Files
WLED_MM_Infinity/usermods/usermod_v2_fastled/usermod_v2_fastled.h
2023-04-02 15:50:09 +02:00

359 lines
12 KiB
C++

#pragma once
#include "wled.h"
//WLEDMM
// 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
class PolarBasics {
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
// 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 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 [32] [32]; // look-up table for all angles
float distance[32] [32]; // look-up table for all distances
float vignette[32] [32];
float inverse_vignette[32] [32];
// std::vector<std::vector<float>> theta; // look-up table for all angles
// std::vector<std::vector<float>> distance; // look-up table for all distances
// std::vector<std::vector<float>> vignette;
// std::vector<std::vector<float>> 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
void init () {
num_x = SEGMENT.virtualWidth(); // horizontal pixel count
num_y = SEGMENT.virtualHeight(); // vertical pixel count
low_limit = 30000; // everything lower drawns in black
// higher numer = more black & more contrast present
high_limit = 50000; // everything higher gets maximum brightness & bleeds out
// lower number = the result will be more bright & shiny
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<float>(num_y, 0));
// distance.resize(num_x, std::vector<float>(num_y, 0));
// vignette.resize(num_x, std::vector<float>(num_y, 0));
// inverse_vignette.resize(num_x, std::vector<float>(num_y, 0));
}
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 ;
calculate_oscillators(); // get linear offsets and oscillators going
}
void forLoop() {
// 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 = 0; // must be >= 0
newangle = angle + angle_c;
newdist = dist;
offset_x = 0; // must be >=0
offset_y = 0; // must be >=0
show1 = render_pixel();
// Colormapping - Assign rendered values to colors
red = show1;
green = 0;
blue = 0;
// Check the final results.
// Discard faulty RGB values & write the valid results into the framebuffer.
write_pixel_to_framebuffer();
}
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);
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);
}
// 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);
}
}
}
// 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
}
// 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);
}
// 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;
}
}
}
};
//effect functions
uint16_t mode_PolarBasics(void) {
PolarBasics* pb;
if(!SEGENV.allocateData(sizeof(PolarBasics))) {SEGMENT.fill(SEGCOLOR(0)); return 350;} //mode_static(); //allocation failed
pb = 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();
pb->init();
pb->render_polar_lookup_table(); // precalculate all polar coordinates
// to improve the framerate
pb->render_vignette_table(9.5); // the number is the desired radius in pixel
// WIDTH/2 generates a circle
}
pb->speedratiosAndOscillators();
// ...and now let's generate a frame
for (pb->x = 0; pb->x < pb->num_x; pb->x++) {
for (pb->y = 0; pb->y < pb->num_y; pb->y++) {
pb->forLoop();
}
}
// FastLED.show();
return FRAMETIME;
}
static const char _data_FX_mode_PolarBasics[] PROGMEM = "💡Polar Basics ☾@;;;2";
//class name. Use something descriptive and leave the ": public Usermod" part :)
class FastledUsermod : public Usermod {
private:
public:
FastledUsermod(const char *name, bool enabled):Usermod(name, enabled) {} //WLEDMM
void setup() {
strip.addEffect(255, &mode_PolarBasics, _data_FX_mode_PolarBasics);
initDone = true;
}
void connected() {
}
void loop() {
if (!enabled || strip.isUpdating()) return;
// do your magic here
if (millis() - lastTime > 1000) {
//Serial.println("I'm alive!");
lastTime = millis();
}
}
uint16_t getId()
{
return USERMOD_ID_FASTLED;
}
};