blaz Kristan (AKA blazoncek) improved by @dedehai
|
|
void mode_2Ddriftrose(void) {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
const float CX = (cols-cols%2)/2.f - .5f;
|
|
const float CY = (rows-rows%2)/2.f - .5f;
|
|
const float L = min(cols, rows) / 2.f;
|
|
|
|
SEGMENT.fadeToBlackBy(32+(SEGMENT.speed>>3));
|
|
for (size_t i = 1; i < 37; i++) {
|
|
float angle = radians(i * 10);
|
|
uint32_t x = (CX + (sin_t(angle) * (beatsin8_t(i, 0, L*2)-L))) * 255.f;
|
|
uint32_t y = (CY + (cos_t(angle) * (beatsin8_t(i, 0, L*2)-L))) * 255.f;
|
|
if(SEGMENT.palette == 0) SEGMENT.wu_pixel(x, y, CHSV(i * 10, 255, 255));
|
|
else SEGMENT.wu_pixel(x, y, ColorFromPalette(SEGPALETTE, i * 10));
|
|
}
|
|
SEGMENT.blur(SEGMENT.intensity >> 4, SEGMENT.check1);
|
|
}
|
|
static const char _data_FX_MODE_2DDRIFTROSE[] PROGMEM = "Drift Rose@Fade,Blur,,,,Smear;;!;2;pal=11";
|
|
|
|
/////////////////////////////
|
|
// 2D PLASMA ROTOZOOMER //
|
|
/////////////////////////////
|
|
// Plasma Rotozoomer by ldirko (c)2020 [https://editor.soulmatelights.com/gallery/457-plasma-rotozoomer], adapted for WLED by Blaz Kristan (AKA blazoncek)
|
|
void mode_2Dplasmarotozoom() {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
unsigned dataSize = SEGMENT.length() + sizeof(float);
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
float *a = reinterpret_cast<float*>(SEGENV.data);
|
|
byte *plasma = reinterpret_cast<byte*>(SEGENV.data+sizeof(float));
|
|
|
|
unsigned ms = strip.now/15;
|
|
|
|
// plasma
|
|
for (int j = 0; j < rows; j++) {
|
|
int index = j*cols;
|
|
for (int i = 0; i < cols; i++) {
|
|
if (SEGMENT.check1) plasma[index+i] = (i * 4 ^ j * 4) + ms / 6;
|
|
else plasma[index+i] = inoise8(i * 40, j * 40, ms);
|
|
}
|
|
}
|
|
|
|
// rotozoom
|
|
float f = (sin_t(*a/2)+((128-SEGMENT.intensity)/128.0f)+1.1f)/1.5f; // scale factor
|
|
float kosinus = cos_t(*a) * f;
|
|
float sinus = sin_t(*a) * f;
|
|
for (int i = 0; i < cols; i++) {
|
|
float u1 = i * kosinus;
|
|
float v1 = i * sinus;
|
|
for (int j = 0; j < rows; j++) {
|
|
byte u = abs8(u1 - j * sinus) % cols;
|
|
byte v = abs8(v1 + j * kosinus) % rows;
|
|
SEGMENT.setPixelColorXY(i, j, SEGMENT.color_from_palette(plasma[v*cols+u], false, PALETTE_SOLID_WRAP, 255));
|
|
}
|
|
}
|
|
*a -= 0.03f + float(SEGENV.speed-128)*0.0002f; // rotation speed
|
|
if(*a < -6283.18530718f) *a += 6283.18530718f; // 1000*2*PI, protect sin/cos from very large input float values (will give wrong results)
|
|
}
|
|
static const char _data_FX_MODE_2DPLASMAROTOZOOM[] PROGMEM = "Rotozoomer@!,Scale,,,,Alt;;!;2;pal=54";
|
|
|
|
#endif // WLED_DISABLE_2D
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
/******************** audio enhanced routines ************************/
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
/////////////////////////////////
|
|
// * Ripple Peak //
|
|
/////////////////////////////////
|
|
void mode_ripplepeak(void) { // * Ripple peak. By Andrew Tuline.
|
|
// This currently has no controls.
|
|
#define MAXSTEPS 16 // Case statement wouldn't allow a variable.
|
|
|
|
unsigned maxRipples = 16;
|
|
unsigned dataSize = sizeof(Ripple) * maxRipples;
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
Ripple* ripples = reinterpret_cast<Ripple*>(SEGENV.data);
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
uint8_t samplePeak = *(uint8_t*)um_data->u_data[3];
|
|
#ifdef ESP32
|
|
float FFT_MajorPeak = *(float*) um_data->u_data[4];
|
|
#endif
|
|
uint8_t *maxVol = (uint8_t*)um_data->u_data[6];
|
|
uint8_t *binNum = (uint8_t*)um_data->u_data[7];
|
|
|
|
// printUmData();
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.custom1 = *binNum;
|
|
SEGMENT.custom2 = *maxVol * 2;
|
|
}
|
|
|
|
*binNum = SEGMENT.custom1; // Select a bin.
|
|
*maxVol = SEGMENT.custom2 / 2; // Our volume comparator.
|
|
|
|
SEGMENT.fade_out(240); // Lower frame rate means less effective fading than FastLED
|
|
SEGMENT.fade_out(240);
|
|
|
|
for (int i = 0; i < SEGMENT.intensity/16; i++) { // Limit the number of ripples.
|
|
if (samplePeak) ripples[i].state = 255;
|
|
|
|
switch (ripples[i].state) {
|
|
case 254: // Inactive mode
|
|
break;
|
|
|
|
case 255: // Initialize ripple variables.
|
|
ripples[i].pos = hw_random16(SEGLEN);
|
|
#ifdef ESP32
|
|
if (FFT_MajorPeak > 1) // log10(0) is "forbidden" (throws exception)
|
|
ripples[i].color = (int)(log10f(FFT_MajorPeak)*128);
|
|
else ripples[i].color = 0;
|
|
#else
|
|
ripples[i].color = hw_random8();
|
|
#endif
|
|
ripples[i].state = 0;
|
|
break;
|
|
|
|
case 0:
|
|
SEGMENT.setPixelColor(ripples[i].pos, SEGMENT.color_from_palette(ripples[i].color, false, PALETTE_SOLID_WRAP, 0));
|
|
ripples[i].state++;
|
|
break;
|
|
|
|
case MAXSTEPS: // At the end of the ripples. 254 is an inactive mode.
|
|
ripples[i].state = 254;
|
|
break;
|
|
|
|
default: // Middle of the ripples.
|
|
SEGMENT.setPixelColor((ripples[i].pos + ripples[i].state + SEGLEN) % SEGLEN, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(ripples[i].color, false, PALETTE_SOLID_WRAP, 0), uint8_t(2*255/ripples[i].state)));
|
|
SEGMENT.setPixelColor((ripples[i].pos - ripples[i].state + SEGLEN) % SEGLEN, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(ripples[i].color, false, PALETTE_SOLID_WRAP, 0), uint8_t(2*255/ripples[i].state)));
|
|
ripples[i].state++; // Next step.
|
|
break;
|
|
} // switch step
|
|
} // for i
|
|
} // mode_ripplepeak()
|
|
static const char _data_FX_MODE_RIPPLEPEAK[] PROGMEM = "Ripple Peak@Fade rate,Max # of ripples,Select bin,Volume (min);!,!;!;1v;c2=0,m12=0,si=0"; // Pixel, Beatsin
|
|
|
|
|
|
#ifndef WLED_DISABLE_2D
|
|
/////////////////////////
|
|
// * 2D Swirl //
|
|
/////////////////////////
|
|
// By: Mark Kriegsman https://gist.github.com/kriegsman/5adca44e14ad025e6d3b , modified by Andrew Tuline
|
|
void mode_2DSwirl(void) {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
}
|
|
|
|
const uint8_t borderWidth = 2;
|
|
|
|
SEGMENT.blur(SEGMENT.custom1);
|
|
|
|
int i = beatsin8_t( 27*SEGMENT.speed/255, borderWidth, cols - borderWidth);
|
|
int j = beatsin8_t( 41*SEGMENT.speed/255, borderWidth, rows - borderWidth);
|
|
int ni = (cols - 1) - i;
|
|
int nj = (cols - 1) - j;
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
float volumeSmth = *(float*) um_data->u_data[0]; //ewowi: use instead of sampleAvg???
|
|
int volumeRaw = *(int16_t*) um_data->u_data[1];
|
|
|
|
SEGMENT.addPixelColorXY( i, j, ColorFromPalette(SEGPALETTE, (strip.now / 11 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 11, 200, 255);
|
|
SEGMENT.addPixelColorXY( j, i, ColorFromPalette(SEGPALETTE, (strip.now / 13 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 13, 200, 255);
|
|
SEGMENT.addPixelColorXY(ni,nj, ColorFromPalette(SEGPALETTE, (strip.now / 17 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 17, 200, 255);
|
|
SEGMENT.addPixelColorXY(nj,ni, ColorFromPalette(SEGPALETTE, (strip.now / 29 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 29, 200, 255);
|
|
SEGMENT.addPixelColorXY( i,nj, ColorFromPalette(SEGPALETTE, (strip.now / 37 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 37, 200, 255);
|
|
SEGMENT.addPixelColorXY(ni, j, ColorFromPalette(SEGPALETTE, (strip.now / 41 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 41, 200, 255);
|
|
} // mode_2DSwirl()
|
|
static const char _data_FX_MODE_2DSWIRL[] PROGMEM = "Swirl@!,Sensitivity,Blur;,Bg Swirl;!;2v;ix=64,si=0"; // Beatsin // TODO: color 1 unused?
|
|
|
|
|
|
/////////////////////////
|
|
// * 2D Waverly //
|
|
/////////////////////////
|
|
// By: Stepko, https://editor.soulmatelights.com/gallery/652-wave , modified by Andrew Tuline
|
|
void mode_2DWaverly(void) {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
float volumeSmth = *(float*) um_data->u_data[0];
|
|
|
|
SEGMENT.fadeToBlackBy(SEGMENT.speed);
|
|
|
|
long t = strip.now / 2;
|
|
for (int i = 0; i < cols; i++) {
|
|
unsigned thisVal = (1 + SEGMENT.intensity/64) * perlin8(i * 45 , t , t)/2;
|
|
// use audio if available
|
|
if (um_data) {
|
|
thisVal /= 32; // reduce intensity of perlin8()
|
|
thisVal *= volumeSmth;
|
|
}
|
|
int thisMax = map(thisVal, 0, 512, 0, rows);
|
|
|
|
for (int j = 0; j < thisMax; j++) {
|
|
SEGMENT.addPixelColorXY(i, j, ColorFromPalette(SEGPALETTE, map(j, 0, thisMax, 250, 0), 255, LINEARBLEND));
|
|
SEGMENT.addPixelColorXY((cols - 1) - i, (rows - 1) - j, ColorFromPalette(SEGPALETTE, map(j, 0, thisMax, 250, 0), 255, LINEARBLEND));
|
|
}
|
|
}
|
|
if (SEGMENT.check3) SEGMENT.blur(16, cols*rows < 100);
|
|
} // mode_2DWaverly()
|
|
static const char _data_FX_MODE_2DWAVERLY[] PROGMEM = "Waverly@Amplification,Sensitivity,,,,,Blur;;!;2v;ix=64,si=0"; // Beatsin
|
|
|
|
#endif // WLED_DISABLE_2D
|
|
|
|
// Gravity struct requited for GRAV* effects
|
|
typedef struct Gravity {
|
|
int topLED;
|
|
int gravityCounter;
|
|
} gravity;
|
|
|
|
///////////////////////
|
|
// * GRAVCENTER //
|
|
///////////////////////
|
|
// Gravcenter effects By Andrew Tuline.
|
|
// Gravcenter base function for Gravcenter (0), Gravcentric (1), Gravimeter (2), Gravfreq (3) (merged by @dedehai)
|
|
|
|
void mode_gravcenter_base(unsigned mode) {
|
|
if (SEGLEN == 1) FX_FALLBACK_STATIC;
|
|
|
|
const unsigned dataSize = sizeof(gravity);
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
Gravity* gravcen = reinterpret_cast<Gravity*>(SEGENV.data);
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
float volumeSmth = *(float*) um_data->u_data[0];
|
|
|
|
if(mode == 1) SEGMENT.fade_out(253); // //Gravcentric
|
|
else if(mode == 2) SEGMENT.fade_out(249); // Gravimeter
|
|
else if(mode == 3) SEGMENT.fade_out(250); // Gravfreq
|
|
else SEGMENT.fade_out(251); // Gravcenter
|
|
|
|
float mySampleAvg;
|
|
int tempsamp;
|
|
float segmentSampleAvg = volumeSmth * (float)SEGMENT.intensity / 255.0f;
|
|
|
|
if(mode == 2) { //Gravimeter
|
|
segmentSampleAvg *= 0.25; // divide by 4, to compensate for later "sensitivity" upscaling
|
|
mySampleAvg = mapf(segmentSampleAvg*2.0, 0, 64, 0, (SEGLEN-1)); // map to pixels availeable in current segment
|
|
tempsamp = constrain(mySampleAvg,0,SEGLEN-1); // Keep the sample from overflowing.
|
|
}
|
|
else { // Gravcenter or Gravcentric or Gravfreq
|
|
segmentSampleAvg *= 0.125f; // divide by 8, to compensate for later "sensitivity" upscaling
|
|
mySampleAvg = mapf(segmentSampleAvg*2.0, 0.0f, 32.0f, 0.0f, (float)SEGLEN/2.0f); // map to pixels availeable in current segment
|
|
tempsamp = constrain(mySampleAvg, 0, SEGLEN/2); // Keep the sample from overflowing.
|
|
}
|
|
|
|
uint8_t gravity = 8 - SEGMENT.speed/32;
|
|
int offset = 1;
|
|
if(mode == 2) offset = 0; // Gravimeter
|
|
if (tempsamp >= gravcen->topLED) gravcen->topLED = tempsamp-offset;
|
|
else if (gravcen->gravityCounter % gravity == 0) gravcen->topLED--;
|
|
|
|
if(mode == 1) { //Gravcentric
|
|
for (int i=0; i<tempsamp; i++) {
|
|
uint8_t index = segmentSampleAvg*24+strip.now/200;
|
|
SEGMENT.setPixelColor(i+SEGLEN/2, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
|
|
SEGMENT.setPixelColor(SEGLEN/2-1-i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
if (gravcen->topLED >= 0) {
|
|
SEGMENT.setPixelColor(gravcen->topLED+SEGLEN/2, CRGB::Gray);
|
|
SEGMENT.setPixelColor(SEGLEN/2-1-gravcen->topLED, CRGB::Gray);
|
|
}
|
|
}
|
|
else if(mode == 2) { //Gravimeter
|
|
for (int i=0; i<tempsamp; i++) {
|
|
uint8_t index = perlin8(i*segmentSampleAvg+strip.now, 5000+i*segmentSampleAvg);
|
|
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0), uint8_t(segmentSampleAvg*8)));
|
|
}
|
|
if (gravcen->topLED > 0) {
|
|
SEGMENT.setPixelColor(gravcen->topLED, SEGMENT.color_from_palette(strip.now, false, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
}
|
|
else if(mode == 3) { //Gravfreq
|
|
for (int i=0; i<tempsamp; i++) {
|
|
float FFT_MajorPeak = *(float*)um_data->u_data[4]; // used in mode 3: Gravfreq
|
|
if (FFT_MajorPeak < 1) FFT_MajorPeak = 1;
|
|
uint8_t index = (log10f(FFT_MajorPeak) - (MAX_FREQ_LOG10 - 1.78f)) * 255;
|
|
SEGMENT.setPixelColor(i+SEGLEN/2, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
|
|
SEGMENT.setPixelColor(SEGLEN/2-i-1, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
if (gravcen->topLED >= 0) {
|
|
SEGMENT.setPixelColor(gravcen->topLED+SEGLEN/2, CRGB::Gray);
|
|
SEGMENT.setPixelColor(SEGLEN/2-1-gravcen->topLED, CRGB::Gray);
|
|
}
|
|
}
|
|
else { //Gravcenter
|
|
for (int i=0; i<tempsamp; i++) {
|
|
uint8_t index = perlin8(i*segmentSampleAvg+strip.now, 5000+i*segmentSampleAvg);
|
|
SEGMENT.setPixelColor(i+SEGLEN/2, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0), uint8_t(segmentSampleAvg*8)));
|
|
SEGMENT.setPixelColor(SEGLEN/2-i-1, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0), uint8_t(segmentSampleAvg*8)));
|
|
}
|
|
if (gravcen->topLED >= 0) {
|
|
SEGMENT.setPixelColor(gravcen->topLED+SEGLEN/2, SEGMENT.color_from_palette(strip.now, false, PALETTE_SOLID_WRAP, 0));
|
|
SEGMENT.setPixelColor(SEGLEN/2-1-gravcen->topLED, SEGMENT.color_from_palette(strip.now, false, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
}
|
|
gravcen->gravityCounter = (gravcen->gravityCounter + 1) % gravity;
|
|
}
|
|
|
|
void mode_gravcenter(void) { // Gravcenter. By Andrew Tuline.
|
|
mode_gravcenter_base(0);
|
|
}
|
|
static const char _data_FX_MODE_GRAVCENTER[] PROGMEM = "Gravcenter@Rate of fall,Sensitivity;!,!;!;1v;ix=128,m12=2,si=0"; // Circle, Beatsin
|
|
|
|
///////////////////////
|
|
// * GRAVCENTRIC //
|
|
///////////////////////
|
|
void mode_gravcentric(void) { // Gravcentric. By Andrew Tuline.
|
|
mode_gravcenter_base(1);
|
|
}
|
|
static const char _data_FX_MODE_GRAVCENTRIC[] PROGMEM = "Gravcentric@Rate of fall,Sensitivity;!,!;!;1v;ix=128,m12=3,si=0"; // Corner, Beatsin
|
|
|
|
|
|
///////////////////////
|
|
// * GRAVIMETER //
|
|
///////////////////////
|
|
void mode_gravimeter(void) { // Gravmeter. By Andrew Tuline.
|
|
mode_gravcenter_base(2);
|
|
}
|
|
static const char _data_FX_MODE_GRAVIMETER[] PROGMEM = "Gravimeter@Rate of fall,Sensitivity;!,!;!;1v;ix=128,m12=2,si=0"; // Circle, Beatsin
|
|
|
|
|
|
///////////////////////
|
|
// ** Gravfreq //
|
|
///////////////////////
|
|
void mode_gravfreq(void) { // Gravfreq. By Andrew Tuline.
|
|
mode_gravcenter_base(3);
|
|
}
|
|
static const char _data_FX_MODE_GRAVFREQ[] PROGMEM = "Gravfreq@Rate of fall,Sensitivity;!,!;!;1f;ix=128,m12=0,si=0"; // Pixels, Beatsin
|
|
|
|
|
|
//////////////////////
|
|
// * JUGGLES //
|
|
//////////////////////
|
|
void mode_juggles(void) { // Juggles. By Andrew Tuline.
|
|
um_data_t *um_data = getAudioData();
|
|
float volumeSmth = *(float*) um_data->u_data[0];
|
|
|
|
SEGMENT.fade_out(224); // 6.25%
|
|
uint8_t my_sampleAgc = fmax(fmin(volumeSmth, 255.0), 0);
|
|
|
|
for (size_t i=0; i<SEGMENT.intensity/32+1U; i++) {
|
|
// if SEGLEN equals 1, we will always set color to the first and only pixel, but the effect is still good looking
|
|
SEGMENT.setPixelColor(beatsin16_t(SEGMENT.speed/4+i*2,0,SEGLEN-1), color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(strip.now/4+i*2, false, PALETTE_SOLID_WRAP, 0), my_sampleAgc));
|
|
}
|
|
} // mode_juggles()
|
|
static const char _data_FX_MODE_JUGGLES[] PROGMEM = "Juggles@!,# of balls;!,!;!;01v;m12=0,si=0"; // Pixels, Beatsin
|
|
|
|
|
|
//////////////////////
|
|
// * MATRIPIX //
|
|
//////////////////////
|
|
void mode_matripix(void) { // Matripix. By Andrew Tuline.
|
|
// effect can work on single pixels, we just lose the shifting effect
|
|
unsigned dataSize = sizeof(uint32_t) * SEGLEN;
|
|
if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
|
|
uint32_t* pixels = reinterpret_cast<uint32_t*>(SEGENV.data);
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
int volumeRaw = *(int16_t*)um_data->u_data[1];
|
|
|
|
if (SEGENV.call == 0) {
|
|
for (unsigned i = 0; i < SEGLEN; i++) pixels[i] = BLACK; // may not be needed as resetIfRequired() clears buffer
|
|
}
|
|
|
|
uint8_t secondHand = micros()/(256-SEGMENT.speed)/500 % 16;
|
|
if(SEGENV.aux0 != secondHand) {
|
|
SEGENV.aux0 = secondHand;
|
|
|
|
int pixBri = volumeRaw * SEGMENT.intensity / 64;
|
|
unsigned k = SEGLEN-1;
|
|
// loop will not execute if SEGLEN equals 1
|
|
for (unsigned i = 0; i < k; i++) {
|
|
pixels[i] = pixels[i+1]; // shift left
|
|
SEGMENT.setPixelColor(i, pixels[i]);
|
|
}
|
|
pixels[k] = color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(strip.now, false, PALETTE_SOLID_WRAP, 0), pixBri);
|
|
SEGMENT.setPixelColor(k, pixels[k]);
|
|
}
|
|
} // mode_matripix()
|
|
static const char _data_FX_MODE_MATRIPIX[] PROGMEM = "Matripix@!,Brightness;!,!;!;1v;ix=64,m12=2,si=1"; //,rev=1,mi=1,rY=1,mY=1 Circle, WeWillRockYou, reverseX
|
|
|
|
|
|
//////////////////////
|
|
// * MIDNOISE //
|
|
//////////////////////
|
|
void mode_midnoise(void) { // Midnoise. By Andrew Tuline.
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
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// Changing xdist to SEGENV.aux0 and ydist to SEGENV.aux1.
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|
um_data_t *um_data = getAudioData();
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float volumeSmth = *(float*) um_data->u_data[0];
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SEGMENT.fade_out(SEGMENT.speed);
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|
SEGMENT.fade_out(SEGMENT.speed);
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float tmpSound2 = volumeSmth * (float)SEGMENT.intensity / 256.0; // Too sensitive.
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tmpSound2 *= (float)SEGMENT.intensity / 128.0; // Reduce sensitivity/length.
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unsigned maxLen = mapf(tmpSound2, 0, 127, 0, SEGLEN/2);
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if (maxLen >SEGLEN/2) maxLen = SEGLEN/2;
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|
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for (unsigned i=(SEGLEN/2-maxLen); i<(SEGLEN/2+maxLen); i++) {
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uint8_t index = perlin8(i*volumeSmth+SEGENV.aux0, SEGENV.aux1+i*volumeSmth); // Get a value from the noise function. I'm using both x and y axis.
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|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
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}
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|
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SEGENV.aux0=SEGENV.aux0+beatsin8_t(5,0,10);
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SEGENV.aux1=SEGENV.aux1+beatsin8_t(4,0,10);
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} // mode_midnoise()
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static const char _data_FX_MODE_MIDNOISE[] PROGMEM = "Midnoise@Fade rate,Max. length;!,!;!;1v;ix=128,m12=1,si=0"; // Bar, Beatsin
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//////////////////////
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|
// * NOISEFIRE //
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//////////////////////
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// I am the god of hellfire. . . Volume (only) reactive fire routine. Oh, look how short this is.
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void mode_noisefire(void) { // Noisefire. By Andrew Tuline.
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CRGBPalette16 myPal = CRGBPalette16(CHSV(0,255,2), CHSV(0,255,4), CHSV(0,255,8), CHSV(0, 255, 8), // Fire palette definition. Lower value = darker.
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|
CHSV(0, 255, 16), CRGB::Red, CRGB::Red, CRGB::Red,
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CRGB::DarkOrange, CRGB::DarkOrange, CRGB::Orange, CRGB::Orange,
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CRGB::Yellow, CRGB::Orange, CRGB::Yellow, CRGB::Yellow);
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um_data_t *um_data = getAudioData();
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|
float volumeSmth = *(float*) um_data->u_data[0];
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|
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if (SEGENV.call == 0) SEGMENT.fill(BLACK);
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|
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for (unsigned i = 0; i < SEGLEN; i++) {
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unsigned index = perlin8(i*SEGMENT.speed/64,strip.now*SEGMENT.speed/64*SEGLEN/255); // X location is constant, but we move along the Y at the rate of millis(). By Andrew Tuline.
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index = (255 - i*256/SEGLEN) * index/(256-SEGMENT.intensity); // Now we need to scale index so that it gets blacker as we get close to one of the ends.
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// This is a simple y=mx+b equation that's been scaled. index/128 is another scaling.
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SEGMENT.setPixelColor(i, ColorFromPalette(myPal, index, volumeSmth*2, LINEARBLEND)); // Use my own palette.
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}
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} // mode_noisefire()
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static const char _data_FX_MODE_NOISEFIRE[] PROGMEM = "Noisefire@!,!;;;01v;m12=2,si=0"; // Circle, Beatsin
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///////////////////////
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// * Noisemeter //
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///////////////////////
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void mode_noisemeter(void) { // Noisemeter. By Andrew Tuline.
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um_data_t *um_data = getAudioData();
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float volumeSmth = *(float*) um_data->u_data[0];
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int volumeRaw = *(int16_t*)um_data->u_data[1];
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|
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//uint8_t fadeRate = map(SEGMENT.speed,0,255,224,255);
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|
uint8_t fadeRate = map(SEGMENT.speed,0,255,200,254);
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|
SEGMENT.fade_out(fadeRate);
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float tmpSound2 = volumeRaw * 2.0 * (float)SEGMENT.intensity / 255.0;
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|
unsigned maxLen = mapf(tmpSound2, 0, 255, 0, SEGLEN); // map to pixels availeable in current segment // Still a bit too sensitive.
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|
if (maxLen < 0) maxLen = 0;
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|
if (maxLen > SEGLEN) maxLen = SEGLEN;
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|
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|
for (unsigned i=0; i<maxLen; i++) { // The louder the sound, the wider the soundbar. By Andrew Tuline.
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uint8_t index = perlin8(i*volumeSmth+SEGENV.aux0, SEGENV.aux1+i*volumeSmth); // Get a value from the noise function. I'm using both x and y axis.
|
|
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
|
|
SEGENV.aux0+=beatsin8_t(5,0,10);
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|
SEGENV.aux1+=beatsin8_t(4,0,10);
|
|
} // mode_noisemeter()
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|
static const char _data_FX_MODE_NOISEMETER[] PROGMEM = "Noisemeter@Fade rate,Width;!,!;!;1v;ix=128,m12=2,si=0"; // Circle, Beatsin
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|
|
|
|
|
//////////////////////
|
|
// * PIXELWAVE //
|
|
//////////////////////
|
|
void mode_pixelwave(void) { // Pixelwave. By Andrew Tuline.
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
// even with 1D effect we have to take logic for 2D segments for allocation as fill_solid() fills whole segment
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
}
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
int volumeRaw = *(int16_t*)um_data->u_data[1];
|
|
|
|
uint8_t secondHand = micros()/(256-SEGMENT.speed)/500+1 % 16;
|
|
if (SEGENV.aux0 != secondHand) {
|
|
SEGENV.aux0 = secondHand;
|
|
|
|
uint8_t pixBri = volumeRaw * SEGMENT.intensity / 64;
|
|
|
|
SEGMENT.setPixelColor(SEGLEN/2, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(strip.now, false, PALETTE_SOLID_WRAP, 0), pixBri));
|
|
for (unsigned i = SEGLEN - 1; i > SEGLEN/2; i--) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i-1)); //move to the left
|
|
for (unsigned i = 0; i < SEGLEN/2; i++) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1)); // move to the right
|
|
}
|
|
} // mode_pixelwave()
|
|
static const char _data_FX_MODE_PIXELWAVE[] PROGMEM = "Pixelwave@!,Sensitivity;!,!;!;1v;ix=64,m12=2,si=0"; // Circle, Beatsin
|
|
|
|
|
|
//////////////////////
|
|
// * PLASMOID //
|
|
//////////////////////
|
|
typedef struct Plasphase {
|
|
int16_t thisphase;
|
|
int16_t thatphase;
|
|
} plasphase;
|
|
|
|
void mode_plasmoid(void) { // Plasmoid. By Andrew Tuline.
|
|
// even with 1D effect we have to take logic for 2D segments for allocation as fill_solid() fills whole segment
|
|
if (!SEGENV.allocateData(sizeof(plasphase))) FX_FALLBACK_STATIC; //allocation failed
|
|
Plasphase* plasmoip = reinterpret_cast<Plasphase*>(SEGENV.data);
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
float volumeSmth = *(float*) um_data->u_data[0];
|
|
|
|
SEGMENT.fadeToBlackBy(32);
|
|
|
|
plasmoip->thisphase += beatsin8_t(6,-4,4); // You can change direction and speed individually.
|
|
plasmoip->thatphase += beatsin8_t(7,-4,4); // Two phase values to make a complex pattern. By Andrew Tuline.
|
|
|
|
for (unsigned i = 0; i < SEGLEN; i++) { // For each of the LED's in the strand, set a brightness based on a wave as follows.
|
|
// updated, similar to "plasma" effect - softhack007
|
|
uint8_t thisbright = cubicwave8(((i*(1 + (3*SEGMENT.speed/32)))+plasmoip->thisphase) & 0xFF)/2;
|
|
thisbright += cos8_t(((i*(97 +(5*SEGMENT.speed/32)))+plasmoip->thatphase) & 0xFF)/2; // Let's munge the brightness a bit and animate it all with the phases.
|
|
|
|
uint8_t colorIndex=thisbright;
|
|
if (volumeSmth * SEGMENT.intensity / 64 < thisbright) {thisbright = 0;}
|
|
|
|
SEGMENT.addPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0), thisbright));
|
|
}
|
|
} // mode_plasmoid()
|
|
static const char _data_FX_MODE_PLASMOID[] PROGMEM = "Plasmoid@Phase,# of pixels;!,!;!;01v;sx=128,ix=128,m12=0,si=0"; // Pixels, Beatsin
|
|
|
|
|
|
//////////////////////
|
|
// * PUDDLES //
|
|
//////////////////////
|
|
// Puddles/Puddlepeak By Andrew Tuline. Merged by @dedehai
|
|
void mode_puddles_base(bool peakdetect) {
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
unsigned size = 0;
|
|
uint8_t fadeVal = map(SEGMENT.speed, 0, 255, 224, 254);
|
|
unsigned pos = hw_random16(SEGLEN); // Set a random starting position.
|
|
SEGMENT.fade_out(fadeVal);
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
int volumeRaw = *(int16_t*)um_data->u_data[1];
|
|
uint8_t samplePeak = *(uint8_t*)um_data->u_data[3];
|
|
uint8_t *maxVol = (uint8_t*)um_data->u_data[6];
|
|
uint8_t *binNum = (uint8_t*)um_data->u_data[7];
|
|
float volumeSmth = *(float*) um_data->u_data[0];
|
|
|
|
if(peakdetect) { // puddles peak
|
|
*binNum = SEGMENT.custom1; // Select a bin.
|
|
*maxVol = SEGMENT.custom2 / 2; // Our volume comparator.
|
|
if (samplePeak == 1) {
|
|
size = volumeSmth * SEGMENT.intensity /256 /4 + 1; // Determine size of the flash based on the volume.
|
|
if (pos+size>= SEGLEN) size = SEGLEN - pos;
|
|
}
|
|
}
|
|
else { // puddles
|
|
if (volumeRaw > 1) {
|
|
size = volumeRaw * SEGMENT.intensity /256 /8 + 1; // Determine size of the flash based on the volume.
|
|
if (pos+size >= SEGLEN) size = SEGLEN - pos;
|
|
}
|
|
}
|
|
|
|
for (unsigned i=0; i<size; i++) { // Flash the LED's.
|
|
SEGMENT.setPixelColor(pos+i, SEGMENT.color_from_palette(strip.now, false, PALETTE_SOLID_WRAP, 0));
|
|
}
|
|
}
|
|
|
|
void mode_puddlepeak(void) { // Puddlepeak. By Andrew Tuline.
|
|
mode_puddles_base(true);
|
|
}
|
|
static const char _data_FX_MODE_PUDDLEPEAK[] PROGMEM = "Puddlepeak@Fade rate,Puddle size,Select bin,Volume (min);!,!;!;1v;c2=0,m12=0,si=0"; // Pixels, Beatsin
|
|
|
|
void mode_puddles(void) { // Puddles. By Andrew Tuline.
|
|
mode_puddles_base(false);
|
|
}
|
|
static const char _data_FX_MODE_PUDDLES[] PROGMEM = "Puddles@Fade rate,Puddle size;!,!;!;1v;m12=0,si=0"; // Pixels, Beatsin
|
|
|
|
|
|
//////////////////////
|
|
// * PIXELS //
|
|
//////////////////////
|
|
void mode_pixels(void) { // Pixels. By Andrew Tuline.
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
|
|
if (!SEGENV.allocateData(32*sizeof(uint8_t))) FX_FALLBACK_STATIC; //allocation failed
|
|
uint8_t *myVals = reinterpret_cast<uint8_t*>(SEGENV.data); // Used to store a pile of samples because WLED frame rate and WLED sample rate are not synchronized. Frame rate is too low.
|
|
|
|
um_data_t *um_data;
|
|
if (!UsermodManager::getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) {
|
|
um_data = simulateSound(SEGMENT.soundSim);
|
|
}
|
|
float volumeSmth = *(float*) um_data->u_data[0];
|
|
|
|
myVals[strip.now%32] = volumeSmth; // filling values semi randomly
|
|
|
|
SEGMENT.fade_out(64+(SEGMENT.speed>>1));
|
|
|
|
for (int i=0; i <SEGMENT.intensity/8; i++) {
|
|
unsigned segLoc = hw_random16(SEGLEN); // 16 bit for larger strands of LED's.
|
|
SEGMENT.setPixelColor(segLoc, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(myVals[i%32]+i*4, false, PALETTE_SOLID_WRAP, 0), uint8_t(volumeSmth)));
|
|
}
|
|
} // mode_pixels()
|
|
static const char _data_FX_MODE_PIXELS[] PROGMEM = "Pixels@Fade rate,# of pixels;!,!;!;1v;m12=0,si=0"; // Pixels, Beatsin
|
|
|
|
//////////////////////
|
|
// ** Blurz //
|
|
//////////////////////
|
|
void mode_blurz(void) { // Blurz. By Andrew Tuline.
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
// even with 1D effect we have to take logic for 2D segments for allocation as fill_solid() fills whole segment
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
SEGENV.aux0 = 0;
|
|
}
|
|
|
|
int fadeoutDelay = (256 - SEGMENT.speed) / 32;
|
|
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(SEGMENT.speed);
|
|
|
|
SEGENV.step += FRAMETIME;
|
|
if (SEGENV.step > SPEED_FORMULA_L) {
|
|
unsigned segLoc = hw_random16(SEGLEN);
|
|
SEGMENT.setPixelColor(segLoc, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(2*fftResult[SEGENV.aux0%16]*240/max(1, (int)SEGLEN-1), false, PALETTE_SOLID_WRAP, 0), uint8_t(2*fftResult[SEGENV.aux0%16])));
|
|
++(SEGENV.aux0) %= 16; // make sure it doesn't cross 16
|
|
|
|
SEGENV.step = 1;
|
|
SEGMENT.blur(SEGMENT.intensity); // note: blur > 210 results in a alternating pattern, this could be fixed by mapping but some may like it (very old bug)
|
|
}
|
|
} // mode_blurz()
|
|
static const char _data_FX_MODE_BLURZ[] PROGMEM = "Blurz@Fade rate,Blur;!,Color mix;!;1f;m12=0,si=0"; // Pixels, Beatsin
|
|
|
|
|
|
/////////////////////////
|
|
// ** DJLight //
|
|
/////////////////////////
|
|
void mode_DJLight(void) { // Written by ??? Adapted by Will Tatam.
|
|
// No need to prevent from executing on single led strips, only mid will be set (mid = 0)
|
|
const int mid = SEGLEN / 2;
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
}
|
|
|
|
uint8_t secondHand = micros()/(256-SEGMENT.speed)/500+1 % 64;
|
|
if (SEGENV.aux0 != secondHand) { // Triggered millis timing.
|
|
SEGENV.aux0 = secondHand;
|
|
|
|
CRGB color = CRGB(fftResult[15]/2, fftResult[5]/2, fftResult[0]/2); // 16-> 15 as 16 is out of bounds
|
|
SEGMENT.setPixelColor(mid, color.fadeToBlackBy(map(fftResult[4], 0, 255, 255, 4))); // TODO - Update
|
|
|
|
// if SEGLEN equals 1 these loops won't execute
|
|
for (int i = SEGLEN - 1; i > mid; i--) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i-1)); // move to the left
|
|
for (int i = 0; i < mid; i++) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1)); // move to the right
|
|
}
|
|
} // mode_DJLight()
|
|
static const char _data_FX_MODE_DJLIGHT[] PROGMEM = "DJ Light@Speed;;;01f;m12=2,si=0"; // Circle, Beatsin
|
|
|
|
|
|
////////////////////
|
|
// ** Freqmap //
|
|
////////////////////
|
|
void mode_freqmap(void) { // Map FFT_MajorPeak to SEGLEN. Would be better if a higher framerate.
|
|
if (SEGLEN <= 1) FX_FALLBACK_STATIC;
|
|
// Start frequency = 60 Hz and log10(60) = 1.78
|
|
// End frequency = MAX_FREQUENCY in Hz and lo10(MAX_FREQUENCY) = MAX_FREQ_LOG10
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
float FFT_MajorPeak = *(float*)um_data->u_data[4];
|
|
float my_magnitude = *(float*)um_data->u_data[5] / 4.0f;
|
|
if (FFT_MajorPeak < 1) FFT_MajorPeak = 1; // log10(0) is "forbidden" (throws exception)
|
|
|
|
if (SEGENV.call == 0) SEGMENT.fill(BLACK);
|
|
int fadeoutDelay = (256 - SEGMENT.speed) / 32;
|
|
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(SEGMENT.speed);
|
|
|
|
int locn = (log10f((float)FFT_MajorPeak) - 1.78f) * (float)SEGLEN/(MAX_FREQ_LOG10 - 1.78f); // log10 frequency range is from 1.78 to 3.71. Let's scale to SEGLEN.
|
|
if (locn < 1) locn = 0; // avoid underflow
|
|
|
|
if (locn >= (int)SEGLEN) locn = SEGLEN-1;
|
|
unsigned pixCol = (log10f(FFT_MajorPeak) - 1.78f) * 255.0f/(MAX_FREQ_LOG10 - 1.78f); // Scale log10 of frequency values to the 255 colour index.
|
|
if (FFT_MajorPeak < 61.0f) pixCol = 0; // handle underflow
|
|
|
|
uint8_t bright = (uint8_t)my_magnitude;
|
|
|
|
SEGMENT.setPixelColor(locn, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(SEGMENT.intensity+pixCol, false, PALETTE_SOLID_WRAP, 0), bright));
|
|
} // mode_freqmap()
|
|
static const char _data_FX_MODE_FREQMAP[] PROGMEM = "Freqmap@Fade rate,Starting color;!,!;!;1f;m12=0,si=0"; // Pixels, Beatsin
|
|
|
|
|
|
///////////////////////
|
|
// ** Freqmatrix //
|
|
///////////////////////
|
|
void mode_freqmatrix(void) { // Freqmatrix. By Andreas Pleschung.
|
|
// No need to prevent from executing on single led strips, we simply change pixel 0 each time and avoid the shift
|
|
um_data_t *um_data = getAudioData();
|
|
float FFT_MajorPeak = *(float*)um_data->u_data[4];
|
|
float volumeSmth = *(float*)um_data->u_data[0];
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
}
|
|
|
|
uint8_t secondHand = micros()/(256-SEGMENT.speed)/500 % 16;
|
|
if(SEGENV.aux0 != secondHand) {
|
|
SEGENV.aux0 = secondHand;
|
|
|
|
uint8_t sensitivity = map(SEGMENT.custom3, 0, 31, 1, 10); // reduced resolution slider
|
|
int pixVal = (volumeSmth * SEGMENT.intensity * sensitivity) / 256.0f;
|
|
if (pixVal > 255) pixVal = 255;
|
|
|
|
float intensity = map(pixVal, 0, 255, 0, 100) / 100.0f; // make a brightness from the last avg
|
|
|
|
CRGB color = CRGB::Black;
|
|
|
|
if (FFT_MajorPeak > MAX_FREQUENCY) FFT_MajorPeak = 1;
|
|
// MajorPeak holds the freq. value which is most abundant in the last sample.
|
|
// With our sampling rate of 10240Hz we have a usable freq range from roughly 80Hz to 10240/2 Hz
|
|
// we will treat everything with less than 65Hz as 0
|
|
|
|
if (FFT_MajorPeak < 80) {
|
|
color = CRGB::Black;
|
|
} else {
|
|
int upperLimit = 80 + 42 * SEGMENT.custom2;
|
|
int lowerLimit = 80 + 3 * SEGMENT.custom1;
|
|
uint8_t i = lowerLimit!=upperLimit ? map(FFT_MajorPeak, lowerLimit, upperLimit, 0, 255) : FFT_MajorPeak; // may under/overflow - so we enforce uint8_t
|
|
unsigned b = 255 * intensity;
|
|
if (b > 255) b = 255;
|
|
color = CHSV(i, 240, (uint8_t)b); // implicit conversion to RGB supplied by FastLED
|
|
}
|
|
|
|
// shift the pixels one pixel up
|
|
SEGMENT.setPixelColor(0, color);
|
|
// if SEGLEN equals 1 this loop won't execute
|
|
for (int i = SEGLEN - 1; i > 0; i--) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i-1)); //move to the left
|
|
}
|
|
} // mode_freqmatrix()
|
|
static const char _data_FX_MODE_FREQMATRIX[] PROGMEM = "Freqmatrix@Speed,Sound effect,Low bin,High bin,Sensitivity;;;01f;m12=3,si=0"; // Corner, Beatsin
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//////////////////////
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// ** Freqpixels //
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//////////////////////
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// Start frequency = 60 Hz and log10(60) = 1.78
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// End frequency = 5120 Hz and lo10(5120) = 3.71
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// SEGMENT.speed select faderate
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// SEGMENT.intensity select colour index
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void mode_freqpixels(void) { // Freqpixel. By Andrew Tuline.
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um_data_t *um_data = getAudioData();
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float FFT_MajorPeak = *(float*)um_data->u_data[4];
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float my_magnitude = *(float*)um_data->u_data[5] / 16.0f;
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if (FFT_MajorPeak < 1) FFT_MajorPeak = 1.0f; // log10(0) is "forbidden" (throws exception)
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// this code translates to speed * (2 - speed/255) which is a) speed*2 or b) speed (when speed is 255)
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// and since fade_out() can only take 0-255 it will behave incorrectly when speed > 127
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//uint16_t fadeRate = 2*SEGMENT.speed - SEGMENT.speed*SEGMENT.speed/255; // Get to 255 as quick as you can.
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unsigned fadeRate = SEGMENT.speed*SEGMENT.speed; // Get to 255 as quick as you can.
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fadeRate = map(fadeRate, 0, 65535, 1, 255);
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int fadeoutDelay = (256 - SEGMENT.speed) / 64;
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if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(fadeRate);
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uint8_t pixCol = (log10f(FFT_MajorPeak) - 1.78f) * 255.0f/(MAX_FREQ_LOG10 - 1.78f); // Scale log10 of frequency values to the 255 colour index.
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if (FFT_MajorPeak < 61.0f) pixCol = 0; // handle underflow
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for (int i=0; i < SEGMENT.intensity/32+1; i++) {
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unsigned locn = hw_random16(0,SEGLEN);
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SEGMENT.setPixelColor(locn, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(SEGMENT.intensity+pixCol, false, PALETTE_SOLID_WRAP, 0), (uint8_t)my_magnitude));
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}
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} // mode_freqpixels()
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static const char _data_FX_MODE_FREQPIXELS[] PROGMEM = "Freqpixels@Fade rate,Starting color and # of pixels;!,!,;!;1f;m12=0,si=0"; // Pixels, Beatsin
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//////////////////////
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// ** Freqwave //
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//////////////////////
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// Assign a color to the central (starting pixels) based on the predominant frequencies and the volume. The color is being determined by mapping the MajorPeak from the FFT
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// and then mapping this to the HSV color circle. Currently we are sampling at 10240 Hz, so the highest frequency we can look at is 5120Hz.
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//
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// SEGMENT.custom1: the lower cut off point for the FFT. (many, most time the lowest values have very little information since they are FFT conversion artifacts. Suggested value is close to but above 0
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// SEGMENT.custom2: The high cut off point. This depends on your sound profile. Most music looks good when this slider is between 50% and 100%.
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// SEGMENT.custom3: "preamp" for the audio signal for audio10.
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//
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// I suggest that for this effect you turn the brightness to 95%-100% but again it depends on your soundprofile you find yourself in.
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// Instead of using colorpalettes, This effect works on the HSV color circle with red being the lowest frequency
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//
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// As a compromise between speed and accuracy we are currently sampling with 10240Hz, from which we can then determine with a 512bin FFT our max frequency is 5120Hz.
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// Depending on the music stream you have you might find it useful to change the frequency mapping.
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void mode_freqwave(void) { // Freqwave. By Andreas Pleschung.
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// As before, this effect can also work on single pixels, we just lose the shifting effect
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um_data_t *um_data = getAudioData();
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float FFT_MajorPeak = *(float*)um_data->u_data[4];
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float volumeSmth = *(float*)um_data->u_data[0];
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if (SEGENV.call == 0) {
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SEGMENT.fill(BLACK);
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}
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uint8_t secondHand = micros()/(256-SEGMENT.speed)/500 % 16;
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if(SEGENV.aux0 != secondHand) {
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SEGENV.aux0 = secondHand;
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float sensitivity = mapf(SEGMENT.custom3, 1, 31, 1, 10); // reduced resolution slider
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float pixVal = min(255.0f, volumeSmth * (float)SEGMENT.intensity / 256.0f * sensitivity);
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float intensity = mapf(pixVal, 0.0f, 255.0f, 0.0f, 100.0f) / 100.0f; // make a brightness from the last avg
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CRGB color = 0;
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if (FFT_MajorPeak > MAX_FREQUENCY) FFT_MajorPeak = 1.0f;
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// MajorPeak holds the freq. value which is most abundant in the last sample.
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// With our sampling rate of 10240Hz we have a usable freq range from roughly 80Hz to 10240/2 Hz
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// we will treat everything with less than 65Hz as 0
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if (FFT_MajorPeak < 80) {
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color = CRGB::Black;
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} else {
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int upperLimit = 80 + 42 * SEGMENT.custom2;
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int lowerLimit = 80 + 3 * SEGMENT.custom1;
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uint8_t i = lowerLimit!=upperLimit ? map(FFT_MajorPeak, lowerLimit, upperLimit, 0, 255) : FFT_MajorPeak; // may under/overflow - so we enforce uint8_t
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unsigned b = min(255.0f, 255.0f * intensity);
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color = CHSV(i, 240, (uint8_t)b); // implicit conversion to RGB supplied by FastLED
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}
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SEGMENT.setPixelColor(SEGLEN/2, color);
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// shift the pixels one pixel outwards
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// if SEGLEN equals 1 these loops won't execute
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for (unsigned i = SEGLEN - 1; i > SEGLEN/2; i--) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i-1)); //move to the left
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for (unsigned i = 0; i < SEGLEN/2; i++) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1)); // move to the right
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}
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} // mode_freqwave()
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static const char _data_FX_MODE_FREQWAVE[] PROGMEM = "Freqwave@Speed,Sound effect,Low bin,High bin,Pre-amp;;;01f;m12=2,si=0"; // Circle, Beatsin
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//////////////////////
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// ** Noisemove //
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//////////////////////
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void mode_noisemove(void) { // Noisemove. By: Andrew Tuline
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um_data_t *um_data = getAudioData();
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uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
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int fadeoutDelay = (256 - SEGMENT.speed) / 96;
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if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fadeToBlackBy(4+ SEGMENT.speed/4);
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uint8_t numBins = map(SEGMENT.intensity,0,255,0,16); // Map slider to fftResult bins.
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for (int i=0; i<numBins; i++) { // How many active bins are we using.
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unsigned locn = perlin16(strip.now*SEGMENT.speed+i*50000, strip.now*SEGMENT.speed); // Get a new pixel location from moving noise.
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// if SEGLEN equals 1 locn will be always 0, hence we set the first pixel only
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locn = map(locn, 7500, 58000, 0, SEGLEN-1); // Map that to the length of the strand, and ensure we don't go over.
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SEGMENT.setPixelColor(locn, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i*64, false, PALETTE_SOLID_WRAP, 0), uint8_t(fftResult[i % 16]*4)));
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}
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} // mode_noisemove()
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static const char _data_FX_MODE_NOISEMOVE[] PROGMEM = "Noisemove@Move speed,Fade rate;!,!;!;01f;m12=0,si=0"; // Pixels, Beatsin
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//////////////////////
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// ** Rocktaves //
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//////////////////////
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void mode_rocktaves(void) { // Rocktaves. Same note from each octave is same colour. By: Andrew Tuline
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um_data_t *um_data = getAudioData();
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float FFT_MajorPeak = *(float*) um_data->u_data[4];
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float my_magnitude = *(float*) um_data->u_data[5] / 16.0f;
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SEGMENT.fadeToBlackBy(16); // Just in case something doesn't get faded.
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float frTemp = FFT_MajorPeak;
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uint8_t octCount = 0; // Octave counter.
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uint8_t volTemp = 0;
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volTemp = 32.0f + my_magnitude * 1.5f; // brightness = volume (overflows are handled in next lines)
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if (my_magnitude < 48) volTemp = 0; // We need to squelch out the background noise.
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if (my_magnitude > 144) volTemp = 255; // everything above this is full brightness
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while ( frTemp > 249 ) {
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octCount++; // This should go up to 5.
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frTemp = frTemp/2;
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}
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frTemp -= 132.0f; // This should give us a base musical note of C3
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frTemp = fabsf(frTemp * 2.1f); // Fudge factors to compress octave range starting at 0 and going to 255;
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unsigned i = map(beatsin8_t(8+octCount*4, 0, 255, 0, octCount*8), 0, 255, 0, SEGLEN-1);
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i = constrain(i, 0U, SEGLEN-1U);
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SEGMENT.addPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette((uint8_t)frTemp, false, PALETTE_SOLID_WRAP, 0), volTemp));
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} // mode_rocktaves()
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static const char _data_FX_MODE_ROCKTAVES[] PROGMEM = "Rocktaves@;!,!;!;01f;m12=1,si=0"; // Bar, Beatsin
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///////////////////////
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// ** Waterfall //
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///////////////////////
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// Combines peak detection with FFT_MajorPeak and FFT_Magnitude.
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void mode_waterfall(void) { // Waterfall. By: Andrew Tuline
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// effect can work on single pixels, we just lose the shifting effect
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unsigned dataSize = sizeof(uint32_t) * SEGLEN;
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if (!SEGENV.allocateData(dataSize)) FX_FALLBACK_STATIC; //allocation failed
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uint32_t* pixels = reinterpret_cast<uint32_t*>(SEGENV.data);
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um_data_t *um_data = getAudioData();
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uint8_t samplePeak = *(uint8_t*)um_data->u_data[3];
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float FFT_MajorPeak = *(float*) um_data->u_data[4];
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uint8_t *maxVol = (uint8_t*)um_data->u_data[6];
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uint8_t *binNum = (uint8_t*)um_data->u_data[7];
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float my_magnitude = *(float*) um_data->u_data[5] / 8.0f;
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|
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if (FFT_MajorPeak < 1) FFT_MajorPeak = 1; // log10(0) is "forbidden" (throws exception)
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|
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if (SEGENV.call == 0) {
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for (unsigned i = 0; i < SEGLEN; i++) pixels[i] = BLACK; // may not be needed as resetIfRequired() clears buffer
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SEGENV.aux0 = 255;
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SEGMENT.custom1 = *binNum;
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SEGMENT.custom2 = *maxVol * 2;
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}
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*binNum = SEGMENT.custom1; // Select a bin.
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|
*maxVol = SEGMENT.custom2 / 2; // Our volume comparator.
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uint8_t secondHand = micros() / (256-SEGMENT.speed)/500 + 1 % 16;
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|
if (SEGENV.aux0 != secondHand) { // Triggered millis timing.
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|
SEGENV.aux0 = secondHand;
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|
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//uint8_t pixCol = (log10f((float)FFT_MajorPeak) - 2.26f) * 177; // 10Khz sampling - log10 frequency range is from 2.26 (182hz) to 3.7 (5012hz). Let's scale accordingly.
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uint8_t pixCol = (log10f(FFT_MajorPeak) - 2.26f) * 150; // 22Khz sampling - log10 frequency range is from 2.26 (182hz) to 3.967 (9260hz). Let's scale accordingly.
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if (FFT_MajorPeak < 182.0f) pixCol = 0; // handle underflow
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|
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unsigned k = SEGLEN-1;
|
|
if (samplePeak) {
|
|
pixels[k] = (uint32_t)CRGB(CHSV(92,92,92));
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|
} else {
|
|
pixels[k] = color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(pixCol+SEGMENT.intensity, false, PALETTE_SOLID_WRAP, 0), (uint8_t)my_magnitude);
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}
|
|
SEGMENT.setPixelColor(k, pixels[k]);
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|
// loop will not execute if SEGLEN equals 1
|
|
for (unsigned i = 0; i < k; i++) {
|
|
pixels[i] = pixels[i+1]; // shift left
|
|
SEGMENT.setPixelColor(i, pixels[i]);
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|
}
|
|
}
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|
} // mode_waterfall()
|
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static const char _data_FX_MODE_WATERFALL[] PROGMEM = "Waterfall@!,Adjust color,Select bin,Volume (min);!,!;!;01f;c2=0,m12=2,si=0"; // Circles, Beatsin
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|
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#ifndef WLED_DISABLE_2D
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/////////////////////////
|
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// ** 2D GEQ //
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/////////////////////////
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void mode_2DGEQ(void) { // By Will Tatam. Code reduction by Ewoud Wijma.
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if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
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const int NUM_BANDS = map(SEGMENT.custom1, 0, 255, 1, 16);
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const int CENTER_BIN = map(SEGMENT.custom3, 0, 31, 0, 15);
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const int cols = SEG_W;
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const int rows = SEG_H;
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|
|
if (!SEGENV.allocateData(cols*sizeof(uint16_t))) FX_FALLBACK_STATIC; //allocation failed
|
|
uint16_t *previousBarHeight = reinterpret_cast<uint16_t*>(SEGENV.data); //array of previous bar heights per frequency band
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|
|
um_data_t *um_data = getAudioData();
|
|
uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
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|
|
if (SEGENV.call == 0) for (int i=0; i<cols; i++) previousBarHeight[i] = 0;
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|
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bool rippleTime = false;
|
|
if (strip.now - SEGENV.step >= (256U - SEGMENT.intensity)) {
|
|
SEGENV.step = strip.now;
|
|
rippleTime = true;
|
|
}
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|
|
int fadeoutDelay = (256 - SEGMENT.speed) / 64;
|
|
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fadeToBlackBy(SEGMENT.speed);
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|
|
for (int x=0; x < cols; x++) {
|
|
int band = map(x, 0, cols, 0, NUM_BANDS);
|
|
if (NUM_BANDS < 16) {
|
|
int startBin = constrain(CENTER_BIN - NUM_BANDS/2, 0, 15 - NUM_BANDS + 1);
|
|
if(NUM_BANDS <= 1)
|
|
band = CENTER_BIN; // map() does not work for single band
|
|
else
|
|
band = map(band, 0, NUM_BANDS - 1, startBin, startBin + NUM_BANDS - 1);
|
|
}
|
|
band = constrain(band, 0, 15);
|
|
unsigned colorIndex = band * 17;
|
|
int barHeight = map(fftResult[band], 0, 255, 0, rows); // do not subtract -1 from rows here
|
|
if (barHeight > previousBarHeight[x]) previousBarHeight[x] = barHeight; //drive the peak up
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|
|
uint32_t ledColor = BLACK;
|
|
for (int y=0; y < barHeight; y++) {
|
|
if (SEGMENT.check1) //color_vertical / color bars toggle
|
|
colorIndex = map(y, 0, rows-1, 0, 255);
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|
|
ledColor = SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0);
|
|
SEGMENT.setPixelColorXY(x, rows-1 - y, ledColor);
|
|
}
|
|
if (previousBarHeight[x] > 0)
|
|
SEGMENT.setPixelColorXY(x, rows - previousBarHeight[x], (SEGCOLOR(2) != BLACK) ? SEGCOLOR(2) : ledColor);
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|
|
|
if (rippleTime && previousBarHeight[x]>0) previousBarHeight[x]--; //delay/ripple effect
|
|
}
|
|
} // mode_2DGEQ()
|
|
static const char _data_FX_MODE_2DGEQ[] PROGMEM = "GEQ@Fade speed,Ripple decay,# of bands,,Bin,Color bars;!,,Peaks;!;2f;c1=255,c2=64,pal=11,si=0,c3=0";
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|
|
|
|
/////////////////////////
|
|
// ** 2D Funky plank //
|
|
/////////////////////////
|
|
void mode_2DFunkyPlank(void) { // Written by ??? Adapted by Will Tatam.
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
int NUMB_BANDS = map(SEGMENT.custom1, 0, 255, 1, 16);
|
|
int barWidth = (cols / NUMB_BANDS);
|
|
int bandInc = 1;
|
|
if (barWidth == 0) {
|
|
// Matrix narrower than fft bands
|
|
barWidth = 1;
|
|
bandInc = (NUMB_BANDS / cols);
|
|
}
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
|
|
|
|
if (SEGENV.call == 0) {
|
|
SEGMENT.fill(BLACK);
|
|
}
|
|
|
|
uint8_t secondHand = micros()/(256-SEGMENT.speed)/500+1 % 64;
|
|
if (SEGENV.aux0 != secondHand) { // Triggered millis timing.
|
|
SEGENV.aux0 = secondHand;
|
|
|
|
// display values of
|
|
int b = 0;
|
|
for (int band = 0; band < NUMB_BANDS; band += bandInc, b++) {
|
|
int hue = fftResult[band % 16];
|
|
int v = map(fftResult[band % 16], 0, 255, 10, 255);
|
|
for (int w = 0; w < barWidth; w++) {
|
|
int xpos = (barWidth * b) + w;
|
|
SEGMENT.setPixelColorXY(xpos, 0, CHSV(hue, 255, v));
|
|
}
|
|
}
|
|
|
|
// Update the display:
|
|
for (int i = (rows - 1); i > 0; i--) {
|
|
for (int j = (cols - 1); j >= 0; j--) {
|
|
SEGMENT.setPixelColorXY(j, i, SEGMENT.getPixelColorXY(j, i-1));
|
|
}
|
|
}
|
|
}
|
|
} // mode_2DFunkyPlank
|
|
static const char _data_FX_MODE_2DFUNKYPLANK[] PROGMEM = "Funky Plank@Scroll speed,,# of bands;;;2f;si=0"; // Beatsin
|
|
|
|
|
|
/////////////////////////
|
|
// 2D Akemi //
|
|
/////////////////////////
|
|
static uint8_t akemi[] PROGMEM = {
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,2,2,3,3,3,3,3,3,2,2,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,2,3,3,0,0,0,0,0,0,3,3,2,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,2,3,0,0,0,6,5,5,4,0,0,0,3,2,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,2,3,0,0,6,6,5,5,5,5,4,4,0,0,3,2,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,2,3,0,6,5,5,5,5,5,5,5,5,4,0,3,2,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,2,3,0,6,5,5,5,5,5,5,5,5,5,5,4,0,3,2,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,3,2,0,6,5,5,5,5,5,5,5,5,5,5,4,0,2,3,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,3,2,3,6,5,5,7,7,5,5,5,5,7,7,5,5,4,3,2,3,0,0,0,0,0,0,
|
|
0,0,0,0,0,2,3,1,3,6,5,1,7,7,7,5,5,1,7,7,7,5,4,3,1,3,2,0,0,0,0,0,
|
|
0,0,0,0,0,8,3,1,3,6,5,1,7,7,7,5,5,1,7,7,7,5,4,3,1,3,8,0,0,0,0,0,
|
|
0,0,0,0,0,8,3,1,3,6,5,5,1,1,5,5,5,5,1,1,5,5,4,3,1,3,8,0,0,0,0,0,
|
|
0,0,0,0,0,2,3,1,3,6,5,5,5,5,5,5,5,5,5,5,5,5,4,3,1,3,2,0,0,0,0,0,
|
|
0,0,0,0,0,0,3,2,3,6,5,5,5,5,5,5,5,5,5,5,5,5,4,3,2,3,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,6,5,5,5,5,5,7,7,5,5,5,5,5,4,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,0,0,0,0,0,0,
|
|
1,0,0,0,0,0,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,0,0,0,0,0,2,
|
|
0,2,2,2,0,0,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,0,0,2,2,2,0,
|
|
0,0,0,3,2,0,0,0,6,5,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,2,2,0,0,0,
|
|
0,0,0,3,2,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,2,3,0,0,0,
|
|
0,0,0,0,3,2,0,0,0,0,3,3,0,3,3,0,0,3,3,0,3,3,0,0,0,0,2,2,0,0,0,0,
|
|
0,0,0,0,3,2,0,0,0,0,3,2,0,3,2,0,0,3,2,0,3,2,0,0,0,0,2,3,0,0,0,0,
|
|
0,0,0,0,0,3,2,0,0,3,2,0,0,3,2,0,0,3,2,0,0,3,2,0,0,2,3,0,0,0,0,0,
|
|
0,0,0,0,0,3,2,2,2,2,0,0,0,3,2,0,0,3,2,0,0,0,3,2,2,2,3,0,0,0,0,0,
|
|
0,0,0,0,0,0,3,3,3,0,0,0,0,3,2,0,0,3,2,0,0,0,0,3,3,3,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
};
|
|
|
|
void mode_2DAkemi(void) {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
unsigned counter = (strip.now * ((SEGMENT.speed >> 2) +2)) & 0xFFFF;
|
|
counter = counter >> 8;
|
|
|
|
const float lightFactor = 0.15f;
|
|
const float normalFactor = 0.4f;
|
|
|
|
um_data_t *um_data;
|
|
if (!UsermodManager::getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) {
|
|
um_data = simulateSound(SEGMENT.soundSim);
|
|
}
|
|
uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
|
|
float base = fftResult[0]/255.0f;
|
|
|
|
//draw and color Akemi
|
|
for (int y=0; y < rows; y++) for (int x=0; x < cols; x++) {
|
|
CRGB color;
|
|
CRGB soundColor = CRGB::Orange;
|
|
CRGB faceColor = CRGB(SEGMENT.color_wheel(counter));
|
|
CRGB armsAndLegsColor = CRGB(SEGCOLOR(1) > 0 ? SEGCOLOR(1) : 0xFFE0A0); //default warmish white 0xABA8FF; //0xFF52e5;//
|
|
uint8_t ak = pgm_read_byte_near(akemi + ((y * 32)/rows) * 32 + (x * 32)/cols); // akemi[(y * 32)/rows][(x * 32)/cols]
|
|
switch (ak) {
|
|
case 3: armsAndLegsColor.r *= lightFactor; armsAndLegsColor.g *= lightFactor; armsAndLegsColor.b *= lightFactor; color = armsAndLegsColor; break; //light arms and legs 0x9B9B9B
|
|
case 2: armsAndLegsColor.r *= normalFactor; armsAndLegsColor.g *= normalFactor; armsAndLegsColor.b *= normalFactor; color = armsAndLegsColor; break; //normal arms and legs 0x888888
|
|
case 1: color = armsAndLegsColor; break; //dark arms and legs 0x686868
|
|
case 6: faceColor.r *= lightFactor; faceColor.g *= lightFactor; faceColor.b *= lightFactor; color=faceColor; break; //light face 0x31AAFF
|
|
case 5: faceColor.r *= normalFactor; faceColor.g *= normalFactor; faceColor.b *= normalFactor; color=faceColor; break; //normal face 0x0094FF
|
|
case 4: color = faceColor; break; //dark face 0x007DC6
|
|
case 7: color = SEGCOLOR(2) > 0 ? SEGCOLOR(2) : 0xFFFFFF; break; //eyes and mouth default white
|
|
case 8: if (base > 0.4) {soundColor.r *= base; soundColor.g *= base; soundColor.b *= base; color=soundColor;} else color = armsAndLegsColor; break;
|
|
default: color = BLACK; break;
|
|
}
|
|
|
|
if (SEGMENT.intensity > 128 && fftResult && fftResult[0] > 128) { //dance if base is high
|
|
SEGMENT.setPixelColorXY(x, 0, BLACK);
|
|
SEGMENT.setPixelColorXY(x, y+1, color);
|
|
} else
|
|
SEGMENT.setPixelColorXY(x, y, color);
|
|
}
|
|
|
|
//add geq left and right
|
|
if (um_data && fftResult) {
|
|
int xMax = cols/8;
|
|
for (int x=0; x < xMax; x++) {
|
|
unsigned band = map(x, 0, max(xMax,4), 0, 15); // map 0..cols/8 to 16 GEQ bands
|
|
band = constrain(band, 0, 15);
|
|
int barHeight = map(fftResult[band], 0, 255, 0, 17*rows/32);
|
|
uint32_t color = SEGMENT.color_from_palette((band * 35), false, PALETTE_SOLID_WRAP, 0);
|
|
|
|
for (int y=0; y < barHeight; y++) {
|
|
SEGMENT.setPixelColorXY(x, rows/2-y, color);
|
|
SEGMENT.setPixelColorXY(cols-1-x, rows/2-y, color);
|
|
}
|
|
}
|
|
}
|
|
} // mode_2DAkemi
|
|
static const char _data_FX_MODE_2DAKEMI[] PROGMEM = "Akemi@Color speed,Dance;Head palette,Arms & Legs,Eyes & Mouth;Face palette;2f;si=0"; //beatsin
|
|
|
|
|
|
// Distortion waves - ldirko
|
|
// https://editor.soulmatelights.com/gallery/1089-distorsion-waves
|
|
// adapted for WLED by @blazoncek, improvements by @dedehai
|
|
void mode_2Ddistortionwaves() {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
uint8_t speed = SEGMENT.speed/32;
|
|
uint8_t scale = SEGMENT.intensity/32;
|
|
if(SEGMENT.check2) scale += 192 / (cols+rows); // zoom out some more. note: not changing scale slider for backwards compatibility
|
|
|
|
unsigned a = strip.now/32;
|
|
unsigned a2 = a/2;
|
|
unsigned a3 = a/3;
|
|
unsigned colsScaled = cols * scale;
|
|
unsigned rowsScaled = rows * scale;
|
|
|
|
unsigned cx = beatsin16_t(10-speed,0,colsScaled);
|
|
unsigned cy = beatsin16_t(12-speed,0,rowsScaled);
|
|
unsigned cx1 = beatsin16_t(13-speed,0,colsScaled);
|
|
unsigned cy1 = beatsin16_t(15-speed,0,rowsScaled);
|
|
unsigned cx2 = beatsin16_t(17-speed,0,colsScaled);
|
|
unsigned cy2 = beatsin16_t(14-speed,0,rowsScaled);
|
|
|
|
byte rdistort, gdistort, bdistort;
|
|
|
|
unsigned xoffs = 0;
|
|
for (int x = 0; x < cols; x++) {
|
|
xoffs += scale;
|
|
unsigned yoffs = 0;
|
|
|
|
for (int y = 0; y < rows; y++) {
|
|
yoffs += scale;
|
|
|
|
if(SEGMENT.check3) {
|
|
// alternate mode from original code
|
|
rdistort = cos8_t (((x+y)*8+a2)&255)>>1;
|
|
gdistort = cos8_t (((x+y)*8+a3+32)&255)>>1;
|
|
bdistort = cos8_t (((x+y)*8+a+64)&255)>>1;
|
|
} else {
|
|
rdistort = cos8_t((cos8_t(((x<<3)+a )&255)+cos8_t(((y<<3)-a2)&255)+a3 )&255)>>1;
|
|
gdistort = cos8_t((cos8_t(((x<<3)-a2)&255)+cos8_t(((y<<3)+a3)&255)+a+32 )&255)>>1;
|
|
bdistort = cos8_t((cos8_t(((x<<3)+a3)&255)+cos8_t(((y<<3)-a) &255)+a2+64)&255)>>1;
|
|
}
|
|
|
|
byte valueR = rdistort + ((a- ( ((xoffs - cx) * (xoffs - cx) + (yoffs - cy) * (yoffs - cy))>>7 ))<<1);
|
|
byte valueG = gdistort + ((a2-( ((xoffs - cx1) * (xoffs - cx1) + (yoffs - cy1) * (yoffs - cy1))>>7 ))<<1);
|
|
byte valueB = bdistort + ((a3-( ((xoffs - cx2) * (xoffs - cx2) + (yoffs - cy2) * (yoffs - cy2))>>7 ))<<1);
|
|
|
|
valueR = cos8_t(valueR);
|
|
valueG = cos8_t(valueG);
|
|
valueB = cos8_t(valueB);
|
|
|
|
if(SEGMENT.palette == 0) {
|
|
// use RGB values (original color mode)
|
|
SEGMENT.setPixelColorXY(x, y, RGBW32(valueR, valueG, valueB, 0));
|
|
} else {
|
|
// use palette
|
|
uint8_t brightness = (valueR + valueG + valueB) / 3;
|
|
if(SEGMENT.check1) { // map brightness to palette index
|
|
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, brightness, 255, LINEARBLEND_NOWRAP));
|
|
} else {
|
|
// color mapping: calculate hue from pixel color, map it to palette index
|
|
CHSV hsvclr = rgb2hsv_approximate(CRGB(valueR>>2, valueG>>2, valueB>>2)); // scale colors down to not saturate for better hue extraction
|
|
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, hsvclr.h, brightness));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// palette mode and not filling: smear-blur to cover up palette wrapping artefacts
|
|
if(!SEGMENT.check1 && SEGMENT.palette)
|
|
SEGMENT.blur(200, true);
|
|
}
|
|
static const char _data_FX_MODE_2DDISTORTIONWAVES[] PROGMEM = "Distortion Waves@!,Scale,,,,Fill,Zoom,Alt;;!;2;pal=0";
|
|
|
|
|
|
//Soap
|
|
//@Stepko
|
|
//Idea from https://www.youtube.com/watch?v=DiHBgITrZck&ab_channel=StefanPetrick
|
|
// adapted for WLED by @blazoncek, optimization by @dedehai
|
|
static void soapPixels(bool isRow, uint8_t *noise3d, CRGB *pixels) {
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
const auto XY = [&](int x, int y) { return x + y * cols; };
|
|
const auto abs = [](int x) { return x<0 ? -x : x; };
|
|
const int tRC = isRow ? rows : cols; // transpose if isRow
|
|
const int tCR = isRow ? cols : rows; // transpose if isRow
|
|
const int amplitude = max(1, (tCR - 8) >> 3) * (1 + (SEGMENT.custom1 >> 5));
|
|
const int shift = 0; //(128 - SEGMENT.custom2)*2;
|
|
|
|
CRGB ledsbuff[tCR];
|
|
|
|
for (int i = 0; i < tRC; i++) {
|
|
int amount = ((int)noise3d[isRow ? i*cols : i] - 128) * amplitude + shift; // use first row/column: XY(0,i)/XY(i,0)
|
|
int delta = abs(amount) >> 8;
|
|
int fraction = abs(amount) & 255;
|
|
for (int j = 0; j < tCR; j++) {
|
|
int zD, zF;
|
|
if (amount < 0) {
|
|
zD = j - delta;
|
|
zF = zD - 1;
|
|
} else {
|
|
zD = j + delta;
|
|
zF = zD + 1;
|
|
}
|
|
int yA = abs(zD)%tCR;
|
|
int yB = abs(zF)%tCR;
|
|
int xA = i;
|
|
int xB = i;
|
|
if (isRow) {
|
|
std::swap(xA,yA);
|
|
std::swap(xB,yB);
|
|
}
|
|
const int indxA = XY(xA,yA);
|
|
const int indxB = XY(xB,yB);
|
|
CRGB PixelA;
|
|
CRGB PixelB;
|
|
if ((zD >= 0) && (zD < tCR)) PixelA = pixels[indxA];
|
|
else PixelA = ColorFromPalette(SEGPALETTE, ~noise3d[indxA]*3);
|
|
if ((zF >= 0) && (zF < tCR)) PixelB = pixels[indxB];
|
|
else PixelB = ColorFromPalette(SEGPALETTE, ~noise3d[indxB]*3);
|
|
ledsbuff[j] = (PixelA.nscale8(ease8InOutApprox(255 - fraction))) + (PixelB.nscale8(ease8InOutApprox(fraction)));
|
|
}
|
|
for (int j = 0; j < tCR; j++) {
|
|
CRGB c = ledsbuff[j];
|
|
if (isRow) std::swap(j,i);
|
|
SEGMENT.setPixelColorXY(i, j, pixels[XY(i,j)] = c);
|
|
if (isRow) std::swap(j,i);
|
|
}
|
|
}
|
|
}
|
|
|
|
void mode_2Dsoap() {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
const auto XY = [&](int x, int y) { return x + y * cols; };
|
|
|
|
const size_t segSize = SEGMENT.width() * SEGMENT.height(); // prevent reallocation if mirrored or grouped
|
|
const size_t dataSize = segSize * (sizeof(uint8_t) + sizeof(CRGB)); // pixels and noise
|
|
if (!SEGENV.allocateData(dataSize + sizeof(uint32_t)*3)) FX_FALLBACK_STATIC; //allocation failed
|
|
|
|
uint8_t *noise3d = reinterpret_cast<uint8_t*>(SEGENV.data);
|
|
CRGB *pixels = reinterpret_cast<CRGB*>(SEGENV.data + segSize * sizeof(uint8_t));
|
|
uint32_t *noisecoord = reinterpret_cast<uint32_t*>(SEGENV.data + dataSize); // x, y, z coordinates
|
|
const uint32_t scale32_x = 160000U/cols;
|
|
const uint32_t scale32_y = 160000U/rows;
|
|
const uint32_t mov = MIN(cols,rows)*(SEGMENT.speed+2)/2;
|
|
const uint8_t smoothness = MIN(250,SEGMENT.intensity); // limit as >250 produces very little changes
|
|
|
|
if (SEGENV.call == 0) for (int i = 0; i < 3; i++) noisecoord[i] = hw_random(); // init
|
|
else for (int i = 0; i < 3; i++) noisecoord[i] += mov;
|
|
|
|
for (int i = 0; i < cols; i++) {
|
|
int32_t ioffset = scale32_x * (i - cols / 2);
|
|
for (int j = 0; j < rows; j++) {
|
|
int32_t joffset = scale32_y * (j - rows / 2);
|
|
uint8_t data = perlin16(noisecoord[0] + ioffset, noisecoord[1] + joffset, noisecoord[2]) >> 8;
|
|
noise3d[XY(i,j)] = scale8(noise3d[XY(i,j)], smoothness) + scale8(data, 255 - smoothness);
|
|
}
|
|
}
|
|
// init also if dimensions changed
|
|
if (SEGENV.call == 0 || SEGMENT.aux0 != cols || SEGMENT.aux1 != rows) {
|
|
SEGMENT.aux0 = cols;
|
|
SEGMENT.aux1 = rows;
|
|
for (int i = 0; i < cols; i++) {
|
|
for (int j = 0; j < rows; j++) {
|
|
SEGMENT.setPixelColorXY(i, j, ColorFromPalette(SEGPALETTE,~noise3d[XY(i,j)]*3));
|
|
}
|
|
}
|
|
}
|
|
|
|
soapPixels(true, noise3d, pixels); // rows
|
|
soapPixels(false, noise3d, pixels); // cols
|
|
}
|
|
static const char _data_FX_MODE_2DSOAP[] PROGMEM = "Soap@!,Smoothness,Density;;!;2;pal=11";
|
|
|
|
|
|
//Idea from https://www.youtube.com/watch?v=HsA-6KIbgto&ab_channel=GreatScott%21
|
|
//Octopus (https://editor.soulmatelights.com/gallery/671-octopus)
|
|
//Stepko and Sutaburosu
|
|
// adapted for WLED by @blazoncek
|
|
void mode_2Doctopus() {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
const auto XY = [&](int x, int y) { return (x%cols) + (y%rows) * cols; };
|
|
const uint8_t mapp = 180 / MAX(cols,rows);
|
|
|
|
typedef struct {
|
|
uint8_t angle;
|
|
uint8_t radius;
|
|
} map_t;
|
|
|
|
const size_t dataSize = SEGMENT.width() * SEGMENT.height() * sizeof(map_t); // prevent reallocation if mirrored or grouped
|
|
if (!SEGENV.allocateData(dataSize + 2)) FX_FALLBACK_STATIC; //allocation failed
|
|
|
|
map_t *rMap = reinterpret_cast<map_t*>(SEGENV.data);
|
|
uint8_t *offsX = reinterpret_cast<uint8_t*>(SEGENV.data + dataSize);
|
|
uint8_t *offsY = reinterpret_cast<uint8_t*>(SEGENV.data + dataSize + 1);
|
|
|
|
// re-init if SEGMENT dimensions or offset changed
|
|
if (SEGENV.call == 0 || SEGENV.aux0 != cols || SEGENV.aux1 != rows || SEGMENT.custom1 != *offsX || SEGMENT.custom2 != *offsY) {
|
|
SEGENV.step = 0; // t
|
|
SEGENV.aux0 = cols;
|
|
SEGENV.aux1 = rows;
|
|
*offsX = SEGMENT.custom1;
|
|
*offsY = SEGMENT.custom2;
|
|
const int C_X = (cols / 2) + ((SEGMENT.custom1 - 128)*cols)/255;
|
|
const int C_Y = (rows / 2) + ((SEGMENT.custom2 - 128)*rows)/255;
|
|
for (int x = 0; x < cols; x++) {
|
|
for (int y = 0; y < rows; y++) {
|
|
int dx = (x - C_X);
|
|
int dy = (y - C_Y);
|
|
rMap[XY(x, y)].angle = int(40.7436f * atan2_t(dy, dx)); // avoid 128*atan2()/PI
|
|
rMap[XY(x, y)].radius = sqrtf(dx * dx + dy * dy) * mapp; //thanks Sutaburosu
|
|
}
|
|
}
|
|
}
|
|
|
|
SEGENV.step += SEGMENT.speed / 32 + 1; // 1-4 range
|
|
for (int x = 0; x < cols; x++) {
|
|
for (int y = 0; y < rows; y++) {
|
|
byte angle = rMap[XY(x,y)].angle;
|
|
byte radius = rMap[XY(x,y)].radius;
|
|
//CRGB c = CHSV(SEGENV.step / 2 - radius, 255, sin8_t(sin8_t((angle * 4 - radius) / 4 + SEGENV.step) + radius - SEGENV.step * 2 + angle * (SEGMENT.custom3/3+1)));
|
|
unsigned intensity = sin8_t(sin8_t((angle * 4 - radius) / 4 + SEGENV.step/2) + radius - SEGENV.step + angle * (SEGMENT.custom3/4+1));
|
|
intensity = map((intensity*intensity) & 0xFFFF, 0, 65535, 0, 255); // add a bit of non-linearity for cleaner display
|
|
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, SEGENV.step / 2 - radius, intensity));
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_2DOCTOPUS[] PROGMEM = "Octopus@!,,Offset X,Offset Y,Legs,fasttan;;!;2;";
|
|
|
|
|
|
//Waving Cell
|
|
//@Stepko (https://editor.soulmatelights.com/gallery/1704-wavingcells)
|
|
// adapted for WLED by @blazoncek, improvements by @dedehai
|
|
void mode_2Dwavingcell() {
|
|
if (!strip.isMatrix || !SEGMENT.is2D()) FX_FALLBACK_STATIC; // not a 2D set-up
|
|
|
|
const int cols = SEG_W;
|
|
const int rows = SEG_H;
|
|
|
|
uint32_t t = (strip.now*(SEGMENT.speed + 1))>>3;
|
|
uint32_t aX = SEGMENT.custom1/16 + 9;
|
|
uint32_t aY = SEGMENT.custom2/16 + 1;
|
|
uint32_t aZ = SEGMENT.custom3 + 1;
|
|
for (int x = 0; x < cols; x++) {
|
|
for (int y = 0; y < rows; y++) {
|
|
uint32_t wave = sin8_t((x * aX) + sin8_t((((y<<8) + t) * aY)>>8)) + cos8_t(y * aZ); // bit shifts to increase temporal resolution
|
|
uint8_t colorIndex = wave + (t>>(8-(SEGMENT.check2*3)));
|
|
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, colorIndex));
|
|
}
|
|
}
|
|
SEGMENT.blur(SEGMENT.intensity);
|
|
}
|
|
static const char _data_FX_MODE_2DWAVINGCELL[] PROGMEM = "Waving Cell@!,Blur,Amplitude 1,Amplitude 2,Amplitude 3,,Flow;;!;2;ix=0";
|
|
|
|
#ifndef WLED_DISABLE_PARTICLESYSTEM2D
|
|
|
|
/*
|
|
Particle System Vortex
|
|
Particles sprayed from center with a rotating spray
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
#define NUMBEROFSOURCES 8
|
|
void mode_particlevortex(void) {
|
|
if (SEGLEN == 1)
|
|
FX_FALLBACK_STATIC;
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
uint32_t i, j;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, NUMBEROFSOURCES))
|
|
FX_FALLBACK_STATIC; // allocation failed
|
|
#ifdef ESP8266
|
|
PartSys->setMotionBlur(180);
|
|
#else
|
|
PartSys->setMotionBlur(130);
|
|
#endif
|
|
for (i = 0; i < min(PartSys->numSources, (uint32_t)NUMBEROFSOURCES); i++) {
|
|
PartSys->sources[i].source.x = (PartSys->maxX + 1) >> 1; // center
|
|
PartSys->sources[i].source.y = (PartSys->maxY + 1) >> 1; // center
|
|
PartSys->sources[i].maxLife = 900;
|
|
PartSys->sources[i].minLife = 800;
|
|
}
|
|
PartSys->setKillOutOfBounds(true);
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
uint32_t spraycount = min(PartSys->numSources, (uint32_t)(1 + (SEGMENT.custom1 >> 5))); // number of sprays to display, 1-8
|
|
#ifdef ESP8266
|
|
for (i = 1; i < 4; i++) { // need static particles in the center to reduce blinking (would be black every other frame without this hack), just set them there fixed
|
|
int partindex = (int)PartSys->usedParticles - (int)i;
|
|
if (partindex >= 0) {
|
|
PartSys->particles[partindex].x = (PartSys->maxX + 1) >> 1; // center
|
|
PartSys->particles[partindex].y = (PartSys->maxY + 1) >> 1; // center
|
|
PartSys->particles[partindex].sat = 230;
|
|
PartSys->particles[partindex].ttl = 256; //keep alive
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (SEGMENT.check1)
|
|
PartSys->setSmearBlur(90); // enable smear blur
|
|
else
|
|
PartSys->setSmearBlur(0); // disable smear blur
|
|
|
|
// update colors of the sprays
|
|
for (i = 0; i < spraycount; i++) {
|
|
uint32_t coloroffset = 0xFF / spraycount;
|
|
PartSys->sources[i].source.hue = coloroffset * i;
|
|
}
|
|
|
|
// set rotation direction and speed
|
|
// can use direction flag to determine current direction
|
|
bool direction = SEGMENT.check2; //no automatic direction change, set it to flag
|
|
int32_t currentspeed = (int32_t)SEGENV.step; // make a signed integer out of step
|
|
|
|
if (SEGMENT.custom2 > 0) { // automatic direction change enabled
|
|
uint32_t changeinterval = 1040 - ((uint32_t)SEGMENT.custom2 << 2);
|
|
direction = SEGENV.aux1 & 0x01; //set direction according to flag
|
|
|
|
if (SEGMENT.check3) // random interval
|
|
changeinterval = 20 + changeinterval + hw_random16(changeinterval);
|
|
|
|
if (SEGMENT.call % changeinterval == 0) { //flip direction on next frame
|
|
SEGENV.aux1 |= 0x02; // set the update flag (for random interval update)
|
|
if (direction)
|
|
SEGENV.aux1 &= ~0x01; // clear the direction flag
|
|
else
|
|
SEGENV.aux1 |= 0x01; // set the direction flag
|
|
}
|
|
}
|
|
|
|
int32_t targetspeed = (direction ? 1 : -1) * (SEGMENT.speed << 3);
|
|
int32_t speeddiff = targetspeed - currentspeed;
|
|
int32_t speedincrement = speeddiff / 50;
|
|
|
|
if (speedincrement == 0) { //if speeddiff is not zero, make the increment at least 1 so it reaches target speed
|
|
if (speeddiff < 0)
|
|
speedincrement = -1;
|
|
else if (speeddiff > 0)
|
|
speedincrement = 1;
|
|
}
|
|
|
|
currentspeed += speedincrement;
|
|
SEGENV.aux0 += currentspeed;
|
|
SEGENV.step = (uint32_t)currentspeed; //save it back
|
|
|
|
uint16_t angleoffset = 0xFFFF / spraycount; // angle offset for an even distribution
|
|
uint32_t skip = PS_P_HALFRADIUS / (SEGMENT.intensity + 1) + 1; // intensity is emit speed, emit less on low speeds
|
|
if (SEGMENT.call % skip == 0) {
|
|
j = hw_random16(spraycount); // start with random spray so all get a chance to emit a particle if maximum number of particles alive is reached.
|
|
for (i = 0; i < spraycount; i++) { // emit one particle per spray (if available)
|
|
PartSys->sources[j].var = (SEGMENT.custom3 >> 1); //update speed variation
|
|
#ifdef ESP8266
|
|
if (SEGMENT.call & 0x01) // every other frame, do not emit to save particles
|
|
#endif
|
|
PartSys->angleEmit(PartSys->sources[j], SEGENV.aux0 + angleoffset * j, (SEGMENT.intensity >> 2)+1);
|
|
j = (j + 1) % spraycount;
|
|
}
|
|
}
|
|
PartSys->update(); //update all particles and render to frame
|
|
}
|
|
#undef NUMBEROFSOURCES
|
|
static const char _data_FX_MODE_PARTICLEVORTEX[] PROGMEM = "PS Vortex@Rotation Speed,Particle Speed,Arms,Flip,Nozzle,Smear,Direction,Random Flip;;!;2;pal=27,c1=200,c2=0,c3=0";
|
|
|
|
/*
|
|
Particle Fireworks
|
|
Rockets shoot up and explode in a random color, sometimes in a defined pattern
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
#define NUMBEROFSOURCES 8
|
|
|
|
void mode_particlefireworks(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
uint32_t numRockets;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, NUMBEROFSOURCES))
|
|
FX_FALLBACK_STATIC; // allocation failed
|
|
|
|
PartSys->setKillOutOfBounds(true); // out of bounds particles dont return (except on top, taken care of by gravity setting)
|
|
PartSys->setWallHardness(120); // ground bounce is fixed
|
|
numRockets = min(PartSys->numSources, (uint32_t)NUMBEROFSOURCES);
|
|
for (uint32_t j = 0; j < numRockets; j++) {
|
|
PartSys->sources[j].source.ttl = 500 * j; // first rocket starts immediately, others follow soon
|
|
PartSys->sources[j].source.vy = -1; // at negative speed, no particles are emitted and if rocket dies, it will be relaunched
|
|
}
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
numRockets = map(SEGMENT.speed, 0 , 255, 4, min(PartSys->numSources, (uint32_t)NUMBEROFSOURCES));
|
|
|
|
PartSys->setWrapX(SEGMENT.check1);
|
|
PartSys->setBounceY(SEGMENT.check2);
|
|
PartSys->setGravity(map(SEGMENT.custom3, 0, 31, SEGMENT.check2 ? 1 : 0, 10)); // if bounded, set gravity to minimum of 1 or they will bounce at top
|
|
PartSys->setMotionBlur(map(SEGMENT.custom2, 0, 255, 0, 245)); // anable motion blur
|
|
|
|
// update the rockets, set the speed state
|
|
for (uint32_t j = 0; j < numRockets; j++) {
|
|
PartSys->applyGravity(PartSys->sources[j].source);
|
|
PartSys->particleMoveUpdate(PartSys->sources[j].source, PartSys->sources[j].sourceFlags);
|
|
if (PartSys->sources[j].source.ttl == 0) {
|
|
if (PartSys->sources[j].source.vy > 0) { // rocket has died and is moving up. stop it so it will explode (is handled in the code below)
|
|
PartSys->sources[j].source.vy = 0;
|
|
}
|
|
else if (PartSys->sources[j].source.vy < 0) { // rocket is exploded and time is up (ttl=0 and negative speed), relaunch it
|
|
PartSys->sources[j].source.y = PS_P_RADIUS; // start from bottom
|
|
PartSys->sources[j].source.x = (PartSys->maxX >> 2) + hw_random(PartSys->maxX >> 1); // centered half
|
|
PartSys->sources[j].source.vy = (SEGMENT.custom3) + hw_random16(SEGMENT.custom1 >> 3) + 5; // rocket speed TODO: need to adjust for segment height
|
|
PartSys->sources[j].source.vx = hw_random16(7) - 3; // not perfectly straight up
|
|
PartSys->sources[j].source.sat = 30; // low saturation -> exhaust is off-white
|
|
PartSys->sources[j].source.ttl = hw_random16(SEGMENT.custom1) + (SEGMENT.custom1 >> 1); // set fuse time
|
|
PartSys->sources[j].maxLife = 40; // exhaust particle life
|
|
PartSys->sources[j].minLife = 10;
|
|
PartSys->sources[j].vx = 0; // emitting speed
|
|
PartSys->sources[j].vy = -5; // emitting speed
|
|
PartSys->sources[j].var = 4; // speed variation around vx,vy (+/- var)
|
|
}
|
|
}
|
|
}
|
|
// check each rocket's state and emit particles according to its state: moving up = emit exhaust, at top = explode; falling down = standby time
|
|
uint32_t emitparticles, frequency, baseangle, hueincrement; // number of particles to emit for each rocket's state
|
|
// variables for circular explosions
|
|
[[maybe_unused]] int32_t speed, currentspeed, speedvariation, percircle;
|
|
int32_t counter = 0;
|
|
[[maybe_unused]] uint16_t angle;
|
|
[[maybe_unused]] unsigned angleincrement;
|
|
bool circularexplosion = false;
|
|
|
|
// emit particles for each rocket
|
|
for (uint32_t j = 0; j < numRockets; j++) {
|
|
// determine rocket state by its speed:
|
|
if (PartSys->sources[j].source.vy > 0) { // moving up, emit exhaust
|
|
emitparticles = 1;
|
|
}
|
|
else if (PartSys->sources[j].source.vy < 0) { // falling down, standby time
|
|
emitparticles = 0;
|
|
}
|
|
else { // speed is zero, explode!
|
|
PartSys->sources[j].source.hue = hw_random16(); // random color
|
|
PartSys->sources[j].source.sat = hw_random16(55) + 200;
|
|
PartSys->sources[j].maxLife = 200;
|
|
PartSys->sources[j].minLife = 100;
|
|
PartSys->sources[j].source.ttl = hw_random16((2000 - ((uint32_t)SEGMENT.speed << 2))) + 550 - (SEGMENT.speed << 1); // standby time til next launch
|
|
PartSys->sources[j].var = ((SEGMENT.intensity >> 4) + 5); // speed variation around vx,vy (+/- var)
|
|
PartSys->sources[j].source.vy = -1; // set speed negative so it will emit no more particles after this explosion until relaunch
|
|
#ifdef ESP8266
|
|
emitparticles = hw_random16(SEGMENT.intensity >> 3) + (SEGMENT.intensity >> 3) + 5; // defines the size of the explosion
|
|
#else
|
|
emitparticles = hw_random16(SEGMENT.intensity >> 2) + (SEGMENT.intensity >> 2) + 5; // defines the size of the explosion
|
|
#endif
|
|
|
|
if (random16() & 1) { // 50% chance for circular explosion
|
|
circularexplosion = true;
|
|
speed = 2 + hw_random16(3) + ((SEGMENT.intensity >> 6));
|
|
currentspeed = speed;
|
|
angleincrement = 2730 + hw_random16(5461); // minimum 15° + random(30°)
|
|
angle = hw_random16(); // random start angle
|
|
baseangle = angle; // save base angle for modulation
|
|
percircle = 0xFFFF / angleincrement + 1; // number of particles to make complete circles
|
|
hueincrement = hw_random16() & 127; // &127 is equivalent to %128
|
|
int circles = 1 + hw_random16(3) + ((SEGMENT.intensity >> 6));
|
|
frequency = hw_random16() & 127; // modulation frequency (= "waves per circle"), x.4 fixed point
|
|
emitparticles = percircle * circles;
|
|
PartSys->sources[j].var = angle & 1; // 0 or 1 variation, angle is random
|
|
}
|
|
}
|
|
uint32_t i;
|
|
for (i = 0; i < emitparticles; i++) {
|
|
if (circularexplosion) {
|
|
int32_t sineMod = 0xEFFF + sin16_t((uint16_t)(((angle * frequency) >> 4) + baseangle)); // shifted to positive values
|
|
currentspeed = (speed/2 + ((sineMod * speed) >> 16)) >> 1; // sine modulation on speed based on emit angle
|
|
PartSys->angleEmit(PartSys->sources[j], angle, currentspeed); // note: compiler warnings can be ignored, variables are set just above
|
|
counter++;
|
|
if (counter > percircle) { // full circle completed, increase speed
|
|
counter = 0;
|
|
speed += 3 + ((SEGMENT.intensity >> 6)); // increase speed to form a second wave
|
|
PartSys->sources[j].source.hue += hueincrement; // new color for next circle
|
|
PartSys->sources[j].source.sat = 100 + hw_random16(156);
|
|
}
|
|
angle += angleincrement; // set angle for next particle
|
|
}
|
|
else { // random explosion or exhaust
|
|
PartSys->sprayEmit(PartSys->sources[j]);
|
|
if ((j % 3) == 0) {
|
|
PartSys->sources[j].source.hue = hw_random16(); // random color for each particle (this is also true for exhaust, but that is white anyways)
|
|
}
|
|
}
|
|
}
|
|
if (i == 0) // no particles emitted, this rocket is falling
|
|
PartSys->sources[j].source.y = 1000; // reset position so gravity wont pull it to the ground and bounce it (vy MUST stay negative until relaunch)
|
|
circularexplosion = false; // reset for next rocket
|
|
}
|
|
if (SEGMENT.check3) { // fast speed, move particles twice
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
PartSys->particleMoveUpdate(PartSys->particles[i], PartSys->particleFlags[i], nullptr, nullptr);
|
|
}
|
|
}
|
|
PartSys->update(); // update and render
|
|
}
|
|
#undef NUMBEROFSOURCES
|
|
static const char _data_FX_MODE_PARTICLEFIREWORKS[] PROGMEM = "PS Fireworks@Launches,Explosion Size,Fuse,Blur,Gravity,Cylinder,Ground,Fast;;!;2;pal=11,ix=50,c1=40,c2=0,c3=12";
|
|
|
|
/*
|
|
Particle Volcano
|
|
Particles are sprayed from below, spray moves back and forth if option is set
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
#define NUMBEROFSOURCES 1
|
|
void mode_particlevolcano(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
PSsettings2D volcanosettings;
|
|
volcanosettings.asByte = 0b00000100; // PS settings for volcano movement: bounceX is enabled
|
|
uint8_t numSprays; // note: so far only one tested but more is possible
|
|
uint32_t i = 0;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, NUMBEROFSOURCES)) // init, no additional data needed
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
|
|
PartSys->setBounceY(true);
|
|
PartSys->setGravity(); // enable with default gforce
|
|
PartSys->setKillOutOfBounds(true); // out of bounds particles dont return (except on top, taken care of by gravity setting)
|
|
PartSys->setMotionBlur(230); // anable motion blur
|
|
|
|
numSprays = min(PartSys->numSources, (uint32_t)NUMBEROFSOURCES); // number of sprays
|
|
for (i = 0; i < numSprays; i++) {
|
|
PartSys->sources[i].source.hue = hw_random16();
|
|
PartSys->sources[i].source.x = PartSys->maxX / (numSprays + 1) * (i + 1); // distribute evenly
|
|
PartSys->sources[i].maxLife = 300; // lifetime in frames
|
|
PartSys->sources[i].minLife = 250;
|
|
PartSys->sources[i].sourceFlags.collide = true; // seeded particles will collide (if enabled)
|
|
PartSys->sources[i].sourceFlags.perpetual = true; // source never dies
|
|
}
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
numSprays = min(PartSys->numSources, (uint32_t)NUMBEROFSOURCES); // number of volcanoes
|
|
|
|
// change source emitting color from time to time, emit one particle per spray
|
|
if (SEGMENT.call % (11 - (SEGMENT.intensity / 25)) == 0) { // every nth frame, cycle color and emit particles (and update the sources)
|
|
for (i = 0; i < numSprays; i++) {
|
|
PartSys->sources[i].source.y = PS_P_RADIUS + 5; // reset to just above the lower edge that is allowed for bouncing particles, if zero, particles already 'bounce' at start and loose speed.
|
|
PartSys->sources[i].source.vy = 0; //reset speed (so no extra particlesettin is required to keep the source 'afloat')
|
|
PartSys->sources[i].source.hue++; // = hw_random16(); //change hue of spray source (note: random does not look good)
|
|
PartSys->sources[i].source.vx = PartSys->sources[i].source.vx > 0 ? (SEGMENT.custom1 >> 2) : -(SEGMENT.custom1 >> 2); // set moving speed but keep the direction given by PS
|
|
PartSys->sources[i].vy = SEGMENT.speed >> 2; // emitting speed (upwards)
|
|
PartSys->sources[i].vx = 0;
|
|
PartSys->sources[i].var = SEGMENT.custom3 >> 1; // emiting variation = nozzle size (custom 3 goes from 0-31)
|
|
PartSys->sprayEmit(PartSys->sources[i]);
|
|
PartSys->setWallHardness(255); // full hardness for source bounce
|
|
PartSys->particleMoveUpdate(PartSys->sources[i].source, PartSys->sources[i].sourceFlags, &volcanosettings); //move the source
|
|
}
|
|
}
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setColorByAge(SEGMENT.check1);
|
|
PartSys->setBounceX(SEGMENT.check2);
|
|
PartSys->setWallHardness(SEGMENT.custom2);
|
|
|
|
if (SEGMENT.check3) // collisions enabled
|
|
PartSys->enableParticleCollisions(true, SEGMENT.custom2); // enable collisions and set particle collision hardness
|
|
else
|
|
PartSys->enableParticleCollisions(false);
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
#undef NUMBEROFSOURCES
|
|
static const char _data_FX_MODE_PARTICLEVOLCANO[] PROGMEM = "PS Volcano@Speed,Intensity,Move,Bounce,Spread,AgeColor,Walls,Collide;;!;2;pal=35,sx=100,ix=190,c1=0,c2=160,c3=6,o1=1";
|
|
|
|
/*
|
|
Particle Fire
|
|
realistic fire effect using particles. heat based and using perlin-noise for wind
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particlefire(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
uint32_t i; // index variable
|
|
uint32_t numFlames; // number of flames: depends on fire width. for a fire width of 16 pixels, about 25-30 flames give good results
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, SEGMENT.vWidth(), 4)) //maximum number of source (PS may limit based on segment size); need 4 additional bytes for time keeping (uint32_t lastcall)
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
SEGENV.aux0 = hw_random16(); // aux0 is wind position (index) in the perlin noise
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setWrapX(SEGMENT.check2);
|
|
PartSys->setMotionBlur(SEGMENT.check1 * 170); // anable/disable motion blur
|
|
PartSys->setSmearBlur(!SEGMENT.check1 * 60); // enable smear blur if motion blur is not enabled
|
|
|
|
uint32_t firespeed = max((uint8_t)100, SEGMENT.speed); //limit speed to 100 minimum, reduce frame rate to make it slower (slower speeds than 100 do not look nice)
|
|
if (SEGMENT.speed < 100) { //slow, limit FPS
|
|
uint32_t *lastcall = reinterpret_cast<uint32_t *>(PartSys->PSdataEnd);
|
|
uint32_t period = strip.now - *lastcall;
|
|
if (period < (uint32_t)map(SEGMENT.speed, 0, 99, 50, 10)) { // limit to 90FPS - 20FPS
|
|
SEGMENT.call--; //skipping a frame, decrement the counter (on call0, this is never executed as lastcall is 0, so its fine to not check if >0)
|
|
return; //do not update this frame
|
|
}
|
|
*lastcall = strip.now;
|
|
}
|
|
|
|
uint32_t spread = (PartSys->maxX >> 5) * (SEGMENT.custom3 + 1); //fire around segment center (in subpixel points)
|
|
numFlames = min((uint32_t)PartSys->numSources, (4 + ((spread / PS_P_RADIUS) << 1))); // number of flames used depends on spread with, good value is (fire width in pixel) * 2
|
|
uint32_t percycle = (numFlames * 2) / 3; // maximum number of particles emitted per cycle (TODO: for ESP826 maybe use flames/2)
|
|
|
|
// update the flame sprays:
|
|
for (i = 0; i < numFlames; i++) {
|
|
if (SEGMENT.call & 1 && PartSys->sources[i].source.ttl > 0) { // every second frame
|
|
PartSys->sources[i].source.ttl--;
|
|
} else { // flame source is dead: initialize new flame: set properties of source
|
|
PartSys->sources[i].source.x = (PartSys->maxX >> 1) - (spread >> 1) + hw_random(spread); // change flame position: distribute randomly on chosen width
|
|
PartSys->sources[i].source.y = -(PS_P_RADIUS << 2); // set the source below the frame
|
|
PartSys->sources[i].source.ttl = 20 + hw_random16((SEGMENT.custom1 * SEGMENT.custom1) >> 8) / (1 + (firespeed >> 5)); //'hotness' of fire, faster flames reduce the effect or flame height will scale too much with speed
|
|
PartSys->sources[i].maxLife = hw_random16(SEGMENT.vHeight() >> 1) + 16; // defines flame height together with the vy speed, vy speed*maxlife/PS_P_RADIUS is the average flame height
|
|
PartSys->sources[i].minLife = PartSys->sources[i].maxLife >> 1;
|
|
PartSys->sources[i].vx = hw_random16(5) - 2; // emitting speed (sideways)
|
|
PartSys->sources[i].vy = (SEGMENT.vHeight() >> 1) + (firespeed >> 4) + (SEGMENT.custom1 >> 4); // emitting speed (upwards)
|
|
PartSys->sources[i].var = 2 + hw_random16(2 + (firespeed >> 4)); // speed variation around vx,vy (+/- var)
|
|
}
|
|
}
|
|
|
|
if (SEGMENT.call % 3 == 0) { // update noise position and add wind
|
|
SEGENV.aux0++; // position in the perlin noise matrix for wind generation
|
|
if (SEGMENT.call % 10 == 0)
|
|
SEGENV.aux1++; // move in noise y direction so noise does not repeat as often
|
|
// add wind force to all particles
|
|
int8_t windspeed = ((int16_t)(perlin8(SEGENV.aux0, SEGENV.aux1) - 127) * SEGMENT.custom2) >> 7;
|
|
PartSys->applyForce(windspeed, 0);
|
|
}
|
|
SEGENV.step++;
|
|
|
|
if (SEGMENT.check3) { //add turbulance (parameters and algorithm found by experimentation)
|
|
if (SEGMENT.call % map(firespeed, 0, 255, 4, 15) == 0) {
|
|
for (i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->particles[i].y < PartSys->maxY / 4) { // do not apply turbulance everywhere -> bottom quarter seems a good balance
|
|
int32_t curl = ((int32_t)perlin8(PartSys->particles[i].x, PartSys->particles[i].y, SEGENV.step << 4) - 127);
|
|
PartSys->particles[i].vx += (curl * (firespeed + 10)) >> 9;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// emit faster sparks at first flame position, amount and speed mostly dependends on intensity
|
|
if(hw_random8() < 10 + (SEGMENT.intensity >> 2)) {
|
|
for (i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->particles[i].ttl == 0) { // find a dead particle
|
|
PartSys->particles[i].ttl = hw_random16(SEGMENT.vHeight()) + 30;
|
|
PartSys->particles[i].x = PartSys->sources[0].source.x;
|
|
PartSys->particles[i].y = PartSys->sources[0].source.y;
|
|
PartSys->particles[i].vx = PartSys->sources[0].source.vx;
|
|
PartSys->particles[i].vy = (SEGMENT.vHeight() >> 1) + (firespeed >> 4) + ((30 + (SEGMENT.intensity >> 1) + SEGMENT.custom1) >> 4); // emitting speed (upwards)
|
|
break; // emit only one particle
|
|
}
|
|
}
|
|
}
|
|
|
|
uint8_t j = hw_random16(); // start with a random flame (so each flame gets the chance to emit a particle if available particles is smaller than number of flames)
|
|
for (i = 0; i < percycle; i++) {
|
|
j = (j + 1) % numFlames;
|
|
PartSys->flameEmit(PartSys->sources[j]);
|
|
}
|
|
|
|
PartSys->updateFire(SEGMENT.intensity); // update and render the fire
|
|
}
|
|
static const char _data_FX_MODE_PARTICLEFIRE[] PROGMEM = "PS Fire@Speed,Intensity,Flame Height,Wind,Spread,Smooth,Cylinder,Turbulence;;!;2;pal=35,sx=110,c1=110,c2=50,c3=31,o1=1";
|
|
|
|
/*
|
|
PS Ballpit: particles falling down, user can enable these three options: X-wraparound, side bounce, ground bounce
|
|
sliders control falling speed, intensity (number of particles spawned), inter-particle collision hardness (0 means no particle collisions) and render saturation
|
|
this is quite versatile, can be made to look like rain or snow or confetti etc.
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particlepit(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, 0, 0, true, false)) // init
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
PartSys->setKillOutOfBounds(true);
|
|
PartSys->setGravity(); // enable with default gravity
|
|
PartSys->setUsedParticles(170); // use 75% of available particles
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
|
|
PartSys->setWrapX(SEGMENT.check1);
|
|
PartSys->setBounceX(SEGMENT.check2);
|
|
PartSys->setBounceY(SEGMENT.check3);
|
|
PartSys->setWallHardness(min(SEGMENT.custom2, (uint8_t)150)); // limit to 100 min (if collisions are disabled, still want bouncy)
|
|
if (SEGMENT.custom2 > 0)
|
|
PartSys->enableParticleCollisions(true, SEGMENT.custom2); // enable collisions and set particle collision hardness
|
|
else
|
|
PartSys->enableParticleCollisions(false);
|
|
|
|
uint32_t i;
|
|
if (SEGMENT.call % (128 - (SEGMENT.intensity >> 1)) == 0 && SEGMENT.intensity > 0) { // every nth frame emit particles, stop emitting if set to zero
|
|
for (i = 0; i < PartSys->usedParticles; i++) { // emit particles
|
|
if (PartSys->particles[i].ttl == 0) { // find a dead particle
|
|
// emit particle at random position over the top of the matrix (random16 is not random enough)
|
|
PartSys->particles[i].ttl = 1500 - (SEGMENT.speed << 2) + hw_random16(500); // if speed is higher, make them die sooner
|
|
PartSys->particles[i].x = hw_random(PartSys->maxX); //random(PartSys->maxX >> 1) + (PartSys->maxX >> 2);
|
|
PartSys->particles[i].y = (PartSys->maxY << 1); // particles appear somewhere above the matrix, maximum is double the height
|
|
PartSys->particles[i].vx = (int16_t)hw_random16(SEGMENT.speed >> 1) - (SEGMENT.speed >> 2); // side speed is +/-
|
|
PartSys->particles[i].vy = map(SEGMENT.speed, 0, 255, -5, -100); // downward speed
|
|
PartSys->particles[i].hue = hw_random16(); // set random color
|
|
PartSys->particleFlags[i].collide = true; // enable collision for particle
|
|
PartSys->particles[i].sat = ((SEGMENT.custom3) << 3) + 7;
|
|
// set particle size
|
|
if (SEGMENT.custom1 == 255) {
|
|
PartSys->perParticleSize = true;
|
|
PartSys->advPartProps[i].size = hw_random16(SEGMENT.custom1); // set each particle to random size
|
|
} else {
|
|
PartSys->perParticleSize = false;
|
|
PartSys->setParticleSize(SEGMENT.custom1); // set global size
|
|
PartSys->advPartProps[i].size = SEGMENT.custom1; // also set individual size for consistency
|
|
}
|
|
break; // emit only one particle per round
|
|
}
|
|
}
|
|
}
|
|
|
|
uint32_t frictioncoefficient = 1 + SEGMENT.check1; //need more friction if wrapX is set, see below note
|
|
if (SEGMENT.speed < 50) // for low speeds, apply more friction
|
|
frictioncoefficient = 50 - SEGMENT.speed;
|
|
|
|
if (SEGMENT.call % 6 == 0)// (3 + max(3, (SEGMENT.speed >> 2))) == 0) // note: if friction is too low, hard particles uncontrollably 'wander' left and right if wrapX is enabled
|
|
PartSys->applyFriction(frictioncoefficient);
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PARTICLEPIT[] PROGMEM = "PS Ballpit@Speed,Intensity,Size,Hardness,Saturation,Cylinder,Walls,Ground;;!;2;pal=11,sx=100,ix=220,c1=70,c2=180,c3=31,o3=1";
|
|
|
|
/*
|
|
Particle Waterfall
|
|
Uses palette for particle color, spray source at top emitting particles, many config options
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particlewaterfall(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
uint8_t numSprays;
|
|
uint32_t i = 0;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, 12)) // init, request 12 sources, no additional data needed
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
|
|
PartSys->setGravity(); // enable with default gforce
|
|
PartSys->setKillOutOfBounds(true); // out of bounds particles dont return (except on top, taken care of by gravity setting)
|
|
PartSys->setMotionBlur(190); // anable motion blur
|
|
PartSys->setSmearBlur(30); // enable 2D blurring (smearing)
|
|
for (i = 0; i < PartSys->numSources; i++) {
|
|
PartSys->sources[i].source.hue = i*90;
|
|
PartSys->sources[i].sourceFlags.collide = true; // seeded particles will collide
|
|
#ifdef ESP8266
|
|
PartSys->sources[i].maxLife = 250; // lifetime in frames (ESP8266 has less particles, make them short lived to keep the water flowing)
|
|
PartSys->sources[i].minLife = 100;
|
|
#else
|
|
PartSys->sources[i].maxLife = 400; // lifetime in frames
|
|
PartSys->sources[i].minLife = 150;
|
|
#endif
|
|
}
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setWrapX(SEGMENT.check1); // cylinder
|
|
PartSys->setBounceX(SEGMENT.check2); // walls
|
|
PartSys->setBounceY(SEGMENT.check3); // ground
|
|
PartSys->setWallHardness(SEGMENT.custom2);
|
|
numSprays = min((int32_t)PartSys->numSources, max(PartSys->maxXpixel / 6, (int32_t)2)); // number of sprays depends on segment width
|
|
if (SEGMENT.custom2 > 0) // collisions enabled
|
|
PartSys->enableParticleCollisions(true, SEGMENT.custom2); // enable collisions and set particle collision hardness
|
|
else {
|
|
PartSys->enableParticleCollisions(false);
|
|
PartSys->setWallHardness(120); // set hardness (for ground bounce) to fixed value if not using collisions
|
|
}
|
|
|
|
for (i = 0; i < numSprays; i++) {
|
|
PartSys->sources[i].source.hue += 1 + hw_random16(SEGMENT.custom1>>1); // change hue of spray source
|
|
}
|
|
|
|
if (SEGMENT.call % (12 - (SEGMENT.intensity >> 5)) == 0 && SEGMENT.intensity > 0) { // every nth frame, emit particles, do not emit if intensity is zero
|
|
for (i = 0; i < numSprays; i++) {
|
|
PartSys->sources[i].vy = -SEGMENT.speed >> 3; // emitting speed, down
|
|
//PartSys->sources[i].source.x = map(SEGMENT.custom3, 0, 31, 0, (PartSys->maxXpixel - numSprays * 2) * PS_P_RADIUS) + i * PS_P_RADIUS * 2; // emitter position
|
|
PartSys->sources[i].source.x = map(SEGMENT.custom3, 0, 31, 0, (PartSys->maxXpixel - numSprays) * PS_P_RADIUS) + i * PS_P_RADIUS * 2; // emitter position
|
|
PartSys->sources[i].source.y = PartSys->maxY + (PS_P_RADIUS * ((i<<2) + 4)); // source y position, few pixels above the top to increase spreading before entering the matrix
|
|
PartSys->sources[i].var = (SEGMENT.custom1 >> 3); // emiting variation 0-32
|
|
PartSys->sprayEmit(PartSys->sources[i]);
|
|
}
|
|
}
|
|
|
|
if (SEGMENT.call % 20 == 0)
|
|
PartSys->applyFriction(1); // add just a tiny amount of friction to help smooth things
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PARTICLEWATERFALL[] PROGMEM = "PS Waterfall@Speed,Intensity,Variation,Collide,Position,Cylinder,Walls,Ground;;!;2;pal=9,sx=15,ix=200,c1=32,c2=160,o3=1";
|
|
|
|
/*
|
|
Particle Box, applies gravity to particles in either a random direction or random but only downwards (sloshing)
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particlebox(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
uint32_t i;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, 1, 0, true)) // init
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
PartSys->setBounceX(true);
|
|
PartSys->setBounceY(true);
|
|
SEGENV.aux0 = hw_random16(); // position in perlin noise
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setWallHardness(min(SEGMENT.custom2, (uint8_t)200)); // wall hardness is 200 or more
|
|
PartSys->enableParticleCollisions(true, max(2, (int)SEGMENT.custom2)); // enable collisions and set particle collision hardness
|
|
int maxParticleSize = min(((SEGMENT.vWidth() * SEGMENT.vHeight()) >> 2), 255U); // max particle size based on matrix size
|
|
unsigned currentParticleSize = map(SEGMENT.custom3, 0, 31, 0, maxParticleSize);
|
|
PartSys->setUsedParticles(map(SEGMENT.intensity, 0, 255, 2, 153) / (1 + (currentParticleSize >> 4))); // 1% - 60%, reduce if using larger size
|
|
if (SEGMENT.custom3 < 31)
|
|
PartSys->setParticleSize(currentParticleSize); // set global size if not max (resets perParticleSize)
|
|
else
|
|
PartSys->perParticleSize = true; // per particle size, uses advPartProps.size (randomized below)
|
|
|
|
// add in new particles if amount has changed
|
|
for (i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->particles[i].ttl < 260) { // initialize dead particles
|
|
PartSys->particles[i].ttl = 260; // full brigthness
|
|
PartSys->particles[i].x = hw_random16(PartSys->maxX);
|
|
PartSys->particles[i].y = hw_random16(PartSys->maxY);
|
|
PartSys->particles[i].hue = hw_random8(); // make it colorful
|
|
PartSys->particleFlags[i].perpetual = true; // never die
|
|
PartSys->particleFlags[i].collide = true; // all particles colllide
|
|
PartSys->advPartProps[i].size = hw_random8(maxParticleSize); // random size, used only if size is set to max (SEGMENT.custom3=31)
|
|
break; // only spawn one particle per frame for less chaotic transitions
|
|
}
|
|
}
|
|
|
|
if (SEGMENT.call % (((255 - SEGMENT.speed) >> 6) + 1) == 0 && SEGMENT.speed > 0) { // how often the force is applied depends on speed setting
|
|
int32_t xgravity;
|
|
int32_t ygravity;
|
|
int32_t increment = (SEGMENT.speed >> 6) + 1;
|
|
|
|
if (SEGMENT.check2) { // washing machine
|
|
int speed = tristate_square8(strip.now >> 7, 90, 15) / ((400 - SEGMENT.speed) >> 3);
|
|
SEGENV.aux0 += speed;
|
|
if (speed == 0) SEGENV.aux0 = 190; //down (= 270°)
|
|
}
|
|
else
|
|
SEGENV.aux0 -= increment;
|
|
|
|
if (SEGMENT.check1) { // random, use perlin noise
|
|
xgravity = ((int16_t)perlin8(SEGENV.aux0) - 127);
|
|
ygravity = ((int16_t)perlin8(SEGENV.aux0 + 10000) - 127);
|
|
// scale the gravity force
|
|
xgravity = (xgravity * SEGMENT.custom1) / 128;
|
|
ygravity = (ygravity * SEGMENT.custom1) / 128;
|
|
}
|
|
else { // go in a circle
|
|
xgravity = ((int32_t)(SEGMENT.custom1) * cos16_t(SEGENV.aux0 << 8)) / 0xFFFF;
|
|
ygravity = ((int32_t)(SEGMENT.custom1) * sin16_t(SEGENV.aux0 << 8)) / 0xFFFF;
|
|
}
|
|
if (SEGMENT.check3) { // sloshing, y force is always downwards
|
|
if (ygravity > 0)
|
|
ygravity = -ygravity;
|
|
}
|
|
|
|
PartSys->applyForce(xgravity, ygravity);
|
|
}
|
|
|
|
if ((SEGMENT.call & 0x0F) == 0) // every 16th frame
|
|
PartSys->applyFriction(1);
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PARTICLEBOX[] PROGMEM = "PS Box@!,Particles,Tilt,Hardness,Size,Random,Washing Machine,Sloshing;;!;2;pal=53,ix=50,c3=1,o1=1";
|
|
|
|
/*
|
|
Fuzzy Noise: Perlin noise 'gravity' mapping as in particles on 'noise hills' viewed from above
|
|
calculates slope gradient at the particle positions and applies 'downhill' force, resulting in a fuzzy perlin noise display
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleperlin(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
uint32_t i;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, 1, 0, true)) // init with 1 source and advanced properties
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
|
|
PartSys->setKillOutOfBounds(true); // should never happen, but lets make sure there are no stray particles
|
|
PartSys->setMotionBlur(230); // anable motion blur
|
|
PartSys->setBounceY(true);
|
|
SEGENV.aux0 = rand();
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setWrapX(SEGMENT.check1);
|
|
PartSys->setBounceX(!SEGMENT.check1);
|
|
PartSys->setWallHardness(SEGMENT.custom1); // wall hardness
|
|
PartSys->enableParticleCollisions(SEGMENT.check3, SEGMENT.custom1); // enable collisions and set particle collision hardness
|
|
PartSys->setUsedParticles(map(SEGMENT.intensity, 0, 255, 25, 128)); // min is 10%, max is 50%
|
|
PartSys->setSmearBlur(SEGMENT.check2 * 15); // enable 2D blurring (smearing)
|
|
|
|
// apply 'gravity' from a 2D perlin noise map
|
|
SEGENV.aux0 += 1 + (SEGMENT.speed >> 5); // noise z-position
|
|
// update position in noise
|
|
for (i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->particles[i].ttl == 0) { // revive dead particles (do not keep them alive forever, they can clump up, need to reseed)
|
|
PartSys->particles[i].ttl = hw_random16(500) + 200;
|
|
PartSys->particles[i].x = hw_random(PartSys->maxX);
|
|
PartSys->particles[i].y = hw_random(PartSys->maxY);
|
|
PartSys->particleFlags[i].collide = true; // particle colllides
|
|
}
|
|
uint32_t scale = 16 - ((31 - SEGMENT.custom3) >> 1);
|
|
uint16_t xnoise = PartSys->particles[i].x / scale; // position in perlin noise, scaled by slider
|
|
uint16_t ynoise = PartSys->particles[i].y / scale;
|
|
int16_t baseheight = perlin8(xnoise, ynoise, SEGENV.aux0); // noise value at particle position
|
|
PartSys->particles[i].hue = baseheight; // color particles to perlin noise value
|
|
if (SEGMENT.call % 8 == 0) { // do not apply the force every frame, is too chaotic
|
|
int8_t xslope = (baseheight + (int16_t)perlin8(xnoise - 10, ynoise, SEGENV.aux0));
|
|
int8_t yslope = (baseheight + (int16_t)perlin8(xnoise, ynoise - 10, SEGENV.aux0));
|
|
PartSys->applyForce(i, xslope, yslope);
|
|
}
|
|
}
|
|
|
|
if (SEGMENT.call % (16 - (SEGMENT.custom2 >> 4)) == 0)
|
|
PartSys->applyFriction(2);
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PARTICLEPERLIN[] PROGMEM = "PS Fuzzy Noise@Speed,Particles,Bounce,Friction,Scale,Cylinder,Smear,Collide;;!;2;pal=64,sx=50,ix=200,c1=130,c2=30,c3=5,o3=1";
|
|
|
|
/*
|
|
Particle smashing down like meteors and exploding as they hit the ground, has many parameters to play with
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
#define NUMBEROFSOURCES 8
|
|
void mode_particleimpact(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
uint32_t numMeteors;
|
|
PSsettings2D meteorsettings;
|
|
meteorsettings.asByte = 0b00101000; // PS settings for meteors: bounceY and gravity enabled
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, NUMBEROFSOURCES)) // init, no additional data needed
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
PartSys->setKillOutOfBounds(true);
|
|
PartSys->setGravity(); // enable default gravity
|
|
PartSys->setBounceY(true); // always use ground bounce
|
|
PartSys->setWallRoughness(220); // high roughness
|
|
numMeteors = min(PartSys->numSources, (uint32_t)NUMBEROFSOURCES);
|
|
for (uint32_t i = 0; i < numMeteors; i++) {
|
|
PartSys->sources[i].source.ttl = hw_random16(10 * i); // set initial delay for meteors
|
|
PartSys->sources[i].source.vy = 10; // at positive speeds, no particles are emitted and if particle dies, it will be relaunched
|
|
}
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setWrapX(SEGMENT.check1);
|
|
PartSys->setBounceX(SEGMENT.check2);
|
|
PartSys->setMotionBlur(SEGMENT.custom3<<3);
|
|
uint8_t hardness = map(SEGMENT.custom2, 0, 255, PS_P_MINSURFACEHARDNESS - 2, 255);
|
|
PartSys->setWallHardness(hardness);
|
|
PartSys->enableParticleCollisions(SEGMENT.check3, hardness); // enable collisions and set particle collision hardness
|
|
numMeteors = min(PartSys->numSources, (uint32_t)NUMBEROFSOURCES);
|
|
uint32_t emitparticles; // number of particles to emit for each rocket's state
|
|
|
|
for (uint32_t i = 0; i < numMeteors; i++) {
|
|
// determine meteor state by its speed:
|
|
if ( PartSys->sources[i].source.vy < 0) // moving down, emit sparks
|
|
emitparticles = 1;
|
|
else if ( PartSys->sources[i].source.vy > 0) // moving up means meteor is on 'standby'
|
|
emitparticles = 0;
|
|
else { // speed is zero, explode!
|
|
PartSys->sources[i].source.vy = 10; // set source speed positive so it goes into timeout and launches again
|
|
emitparticles = map(SEGMENT.intensity, 0, 255, 10, hw_random16(PartSys->usedParticles>>2)); // defines the size of the explosion
|
|
}
|
|
for (int e = emitparticles; e > 0; e--) {
|
|
PartSys->sprayEmit(PartSys->sources[i]);
|
|
}
|
|
}
|
|
|
|
// update the meteors, set the speed state
|
|
for (uint32_t i = 0; i < numMeteors; i++) {
|
|
if (PartSys->sources[i].source.ttl) {
|
|
PartSys->sources[i].source.ttl--; // note: this saves an if statement, but moving down particles age twice
|
|
if (PartSys->sources[i].source.vy < 0) { // move down
|
|
PartSys->applyGravity(PartSys->sources[i].source);
|
|
PartSys->particleMoveUpdate(PartSys->sources[i].source, PartSys->sources[i].sourceFlags, &meteorsettings);
|
|
|
|
// if source reaches the bottom, set speed to 0 so it will explode on next function call (handled above)
|
|
if (PartSys->sources[i].source.y < PS_P_RADIUS<<1) { // reached the bottom pixel on its way down
|
|
PartSys->sources[i].source.vy = 0; // set speed zero so it will explode
|
|
PartSys->sources[i].source.vx = 0;
|
|
PartSys->sources[i].sourceFlags.collide = true;
|
|
#ifdef ESP8266
|
|
PartSys->sources[i].maxLife = 900;
|
|
PartSys->sources[i].minLife = 100;
|
|
#else
|
|
PartSys->sources[i].maxLife = 1250;
|
|
PartSys->sources[i].minLife = 250;
|
|
#endif
|
|
PartSys->sources[i].source.ttl = hw_random16((768 - (SEGMENT.speed << 1))) + 40; // standby time til next launch (in frames)
|
|
PartSys->sources[i].vy = (SEGMENT.custom1 >> 2); // emitting speed y
|
|
PartSys->sources[i].var = (SEGMENT.custom1 >> 2); // speed variation around vx,vy (+/- var)
|
|
}
|
|
}
|
|
}
|
|
else if (PartSys->sources[i].source.vy > 0) { // meteor is exploded and time is up (ttl==0 and positive speed), relaunch it
|
|
// reinitialize meteor
|
|
PartSys->sources[i].source.y = PartSys->maxY + (PS_P_RADIUS << 2); // start 4 pixels above the top
|
|
PartSys->sources[i].source.x = hw_random(PartSys->maxX);
|
|
PartSys->sources[i].source.vy = -hw_random16(30) - 30; // meteor downward speed
|
|
PartSys->sources[i].source.vx = hw_random16(50) - 25; // TODO: make this dependent on position so they do not move out of frame
|
|
PartSys->sources[i].source.hue = hw_random16(); // random color
|
|
PartSys->sources[i].source.ttl = 500; // long life, will explode at bottom
|
|
PartSys->sources[i].sourceFlags.collide = false; // trail particles will not collide
|
|
PartSys->sources[i].maxLife = 300; // spark particle life
|
|
PartSys->sources[i].minLife = 100;
|
|
PartSys->sources[i].vy = -9; // emitting speed (down)
|
|
PartSys->sources[i].var = 3; // speed variation around vx,vy (+/- var)
|
|
}
|
|
}
|
|
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->particles[i].ttl > 5) PartSys->particles[i].ttl -= 5; //ttl is linked to brightness, this allows to use higher brightness but still a short spark lifespan
|
|
}
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
#undef NUMBEROFSOURCES
|
|
static const char _data_FX_MODE_PARTICLEIMPACT[] PROGMEM = "PS Impact@Launches,!,Force,Hardness,Blur,Cylinder,Walls,Collide;;!;2;pal=0,sx=32,ix=85,c1=70,c2=130,c3=0,o3=1";
|
|
|
|
/*
|
|
Particle Attractor, a particle attractor sits in the matrix center, a spray bounces around and seeds particles
|
|
uses inverse square law like in planetary motion
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleattractor(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
PSsettings2D sourcesettings;
|
|
sourcesettings.asByte = 0b00001100; // PS settings for bounceY, bounceY used for source movement (it always bounces whereas particles do not)
|
|
PSparticleFlags attractorFlags;
|
|
attractorFlags.asByte = 0; // no flags set
|
|
PSparticle *attractor; // particle pointer to the attractor
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, 1, sizeof(PSparticle), true)) // init using 1 source and advanced particle settings
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
PartSys->sources[0].source.hue = hw_random16();
|
|
PartSys->sources[0].source.vx = -7; // will collied with wall and get random bounce direction
|
|
PartSys->sources[0].sourceFlags.collide = true; // seeded particles will collide
|
|
PartSys->sources[0].sourceFlags.perpetual = true; //source does not age
|
|
#ifdef ESP8266
|
|
PartSys->sources[0].maxLife = 200; // lifetime in frames (ESP8266 has less particles)
|
|
PartSys->sources[0].minLife = 30;
|
|
#else
|
|
PartSys->sources[0].maxLife = 350; // lifetime in frames
|
|
PartSys->sources[0].minLife = 50;
|
|
#endif
|
|
PartSys->sources[0].var = 4; // emiting variation
|
|
PartSys->setWallHardness(255); //bounce forever
|
|
PartSys->setWallRoughness(200); //randomize wall bounce
|
|
}
|
|
else {
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
}
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setColorByAge(SEGMENT.check1);
|
|
PartSys->setParticleSize(SEGMENT.custom1 >> 1); //set size globally
|
|
PartSys->setUsedParticles(map(SEGMENT.intensity, 0, 255, 25, 190));
|
|
attractor = reinterpret_cast<PSparticle *>(PartSys->PSdataEnd);
|
|
// set attractor properties
|
|
attractor->ttl = 100; // never dies
|
|
if (SEGMENT.check2) {
|
|
if ((SEGMENT.call % 3) == 0) // move slowly
|
|
PartSys->particleMoveUpdate(*attractor, attractorFlags, &sourcesettings); // move the attractor
|
|
}
|
|
else {
|
|
attractor->x = PartSys->maxX >> 1; // set to center
|
|
attractor->y = PartSys->maxY >> 1;
|
|
}
|
|
if (SEGMENT.call == 0) {
|
|
attractor->vx = PartSys->sources[0].source.vy; // set to spray movemement but reverse x and y
|
|
attractor->vy = PartSys->sources[0].source.vx;
|
|
}
|
|
|
|
if (SEGMENT.custom2 > 0) // collisions enabled
|
|
PartSys->enableParticleCollisions(true, map(SEGMENT.custom2, 1, 255, 120, 255)); // enable collisions and set particle collision hardness
|
|
else
|
|
PartSys->enableParticleCollisions(false);
|
|
|
|
if (SEGMENT.call % 5 == 0)
|
|
PartSys->sources[0].source.hue++;
|
|
|
|
SEGENV.aux0 += 256; // emitting angle, one full turn in 255 frames (0xFFFF is 360°)
|
|
if (SEGMENT.call % 2 == 0) // alternate direction of emit
|
|
PartSys->angleEmit(PartSys->sources[0], SEGENV.aux0, 12);
|
|
else
|
|
PartSys->angleEmit(PartSys->sources[0], SEGENV.aux0 + 0x7FFF, 12); // emit at 180° as well
|
|
// apply force
|
|
uint32_t strength = SEGMENT.speed;
|
|
um_data_t *um_data;
|
|
if (UsermodManager::getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) { // AR active, do not use simulated data
|
|
uint32_t volumeSmth = (uint32_t)(*(float*) um_data->u_data[0]); // 0-255
|
|
strength = (SEGMENT.speed * volumeSmth) >> 8;
|
|
}
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
PartSys->pointAttractor(i, *attractor, strength, SEGMENT.check3);
|
|
}
|
|
|
|
|
|
if (SEGMENT.call % (33 - SEGMENT.custom3) == 0)
|
|
PartSys->applyFriction(2);
|
|
PartSys->particleMoveUpdate(PartSys->sources[0].source, PartSys->sources[0].sourceFlags, &sourcesettings); // move the source
|
|
PartSys->update(); // update and render
|
|
}
|
|
//static const char _data_FX_MODE_PARTICLEATTRACTOR[] PROGMEM = "PS Attractor@Mass,Particles,Size,Collide,Friction,AgeColor,Move,Swallow;;!;2;pal=9,sx=100,ix=82,c1=1,c2=0";
|
|
static const char _data_FX_MODE_PARTICLEATTRACTOR[] PROGMEM = "PS Attractor@Mass,Particles,Size,Collide,Friction,AgeColor,Move,Swallow;;!;2;pal=9,sx=100,ix=82,c1=2,c2=0";
|
|
|
|
/*
|
|
Particle Spray, just a particle spray with many parameters
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particlespray(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
const uint8_t hardness = 200; // collision hardness is fixed
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, 1)) // init, no additional data needed
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
PartSys->setKillOutOfBounds(true); // out of bounds particles dont return (except on top, taken care of by gravity setting)
|
|
PartSys->setBounceY(true);
|
|
PartSys->setMotionBlur(200); // anable motion blur
|
|
PartSys->setSmearBlur(10); // anable motion blur
|
|
PartSys->sources[0].source.hue = hw_random16();
|
|
PartSys->sources[0].sourceFlags.collide = true; // seeded particles will collide (if enabled)
|
|
PartSys->sources[0].var = 3;
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setBounceX(!SEGMENT.check2);
|
|
PartSys->setWrapX(SEGMENT.check2);
|
|
PartSys->setWallHardness(hardness);
|
|
PartSys->setGravity(8 * SEGMENT.check1); // enable gravity if checked (8 is default strength)
|
|
//numSprays = min(PartSys->numSources, (uint8_t)1); // number of sprays
|
|
|
|
if (SEGMENT.check3) // collisions enabled
|
|
PartSys->enableParticleCollisions(true, hardness); // enable collisions and set particle collision hardness
|
|
else
|
|
PartSys->enableParticleCollisions(false);
|
|
|
|
//position according to sliders
|
|
PartSys->sources[0].source.x = map(SEGMENT.custom1, 0, 255, 0, PartSys->maxX);
|
|
PartSys->sources[0].source.y = map(SEGMENT.custom2, 0, 255, 0, PartSys->maxY);
|
|
uint16_t angle = (256 - (((int32_t)SEGMENT.custom3 + 1) << 3)) << 8;
|
|
|
|
um_data_t *um_data;
|
|
if (UsermodManager::getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) { // get AR data, do not use simulated data
|
|
uint32_t volumeSmth = (uint8_t)(*(float*) um_data->u_data[0]); //0 to 255
|
|
uint32_t volumeRaw = *(int16_t*)um_data->u_data[1]; //0 to 255
|
|
PartSys->sources[0].minLife = 30;
|
|
|
|
if (SEGMENT.call % 20 == 0 || SEGMENT.call % (11 - volumeSmth / 25) == 0) { // defines interval of particle emit
|
|
PartSys->sources[0].maxLife = (volumeSmth >> 1) + (SEGMENT.intensity >> 1); // lifetime in frames
|
|
PartSys->sources[0].var = 1 + ((volumeRaw * SEGMENT.speed) >> 12);
|
|
uint32_t emitspeed = (SEGMENT.speed >> 2) + (volumeRaw >> 3);
|
|
PartSys->sources[0].source.hue += volumeSmth/30;
|
|
PartSys->angleEmit(PartSys->sources[0], angle, emitspeed);
|
|
}
|
|
}
|
|
else { //no AR data, fall back to normal mode
|
|
// change source properties
|
|
if (SEGMENT.call % (11 - (SEGMENT.intensity / 25)) == 0) { // every nth frame, cycle color and emit particles
|
|
PartSys->sources[0].maxLife = 300 + SEGMENT.intensity; // lifetime in frames
|
|
PartSys->sources[0].minLife = 150 + SEGMENT.intensity;
|
|
PartSys->sources[0].source.hue++; // = hw_random16(); //change hue of spray source
|
|
PartSys->angleEmit(PartSys->sources[0], angle, SEGMENT.speed >> 2);
|
|
}
|
|
}
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PARTICLESPRAY[] PROGMEM = "PS Spray@Speed,!,Left/Right,Up/Down,Angle,Gravity,Cylinder/Square,Collide;;!;2v;pal=0,sx=150,ix=150,c1=220,c2=30,c3=21";
|
|
|
|
|
|
/*
|
|
Particle base Graphical Equalizer
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleGEQ(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, 1))
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
PartSys->setKillOutOfBounds(true);
|
|
PartSys->setUsedParticles(170); // use 2/3 of available particles
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
uint32_t i;
|
|
// set particle system properties
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setWrapX(SEGMENT.check1);
|
|
PartSys->setBounceX(SEGMENT.check2);
|
|
PartSys->setBounceY(SEGMENT.check3);
|
|
//PartSys->enableParticleCollisions(false);
|
|
PartSys->setWallHardness(SEGMENT.custom2);
|
|
PartSys->setGravity(SEGMENT.custom3 << 2); // set gravity strength
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
uint8_t *fftResult = (uint8_t *)um_data->u_data[2]; // 16 bins with FFT data, log mapped already, each band contains frequency amplitude 0-255
|
|
|
|
//map the bands into 16 positions on x axis, emit some particles according to frequency loudness
|
|
i = 0;
|
|
uint32_t binwidth = (PartSys->maxX + 1)>>4; //emit poisition variation for one bin (+/-) is equal to width/16 (for 16 bins)
|
|
uint32_t threshold = 300 - SEGMENT.intensity;
|
|
uint32_t emitparticles = 0;
|
|
|
|
for (uint32_t bin = 0; bin < 16; bin++) {
|
|
uint32_t xposition = binwidth*bin + (binwidth>>1); // emit position according to frequency band
|
|
uint8_t emitspeed = ((uint32_t)fftResult[bin] * (uint32_t)SEGMENT.speed) >> 9; // emit speed according to loudness of band (127 max!)
|
|
emitparticles = 0;
|
|
|
|
if (fftResult[bin] > threshold) {
|
|
emitparticles = 1;// + (fftResult[bin]>>6);
|
|
}
|
|
else if (fftResult[bin] > 0) { // band has low volue
|
|
uint32_t restvolume = ((threshold - fftResult[bin])>>2) + 2;
|
|
if (hw_random16() % restvolume == 0)
|
|
emitparticles = 1;
|
|
}
|
|
|
|
while (i < PartSys->usedParticles && emitparticles > 0) { // emit particles if there are any left, low frequencies take priority
|
|
if (PartSys->particles[i].ttl == 0) { // find a dead particle
|
|
//set particle properties TODO: could also use the spray...
|
|
PartSys->particles[i].ttl = 20 + map(SEGMENT.intensity, 0,255, emitspeed>>1, emitspeed + hw_random16(emitspeed)) ; // set particle alive, particle lifespan is in number of frames
|
|
PartSys->particles[i].x = xposition + hw_random16(binwidth) - (binwidth>>1); // position randomly, deviating half a bin width
|
|
PartSys->particles[i].y = 0; // start at the bottom
|
|
PartSys->particles[i].vx = hw_random16(SEGMENT.custom1>>1)-(SEGMENT.custom1>>2) ; //x-speed variation: +/- custom1/4
|
|
PartSys->particles[i].vy = emitspeed;
|
|
PartSys->particles[i].hue = (bin<<4) + hw_random16(17) - 8; // color from palette according to bin
|
|
emitparticles--;
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
|
|
static const char _data_FX_MODE_PARTICLEGEQ[] PROGMEM = "PS GEQ 2D@Speed,Intensity,Diverge,Bounce,Gravity,Cylinder,Walls,Floor;;!;2f;pal=0,sx=155,ix=200,c1=0";
|
|
|
|
/*
|
|
Particle rotating GEQ
|
|
Particles sprayed from center with rotating spray
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
#define NUMBEROFSOURCES 16
|
|
void mode_particlecenterGEQ(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
uint8_t numSprays;
|
|
uint32_t i;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, NUMBEROFSOURCES)) // init, request 16 sources
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
|
|
numSprays = min(PartSys->numSources, (uint32_t)NUMBEROFSOURCES);
|
|
for (i = 0; i < numSprays; i++) {
|
|
PartSys->sources[i].source.x = (PartSys->maxX + 1) >> 1; // center
|
|
PartSys->sources[i].source.y = (PartSys->maxY + 1) >> 1; // center
|
|
PartSys->sources[i].source.hue = i * 16; // even color distribution
|
|
PartSys->sources[i].maxLife = 400;
|
|
PartSys->sources[i].minLife = 200;
|
|
}
|
|
PartSys->setKillOutOfBounds(true);
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
numSprays = min(PartSys->numSources, (uint32_t)NUMBEROFSOURCES);
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
uint8_t *fftResult = (uint8_t *)um_data->u_data[2]; // 16 bins with FFT data, log mapped already, each band contains frequency amplitude 0-255
|
|
uint32_t threshold = 300 - SEGMENT.intensity;
|
|
|
|
if (SEGMENT.check2)
|
|
SEGENV.aux0 += SEGMENT.custom1 << 2;
|
|
else
|
|
SEGENV.aux0 -= SEGMENT.custom1 << 2;
|
|
|
|
uint16_t angleoffset = (uint16_t)0xFFFF / (uint16_t)numSprays;
|
|
uint32_t j = hw_random16(numSprays); // start with random spray so all get a chance to emit a particle if maximum number of particles alive is reached.
|
|
for (i = 0; i < numSprays; i++) {
|
|
if (SEGMENT.call % (32 - (SEGMENT.custom2 >> 3)) == 0 && SEGMENT.custom2 > 0)
|
|
PartSys->sources[j].source.hue += 1 + (SEGMENT.custom2 >> 4);
|
|
|
|
PartSys->sources[j].var = SEGMENT.custom3 >> 2;
|
|
int8_t emitspeed = 5 + (((uint32_t)fftResult[j] * ((uint32_t)SEGMENT.speed + 20)) >> 10); // emit speed according to loudness of band
|
|
uint16_t emitangle = j * angleoffset + SEGENV.aux0;
|
|
|
|
uint32_t emitparticles = 0;
|
|
if (fftResult[j] > threshold)
|
|
emitparticles = 1;
|
|
else if (fftResult[j] > 0) { // band has low value
|
|
uint32_t restvolume = ((threshold - fftResult[j]) >> 2) + 2;
|
|
if (hw_random16() % restvolume == 0)
|
|
emitparticles = 1;
|
|
}
|
|
if (emitparticles)
|
|
PartSys->angleEmit(PartSys->sources[j], emitangle, emitspeed);
|
|
|
|
j = (j + 1) % numSprays;
|
|
}
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PARTICLECIRCULARGEQ[] PROGMEM = "PS GEQ Nova@Speed,Intensity,Rotation Speed,Color Change,Nozzle,,Direction;;!;2f;pal=13,ix=180,c1=0,c2=0,c3=8";
|
|
|
|
/*
|
|
Particle replacement of Ghost Rider by DedeHai (Damian Schneider), original FX by stepko adapted by Blaz Kristan (AKA blazoncek)
|
|
*/
|
|
#define MAXANGLESTEP 2200 //32767 means 180°
|
|
void mode_particleghostrider(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
PSsettings2D ghostsettings;
|
|
ghostsettings.asByte = 0b0000011; //enable wrapX and wrapY
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, 1)) // init, no additional data needed
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
PartSys->setKillOutOfBounds(true); // out of bounds particles dont return (except on top, taken care of by gravity setting)
|
|
PartSys->sources[0].maxLife = 260; // lifetime in frames
|
|
PartSys->sources[0].minLife = 250;
|
|
PartSys->sources[0].source.x = hw_random16(PartSys->maxX);
|
|
PartSys->sources[0].source.y = hw_random16(PartSys->maxY);
|
|
SEGENV.step = hw_random16(MAXANGLESTEP) - (MAXANGLESTEP>>1); // angle increment
|
|
}
|
|
else {
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
}
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
if (SEGMENT.intensity > 0) { // spiraling
|
|
if (SEGENV.aux1) {
|
|
SEGENV.step += SEGMENT.intensity>>3;
|
|
if ((int32_t)SEGENV.step > MAXANGLESTEP)
|
|
SEGENV.aux1 = 0;
|
|
}
|
|
else {
|
|
SEGENV.step -= SEGMENT.intensity>>3;
|
|
if ((int32_t)SEGENV.step < -MAXANGLESTEP)
|
|
SEGENV.aux1 = 1;
|
|
}
|
|
}
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setMotionBlur(SEGMENT.custom1);
|
|
PartSys->sources[0].var = SEGMENT.custom3 >> 1;
|
|
|
|
// color by age (PS 'color by age' always starts with hue = 255, don't want that here)
|
|
if (SEGMENT.check1) {
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
PartSys->particles[i].hue = PartSys->sources[0].source.hue + (PartSys->particles[i].ttl<<2);
|
|
}
|
|
}
|
|
|
|
// enable/disable walls
|
|
ghostsettings.bounceX = SEGMENT.check2;
|
|
ghostsettings.bounceY = SEGMENT.check2;
|
|
|
|
SEGENV.aux0 += (int32_t)SEGENV.step; // step is angle increment
|
|
uint16_t emitangle = SEGENV.aux0 + 32767; // +180°
|
|
int32_t speed = map(SEGMENT.speed, 0, 255, 12, 64);
|
|
PartSys->sources[0].source.vx = ((int32_t)cos16_t(SEGENV.aux0) * speed) / (int32_t)32767;
|
|
PartSys->sources[0].source.vy = ((int32_t)sin16_t(SEGENV.aux0) * speed) / (int32_t)32767;
|
|
PartSys->sources[0].source.ttl = 500; // source never dies (note: setting 'perpetual' is not needed if replenished each frame)
|
|
PartSys->particleMoveUpdate(PartSys->sources[0].source, PartSys->sources[0].sourceFlags, &ghostsettings);
|
|
// set head (steal one of the particles)
|
|
PartSys->particles[PartSys->usedParticles-1].x = PartSys->sources[0].source.x;
|
|
PartSys->particles[PartSys->usedParticles-1].y = PartSys->sources[0].source.y;
|
|
PartSys->particles[PartSys->usedParticles-1].ttl = 255;
|
|
PartSys->particles[PartSys->usedParticles-1].sat = 0; //white
|
|
// emit two particles
|
|
PartSys->angleEmit(PartSys->sources[0], emitangle, speed);
|
|
PartSys->angleEmit(PartSys->sources[0], emitangle, speed);
|
|
if (SEGMENT.call % (11 - (SEGMENT.custom2 / 25)) == 0) { // every nth frame, cycle color and emit particles
|
|
PartSys->sources[0].source.hue++;
|
|
}
|
|
if (SEGMENT.custom2 > 190) //fast color change
|
|
PartSys->sources[0].source.hue += (SEGMENT.custom2 - 190) >> 2;
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PARTICLEGHOSTRIDER[] PROGMEM = "PS Ghost Rider@Speed,Spiral,Blur,Color Cycle,Spread,AgeColor,Walls;;!;2;pal=1,sx=70,ix=0,c1=220,c2=30,c3=21,o1=1";
|
|
|
|
/*
|
|
PS Blobs: large particles bouncing around, changing size and form
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleblobs(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
|
|
if (SEGMENT.call == 0) {
|
|
if (!initParticleSystem2D(PartSys, 0, 0, true, true)) //init, no additional bytes, advanced size & size control
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
PartSys->setBounceX(true);
|
|
PartSys->setBounceY(true);
|
|
PartSys->setWallHardness(255);
|
|
PartSys->setWallRoughness(255);
|
|
PartSys->setCollisionHardness(255);
|
|
PartSys->perParticleSize = true; // enable per particle size control
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setUsedParticles(map(SEGMENT.intensity, 0, 255, 25, 128)); // minimum 10%, maximum 50% of available particles (note: PS ensures at least 1)
|
|
PartSys->enableParticleCollisions(SEGMENT.check2);
|
|
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) { // update particles
|
|
if (SEGENV.aux0 != SEGMENT.speed || PartSys->particles[i].ttl == 0) { // speed changed or dead
|
|
PartSys->particles[i].vx = (int8_t)hw_random16(SEGMENT.speed >> 1) - (SEGMENT.speed >> 2); // +/- speed/4
|
|
PartSys->particles[i].vy = (int8_t)hw_random16(SEGMENT.speed >> 1) - (SEGMENT.speed >> 2);
|
|
}
|
|
if (SEGENV.aux1 != SEGMENT.custom1 || PartSys->particles[i].ttl == 0) // size changed or dead
|
|
PartSys->advPartSize[i].maxsize = 60 + (SEGMENT.custom1 >> 1) + hw_random16((SEGMENT.custom1 >> 2)); // set each particle to slightly randomized size
|
|
|
|
//PartSys->particles[i].perpetual = SEGMENT.check2; //infinite life if set
|
|
if (PartSys->particles[i].ttl == 0) { // find dead particle, renitialize
|
|
PartSys->particles[i].ttl = 300 + hw_random16(((uint16_t)SEGMENT.custom2 << 3) + 100);
|
|
PartSys->particles[i].x = hw_random(PartSys->maxX);
|
|
PartSys->particles[i].y = hw_random16(PartSys->maxY);
|
|
PartSys->particles[i].hue = hw_random16(); // set random color
|
|
PartSys->particleFlags[i].collide = true; // enable collision for particle
|
|
PartSys->advPartProps[i].size = 0; // start out small
|
|
PartSys->advPartSize[i].asymmetry = hw_random16(220);
|
|
PartSys->advPartSize[i].asymdir = hw_random16(255);
|
|
// set advanced size control properties
|
|
PartSys->advPartSize[i].grow = true;
|
|
PartSys->advPartSize[i].growspeed = 1 + hw_random16(9);
|
|
PartSys->advPartSize[i].shrinkspeed = 1 + hw_random16(9);
|
|
PartSys->advPartSize[i].wobblespeed = 1 + hw_random16(3);
|
|
}
|
|
//PartSys->advPartSize[i].asymmetry++;
|
|
PartSys->advPartSize[i].pulsate = SEGMENT.check3;
|
|
PartSys->advPartSize[i].wobble = SEGMENT.check1;
|
|
}
|
|
SEGENV.aux0 = SEGMENT.speed; //write state back
|
|
SEGENV.aux1 = SEGMENT.custom1;
|
|
|
|
um_data_t *um_data;
|
|
if (UsermodManager::getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) { // get AR data if available, do not use simulated data
|
|
uint8_t volumeSmth = (uint8_t)(*(float*)um_data->u_data[0]);
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) { // update particles
|
|
if (SEGMENT.check3) //pulsate selected
|
|
PartSys->advPartProps[i].size = volumeSmth;
|
|
}
|
|
}
|
|
|
|
PartSys->setMotionBlur(((SEGMENT.custom3) << 3) + 7);
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PARTICLEBLOBS[] PROGMEM = "PS Blobs@Speed,Blobs,Size,Life,Blur,Wobble,Collide,Pulsate;;!;2v;sx=30,ix=64,c1=200,c2=130,c3=0,o3=1";
|
|
|
|
/*
|
|
Particle Galaxy, particles spiral like in a galaxy
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particlegalaxy(void) {
|
|
ParticleSystem2D *PartSys = nullptr;
|
|
PSsettings2D sourcesettings;
|
|
sourcesettings.asByte = 0b00001100; // PS settings for bounceY, bounceY used for source movement (it always bounces whereas particles do not)
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem2D(PartSys, 1, 0, true)) // init using 1 source and advanced particle settings
|
|
FX_FALLBACK_STATIC; // allocation failed or not 2D
|
|
PartSys->sources[0].source.vx = -4; // will collide with wall and get random bounce direction
|
|
PartSys->sources[0].source.x = PartSys->maxX >> 1; // start in the center
|
|
PartSys->sources[0].source.y = PartSys->maxY >> 1;
|
|
PartSys->sources[0].sourceFlags.perpetual = true; //source does not age
|
|
PartSys->sources[0].maxLife = 4000; // lifetime in frames
|
|
PartSys->sources[0].minLife = 800;
|
|
PartSys->sources[0].source.hue = hw_random16(); // start with random color
|
|
PartSys->setWallHardness(255); //bounce forever
|
|
PartSys->setWallRoughness(200); //randomize wall bounce
|
|
}
|
|
else {
|
|
PartSys = reinterpret_cast<ParticleSystem2D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
}
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
uint8_t particlesize = SEGMENT.custom1;
|
|
PartSys->setParticleSize(particlesize); // set size globally
|
|
PartSys->setMotionBlur(250 * SEGMENT.check3); // adds trails to single/quad pixel particles, no effect if size > 1
|
|
|
|
if ((SEGMENT.call % ((33 - SEGMENT.custom3) >> 1)) == 0) // change hue of emitted particles
|
|
PartSys->sources[0].source.hue+=2;
|
|
|
|
if (hw_random8() < (10 + (SEGMENT.intensity >> 1))) // 5%-55% chance to emit a particle in this frame
|
|
PartSys->sprayEmit(PartSys->sources[0]);
|
|
|
|
if ((SEGMENT.call & 0x3) == 0) // every 4th frame, move the emitter
|
|
PartSys->particleMoveUpdate(PartSys->sources[0].source, PartSys->sources[0].sourceFlags, &sourcesettings);
|
|
|
|
// move alive particles in a spiral motion (or almost straight in fast starfield mode)
|
|
int32_t centerx = PartSys->maxX >> 1; // center of matrix in subpixel coordinates
|
|
int32_t centery = PartSys->maxY >> 1;
|
|
if (SEGMENT.check2) { // starfield mode
|
|
PartSys->setKillOutOfBounds(true);
|
|
PartSys->sources[0].var = 7; // emiting variation
|
|
PartSys->sources[0].source.x = centerx; // set emitter to center
|
|
PartSys->sources[0].source.y = centery;
|
|
}
|
|
else {
|
|
PartSys->setKillOutOfBounds(false);
|
|
PartSys->sources[0].var = 1; // emiting variation
|
|
}
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) { //check all particles
|
|
if (PartSys->particles[i].ttl == 0) continue; //skip dead particles
|
|
// (dx/dy): vector pointing from particle to center
|
|
int32_t dx = centerx - PartSys->particles[i].x;
|
|
int32_t dy = centery - PartSys->particles[i].y;
|
|
//speed towards center:
|
|
int32_t distance = sqrt32_bw(dx * dx + dy * dy); // absolute distance to center
|
|
if (distance < 20) distance = 20; // avoid division by zero, keep a minimum
|
|
int32_t speedfactor;
|
|
if (SEGMENT.check2) { // starfield mode
|
|
speedfactor = 1 + (1 + (SEGMENT.speed >> 1)) * distance; // speed increases towards edge
|
|
//apply velocity
|
|
PartSys->particles[i].x += (-speedfactor * dx) / 400000 - (dy >> 6);
|
|
PartSys->particles[i].y += (-speedfactor * dy) / 400000 + (dx >> 6);
|
|
}
|
|
else {
|
|
speedfactor = 2 + (((50 + SEGMENT.speed) << 6) / distance); // speed increases towards center
|
|
// rotate clockwise
|
|
int32_t tempVx = (-speedfactor * dy); // speed is orthogonal to center vector
|
|
int32_t tempVy = (speedfactor * dx);
|
|
//add speed towards center to make particles spiral in
|
|
int vxc = (dx << 9) / (distance - 19); // subtract value from distance to make the pull-in force a bit stronger (helps on faster speeds)
|
|
int vyc = (dy << 9) / (distance - 19);
|
|
//apply velocity
|
|
PartSys->particles[i].x += (tempVx + vxc) / 1024; // note: cannot use bit shift as that causes asymmetric rounding
|
|
PartSys->particles[i].y += (tempVy + vyc) / 1024;
|
|
|
|
if (distance < 128) { // close to center
|
|
if (PartSys->particles[i].ttl > 3)
|
|
PartSys->particles[i].ttl -= 4; //age fast
|
|
PartSys->particles[i].sat = distance << 1; // turn white towards center
|
|
}
|
|
}
|
|
if(SEGMENT.custom3 == 31) // color by age but mapped to 1024 as particles have a long life, since age is random, this gives more or less random colors
|
|
PartSys->particles[i].hue = PartSys->particles[i].ttl >> 2;
|
|
else if(SEGMENT.custom3 == 0) // color by distance
|
|
PartSys->particles[i].hue = map(distance, 20, (PartSys->maxX + PartSys->maxY) >> 2, 0, 180); // color by distance to center
|
|
}
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PARTICLEGALAXY[] PROGMEM = "PS Galaxy@!,!,Size,,Color,,Starfield,Trace;;!;2;pal=59,sx=80,c1=1,c3=4";
|
|
|
|
#endif //WLED_DISABLE_PARTICLESYSTEM2D
|
|
#endif // WLED_DISABLE_2D
|
|
|
|
///////////////////////////
|
|
// 1D Particle System FX //
|
|
///////////////////////////
|
|
|
|
#ifndef WLED_DISABLE_PARTICLESYSTEM1D
|
|
/*
|
|
Particle version of Drip and Rain
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleDrip(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
//uint8_t numSprays;
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 4)) // init
|
|
FX_FALLBACK_STATIC; // allocation failed or single pixel
|
|
PartSys->setKillOutOfBounds(true); // out of bounds particles dont return (except on top, taken care of by gravity setting)
|
|
PartSys->sources[0].source.hue = hw_random16();
|
|
SEGENV.aux1 = 0xFFFF; // invalidate
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setBounce(true);
|
|
PartSys->setWallHardness(50);
|
|
|
|
PartSys->setMotionBlur(SEGMENT.custom2); // anable motion blur
|
|
PartSys->setGravity(SEGMENT.custom3 >> 1); // set gravity (8 is default strength)
|
|
PartSys->setParticleSize(SEGMENT.check3); // 1 or 2 pixel rendering
|
|
|
|
if (SEGMENT.check2) { //collisions enabled
|
|
PartSys->enableParticleCollisions(true); //enable, full hardness
|
|
}
|
|
else
|
|
PartSys->enableParticleCollisions(false);
|
|
|
|
PartSys->sources[0].sourceFlags.collide = false; //drops do not collide
|
|
|
|
if (SEGMENT.check1) { //rain mode, emit at random position, short life (3-8 seconds at 50fps)
|
|
if (SEGMENT.custom1 == 0) //splash disabled, do not bounce raindrops
|
|
PartSys->setBounce(false);
|
|
PartSys->sources[0].var = 5;
|
|
PartSys->sources[0].v = -(8 + (SEGMENT.speed >> 2)); //speed + var must be < 128, inverted speed (=down)
|
|
// lifetime in frames
|
|
PartSys->sources[0].minLife = 30;
|
|
PartSys->sources[0].maxLife = 200;
|
|
PartSys->sources[0].source.x = hw_random(PartSys->maxX); //random emit position
|
|
}
|
|
else { //drip
|
|
PartSys->sources[0].var = 0;
|
|
PartSys->sources[0].v = -(SEGMENT.speed >> 1); //speed + var must be < 128, inverted speed (=down)
|
|
PartSys->sources[0].minLife = 3000;
|
|
PartSys->sources[0].maxLife = 3000;
|
|
PartSys->sources[0].source.x = PartSys->maxX - PS_P_RADIUS_1D;
|
|
}
|
|
|
|
if (SEGENV.aux1 != SEGMENT.intensity) //slider changed
|
|
SEGENV.aux0 = 1; //must not be zero or "% 0" happens below which crashes on ESP32
|
|
|
|
SEGENV.aux1 = SEGMENT.intensity; // save state
|
|
|
|
// every nth frame emit a particle
|
|
if (SEGMENT.call % SEGENV.aux0 == 0) {
|
|
int32_t interval = 300 / ((SEGMENT.intensity) + 1);
|
|
SEGENV.aux0 = interval + hw_random(interval + 5);
|
|
// if (SEGMENT.check1) // rain mode
|
|
// PartSys->sources[0].source.hue = 0;
|
|
// else
|
|
PartSys->sources[0].source.hue = hw_random8(); //set random color TODO: maybe also not random but color cycling? need another slider or checkmark for this.
|
|
PartSys->sprayEmit(PartSys->sources[0]);
|
|
}
|
|
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) { //check all particles
|
|
if (PartSys->particles[i].ttl && PartSys->particleFlags[i].collide == false) { // use collision flag to identify splash particles
|
|
if (SEGMENT.custom1 > 0 && PartSys->particles[i].x < (PS_P_RADIUS_1D << 1)) { //splash enabled and reached bottom
|
|
PartSys->particles[i].ttl = 0; //kill origin particle
|
|
PartSys->sources[0].maxLife = 80;
|
|
PartSys->sources[0].minLife = 20;
|
|
PartSys->sources[0].var = 10 + (SEGMENT.custom1 >> 3);
|
|
PartSys->sources[0].v = 0;
|
|
PartSys->sources[0].source.hue = PartSys->particles[i].hue;
|
|
PartSys->sources[0].source.x = PS_P_RADIUS_1D;
|
|
PartSys->sources[0].sourceFlags.collide = true; //splashes do collide if enabled
|
|
for (int j = 0; j < 2 + (SEGMENT.custom1 >> 2); j++) {
|
|
PartSys->sprayEmit(PartSys->sources[0]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (SEGMENT.check1) { //rain mode, fade hue to max
|
|
if (PartSys->particles[i].hue < 245)
|
|
PartSys->particles[i].hue += 8;
|
|
}
|
|
//increase speed on high settings by calling the move function twice note: this can lead to missed collisions
|
|
if (SEGMENT.speed > 200)
|
|
PartSys->particleMoveUpdate(PartSys->particles[i], PartSys->particleFlags[i]);
|
|
}
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PARTICLEDRIP[] PROGMEM = "PS DripDrop@Speed,!,Splash,Blur,Gravity,Rain,PushSplash,Smooth;,!;!;1;pal=0,sx=150,ix=25,c1=220,c2=30,c3=21";
|
|
|
|
|
|
/*
|
|
Particle Version of "Bouncing Balls by Aircoookie"
|
|
Also does rolling balls and juggle (and popcorn)
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particlePinball(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 1, 128, 0, true)) // init
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
PartSys->sources[0].sourceFlags.collide = true; // seeded particles will collide (if enabled)
|
|
PartSys->sources[0].source.x = -1000; // shoot up from below
|
|
//PartSys->setKillOutOfBounds(true); // out of bounds particles dont return (except on top, taken care of by gravity setting)
|
|
SEGENV.aux0 = 1;
|
|
SEGENV.aux1 = 5000; // set settings out of range to ensure uptate on first call
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
//uint32_t hardness = 240 + (SEGMENT.custom1>>4);
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setGravity(map(SEGMENT.custom3, 0 , 31, 0 , 8)); // set gravity (8 is default strength)
|
|
PartSys->setBounce(SEGMENT.custom3); // disables bounce if no gravity is used
|
|
PartSys->setMotionBlur(SEGMENT.custom2); // anable motion blur
|
|
PartSys->enableParticleCollisions(SEGMENT.check1, 255); // enable collisions and set particle collision to high hardness
|
|
PartSys->setColorByPosition(SEGMENT.check3);
|
|
uint32_t maxParticles = max(20, SEGMENT.intensity / (1 + (SEGMENT.check2 * (SEGMENT.custom1 >> 5)))); // max particles depends on intensity and rolling balls mode + size
|
|
if (SEGMENT.custom1 < 255)
|
|
PartSys->setParticleSize(SEGMENT.custom1); // set size globally
|
|
else {
|
|
PartSys->perParticleSize = true; // use random individual particle size (see below)
|
|
maxParticles *= 2; // use more particles if individual s ize is used as there is more space
|
|
}
|
|
PartSys->setUsedParticles(maxParticles); // reduce if using larger size and rolling balls mode
|
|
|
|
bool updateballs = false;
|
|
if (SEGENV.aux1 != SEGMENT.speed + SEGMENT.intensity + SEGMENT.check2 + SEGMENT.custom1 + PartSys->usedParticles) { // user settings change or more particles are available
|
|
SEGENV.step = SEGMENT.call; // reset delay
|
|
updateballs = true;
|
|
PartSys->sources[0].maxLife = SEGMENT.custom3 ? 1000 : 0xFFFF; // maximum lifetime in frames/2 (very long if not using gravity, this is enough to travel 4000 pixels at min speed)
|
|
PartSys->sources[0].minLife = PartSys->sources[0].maxLife >> 1;
|
|
}
|
|
|
|
if (SEGMENT.check2) { // rolling balls
|
|
PartSys->setGravity(0);
|
|
PartSys->setWallHardness(255);
|
|
int speedsum = 0;
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
PartSys->particles[i].ttl = 500; // keep particles alive
|
|
if (updateballs) { // speed changed or particle is dead, set particle properties
|
|
PartSys->particleFlags[i].collide = true;
|
|
if (PartSys->particles[i].x == 0) { // still at initial position
|
|
PartSys->particles[i].x = hw_random16(PartSys->maxX); // random initial position for all particles
|
|
PartSys->particles[i].vx = (hw_random16() & 0x01) ? 1 : -1; // random initial direction
|
|
}
|
|
PartSys->particles[i].hue = hw_random8(); //set ball colors to random
|
|
PartSys->advPartProps[i].sat = 255;
|
|
PartSys->advPartProps[i].size = hw_random8(); // set ball size for individual size mode
|
|
}
|
|
speedsum += abs(PartSys->particles[i].vx);
|
|
}
|
|
int32_t avgSpeed = speedsum / PartSys->usedParticles;
|
|
int32_t setSpeed = 2 + (SEGMENT.speed >> 2);
|
|
if (avgSpeed < setSpeed) { // if balls are slow, speed up some of them at random to keep the animation going
|
|
for (int i = 0; i < setSpeed - avgSpeed; i++) {
|
|
int idx = hw_random16(PartSys->usedParticles);
|
|
if (abs(PartSys->particles[idx].vx) < PS_P_MAXSPEED)
|
|
PartSys->particles[idx].vx += PartSys->particles[idx].vx >= 0 ? 1 : -1; // add 1, keep direction
|
|
}
|
|
}
|
|
else if (avgSpeed > setSpeed + 8) // if avg speed is too high, apply friction to slow them down
|
|
PartSys->applyFriction(1);
|
|
}
|
|
else { // bouncing balls
|
|
PartSys->setWallHardness(220);
|
|
PartSys->sources[0].var = SEGMENT.speed >> 3;
|
|
int32_t newspeed = 2 + (SEGMENT.speed >> 1) - (SEGMENT.speed >> 3);
|
|
PartSys->sources[0].v = newspeed;
|
|
//check for balls that are 'laying on the ground' and remove them
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->particles[i].ttl < 50) PartSys->particles[i].ttl = 0; // no dark particles
|
|
else if (PartSys->particles[i].vx == 0 && PartSys->particles[i].x < (PS_P_RADIUS_1D + SEGMENT.custom1))
|
|
PartSys->particles[i].ttl -= 50; // age fast
|
|
|
|
if (updateballs) {
|
|
if (SEGMENT.custom3 == 0) // gravity off, update speed
|
|
PartSys->particles[i].vx = PartSys->particles[i].vx > 0 ? newspeed : -newspeed; //keep the direction
|
|
}
|
|
}
|
|
|
|
// every nth frame emit a ball
|
|
if (SEGMENT.call > SEGENV.step) {
|
|
int interval = 260 - ((int)SEGMENT.intensity);
|
|
SEGENV.step += interval + hw_random16(interval);
|
|
PartSys->sources[0].source.hue = hw_random16(); //set ball color
|
|
PartSys->sources[0].sat = 255;
|
|
PartSys->sources[0].size = hw_random8(); //set ball size
|
|
PartSys->sprayEmit(PartSys->sources[0]);
|
|
}
|
|
}
|
|
SEGENV.aux1 = SEGMENT.speed + SEGMENT.intensity + SEGMENT.check2 + SEGMENT.custom1 + PartSys->usedParticles;
|
|
//for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
// PartSys->particleMoveUpdate(PartSys->particles[i], PartSys->particleFlags[i]); // double the speed note: this leads to bad collisions, also need to run collision detection before
|
|
//}
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PSPINBALL[] PROGMEM = "PS Pinball@Speed,!,Size,Blur,Gravity,Collide,Rolling,Position Color;,!;!;1;pal=0,ix=220,c2=0,c3=8,o1=1";
|
|
|
|
/*
|
|
Particle Replacement for original Dancing Shadows:
|
|
"Spotlights moving back and forth that cast dancing shadows.
|
|
Shine this through tree branches/leaves or other close-up objects that cast
|
|
interesting shadows onto a ceiling or tarp.
|
|
By Steve Pomeroy @xxv"
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleDancingShadows(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 1)) // init, one source
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
PartSys->sources[0].maxLife = 1000; //set long life (kill out of bounds is done in custom way)
|
|
PartSys->sources[0].minLife = PartSys->sources[0].maxLife;
|
|
}
|
|
else {
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
}
|
|
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setMotionBlur(SEGMENT.custom1);
|
|
if (SEGMENT.check1)
|
|
PartSys->setSmearBlur(120); // enable smear blur
|
|
else
|
|
PartSys->setSmearBlur(0); // disable smear blur
|
|
PartSys->setParticleSize(SEGMENT.check3); // 1 or 2 pixel rendering
|
|
PartSys->setColorByPosition(SEGMENT.check2); // color fixed by position
|
|
PartSys->setUsedParticles(map(SEGMENT.intensity, 0, 255, 10, 255)); // set percentage of particles to use
|
|
|
|
uint32_t deadparticles = 0;
|
|
//kill out of bounds and moving away plus change color
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
if (((SEGMENT.call & 0x07) == 0) && PartSys->particleFlags[i].outofbounds) { //check if out of bounds particle move away from strip, only update every 8th frame
|
|
if ((int32_t)PartSys->particles[i].vx * PartSys->particles[i].x > 0) PartSys->particles[i].ttl = 0; //particle is moving away, kill it
|
|
}
|
|
PartSys->particleFlags[i].perpetual = true; //particles do not age
|
|
if (SEGMENT.call % (32 / (1 + (SEGMENT.custom2 >> 3))) == 0)
|
|
PartSys->particles[i].hue += 2 + (SEGMENT.custom2 >> 5);
|
|
//note: updating speed on the fly is not accurately possible, since it is unknown which particles are assigned to which spot
|
|
if (SEGENV.aux0 != SEGMENT.speed) { //speed changed
|
|
//update all particle speed by setting them to current value
|
|
PartSys->particles[i].vx = PartSys->particles[i].vx > 0 ? SEGMENT.speed >> 3 : -SEGMENT.speed >> 3;
|
|
}
|
|
if (PartSys->particles[i].ttl == 0) deadparticles++; // count dead particles
|
|
}
|
|
SEGENV.aux0 = SEGMENT.speed;
|
|
|
|
//generate a spotlight: generates particles just outside of view
|
|
if (deadparticles > 5 && (SEGMENT.call & 0x03) == 0) {
|
|
//random color, random type
|
|
uint32_t type = hw_random16(SPOT_TYPES_COUNT);
|
|
int8_t speed = 2 + hw_random16(2 + (SEGMENT.speed >> 1)) + (SEGMENT.speed >> 4);
|
|
int32_t width = hw_random16(1, 10);
|
|
uint32_t ttl = 300; //ttl is particle brightness (below perpetual is set so it does not age, i.e. ttl stays at this value)
|
|
int32_t position;
|
|
//choose random start position, left and right from the segment
|
|
if (hw_random() & 0x01) {
|
|
position = PartSys->maxXpixel;
|
|
speed = -speed;
|
|
}
|
|
else
|
|
position = -width;
|
|
|
|
PartSys->sources[0].v = speed; //emitted particle speed
|
|
PartSys->sources[0].source.hue = hw_random8(); //random spotlight color
|
|
for (int32_t i = 0; i < width; i++) {
|
|
if (width > 1) {
|
|
switch (type) {
|
|
case SPOT_TYPE_SOLID:
|
|
//nothing to do
|
|
break;
|
|
|
|
case SPOT_TYPE_GRADIENT:
|
|
ttl = cubicwave8(map(i, 0, width - 1, 0, 255));
|
|
ttl = ttl*ttl >> 8; //make gradient more pronounced
|
|
break;
|
|
|
|
case SPOT_TYPE_2X_GRADIENT:
|
|
ttl = cubicwave8(2 * map(i, 0, width - 1, 0, 255));
|
|
ttl = ttl*ttl >> 8;
|
|
break;
|
|
|
|
case SPOT_TYPE_2X_DOT:
|
|
if (i > 0) position++; //skip one pixel
|
|
i++;
|
|
break;
|
|
|
|
case SPOT_TYPE_3X_DOT:
|
|
if (i > 0) position += 2; //skip two pixels
|
|
i+=2;
|
|
break;
|
|
|
|
case SPOT_TYPE_4X_DOT:
|
|
if (i > 0) position += 3; //skip three pixels
|
|
i+=3;
|
|
break;
|
|
}
|
|
}
|
|
//emit particle
|
|
//set the particle source position:
|
|
PartSys->sources[0].source.x = position * PS_P_RADIUS_1D;
|
|
uint32_t partidx = PartSys->sprayEmit(PartSys->sources[0]);
|
|
PartSys->particles[partidx].ttl = ttl;
|
|
position++; //do the next pixel
|
|
}
|
|
}
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PARTICLEDANCINGSHADOWS[] PROGMEM = "PS Dancing Shadows@Speed,!,Blur,Color Cycle,,Smear,Position Color,Smooth;,!;!;1;sx=100,ix=180,c1=0,c2=0";
|
|
|
|
/*
|
|
Particle Fireworks 1D replacement
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleFireworks1D(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
uint8_t *forcecounter;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 4, 150, 4, true)) // init advanced particle system
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
PartSys->setKillOutOfBounds(true);
|
|
PartSys->sources[0].sourceFlags.custom1 = 1; // set rocket state to standby
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
forcecounter = PartSys->PSdataEnd;
|
|
PartSys->setMotionBlur(SEGMENT.custom2); // anable motion blur
|
|
int32_t gravity = (1 + (SEGMENT.speed >> 3)); // gravity value used for rocket speed calculation
|
|
PartSys->setGravity(SEGMENT.speed ? gravity : 0); // set gravity
|
|
|
|
if (PartSys->sources[0].sourceFlags.custom1 == 1) { // rocket is on standby
|
|
PartSys->sources[0].source.ttl--;
|
|
if (PartSys->sources[0].source.ttl == 0) { // time is up, relaunch
|
|
|
|
if (hw_random8() < SEGMENT.custom1) // randomly choose direction according to slider, fire at start of segment if true
|
|
SEGENV.aux0 = 1;
|
|
else
|
|
SEGENV.aux0 = 0;
|
|
|
|
PartSys->sources[0].sourceFlags.custom1 = 0; //flag used for rocket state
|
|
PartSys->sources[0].source.hue = hw_random16(); // different color for each launch
|
|
PartSys->sources[0].var = 10 * SEGMENT.check2; // emit variation, 0 if trail mode is off
|
|
PartSys->sources[0].v = -10 * SEGMENT.check2; // emit speed, 0 if trail mode is off
|
|
PartSys->sources[0].minLife = 180;
|
|
PartSys->sources[0].maxLife = SEGMENT.check2 ? 700 : 240; // exhaust particle life
|
|
PartSys->sources[0].source.x = SEGENV.aux0 * PartSys->maxX; // start from bottom or top
|
|
uint32_t speed = sqrt((gravity * ((PartSys->maxX >> 2) + hw_random16(PartSys->maxX >> 1))) >> 4); // set speed such that rocket explods in frame
|
|
PartSys->sources[0].source.vx = min(speed, (uint32_t)127);
|
|
PartSys->sources[0].source.ttl = 4000;
|
|
PartSys->sources[0].sat = 30; // low saturation exhaust
|
|
PartSys->sources[0].size = SEGMENT.check3; // single or double pixel rendering
|
|
PartSys->sources[0].sourceFlags.reversegrav = false ; // normal gravity
|
|
|
|
if (SEGENV.aux0) { // inverted rockets launch from end
|
|
PartSys->sources[0].sourceFlags.reversegrav = true;
|
|
//PartSys->sources[0].source.x = PartSys->maxX; // start from top
|
|
PartSys->sources[0].source.vx = -PartSys->sources[0].source.vx; // revert direction
|
|
PartSys->sources[0].v = -PartSys->sources[0].v; // invert exhaust emit speed
|
|
}
|
|
}
|
|
}
|
|
else { // rocket is launched
|
|
int32_t rocketgravity = -gravity;
|
|
int32_t currentspeed = PartSys->sources[0].source.vx;
|
|
if (SEGENV.aux0) { // negative speed rocket
|
|
rocketgravity = -rocketgravity;
|
|
currentspeed = -currentspeed;
|
|
}
|
|
PartSys->applyForce(PartSys->sources[0].source, rocketgravity, forcecounter[0]);
|
|
PartSys->particleMoveUpdate(PartSys->sources[0].source, PartSys->sources[0].sourceFlags);
|
|
PartSys->particleMoveUpdate(PartSys->sources[0].source, PartSys->sources[0].sourceFlags); // increase rocket speed by calling the move function twice, also ages twice
|
|
uint32_t rocketheight = SEGENV.aux0 ? PartSys->maxX - PartSys->sources[0].source.x : PartSys->sources[0].source.x;
|
|
|
|
if (currentspeed < 0 && PartSys->sources[0].source.ttl > 50) // reached apogee
|
|
PartSys->sources[0].source.ttl = 50 - gravity;// min((uint32_t)50, 15 + (rocketheight >> (PS_P_RADIUS_SHIFT_1D + 3))); // alive for a few more frames
|
|
|
|
if (PartSys->sources[0].source.ttl < 2) { // explode
|
|
PartSys->sources[0].sourceFlags.custom1 = 1; // set standby state
|
|
PartSys->sources[0].var = 5 + ((((PartSys->maxX >> 1) + rocketheight) * (20 + (SEGMENT.intensity << 1))) / (PartSys->maxX << 2)); // set explosion particle speed
|
|
PartSys->sources[0].minLife = 1200;
|
|
PartSys->sources[0].maxLife = 2600;
|
|
PartSys->sources[0].source.ttl = 100 + hw_random16(64 - (SEGMENT.speed >> 2)); // standby time til next launch
|
|
PartSys->sources[0].sat = SEGMENT.custom3 < 16 ? 10 + (SEGMENT.custom3 << 4) : 255; //color saturation
|
|
PartSys->sources[0].size = SEGMENT.check3 ? hw_random16(SEGMENT.intensity) : 0; // random particle size in explosion
|
|
uint32_t explosionsize = 8 + (PartSys->maxXpixel >> 2) + (PartSys->sources[0].source.x >> (PS_P_RADIUS_SHIFT_1D - 1));
|
|
explosionsize += hw_random16((explosionsize * SEGMENT.intensity) >> 8);
|
|
PartSys->setColorByAge(false); // disable
|
|
PartSys->setColorByPosition(false); // disable
|
|
for (uint32_t e = 0; e < explosionsize; e++) { // emit explosion particles
|
|
int idx = PartSys->sprayEmit(PartSys->sources[0]); // emit a particle
|
|
if(SEGMENT.custom3 > 23) {
|
|
if(SEGMENT.custom3 == 31) { // highest slider value
|
|
PartSys->setColorByAge(SEGMENT.check1); // color by age if colorful mode is enabled
|
|
PartSys->setColorByPosition(!SEGMENT.check1); // color by position otherwise
|
|
}
|
|
else { // if custom3 is set to high value (but not highest), set particle color by initial speed
|
|
PartSys->particles[idx].hue = map(abs(PartSys->particles[idx].vx), 0, PartSys->sources[0].var, 0, 16 + hw_random16(200)); // set hue according to speed, use random amount of palette width
|
|
PartSys->particles[idx].hue += PartSys->sources[0].source.hue; // add hue offset of the rocket (random starting color)
|
|
}
|
|
}
|
|
else {
|
|
if (SEGMENT.check1) // colorful mode
|
|
PartSys->sources[0].source.hue = hw_random16(); //random color for each particle
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ((SEGMENT.call & 0x01) == 0 && PartSys->sources[0].sourceFlags.custom1 == false) // every second frame and not in standby
|
|
PartSys->sprayEmit(PartSys->sources[0]); // emit exhaust particle
|
|
|
|
if ((SEGMENT.call & 0x03) == 0) // every fourth frame
|
|
PartSys->applyFriction(1); // apply friction to all particles
|
|
|
|
PartSys->update(); // update and render
|
|
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->particles[i].ttl > 20) PartSys->particles[i].ttl -= 20; //ttl is linked to brightness, this allows to use higher brightness but still a short spark lifespan
|
|
else PartSys->particles[i].ttl = 0;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_PS_FIREWORKS1D[] PROGMEM = "PS Fireworks 1D@Gravity,Explosion,Firing side,Blur,Color,Colorful,Trail,Smooth;,!;!;1;c2=30,o1=1";
|
|
|
|
/*
|
|
Particle based Sparkle effect
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleSparkler(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
uint32_t numSparklers;
|
|
PSsettings1D sparklersettings;
|
|
sparklersettings.asByte = 0; // PS settings for sparkler (set below)
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 16, 128 ,0, true)) // init, no additional data needed
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
} else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
|
|
sparklersettings.wrap = !SEGMENT.check2;
|
|
sparklersettings.bounce = SEGMENT.check2; // note: bounce always takes priority over wrap
|
|
|
|
numSparklers = PartSys->numSources;
|
|
PartSys->setMotionBlur(SEGMENT.custom2); // anable motion blur/overlay
|
|
//PartSys->setSmearBlur(SEGMENT.custom2); // anable smearing blur
|
|
|
|
for (uint32_t i = 0; i < numSparklers; i++) {
|
|
PartSys->sources[i].source.hue = hw_random16();
|
|
PartSys->sources[i].var = 0; // sparks stationary
|
|
PartSys->sources[i].minLife = 150 + SEGMENT.intensity;
|
|
PartSys->sources[i].maxLife = 250 + (SEGMENT.intensity << 1);
|
|
int32_t speed = SEGMENT.speed >> 1;
|
|
if (SEGMENT.check1) // sparks move (slide option)
|
|
PartSys->sources[i].var = SEGMENT.intensity >> 3;
|
|
PartSys->sources[i].source.vx = PartSys->sources[i].source.vx > 0 ? speed : -speed; // update speed, do not change direction
|
|
PartSys->sources[i].source.ttl = 400; // replenish its life (setting it perpetual uses more code)
|
|
PartSys->sources[i].sat = SEGMENT.custom1; // color saturation
|
|
PartSys->sources[i].size = SEGMENT.check3 ? 120 : 0;
|
|
if (SEGMENT.speed == 255) // random position at highest speed setting
|
|
PartSys->sources[i].source.x = hw_random16(PartSys->maxX);
|
|
else
|
|
PartSys->particleMoveUpdate(PartSys->sources[i].source, PartSys->sources[i].sourceFlags, &sparklersettings); //move sparkler
|
|
}
|
|
|
|
numSparklers = min(1 + (SEGMENT.custom3 >> 1), (int)numSparklers); // set used sparklers, 1 to 16
|
|
|
|
if (SEGENV.aux0 != SEGMENT.custom3) { //number of used sparklers changed, redistribute
|
|
for (uint32_t i = 1; i < numSparklers; i++) {
|
|
PartSys->sources[i].source.x = (PartSys->sources[0].source.x + (PartSys->maxX / numSparklers) * i ) % PartSys->maxX; //distribute evenly
|
|
}
|
|
}
|
|
SEGENV.aux0 = SEGMENT.custom3;
|
|
|
|
for (uint32_t i = 0; i < numSparklers; i++) {
|
|
if (hw_random() % (((271 - SEGMENT.intensity) >> 4)) == 0)
|
|
PartSys->sprayEmit(PartSys->sources[i]); //emit a particle
|
|
}
|
|
|
|
PartSys->update(); // update and render
|
|
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->particles[i].ttl > (64 - (SEGMENT.intensity >> 2))) PartSys->particles[i].ttl -= (64 - (SEGMENT.intensity >> 2)); //ttl is linked to brightness, this allows to use higher brightness but still a short spark lifespan
|
|
else PartSys->particles[i].ttl = 0;
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_PS_SPARKLER[] PROGMEM = "PS Sparkler@Move,!,Saturation,Blur,Sparklers,Slide,Bounce,Large;,!;!;1;pal=0,sx=255,c1=0,c2=0,c3=6";
|
|
|
|
/*
|
|
Particle based Hourglass, particles falling at defined intervals
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleHourglass(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
constexpr int positionOffset = PS_P_RADIUS_1D / 2;; // resting position offset
|
|
bool* direction;
|
|
uint32_t* settingTracker;
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 0, 255, 8, false)) // init
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
PartSys->setBounce(true);
|
|
PartSys->setWallHardness(100);
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
settingTracker = reinterpret_cast<uint32_t *>(PartSys->PSdataEnd); //assign data pointer
|
|
direction = reinterpret_cast<bool *>(PartSys->PSdataEnd + 4); //assign data pointer
|
|
PartSys->setUsedParticles(1 + ((SEGMENT.intensity * 255) >> 8));
|
|
PartSys->setMotionBlur(SEGMENT.custom2); // anable motion blur
|
|
PartSys->setGravity(map(SEGMENT.custom3, 0, 31, 1, 30));
|
|
PartSys->enableParticleCollisions(true, 64); // hardness value (found by experimentation on different settings)
|
|
|
|
uint32_t colormode = SEGMENT.custom1 >> 5; // 0-7
|
|
|
|
if (SEGMENT.intensity != *settingTracker) { // initialize
|
|
*settingTracker = SEGMENT.intensity;
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
PartSys->particleFlags[i].reversegrav = true; // resting particles dont fall
|
|
*direction = 0; // down
|
|
SEGENV.aux1 = 1; // initialize below
|
|
}
|
|
SEGENV.aux0 = PartSys->usedParticles - 1; // initial state, start with highest number particle
|
|
}
|
|
|
|
// re-order particles in case heavy collisions flipped particles (highest number index particle is on the "bottom")
|
|
for (uint32_t i = 0; i < PartSys->usedParticles - 1; i++) {
|
|
if (PartSys->particles[i].x < PartSys->particles[i+1].x && PartSys->particleFlags[i].fixed == false && PartSys->particleFlags[i+1].fixed == false) {
|
|
std::swap(PartSys->particles[i].x, PartSys->particles[i+1].x);
|
|
}
|
|
}
|
|
// calculate target position depending on direction
|
|
auto calcTargetPos = [&](size_t i) {
|
|
return PartSys->particleFlags[i].reversegrav ?
|
|
PartSys->maxX - i * PS_P_RADIUS_1D - positionOffset
|
|
: (PartSys->usedParticles - i) * PS_P_RADIUS_1D - positionOffset;
|
|
};
|
|
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) { // check if particle reached target position after falling
|
|
if (PartSys->particleFlags[i].fixed == false && abs(PartSys->particles[i].vx) < 5) {
|
|
int32_t targetposition = calcTargetPos(i);
|
|
bool belowtarget = PartSys->particleFlags[i].reversegrav ? (PartSys->particles[i].x > targetposition) : (PartSys->particles[i].x < targetposition);
|
|
bool closeToTarget = abs(targetposition - PartSys->particles[i].x) < PS_P_RADIUS_1D;
|
|
if (belowtarget || closeToTarget) { // overshot target or close to target and slow speed
|
|
PartSys->particles[i].x = targetposition; // set exact position
|
|
PartSys->particleFlags[i].fixed = true; // pin particle
|
|
}
|
|
}
|
|
if (colormode == 7)
|
|
PartSys->setColorByPosition(true); // color fixed by position
|
|
else {
|
|
PartSys->setColorByPosition(false);
|
|
uint8_t basehue = ((SEGMENT.custom1 & 0x1F) << 3); // use 5 LSBs to select color
|
|
switch(colormode) {
|
|
case 0: PartSys->particles[i].hue = 120; break; // fixed at 120, if flip is activated, this can make red and green (use palette 34)
|
|
case 1: PartSys->particles[i].hue = basehue; break; // fixed selectable color
|
|
case 2: // 2 colors inverleaved (same code as 3)
|
|
case 3: PartSys->particles[i].hue = ((SEGMENT.custom1 & 0x1F) << 1) + (i % 3)*74; break; // 3 interleved colors
|
|
case 4: PartSys->particles[i].hue = basehue + (i * 255) / PartSys->usedParticles; break; // gradient palette colors
|
|
case 5: PartSys->particles[i].hue = basehue + (i * 1024) / PartSys->usedParticles; break; // multi gradient palette colors
|
|
case 6: PartSys->particles[i].hue = i + (strip.now >> 3); break; // disco! moving color gradient
|
|
default: break; // use color by position
|
|
}
|
|
}
|
|
if (SEGMENT.check1 && !PartSys->particleFlags[i].reversegrav) // flip color when fallen
|
|
PartSys->particles[i].hue += 120;
|
|
}
|
|
|
|
if (SEGENV.aux1 == 1) { // last countdown call before dropping starts, reset all particles
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
PartSys->particleFlags[i].collide = true;
|
|
PartSys->particleFlags[i].perpetual = true;
|
|
PartSys->particles[i].ttl = 260;
|
|
PartSys->particles[i].x = calcTargetPos(i);
|
|
PartSys->particleFlags[i].fixed = true;
|
|
}
|
|
}
|
|
|
|
if (SEGENV.aux1 == 0) { // countdown passed, run
|
|
if (strip.now >= SEGENV.step) { // drop a particle
|
|
// set next drop time
|
|
if (SEGMENT.check3 && *direction) // fast reset
|
|
SEGENV.step = strip.now + 100; // drop one particle every 100ms
|
|
else // normal interval
|
|
SEGENV.step = strip.now + max(100, SEGMENT.speed * 100); // map speed slider from 0.1s to 25.5s
|
|
if (SEGENV.aux0 < PartSys->usedParticles) {
|
|
PartSys->particleFlags[SEGENV.aux0].reversegrav = *direction; // let this particle fall or rise
|
|
PartSys->particleFlags[SEGENV.aux0].fixed = false; // unpin
|
|
}
|
|
else { // overflow
|
|
*direction = !(*direction); // flip direction
|
|
SEGENV.aux1 = (SEGMENT.check2) * SEGMENT.vLength() + 100; // set restart countdown, make it short if auto start is unchecked
|
|
}
|
|
if (*direction == 0) // down, start dropping the highest number particle
|
|
SEGENV.aux0--; // next particle
|
|
else
|
|
SEGENV.aux0++;
|
|
}
|
|
}
|
|
else if (SEGMENT.check2) // auto start/reset
|
|
SEGENV.aux1--; // countdown
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PS_HOURGLASS[] PROGMEM = "PS Hourglass@Interval,!,Color,Blur,Gravity,Colorflip,Start,Fast Reset;,!;!;1;pal=34,sx=5,ix=200,c1=140,c2=80,c3=4,o1=1,o2=1,o3=1";
|
|
|
|
/*
|
|
Particle based Spray effect (like a volcano, possible replacement for popcorn)
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particle1Dspray(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 1))
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
PartSys->setKillOutOfBounds(true);
|
|
PartSys->setWallHardness(150);
|
|
PartSys->setParticleSize(1);
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setBounce(SEGMENT.check2);
|
|
PartSys->setMotionBlur(SEGMENT.custom2); // anable motion blur
|
|
int32_t gravity = -((int32_t)SEGMENT.custom3 - 16); // gravity setting, 0-15 is positive (down), 17 - 31 is negative (up)
|
|
PartSys->setGravity(abs(gravity)); // use reversgrav setting to invert gravity (for proper 'floor' and out of bounce handling)
|
|
|
|
PartSys->sources[0].source.hue = SEGMENT.aux0; // hw_random16();
|
|
PartSys->sources[0].var = 20;
|
|
PartSys->sources[0].minLife = 200;
|
|
PartSys->sources[0].maxLife = 400;
|
|
PartSys->sources[0].source.x = map(SEGMENT.custom1, 0 , 255, 0, PartSys->maxX); // spray position
|
|
PartSys->sources[0].v = map(SEGMENT.speed, 0 , 255, -127 + PartSys->sources[0].var, 127 - PartSys->sources[0].var); // particle emit speed
|
|
PartSys->sources[0].sourceFlags.reversegrav = gravity < 0 ? true : false;
|
|
|
|
if (hw_random() % (1 + ((255 - SEGMENT.intensity) >> 3)) == 0) {
|
|
PartSys->sprayEmit(PartSys->sources[0]); // emit a particle
|
|
SEGMENT.aux0++; // increment hue
|
|
}
|
|
|
|
//update color settings
|
|
PartSys->setColorByAge(SEGMENT.check1); // overruled by 'color by position'
|
|
PartSys->setColorByPosition(SEGMENT.check3);
|
|
for (uint i = 0; i < PartSys->usedParticles; i++) {
|
|
PartSys->particleFlags[i].reversegrav = PartSys->sources[0].sourceFlags.reversegrav; // update gravity direction
|
|
}
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PS_1DSPRAY[] PROGMEM = "PS Spray 1D@Speed(+/-),!,Position,Blur,Gravity(+/-),AgeColor,Bounce,Position Color;,!;!;1;sx=200,ix=220,c1=0,c2=0";
|
|
|
|
/*
|
|
Particle based balance: particles move back and forth (1D pendent to 2D particle box)
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleBalance(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
uint32_t i;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 1, 128)) // init, no additional data needed, use half of max particles
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
PartSys->setParticleSize(1);
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setMotionBlur(SEGMENT.custom2); // enable motion blur
|
|
PartSys->setBounce(!SEGMENT.check2);
|
|
PartSys->setWrap(SEGMENT.check2);
|
|
uint8_t hardness = SEGMENT.custom1 > 0 ? map(SEGMENT.custom1, 0, 255, 50, 250) : 200; // set hardness, make the walls hard if collisions are disabled
|
|
PartSys->enableParticleCollisions(SEGMENT.custom1, hardness); // enable collisions if custom1 > 0
|
|
PartSys->setWallHardness(200);
|
|
PartSys->setUsedParticles(map(SEGMENT.intensity, 0, 255, 10, 255));
|
|
if (PartSys->usedParticles > SEGENV.aux1) { // more particles, reinitialize
|
|
for (i = 0; i < PartSys->usedParticles; i++) {
|
|
PartSys->particles[i].x = i * PS_P_RADIUS_1D;
|
|
PartSys->particles[i].ttl = 300;
|
|
PartSys->particleFlags[i].perpetual = true;
|
|
PartSys->particleFlags[i].collide = true;
|
|
}
|
|
}
|
|
SEGENV.aux1 = PartSys->usedParticles;
|
|
|
|
// re-order particles in case collisions flipped particles
|
|
for (i = 0; i < PartSys->usedParticles - 1; i++) {
|
|
if (PartSys->particles[i].x > PartSys->particles[i+1].x) {
|
|
if (SEGMENT.check2) { // check for wrap around
|
|
if (PartSys->particles[i].x - PartSys->particles[i+1].x > 3 * PS_P_RADIUS_1D)
|
|
continue;
|
|
}
|
|
std::swap(PartSys->particles[i].x, PartSys->particles[i+1].x);
|
|
}
|
|
}
|
|
|
|
if (SEGMENT.call % (((255 - SEGMENT.speed) >> 6) + 1) == 0) { // how often the force is applied depends on speed setting
|
|
int32_t xgravity;
|
|
int32_t increment = (SEGMENT.speed >> 6) + 1;
|
|
SEGENV.aux0 += increment;
|
|
if (SEGMENT.check3) // random, use perlin noise
|
|
xgravity = ((int16_t)perlin8(SEGENV.aux0) - 128);
|
|
else // sinusoidal
|
|
xgravity = (int16_t)cos8_t(SEGENV.aux0) - 128;//((int32_t)(SEGMENT.custom3 << 2) * cos8(SEGENV.aux0)
|
|
// scale the force
|
|
xgravity = (xgravity * ((SEGMENT.custom3+1) << 2)) / 128; // xgravity: -127 to +127
|
|
PartSys->applyForce(xgravity);
|
|
}
|
|
|
|
uint32_t randomindex = hw_random16(PartSys->usedParticles);
|
|
PartSys->particles[randomindex].vx = ((int32_t)PartSys->particles[randomindex].vx * 200) / 255; // apply friction to random particle to reduce clumping
|
|
|
|
//if (SEGMENT.check2 && (SEGMENT.call & 0x07) == 0) // no walls, apply friction to smooth things out
|
|
if ((SEGMENT.call & 0x0F) == 0 && SEGMENT.custom3 > 4) // apply friction every 16th frame to smooth things out (except for low tilt)
|
|
PartSys->applyFriction(1); // apply friction to all particles
|
|
|
|
//update colors
|
|
PartSys->setColorByPosition(SEGMENT.check1);
|
|
if (!SEGMENT.check1) {
|
|
for (i = 0; i < PartSys->usedParticles; i++) {
|
|
PartSys->particles[i].hue = (1024 * i) / PartSys->usedParticles; // color by particle index
|
|
}
|
|
}
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PS_BALANCE[] PROGMEM = "PS 1D Balance@!,!,Hardness,Blur,Tilt,Position Color,Wrap,Random;,!;!;1;pal=18,c2=0,c3=4,o1=1";
|
|
|
|
/*
|
|
Particle based Chase effect
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleChase(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 1, 191, 2, true)) // init
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
SEGENV.aux0 = 0xFFFF; // invalidate
|
|
*PartSys->PSdataEnd = 1; // huedir
|
|
*(PartSys->PSdataEnd + 1) = 1; // sizedir
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setColorByPosition(SEGMENT.check3);
|
|
PartSys->setMotionBlur(7 + ((SEGMENT.custom3) << 3)); // anable motion blur
|
|
uint32_t numParticles = 1 + map(SEGMENT.intensity, 0, 255, 0, PartSys->usedParticles / (1 + (SEGMENT.custom1 >> 5))); // depends on intensity and particle size (custom1), minimum 1
|
|
numParticles = min(numParticles, PartSys->usedParticles); // limit to available particles
|
|
int32_t huestep = 1 + ((((uint32_t)SEGMENT.custom2 << 19) / numParticles) >> 16); // hue increment
|
|
uint32_t settingssum = SEGMENT.speed + SEGMENT.intensity + SEGMENT.custom1 + SEGMENT.custom2 + SEGMENT.check1 + SEGMENT.check2 + SEGMENT.check3;
|
|
if (SEGENV.aux0 != settingssum) { // settings changed changed, update
|
|
if (SEGMENT.check1)
|
|
SEGENV.step = PartSys->advPartProps[0].size / 2 + (PartSys->maxX / numParticles);
|
|
else {
|
|
SEGENV.step = (PartSys->maxX + (PS_P_RADIUS_1D << 6)) / numParticles; // spacing between particles
|
|
SEGENV.step = (SEGENV.step / PS_P_RADIUS_1D) * PS_P_RADIUS_1D; // round down to nearest multiple of particle subpixel unit to align to pixel grid (makes them move in union)
|
|
}
|
|
for (int32_t i = 0; i < (int32_t)PartSys->usedParticles; i++) {
|
|
PartSys->advPartProps[i].sat = 255;
|
|
PartSys->particles[i].x = (i - 1) * SEGENV.step; // distribute evenly (starts out of frame for i=0)
|
|
PartSys->particles[i].vx = SEGMENT.speed >> 2;
|
|
PartSys->advPartProps[i].size = SEGMENT.custom1;
|
|
if (SEGMENT.custom2 < 255)
|
|
PartSys->particles[i].hue = i * huestep; // gradient distribution
|
|
else
|
|
PartSys->particles[i].hue = hw_random16();
|
|
}
|
|
SEGENV.aux0 = settingssum;
|
|
}
|
|
|
|
if(SEGMENT.check1) {
|
|
huestep = 1 + (max((int)huestep, 3) * ((int(sin16_t(strip.now * 3) + 32767))) >> 15); // changes gradient spread (scale hue step)
|
|
}
|
|
|
|
// wrap around (cannot use particle system wrap if distributing colors manually, it also wraps rendering which does not look good)
|
|
for (int32_t i = (int32_t)PartSys->usedParticles - 1; i >= 0; i--) { // check from the back, last particle wraps first, multiple particles can overrun per frame
|
|
if (PartSys->particles[i].x > PartSys->maxX + PS_P_RADIUS_1D + PartSys->advPartProps[i].size) { // wrap it around
|
|
uint32_t nextindex = (i + 1) % PartSys->usedParticles;
|
|
PartSys->particles[i].x = PartSys->particles[nextindex].x - (int)SEGENV.step;
|
|
if(SEGMENT.check1) // playful mode, vary size
|
|
PartSys->advPartProps[i].size = max(1 + (SEGMENT.custom1 >> 1), ((int(sin16_t(strip.now << 1) + 32767)) >> 8)); // cycle size
|
|
if (SEGMENT.custom2 < 255)
|
|
PartSys->particles[i].hue = PartSys->particles[nextindex].hue - huestep;
|
|
else
|
|
PartSys->particles[i].hue = hw_random16();
|
|
}
|
|
PartSys->particles[i].ttl = 300; // reset ttl, cannot use perpetual because memmanager can change pointer at any time
|
|
}
|
|
|
|
if (SEGMENT.check1) { // playful mode, changes hue, size, speed, density dynamically
|
|
int8_t* huedir = reinterpret_cast<int8_t *>(PartSys->PSdataEnd); //assign data pointer
|
|
int8_t* stepdir = reinterpret_cast<int8_t *>(PartSys->PSdataEnd + 1);
|
|
if(*stepdir == 0) *stepdir = 1; // initialize directions
|
|
if(*huedir == 0) *huedir = 1;
|
|
if (SEGENV.step >= (PartSys->advPartProps[0].size + PS_P_RADIUS_1D * 4) + PartSys->maxX / numParticles)
|
|
*stepdir = -1; // increase density (decrease space between particles)
|
|
else if (SEGENV.step <= (PartSys->advPartProps[0].size >> 1) + ((PartSys->maxX / numParticles)))
|
|
*stepdir = 1; // decrease density
|
|
if (SEGENV.aux1 > 512)
|
|
*huedir = -1;
|
|
else if (SEGENV.aux1 < 50)
|
|
*huedir = 1;
|
|
if (SEGMENT.call % (1024 / (1 + (SEGMENT.speed >> 2))) == 0)
|
|
SEGENV.aux1 += *huedir;
|
|
int8_t globalhuestep = 0; // global hue increment
|
|
if (SEGMENT.call % (1 + (int(sin16_t(strip.now) + 32767) >> 12)) == 0)
|
|
globalhuestep = 2; // global hue change to add some color variation
|
|
if ((SEGMENT.call & 0x1F) == 0)
|
|
SEGENV.step += *stepdir; // change density
|
|
for(uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
PartSys->particles[i].hue -= globalhuestep; // shift global hue (both directions)
|
|
PartSys->particles[i].vx = 1 + (SEGMENT.speed >> 2) + ((int32_t(sin16_t(strip.now >> 1) + 32767) * (SEGMENT.speed >> 2)) >> 16);
|
|
}
|
|
}
|
|
|
|
PartSys->setParticleSize(SEGMENT.custom1); // if custom1 == 0 this sets rendering size to one pixel
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PS_CHASE[] PROGMEM = "PS Chase@!,Density,Size,Hue,Blur,Playful,,Position Color;,!;!;1;pal=11,sx=50,c2=5,c3=0";
|
|
|
|
/*
|
|
Particle Fireworks Starburst replacement (smoother rendering, more settings)
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleStarburst(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 1, 200, 0, true)) // init
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
PartSys->setKillOutOfBounds(true);
|
|
PartSys->enableParticleCollisions(true, 200);
|
|
PartSys->sources[0].source.ttl = 1; // set initial stanby time
|
|
PartSys->sources[0].sat = 0; // emitted particles start out white
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setMotionBlur(SEGMENT.custom2); // anable motion blur
|
|
PartSys->setGravity(SEGMENT.check1 * 8); // enable gravity
|
|
|
|
if (PartSys->sources[0].source.ttl-- == 0) { // stanby time elapsed TODO: make it a timer?
|
|
uint32_t explosionsize = 4 + hw_random16(SEGMENT.intensity >> 2);
|
|
PartSys->sources[0].source.hue = hw_random16();
|
|
PartSys->sources[0].var = 10 + (explosionsize << 1);
|
|
PartSys->sources[0].minLife = 250;
|
|
PartSys->sources[0].maxLife = 300;
|
|
PartSys->sources[0].source.x = hw_random(PartSys->maxX); //random explosion position
|
|
PartSys->sources[0].source.ttl = 10 + hw_random16(255 - SEGMENT.speed);
|
|
PartSys->sources[0].size = SEGMENT.custom1; // Fragment size
|
|
PartSys->setParticleSize(SEGMENT.custom1); // enable advanced size rendering
|
|
PartSys->sources[0].sourceFlags.collide = SEGMENT.check3;
|
|
for (uint32_t e = 0; e < explosionsize; e++) { // emit particles
|
|
if (SEGMENT.check2)
|
|
PartSys->sources[0].source.hue = hw_random16(); //random color for each particle
|
|
PartSys->sprayEmit(PartSys->sources[0]); //emit a particle
|
|
}
|
|
}
|
|
//shrink all particles
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->advPartProps[i].size)
|
|
PartSys->advPartProps[i].size--;
|
|
if (PartSys->advPartProps[i].sat < 251)
|
|
PartSys->advPartProps[i].sat += 1 + (SEGMENT.custom3 >> 2); //note: it should be >> 3, the >> 2 creates overflows resulting in blinking if custom3 > 27, which is a bonus feature
|
|
}
|
|
|
|
if (SEGMENT.call % 5 == 0) {
|
|
PartSys->applyFriction(1); //slow down particles
|
|
}
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PS_STARBURST[] PROGMEM = "PS Starburst@Chance,Fragments,Size,Blur,Cooling,Gravity,Colorful,Push;,!;!;1;pal=52,sx=150,ix=150,c1=120,c2=0,c3=21";
|
|
|
|
/*
|
|
Particle based 1D GEQ effect, each frequency bin gets an emitter, distributed over the strip
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particle1DGEQ(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
uint32_t numSources;
|
|
uint32_t i;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 16, 255, 0, true)) // init, no additional data needed
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
numSources = PartSys->numSources;
|
|
PartSys->setMotionBlur(SEGMENT.custom2); // anable motion blur
|
|
|
|
uint32_t spacing = PartSys->maxX / numSources;
|
|
for (i = 0; i < numSources; i++) {
|
|
PartSys->sources[i].source.hue = i * 16; // hw_random16(); //TODO: make adjustable, maybe even colorcycle?
|
|
PartSys->sources[i].var = SEGMENT.speed >> 2;
|
|
PartSys->sources[i].minLife = 180 + (SEGMENT.intensity >> 1);
|
|
PartSys->sources[i].maxLife = 240 + SEGMENT.intensity;
|
|
PartSys->sources[i].sat = 255;
|
|
PartSys->sources[i].size = SEGMENT.custom1;
|
|
PartSys->sources[i].source.x = (spacing >> 1) + spacing * i; //distribute evenly
|
|
}
|
|
|
|
for (i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->particles[i].ttl > 20) PartSys->particles[i].ttl -= 20; //ttl is linked to brightness, this allows to use higher brightness but still a short lifespan
|
|
else PartSys->particles[i].ttl = 0;
|
|
}
|
|
|
|
um_data_t *um_data = getAudioData();
|
|
uint8_t *fftResult = (uint8_t *)um_data->u_data[2]; // 16 bins with FFT data, log mapped already, each band contains frequency amplitude 0-255
|
|
|
|
//map the bands into 16 positions on x axis, emit some particles according to frequency loudness
|
|
i = 0;
|
|
uint32_t bin = hw_random16(numSources); //current bin , start with random one to distribute available particles fairly
|
|
uint32_t threshold = 300 - SEGMENT.intensity;
|
|
|
|
for (i = 0; i < numSources; i++) {
|
|
bin++;
|
|
bin = bin % numSources;
|
|
uint32_t emitparticle = 0;
|
|
// uint8_t emitspeed = ((uint32_t)fftResult[bin] * (uint32_t)SEGMENT.speed) >> 10; // emit speed according to loudness of band (127 max!)
|
|
if (fftResult[bin] > threshold) {
|
|
emitparticle = 1;
|
|
}
|
|
else if (fftResult[bin] > 0) { // band has low volue
|
|
uint32_t restvolume = ((threshold - fftResult[bin]) >> 2) + 2;
|
|
if (hw_random() % restvolume == 0) {
|
|
emitparticle = 1;
|
|
}
|
|
}
|
|
|
|
if (emitparticle)
|
|
PartSys->sprayEmit(PartSys->sources[bin]);
|
|
}
|
|
//TODO: add color control?
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PS_1D_GEQ[] PROGMEM = "PS GEQ 1D@Speed,!,Size,Blur,,,,;,!;!;1f;pal=0,sx=50,ix=200,c1=0,c2=0,c3=0,o1=1,o2=1";
|
|
|
|
/*
|
|
Particle based Fire effect
|
|
Uses palette for particle color
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleFire1D(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 5)) // init
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
PartSys->setKillOutOfBounds(true);
|
|
PartSys->setParticleSize(1);
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setMotionBlur(128 + (SEGMENT.custom2 >> 1)); // enable motion blur
|
|
PartSys->setColorByAge(true);
|
|
uint32_t emitparticles = 1;
|
|
uint32_t j = hw_random16();
|
|
for (uint i = 0; i < 3; i++) { // 3 base flames
|
|
if (PartSys->sources[i].source.ttl > 50)
|
|
PartSys->sources[i].source.ttl -= 10; // TODO: in 2D making the source fade out slow results in much smoother flames, need to check if it can be done the same
|
|
else
|
|
PartSys->sources[i].source.ttl = 100 + hw_random16(200);
|
|
}
|
|
for (uint i = 0; i < PartSys->numSources; i++) {
|
|
j = (j + 1) % PartSys->numSources;
|
|
PartSys->sources[j].source.x = 0;
|
|
PartSys->sources[j].var = 2 + (SEGMENT.speed >> 4);
|
|
// base flames
|
|
if (j > 2) {
|
|
PartSys->sources[j].minLife = 150 + SEGMENT.intensity + (j << 2); // TODO: in 2D, min life is maxlife/2 and that looks very nice
|
|
PartSys->sources[j].maxLife = 200 + SEGMENT.intensity + (j << 3);
|
|
PartSys->sources[j].v = (SEGMENT.speed >> (2 + (j << 1)));
|
|
if (emitparticles) {
|
|
emitparticles--;
|
|
PartSys->sprayEmit(PartSys->sources[j]); // emit a particle
|
|
}
|
|
}
|
|
else {
|
|
PartSys->sources[j].minLife = PartSys->sources[j].source.ttl + SEGMENT.intensity;
|
|
PartSys->sources[j].maxLife = PartSys->sources[j].minLife + 50;
|
|
PartSys->sources[j].v = SEGMENT.speed >> 2;
|
|
if (SEGENV.call & 0x01) // every second frame
|
|
PartSys->sprayEmit(PartSys->sources[j]); // emit a particle
|
|
}
|
|
}
|
|
|
|
for (uint i = 0; i < PartSys->usedParticles; i++) {
|
|
PartSys->particles[i].x += PartSys->particles[i].ttl >> 7; // 'hot' particles are faster, apply some extra velocity
|
|
if (PartSys->particles[i].ttl > 3 + ((255 - SEGMENT.custom1) >> 1))
|
|
PartSys->particles[i].ttl -= map(SEGMENT.custom1, 0, 255, 1, 3); // age faster
|
|
}
|
|
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PS_FIRE1D[] PROGMEM = "PS Fire 1D@!,!,Cooling,Blur;,!;!;1;pal=35,sx=100,ix=50,c1=80,c2=100,c3=28,o1=1,o2=1";
|
|
|
|
/*
|
|
Particle based AR effect, swoop particles along the strip with selected frequency loudness
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particle1DsonicStream(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 1, 255, 0, true)) // init, no additional data needed
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
PartSys->setKillOutOfBounds(true);
|
|
PartSys->sources[0].source.x = 0; // at start
|
|
//PartSys->sources[1].source.x = PartSys->maxX; // at end
|
|
PartSys->sources[0].var = 0;//SEGMENT.custom1 >> 3;
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setMotionBlur(20 + (SEGMENT.custom2 >> 1)); // anable motion blur
|
|
PartSys->setSmearBlur(200); // smooth out the edges
|
|
PartSys->sources[0].v = 5 + (SEGMENT.speed >> 2);
|
|
|
|
// FFT processing
|
|
um_data_t *um_data = getAudioData();
|
|
uint8_t *fftResult = (uint8_t *)um_data->u_data[2]; // 16 bins with FFT data, log mapped already, each band contains frequency amplitude 0-255
|
|
uint32_t loudness;
|
|
uint32_t baseBin = SEGMENT.custom3 >> 1; // 0 - 15 map(SEGMENT.custom3, 0, 31, 0, 14);
|
|
|
|
loudness = fftResult[baseBin];// + fftResult[baseBin + 1];
|
|
if (baseBin > 12)
|
|
loudness = loudness << 2; // double loudness for high frequencies (better detecion)
|
|
|
|
uint32_t threshold = 140 - (SEGMENT.intensity >> 1);
|
|
if (SEGMENT.check2) { // enable low pass filter for dynamic threshold
|
|
SEGMENT.step = (SEGMENT.step * 31500 + loudness * (32768 - 31500)) >> 15; // low pass filter for simple beat detection: add average to base threshold
|
|
threshold = 20 + (threshold >> 1) + SEGMENT.step; // add average to threshold
|
|
}
|
|
|
|
// color
|
|
uint32_t hueincrement = (SEGMENT.custom1 >> 3); // 0-31
|
|
PartSys->sources[0].sat = SEGMENT.custom1 > 0 ? 255 : 0; // color slider at zero: set to white
|
|
PartSys->setColorByPosition(SEGMENT.custom1 == 255);
|
|
|
|
// particle manipulation
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->sources[0].sourceFlags.perpetual == false) { // age faster if not perpetual
|
|
if (PartSys->particles[i].ttl > 2) {
|
|
PartSys->particles[i].ttl -= 2; //ttl is linked to brightness, this allows to use higher brightness but still a short lifespan
|
|
}
|
|
else PartSys->particles[i].ttl = 0;
|
|
}
|
|
if (SEGMENT.check1) { // modulate colors by mid frequencies
|
|
int mids = sqrt32_bw((int)fftResult[5] + (int)fftResult[6] + (int)fftResult[7] + (int)fftResult[8] + (int)fftResult[9] + (int)fftResult[10]); // average the mids, bin 5 is ~500Hz, bin 10 is ~2kHz (see audio_reactive.h)
|
|
PartSys->particles[i].hue += (mids * perlin8(PartSys->particles[i].x << 2, SEGMENT.step << 2)) >> 9; // color by perlin noise from mid frequencies
|
|
}
|
|
}
|
|
|
|
if (loudness > threshold) {
|
|
SEGMENT.aux0 += hueincrement; // change color
|
|
PartSys->sources[0].minLife = 100 + (((unsigned)SEGMENT.intensity * loudness * loudness) >> 13);
|
|
PartSys->sources[0].maxLife = PartSys->sources[0].minLife;
|
|
PartSys->sources[0].source.hue = SEGMENT.aux0;
|
|
PartSys->sources[0].size = SEGMENT.speed;
|
|
if (PartSys->particles[SEGMENT.aux1].x > 3 * PS_P_RADIUS_1D || PartSys->particles[SEGMENT.aux1].ttl == 0) { // only emit if last particle is far enough away or dead
|
|
int partindex = PartSys->sprayEmit(PartSys->sources[0]); // emit a particle
|
|
if (partindex >= 0) SEGMENT.aux1 = partindex; // track last emitted particle
|
|
}
|
|
}
|
|
else loudness = 0; // required for push mode
|
|
|
|
PartSys->update(); // update and render (needs to be done before manipulation for initial particle spacing to be right)
|
|
|
|
if (SEGMENT.check3) { // push mode
|
|
PartSys->sources[0].sourceFlags.perpetual = true; // emitted particles dont age
|
|
PartSys->applyFriction(1); //slow down particles
|
|
int32_t movestep = (((int)SEGMENT.speed + 2) * loudness) >> 10;
|
|
if (movestep) {
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->particles[i].ttl) {
|
|
PartSys->particles[i].x += movestep; // push particles
|
|
PartSys->particles[i].vx = 10 + (SEGMENT.speed >> 4) ; // give particles some speed for smooth movement (friction will slow them down)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
PartSys->sources[0].sourceFlags.perpetual = false; // emitted particles age
|
|
// move all particles (again) to allow faster speeds
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
if (PartSys->particles[i].vx == 0)
|
|
PartSys->particles[i].vx = PartSys->sources[0].v; // move static particles (after disabling push mode)
|
|
PartSys->particleMoveUpdate(PartSys->particles[i], PartSys->particleFlags[i], nullptr, &PartSys->advPartProps[i]);
|
|
}
|
|
}
|
|
}
|
|
static const char _data_FX_MODE_PS_SONICSTREAM[] PROGMEM = "PS Sonic Stream@!,!,Color,Blur,Bin,Mod,Filter,Push;,!;!;1f;c3=0,o2=1";
|
|
|
|
|
|
/*
|
|
Particle based AR effect, creates exploding particles on beats
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particle1DsonicBoom(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 1, 255, 0, true)) // init, no additional data needed
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
PartSys->setKillOutOfBounds(true);
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setMotionBlur(180 * SEGMENT.check3);
|
|
PartSys->setSmearBlur(64 * SEGMENT.check3);
|
|
PartSys->sources[0].var = map(SEGMENT.speed, 0, 255, 10, 127);
|
|
|
|
// FFT processing
|
|
um_data_t *um_data = getAudioData();
|
|
uint8_t *fftResult = (uint8_t *)um_data->u_data[2]; // 16 bins with FFT data, log mapped already, each band contains frequency amplitude 0-255
|
|
uint32_t loudness;
|
|
uint32_t baseBin = SEGMENT.custom3 >> 1; // 0 - 15 map(SEGMENT.custom3, 0, 31, 0, 14);
|
|
loudness = fftResult[baseBin];// + fftResult[baseBin + 1];
|
|
|
|
if (baseBin > 12)
|
|
loudness = loudness << 2; // double loudness for high frequencies (better detecion)
|
|
uint32_t threshold = 150 - (SEGMENT.intensity >> 1);
|
|
if (SEGMENT.check2) { // enable low pass filter for dynamic threshold
|
|
SEGMENT.step = (SEGMENT.step * 31500 + loudness * (32768 - 31500)) >> 15; // low pass filter for simple beat detection: add average to base threshold
|
|
threshold = 20 + (threshold >> 1) + SEGMENT.step; // add average to threshold
|
|
}
|
|
|
|
// particle manipulation
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
if (SEGMENT.check1) { // modulate colors by mid frequencies
|
|
int mids = sqrt32_bw((int)fftResult[5] + (int)fftResult[6] + (int)fftResult[7] + (int)fftResult[8] + (int)fftResult[9] + (int)fftResult[10]); // average the mids, bin 5 is ~500Hz, bin 10 is ~2kHz (see audio_reactive.h)
|
|
PartSys->particles[i].hue += (mids * perlin8(PartSys->particles[i].x << 2, SEGMENT.step << 2)) >> 9; // color by perlin noise from mid frequencies
|
|
}
|
|
if (PartSys->particles[i].ttl > 16) {
|
|
PartSys->particles[i].ttl -= 16; //ttl is linked to brightness, this allows to use higher brightness but still a (very) short lifespan
|
|
}
|
|
}
|
|
|
|
if (loudness > threshold) {
|
|
if (SEGMENT.aux1 == 0) { // edge detected, code only runs once per "beat"
|
|
// update position
|
|
if (SEGMENT.custom2 < 128) // fixed position
|
|
PartSys->sources[0].source.x = map(SEGMENT.custom2, 0, 127, 0, PartSys->maxX);
|
|
else if (SEGMENT.custom2 < 255) { // advances on each "beat"
|
|
int32_t step = PartSys->maxX / (((270 - SEGMENT.custom2) >> 3)); // step: 2 - 33 steps for full segment width
|
|
PartSys->sources[0].source.x = (PartSys->sources[0].source.x + step) % PartSys->maxX;
|
|
if (PartSys->sources[0].source.x < step) // align to be symmetrical by making the first position half a step from start
|
|
PartSys->sources[0].source.x = step >> 1;
|
|
}
|
|
else // position set to max, use random postion per beat
|
|
PartSys->sources[0].source.x = hw_random(PartSys->maxX);
|
|
|
|
// update color
|
|
//PartSys->setColorByPosition(SEGMENT.custom1 == 255); // color slider at max: particle color by position
|
|
PartSys->sources[0].sat = SEGMENT.custom1 > 0 ? 255 : 0; // color slider at zero: set to white
|
|
if (SEGMENT.custom1 == 255) // emit color by position
|
|
SEGMENT.aux0 = map(PartSys->sources[0].source.x , 0, PartSys->maxX, 0, 255);
|
|
else if (SEGMENT.custom1 > 0)
|
|
SEGMENT.aux0 += (SEGMENT.custom1 >> 1); // change emit color per "beat"
|
|
}
|
|
SEGMENT.aux1 = 1; // track edge detection
|
|
|
|
PartSys->sources[0].minLife = 200;
|
|
PartSys->sources[0].maxLife = PartSys->sources[0].minLife + (((unsigned)SEGMENT.intensity * loudness * loudness) >> 13);
|
|
PartSys->sources[0].source.hue = SEGMENT.aux0;
|
|
PartSys->sources[0].size = 1; //SEGMENT.speed>>3;
|
|
uint32_t explosionsize = 4 + (PartSys->maxXpixel >> 2);
|
|
explosionsize = hw_random16((explosionsize * loudness) >> 10);
|
|
for (uint32_t e = 0; e < explosionsize; e++) { // emit explosion particles
|
|
PartSys->sprayEmit(PartSys->sources[0]); // emit a particle
|
|
}
|
|
}
|
|
else
|
|
SEGMENT.aux1 = 0; // reset edge detection
|
|
|
|
PartSys->update(); // update and render (needs to be done before manipulation for initial particle spacing to be right)
|
|
}
|
|
static const char _data_FX_MODE_PS_SONICBOOM[] PROGMEM = "PS Sonic Boom@!,!,Color,Position,Bin,Mod,Filter,Blur;,!;!;1f;c2=63,c3=0,o2=1";
|
|
|
|
/*
|
|
Particles bound by springs
|
|
by DedeHai (Damian Schneider)
|
|
*/
|
|
void mode_particleSpringy(void) {
|
|
ParticleSystem1D *PartSys = nullptr;
|
|
if (SEGMENT.call == 0) { // initialization
|
|
if (!initParticleSystem1D(PartSys, 1, 128, 0, true)) // init with advanced properties (used for spring forces)
|
|
FX_FALLBACK_STATIC; // allocation failed or is single pixel
|
|
SEGENV.aux0 = SEGENV.aux1 = 0xFFFF; // invalidate settings
|
|
}
|
|
else
|
|
PartSys = reinterpret_cast<ParticleSystem1D *>(SEGENV.data); // if not first call, just set the pointer to the PS
|
|
if (PartSys == nullptr)
|
|
FX_FALLBACK_STATIC; // something went wrong, no data!
|
|
// Particle System settings
|
|
PartSys->updateSystem(); // update system properties (dimensions and data pointers)
|
|
PartSys->setMotionBlur(220 * SEGMENT.check1); // anable motion blur
|
|
PartSys->setSmearBlur(50); // smear a little
|
|
PartSys->setUsedParticles(map(SEGMENT.custom1, 0, 255, 30 >> SEGMENT.check2, 255 >> (SEGMENT.check2*2))); // depends on density and particle size
|
|
//PartSys->enableParticleCollisions(true, 140); // enable particle collisions, can not be set too hard or impulses will not strech the springs if soft.
|
|
int32_t springlength = PartSys->maxX / (PartSys->usedParticles); // spring length (spacing between particles)
|
|
int32_t springK = map(SEGMENT.speed, 0, 255, 5, 35); // spring constant (stiffness)
|
|
|
|
uint32_t settingssum = SEGMENT.custom1 + SEGMENT.check2;
|
|
PartSys->setParticleSize(SEGMENT.check2 ? 120 : 1); // large or small particles
|
|
|
|
if (SEGENV.aux0 != settingssum) { // number of particles changed, update distribution
|
|
for (int32_t i = 0; i < (int32_t)PartSys->usedParticles; i++) {
|
|
PartSys->advPartProps[i].sat = 255; // full saturation
|
|
//PartSys->particleFlags[i].collide = true; // enable collision for particles -> results in chaos, removed for now
|
|
PartSys->particles[i].x = (i+1) * ((PartSys->maxX) / (PartSys->usedParticles)); // distribute
|
|
//PartSys->particles[i].vx = 0; //reset speed
|
|
//PartSys->advPartProps[i].size = SEGMENT.check2 ? 190 : 2; // set size, small or big -> use global size
|
|
}
|
|
SEGENV.aux0 = settingssum;
|
|
}
|
|
int dxlimit = (2 + ((255 - SEGMENT.speed) >> 5)) * springlength; // limit for spring length to avoid overstretching
|
|
|
|
int springforce[PartSys->usedParticles]; // spring forces
|
|
memset(springforce, 0, PartSys->usedParticles * sizeof(int32_t)); // reset spring forces
|
|
|
|
// calculate spring forces and limit particle positions
|
|
if (PartSys->particles[0].x < -springlength)
|
|
PartSys->particles[0].x = -springlength; // limit the spring length
|
|
else if (PartSys->particles[0].x > dxlimit)
|
|
PartSys->particles[0].x = dxlimit; // limit the spring length
|
|
springforce[0] += ((springlength >> 1) - (PartSys->particles[0].x)) * springK; // first particle anchors to x=0
|
|
|
|
for (uint32_t i = 1; i < PartSys->usedParticles; i++) {
|
|
// reorder particles if they are out of order to prevent chaos
|
|
if (PartSys->particles[i].x < PartSys->particles[i-1].x)
|
|
std::swap(PartSys->particles[i].x, PartSys->particles[i-1].x); // swap particle positions to maintain order
|
|
int dx = PartSys->particles[i].x - PartSys->particles[i-1].x; // distance, always positive
|
|
if (dx > dxlimit) { // limit the spring length
|
|
PartSys->particles[i].x = PartSys->particles[i-1].x + dxlimit;
|
|
dx = dxlimit;
|
|
}
|
|
int dxleft = (springlength - dx); // offset from spring resting position
|
|
springforce[i] += dxleft * springK;
|
|
springforce[i-1] -= dxleft * springK;
|
|
if (i == (PartSys->usedParticles - 1)) {
|
|
if (PartSys->particles[i].x >= PartSys->maxX + springlength)
|
|
PartSys->particles[i].x = PartSys->maxX + springlength;
|
|
int dxright = (springlength >> 1) - (PartSys->maxX - PartSys->particles[i].x); // last particle anchors to x=maxX
|
|
springforce[i] -= dxright * springK;
|
|
}
|
|
}
|
|
// apply spring forces to particles
|
|
bool dampenoscillations = (SEGMENT.call % (9 - (SEGMENT.speed >> 5))) == 0; // dampen oscillation if particles are slow, more damping on stiffer springs
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
springforce[i] = springforce[i] / 64; // scale spring force (cannot use shifts because of negative values)
|
|
int maxforce = 120; // limit spring force
|
|
springforce[i] = springforce[i] > maxforce ? maxforce : springforce[i] < -maxforce ? -maxforce : springforce[i]; // limit spring force
|
|
PartSys->applyForce(PartSys->particles[i], springforce[i], PartSys->advPartProps[i].forcecounter);
|
|
//dampen slow particles to avoid persisting oscillations on higher stiffness
|
|
if (dampenoscillations) {
|
|
if (abs(PartSys->particles[i].vx) < 3 && abs(springforce[i]) < (springK >> 2))
|
|
PartSys->particles[i].vx = (PartSys->particles[i].vx * 254) / 256; // take out some energy
|
|
}
|
|
PartSys->particles[i].ttl = 300; // reset ttl, cannot use perpetual
|
|
}
|
|
|
|
if (SEGMENT.call % ((65 - ((SEGMENT.intensity * (1 + (SEGMENT.speed>>3))) >> 7))) == 0) // more damping for higher stiffness
|
|
PartSys->applyFriction((SEGMENT.intensity >> 2));
|
|
|
|
// add a small resetting force so particles return to resting position even under high damping
|
|
for (uint32_t i = 1; i < PartSys->usedParticles - 1; i++) {
|
|
int restposition = (springlength >> 1) + i * springlength; // resting position
|
|
int dx = restposition - PartSys->particles[i].x; // distance, always positive
|
|
PartSys->applyForce(PartSys->particles[i], dx > 0 ? 1 : (dx < 0 ? -1 : 0), PartSys->advPartProps[i].forcecounter);
|
|
}
|
|
|
|
// Modes
|
|
if (SEGMENT.check3) { // use AR, custom 3 becomes frequency band to use, applies velocity to center particle according to loudness
|
|
um_data_t *um_data = getAudioData();
|
|
uint8_t *fftResult = (uint8_t *)um_data->u_data[2]; // 16 bins with FFT data, log mapped already, each band contains frequency amplitude 0-255
|
|
uint32_t baseBin = map(SEGMENT.custom3, 0, 31, 0, 14);
|
|
uint32_t loudness = fftResult[baseBin] + fftResult[baseBin+1];
|
|
uint32_t threshold = 80; //150 - (SEGMENT.intensity >> 1);
|
|
if (loudness > threshold) {
|
|
int offset = (PartSys->maxX >> 1) - PartSys->particles[PartSys->usedParticles>>1].x; // offset from center
|
|
if (abs(offset) < PartSys->maxX >> 5) // push particle around in center sector
|
|
PartSys->particles[PartSys->usedParticles>>1].vx = ((PartSys->particles[PartSys->usedParticles>>1].vx > 0 ? 1 : -1)) * (loudness >> 3);
|
|
}
|
|
}
|
|
else{
|
|
if (SEGMENT.custom3 <= 10) { // periodic pulse: 0-5 apply at start, 6-10 apply at center
|
|
if (strip.now > SEGMENT.step) {
|
|
int speed = (SEGMENT.custom3 > 5) ? (SEGMENT.custom3 - 6) : SEGMENT.custom3;
|
|
SEGMENT.step = strip.now + 7500 - ((SEGMENT.speed << 3) + (speed << 10));
|
|
int amplitude = 40 + (SEGMENT.custom1 >> 2);
|
|
int index = (SEGMENT.custom3 > 5) ? (PartSys->usedParticles / 2) : 0; // center or start particle
|
|
PartSys->particles[index].vx += amplitude;
|
|
}
|
|
}
|
|
else if (SEGMENT.custom3 <= 30) { // sinusoidal wave: 11-20 apply at start, 21-30 apply at center
|
|
int index = (SEGMENT.custom3 > 20) ? (PartSys->usedParticles / 2) : 0; // center or start particle
|
|
int restposition = 0;
|
|
if (index > 0) restposition = PartSys->maxX >> 1; // center
|
|
//int amplitude = 5 + (SEGMENT.speed >> 3) + (SEGMENT.custom1 >> 2); // amplitude depends on density
|
|
int amplitude = 5 + (SEGMENT.custom1 >> 2); // amplitude depends on density
|
|
int speed = SEGMENT.custom3 - 10 - (index ? 10 : 0); // map 11-20 and 21-30 to 1-10
|
|
int phase = strip.now * ((1 + (SEGMENT.speed >> 4)) * speed);
|
|
if (SEGMENT.check2) amplitude <<= 1; // double amplitude for XL particles
|
|
PartSys->particles[index].x = restposition + ((sin16_t(phase) * amplitude) >> 12); // apply position
|
|
}
|
|
else {
|
|
if (hw_random16() < 656) { // ~1% chance to add a pulse
|
|
int amplitude = 60;
|
|
if (SEGMENT.check2) amplitude <<= 1; // double amplitude for XL particles
|
|
PartSys->particles[PartSys->usedParticles >> 1].vx += hw_random16(amplitude << 1) - amplitude; // apply acceleration
|
|
}
|
|
}
|
|
}
|
|
|
|
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
|
|
if (SEGMENT.custom2 == 255) { // map speed to hue
|
|
int speedclr = ((int8_t(abs(PartSys->particles[i].vx))) >> 2) << 4; // scale for greater color variation, dump small values to avoid flickering
|
|
//int speed = PartSys->particles[i].vx << 2; // +/- 512
|
|
if (speedclr > 240) speedclr = 240; // limit color to non-wrapping part of palette
|
|
PartSys->particles[i].hue = speedclr;
|
|
}
|
|
else if (SEGMENT.custom2 > 0)
|
|
PartSys->particles[i].hue = i * (SEGMENT.custom2 >> 2); // gradient distribution
|
|
else {
|
|
// map hue to particle density
|
|
int deviation;
|
|
if (i == 0) // First particle: measure density based on distance to anchor point
|
|
deviation = springlength/2 - PartSys->particles[i].x;
|
|
else if (i == PartSys->usedParticles - 1) // Last particle: measure density based on distance to right boundary
|
|
deviation = springlength/2 - (PartSys->maxX - PartSys->particles[i].x);
|
|
else {
|
|
// Middle particles: average of compression/expansion from both sides
|
|
int leftDx = PartSys->particles[i].x - PartSys->particles[i-1].x;
|
|
int rightDx = PartSys->particles[i+1].x - PartSys->particles[i].x;
|
|
int avgDistance = (leftDx + rightDx) >> 1;
|
|
if (avgDistance < 0) avgDistance = 0; // avoid negative distances (not sure why this happens)
|
|
deviation = (springlength - avgDistance);
|
|
}
|
|
deviation = constrain(deviation, -127, 112); // limit deviation to -127..112 (do not go intwo wrapping part of palette)
|
|
PartSys->particles[i].hue = 127 + deviation; // map density to hue
|
|
}
|
|
}
|
|
PartSys->update(); // update and render
|
|
}
|
|
static const char _data_FX_MODE_PS_SPRINGY[] PROGMEM = "PS Springy@Stiffness,Damping,Density,Hue,Mode,Smear,XL,AR;,!;!;1f;pal=54,c2=0,c3=23";
|
|
|
|
#endif // WLED_DISABLE_PARTICLESYSTEM1D
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// mode data
|
|
static const char _data_RESERVED[] PROGMEM = "RSVD";
|
|
|
|
// add (or replace reserved) effect mode and data into vector
|
|
// use id==255 to find unallocated gaps (with "Reserved" data string)
|
|
// if vector size() is smaller than id (single) data is appended at the end (regardless of id)
|
|
// return the actual id used for the effect or 255 if the add failed.
|
|
uint8_t WS2812FX::addEffect(uint8_t id, mode_ptr mode_fn, const char *mode_name) {
|
|
if (id == 255) { // find empty slot
|
|
for (size_t i=1; i<_mode.size(); i++) if (_modeData[i] == _data_RESERVED) { id = i; break; }
|
|
}
|
|
if (id < _mode.size()) {
|
|
if (_modeData[id] != _data_RESERVED) return 255; // do not overwrite an already added effect
|
|
_mode[id] = mode_fn;
|
|
_modeData[id] = mode_name;
|
|
return id;
|
|
} else if (_mode.size() < 255) { // 255 is reserved for indicating the effect wasn't added
|
|
_mode.push_back(mode_fn);
|
|
_modeData.push_back(mode_name);
|
|
if (_modeCount < _mode.size()) _modeCount++;
|
|
return _mode.size() - 1;
|
|
} else {
|
|
return 255; // The vector is full so return 255
|
|
}
|
|
}
|
|
|
|
void WS2812FX::setupEffectData() {
|
|
// Solid must be first! (assuming vector is empty upon call to setup)
|
|
_mode.push_back(&mode_static);
|
|
_modeData.push_back(_data_FX_MODE_STATIC);
|
|
// fill reserved word in case there will be any gaps in the array
|
|
for (size_t i=1; i<_modeCount; i++) {
|
|
_mode.push_back(&mode_static);
|
|
_modeData.push_back(_data_RESERVED);
|
|
}
|
|
// now replace all pre-allocated effects
|
|
addEffect(FX_MODE_COPY, &mode_copy_segment, _data_FX_MODE_COPY);
|
|
// --- 1D non-audio effects ---
|
|
addEffect(FX_MODE_BLINK, &mode_blink, _data_FX_MODE_BLINK);
|
|
addEffect(FX_MODE_BREATH, &mode_breath, _data_FX_MODE_BREATH);
|
|
addEffect(FX_MODE_COLOR_WIPE, &mode_color_wipe, _data_FX_MODE_COLOR_WIPE);
|
|
addEffect(FX_MODE_COLOR_WIPE_RANDOM, &mode_color_wipe_random, _data_FX_MODE_COLOR_WIPE_RANDOM);
|
|
addEffect(FX_MODE_RANDOM_COLOR, &mode_random_color, _data_FX_MODE_RANDOM_COLOR);
|
|
addEffect(FX_MODE_COLOR_SWEEP, &mode_color_sweep, _data_FX_MODE_COLOR_SWEEP);
|
|
addEffect(FX_MODE_DYNAMIC, &mode_dynamic, _data_FX_MODE_DYNAMIC);
|
|
addEffect(FX_MODE_RAINBOW, &mode_rainbow, _data_FX_MODE_RAINBOW);
|
|
addEffect(FX_MODE_RAINBOW_CYCLE, &mode_rainbow_cycle, _data_FX_MODE_RAINBOW_CYCLE);
|
|
addEffect(FX_MODE_SCAN, &mode_scan, _data_FX_MODE_SCAN);
|
|
addEffect(FX_MODE_DUAL_SCAN, &mode_dual_scan, _data_FX_MODE_DUAL_SCAN);
|
|
addEffect(FX_MODE_FADE, &mode_fade, _data_FX_MODE_FADE);
|
|
addEffect(FX_MODE_THEATER_CHASE, &mode_theater_chase, _data_FX_MODE_THEATER_CHASE);
|
|
addEffect(FX_MODE_THEATER_CHASE_RAINBOW, &mode_theater_chase_rainbow, _data_FX_MODE_THEATER_CHASE_RAINBOW);
|
|
addEffect(FX_MODE_RUNNING_LIGHTS, &mode_running_lights, _data_FX_MODE_RUNNING_LIGHTS);
|
|
addEffect(FX_MODE_SAW, &mode_saw, _data_FX_MODE_SAW);
|
|
addEffect(FX_MODE_TWINKLE, &mode_twinkle, _data_FX_MODE_TWINKLE);
|
|
addEffect(FX_MODE_DISSOLVE, &mode_dissolve, _data_FX_MODE_DISSOLVE);
|
|
addEffect(FX_MODE_DISSOLVE_RANDOM, &mode_dissolve_random, _data_FX_MODE_DISSOLVE_RANDOM);
|
|
addEffect(FX_MODE_FLASH_SPARKLE, &mode_flash_sparkle, _data_FX_MODE_FLASH_SPARKLE);
|
|
addEffect(FX_MODE_HYPER_SPARKLE, &mode_hyper_sparkle, _data_FX_MODE_HYPER_SPARKLE);
|
|
addEffect(FX_MODE_STROBE, &mode_strobe, _data_FX_MODE_STROBE);
|
|
addEffect(FX_MODE_STROBE_RAINBOW, &mode_strobe_rainbow, _data_FX_MODE_STROBE_RAINBOW);
|
|
addEffect(FX_MODE_MULTI_STROBE, &mode_multi_strobe, _data_FX_MODE_MULTI_STROBE);
|
|
addEffect(FX_MODE_BLINK_RAINBOW, &mode_blink_rainbow, _data_FX_MODE_BLINK_RAINBOW);
|
|
addEffect(FX_MODE_ANDROID, &mode_android, _data_FX_MODE_ANDROID);
|
|
addEffect(FX_MODE_CHASE_COLOR, &mode_chase_color, _data_FX_MODE_CHASE_COLOR);
|
|
addEffect(FX_MODE_CHASE_RANDOM, &mode_chase_random, _data_FX_MODE_CHASE_RANDOM);
|
|
addEffect(FX_MODE_CHASE_RAINBOW, &mode_chase_rainbow, _data_FX_MODE_CHASE_RAINBOW);
|
|
addEffect(FX_MODE_CHASE_FLASH, &mode_chase_flash, _data_FX_MODE_CHASE_FLASH);
|
|
addEffect(FX_MODE_CHASE_FLASH_RANDOM, &mode_chase_flash_random, _data_FX_MODE_CHASE_FLASH_RANDOM);
|
|
addEffect(FX_MODE_CHASE_RAINBOW_WHITE, &mode_chase_rainbow_white, _data_FX_MODE_CHASE_RAINBOW_WHITE);
|
|
addEffect(FX_MODE_COLORFUL, &mode_colorful, _data_FX_MODE_COLORFUL);
|
|
addEffect(FX_MODE_TRAFFIC_LIGHT, &mode_traffic_light, _data_FX_MODE_TRAFFIC_LIGHT);
|
|
addEffect(FX_MODE_COLOR_SWEEP_RANDOM, &mode_color_sweep_random, _data_FX_MODE_COLOR_SWEEP_RANDOM);
|
|
addEffect(FX_MODE_RUNNING_COLOR, &mode_running_color, _data_FX_MODE_RUNNING_COLOR);
|
|
addEffect(FX_MODE_AURORA, &mode_aurora, _data_FX_MODE_AURORA);
|
|
addEffect(FX_MODE_RUNNING_RANDOM, &mode_running_random, _data_FX_MODE_RUNNING_RANDOM);
|
|
addEffect(FX_MODE_LARSON_SCANNER, &mode_larson_scanner, _data_FX_MODE_LARSON_SCANNER);
|
|
addEffect(FX_MODE_RAIN, &mode_rain, _data_FX_MODE_RAIN);
|
|
addEffect(FX_MODE_PRIDE_2015, &mode_pride_2015, _data_FX_MODE_PRIDE_2015);
|
|
addEffect(FX_MODE_COLORWAVES, &mode_colorwaves, _data_FX_MODE_COLORWAVES);
|
|
addEffect(FX_MODE_FIREWORKS, &mode_fireworks, _data_FX_MODE_FIREWORKS);
|
|
addEffect(FX_MODE_TETRIX, &mode_tetrix, _data_FX_MODE_TETRIX);
|
|
addEffect(FX_MODE_FIRE_FLICKER, &mode_fire_flicker, _data_FX_MODE_FIRE_FLICKER);
|
|
addEffect(FX_MODE_GRADIENT, &mode_gradient, _data_FX_MODE_GRADIENT);
|
|
addEffect(FX_MODE_LOADING, &mode_loading, _data_FX_MODE_LOADING);
|
|
addEffect(FX_MODE_FAIRY, &mode_fairy, _data_FX_MODE_FAIRY);
|
|
addEffect(FX_MODE_TWO_DOTS, &mode_two_dots, _data_FX_MODE_TWO_DOTS);
|
|
addEffect(FX_MODE_FAIRYTWINKLE, &mode_fairytwinkle, _data_FX_MODE_FAIRYTWINKLE);
|
|
addEffect(FX_MODE_RUNNING_DUAL, &mode_running_dual, _data_FX_MODE_RUNNING_DUAL);
|
|
#ifdef WLED_ENABLE_GIF
|
|
addEffect(FX_MODE_IMAGE, &mode_image, _data_FX_MODE_IMAGE);
|
|
#endif
|
|
addEffect(FX_MODE_TRICOLOR_CHASE, &mode_tricolor_chase, _data_FX_MODE_TRICOLOR_CHASE);
|
|
addEffect(FX_MODE_TRICOLOR_WIPE, &mode_tricolor_wipe, _data_FX_MODE_TRICOLOR_WIPE);
|
|
addEffect(FX_MODE_TRICOLOR_FADE, &mode_tricolor_fade, _data_FX_MODE_TRICOLOR_FADE);
|
|
addEffect(FX_MODE_LIGHTNING, &mode_lightning, _data_FX_MODE_LIGHTNING);
|
|
addEffect(FX_MODE_ICU, &mode_icu, _data_FX_MODE_ICU);
|
|
addEffect(FX_MODE_DUAL_LARSON_SCANNER, &mode_dual_larson_scanner, _data_FX_MODE_DUAL_LARSON_SCANNER);
|
|
addEffect(FX_MODE_RANDOM_CHASE, &mode_random_chase, _data_FX_MODE_RANDOM_CHASE);
|
|
addEffect(FX_MODE_OSCILLATE, &mode_oscillate, _data_FX_MODE_OSCILLATE);
|
|
addEffect(FX_MODE_JUGGLE, &mode_juggle, _data_FX_MODE_JUGGLE);
|
|
addEffect(FX_MODE_PALETTE, &mode_palette, _data_FX_MODE_PALETTE);
|
|
addEffect(FX_MODE_BPM, &mode_bpm, _data_FX_MODE_BPM);
|
|
addEffect(FX_MODE_FILLNOISE8, &mode_fillnoise8, _data_FX_MODE_FILLNOISE8);
|
|
addEffect(FX_MODE_NOISE16_1, &mode_noise16_1, _data_FX_MODE_NOISE16_1);
|
|
addEffect(FX_MODE_NOISE16_2, &mode_noise16_2, _data_FX_MODE_NOISE16_2);
|
|
addEffect(FX_MODE_NOISE16_3, &mode_noise16_3, _data_FX_MODE_NOISE16_3);
|
|
addEffect(FX_MODE_NOISE16_4, &mode_noise16_4, _data_FX_MODE_NOISE16_4);
|
|
addEffect(FX_MODE_COLORTWINKLE, &mode_colortwinkle, _data_FX_MODE_COLORTWINKLE);
|
|
addEffect(FX_MODE_LAKE, &mode_lake, _data_FX_MODE_LAKE);
|
|
addEffect(FX_MODE_METEOR, &mode_meteor, _data_FX_MODE_METEOR);
|
|
//addEffect(FX_MODE_METEOR_SMOOTH, &mode_meteor_smooth, _data_FX_MODE_METEOR_SMOOTH); // merged with mode_meteor
|
|
addEffect(FX_MODE_RAILWAY, &mode_railway, _data_FX_MODE_RAILWAY);
|
|
addEffect(FX_MODE_RIPPLE, &mode_ripple, _data_FX_MODE_RIPPLE);
|
|
addEffect(FX_MODE_TWINKLEFOX, &mode_twinklefox, _data_FX_MODE_TWINKLEFOX);
|
|
addEffect(FX_MODE_TWINKLECAT, &mode_twinklecat, _data_FX_MODE_TWINKLECAT);
|
|
addEffect(FX_MODE_HALLOWEEN_EYES, &mode_halloween_eyes, _data_FX_MODE_HALLOWEEN_EYES);
|
|
addEffect(FX_MODE_STATIC_PATTERN, &mode_static_pattern, _data_FX_MODE_STATIC_PATTERN);
|
|
addEffect(FX_MODE_TRI_STATIC_PATTERN, &mode_tri_static_pattern, _data_FX_MODE_TRI_STATIC_PATTERN);
|
|
addEffect(FX_MODE_SPOTS, &mode_spots, _data_FX_MODE_SPOTS);
|
|
addEffect(FX_MODE_SPOTS_FADE, &mode_spots_fade, _data_FX_MODE_SPOTS_FADE);
|
|
addEffect(FX_MODE_COMET, &mode_comet, _data_FX_MODE_COMET);
|
|
#if defined(WLED_PS_DONT_REPLACE_1D_FX) || defined(WLED_PS_DONT_REPLACE_2D_FX)
|
|
addEffect(FX_MODE_FIRE_2012, &mode_fire_2012, _data_FX_MODE_FIRE_2012);
|
|
addEffect(FX_MODE_EXPLODING_FIREWORKS, &mode_exploding_fireworks, _data_FX_MODE_EXPLODING_FIREWORKS);
|
|
#endif
|
|
addEffect(FX_MODE_SPARKLE, &mode_sparkle, _data_FX_MODE_SPARKLE);
|
|
addEffect(FX_MODE_GLITTER, &mode_glitter, _data_FX_MODE_GLITTER);
|
|
addEffect(FX_MODE_SOLID_GLITTER, &mode_solid_glitter, _data_FX_MODE_SOLID_GLITTER);
|
|
addEffect(FX_MODE_MULTI_COMET, &mode_multi_comet, _data_FX_MODE_MULTI_COMET);
|
|
#ifdef WLED_PS_DONT_REPLACE_1D_FX
|
|
addEffect(FX_MODE_ROLLINGBALLS, &mode_rolling_balls, _data_FX_MODE_ROLLINGBALLS);
|
|
addEffect(FX_MODE_STARBURST, &mode_starburst, _data_FX_MODE_STARBURST);
|
|
addEffect(FX_MODE_DANCING_SHADOWS, &mode_dancing_shadows, _data_FX_MODE_DANCING_SHADOWS);
|
|
#endif
|
|
addEffect(FX_MODE_CANDLE, &mode_candle, _data_FX_MODE_CANDLE);
|
|
addEffect(FX_MODE_BOUNCINGBALLS, &mode_bouncing_balls, _data_FX_MODE_BOUNCINGBALLS);
|
|
addEffect(FX_MODE_POPCORN, &mode_popcorn, _data_FX_MODE_POPCORN);
|
|
addEffect(FX_MODE_DRIP, &mode_drip, _data_FX_MODE_DRIP);
|
|
addEffect(FX_MODE_SINELON, &mode_sinelon, _data_FX_MODE_SINELON);
|
|
addEffect(FX_MODE_SINELON_DUAL, &mode_sinelon_dual, _data_FX_MODE_SINELON_DUAL);
|
|
addEffect(FX_MODE_SINELON_RAINBOW, &mode_sinelon_rainbow, _data_FX_MODE_SINELON_RAINBOW);
|
|
addEffect(FX_MODE_PLASMA, &mode_plasma, _data_FX_MODE_PLASMA);
|
|
addEffect(FX_MODE_PERCENT, &mode_percent, _data_FX_MODE_PERCENT);
|
|
addEffect(FX_MODE_RIPPLE_RAINBOW, &mode_ripple_rainbow, _data_FX_MODE_RIPPLE_RAINBOW);
|
|
addEffect(FX_MODE_HEARTBEAT, &mode_heartbeat, _data_FX_MODE_HEARTBEAT);
|
|
addEffect(FX_MODE_PACIFICA, &mode_pacifica, _data_FX_MODE_PACIFICA);
|
|
addEffect(FX_MODE_CANDLE_MULTI, &mode_candle_multi, _data_FX_MODE_CANDLE_MULTI);
|
|
addEffect(FX_MODE_SUNRISE, &mode_sunrise, _data_FX_MODE_SUNRISE);
|
|
addEffect(FX_MODE_PHASED, &mode_phased, _data_FX_MODE_PHASED);
|
|
addEffect(FX_MODE_TWINKLEUP, &mode_twinkleup, _data_FX_MODE_TWINKLEUP);
|
|
addEffect(FX_MODE_NOISEPAL, &mode_noisepal, _data_FX_MODE_NOISEPAL);
|
|
addEffect(FX_MODE_SINEWAVE, &mode_sinewave, _data_FX_MODE_SINEWAVE);
|
|
addEffect(FX_MODE_PHASEDNOISE, &mode_phased_noise, _data_FX_MODE_PHASEDNOISE);
|
|
addEffect(FX_MODE_FLOW, &mode_flow, _data_FX_MODE_FLOW);
|
|
addEffect(FX_MODE_CHUNCHUN, &mode_chunchun, _data_FX_MODE_CHUNCHUN);
|
|
addEffect(FX_MODE_WASHING_MACHINE, &mode_washing_machine, _data_FX_MODE_WASHING_MACHINE);
|
|
addEffect(FX_MODE_BLENDS, &mode_blends, _data_FX_MODE_BLENDS);
|
|
addEffect(FX_MODE_TV_SIMULATOR, &mode_tv_simulator, _data_FX_MODE_TV_SIMULATOR);
|
|
addEffect(FX_MODE_DYNAMIC_SMOOTH, &mode_dynamic_smooth, _data_FX_MODE_DYNAMIC_SMOOTH);
|
|
addEffect(FX_MODE_PACMAN, &mode_pacman, _data_FX_MODE_PACMAN);
|
|
|
|
// --- 1D audio effects ---
|
|
addEffect(FX_MODE_PIXELS, &mode_pixels, _data_FX_MODE_PIXELS);
|
|
addEffect(FX_MODE_PIXELWAVE, &mode_pixelwave, _data_FX_MODE_PIXELWAVE);
|
|
addEffect(FX_MODE_JUGGLES, &mode_juggles, _data_FX_MODE_JUGGLES);
|
|
addEffect(FX_MODE_MATRIPIX, &mode_matripix, _data_FX_MODE_MATRIPIX);
|
|
addEffect(FX_MODE_GRAVIMETER, &mode_gravimeter, _data_FX_MODE_GRAVIMETER);
|
|
addEffect(FX_MODE_PLASMOID, &mode_plasmoid, _data_FX_MODE_PLASMOID);
|
|
addEffect(FX_MODE_PUDDLES, &mode_puddles, _data_FX_MODE_PUDDLES);
|
|
addEffect(FX_MODE_MIDNOISE, &mode_midnoise, _data_FX_MODE_MIDNOISE);
|
|
addEffect(FX_MODE_NOISEMETER, &mode_noisemeter, _data_FX_MODE_NOISEMETER);
|
|
addEffect(FX_MODE_FREQWAVE, &mode_freqwave, _data_FX_MODE_FREQWAVE);
|
|
addEffect(FX_MODE_FREQMATRIX, &mode_freqmatrix, _data_FX_MODE_FREQMATRIX);
|
|
addEffect(FX_MODE_WATERFALL, &mode_waterfall, _data_FX_MODE_WATERFALL);
|
|
addEffect(FX_MODE_FREQPIXELS, &mode_freqpixels, _data_FX_MODE_FREQPIXELS);
|
|
addEffect(FX_MODE_NOISEFIRE, &mode_noisefire, _data_FX_MODE_NOISEFIRE);
|
|
addEffect(FX_MODE_PUDDLEPEAK, &mode_puddlepeak, _data_FX_MODE_PUDDLEPEAK);
|
|
addEffect(FX_MODE_NOISEMOVE, &mode_noisemove, _data_FX_MODE_NOISEMOVE);
|
|
addEffect(FX_MODE_PERLINMOVE, &mode_perlinmove, _data_FX_MODE_PERLINMOVE);
|
|
addEffect(FX_MODE_RIPPLEPEAK, &mode_ripplepeak, _data_FX_MODE_RIPPLEPEAK);
|
|
addEffect(FX_MODE_FREQMAP, &mode_freqmap, _data_FX_MODE_FREQMAP);
|
|
addEffect(FX_MODE_GRAVCENTER, &mode_gravcenter, _data_FX_MODE_GRAVCENTER);
|
|
addEffect(FX_MODE_GRAVCENTRIC, &mode_gravcentric, _data_FX_MODE_GRAVCENTRIC);
|
|
addEffect(FX_MODE_GRAVFREQ, &mode_gravfreq, _data_FX_MODE_GRAVFREQ);
|
|
addEffect(FX_MODE_DJLIGHT, &mode_DJLight, _data_FX_MODE_DJLIGHT);
|
|
addEffect(FX_MODE_BLURZ, &mode_blurz, _data_FX_MODE_BLURZ);
|
|
addEffect(FX_MODE_FLOWSTRIPE, &mode_FlowStripe, _data_FX_MODE_FLOWSTRIPE);
|
|
addEffect(FX_MODE_WAVESINS, &mode_wavesins, _data_FX_MODE_WAVESINS);
|
|
addEffect(FX_MODE_ROCKTAVES, &mode_rocktaves, _data_FX_MODE_ROCKTAVES);
|
|
addEffect(FX_MODE_SHIMMER, &mode_shimmer, _data_FX_MODE_SHIMMER);
|
|
|
|
// --- 2D effects ---
|
|
#ifndef WLED_DISABLE_2D
|
|
addEffect(FX_MODE_2DPLASMAROTOZOOM, &mode_2Dplasmarotozoom, _data_FX_MODE_2DPLASMAROTOZOOM);
|
|
addEffect(FX_MODE_2DSPACESHIPS, &mode_2Dspaceships, _data_FX_MODE_2DSPACESHIPS);
|
|
addEffect(FX_MODE_2DCRAZYBEES, &mode_2Dcrazybees, _data_FX_MODE_2DCRAZYBEES);
|
|
|
|
#ifdef WLED_PS_DONT_REPLACE_2D_FX
|
|
addEffect(FX_MODE_2DGHOSTRIDER, &mode_2Dghostrider, _data_FX_MODE_2DGHOSTRIDER);
|
|
addEffect(FX_MODE_2DBLOBS, &mode_2Dfloatingblobs, _data_FX_MODE_2DBLOBS);
|
|
#endif
|
|
|
|
addEffect(FX_MODE_2DSCROLLTEXT, &mode_2Dscrollingtext, _data_FX_MODE_2DSCROLLTEXT);
|
|
addEffect(FX_MODE_2DDRIFTROSE, &mode_2Ddriftrose, _data_FX_MODE_2DDRIFTROSE);
|
|
addEffect(FX_MODE_2DDISTORTIONWAVES, &mode_2Ddistortionwaves, _data_FX_MODE_2DDISTORTIONWAVES);
|
|
addEffect(FX_MODE_2DGEQ, &mode_2DGEQ, _data_FX_MODE_2DGEQ); // audio
|
|
addEffect(FX_MODE_2DNOISE, &mode_2Dnoise, _data_FX_MODE_2DNOISE);
|
|
addEffect(FX_MODE_2DFIRENOISE, &mode_2Dfirenoise, _data_FX_MODE_2DFIRENOISE);
|
|
addEffect(FX_MODE_2DSQUAREDSWIRL, &mode_2Dsquaredswirl, _data_FX_MODE_2DSQUAREDSWIRL);
|
|
|
|
//non audio
|
|
addEffect(FX_MODE_2DDNA, &mode_2Ddna, _data_FX_MODE_2DDNA);
|
|
addEffect(FX_MODE_2DMATRIX, &mode_2Dmatrix, _data_FX_MODE_2DMATRIX);
|
|
addEffect(FX_MODE_2DMETABALLS, &mode_2Dmetaballs, _data_FX_MODE_2DMETABALLS);
|
|
addEffect(FX_MODE_2DFUNKYPLANK, &mode_2DFunkyPlank, _data_FX_MODE_2DFUNKYPLANK); // audio
|
|
addEffect(FX_MODE_2DPULSER, &mode_2DPulser, _data_FX_MODE_2DPULSER);
|
|
addEffect(FX_MODE_2DDRIFT, &mode_2DDrift, _data_FX_MODE_2DDRIFT);
|
|
addEffect(FX_MODE_2DWAVERLY, &mode_2DWaverly, _data_FX_MODE_2DWAVERLY); // audio
|
|
addEffect(FX_MODE_2DSUNRADIATION, &mode_2DSunradiation, _data_FX_MODE_2DSUNRADIATION);
|
|
addEffect(FX_MODE_2DCOLOREDBURSTS, &mode_2DColoredBursts, _data_FX_MODE_2DCOLOREDBURSTS);
|
|
addEffect(FX_MODE_2DJULIA, &mode_2DJulia, _data_FX_MODE_2DJULIA);
|
|
addEffect(FX_MODE_2DGAMEOFLIFE, &mode_2Dgameoflife, _data_FX_MODE_2DGAMEOFLIFE);
|
|
addEffect(FX_MODE_2DTARTAN, &mode_2Dtartan, _data_FX_MODE_2DTARTAN);
|
|
addEffect(FX_MODE_2DPOLARLIGHTS, &mode_2DPolarLights, _data_FX_MODE_2DPOLARLIGHTS);
|
|
addEffect(FX_MODE_2DSWIRL, &mode_2DSwirl, _data_FX_MODE_2DSWIRL); // audio
|
|
addEffect(FX_MODE_2DLISSAJOUS, &mode_2DLissajous, _data_FX_MODE_2DLISSAJOUS);
|
|
addEffect(FX_MODE_2DFRIZZLES, &mode_2DFrizzles, _data_FX_MODE_2DFRIZZLES);
|
|
addEffect(FX_MODE_2DPLASMABALL, &mode_2DPlasmaball, _data_FX_MODE_2DPLASMABALL);
|
|
addEffect(FX_MODE_2DHIPHOTIC, &mode_2DHiphotic, _data_FX_MODE_2DHIPHOTIC);
|
|
addEffect(FX_MODE_2DSINDOTS, &mode_2DSindots, _data_FX_MODE_2DSINDOTS);
|
|
addEffect(FX_MODE_2DDNASPIRAL, &mode_2DDNASpiral, _data_FX_MODE_2DDNASPIRAL);
|
|
addEffect(FX_MODE_2DBLACKHOLE, &mode_2DBlackHole, _data_FX_MODE_2DBLACKHOLE);
|
|
addEffect(FX_MODE_2DSOAP, &mode_2Dsoap, _data_FX_MODE_2DSOAP);
|
|
addEffect(FX_MODE_2DOCTOPUS, &mode_2Doctopus, _data_FX_MODE_2DOCTOPUS);
|
|
addEffect(FX_MODE_2DWAVINGCELL, &mode_2Dwavingcell, _data_FX_MODE_2DWAVINGCELL);
|
|
addEffect(FX_MODE_2DAKEMI, &mode_2DAkemi, _data_FX_MODE_2DAKEMI); // audio
|
|
|
|
#ifndef WLED_DISABLE_PARTICLESYSTEM2D
|
|
addEffect(FX_MODE_PARTICLEVOLCANO, &mode_particlevolcano, _data_FX_MODE_PARTICLEVOLCANO);
|
|
addEffect(FX_MODE_PARTICLEFIRE, &mode_particlefire, _data_FX_MODE_PARTICLEFIRE);
|
|
addEffect(FX_MODE_PARTICLEFIREWORKS, &mode_particlefireworks, _data_FX_MODE_PARTICLEFIREWORKS);
|
|
addEffect(FX_MODE_PARTICLEVORTEX, &mode_particlevortex, _data_FX_MODE_PARTICLEVORTEX);
|
|
addEffect(FX_MODE_PARTICLEPERLIN, &mode_particleperlin, _data_FX_MODE_PARTICLEPERLIN);
|
|
addEffect(FX_MODE_PARTICLEPIT, &mode_particlepit, _data_FX_MODE_PARTICLEPIT);
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addEffect(FX_MODE_PARTICLEBOX, &mode_particlebox, _data_FX_MODE_PARTICLEBOX);
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addEffect(FX_MODE_PARTICLEATTRACTOR, &mode_particleattractor, _data_FX_MODE_PARTICLEATTRACTOR); // 872 bytes
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addEffect(FX_MODE_PARTICLEIMPACT, &mode_particleimpact, _data_FX_MODE_PARTICLEIMPACT);
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addEffect(FX_MODE_PARTICLEWATERFALL, &mode_particlewaterfall, _data_FX_MODE_PARTICLEWATERFALL);
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addEffect(FX_MODE_PARTICLESPRAY, &mode_particlespray, _data_FX_MODE_PARTICLESPRAY);
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addEffect(FX_MODE_PARTICLESGEQ, &mode_particleGEQ, _data_FX_MODE_PARTICLEGEQ);
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addEffect(FX_MODE_PARTICLECENTERGEQ, &mode_particlecenterGEQ, _data_FX_MODE_PARTICLECIRCULARGEQ);
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addEffect(FX_MODE_PARTICLEGHOSTRIDER, &mode_particleghostrider, _data_FX_MODE_PARTICLEGHOSTRIDER);
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addEffect(FX_MODE_PARTICLEBLOBS, &mode_particleblobs, _data_FX_MODE_PARTICLEBLOBS);
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addEffect(FX_MODE_PARTICLEGALAXY, &mode_particlegalaxy, _data_FX_MODE_PARTICLEGALAXY);
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#endif // WLED_DISABLE_PARTICLESYSTEM2D
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#endif // WLED_DISABLE_2D
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#ifndef WLED_DISABLE_PARTICLESYSTEM1D
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addEffect(FX_MODE_PSDRIP, &mode_particleDrip, _data_FX_MODE_PARTICLEDRIP);
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addEffect(FX_MODE_PSPINBALL, &mode_particlePinball, _data_FX_MODE_PSPINBALL); //potential replacement for: bouncing balls, rollingballs, popcorn
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addEffect(FX_MODE_PSDANCINGSHADOWS, &mode_particleDancingShadows, _data_FX_MODE_PARTICLEDANCINGSHADOWS);
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addEffect(FX_MODE_PSFIREWORKS1D, &mode_particleFireworks1D, _data_FX_MODE_PS_FIREWORKS1D);
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addEffect(FX_MODE_PSSPARKLER, &mode_particleSparkler, _data_FX_MODE_PS_SPARKLER);
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addEffect(FX_MODE_PSHOURGLASS, &mode_particleHourglass, _data_FX_MODE_PS_HOURGLASS);
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addEffect(FX_MODE_PS1DSPRAY, &mode_particle1Dspray, _data_FX_MODE_PS_1DSPRAY);
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addEffect(FX_MODE_PSBALANCE, &mode_particleBalance, _data_FX_MODE_PS_BALANCE);
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addEffect(FX_MODE_PSCHASE, &mode_particleChase, _data_FX_MODE_PS_CHASE);
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addEffect(FX_MODE_PSSTARBURST, &mode_particleStarburst, _data_FX_MODE_PS_STARBURST);
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addEffect(FX_MODE_PS1DGEQ, &mode_particle1DGEQ, _data_FX_MODE_PS_1D_GEQ);
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addEffect(FX_MODE_PSFIRE1D, &mode_particleFire1D, _data_FX_MODE_PS_FIRE1D);
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addEffect(FX_MODE_PS1DSONICSTREAM, &mode_particle1DsonicStream, _data_FX_MODE_PS_SONICSTREAM);
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addEffect(FX_MODE_PS1DSONICBOOM, &mode_particle1DsonicBoom, _data_FX_MODE_PS_SONICBOOM);
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addEffect(FX_MODE_PS1DSPRINGY, &mode_particleSpringy, _data_FX_MODE_PS_SPRINGY);
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#endif // WLED_DISABLE_PARTICLESYSTEM1D
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}
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