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