diff --git a/wled00/fcn_declare.h b/wled00/fcn_declare.h index aa47e5ac..0dd753ca 100644 --- a/wled00/fcn_declare.h +++ b/wled00/fcn_declare.h @@ -395,6 +395,15 @@ void userConnected(); void userLoop(); //util.cpp +#ifdef ESP8266 +#define HW_RND_REGISTER RANDOM_REG32 +#else // ESP32 family +#include "soc/wdev_reg.h" +#define HW_RND_REGISTER REG_READ(WDEV_RND_REG) +#endif +#define inoise8 perlin8 // fastled legacy alias +#define inoise16 perlin16 // fastled legacy alias +#define hex2int(a) (((a)>='0' && (a)<='9') ? (a)-'0' : ((a)>='A' && (a)<='F') ? (a)-'A'+10 : ((a)>='a' && (a)<='f') ? (a)-'a'+10 : 0) int getNumVal(const String* req, uint16_t pos); void parseNumber(const char* str, byte* val, byte minv=0, byte maxv=255); bool getVal(JsonVariant elem, byte* val, byte minv=0, byte maxv=255); @@ -424,6 +433,16 @@ um_data_t* simulateSound(uint8_t simulationId); uint8_t get_random_wheel_index(uint8_t pos); CRGB getCRGBForBand(int x, uint8_t *fftResult, int pal); //WLEDMM netmindz ar palette char *cleanUpName(char *in); // to clean up a name that was read from file +uint32_t hashInt(uint32_t s); +int32_t perlin1D_raw(uint32_t x, bool is16bit = false); +int32_t perlin2D_raw(uint32_t x, uint32_t y, bool is16bit = false); +int32_t perlin3D_raw(uint32_t x, uint32_t y, uint32_t z, bool is16bit = false); +uint16_t perlin16(uint32_t x); +uint16_t perlin16(uint32_t x, uint32_t y); +uint16_t perlin16(uint32_t x, uint32_t y, uint32_t z); +uint8_t perlin8(uint16_t x); +uint8_t perlin8(uint16_t x, uint16_t y); +uint8_t perlin8(uint16_t x, uint16_t y, uint16_t z); // fast (true) random numbers using hardware RNG, all functions return values in the range lowerlimit to upperlimit-1 // note: for true random numbers with high entropy, do not call faster than every 200ns (5MHz) diff --git a/wled00/util.cpp b/wled00/util.cpp index e92c4a3f..91ddf957 100644 --- a/wled00/util.cpp +++ b/wled00/util.cpp @@ -566,12 +566,12 @@ um_data_t* simulateSound(uint8_t simulationId) break; case UMS_10_13: for (int i = 0; i<16; i++) - fftResult[i] = inoise8(beatsin8_t(90 / (i+1), 0, 200)*15 + (ms>>10), ms>>3); + fftResult[i] = perlin8(beatsin8_t(90 / (i+1), 0, 200)*15 + (ms>>10), ms>>3); volumeSmth = fftResult[8]; break; case UMS_14_3: for (int i = 0; i<16; i++) - fftResult[i] = inoise8(beatsin8_t(120 / (i+1), 10, 30)*10 + (ms>>14), ms>>3); + fftResult[i] = perlin8(beatsin8_t(120 / (i+1), 10, 30)*10 + (ms>>14), ms>>3); volumeSmth = fftResult[8]; break; } @@ -773,3 +773,178 @@ String getDeviceId() { return cachedDeviceId; } + +/* + * Fixed point integer based Perlin noise functions by @dedehai + * Note: optimized for speed and to mimic fastled inoise functions, not for accuracy or best randomness + */ +#define PERLIN_SHIFT 1 + +// calculate gradient for corner from hash value +static inline __attribute__((always_inline)) int32_t hashToGradient(uint32_t h) { + // using more steps yields more "detailed" perlin noise but looks less like the original fastled version (adjust PERLIN_SHIFT to compensate, also changes range and needs proper adustment) + // return (h & 0xFF) - 128; // use PERLIN_SHIFT 7 + // return (h & 0x0F) - 8; // use PERLIN_SHIFT 3 + // return (h & 0x07) - 4; // use PERLIN_SHIFT 2 + return (h & 0x03) - 2; // use PERLIN_SHIFT 1 -> closest to original fastled version +} + +// Gradient functions for 1D, 2D and 3D Perlin noise note: forcing inline produces smaller code and makes it 3x faster! +static inline __attribute__((always_inline)) int32_t gradient1D(uint32_t x0, int32_t dx) { + uint32_t h = x0 * 0x27D4EB2D; + h ^= h >> 15; + h *= 0x92C3412B; + h ^= h >> 13; + h ^= h >> 7; + return (hashToGradient(h) * dx) >> PERLIN_SHIFT; +} + +static inline __attribute__((always_inline)) int32_t gradient2D(uint32_t x0, int32_t dx, uint32_t y0, int32_t dy) { + uint32_t h = (x0 * 0x27D4EB2D) ^ (y0 * 0xB5297A4D); + h ^= h >> 15; + h *= 0x92C3412B; + h ^= h >> 13; + return (hashToGradient(h) * dx + hashToGradient(h>>PERLIN_SHIFT) * dy) >> (1 + PERLIN_SHIFT); +} + +static inline __attribute__((always_inline)) int32_t gradient3D(uint32_t x0, int32_t dx, uint32_t y0, int32_t dy, uint32_t z0, int32_t dz) { + // fast and good entropy hash from corner coordinates + uint32_t h = (x0 * 0x27D4EB2D) ^ (y0 * 0xB5297A4D) ^ (z0 * 0x1B56C4E9); + h ^= h >> 15; + h *= 0x92C3412B; + h ^= h >> 13; + return ((hashToGradient(h) * dx + hashToGradient(h>>(1+PERLIN_SHIFT)) * dy + hashToGradient(h>>(1 + 2*PERLIN_SHIFT)) * dz) * 85) >> (8 + PERLIN_SHIFT); // scale to 16bit, x*85 >> 8 = x/3 +} + +// fast cubic smoothstep: t*(3 - 2t²), optimized for fixed point, scaled to avoid overflows +static uint32_t smoothstep(const uint32_t t) { + uint32_t t_squared = (t * t) >> 16; + uint32_t factor = (3 << 16) - ((t << 1)); + return (t_squared * factor) >> 18; // scale to avoid overflows and give best resolution +} + +// simple linear interpolation for fixed-point values, scaled for perlin noise use +static inline int32_t lerpPerlin(int32_t a, int32_t b, int32_t t) { + return a + (((b - a) * t) >> 14); // match scaling with smoothstep to yield 16.16bit values +} + +// 1D Perlin noise function that returns a value in range of -24691 to 24689 +int32_t perlin1D_raw(uint32_t x, bool is16bit) { + // integer and fractional part coordinates + int32_t x0 = x >> 16; + int32_t x1 = x0 + 1; + if(is16bit) x1 = x1 & 0xFF; // wrap back to zero at 0xFF instead of 0xFFFF + + int32_t dx0 = x & 0xFFFF; + int32_t dx1 = dx0 - 0x10000; + // gradient values for the two corners + int32_t g0 = gradient1D(x0, dx0); + int32_t g1 = gradient1D(x1, dx1); + // interpolate and smooth function + int32_t tx = smoothstep(dx0); + int32_t noise = lerpPerlin(g0, g1, tx); + return noise; +} + +// 2D Perlin noise function that returns a value in range of -20633 to 20629 +int32_t perlin2D_raw(uint32_t x, uint32_t y, bool is16bit) { + int32_t x0 = x >> 16; + int32_t y0 = y >> 16; + int32_t x1 = x0 + 1; + int32_t y1 = y0 + 1; + + if(is16bit) { + x1 = x1 & 0xFF; // wrap back to zero at 0xFF instead of 0xFFFF + y1 = y1 & 0xFF; + } + + int32_t dx0 = x & 0xFFFF; + int32_t dy0 = y & 0xFFFF; + int32_t dx1 = dx0 - 0x10000; + int32_t dy1 = dy0 - 0x10000; + + int32_t g00 = gradient2D(x0, dx0, y0, dy0); + int32_t g10 = gradient2D(x1, dx1, y0, dy0); + int32_t g01 = gradient2D(x0, dx0, y1, dy1); + int32_t g11 = gradient2D(x1, dx1, y1, dy1); + + uint32_t tx = smoothstep(dx0); + uint32_t ty = smoothstep(dy0); + + int32_t nx0 = lerpPerlin(g00, g10, tx); + int32_t nx1 = lerpPerlin(g01, g11, tx); + + int32_t noise = lerpPerlin(nx0, nx1, ty); + return noise; +} + +// 3D Perlin noise function that returns a value in range of -16788 to 16381 +int32_t perlin3D_raw(uint32_t x, uint32_t y, uint32_t z, bool is16bit) { + int32_t x0 = x >> 16; + int32_t y0 = y >> 16; + int32_t z0 = z >> 16; + int32_t x1 = x0 + 1; + int32_t y1 = y0 + 1; + int32_t z1 = z0 + 1; + + if(is16bit) { + x1 = x1 & 0xFF; // wrap back to zero at 0xFF instead of 0xFFFF + y1 = y1 & 0xFF; + z1 = z1 & 0xFF; + } + + int32_t dx0 = x & 0xFFFF; + int32_t dy0 = y & 0xFFFF; + int32_t dz0 = z & 0xFFFF; + int32_t dx1 = dx0 - 0x10000; + int32_t dy1 = dy0 - 0x10000; + int32_t dz1 = dz0 - 0x10000; + + int32_t g000 = gradient3D(x0, dx0, y0, dy0, z0, dz0); + int32_t g001 = gradient3D(x0, dx0, y0, dy0, z1, dz1); + int32_t g010 = gradient3D(x0, dx0, y1, dy1, z0, dz0); + int32_t g011 = gradient3D(x0, dx0, y1, dy1, z1, dz1); + int32_t g100 = gradient3D(x1, dx1, y0, dy0, z0, dz0); + int32_t g101 = gradient3D(x1, dx1, y0, dy0, z1, dz1); + int32_t g110 = gradient3D(x1, dx1, y1, dy1, z0, dz0); + int32_t g111 = gradient3D(x1, dx1, y1, dy1, z1, dz1); + + uint32_t tx = smoothstep(dx0); + uint32_t ty = smoothstep(dy0); + uint32_t tz = smoothstep(dz0); + + int32_t nx0 = lerpPerlin(g000, g100, tx); + int32_t nx1 = lerpPerlin(g010, g110, tx); + int32_t nx2 = lerpPerlin(g001, g101, tx); + int32_t nx3 = lerpPerlin(g011, g111, tx); + int32_t ny0 = lerpPerlin(nx0, nx1, ty); + int32_t ny1 = lerpPerlin(nx2, nx3, ty); + + int32_t noise = lerpPerlin(ny0, ny1, tz); + return noise; +} + +// scaling functions for fastled replacement +uint16_t perlin16(uint32_t x) { + return ((perlin1D_raw(x) * 1159) >> 10) + 32803; //scale to 16bit and offset (fastled range: about 4838 to 60766) +} + +uint16_t perlin16(uint32_t x, uint32_t y) { + return ((perlin2D_raw(x, y) * 1537) >> 10) + 32725; //scale to 16bit and offset (fastled range: about 1748 to 63697) +} + +uint16_t perlin16(uint32_t x, uint32_t y, uint32_t z) { + return ((perlin3D_raw(x, y, z) * 1731) >> 10) + 33147; //scale to 16bit and offset (fastled range: about 4766 to 60840) +} + +uint8_t perlin8(uint16_t x) { + return (((perlin1D_raw((uint32_t)x << 8, true) * 1353) >> 10) + 32769) >> 8; //scale to 16 bit, offset, then scale to 8bit +} + +uint8_t perlin8(uint16_t x, uint16_t y) { + return (((perlin2D_raw((uint32_t)x << 8, (uint32_t)y << 8, true) * 1620) >> 10) + 32771) >> 8; //scale to 16 bit, offset, then scale to 8bit +} + +uint8_t perlin8(uint16_t x, uint16_t y, uint16_t z) { + return (((perlin3D_raw((uint32_t)x << 8, (uint32_t)y << 8, (uint32_t)z << 8, true) * 2015) >> 10) + 33168) >> 8; //scale to 16 bit, offset, then scale to 8bit +}