Rename usermod_fastled to usermod_animartrix and add in _m
This commit is contained in:
649
usermods/usermod_v2_animartrix/usermod_v2_animartrix.h
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649
usermods/usermod_v2_animartrix/usermod_v2_animartrix.h
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#pragma once
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#include "wled.h"
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#warning WLEDMM usermod: CC BY-NC 3.0 licensed effects by Stefan Petrick, include this usermod only if you accept the terms!
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//========================================================================================================================
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//========================================================================================================================
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//========================================================================================================================
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// Polar basics demo for the
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// FastLED Podcast #2
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// https://www.youtube.com/watch?v=KKjFRZFBUrQ
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//
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// VO.1 preview version
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// by Stefan Petrick 2023
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// This code is licenced under a
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// Creative Commons Attribution
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// License CC BY-NC 3.0
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//based on: https://gist.github.com/StefanPetrick/9c091d9a28a902af5a7b540e40442c64
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class StefanPetrickCore {
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private:
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public:
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float runtime; // elapse ms since startup
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float newdist, newangle; // parameters for image reconstruction
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float z; // 3rd dimension for the 3d noise function
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float offset_x, offset_y; // wanna shift the cartesians during runtime?
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float scale_x, scale_y; // cartesian scaling in 2 dimensions
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float dist, angle; // the actual polar coordinates
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int x, y; // the cartesian coordiantes
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int num_x;// = WIDTH; // horizontal pixel count
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int num_y;// = HEIGHT; // vertical pixel count
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float center_x;// = (num_x / 2) - 0.5; // the reference point for polar coordinates
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float center_y;// = (num_y / 2) - 0.5; // (can also be outside of the actual xy matrix)
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//float center_x = 20; // the reference point for polar coordinates
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//float center_y = 20;
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//WLEDMM: assign 32x32 fixed for the time being
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float theta [60] [32]; // look-up table for all angles WLEDMM: 60x32 to support WLED Effects ledmaps
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float distance[60] [32]; // look-up table for all distances
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// std::vector<std::vector<float>> theta; // look-up table for all angles
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// std::vector<std::vector<float>> distance; // look-up table for all distances
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// std::vector<std::vector<float>> vignette;
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// std::vector<std::vector<float>> inverse_vignette;
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float spd; // can be used for animation speed manipulation during runtime
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float show1, show2, show3, show4, show5; // to save the rendered values of all animation layers
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float red, green, blue; // for the final RGB results after the colormapping
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float c, d, e, f; // factors for oscillators
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float linear_c, linear_d, linear_e, linear_f; // linear offsets
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float angle_c, angle_d, angle_e, angle_f; // angle offsets
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float noise_angle_c, noise_angle_d, noise_angle_e, noise_angle_f; // angles based on linear noise travel
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float dir_c, dir_d, dir_e, dir_f; // direction multiplicators
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StefanPetrickCore() {
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USER_PRINTLN("StefanPetrickCore constructor");
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}
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~StefanPetrickCore() {
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USER_PRINTLN("StefanPetrickCore destructor");
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}
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void init() {
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num_x = SEGMENT.virtualWidth(); // horizontal pixel count
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num_y = SEGMENT.virtualHeight(); // vertical pixel count
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center_x = (num_x / 2) - 0.5; // the reference point for polar coordinates
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center_y = (num_y / 2) - 0.5; // (can also be outside of the actual xy matrix)
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//allocate memory for the 2D arrays
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// theta.resize(num_x, std::vector<float>(num_y, 0));
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// distance.resize(num_x, std::vector<float>(num_y, 0));
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// vignette.resize(num_x, std::vector<float>(num_y, 0));
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// inverse_vignette.resize(num_x, std::vector<float>(num_y, 0));
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render_polar_lookup_table(); // precalculate all polar coordinates
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// to improve the framerate
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}
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void calculate_oscillators() {
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runtime = millis(); // save elapsed ms since start up
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runtime = runtime * spd; // global anaimation speed
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linear_c = runtime * c; // some linear rising offsets 0 to max
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linear_d = runtime * d;
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linear_e = runtime * e;
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linear_f = runtime * f;
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angle_c = fmodf(linear_c, 2 * PI); // some cyclic angle offsets 0 to 2*PI
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angle_d = fmodf(linear_d, 2 * PI);
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angle_e = fmodf(linear_e, 2 * PI);
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angle_f = fmodf(linear_f, 2 * PI);
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dir_c = sinf(angle_c); // some direction oscillators -1 to 1
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dir_d = sinf(angle_d);
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dir_e = sinf(angle_e);
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dir_f = sinf(angle_f);
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}
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// given a static polar origin we can precalculate
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// all the (expensive) polar coordinates
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void render_polar_lookup_table() {
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for (int xx = 0; xx < num_x; xx++) {
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for (int yy = 0; yy < num_y; yy++) {
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float dx = xx - center_x;
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float dy = yy - center_y;
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distance[xx] [yy] = hypotf(dx, dy);
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theta[xx] [yy] = atan2f(dy, dx);
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}
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}
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}
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// float mapping maintaining 32 bit precision
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// we keep values with high resolution for potential later usage
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float map_float(float x, float in_min, float in_max, float out_min, float out_max) {
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float result = (x-in_min) * (out_max-out_min) / (in_max-in_min) + out_min;
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if (result < out_min) result = out_min;
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if( result > out_max) result = out_max;
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return result;
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}
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// Avoid any possible color flicker by forcing the raw RGB values to be 0-255.
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// This enables to play freely with random equations for the colormapping
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// without causing flicker by accidentally missing the valid target range.
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void rgb_sanity_check() {
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// rescue data if possible: when negative return absolute value
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if (red < 0) red = abs(red);
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if (green < 0) green = abs(green);
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if (blue < 0) blue = abs(blue);
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// discard everything above the valid 0-255 range
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if (red > 255) red = 255;
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if (green > 255) green = 255;
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if (blue > 255) blue = 255;
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}
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void write_pixel_to_framebuffer() {
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// the final color values shall not exceed 255 (to avoid flickering pixels caused by >255 = black...)
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// negative values * -1
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rgb_sanity_check();
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CRGB finalcolor = CRGB(red, green, blue);
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// write the rendered pixel into the framebutter
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SEGMENT.setPixelColorXY(x,y,finalcolor);
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}
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// Show the current framerate & rendered pixels per second in the serial monitor.
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void report_performance() {
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int fps = FastLED.getFPS(); // frames per second
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int kpps = (fps * SEGMENT.virtualLength()) / 1000; // kilopixel per second
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USER_PRINT(kpps); USER_PRINT(" kpps ... ");
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USER_PRINT(fps); USER_PRINT(" fps @ ");
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USER_PRINT(SEGMENT.virtualLength()); USER_PRINTLN(" LEDs ");
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}
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};
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class PolarBasics:public StefanPetrickCore {
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private:
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public:
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// Background for setting the following 2 numbers: the FastLED inoise16() function returns
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// raw values ranging from 0-65535. In order to improve contrast we filter this output and
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// stretch the remains. In histogram (photography) terms this means setting a blackpoint and
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// a whitepoint. low_limit MUST be smaller than high_limit.
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uint16_t low_limit = 30000; // everything lower drawns in black
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// higher numer = more black & more contrast present
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uint16_t high_limit = 50000; // everything higher gets maximum brightness & bleeds out
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// lower number = the result will be more bright & shiny
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// float vignette[60] [32];
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// float inverse_vignette[60] [32];
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PolarBasics() {
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USER_PRINTLN("constructor");
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}
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~PolarBasics() {
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USER_PRINTLN("destructor");
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}
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void speedratiosAndOscillators() {
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// set speedratios for the offsets & oscillators
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spd = 0.05 ;
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c = 0.013 ;
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d = 0.017 ;
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e = 0.2 ;
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f = 0.007 ;
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low_limit = 30000;
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high_limit = 50000;
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calculate_oscillators(); // get linear offsets and oscillators going
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}
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void forLoop() {
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// ...and now let's generate a frame
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for (x = 0; x < num_x; x++) {
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for (y = 0; y < num_y; y++) {
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// pick polar coordinates from look the up table
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dist = distance [x] [y];
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angle = theta [y] [x];
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// Generation of one layer. Explore the parameters and what they do.
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scale_x = 10000; // smaller value = zoom in, bigger structures, less detail
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scale_y = 10000; // higher = zoom out, more pixelated, more detail
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z = linear_c * SEGMENT.custom3; // must be >= 0
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newangle = 5*SEGMENT.intensity/255 * angle + angle_c - 3 * SEGMENT.speed/255 * (dist/10*dir_c);
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newdist = dist;
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offset_x = SEGMENT.custom1; // must be >=0
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offset_y = SEGMENT.custom2; // must be >=0
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show1 = render_pixel();
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// newangle = 5*SEGMENT.intensity/255 * angle + angle_d - 3 * SEGMENT.speed/255 * (dist/10*dir_d);
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// z = linear_d * SEGMENT.custom3; // must be >= 0
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// show2 = render_pixel();
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// newangle = 5*SEGMENT.intensity/255 * angle + angle_e - 3 * SEGMENT.speed/255 * (dist/10*dir_e);
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// z = linear_e * SEGMENT.custom3; // must be >= 0
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// show3 = render_pixel();
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// Colormapping - Assign rendered values to colors
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red = show1;
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green = show2;
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blue = show3;
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// Check the final results.
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// Discard faulty RGB values & write the valid results into the framebuffer.
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write_pixel_to_framebuffer();
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}
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}
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}
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void calculate_oscillators() {
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StefanPetrickCore::calculate_oscillators();
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uint16_t noi;
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noi = inoise16(10000 + linear_c * 100000); // some noise controlled angular offsets
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noise_angle_c = map_float(noi, 0, 65535 , 0, 4*PI);
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noi = inoise16(20000 + linear_d * 100000);
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noise_angle_d = map_float(noi, 0, 65535 , 0, 4*PI);
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noi = inoise16(30000 + linear_e * 100000);
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noise_angle_e = map_float(noi, 0, 65535 , 0, 4*PI);
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noi = inoise16(40000 + linear_f * 100000);
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noise_angle_f = map_float(noi, 0, 65535 , 0, 4*PI);
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}
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// convert polar coordinates back to cartesian
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// & render noise value there
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float render_pixel() {
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// convert polar coordinates back to cartesian ones
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float newx = (offset_x + center_x - (cosf(newangle) * newdist)) * scale_x;
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float newy = (offset_y + center_y - (sinf(newangle) * newdist)) * scale_y;
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// render noisevalue at this new cartesian point
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uint16_t raw_noise_field_value = inoise16(newx, newy, z);
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// a lot is happening here, namely
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// A) enhance histogram (improve contrast) by setting the black and white point
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// B) scale the result to a 0-255 range
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// it's the contrast boosting & the "colormapping" (technically brightness mapping)
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if (raw_noise_field_value < low_limit) raw_noise_field_value = low_limit;
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if (raw_noise_field_value > high_limit) raw_noise_field_value = high_limit;
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float scaled_noise_value = map_float(raw_noise_field_value, low_limit, high_limit, 0, 255);
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return scaled_noise_value;
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// done, we've just rendered one color value for one single pixel
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}
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// // precalculate a radial brightness mask
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// void render_vignette_table(float filter_radius) {
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// for (int xx = 0; xx < num_x; xx++) {
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// for (int yy = 0; yy < num_y; yy++) {
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// vignette[xx] [yy] = (filter_radius - distance[xx] [yy]) / filter_radius;
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// if (vignette[xx] [yy] < 0) vignette[xx] [yy] = 0;
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// }
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// }
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// }
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};
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/*
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Ken Perlins improved noise - http://mrl.nyu.edu/~perlin/noise/
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C-port: http://www.fundza.com/c4serious/noise/perlin/perlin.html
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by Malcolm Kesson; arduino port by Peter Chiochetti, Sep 2007 :
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- make permutation constant byte, obsoletes init(), lookup % 256
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*/
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static const byte p[] = { 151,160,137,91,90, 15,131, 13,201,95,96,
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53,194,233, 7,225,140,36,103,30,69,142, 8,99,37,240,21,10,23,190, 6,
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148,247,120,234,75, 0,26,197,62,94,252,219,203,117, 35,11,32,57,177,
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33,88,237,149,56,87,174,20,125,136,171,168,68,175,74,165,71,134,139,
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48,27,166, 77,146,158,231,83,111,229,122, 60,211,133,230,220,105,92,
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41,55,46,245,40,244,102,143,54,65,25,63,161, 1,216,80,73,209,76,132,
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187,208, 89, 18,169,200,196,135,130,116,188,159, 86,164,100,109,198,
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173,186, 3,64,52,217,226,250,124,123,5,202,38,147,118,126,255,82,85,
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212,207,206, 59,227, 47,16,58,17,182,189, 28,42,223,183,170,213,119,
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248,152,2,44,154,163,70,221,153,101,155,167,43,172, 9,129,22,39,253,
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19,98,108,110,79,113,224,232,178,185,112,104,218,246, 97,228,251,34,
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242,193,238,210,144,12,191,179,162,241,81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,
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150,254,138,236,205, 93,222,114, 67,29,24, 72,243,141,128,195,78,66,
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215,61,156,180
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};
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// Circular Blobs
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//
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// VO.2 preview version
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// by Stefan Petrick 2023
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// This code is licenced under a
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// Creative Commons Attribution
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// License CC BY-NC 3.0
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//
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// In order to run this on your own setup you might want to check and change
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// line 22 & 23 according to your matrix size and
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// line 75 to suit your LED interface type.
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//
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// In case you want to run this code on a different LED driver library
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// (like SmartMatrix, OctoWS2812, ESP32 16x parallel output) you will need to change
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// line 52 to your own framebuffer and line 276+279 to your own setcolor function.
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// In line 154 the framebuffer gets pushed to the LEDs.
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// The whole report_performance function you can just comment out. It gets called
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// in line 157.
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//
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// With this adaptions it should be easy to use this code with
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// any given LED driver & interface you might prefer.
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//based on https://gist.github.com/StefanPetrick/35ffd8467df22a77067545cfb889aa4f
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//and Fastled podcast nr 3: https://www.youtube.com/watch?v=3tfjP7GJnZo
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class CircularBlobs:public StefanPetrickCore {
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private:
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float fade(float t){ return t * t * t * (t * (t * 6 - 15) + 10); }
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float lerp(float t, float a, float b){ return a + t * (b - a); }
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float grad(int hash, float x, float y, float z)
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{
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int h = hash & 15; /* CONVERT LO 4 BITS OF HASH CODE */
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float u = h < 8 ? x : y, /* INTO 12 GRADIENT DIRECTIONS. */
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v = h < 4 ? y : h==12||h==14 ? x : z;
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return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
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}
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#define P(x) p[(x) & 255]
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float pnoise(float x, float y, float z) {
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int X = (int)floorf(x) & 255, /* FIND UNIT CUBE THAT */
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Y = (int)floorf(y) & 255, /* CONTAINS POINT. */
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Z = (int)floorf(z) & 255;
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x -= floorf(x); /* FIND RELATIVE X,Y,Z */
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y -= floorf(y); /* OF POINT IN CUBE. */
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z -= floorf(z);
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float u = fade(x), /* COMPUTE FADE CURVES */
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v = fade(y), /* FOR EACH OF X,Y,Z. */
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w = fade(z);
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int A = P(X)+Y,
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AA = P(A)+Z,
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AB = P(A+1)+Z, /* HASH COORDINATES OF */
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B = P(X+1)+Y,
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BA = P(B)+Z,
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BB = P(B+1)+Z; /* THE 8 CUBE CORNERS, */
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return lerp(w,lerp(v,lerp(u, grad(P(AA ), x, y, z), /* AND ADD */
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grad(P(BA ), x-1, y, z)), /* BLENDED */
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lerp(u, grad(P(AB ), x, y-1, z), /* RESULTS */
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grad(P(BB ), x-1, y-1, z))), /* FROM 8 */
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lerp(v, lerp(u, grad(P(AA+1), x, y, z-1), /* CORNERS */
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grad(P(BA+1), x-1, y, z-1)), /* OF CUBE */
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lerp(u, grad(P(AB+1), x, y-1, z-1),
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grad(P(BB+1), x-1, y-1, z-1))));
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}
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||||
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||||
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public:
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||||
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||||
// Background for setting the following 2 numbers: the pnoise() function returns
|
||||
// raw values ranging from -1 to +1. In order to improve contrast we filter this output and
|
||||
// stretch the remains. In histogram (photography) terms this means setting a blackpoint and
|
||||
// a whitepoint. low_limit MUST be smaller than high_limit.
|
||||
float low_limit = 0; // everything lower drawns in black
|
||||
// higher numer = more black & more contrast present
|
||||
float high_limit = 0.5; // everything higher gets maximum brightness & bleeds out
|
||||
// lower number = the result will be more bright & shiny
|
||||
float offset_z; // wanna shift the cartesians during runtime?
|
||||
float scale_z; // cartesian scaling in 3 dimensions
|
||||
|
||||
void speedratiosAndOscillators() {
|
||||
|
||||
// set speedratios for the offsets & oscillators
|
||||
|
||||
spd = 0.001 ; // higher = faster
|
||||
c = 0.05 ;
|
||||
d = 0.07 ;
|
||||
e = 0.09 ;
|
||||
f = 0.01 ;
|
||||
|
||||
low_limit = 0;
|
||||
high_limit = 0.5;
|
||||
|
||||
calculate_oscillators(); // get linear offsets and oscillators going
|
||||
}
|
||||
|
||||
void forLoop() {
|
||||
// ...and now let's generate a frame
|
||||
|
||||
for (x = 0; x < num_x; x++) {
|
||||
for (y = 0; y < num_y; y++) {
|
||||
|
||||
dist = distance[x][y]; // pick precalculated polar data
|
||||
angle = theta[x][y];
|
||||
|
||||
// define first animation layer
|
||||
scale_x = 0.11; // smaller value = zoom in
|
||||
scale_y = 0.1; // higher = zoom out
|
||||
scale_z = 0.1;
|
||||
|
||||
newangle = angle + 5*SEGMENT.speed/255 * noise_angle_c + 5*SEGMENT.speed/255 * noise_angle_f;
|
||||
newdist = 5*SEGMENT.intensity/255 * dist;
|
||||
offset_z = linear_c * 100;
|
||||
z = -5 * sqrtf(dist) ;
|
||||
show1 = render_pixel_faster();
|
||||
|
||||
// repeat for the 2nd layer, every parameter you don't change stays as it was set
|
||||
// in the previous layer.
|
||||
|
||||
offset_z = linear_d * 100;
|
||||
newangle = angle + 5*SEGMENT.speed/255 * noise_angle_d + 5*SEGMENT.speed/255 * noise_angle_f;
|
||||
show2 = render_pixel_faster();
|
||||
|
||||
// 3d layer
|
||||
|
||||
offset_z = linear_e*100;
|
||||
newangle = angle + 5*SEGMENT.speed/255 * noise_angle_e + 5*SEGMENT.speed/255 * noise_angle_f;
|
||||
show3 = render_pixel_faster();
|
||||
|
||||
// create some interference between the layers
|
||||
|
||||
show3 = show3-show2-show1;
|
||||
if (show3 < 0) show3 = 0;
|
||||
|
||||
// Colormapping - Assign rendered values to colors
|
||||
|
||||
red = show1-show2/2;
|
||||
if (red < 0) red=0;
|
||||
green = (show1-show2)/2;
|
||||
if (green < 0) green=0;
|
||||
blue = show3-show1/2;
|
||||
if (blue < 0) blue=0;
|
||||
|
||||
// Check the final results and store them.
|
||||
// Discard faulty RGB values & write the remaining valid results into the framebuffer.
|
||||
|
||||
write_pixel_to_framebuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void calculate_oscillators() {
|
||||
|
||||
StefanPetrickCore::calculate_oscillators();
|
||||
|
||||
float n;
|
||||
|
||||
n = 1 + pnoise(linear_c , 10, 10); // some noise controlled angular offsets 0 to PI
|
||||
noise_angle_c = n * PI;
|
||||
n = 1 + pnoise(linear_d , 20, 20);
|
||||
noise_angle_d = n * PI;
|
||||
n = 1 + pnoise(linear_e , 30, 30);
|
||||
noise_angle_e = n * PI;
|
||||
n = 1 + pnoise(linear_f , 40, 40);
|
||||
noise_angle_f = n * PI;
|
||||
}
|
||||
|
||||
// Convert the polar 2 coordinates back to cartesian ones & also apply all 3d transitions.
|
||||
// Calculate the noise value at this point after the 5 dimensional manipulation of
|
||||
// the underlaying coordinates.
|
||||
//
|
||||
// Now I use a 32 bit float noise function which is more precise AND also more FPU friendly.
|
||||
// This results in a better render qualitiy in edgecases AND also in a 15% better performance.
|
||||
// Hurray!
|
||||
|
||||
float render_pixel_faster() {
|
||||
|
||||
// convert polar coordinates back to cartesian ones
|
||||
|
||||
float newx = (offset_x + center_x - (cosf(newangle) * newdist)) * scale_x;
|
||||
float newy = (offset_y + center_y - (sinf(newangle) * newdist)) * scale_y;
|
||||
float newz = (offset_z + z) * scale_z;
|
||||
|
||||
// render noisevalue at this new cartesian point
|
||||
|
||||
float raw_noise_field_value = pnoise(newx, newy, newz);
|
||||
|
||||
|
||||
// a lot is happening here, namely
|
||||
// A) enhance histogram (improve contrast) by setting the black and white point
|
||||
// B) scale the result to a 0-255 range
|
||||
// it's the contrast boosting & the "colormapping" (technically brightness mapping)
|
||||
|
||||
if (raw_noise_field_value < low_limit) raw_noise_field_value = low_limit;
|
||||
if (raw_noise_field_value > high_limit) raw_noise_field_value = high_limit;
|
||||
|
||||
float scaled_noise_value = map_float(raw_noise_field_value, low_limit, high_limit, 0, 255);
|
||||
|
||||
return scaled_noise_value;
|
||||
|
||||
// done, we've just rendered one color value for one single pixel
|
||||
}
|
||||
};
|
||||
|
||||
//effect functions
|
||||
uint16_t mode_PolarBasics(void) {
|
||||
|
||||
PolarBasics* spe;
|
||||
|
||||
|
||||
if(!SEGENV.allocateData(sizeof(PolarBasics))) {SEGMENT.fill(SEGCOLOR(0)); return 350;} //mode_static(); //allocation failed
|
||||
|
||||
spe = reinterpret_cast<PolarBasics*>(SEGENV.data);
|
||||
|
||||
//first time init
|
||||
if (SEGENV.call == 0) {
|
||||
|
||||
USER_PRINTF("mode_PolarBasics %d\n", sizeof(PolarBasics));
|
||||
// if (SEGENV.call == 0) SEGMENT.setUpLeds();
|
||||
|
||||
spe->init();
|
||||
|
||||
// spe->render_vignette_table(9.5); // the number is the desired radius in pixel
|
||||
// WIDTH/2 generates a circle
|
||||
}
|
||||
|
||||
spe->speedratiosAndOscillators();
|
||||
|
||||
spe->forLoop();
|
||||
|
||||
// FastLED.show();
|
||||
|
||||
// EVERY_N_MILLIS(500) spe->report_performance();
|
||||
|
||||
return FRAMETIME;
|
||||
}
|
||||
static const char _data_FX_mode_PolarBasics[] PROGMEM = "💡Polar Basics ☾@AngleDist,AngleMult;;!;2;sx=0,ix=51,c1=0,c2=0,c3=0";
|
||||
|
||||
|
||||
uint16_t mode_CircularBlobs(void) {
|
||||
CircularBlobs* spe;
|
||||
|
||||
|
||||
if(!SEGENV.allocateData(sizeof(CircularBlobs))) {SEGMENT.fill(SEGCOLOR(0)); return 350;} //mode_static(); //allocation failed
|
||||
|
||||
spe = reinterpret_cast<CircularBlobs*>(SEGENV.data);
|
||||
|
||||
//first time init
|
||||
if (SEGENV.call == 0) {
|
||||
|
||||
USER_PRINTF("mode_CircularBlobs %d\n", sizeof(CircularBlobs));
|
||||
// if (SEGENV.call == 0) SEGMENT.setUpLeds();
|
||||
|
||||
spe->init();
|
||||
|
||||
}
|
||||
|
||||
spe->speedratiosAndOscillators();
|
||||
|
||||
spe->forLoop();
|
||||
|
||||
// FastLED.show();
|
||||
|
||||
// EVERY_N_MILLIS(500) spe->report_performance();
|
||||
|
||||
return FRAMETIME;
|
||||
}
|
||||
static const char _data_FX_mode_CircularBlobs[] PROGMEM = "💡CircularBlobs ☾@AngleDist,AngleMult;;!;2;sx=51,ix=51,c1=0,c2=0,c3=0";
|
||||
|
||||
|
||||
class AnimartrixUsermod : public Usermod {
|
||||
|
||||
public:
|
||||
|
||||
AnimartrixUsermod(const char *name, bool enabled):Usermod(name, enabled) {} //WLEDMM
|
||||
|
||||
void setup() {
|
||||
strip.addEffect(255, &mode_PolarBasics, _data_FX_mode_PolarBasics);
|
||||
strip.addEffect(255, &mode_CircularBlobs, _data_FX_mode_CircularBlobs);
|
||||
|
||||
initDone = true;
|
||||
}
|
||||
|
||||
void loop() {
|
||||
if (!enabled || strip.isUpdating()) return;
|
||||
|
||||
// do your magic here
|
||||
if (millis() - lastTime > 1000) {
|
||||
//USER_PRINTLN("I'm alive!");
|
||||
lastTime = millis();
|
||||
}
|
||||
}
|
||||
|
||||
uint16_t getId()
|
||||
{
|
||||
return USERMOD_ID_ANIMARTRIX;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user