Antialiased line & circle

This commit is contained in:
Blaz Kristan
2024-05-10 00:02:28 +02:00
committed by Frank
parent 87b5badd5b
commit 2aad3f5356
3 changed files with 155 additions and 91 deletions

View File

@@ -2551,7 +2551,7 @@ uint16_t ripple_base()
uint16_t cx = rippleorigin >> 8;
uint16_t cy = rippleorigin & 0xFF;
uint8_t mag = scale8(sin8((propF>>2)), amp);
if (propI > 0) SEGMENT.draw_circle(cx, cy, propI, color_blend(SEGMENT.getPixelColorXY(cx + propI, cy), col, mag));
if (propI > 0) SEGMENT.drawCircle(cx, cy, propI, color_blend(SEGMENT.getPixelColorXY(cx + propI, cy), col, mag), true);
} else
#endif
{
@@ -6271,8 +6271,8 @@ uint16_t mode_2Dfloatingblobs(void) {
}
}
uint32_t c = SEGMENT.color_from_palette(blob->color[i], false, false, 0);
if (blob->r[i] > 1.f) SEGMENT.fill_circle(blob->x[i], blob->y[i], roundf(blob->r[i]), c);
else SEGMENT.setPixelColorXY(blob->x[i], blob->y[i], c);
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));

View File

@@ -122,6 +122,10 @@ bool strip_uses_global_leds(void); // WLEDMM implemented in FX_fcn.
#define PURPLE (uint32_t)0x400080
#define ORANGE (uint32_t)0xFF3000
#define PINK (uint32_t)0xFF1493
#define GREY (uint32_t)0x808080
#define GRAY GREY
#define DARKGREY (uint32_t)0x333333
#define DARKGRAY DARKGREY
#define ULTRAWHITE (uint32_t)0xFFFFFFFF
#define DARKSLATEGRAY (uint32_t)0x2F4F4F
#define DARKSLATEGREY (uint32_t)0x2F4F4F
@@ -665,6 +669,7 @@ typedef struct Segment {
inline void setPixelColorXY(unsigned x, unsigned y, uint32_t c) { setPixelColorXY(int(x), int(y), c); }
inline void setPixelColorXY(int x, int y, byte r, byte g, byte b, byte w = 0) { setPixelColorXY(x, y, RGBW32(r,g,b,w)); }
inline void setPixelColorXY(int x, int y, CRGB c) { setPixelColorXY(x, y, RGBW32(c.r,c.g,c.b,0)); }
inline void setPixelColorXY(unsigned x, unsigned y, CRGB c) { setPixelColorXY(int(x), int(y), RGBW32(c.r,c.g,c.b,0)); }
//#ifdef WLED_USE_AA_PIXELS
void setPixelColorXY(float x, float y, uint32_t c, bool aa = true, bool fast=true);
inline void setPixelColorXY(float x, float y, byte r, byte g, byte b, byte w = 0, bool aa = true) { setPixelColorXY(x, y, RGBW32(r,g,b,w), aa); }
@@ -684,8 +689,10 @@ typedef struct Segment {
void moveX(int8_t delta, bool wrap = false);
void moveY(int8_t delta, bool wrap = false);
void move(uint8_t dir, uint8_t delta, bool wrap = false);
void draw_circle(uint16_t cx, uint16_t cy, uint8_t radius, CRGB c);
void fill_circle(uint16_t cx, uint16_t cy, uint8_t radius, CRGB c);
void drawCircle(uint16_t cx, uint16_t cy, uint8_t radius, uint32_t c, bool soft = false);
inline void drawCircle(uint16_t cx, uint16_t cy, uint8_t radius, CRGB c, bool soft = false) { drawCircle(cx, cy, radius, RGBW32(c.r,c.g,c.b,0), soft); }
void fillCircle(uint16_t cx, uint16_t cy, uint8_t radius, uint32_t c, bool soft = false);
inline void fillCircle(uint16_t cx, uint16_t cy, uint8_t radius, CRGB c, bool soft = false) { fillCircle(cx, cy, radius, RGBW32(c.r,c.g,c.b,0), soft); }
void drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, uint32_t c);
void drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, CRGB c) { drawLine(x0, y0, x1, y1, RGBW32(c.r,c.g,c.b,0)); } // automatic inline
void drawArc(uint16_t x0, uint16_t y0, uint16_t radius, uint32_t color, uint32_t fillColor = 0);
@@ -693,7 +700,7 @@ typedef struct Segment {
void drawCharacter(unsigned char chr, int16_t x, int16_t y, uint8_t w, uint8_t h, uint32_t color, uint32_t col2 = 0);
void drawCharacter(unsigned char chr, int16_t x, int16_t y, uint8_t w, uint8_t h, CRGB c, CRGB c2) { drawCharacter(chr, x, y, w, h, RGBW32(c.r,c.g,c.b,0), RGBW32(c2.r,c2.g,c2.b,0)); } // automatic inline
void wu_pixel(uint32_t x, uint32_t y, CRGB c);
void blur1d(fract8 blur_amount); // blur all rows in 1 dimension
//void blur1d(fract8 blur_amount); // blur all rows in 1 dimension
void blur2d(fract8 blur_amount) { blur(blur_amount); }
void fill_solid(CRGB c) { fill(RGBW32(c.r,c.g,c.b,0)); }
void nscale8(uint8_t scale);
@@ -704,6 +711,7 @@ typedef struct Segment {
inline void setPixelColorXY(unsigned x, unsigned y, uint32_t c) { setPixelColor(int(x), c); }
inline void setPixelColorXY(int x, int y, byte r, byte g, byte b, byte w = 0) { setPixelColor(x, RGBW32(r,g,b,w)); }
inline void setPixelColorXY(int x, int y, CRGB c) { setPixelColor(x, RGBW32(c.r,c.g,c.b,0)); }
inline void setPixelColorXY(unsigned x, unsigned y, CRGB c) { setPixelColor(int(x), RGBW32(c.r,c.g,c.b,0)); }
//#ifdef WLED_USE_AA_PIXELS
inline void setPixelColorXY(float x, float y, uint32_t c, bool aa = true) { setPixelColor(x, c, aa); }
inline void setPixelColorXY(float x, float y, byte r, byte g, byte b, byte w = 0, bool aa = true) { setPixelColor(x, RGBW32(r,g,b,w), aa); }
@@ -722,9 +730,12 @@ typedef struct Segment {
inline void moveX(int8_t delta, bool wrap = false) {}
inline void moveY(int8_t delta, bool wrap = false) {}
inline void move(uint8_t dir, uint8_t delta, bool wrap = false) {}
inline void fill_circle(uint16_t cx, uint16_t cy, uint8_t radius, CRGB c) {}
inline void drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, uint32_t c) {}
inline void drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, CRGB c) {}
inline void drawCircle(uint16_t cx, uint16_t cy, uint8_t radius, uint32_t c, bool soft = false) {}
inline void drawCircle(uint16_t cx, uint16_t cy, uint8_t radius, CRGB c, bool soft = false) {}
inline void fillCircle(uint16_t cx, uint16_t cy, uint8_t radius, uint32_t c, bool soft = false) {}
inline void fillCircle(uint16_t cx, uint16_t cy, uint8_t radius, CRGB c, bool soft = false) {}
inline void drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, uint32_t c, bool soft = false) {}
inline void drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, CRGB c, bool soft = false) {}
inline void drawCharacter(unsigned char chr, int16_t x, int16_t y, uint8_t w, uint8_t h, uint32_t color, uint32_t = 0, int8_t = 0) {}
inline void drawCharacter(unsigned char chr, int16_t x, int16_t y, uint8_t w, uint8_t h, CRGB color) {}
inline void drawCharacter(unsigned char chr, int16_t x, int16_t y, uint8_t w, uint8_t h, CRGB c, CRGB c2, int8_t rotate = 0) {}

View File

@@ -427,56 +427,38 @@ void Segment::blurCol(uint32_t col, fract8 blur_amount, bool smear) {
}
// 1D Box blur (with added weight - blur_amount: [0=no blur, 255=max blur])
void Segment::box_blur(uint16_t i, bool vertical, fract8 blur_amount) { //WLEDMM: use fast types
const uint_fast16_t cols = virtualWidth();
const uint_fast16_t rows = virtualHeight();
const uint_fast16_t dim1 = vertical ? rows : cols;
const uint_fast16_t dim2 = vertical ? cols : rows;
void Segment::box_blur(uint16_t i, bool vertical, fract8 blur_amount) {
if (!isActive() || blur_amount == 0) return; // not active
const int cols = virtualWidth();
const int rows = virtualHeight();
const int dim1 = vertical ? rows : cols;
const int dim2 = vertical ? cols : rows;
if (i >= dim2) return;
const float seep = blur_amount/255.f;
const float keep = 3.f - 2.f*seep;
// 1D box blur
CRGB tmp[dim1];
for (uint_fast16_t j = 0; j < dim1; j++) {
uint_fast16_t x = vertical ? i : j;
uint_fast16_t y = vertical ? j : i;
int_fast16_t xp = vertical ? x : x-1; // "signed" to prevent underflow
int_fast16_t yp = vertical ? y-1 : y; // "signed" to prevent underflow
uint_fast16_t xn = vertical ? x : x+1;
uint_fast16_t yn = vertical ? y+1 : y;
CRGB curr = getPixelColorXY(x,y);
CRGB prev = (xp<0 || yp<0) ? CRGB::Black : getPixelColorXY(xp,yp);
CRGB next = ((vertical && yn>=dim1) || (!vertical && xn>=dim1)) ? CRGB::Black : getPixelColorXY(xn,yn);
uint16_t r, g, b;
r = (curr.r*keep + (prev.r + next.r)*seep) / 3;
g = (curr.g*keep + (prev.g + next.g)*seep) / 3;
b = (curr.b*keep + (prev.b + next.b)*seep) / 3;
tmp[j] = CRGB(r,g,b);
uint32_t out[dim1], in[dim1];
for (int j = 0; j < dim1; j++) {
int x = vertical ? i : j;
int y = vertical ? j : i;
in[j] = getPixelColorXY(x, y);
}
for (uint_fast16_t j = 0; j < dim1; j++) {
uint_fast16_t x = vertical ? i : j;
uint_fast16_t y = vertical ? j : i;
setPixelColorXY((int)x, (int)y, tmp[j]);
for (int j = 0; j < dim1; j++) {
uint32_t curr = in[j];
uint32_t prev = j > 0 ? in[j-1] : BLACK;
uint32_t next = j < dim1-1 ? in[j+1] : BLACK;
uint8_t r, g, b, w;
r = (R(curr)*keep + (R(prev) + R(next))*seep) / 3;
g = (G(curr)*keep + (G(prev) + G(next))*seep) / 3;
b = (B(curr)*keep + (B(prev) + B(next))*seep) / 3;
w = (W(curr)*keep + (W(prev) + W(next))*seep) / 3;
out[j] = RGBW32(r,g,b,w);
}
for (int j = 0; j < dim1; j++) {
int x = vertical ? i : j;
int y = vertical ? j : i;
setPixelColorXY(x, y, out[j]);
}
}
// blur1d: one-dimensional blur filter. Spreads light to 2 line neighbors.
// blur2d: two-dimensional blur filter. Spreads light to 8 XY neighbors.
//
// 0 = no spread at all
// 64 = moderate spreading
// 172 = maximum smooth, even spreading
//
// 173..255 = wider spreading, but increasing flicker
//
// Total light is NOT entirely conserved, so many repeated
// calls to 'blur' will also result in the light fading,
// eventually all the way to black; this is by design so that
// it can be used to (slowly) clear the LEDs to black.
void Segment::blur1d(fract8 blur_amount) { //WLEDMM: use fast types
const uint_fast16_t rows = virtualHeight();
for (uint_fast16_t y = 0; y < rows; y++) blurRow(y, blur_amount);
}
void Segment::moveX(int8_t delta, bool wrap) {
@@ -533,37 +515,71 @@ void Segment::move(uint8_t dir, uint8_t delta, bool wrap) {
}
}
void Segment::draw_circle(uint16_t cx, uint16_t cy, uint8_t radius, CRGB col) {
if (!isActive()) return; // not active
// Bresenhams Algorithm
int d = 3 - (2*radius);
int y = radius, x = 0;
while (y >= x) {
setPixelColorXY(cx+x, cy+y, col);
setPixelColorXY(cx-x, cy+y, col);
setPixelColorXY(cx+x, cy-y, col);
setPixelColorXY(cx-x, cy-y, col);
setPixelColorXY(cx+y, cy+x, col);
setPixelColorXY(cx-y, cy+x, col);
setPixelColorXY(cx+y, cy-x, col);
setPixelColorXY(cx-y, cy-x, col);
x++;
if (d > 0) {
y--;
d += 4 * (x - y) + 10;
} else {
d += 4 * x + 6;
void Segment::drawCircle(uint16_t cx, uint16_t cy, uint8_t radius, uint32_t col, bool soft) {
if (!isActive() || radius == 0) return; // not active
if (soft) {
// Xiaolin Wus algorithm
int rsq = radius*radius;
int x = 0;
int y = radius;
unsigned oldFade = 0;
while (x < y) {
float yf = sqrtf(float(rsq - x*x)); // needs to be floating point
unsigned fade = float(0xFFFF) * (ceilf(yf) - yf); // how much color to keep
if (oldFade > fade) y--;
oldFade = fade;
setPixelColorXY(cx+x, cy+y, color_blend(col, getPixelColorXY(cx+x, cy+y), fade, true));
setPixelColorXY(cx-x, cy+y, color_blend(col, getPixelColorXY(cx-x, cy+y), fade, true));
setPixelColorXY(cx+x, cy-y, color_blend(col, getPixelColorXY(cx+x, cy-y), fade, true));
setPixelColorXY(cx-x, cy-y, color_blend(col, getPixelColorXY(cx-x, cy-y), fade, true));
setPixelColorXY(cx+y, cy+x, color_blend(col, getPixelColorXY(cx+y, cy+x), fade, true));
setPixelColorXY(cx-y, cy+x, color_blend(col, getPixelColorXY(cx-y, cy+x), fade, true));
setPixelColorXY(cx+y, cy-x, color_blend(col, getPixelColorXY(cx+y, cy-x), fade, true));
setPixelColorXY(cx-y, cy-x, color_blend(col, getPixelColorXY(cx-y, cy-x), fade, true));
setPixelColorXY(cx+x, cy+y-1, color_blend(getPixelColorXY(cx+x, cy+y-1), col, fade, true));
setPixelColorXY(cx-x, cy+y-1, color_blend(getPixelColorXY(cx-x, cy+y-1), col, fade, true));
setPixelColorXY(cx+x, cy-y+1, color_blend(getPixelColorXY(cx+x, cy-y+1), col, fade, true));
setPixelColorXY(cx-x, cy-y+1, color_blend(getPixelColorXY(cx-x, cy-y+1), col, fade, true));
setPixelColorXY(cx+y-1, cy+x, color_blend(getPixelColorXY(cx+y-1, cy+x), col, fade, true));
setPixelColorXY(cx-y+1, cy+x, color_blend(getPixelColorXY(cx-y+1, cy+x), col, fade, true));
setPixelColorXY(cx+y-1, cy-x, color_blend(getPixelColorXY(cx+y-1, cy-x), col, fade, true));
setPixelColorXY(cx-y+1, cy-x, color_blend(getPixelColorXY(cx-y+1, cy-x), col, fade, true));
x++;
}
} else {
// Bresenhams Algorithm
int d = 3 - (2*radius);
int y = radius, x = 0;
while (y >= x) {
setPixelColorXY(cx+x, cy+y, col);
setPixelColorXY(cx-x, cy+y, col);
setPixelColorXY(cx+x, cy-y, col);
setPixelColorXY(cx-x, cy-y, col);
setPixelColorXY(cx+y, cy+x, col);
setPixelColorXY(cx-y, cy+x, col);
setPixelColorXY(cx+y, cy-x, col);
setPixelColorXY(cx-y, cy-x, col);
x++;
if (d > 0) {
y--;
d += 4 * (x - y) + 10;
} else {
d += 4 * x + 6;
}
}
}
}
// by stepko, taken from https://editor.soulmatelights.com/gallery/573-blobs
void Segment::fill_circle(uint16_t cx, uint16_t cy, uint8_t radius, CRGB col) {
if (!isActive()) return; // not active
const uint16_t cols = virtualWidth();
const uint16_t rows = virtualHeight();
for (int16_t y = -radius; y <= radius; y++) {
for (int16_t x = -radius; x <= radius; x++) {
void Segment::fillCircle(uint16_t cx, uint16_t cy, uint8_t radius, uint32_t col, bool soft) {
if (!isActive() || radius == 0) return; // not active
// draw soft bounding circle
if (soft) drawCircle(cx, cy, radius, col, soft);
// fill it
const int cols = virtualWidth();
const int rows = virtualHeight();
for (int y = -radius; y <= radius; y++) {
for (int x = -radius; x <= radius; x++) {
if (x * x + y * y <= radius * radius &&
int16_t(cx)+x>=0 && int16_t(cy)+y>=0 &&
int16_t(cx)+x<cols && int16_t(cy)+y<rows)
@@ -582,20 +598,57 @@ void Segment::nscale8(uint8_t scale) { //WLEDMM: use fast types
}
//line function
void Segment::drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, uint32_t c) {
void Segment::drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, uint32_t c, bool soft) {
if (!isActive()) return; // not active
const uint16_t cols = virtualWidth();
const uint16_t rows = virtualHeight();
const int cols = virtualWidth();
const int rows = virtualHeight();
if (x0 >= cols || x1 >= cols || y0 >= rows || y1 >= rows) return;
const int16_t dx = abs(x1-x0), sx = x0<x1 ? 1 : -1;
const int16_t dy = abs(y1-y0), sy = y0<y1 ? 1 : -1;
int16_t err = (dx>dy ? dx : -dy)/2, e2;
for (;;) {
setPixelColorXY(x0,y0,c);
if (x0==x1 && y0==y1) break;
e2 = err;
if (e2 >-dx) { err -= dy; x0 += sx; }
if (e2 < dy) { err += dx; y0 += sy; }
const int dx = abs(x1-x0), sx = x0<x1 ? 1 : -1; // x distance & step
const int dy = abs(y1-y0), sy = y0<y1 ? 1 : -1; // y distance & step
// single pixel (line length == 0)
if (dx+dy == 0) {
setPixelColorXY(x0, y0, c);
return;
}
if (soft) {
// Xiaolin Wus algorithm
const bool steep = dy > dx;
if (steep) {
// we need to go along longest dimension
std::swap(x0,y0);
std::swap(x1,y1);
}
if (x0 > x1) {
// we need to go in increasing fashion
std::swap(x0,x1);
std::swap(y0,y1);
}
float gradient = x1-x0 == 0 ? 1.0f : float(y1-y0) / float(x1-x0);
float intersectY = y0;
for (int x = x0; x <= x1; x++) {
unsigned keep = float(0xFFFF) * (intersectY-int(intersectY)); // how much color to keep
unsigned seep = 0xFFFF - keep; // how much background to keep
int y = int(intersectY);
if (steep) std::swap(x,y); // temporaryly swap if steep
// pixel coverage is determined by fractional part of y co-ordinate
setPixelColorXY(x, y, color_blend(c, getPixelColorXY(x, y), keep, true));
setPixelColorXY(x+int(steep), y+int(!steep), color_blend(c, getPixelColorXY(x+int(steep), y+int(!steep)), seep, true));
intersectY += gradient;
if (steep) std::swap(x,y); // restore if steep
}
} else {
// Bresenham's algorithm
int err = (dx>dy ? dx : -dy)/2; // error direction
for (;;) {
setPixelColorXY(x0, y0, c);
if (x0==x1 && y0==y1) break;
int e2 = err;
if (e2 >-dx) { err -= dy; x0 += sx; }
if (e2 < dy) { err += dx; y0 += sy; }
}
}
}