From 2aad3f535618e5c58eda9728c88390e4932bf395 Mon Sep 17 00:00:00 2001 From: Blaz Kristan Date: Fri, 10 May 2024 00:02:28 +0200 Subject: [PATCH] Antialiased line & circle --- wled00/FX.cpp | 6 +- wled00/FX.h | 23 +++-- wled00/FX_2Dfcn.cpp | 217 +++++++++++++++++++++++++++----------------- 3 files changed, 155 insertions(+), 91 deletions(-) diff --git a/wled00/FX.cpp b/wled00/FX.cpp index 416884cf..01fd923c 100644 --- a/wled00/FX.cpp +++ b/wled00/FX.cpp @@ -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)); diff --git a/wled00/FX.h b/wled00/FX.h index b8864db4..b53f3fce 100644 --- a/wled00/FX.h +++ b/wled00/FX.h @@ -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) {} diff --git a/wled00/FX_2Dfcn.cpp b/wled00/FX_2Dfcn.cpp index 1d217ff0..320636d6 100644 --- a/wled00/FX_2Dfcn.cpp +++ b/wled00/FX_2Dfcn.cpp @@ -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 - // Bresenham’s 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 Wu’s 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 { + // Bresenham’s 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 || x1 >= cols || y0 >= rows || y1 >= rows) return; - const int16_t dx = abs(x1-x0), sx = x0dy ? 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 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; } + } } }