Redo improved mode_drip
- add palettes - add fall rate slider - increased gravity range - => range varies from 'guess where the next drop falls' to 'raining cats and dogs'
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@@ -3367,12 +3367,6 @@ uint16_t mode_exploding_fireworks(void)
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static const char _data_FX_MODE_EXPLODING_FIREWORKS[] PROGMEM = "Fireworks 1D@Gravity,Firing side;!,!,;!=11;ix=128,1d,2d";
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// float version of map()
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static float mapf(float x, float in_min, float in_max, float out_min, float out_max){
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return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
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}
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/*
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* Drip Effect
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* ported of: https://www.youtube.com/watch?v=sru2fXh4r7k
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@@ -3391,34 +3385,35 @@ uint16_t mode_drip(void)
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struct virtualStrip {
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static void runStrip(uint16_t stripNr, Spark* drops) {
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uint8_t numDrops = map(SEGMENT.intensity, 0, 255, 1, 4);
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uint8_t numDrops = 1 + (SEGMENT.intensity >> 6); // 255>>6 = 3
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float gravity = -0.0005 - (SEGMENT.speed/25000.0); //increased max speed 50000->25000
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float gravity = -0.0005 - (SEGMENT.speed/25000.0); //increased gravity (50000 to 25000)
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gravity *= SEGLEN-1;
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// const int sourcedrop = 12;
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int sourcedrop = 12;
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for (int j=0;j<numDrops;j++) {
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if (drops[j].colIndex == 0) { // drop state (0 init, 1 forming, 2 falling, 5 bouncing)
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if (drops[j].colIndex == 0) { //init
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drops[j].pos = SEGLEN-1; // start at end
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drops[j].vel = 0; // speed
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drops[j].col = 0; // brightness, start with 0
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drops[j].col = sourcedrop; // brightness
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drops[j].colIndex = 1; // drop state (0 init, 1 forming, 2 falling, 5 bouncing)
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drops[j].velX = SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0); // random color
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if (j==0) drops[j].colIndex = 1; // only first drop starts forming
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}
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// if drop is falling, form the next drop
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if (j>0 && drops[j-1].colIndex > 1 && drops[j].colIndex == 0) drops[j].colIndex = 1;
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uint32_t dropColor = drops[j].velX;
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if (drops[j].colIndex==1) { // forming
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if (drops[j].col>255) { // swelling/brightness max, start falling
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SEGMENT.setPixelColor(indexToVStrip(SEGLEN-1, stripNr), color_blend(BLACK,dropColor, sourcedrop));// water source
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if (drops[j].colIndex==1) {
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if (drops[j].col>255) drops[j].col=255;
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SEGMENT.setPixelColor(indexToVStrip(uint16_t(drops[j].pos), stripNr), color_blend(BLACK,dropColor,drops[j].col));
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drops[j].col += map(SEGMENT.custom1, 0, 255, 1, 6); // swelling
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if (random16() <= drops[j].col * SEGMENT.custom1 * SEGMENT.custom1 / 10 / 128) { // random drop
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drops[j].colIndex=2; //fall
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drops[j].col=255;
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drops[j].colIndex=2; // fall
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}
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//draw forming drop (lower the brightness so forming is more visible)
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SEGMENT.setPixelColor(indexToVStrip(uint16_t(drops[j].pos), stripNr), color_blend(BLACK, drops[j].velX, drops[j].col/8));
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drops[j].col += mapf(SEGMENT.custom1, 0, 255, 0.01, 2.5) * random8()/128; // swelling with randomness
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}
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else if (drops[j].colIndex > 1) { // falling
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if (drops[j].colIndex > 1) { // falling
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if (drops[j].pos > 0) { // fall until end of segment
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drops[j].pos += drops[j].vel;
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if (drops[j].pos < 0) drops[j].pos = 0;
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@@ -3426,22 +3421,24 @@ uint16_t mode_drip(void)
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for (int i=1;i<7-drops[j].colIndex;i++) { // some minor math so we don't expand bouncing droplets
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uint16_t pos = constrain(uint16_t(drops[j].pos) +i, 0, SEGLEN-1); //this is BAD, returns a pos >= SEGLEN occasionally
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SEGMENT.setPixelColor(indexToVStrip(pos, stripNr), color_blend(BLACK, drops[j].velX, drops[j].col/i)); //spread pixel with fade while falling
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SEGMENT.setPixelColor(indexToVStrip(pos, stripNr), color_blend(BLACK,dropColor,drops[j].col/i)); //spread pixel with fade while falling
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}
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if (drops[j].colIndex > 2) { // during bounce, some water is on the floor
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SEGMENT.setPixelColor(indexToVStrip(0, stripNr), color_blend(drops[j].velX, BLACK, drops[j].col));
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SEGMENT.setPixelColor(indexToVStrip(0, stripNr), color_blend(dropColor,BLACK,drops[j].col));
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}
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} else { // we hit bottom
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if (drops[j].colIndex == 5) { // already hit once, so back to forming
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if (drops[j].colIndex > 2) { // already hit once, so back to forming
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drops[j].colIndex = 0;
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// drops[j].col = sourcedrop;
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} else {
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if (drops[j].colIndex==2) { // init bounce
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drops[j].vel = -drops[j].vel/3;// reverse velocity with damping
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drops[j].vel = -drops[j].vel/4;// reverse velocity with damping
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drops[j].pos += drops[j].vel;
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}
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drops[j].col = 24; // low brightness
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drops[j].col = sourcedrop*2;
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drops[j].colIndex = 5; // bouncing
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}
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}
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@@ -3455,7 +3452,7 @@ uint16_t mode_drip(void)
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return FRAMETIME;
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}
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static const char _data_FX_MODE_DRIP[] PROGMEM = "Drip@Gravity,# of drips,Swelling;!,!;!;mp12=1,1d"; //bar
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static const char _data_FX_MODE_DRIP[] PROGMEM = "Drip@Gravity,# of drips,Fall ratio;!,!;!;mp12=1,1d"; //bar
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/*
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@@ -6146,6 +6143,11 @@ static const char _data_FX_MODE_2DWAVERLY[] PROGMEM = "Waverly@Amplification,Sen
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#endif // WLED_DISABLE_2D
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// float version of map()
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static float mapf(float x, float in_min, float in_max, float out_min, float out_max){
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return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
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}
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// Gravity struct requited for GRAV* effects
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typedef struct Gravity {
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int topLED;
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