From 117d80dd811c0ffdc891e5f1c04c11ad7329dff3 Mon Sep 17 00:00:00 2001 From: Frank <91616163+softhack007@users.noreply.github.com> Date: Thu, 13 Oct 2022 19:32:49 +0200 Subject: [PATCH] FX small otimization use "float" math functions --- wled00/FX.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/wled00/FX.cpp b/wled00/FX.cpp index 1330e068..ec1fae59 100644 --- a/wled00/FX.cpp +++ b/wled00/FX.cpp @@ -2831,7 +2831,7 @@ uint16_t mode_bouncing_balls(void) { balls[i].lastBounceTime = time; if (balls[i].impactVelocity < 0.015f) { - float impactVelocityStart = sqrt(-2 * gravity) * random8(5,11)/10.0f; // randomize impact velocity + float impactVelocityStart = sqrtf(-2 * gravity) * random8(5,11)/10.0f; // randomize impact velocity balls[i].impactVelocity = impactVelocityStart; } } else if (balls[i].height > 1.0f) { @@ -2973,7 +2973,7 @@ uint16_t mode_popcorn(void) { uint16_t peakHeight = 128 + random8(128); //0-255 peakHeight = (peakHeight * (SEGLEN -1)) >> 8; - popcorn[i].vel = sqrt(-2.0 * gravity * peakHeight); + popcorn[i].vel = sqrtf(-2.0 * gravity * peakHeight); if (SEGMENT.palette) { @@ -3273,7 +3273,7 @@ uint16_t mode_exploding_fireworks(void) flare->posX = strip.isMatrix ? random16(2,cols-1) : (SEGMENT.intensity > random8()); // will enable random firing side on 1D uint16_t peakHeight = 75 + random8(180); //0-255 peakHeight = (peakHeight * (rows -1)) >> 8; - flare->vel = sqrt(-2.0f * gravity * peakHeight); + flare->vel = sqrtf(-2.0f * gravity * peakHeight); flare->velX = strip.isMatrix ? (random8(8)-4)/32.f : 0; // no X velocity on 1D flare->col = 255; //brightness SEGENV.aux0 = 1; @@ -5324,7 +5324,7 @@ uint16_t mode_2DPolarLights(void) { // By: Kostyantyn Matviyevskyy https SEGMENT.setPixelColorXY(x, y, ColorFromPalette(auroraPalette, qsub8( inoise8((SEGENV.step%2) + x * _scale, y * 16 + SEGENV.step % 16, SEGENV.step / _speed), - fabs((float)rows / 2 - (float)y) * adjustHeight))); + fabsf((float)rows / 2 - (float)y) * adjustHeight))); } } @@ -5776,13 +5776,13 @@ uint16_t mode_2Dfloatingblobs(void) { // change radius if needed if (blob->grow[i]) { // enlarge radius until it is >= 4 - blob->r[i] += (fabs(blob->sX[i]) > fabs(blob->sY[i]) ? fabs(blob->sX[i]) : fabs(blob->sY[i])) * 0.05f; + 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] -= (fabs(blob->sX[i]) > fabs(blob->sY[i]) ? fabs(blob->sX[i]) : fabs(blob->sY[i])) * 0.05f; + 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; } @@ -7012,7 +7012,7 @@ uint16_t mode_rocktaves(void) { // Rocktaves. Same note from eac } frTemp -=132; // This should give us a base musical note of C3 - frTemp = fabs(frTemp * 2.1); // Fudge factors to compress octave range starting at 0 and going to 255; + frTemp = fabsf(frTemp * 2.1); // Fudge factors to compress octave range starting at 0 and going to 255; uint16_t i = map(beatsin8(8+octCount*4, 0, 255, 0, octCount*8), 0, 255, 0, SEGLEN-1); i = constrain(i, 0, SEGLEN-1);