cleanup and minor improvements

- removed local buffer for ESP8266 in 1D system to save on RAM
- increased particle brightness in PS Impact
- minor tweak in collision binning (might improve speed)
- removed comments and some other unused stuff
- fixed a few compiler wranings
This commit is contained in:
Damian Schneider
2025-04-19 10:29:43 +02:00
parent 66e2e4d900
commit 56d7d84110
3 changed files with 95 additions and 75 deletions

View File

@@ -775,7 +775,7 @@ __attribute__((optimize("O2"))) void ParticleSystem2D::renderParticle(const uint
// for code simplicity, no y slicing is done, making very tall matrix configurations less efficient
// note: also tested adding y slicing, it gives diminishing returns, some FX even get slower. FX not using gravity would benefit with a 10% FPS improvement
void ParticleSystem2D::handleCollisions() {
int32_t collDistSq = particleHardRadius << 1; // distance is double the radius note: particleHardRadius is updated when setting global particle size
uint32_t collDistSq = particleHardRadius << 1; // distance is double the radius note: particleHardRadius is updated when setting global particle size
collDistSq = collDistSq * collDistSq; // square it for faster comparison (square is one operation)
// note: partices are binned in x-axis, assumption is that no more than half of the particles are in the same bin
// if they are, collisionStartIdx is increased so each particle collides at least every second frame (which still gives decent collisions)
@@ -798,13 +798,15 @@ void ParticleSystem2D::handleCollisions() {
// fill the binIndices array for this bin
for (uint32_t i = 0; i < usedParticles; i++) {
if (particles[pidx].ttl > 0 && particleFlags[pidx].outofbounds == 0 && particleFlags[pidx].collide) { // colliding particle
if (particles[pidx].ttl > 0) { // is alive
if (particles[pidx].x >= binStart && particles[pidx].x <= binEnd) { // >= and <= to include particles on the edge of the bin (overlap to ensure boarder particles collide with adjacent bins)
if (binParticleCount >= maxBinParticles) { // bin is full, more particles in this bin so do the rest next frame
nextFrameStartIdx = pidx; // bin overflow can only happen once as bin size is at least half of the particles (or half +1)
break;
if(particleFlags[pidx].outofbounds == 0 && particleFlags[pidx].collide) { // particle is in frame and does collide note: checking flags is quite slow and usually these are set, so faster to check here
if (binParticleCount >= maxBinParticles) { // bin is full, more particles in this bin so do the rest next frame
nextFrameStartIdx = pidx; // bin overflow can only happen once as bin size is at least half of the particles (or half +1)
break;
}
binIndices[binParticleCount++] = pidx;
}
binIndices[binParticleCount++] = pidx;
}
}
pidx++;
@@ -834,7 +836,7 @@ void ParticleSystem2D::handleCollisions() {
// handle a collision if close proximity is detected, i.e. dx and/or dy smaller than 2*PS_P_RADIUS
// takes two pointers to the particles to collide and the particle hardness (softer means more energy lost in collision, 255 means full hard)
__attribute__((optimize("O2"))) void ParticleSystem2D::collideParticles(PSparticle &particle1, PSparticle &particle2, int32_t dx, int32_t dy, const int32_t collDistSq) {
__attribute__((optimize("O2"))) void ParticleSystem2D::collideParticles(PSparticle &particle1, PSparticle &particle2, int32_t dx, int32_t dy, const uint32_t collDistSq) {
int32_t distanceSquared = dx * dx + dy * dy;
// Calculate relative velocity note: could zero check but that does not improve overall speed but deminish it as that is rarely the case and pushing is still required
int32_t relativeVx = (int32_t)particle2.vx - (int32_t)particle1.vx;
@@ -1415,6 +1417,12 @@ void ParticleSystem1D::render() {
CRGB baseRGB;
uint32_t brightness; // particle brightness, fades if dying
#ifdef ESP8266 // no local buffer on ESP8266
if (motionBlur)
SEGMENT.fadeToBlackBy(255 - motionBlur);
else
SEGMENT.fill(BLACK); // clear the buffer before rendering to it
#else
if (motionBlur) { // blurring active
for (int32_t x = 0; x <= maxXpixel; x++) {
fast_color_scale(framebuffer[x], motionBlur);
@@ -1423,7 +1431,7 @@ void ParticleSystem1D::render() {
else { // no blurring: clear buffer
memset(framebuffer, 0, (maxXpixel+1) * sizeof(CRGB));
}
#endif
// go over particles and render them to the buffer
for (uint32_t i = 0; i < usedParticles; i++) {
if ( particles[i].ttl == 0 || particleFlags[i].outofbounds)
@@ -1444,7 +1452,11 @@ void ParticleSystem1D::render() {
}
// apply smear-blur to rendered frame
if (smearBlur) {
#ifdef ESP8266
SEGMENT.blur(smearBlur, true); // no local buffer on ESP8266
#else
blur1D(framebuffer, maxXpixel + 1, smearBlur, 0);
#endif
}
// add background color
@@ -1452,14 +1464,20 @@ void ParticleSystem1D::render() {
if (bg_color > 0) { //if not black
CRGB bg_color_crgb = bg_color; // convert to CRGB
for (int32_t i = 0; i <= maxXpixel; i++) {
#ifdef ESP8266 // no local buffer on ESP8266
SEGMENT.addPixelColor(i, bg_color, true);
#else
fast_color_add(framebuffer[i], bg_color_crgb);
#endif
}
}
#ifndef ESP8266
// transfer the frame-buffer to segment
for (int x = 0; x <= maxXpixel; x++) {
SEGMENT.setPixelColor(x, framebuffer[x]);
}
#endif
}
// calculate pixel positions and brightness distribution and render the particle to local buffer or global buffer
@@ -1471,10 +1489,11 @@ __attribute__((optimize("O2"))) void ParticleSystem1D::renderParticle(const uint
if (size == 0) { //single pixel particle, can be out of bounds as oob checking is made for 2-pixel particles (and updating it uses more code)
uint32_t x = particles[particleindex].x >> PS_P_RADIUS_SHIFT_1D;
if (x <= (uint32_t)maxXpixel) { //by making x unsigned there is no need to check < 0 as it will overflow
if (framebuffer)
fast_color_add(framebuffer[x], color, brightness);
else
SEGMENT.addPixelColor(x, color.scale8(brightness), true);
#ifdef ESP8266 // no local buffer on ESP8266
SEGMENT.addPixelColor(x, color.scale8(brightness), true);
#else
fast_color_add(framebuffer[x], color, brightness);
#endif
}
return;
}
@@ -1536,10 +1555,11 @@ __attribute__((optimize("O2"))) void ParticleSystem1D::renderParticle(const uint
else
continue;
}
if (framebuffer)
fast_color_add(framebuffer[xfb], renderbuffer[xrb]);
else
SEGMENT.addPixelColor(xfb, renderbuffer[xrb]);
#ifdef ESP8266 // no local buffer on ESP8266
SEGMENT.addPixelColor(xfb, renderbuffer[xrb], true);
#else
fast_color_add(framebuffer[xfb], renderbuffer[xrb]);
#endif
}
}
else { // standard rendering (2 pixels per particle)
@@ -1558,10 +1578,11 @@ __attribute__((optimize("O2"))) void ParticleSystem1D::renderParticle(const uint
}
for (uint32_t i = 0; i < 2; i++) {
if (pxlisinframe[i]) {
if (framebuffer)
fast_color_add(framebuffer[pixco[i]], color, pxlbrightness[i]);
else
SEGMENT.addPixelColor(pixco[i], color.scale8((uint8_t)pxlbrightness[i]), true);
#ifdef ESP8266 // no local buffer on ESP8266
SEGMENT.addPixelColor(pixco[i], color.scale8((uint8_t)pxlbrightness[i]), true);
#else
fast_color_add(framebuffer[pixco[i]], color, pxlbrightness[i]);
#endif
}
}
}
@@ -1570,10 +1591,10 @@ __attribute__((optimize("O2"))) void ParticleSystem1D::renderParticle(const uint
// detect collisions in an array of particles and handle them
void ParticleSystem1D::handleCollisions() {
int32_t collisiondistance = particleHardRadius << 1;
uint32_t collisiondistance = particleHardRadius << 1;
// note: partices are binned by position, assumption is that no more than half of the particles are in the same bin
// if they are, collisionStartIdx is increased so each particle collides at least every second frame (which still gives decent collisions)
constexpr int BIN_WIDTH = 32 * PS_P_RADIUS_1D; // width of each bin, a compromise between speed and accuracy (lareger bins are faster but collapse more)
constexpr int BIN_WIDTH = 32 * PS_P_RADIUS_1D; // width of each bin, a compromise between speed and accuracy (larger bins are faster but collapse more)
int32_t overlap = particleHardRadius << 1; // overlap bins to include edge particles to neighbouring bins
if (advPartProps) //may be using individual particle size
overlap += 256; // add 2 * max radius (approximately)
@@ -1590,13 +1611,15 @@ void ParticleSystem1D::handleCollisions() {
// fill the binIndices array for this bin
for (uint32_t i = 0; i < usedParticles; i++) {
if (particles[pidx].ttl > 0 && particleFlags[pidx].outofbounds == 0 && particleFlags[pidx].collide) { // colliding particle
if (particles[pidx].ttl > 0) { // alivee
if (particles[pidx].x >= binStart && particles[pidx].x <= binEnd) { // >= and <= to include particles on the edge of the bin (overlap to ensure boarder particles collide with adjacent bins)
if (binParticleCount >= maxBinParticles) { // bin is full, more particles in this bin so do the rest next frame
nextFrameStartIdx = pidx; // bin overflow can only happen once as bin size is at least half of the particles (or half +1)
break;
if(particleFlags[pidx].outofbounds == 0 && particleFlags[pidx].collide) { // particle is in frame and does collide note: checking flags is quite slow and usually these are set, so faster to check here
if (binParticleCount >= maxBinParticles) { // bin is full, more particles in this bin so do the rest next frame
nextFrameStartIdx = pidx; // bin overflow can only happen once as bin size is at least half of the particles (or half +1)
break;
}
binIndices[binParticleCount++] = pidx;
}
binIndices[binParticleCount++] = pidx;
}
}
pidx++;
@@ -1622,7 +1645,7 @@ void ParticleSystem1D::handleCollisions() {
}
// handle a collision if close proximity is detected, i.e. dx and/or dy smaller than 2*PS_P_RADIUS
// takes two pointers to the particles to collide and the particle hardness (softer means more energy lost in collision, 255 means full hard)
__attribute__((optimize("O2"))) void ParticleSystem1D::collideParticles(PSparticle1D &particle1, const PSparticleFlags1D &particle1flags, PSparticle1D &particle2, const PSparticleFlags1D &particle2flags, const int32_t dx, const uint32_t dx_abs, const int32_t collisiondistance) {
__attribute__((optimize("O2"))) void ParticleSystem1D::collideParticles(PSparticle1D &particle1, const PSparticleFlags1D &particle1flags, PSparticle1D &particle2, const PSparticleFlags1D &particle2flags, const int32_t dx, const uint32_t dx_abs, const uint32_t collisiondistance) {
int32_t dv = particle2.vx - particle1.vx;
int32_t dotProduct = (dx * dv); // is always negative if moving towards each other
@@ -1710,11 +1733,15 @@ void ParticleSystem1D::updatePSpointers(bool isadvanced) {
particleFlags = reinterpret_cast<PSparticleFlags1D *>(this + 1); // pointer to particle flags
particles = reinterpret_cast<PSparticle1D *>(particleFlags + numParticles); // pointer to particles
sources = reinterpret_cast<PSsource1D *>(particles + numParticles); // pointer to source(s)
#ifdef ESP8266 // no local buffer on ESP8266
PSdataEnd = reinterpret_cast<uint8_t *>(sources + numSources);
#else
framebuffer = reinterpret_cast<CRGB *>(sources + numSources); // pointer to framebuffer
// align pointer after framebuffer to 4bytes
uintptr_t p = reinterpret_cast<uintptr_t>(framebuffer + (maxXpixel+1));
p = (p + 3) & ~0x03; // align to 4-byte boundary
PSdataEnd = reinterpret_cast<uint8_t *>(p); // pointer to first available byte after the PS for FX additional data
#endif
if (isadvanced) {
advPartProps = reinterpret_cast<PSadvancedParticle1D *>(PSdataEnd);
PSdataEnd = reinterpret_cast<uint8_t *>(advPartProps + numParticles);
@@ -1770,7 +1797,9 @@ bool allocateParticleSystemMemory1D(const uint32_t numparticles, const uint32_t
requiredmemory += sizeof(PSparticleFlags1D) * numparticles;
requiredmemory += sizeof(PSparticle1D) * numparticles;
requiredmemory += sizeof(PSsource1D) * numsources;
#ifndef ESP8266 // no local buffer on ESP8266
requiredmemory += sizeof(CRGB) * SEGMENT.virtualLength();
#endif
requiredmemory += additionalbytes + 3; // add 3 to ensure room for stuffing bytes to make it 4 byte aligned
if (isadvanced)
requiredmemory += sizeof(PSadvancedParticle1D) * numparticles;