Files
WLED_MM_Infinity/wled00/FX.cpp
Frank cfce1c3062 2D Drift speedup
pre-calculating the reduced angle (i.e. `angle % 360deg` ) is several times faster than letting sin and cos do the job.
2024-11-21 18:17:06 +01:00

9104 lines
360 KiB
C++

/* Some portions of this code have other licenses, like GEQ 3D. Please review fully. */
/*
WS2812FX.cpp contains all effect methods
Harm Aldick - 2016
www.aldick.org
Modified heavily for WLED
*/
#include "wled.h"
#include "FX.h"
#include "fcn_declare.h"
#ifdef WLEDMM_FASTPATH
#undef SEGMENT
#undef SEGENV
#define SEGMENT (*strip._currentSeg) // saves us many calls to strip._segments[strip.getCurrSegmentId()]
#define SEGENV SEGMENT
#endif
#define IBN 5100
// paletteBlend: 0 - wrap when moving, 1 - always wrap, 2 - never wrap, 3 - none (undefined)
#define PALETTE_SOLID_WRAP (strip.paletteBlend == 1 || strip.paletteBlend == 3)
#define PALETTE_MOVING_WRAP !(strip.paletteBlend == 2 || (strip.paletteBlend == 0 && SEGMENT.speed == 0))
#define indexToVStrip(index, stripNr) ((index) | (int((stripNr)+1)<<16))
// WLEDMM replace abs8 by abs, as abs8 does not work for numbers >127
#define abs8(x) abs(x)
// effect utility functions
static uint8_t sin_gap(uint16_t in) {
if (in & 0x100) return 0;
return sin8(in + 192); // correct phase shift of sine so that it starts and stops at 0
}
static uint16_t triwave16(uint16_t in) {
if (in < 0x8000) return in *2;
return 0xFFFF - (in - 0x8000)*2;
}
/*
* Generates a tristate square wave w/ attack & decay
* @param x input value 0-255
* @param pulsewidth 0-127
* @param attdec attack & decay, max. pulsewidth / 2
* @returns signed waveform value
*/
static int8_t tristate_square8(uint8_t x, uint8_t pulsewidth, uint8_t attdec) {
int8_t a = 127;
if (x > 127) {
a = -127;
x -= 127;
}
if (x < attdec) { //inc to max
return (int16_t) x * a / attdec;
}
else if (x < pulsewidth - attdec) { //max
return a;
}
else if (x < pulsewidth) { //dec to 0
return (int16_t) (pulsewidth - x) * a / attdec;
}
return 0;
}
// float version of map() // WLEDMM moved here so its available for all effects
static float mapf(float x, float in_min, float in_max, float out_min, float out_max){
if (in_max == in_min) return (out_min); // WLEDMM avoid div/0
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
// more accurate integer version of map() - based on map3() proposed in https://forum.arduino.cc/t/how-map-loses-precision-and-how-to-fix-it/371026/3
// rounding instead of truncation, better handling of inverted ranges
static long map2(long x, long in_min, long in_max, long out_min, long out_max)
{
long out_range = out_max - out_min;
if (out_range > 0) out_range ++;
else if (out_range < 0) out_range --;
else return out_min; // output range is 0
long in_range = in_max - in_min;
if (in_range > 0) in_range++;
else if (in_range < 0) in_range --;
else return out_min; // input range is 0 - Result is actually infinity but long has no such thing. The least negative long is another choice.
return ((x - in_min) * out_range) / in_range + out_min;
}
static um_data_t* getAudioData() {
um_data_t *um_data;
if (!usermods.getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) {
// add support for no audio
um_data = simulateSound(SEGMENT.soundSim);
}
return um_data;
}
// effect functions
/*
* No blinking. Just plain old static light.
*/
uint16_t mode_static(void) {
SEGMENT.fill(SEGCOLOR(0));
return strip.isOffRefreshRequired() ? FRAMETIME : FRAMETIME_FIXED_SLOW; // WLEDMM to ensure smooth color changes from DMX (PR #73)
}
static const char _data_FX_MODE_STATIC[] PROGMEM = "Solid";
/*
* Blink/strobe function
* Alternate between color1 and color2
* if(strobe == true) then create a strobe effect
*/
uint16_t blink(uint32_t color1, uint32_t color2, bool strobe, bool do_palette) {
uint32_t cycleTime = (255 - SEGMENT.speed)*20;
uint32_t onTime = FRAMETIME;
if (!strobe) onTime += ((cycleTime * SEGMENT.intensity) >> 8);
cycleTime += FRAMETIME*2;
uint32_t it = strip.now / cycleTime;
uint32_t rem = strip.now % cycleTime;
bool on = false;
if (it != SEGENV.step //new iteration, force on state for one frame, even if set time is too brief
|| rem <= onTime) {
on = true;
}
SEGENV.step = it; //save previous iteration
uint32_t color = on ? color1 : color2;
if (color == color1 && do_palette)
{
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
}
} else SEGMENT.fill(color);
return FRAMETIME;
}
/*
* Normal blinking. Intensity sets duty cycle.
*/
uint16_t mode_blink(void) {
return blink(SEGCOLOR(0), SEGCOLOR(1), false, true);
}
static const char _data_FX_MODE_BLINK[] PROGMEM = "Blink@!,Duty cycle;!,!;!;01";
/*
* Classic Blink effect. Cycling through the rainbow.
*/
uint16_t mode_blink_rainbow(void) {
return blink(SEGMENT.color_wheel(SEGENV.call & 0xFF), SEGCOLOR(1), false, false);
}
static const char _data_FX_MODE_BLINK_RAINBOW[] PROGMEM = "Blink Rainbow@Frequency,Blink duration;!,!;!;01";
/*
* Classic Strobe effect.
*/
uint16_t mode_strobe(void) {
return blink(SEGCOLOR(0), SEGCOLOR(1), true, true);
}
static const char _data_FX_MODE_STROBE[] PROGMEM = "Strobe@!;!,!;!;01";
/*
* Classic Strobe effect. Cycling through the rainbow.
*/
uint16_t mode_strobe_rainbow(void) {
return blink(SEGMENT.color_wheel(SEGENV.call & 0xFF), SEGCOLOR(1), true, false);
}
static const char _data_FX_MODE_STROBE_RAINBOW[] PROGMEM = "Strobe Rainbow@!;,!;!;01";
/*
* Color wipe function
* LEDs are turned on (color1) in sequence, then turned off (color2) in sequence.
* if (bool rev == true) then LEDs are turned off in reverse order
*/
uint16_t color_wipe(bool rev, bool useRandomColors) {
uint32_t cycleTime = 750 + (255 - SEGMENT.speed)*150;
uint32_t perc = strip.now % cycleTime;
uint16_t prog = (perc * 65535) / cycleTime;
bool back = (prog > 32767);
if (back) {
prog -= 32767;
if (SEGENV.step == 0) SEGENV.step = 1;
} else {
if (SEGENV.step == 2) SEGENV.step = 3; //trigger color change
}
if (useRandomColors) {
if (SEGENV.call == 0) {
SEGENV.aux0 = random8();
SEGENV.step = 3;
}
if (SEGENV.step == 1) { //if flag set, change to new random color
SEGENV.aux1 = SEGMENT.get_random_wheel_index(SEGENV.aux0);
SEGENV.step = 2;
}
if (SEGENV.step == 3) {
SEGENV.aux0 = SEGMENT.get_random_wheel_index(SEGENV.aux1);
SEGENV.step = 0;
}
}
uint16_t ledIndex = (prog * SEGLEN) >> 15;
uint16_t rem = 0;
rem = (prog * SEGLEN) * 2; //mod 0xFFFF
rem /= (SEGMENT.intensity +1);
if (rem > 255) rem = 255;
uint32_t col1 = useRandomColors? SEGMENT.color_wheel(SEGENV.aux1) : SEGCOLOR(1);
for (int i = 0; i < SEGLEN; i++)
{
uint16_t index = (rev && back)? SEGLEN -1 -i : i;
uint32_t col0 = useRandomColors? SEGMENT.color_wheel(SEGENV.aux0) : SEGMENT.color_from_palette(index, true, PALETTE_SOLID_WRAP, 0);
if (i < ledIndex)
{
SEGMENT.setPixelColor(index, back? col1 : col0);
} else
{
SEGMENT.setPixelColor(index, back? col0 : col1);
if (i == ledIndex) SEGMENT.setPixelColor(index, color_blend(back? col0 : col1, back? col1 : col0, rem));
}
}
return FRAMETIME;
}
/*
* Lights all LEDs one after another.
*/
uint16_t mode_color_wipe(void) {
return color_wipe(false, false);
}
static const char _data_FX_MODE_COLOR_WIPE[] PROGMEM = "Wipe@!,!;!,!;!";
/*
* Lights all LEDs one after another. Turns off opposite
*/
uint16_t mode_color_sweep(void) {
return color_wipe(true, false);
}
static const char _data_FX_MODE_COLOR_SWEEP[] PROGMEM = "Sweep@!,!;!,!;!";
/*
* Turns all LEDs after each other to a random color.
* Then starts over with another color.
*/
uint16_t mode_color_wipe_random(void) {
return color_wipe(false, true);
}
static const char _data_FX_MODE_COLOR_WIPE_RANDOM[] PROGMEM = "Wipe Random@!;;!";
/*
* Random color introduced alternating from start and end of strip.
*/
uint16_t mode_color_sweep_random(void) {
return color_wipe(true, true);
}
static const char _data_FX_MODE_COLOR_SWEEP_RANDOM[] PROGMEM = "Sweep Random@!;;!";
/*
* Lights all LEDs up in one random color. Then switches them
* to the next random color.
*/
uint16_t mode_random_color(void) {
uint32_t cycleTime = 200 + (255 - SEGMENT.speed)*50;
uint32_t it = strip.now / cycleTime;
uint32_t rem = strip.now % cycleTime;
uint16_t fadedur = (cycleTime * SEGMENT.intensity) >> 8;
uint32_t fade = 255;
if (fadedur) {
fade = (rem * 255) / fadedur;
if (fade > 255) fade = 255;
}
if (SEGENV.call == 0) {
SEGENV.aux0 = random8();
SEGENV.step = 2;
}
if (it != SEGENV.step) //new color
{
SEGENV.aux1 = SEGENV.aux0;
SEGENV.aux0 = SEGMENT.get_random_wheel_index(SEGENV.aux0); //aux0 will store our random color wheel index
SEGENV.step = it;
}
SEGMENT.fill(color_blend(SEGMENT.color_wheel(SEGENV.aux1), SEGMENT.color_wheel(SEGENV.aux0), fade));
return FRAMETIME;
}
static const char _data_FX_MODE_RANDOM_COLOR[] PROGMEM = "Random Colors@!,Fade time;;!;01";
/*
* Lights every LED in a random color. Changes all LED at the same time
* to new random colors.
*/
uint16_t mode_dynamic(void) {
if (!SEGENV.allocateData(SEGLEN)) return mode_static(); //allocation failed
if(SEGENV.call == 0) {
SEGMENT.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
for (int i = 0; i < SEGLEN; i++) SEGENV.data[i] = random8();
}
uint32_t cycleTime = 50 + (255 - SEGMENT.speed)*15;
uint32_t it = strip.now / cycleTime;
if (it != SEGENV.step && SEGMENT.speed != 0) //new color
{
for (int i = 0; i < SEGLEN; i++) {
if (random8() <= SEGMENT.intensity) SEGENV.data[i] = random8(); // random color index
}
SEGENV.step = it;
}
if ((SEGMENT.check1) && (SEGENV.call > 1)) {
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.blendPixelColor(i, SEGMENT.color_wheel(SEGENV.data[i]), 16);
}
} else {
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, SEGMENT.color_wheel(SEGENV.data[i]));
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_DYNAMIC[] PROGMEM = "Dynamic@!,!,,,,Smooth;;!";
/*
* effect "Dynamic" with smooth color-fading
*/
uint16_t mode_dynamic_smooth(void) {
bool old = SEGMENT.check1;
SEGMENT.check1 = true;
mode_dynamic();
SEGMENT.check1 = old;
return FRAMETIME;
}
static const char _data_FX_MODE_DYNAMIC_SMOOTH[] PROGMEM = "Dynamic Smooth@!,!;;!";
/*
* Does the "standby-breathing" of well known i-Devices.
*/
uint16_t mode_breath(void) {
uint16_t var = 0;
uint16_t counter = (strip.now * ((SEGMENT.speed >> 3) +10));
counter = (counter >> 2) + (counter >> 4); //0-16384 + 0-2048
if (counter < 16384) {
if (counter > 8192) counter = 8192 - (counter - 8192);
var = sin16(counter) / 103; //close to parabolic in range 0-8192, max val. 23170
}
uint8_t lum = 30 + var;
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), lum));
}
return FRAMETIME;
}
static const char _data_FX_MODE_BREATH[] PROGMEM = "Breathe@!;!,!;!;01";
/*
* Fades the LEDs between two colors
*/
uint16_t mode_fade(void) {
uint16_t counter = (strip.now * ((SEGMENT.speed >> 3) +10));
uint8_t lum = triwave16(counter) >> 8;
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), lum));
}
return FRAMETIME;
}
static const char _data_FX_MODE_FADE[] PROGMEM = "Fade@!;!,!;!;01";
/*
* Scan mode parent function
*/
uint16_t scan(bool dual)
{
uint32_t cycleTime = 750 + (255 - SEGMENT.speed)*150;
uint32_t perc = strip.now % cycleTime;
uint16_t prog = (perc * 65535) / cycleTime;
uint16_t size = 1 + ((SEGMENT.intensity * SEGLEN) >> 9);
uint16_t ledIndex = (prog * ((SEGLEN *2) - size *2)) >> 16;
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
int led_offset = ledIndex - (SEGLEN - size);
led_offset = abs(led_offset);
if (dual) {
for (int j = led_offset; j < led_offset + size; j++) {
uint16_t i2 = SEGLEN -1 -j;
SEGMENT.setPixelColor(i2, SEGMENT.color_from_palette(i2, true, PALETTE_SOLID_WRAP, (SEGCOLOR(2))? 2:0));
}
}
for (int j = led_offset; j < led_offset + size; j++) {
SEGMENT.setPixelColor(j, SEGMENT.color_from_palette(j, true, PALETTE_SOLID_WRAP, 0));
}
return FRAMETIME;
}
/*
* Runs a single pixel back and forth.
*/
uint16_t mode_scan(void) {
return scan(false);
}
static const char _data_FX_MODE_SCAN[] PROGMEM = "Scan@!,# of dots,,,,,Overlay;!,!,!;!";
/*
* Runs two pixel back and forth in opposite directions.
*/
uint16_t mode_dual_scan(void) {
return scan(true);
}
static const char _data_FX_MODE_DUAL_SCAN[] PROGMEM = "Scan Dual@!,# of dots,,,,,Overlay;!,!,!;!";
/*
* Cycles all LEDs at once through a rainbow.
*/
uint16_t mode_rainbow(void) {
uint16_t counter = (strip.now * ((SEGMENT.speed >> 2) +2)) & 0xFFFF;
counter = counter >> 8;
if (SEGMENT.intensity < 128){
SEGMENT.fill(color_blend(SEGMENT.color_wheel(counter),WHITE,128-SEGMENT.intensity));
} else {
SEGMENT.fill(SEGMENT.color_wheel(counter));
}
return FRAMETIME;
}
static const char _data_FX_MODE_RAINBOW[] PROGMEM = "Colorloop@!,Saturation;;!;01";
/*
* Cycles a rainbow over the entire string of LEDs.
*/
uint16_t mode_rainbow_cycle(void) {
uint16_t counter = (strip.now * ((SEGMENT.speed >> 2) +2)) & 0xFFFF;
counter = counter >> 8;
for (int i = 0; i < SEGLEN; i++) {
//intensity/29 = 0 (1/16) 1 (1/8) 2 (1/4) 3 (1/2) 4 (1) 5 (2) 6 (4) 7 (8) 8 (16)
uint8_t index = (i * (16 << (SEGMENT.intensity /29)) / SEGLEN) + counter;
SEGMENT.setPixelColor(i, SEGMENT.color_wheel(index));
}
return FRAMETIME;
}
static const char _data_FX_MODE_RAINBOW_CYCLE[] PROGMEM = "Rainbow@!,Size;;!";
/*
* Alternating pixels running function.
*/
uint16_t running(uint32_t color1, uint32_t color2, bool theatre = false) {
uint8_t width = (theatre ? 3 : 1) + (SEGMENT.intensity >> 4); // window
uint32_t cycleTime = 50 + (255 - SEGMENT.speed);
uint32_t it = strip.now / cycleTime;
bool usePalette = color1 == SEGCOLOR(0);
for (int i = 0; i < SEGLEN; i++) {
uint32_t col = color2;
if (usePalette) color1 = SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0);
if (theatre) {
if ((i % width) == SEGENV.aux0) col = color1;
} else {
int8_t pos = (i % (width<<1));
if ((pos < SEGENV.aux0-width) || ((pos >= SEGENV.aux0) && (pos < SEGENV.aux0+width))) col = color1;
}
SEGMENT.setPixelColor(i,col);
}
if (it != SEGENV.step) {
SEGENV.aux0 = (SEGENV.aux0 +1) % (theatre ? width : (width<<1));
SEGENV.step = it;
}
return FRAMETIME;
}
/*
* Theatre-style crawling lights.
* Inspired by the Adafruit examples.
*/
uint16_t mode_theater_chase(void) {
return running(SEGCOLOR(0), SEGCOLOR(1), true);
}
static const char _data_FX_MODE_THEATER_CHASE[] PROGMEM = "Theater@!,Gap size;!,!;!";
/*
* Theatre-style crawling lights with rainbow effect.
* Inspired by the Adafruit examples.
*/
uint16_t mode_theater_chase_rainbow(void) {
return running(SEGMENT.color_wheel(SEGENV.step), SEGCOLOR(1), true);
}
static const char _data_FX_MODE_THEATER_CHASE_RAINBOW[] PROGMEM = "Theater Rainbow@!,Gap size;,!;!";
/*
* Running lights effect with smooth sine transition base.
*/
uint16_t running_base(bool saw, bool dual=false) {
uint8_t x_scale = SEGMENT.intensity >> 2;
uint32_t counter = (strip.now * SEGMENT.speed) >> 9;
for (int i = 0; i < SEGLEN; i++) {
uint16_t a = i*x_scale - counter;
if (saw) {
a &= 0xFF;
if (a < 16)
{
a = 192 + a*8;
} else {
a = map(a,16,255,64,192);
}
a = 255 - a;
}
uint8_t s = dual ? sin_gap(a) : sin8(a);
uint32_t ca = color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), s);
if (dual) {
uint16_t b = (SEGLEN-1-i)*x_scale - counter;
uint8_t t = sin_gap(b);
uint32_t cb = color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 2), t);
ca = color_blend(ca, cb, 127);
}
SEGMENT.setPixelColor(i, ca);
}
return FRAMETIME;
}
/*
* Running lights in opposite directions.
* Idea: Make the gap width controllable with a third slider in the future
*/
uint16_t mode_running_dual(void) {
return running_base(false, true);
}
static const char _data_FX_MODE_RUNNING_DUAL[] PROGMEM = "Running Dual@!,Wave width;L,!,R;!";
/*
* Running lights effect with smooth sine transition.
*/
uint16_t mode_running_lights(void) {
return running_base(false);
}
static const char _data_FX_MODE_RUNNING_LIGHTS[] PROGMEM = "Running@!,Wave width;!,!;!";
/*
* Running lights effect with sawtooth transition.
*/
uint16_t mode_saw(void) {
return running_base(true);
}
static const char _data_FX_MODE_SAW[] PROGMEM = "Saw@!,Width;!,!;!";
/*
* Blink several LEDs in random colors on, reset, repeat.
* Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/
*/
uint16_t mode_twinkle(void) {
SEGMENT.fade_out(224);
uint32_t cycleTime = 20 + (255 - SEGMENT.speed)*5;
uint32_t it = strip.now / cycleTime;
if (it != SEGENV.step)
{
uint16_t maxOn = map(SEGMENT.intensity, 0, 255, 1, SEGLEN); // make sure at least one LED is on
if (SEGENV.aux0 >= maxOn)
{
SEGENV.aux0 = 0;
SEGENV.aux1 = random16(); //new seed for our PRNG
}
SEGENV.aux0++;
SEGENV.step = it;
}
uint16_t PRNG16 = SEGENV.aux1;
for (uint16_t i = 0; i < SEGENV.aux0; i++)
{
PRNG16 = (uint16_t)(PRNG16 * 2053) + 13849; // next 'random' number
uint32_t p = (uint32_t)SEGLEN * (uint32_t)PRNG16;
uint16_t j = p >> 16;
SEGMENT.setPixelColor(j, SEGMENT.color_from_palette(j, true, PALETTE_SOLID_WRAP, 0));
}
return FRAMETIME;
}
static const char _data_FX_MODE_TWINKLE[] PROGMEM = "Twinkle@!,!;!,!;!;;m12=0"; //pixels
/*
* Dissolve function
*/
uint16_t dissolve(uint32_t color) {
//bool wa = (SEGCOLOR(1) != 0 && strip.getBrightness() < 255); //workaround, can't compare getPixel to color if not full brightness
if (SEGENV.call == 0) {
SEGMENT.setUpLeds(); //lossless getPixelColor()
SEGMENT.fill(SEGCOLOR(1));
}
for (int j = 0; j <= SEGLEN / 15; j++) {
if (random8() <= SEGMENT.intensity) {
for (size_t times = 0; times < 10; times++) //attempt to spawn a new pixel 10 times
{
uint16_t i = random16(SEGLEN);
if (SEGENV.aux0) { //dissolve to primary/palette
if (SEGMENT.getPixelColor(i) == SEGCOLOR(1) /*|| wa*/) {
if (color == SEGCOLOR(0)) {
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
} else {
SEGMENT.setPixelColor(i, color);
}
break; //only spawn 1 new pixel per frame per 50 LEDs
}
} else { //dissolve to secondary
if (SEGMENT.getPixelColor(i) != SEGCOLOR(1)) { SEGMENT.setPixelColor(i, SEGCOLOR(1)); break; }
}
}
}
}
if (SEGENV.step > (255 - SEGMENT.speed) + 15U) {
SEGENV.aux0 = !SEGENV.aux0;
SEGENV.step = 0;
} else {
SEGENV.step++;
}
return FRAMETIME;
}
/*
* Blink several LEDs on and then off
*/
uint16_t mode_dissolve(void) {
return dissolve(SEGMENT.check1 ? SEGMENT.color_wheel(random8()) : SEGCOLOR(0));
}
static const char _data_FX_MODE_DISSOLVE[] PROGMEM = "Dissolve@Repeat speed,Dissolve speed,,,,Random;!,!;!";
/*
* Blink several LEDs on and then off in random colors
*/
uint16_t mode_dissolve_random(void) {
return dissolve(SEGMENT.color_wheel(random8()));
}
static const char _data_FX_MODE_DISSOLVE_RANDOM[] PROGMEM = "Dissolve Rnd@Repeat speed,Dissolve speed;,!;!";
/*
* Blinks one LED at a time.
* Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/
*/
uint16_t mode_sparkle(void) {
if (!SEGMENT.check2) for(int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1));
}
uint32_t cycleTime = 10 + (255 - SEGMENT.speed)*2;
uint32_t it = strip.now / cycleTime;
if (it != SEGENV.step)
{
SEGENV.aux0 = random16(SEGLEN); // aux0 stores the random led index
SEGENV.step = it;
}
SEGMENT.setPixelColor(SEGENV.aux0, SEGCOLOR(0));
return FRAMETIME;
}
static const char _data_FX_MODE_SPARKLE[] PROGMEM = "Sparkle@!,,,,,,Overlay;!,!;!;;m12=0";
/*
* Lights all LEDs in the color. Flashes single col 1 pixels randomly. (List name: Sparkle Dark)
* Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/
*/
uint16_t mode_flash_sparkle(void) {
if (!SEGMENT.check2) for(uint16_t i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
}
if (strip.now - SEGENV.aux0 > SEGENV.step) {
if(random8((255-SEGMENT.intensity) >> 4) == 0) {
SEGMENT.setPixelColor(random16(SEGLEN), SEGCOLOR(1)); //flash
}
SEGENV.step = strip.now;
SEGENV.aux0 = 255-SEGMENT.speed;
}
return FRAMETIME;
}
static const char _data_FX_MODE_FLASH_SPARKLE[] PROGMEM = "Sparkle Dark@!,!,,,,,Overlay;Bg,Fx;!;;m12=0";
/*
* Like flash sparkle. With more flash.
* Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/
*/
uint16_t mode_hyper_sparkle(void) {
if (!SEGMENT.check2) for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
}
if (strip.now - SEGENV.aux0 > SEGENV.step) {
if (random8((255-SEGMENT.intensity) >> 4) == 0) {
for (int i = 0; i < max(1, SEGLEN/3); i++) {
SEGMENT.setPixelColor(random16(SEGLEN), SEGCOLOR(1));
}
}
SEGENV.step = strip.now;
SEGENV.aux0 = 255-SEGMENT.speed;
}
return FRAMETIME;
}
static const char _data_FX_MODE_HYPER_SPARKLE[] PROGMEM = "Sparkle+@!,!,,,,,Overlay;Bg,Fx;!;;m12=0";
/*
* Strobe effect with different strobe count and pause, controlled by speed.
*/
uint16_t mode_multi_strobe(void) {
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1));
}
SEGENV.aux0 = 50 + 20*(uint16_t)(255-SEGMENT.speed);
uint16_t count = 2 * ((SEGMENT.intensity / 10) + 1);
if(SEGENV.aux1 < count) {
if((SEGENV.aux1 & 1) == 0) {
SEGMENT.fill(SEGCOLOR(0));
SEGENV.aux0 = 15;
} else {
SEGENV.aux0 = 50;
}
}
if (strip.now - SEGENV.aux0 > SEGENV.step) {
SEGENV.aux1++;
if (SEGENV.aux1 > count) SEGENV.aux1 = 0;
SEGENV.step = strip.now;
}
return FRAMETIME;
}
static const char _data_FX_MODE_MULTI_STROBE[] PROGMEM = "Strobe Mega@!,!;!,!;!;01";
/*
* Android loading circle
*/
uint16_t mode_android(void) {
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1));
}
if (SEGENV.aux1 > ((float)SEGMENT.intensity/255.0)*(float)SEGLEN)
{
SEGENV.aux0 = 1;
} else
{
if (SEGENV.aux1 < 2) SEGENV.aux0 = 0;
}
uint16_t a = SEGENV.step;
if (SEGENV.aux0 == 0)
{
if (SEGENV.call %3 == 1) {a++;}
else {SEGENV.aux1++;}
} else
{
a++;
if (SEGENV.call %3 != 1) SEGENV.aux1--;
}
if (a >= SEGLEN) a = 0;
if (a + SEGENV.aux1 < SEGLEN)
{
for (int i = a; i < a+SEGENV.aux1; i++) {
SEGMENT.setPixelColor(i, SEGCOLOR(0));
}
} else
{
for (int i = a; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, SEGCOLOR(0));
}
for (int i = 0; i < SEGENV.aux1 - (SEGLEN -a); i++) {
SEGMENT.setPixelColor(i, SEGCOLOR(0));
}
}
SEGENV.step = a;
return 3 + ((8 * (uint32_t)(255 - SEGMENT.speed)) / SEGLEN);
}
static const char _data_FX_MODE_ANDROID[] PROGMEM = "Android@!,Width;!,!;!;;m12=1"; //vertical
/*
* color chase function.
* color1 = background color
* color2 and color3 = colors of two adjacent leds
*/
uint16_t chase(uint32_t color1, uint32_t color2, uint32_t color3, bool do_palette) {
uint16_t counter = strip.now * ((SEGMENT.speed >> 2) + 1);
uint16_t a = counter * SEGLEN >> 16;
bool chase_random = (SEGMENT.mode == FX_MODE_CHASE_RANDOM);
if (chase_random) {
if (a < SEGENV.step) //we hit the start again, choose new color for Chase random
{
SEGENV.aux1 = SEGENV.aux0; //store previous random color
SEGENV.aux0 = SEGMENT.get_random_wheel_index(SEGENV.aux0);
}
color1 = SEGMENT.color_wheel(SEGENV.aux0);
}
SEGENV.step = a;
// Use intensity setting to vary chase up to 1/2 string length
uint8_t size = 1 + (SEGMENT.intensity * SEGLEN >> 10);
uint16_t b = a + size; //"trail" of chase, filled with color1
if (b > SEGLEN) b -= SEGLEN;
uint16_t c = b + size;
if (c > SEGLEN) c -= SEGLEN;
//background
if (do_palette)
{
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1));
}
} else SEGMENT.fill(color1);
//if random, fill old background between a and end
if (chase_random)
{
color1 = SEGMENT.color_wheel(SEGENV.aux1);
for (int i = a; i < SEGLEN; i++)
SEGMENT.setPixelColor(i, color1);
}
//fill between points a and b with color2
if (a < b)
{
for (int i = a; i < b; i++)
SEGMENT.setPixelColor(i, color2);
} else {
for (int i = a; i < SEGLEN; i++) //fill until end
SEGMENT.setPixelColor(i, color2);
for (int i = 0; i < b; i++) //fill from start until b
SEGMENT.setPixelColor(i, color2);
}
//fill between points b and c with color2
if (b < c)
{
for (int i = b; i < c; i++)
SEGMENT.setPixelColor(i, color3);
} else {
for (int i = b; i < SEGLEN; i++) //fill until end
SEGMENT.setPixelColor(i, color3);
for (int i = 0; i < c; i++) //fill from start until c
SEGMENT.setPixelColor(i, color3);
}
return FRAMETIME;
}
/*
* Bicolor chase, more primary color.
*/
uint16_t mode_chase_color(void) {
return chase(SEGCOLOR(1), (SEGCOLOR(2)) ? SEGCOLOR(2) : SEGCOLOR(0), SEGCOLOR(0), true);
}
static const char _data_FX_MODE_CHASE_COLOR[] PROGMEM = "Chase@!,Width;!,!,!;!";
/*
* Primary running followed by random color.
*/
uint16_t mode_chase_random(void) {
return chase(SEGCOLOR(1), (SEGCOLOR(2)) ? SEGCOLOR(2) : SEGCOLOR(0), SEGCOLOR(0), false);
}
static const char _data_FX_MODE_CHASE_RANDOM[] PROGMEM = "Chase Random@!,Width;!,,!;!";
/*
* Primary, secondary running on rainbow.
*/
uint16_t mode_chase_rainbow(void) {
uint8_t color_sep = 256 / SEGLEN;
if (color_sep == 0) color_sep = 1; // correction for segments longer than 256 LEDs
uint8_t color_index = SEGENV.call & 0xFF;
uint32_t color = SEGMENT.color_wheel(((SEGENV.step * color_sep) + color_index) & 0xFF);
return chase(color, SEGCOLOR(0), SEGCOLOR(1), false);
}
static const char _data_FX_MODE_CHASE_RAINBOW[] PROGMEM = "Chase Rainbow@!,Width;!,!;!";
/*
* Primary running on rainbow.
*/
uint16_t mode_chase_rainbow_white(void) {
uint16_t n = SEGENV.step;
uint16_t m = (SEGENV.step + 1) % SEGLEN;
uint32_t color2 = SEGMENT.color_wheel(((n * 256 / SEGLEN) + (SEGENV.call & 0xFF)) & 0xFF);
uint32_t color3 = SEGMENT.color_wheel(((m * 256 / SEGLEN) + (SEGENV.call & 0xFF)) & 0xFF);
return chase(SEGCOLOR(0), color2, color3, false);
}
static const char _data_FX_MODE_CHASE_RAINBOW_WHITE[] PROGMEM = "Rainbow Runner@!,Size;Bg;!";
/*
* Red - Amber - Green - Blue lights running
*/
uint16_t mode_colorful(void) {
uint8_t numColors = 4; //3, 4, or 5
uint32_t cols[9]{0x00FF0000,0x00EEBB00,0x0000EE00,0x000077CC};
if (SEGMENT.intensity > 160 || SEGMENT.palette) { //palette or color
if (!SEGMENT.palette) {
numColors = 3;
for (size_t i = 0; i < 3; i++) cols[i] = SEGCOLOR(i);
} else {
uint16_t fac = 80;
if (SEGMENT.palette == 52) {numColors = 5; fac = 61;} //C9 2 has 5 colors
for (size_t i = 0; i < numColors; i++) {
cols[i] = SEGMENT.color_from_palette(i*fac, false, true, 255);
}
}
} else if (SEGMENT.intensity < 80) //pastel (easter) colors
{
cols[0] = 0x00FF8040;
cols[1] = 0x00E5D241;
cols[2] = 0x0077FF77;
cols[3] = 0x0077F0F0;
}
for (size_t i = numColors; i < numColors*2 -1U; i++) cols[i] = cols[i-numColors];
uint32_t cycleTime = 50 + (8 * (uint32_t)(255 - SEGMENT.speed));
uint32_t it = strip.now / cycleTime;
if (it != SEGENV.step)
{
if (SEGMENT.speed > 0) SEGENV.aux0++;
if (SEGENV.aux0 >= numColors) SEGENV.aux0 = 0;
SEGENV.step = it;
}
for (int i = 0; i < SEGLEN; i+= numColors)
{
for (int j = 0; j < numColors; j++) SEGMENT.setPixelColor(i + j, cols[SEGENV.aux0 + j]);
}
return FRAMETIME;
}
static const char _data_FX_MODE_COLORFUL[] PROGMEM = "Colorful@!,Saturation;1,2,3;!";
/*
* Emulates a traffic light.
*/
uint16_t mode_traffic_light(void) {
if (SEGLEN == 1) return mode_static();
for (int i=0; i < SEGLEN; i++)
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1));
uint32_t mdelay = 500;
for (int i = 0; i < SEGLEN-2 ; i+=3)
{
switch (SEGENV.aux0)
{
case 0: SEGMENT.setPixelColor(i, 0x00FF0000); mdelay = 150 + (100 * (uint32_t)(255 - SEGMENT.speed));break;
case 1: SEGMENT.setPixelColor(i, 0x00FF0000); mdelay = 150 + (20 * (uint32_t)(255 - SEGMENT.speed)); SEGMENT.setPixelColor(i+1, 0x00EECC00); break;
case 2: SEGMENT.setPixelColor(i+2, 0x0000FF00); mdelay = 150 + (100 * (uint32_t)(255 - SEGMENT.speed));break;
case 3: SEGMENT.setPixelColor(i+1, 0x00EECC00); mdelay = 150 + (20 * (uint32_t)(255 - SEGMENT.speed));break;
}
}
if (strip.now - SEGENV.step > mdelay)
{
SEGENV.aux0++;
if (SEGENV.aux0 == 1 && SEGMENT.intensity > 140) SEGENV.aux0 = 2; //skip Red + Amber, to get US-style sequence
if (SEGENV.aux0 > 3) SEGENV.aux0 = 0;
SEGENV.step = strip.now;
}
return FRAMETIME;
}
static const char _data_FX_MODE_TRAFFIC_LIGHT[] PROGMEM = "Traffic Light@!,US style;,!;!";
/*
* Sec flashes running on prim.
*/
#define FLASH_COUNT 4
uint16_t mode_chase_flash(void) {
if (SEGLEN == 1) return mode_static();
uint8_t flash_step = SEGENV.call % ((FLASH_COUNT * 2) + 1);
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
}
uint16_t delay = 10 + ((30 * (uint16_t)(255 - SEGMENT.speed)) / SEGLEN);
if(flash_step < (FLASH_COUNT * 2)) {
if(flash_step % 2 == 0) {
uint16_t n = SEGENV.step;
uint16_t m = (SEGENV.step + 1) % SEGLEN;
SEGMENT.setPixelColor( n, SEGCOLOR(1));
SEGMENT.setPixelColor( m, SEGCOLOR(1));
delay = 20;
} else {
delay = 30;
}
} else {
SEGENV.step = (SEGENV.step + 1) % SEGLEN;
}
return delay;
}
static const char _data_FX_MODE_CHASE_FLASH[] PROGMEM = "Chase Flash@!;Bg,Fx;!";
/*
* Prim flashes running, followed by random color.
*/
uint16_t mode_chase_flash_random(void) {
if (SEGLEN == 1) return mode_static();
uint8_t flash_step = SEGENV.call % ((FLASH_COUNT * 2) + 1);
for (int i = 0; i < SEGENV.aux1; i++) {
SEGMENT.setPixelColor(i, SEGMENT.color_wheel(SEGENV.aux0));
}
uint16_t delay = 1 + ((10 * (uint16_t)(255 - SEGMENT.speed)) / SEGLEN);
if(flash_step < (FLASH_COUNT * 2)) {
uint16_t n = SEGENV.aux1;
uint16_t m = (SEGENV.aux1 + 1) % SEGLEN;
if(flash_step % 2 == 0) {
SEGMENT.setPixelColor( n, SEGCOLOR(0));
SEGMENT.setPixelColor( m, SEGCOLOR(0));
delay = 20;
} else {
SEGMENT.setPixelColor( n, SEGMENT.color_wheel(SEGENV.aux0));
SEGMENT.setPixelColor( m, SEGCOLOR(1));
delay = 30;
}
} else {
SEGENV.aux1 = (SEGENV.aux1 + 1) % SEGLEN;
if (SEGENV.aux1 == 0) {
SEGENV.aux0 = SEGMENT.get_random_wheel_index(SEGENV.aux0);
}
}
return delay;
}
static const char _data_FX_MODE_CHASE_FLASH_RANDOM[] PROGMEM = "Chase Flash Rnd@!;!,!;!";
/*
* Alternating color/sec pixels running.
*/
uint16_t mode_running_color(void) {
return running(SEGCOLOR(0), SEGCOLOR(1));
}
static const char _data_FX_MODE_RUNNING_COLOR[] PROGMEM = "Chase 2@!,Width;!,!;!";
/*
* Random colored pixels running. ("Stream")
*/
uint16_t mode_running_random(void) {
uint32_t cycleTime = 25 + (3 * (uint32_t)(255 - SEGMENT.speed));
uint32_t it = strip.now / cycleTime;
if (SEGENV.call == 0) SEGENV.aux0 = random16(); // random seed for PRNG on start
uint8_t zoneSize = ((255-SEGMENT.intensity) >> 4) +1;
uint16_t PRNG16 = SEGENV.aux0;
uint8_t z = it % zoneSize;
bool nzone = (!z && it != SEGENV.aux1);
for (int i=SEGLEN-1; i >= 0; i--) { // WLEDMM bugfix
if (nzone || z >= zoneSize) {
uint8_t lastrand = PRNG16 >> 8;
int16_t diff = 0;
while (abs(diff) < 42) { // make sure the difference between adjacent colors is big enough
PRNG16 = (uint16_t)(PRNG16 * 2053) + 13849; // next zone, next 'random' number
diff = (PRNG16 >> 8) - lastrand;
}
if (nzone) {
SEGENV.aux0 = PRNG16; // save next starting seed
nzone = false;
}
z = 0;
}
SEGMENT.setPixelColor(i, SEGMENT.color_wheel(PRNG16 >> 8));
z++;
}
SEGENV.aux1 = it;
return FRAMETIME;
}
static const char _data_FX_MODE_RUNNING_RANDOM[] PROGMEM = "Stream ☾@!,Zone size;;!";
uint16_t larson_scanner(bool dual) {
uint16_t counter = strip.now * ((SEGMENT.speed >> 2) +8);
uint16_t index = counter * SEGLEN >> 16;
if (SEGENV.call == 0) {SEGENV.setUpLeds(); SEGMENT.fill(BLACK);} // WLEDMM use lossless getPixelColor()
SEGMENT.fade_out(SEGMENT.intensity);
if (SEGENV.step > index && SEGENV.step - index > SEGLEN/2) {
SEGENV.aux0 = !SEGENV.aux0;
}
for (int i = SEGENV.step; i < index; i++) {
uint16_t j = (SEGENV.aux0)?i:SEGLEN-1-i;
SEGMENT.setPixelColor( j, SEGMENT.color_from_palette(j, true, PALETTE_SOLID_WRAP, 0));
}
if (dual) {
uint32_t c;
if (SEGCOLOR(2) != 0) {
c = SEGCOLOR(2);
} else {
c = SEGMENT.color_from_palette(index, true, PALETTE_SOLID_WRAP, 0);
}
for (int i = SEGENV.step; i < index; i++) {
uint16_t j = (SEGENV.aux0)?SEGLEN-1-i:i;
SEGMENT.setPixelColor(j, c);
}
}
SEGENV.step = index;
return FRAMETIME;
}
/*
* K.I.T.T.
*/
uint16_t mode_larson_scanner(void){
return larson_scanner(false);
}
static const char _data_FX_MODE_LARSON_SCANNER[] PROGMEM = "Scanner@!,Fade rate;!,!;!;;m12=0";
/*
* Creates two Larson scanners moving in opposite directions
* Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/DualLarson.h
*/
uint16_t mode_dual_larson_scanner(void){
return larson_scanner(true);
}
static const char _data_FX_MODE_DUAL_LARSON_SCANNER[] PROGMEM = "Scanner Dual@!,Fade rate;!,!,!;!;;m12=0";
/*
* Firing comets from one end. "Lighthouse"
*/
uint16_t mode_comet(void) {
if (SEGLEN == 1) return mode_static();
uint16_t counter = strip.now * ((SEGMENT.speed >>2) +1);
uint16_t index = (counter * SEGLEN) >> 16;
if (SEGENV.call == 0) {
SEGENV.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
SEGENV.aux0 = index;
}
SEGMENT.fade_out(SEGMENT.intensity);
SEGMENT.setPixelColor( index, SEGMENT.color_from_palette(index, true, PALETTE_SOLID_WRAP, 0));
if (index > SEGENV.aux0) {
for (int i = SEGENV.aux0; i < index ; i++) {
SEGMENT.setPixelColor( i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
}
} else if (index < SEGENV.aux0 && index < 10) {
for (int i = 0; i < index ; i++) {
SEGMENT.setPixelColor( i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
}
}
SEGENV.aux0 = index++;
return FRAMETIME;
}
static const char _data_FX_MODE_COMET[] PROGMEM = "Lighthouse@!,Fade rate;!,!;!";
/*
* Fireworks function.
*/
static uint16_t mode_fireworks_core(bool useaudio) {
if (SEGLEN == 1) return mode_static();
const uint16_t width = SEGMENT.is2D() ? SEGMENT.virtualWidth() : SEGMENT.virtualLength();
const uint16_t height = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds(); //lossless getPixelColor()
SEGMENT.fill(SEGCOLOR(1));
SEGENV.aux0 = UINT16_MAX;
SEGENV.aux1 = UINT16_MAX;
}
SEGMENT.fade_out(128);
bool valid1 = (SEGENV.aux0 < width*height);
bool valid2 = (SEGENV.aux1 < width*height);
uint32_t sv1 = 0, sv2 = 0;
// WLEDMM begin
um_data_t *um_data;
if (!usermods.getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) {
useaudio = false; // no audio - fallback to standard behaviour (don't use soundSim)
}
bool addPixels = true; // false -> inhibit new pixels in silence
unsigned myIntensity = 129 - (SEGMENT.intensity >> 1); // make parameter explicit, so we can work with it
int soundColor = -1; // -1 = random color; 0..255 = use as palette index
if (useaudio) {
float volumeSmth = *(float*) um_data->u_data[0];
float FFT_MajorPeak = *(float*) um_data->u_data[4];
uint8_t samplePeak = *(uint8_t*)um_data->u_data[3];
if ((volumeSmth > 1.0f) && (FFT_MajorPeak > 60.0f)) { // we have sound - select color based on major frequency
float musicIndex = logf(FFT_MajorPeak); // log scaling of peak freq
soundColor = mapf(musicIndex, 4.6f, 9.06f, 0, 255); // pick color from frequency (4.6 = ln(100), 9.06 = ln(8600))
soundColor = constrain(soundColor, 0, 255); // remove over-shoot
if (samplePeak > 0) myIntensity -= myIntensity / 2; // increase effect intensity at peaks
else if (volumeSmth > 96.0f) myIntensity -= myIntensity / 4; // increase effect intensity slightly when music plays
myIntensity = constrain(myIntensity, 0, 129);
} else { // silence -> fade away
valid1 = valid2 = false; // do not copy last pixels
addPixels = false; // don't add new pixels
}
}
// WLEDMM end
if (valid1) sv1 = SEGMENT.is2D() ? SEGMENT.getPixelColorXY(SEGENV.aux0%width, SEGENV.aux0/width) : SEGMENT.getPixelColor(SEGENV.aux0); // get spark color
if (valid2) sv2 = SEGMENT.is2D() ? SEGMENT.getPixelColorXY(SEGENV.aux1%width, SEGENV.aux1/width) : SEGMENT.getPixelColor(SEGENV.aux1);
if (!SEGENV.step) SEGMENT.blur(16);
if (valid1) { if (SEGMENT.is2D()) SEGMENT.setPixelColorXY(SEGENV.aux0%width, SEGENV.aux0/width, sv1); else SEGMENT.setPixelColor(SEGENV.aux0, sv1); } // restore spark color after blur
if (valid2) { if (SEGMENT.is2D()) SEGMENT.setPixelColorXY(SEGENV.aux1%width, SEGENV.aux1/width, sv2); else SEGMENT.setPixelColor(SEGENV.aux1, sv2); } // restore old spark color after blur
if (addPixels) // WLEDMM
for (int i=0; i<max(1, width/20); i++) {
if (random8(myIntensity) == 0) { // WLEDMM
uint16_t index = random16(width*height);
uint16_t j = index % width, k = index / width;
uint32_t col = SEGMENT.color_from_palette((soundColor > 0) ? soundColor + random8(24) : random8(), false, false, 0); // WLEDMM
if (SEGMENT.is2D()) SEGMENT.setPixelColorXY(j, k, col);
else SEGMENT.setPixelColor(index, col);
SEGENV.aux1 = SEGENV.aux0; // old spark
SEGENV.aux0 = index; // remember where spark occurred
}
}
return FRAMETIME;
}
uint16_t mode_fireworks(void) { return mode_fireworks_core(false); }
static const char _data_FX_MODE_FIREWORKS[] PROGMEM = "Fireworks@,Frequency;!,!;!;12;ix=192,pal=11";
uint16_t mode_fireworks_audio(void) { return mode_fireworks_core(true); }
static const char _data_FX_MODE_FIREWORKS_AR[] PROGMEM = "Fireworks audio ☾@,Frequency;!,!;!;1v,12;ix=192,pal=11";
//Twinkling LEDs running. Inspired by https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/Rain.h
uint16_t mode_rain() {
if (SEGLEN == 1) return mode_static();
const uint16_t width = SEGMENT.virtualWidth();
const uint16_t height = SEGMENT.virtualHeight();
if(SEGENV.call == 0) {
SEGMENT.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
}
SEGENV.step += FRAMETIME;
if (SEGENV.call && SEGENV.step > SPEED_FORMULA_L) {
SEGENV.step = 1;
if (strip.isMatrix) {
//uint32_t ctemp[width];
//for (int i = 0; i<width; i++) ctemp[i] = SEGMENT.getPixelColorXY(i, height-1);
SEGMENT.move(6, 1, true); // move all pixels down
//for (int i = 0; i<width; i++) SEGMENT.setPixelColorXY(i, 0, ctemp[i]); // wrap around
SEGENV.aux0 = (SEGENV.aux0 % width) + (SEGENV.aux0 / width + 1) * width;
SEGENV.aux1 = (SEGENV.aux1 % width) + (SEGENV.aux1 / width + 1) * width;
} else {
//shift all leds left
uint32_t ctemp = SEGMENT.getPixelColor(0);
for (int i = 0; i < SEGLEN - 1; i++) {
SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1));
}
SEGMENT.setPixelColor(SEGLEN -1, ctemp); // wrap around
SEGENV.aux0++; // increase spark index
SEGENV.aux1++;
}
if (SEGENV.aux0 == 0) SEGENV.aux0 = UINT16_MAX; // reset previous spark position
if (SEGENV.aux1 == 0) SEGENV.aux0 = UINT16_MAX; // reset previous spark position
if (SEGENV.aux0 >= width*height) SEGENV.aux0 = 0; // ignore
if (SEGENV.aux1 >= width*height) SEGENV.aux1 = 0;
}
return mode_fireworks();
}
static const char _data_FX_MODE_RAIN[] PROGMEM = "Rain@!,Spawning rate;!,!;!;12;ix=128,pal=0";
/*
* Fire flicker function
*/
uint16_t mode_fire_flicker(void) {
uint32_t cycleTime = 40 + (255 - SEGMENT.speed);
uint32_t it = strip.now / cycleTime;
if (SEGENV.step == it) return FRAMETIME;
byte w = (SEGCOLOR(0) >> 24);
byte r = (SEGCOLOR(0) >> 16);
byte g = (SEGCOLOR(0) >> 8);
byte b = (SEGCOLOR(0) );
byte lum = (SEGMENT.palette == 0) ? max(w, max(r, max(g, b))) : 255;
lum /= (((256-SEGMENT.intensity)/16)+1);
for (int i = 0; i < SEGLEN; i++) {
byte flicker = random8(lum);
if (SEGMENT.palette == 0) {
SEGMENT.setPixelColor(i, max(r - flicker, 0), max(g - flicker, 0), max(b - flicker, 0), max(w - flicker, 0));
} else {
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0, 255 - flicker));
}
}
SEGENV.step = it;
return FRAMETIME;
}
static const char _data_FX_MODE_FIRE_FLICKER[] PROGMEM = "Fire Flicker@!,!;!;!;01;pal=0"; //WLEDMM pal=0
/*
* Gradient run base function
*/
uint16_t gradient_base(bool loading) {
uint16_t counter = strip.now * ((SEGMENT.speed >> 2) + 1);
uint16_t pp = counter * SEGLEN >> 16;
if (SEGENV.call == 0) pp = 0;
float val; //0.0 = sec 1.0 = pri
float brd = loading ? SEGMENT.intensity : SEGMENT.intensity/2;
if (brd <1.0) brd = 1.0;
int p1 = pp-SEGLEN;
int p2 = pp+SEGLEN;
for (int i = 0; i < SEGLEN; i++)
{
if (loading)
{
val = abs(((i>pp) ? p2:pp) -i);
} else {
val = min(abs(pp-i), min(abs(p1-i), abs(p2-i)));
}
val = (brd > val) ? val/brd * 255 : 255;
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(0), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1), val));
}
return FRAMETIME;
}
/*
* Gradient run
*/
uint16_t mode_gradient(void) {
return gradient_base(false);
}
static const char _data_FX_MODE_GRADIENT[] PROGMEM = "Gradient@!,Spread;!,!;!;;ix=16";
/*
* Gradient run with hard transition
*/
uint16_t mode_loading(void) {
return gradient_base(true);
}
static const char _data_FX_MODE_LOADING[] PROGMEM = "Loading@!,Fade;!,!;!;;ix=16";
//American Police Light with all LEDs Red and Blue
uint16_t police_base(uint32_t color1, uint32_t color2) {
if (SEGLEN == 1) return mode_static();
uint16_t delay = 1 + (FRAMETIME<<3) / SEGLEN; // longer segments should change faster
uint32_t it = strip.now / map(SEGMENT.speed, 0, 255, delay<<4, delay);
uint16_t offset = it % SEGLEN;
uint16_t width = ((SEGLEN*(SEGMENT.intensity+1))>>9); //max width is half the strip
if (!width) width = 1;
for (int i = 0; i < width; i++) {
uint16_t indexR = (offset + i) % SEGLEN;
uint16_t indexB = (offset + i + (SEGLEN>>1)) % SEGLEN;
SEGMENT.setPixelColor(indexR, color1);
SEGMENT.setPixelColor(indexB, color2);
}
return FRAMETIME;
}
//Police Lights Red and Blue
//uint16_t mode_police()
//{
// SEGMENT.fill(SEGCOLOR(1));
// return police_base(RED, BLUE);
//}
//static const char _data_FX_MODE_POLICE[] PROGMEM = "Police@!,Width;,Bg;0";
//Police Lights with custom colors
uint16_t mode_two_dots()
{
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(2));
uint32_t color2 = (SEGCOLOR(1) == SEGCOLOR(2)) ? SEGCOLOR(0) : SEGCOLOR(1);
return police_base(SEGCOLOR(0), color2);
}
static const char _data_FX_MODE_TWO_DOTS[] PROGMEM = "Two Dots@!,Dot size,,,,,Overlay;1,2,Bg;!";
/*
* Fairy, inspired by https://www.youtube.com/watch?v=zeOw5MZWq24
*/
//4 bytes
typedef struct Flasher {
uint16_t stateStart;
uint8_t stateDur;
bool stateOn;
} flasher;
#define FLASHERS_PER_ZONE 6
#define MAX_SHIMMER 92
uint16_t mode_fairy() {
//set every pixel to a 'random' color from palette (using seed so it doesn't change between frames)
uint16_t PRNG16 = 5100 + strip.getCurrSegmentId();
for (int i = 0; i < SEGLEN; i++) {
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(PRNG16 >> 8, false, false, 0));
}
//amount of flasher pixels depending on intensity (0: none, 255: every LED)
if (SEGMENT.intensity == 0) return FRAMETIME;
uint8_t flasherDistance = ((255 - SEGMENT.intensity) / 28) +1; //1-10
uint16_t numFlashers = (SEGLEN / flasherDistance) +1;
uint16_t dataSize = sizeof(flasher) * numFlashers;
if (!SEGENV.allocateData(dataSize)) return FRAMETIME; //allocation failed
Flasher* flashers = reinterpret_cast<Flasher*>(SEGENV.data);
uint16_t now16 = strip.now & 0xFFFF;
//Up to 11 flashers in one brightness zone, afterwards a new zone for every 6 flashers
uint16_t zones = numFlashers/FLASHERS_PER_ZONE;
if (!zones) zones = 1;
uint8_t flashersInZone = numFlashers/zones;
uint8_t flasherBri[FLASHERS_PER_ZONE*2 -1];
for (int z = 0; z < zones; z++) {
uint16_t flasherBriSum = 0;
uint16_t firstFlasher = z*flashersInZone;
if (z == zones-1) flashersInZone = numFlashers-(flashersInZone*(zones-1));
for (int f = firstFlasher; f < firstFlasher + flashersInZone; f++) {
uint16_t stateTime = now16 - flashers[f].stateStart;
//random on/off time reached, switch state
if (stateTime > flashers[f].stateDur * 10) {
flashers[f].stateOn = !flashers[f].stateOn;
if (flashers[f].stateOn) {
flashers[f].stateDur = 12 + random8(12 + ((255 - SEGMENT.speed) >> 2)); //*10, 250ms to 1250ms
} else {
flashers[f].stateDur = 20 + random8(6 + ((255 - SEGMENT.speed) >> 2)); //*10, 250ms to 1250ms
}
//flashers[f].stateDur = 51 + random8(2 + ((255 - SEGMENT.speed) >> 1));
flashers[f].stateStart = now16;
if (stateTime < 255) {
flashers[f].stateStart -= 255 -stateTime; //start early to get correct bri
flashers[f].stateDur += 26 - stateTime/10;
stateTime = 255 - stateTime;
} else {
stateTime = 0;
}
}
if (stateTime > 255) stateTime = 255; //for flasher brightness calculation, fades in first 255 ms of state
//flasherBri[f - firstFlasher] = (flashers[f].stateOn) ? 255-SEGMENT.gamma8((510 - stateTime) >> 1) : SEGMENT.gamma8((510 - stateTime) >> 1);
flasherBri[f - firstFlasher] = (flashers[f].stateOn) ? stateTime : 255 - (stateTime >> 0);
flasherBriSum += flasherBri[f - firstFlasher];
}
//dim factor, to create "shimmer" as other pixels get less voltage if a lot of flashers are on
uint8_t avgFlasherBri = flasherBriSum / flashersInZone;
uint8_t globalPeakBri = 255 - ((avgFlasherBri * MAX_SHIMMER) >> 8); //183-255, suitable for 1/5th of LEDs flashers
for (int f = firstFlasher; f < firstFlasher + flashersInZone; f++) {
uint8_t bri = (flasherBri[f - firstFlasher] * globalPeakBri) / 255;
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number
uint16_t flasherPos = f*flasherDistance;
SEGMENT.setPixelColor(flasherPos, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(PRNG16 >> 8, false, false, 0), bri));
for (int i = flasherPos+1; i < flasherPos+flasherDistance && i < SEGLEN; i++) {
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(PRNG16 >> 8, false, false, 0, globalPeakBri));
}
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_FAIRY[] PROGMEM = "Fairy@!,# of flashers;!,!;!";
/*
* Fairytwinkle. Like Colortwinkle, but starting from all lit and not relying on strip.getPixelColor
* Warning: Uses 4 bytes of segment data per pixel
*/
uint16_t mode_fairytwinkle() {
uint16_t dataSize = sizeof(flasher) * SEGLEN;
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
Flasher* flashers = reinterpret_cast<Flasher*>(SEGENV.data);
uint16_t now16 = strip.now & 0xFFFF;
uint16_t PRNG16 = 5100 + strip.getCurrSegmentId();
uint16_t riseFallTime = 400 + (255-SEGMENT.speed)*3;
uint16_t maxDur = riseFallTime/100 + ((255 - SEGMENT.intensity) >> 2) + 13 + ((255 - SEGMENT.intensity) >> 1);
for (int f = 0; f < SEGLEN; f++) {
uint16_t stateTime = now16 - flashers[f].stateStart;
//random on/off time reached, switch state
if (stateTime > flashers[f].stateDur * 100) {
flashers[f].stateOn = !flashers[f].stateOn;
bool init = !flashers[f].stateDur;
if (flashers[f].stateOn) {
flashers[f].stateDur = riseFallTime/100 + ((255 - SEGMENT.intensity) >> 2) + random8(12 + ((255 - SEGMENT.intensity) >> 1)) +1;
} else {
flashers[f].stateDur = riseFallTime/100 + random8(3 + ((255 - SEGMENT.speed) >> 6)) +1;
}
flashers[f].stateStart = now16;
stateTime = 0;
if (init) {
flashers[f].stateStart -= riseFallTime; //start lit
flashers[f].stateDur = riseFallTime/100 + random8(12 + ((255 - SEGMENT.intensity) >> 1)) +5; //fire up a little quicker
stateTime = riseFallTime;
}
}
if (flashers[f].stateOn && flashers[f].stateDur > maxDur) flashers[f].stateDur = maxDur; //react more quickly on intensity change
if (stateTime > riseFallTime) stateTime = riseFallTime; //for flasher brightness calculation, fades in first 255 ms of state
uint8_t fadeprog = 255 - ((stateTime * 255) / riseFallTime);
uint8_t flasherBri = (flashers[f].stateOn) ? 255-gamma8(fadeprog) : gamma8(fadeprog);
uint16_t lastR = PRNG16;
uint16_t diff = 0;
while (diff < 0x4000) { //make sure colors of two adjacent LEDs differ enough
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number
diff = (PRNG16 > lastR) ? PRNG16 - lastR : lastR - PRNG16;
}
SEGMENT.setPixelColor(f, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(PRNG16 >> 8, false, false, 0), flasherBri));
}
return FRAMETIME;
}
static const char _data_FX_MODE_FAIRYTWINKLE[] PROGMEM = "Fairytwinkle@!,!;!,!;!;;m12=0"; //pixels
/*
* Tricolor chase function
*/
uint16_t tricolor_chase(uint32_t color1, uint32_t color2) {
uint32_t cycleTime = 50 + ((255 - SEGMENT.speed)<<1);
uint32_t it = strip.now / cycleTime; // iterator
uint8_t width = (1 + (SEGMENT.intensity>>4)); // value of 1-16 for each colour
uint8_t index = it % (width*3);
for (int i = 0; i < SEGLEN; i++, index++) {
if (index > (width*3)-1) index = 0;
uint32_t color = color1;
if (index > (width<<1)-1) color = SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 1);
else if (index > width-1) color = color2;
SEGMENT.setPixelColor(SEGLEN - i -1, color);
}
return FRAMETIME;
}
/*
* Tricolor chase mode
*/
uint16_t mode_tricolor_chase(void) {
return tricolor_chase(SEGCOLOR(2), SEGCOLOR(0));
}
static const char _data_FX_MODE_TRICOLOR_CHASE[] PROGMEM = "Chase 3@!,Size;1,2,3;!";
/*
* ICU mode
*/
uint16_t mode_icu(void) {
uint16_t dest = SEGENV.step & 0xFFFF;
uint8_t space = (SEGMENT.intensity >> 3) +2;
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
byte pindex = map(dest, 0, SEGLEN-SEGLEN/space, 0, 255);
uint32_t col = SEGMENT.color_from_palette(pindex, false, false, 0);
SEGMENT.setPixelColor(dest, col);
SEGMENT.setPixelColor(dest + SEGLEN/space, col);
if(SEGENV.aux0 == dest) { // pause between eye movements
if(random8(6) == 0) { // blink once in a while
SEGMENT.setPixelColor(dest, SEGCOLOR(1));
SEGMENT.setPixelColor(dest + SEGLEN/space, SEGCOLOR(1));
return 200;
}
SEGENV.aux0 = random16(SEGLEN-SEGLEN/space);
return 1000 + random16(2000);
}
if(SEGENV.aux0 > SEGENV.step) {
SEGENV.step++;
dest++;
} else if (SEGENV.aux0 < SEGENV.step) {
SEGENV.step--;
dest--;
}
SEGMENT.setPixelColor(dest, col);
SEGMENT.setPixelColor(dest + SEGLEN/space, col);
return SPEED_FORMULA_L;
}
static const char _data_FX_MODE_ICU[] PROGMEM = "ICU@!,!,,,,,Overlay;!,!;!";
/*
* Custom mode by Aircoookie. Color Wipe, but with 3 colors
*/
uint16_t mode_tricolor_wipe(void) {
uint32_t cycleTime = 1000 + (255 - SEGMENT.speed)*200;
uint32_t perc = strip.now % cycleTime;
uint16_t prog = (perc * 65535) / cycleTime;
uint16_t ledIndex = (prog * SEGLEN * 3) >> 16;
uint16_t ledOffset = ledIndex;
for (int i = 0; i < SEGLEN; i++)
{
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 2));
}
if(ledIndex < SEGLEN) { //wipe from 0 to 1
for (int i = 0; i < SEGLEN; i++)
{
SEGMENT.setPixelColor(i, (i > ledOffset)? SEGCOLOR(0) : SEGCOLOR(1));
}
} else if (ledIndex < SEGLEN*2) { //wipe from 1 to 2
ledOffset = ledIndex - SEGLEN;
for (int i = ledOffset +1; i < SEGLEN; i++)
{
SEGMENT.setPixelColor(i, SEGCOLOR(1));
}
} else //wipe from 2 to 0
{
ledOffset = ledIndex - SEGLEN*2;
for (int i = 0; i <= ledOffset; i++)
{
SEGMENT.setPixelColor(i, SEGCOLOR(0));
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_TRICOLOR_WIPE[] PROGMEM = "Tri Wipe@!;1,2,3;!";
/*
* Fades between 3 colors
* Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/TriFade.h
* Modified by Aircoookie
*/
uint16_t mode_tricolor_fade(void) {
uint16_t counter = strip.now * ((SEGMENT.speed >> 3) +1);
uint32_t prog = (counter * 768) >> 16;
uint32_t color1 = 0, color2 = 0;
byte stage = 0;
if(prog < 256) {
color1 = SEGCOLOR(0);
color2 = SEGCOLOR(1);
stage = 0;
} else if(prog < 512) {
color1 = SEGCOLOR(1);
color2 = SEGCOLOR(2);
stage = 1;
} else {
color1 = SEGCOLOR(2);
color2 = SEGCOLOR(0);
stage = 2;
}
byte stp = prog; // % 256
for (int i = 0; i < SEGLEN; i++) {
uint32_t color;
if (stage == 2) {
color = color_blend(SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 2), color2, stp);
} else if (stage == 1) {
color = color_blend(color1, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 2), stp);
} else {
color = color_blend(color1, color2, stp);
}
SEGMENT.setPixelColor(i, color);
}
return FRAMETIME;
}
static const char _data_FX_MODE_TRICOLOR_FADE[] PROGMEM = "Tri Fade@!;1,2,3;!";
/*
* Creates random comets
* Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/MultiComet.h
*/
uint16_t mode_multi_comet(void) {
uint32_t cycleTime = 10 + (uint32_t)(255 - SEGMENT.speed);
uint32_t it = strip.now / cycleTime;
if (SEGENV.step == it) return FRAMETIME;
if (!SEGENV.allocateData(sizeof(uint16_t) * 8)) return mode_static(); //allocation failed
if (SEGENV.call == 0) {SEGENV.setUpLeds(); SEGMENT.fill(BLACK);} // WLEDMM use lossless getPixelColor()
SEGMENT.fade_out(SEGMENT.intensity);
uint16_t* comets = reinterpret_cast<uint16_t*>(SEGENV.data);
for (int i=0; i < 8; i++) {
if(comets[i] < SEGLEN) {
uint16_t index = comets[i];
if (SEGCOLOR(2) != 0)
{
SEGMENT.setPixelColor(index, i % 2 ? SEGMENT.color_from_palette(index, true, PALETTE_SOLID_WRAP, 0) : SEGCOLOR(2));
} else
{
SEGMENT.setPixelColor(index, SEGMENT.color_from_palette(index, true, PALETTE_SOLID_WRAP, 0));
}
comets[i]++;
} else {
if(!random16(SEGLEN)) {
comets[i] = 0;
}
}
}
SEGENV.step = it;
return FRAMETIME;
}
static const char _data_FX_MODE_MULTI_COMET[] PROGMEM = "Multi Comet";
/*
* Running random pixels ("Stream 2")
* Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/RandomChase.h
*/
uint16_t mode_random_chase(void) {
if (SEGENV.call == 0) {
SEGENV.step = RGBW32(random8(), random8(), random8(), 0);
SEGENV.aux0 = random16();
}
uint16_t prevSeed = random16_get_seed(); // save seed so we can restore it at the end of the function
uint32_t cycleTime = 25 + (3 * (uint32_t)(255 - SEGMENT.speed));
uint32_t it = strip.now / cycleTime;
uint32_t color = SEGENV.step;
random16_set_seed(SEGENV.aux0);
for (int i = SEGLEN -1; i >= 0; i--) { // WLEDMM bugfix
uint8_t r = random8(6) != 0 ? (color >> 16 & 0xFF) : random8();
uint8_t g = random8(6) != 0 ? (color >> 8 & 0xFF) : random8();
uint8_t b = random8(6) != 0 ? (color & 0xFF) : random8();
color = RGBW32(r, g, b, 0);
SEGMENT.setPixelColor(i, r, g, b);
if (i == SEGLEN -1 && SEGENV.aux1 != (it & 0xFFFF)) { //new first color in next frame
SEGENV.step = color;
SEGENV.aux0 = random16_get_seed();
}
}
SEGENV.aux1 = it & 0xFFFF;
random16_set_seed(prevSeed); // restore original seed so other effects can use "random" PRNG
return FRAMETIME;
}
static const char _data_FX_MODE_RANDOM_CHASE[] PROGMEM = "Stream 2 ☾@!;;";
//7 bytes
typedef struct Oscillator {
int16_t pos;
int8_t size;
int8_t dir;
int8_t speed;
} oscillator;
/*
/ Oscillating bars of color, updated with standard framerate
*/
uint16_t mode_oscillate(void) {
uint8_t numOscillators = 3;
uint16_t dataSize = sizeof(oscillator) * numOscillators;
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
Oscillator* oscillators = reinterpret_cast<Oscillator*>(SEGENV.data);
if (SEGENV.call == 0)
{
oscillators[0] = {(int16_t)(SEGLEN/4), (int8_t)(SEGLEN/8), 1, 1};
oscillators[1] = {(int16_t)(SEGLEN/4*3), (int8_t)(SEGLEN/8), 1, 2};
oscillators[2] = {(int16_t)(SEGLEN/4*2), (int8_t)(SEGLEN/8), -1, 1};
}
uint32_t cycleTime = 20 + (2 * (uint32_t)(255 - SEGMENT.speed));
uint32_t it = strip.now / cycleTime;
for (int i = 0; i < numOscillators; i++) {
// if the counter has increased, move the oscillator by the random step
if (it != SEGENV.step) oscillators[i].pos += oscillators[i].dir * oscillators[i].speed;
oscillators[i].size = SEGLEN/(3+SEGMENT.intensity/8);
if((oscillators[i].dir == -1) && (oscillators[i].pos <= 0)) {
oscillators[i].pos = 0;
oscillators[i].dir = 1;
// make bigger steps for faster speeds
oscillators[i].speed = SEGMENT.speed > 100 ? random8(2, 4):random8(1, 3);
}
if((oscillators[i].dir == 1) && (oscillators[i].pos >= (SEGLEN - 1))) {
oscillators[i].pos = SEGLEN - 1;
oscillators[i].dir = -1;
oscillators[i].speed = SEGMENT.speed > 100 ? random8(2, 4):random8(1, 3);
}
}
for (int i = 0; i < SEGLEN; i++) {
uint32_t color = BLACK;
for (int j = 0; j < numOscillators; j++) {
if(i >= oscillators[j].pos - oscillators[j].size && i <= oscillators[j].pos + oscillators[j].size) {
color = (color == BLACK) ? SEGCOLOR(j) : color_blend(color, SEGCOLOR(j), 128);
}
}
SEGMENT.setPixelColor(i, color);
}
SEGENV.step = it;
return FRAMETIME;
}
static const char _data_FX_MODE_OSCILLATE[] PROGMEM = "Oscillate";
//TODO
uint16_t mode_lightning(void) {
if (SEGLEN == 1) return mode_static();
uint16_t ledstart = random16(SEGLEN); // Determine starting location of flash
uint16_t ledlen = 1 + random16(SEGLEN -ledstart); // Determine length of flash (not to go beyond NUM_LEDS-1)
uint8_t bri = 255/random8(1, 3);
if (SEGENV.aux1 == 0) //init, leader flash
{
SEGENV.aux1 = random8(4, 4 + SEGMENT.intensity/20); //number of flashes
SEGENV.aux1 *= 2;
bri = 52; //leader has lower brightness
SEGENV.aux0 = 200; //200ms delay after leader
}
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
if (SEGENV.aux1 > 3 && !(SEGENV.aux1 & 0x01)) { //flash on even number >2
for (int i = ledstart; i < ledstart + ledlen; i++)
{
SEGMENT.setPixelColor(i,SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0, bri));
}
SEGENV.aux1--;
SEGENV.step = strip.now;
//return random8(4, 10); // each flash only lasts one frame/every 24ms... originally 4-10 milliseconds
} else {
if (strip.now - SEGENV.step > SEGENV.aux0) {
SEGENV.aux1--;
if (SEGENV.aux1 < 2) SEGENV.aux1 = 0;
SEGENV.aux0 = (50 + random8(100)); //delay between flashes
if (SEGENV.aux1 == 2) {
SEGENV.aux0 = (random8(255 - SEGMENT.speed) * 100); // delay between strikes
}
SEGENV.step = strip.now;
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_LIGHTNING[] PROGMEM = "Lightning@!,!,,,,,Overlay;!,!;!";
// Pride2015
// Animated, ever-changing rainbows.
// by Mark Kriegsman: https://gist.github.com/kriegsman/964de772d64c502760e5
uint16_t mode_pride_2015(void) {
uint16_t duration = 10 + SEGMENT.speed;
uint16_t sPseudotime = SEGENV.step;
uint16_t sHue16 = SEGENV.aux0;
uint8_t sat8 = beatsin88( 87, 220, 250);
uint8_t brightdepth = beatsin88( 341, 96, 224);
uint16_t brightnessthetainc16 = beatsin88( 203, (25 * 256), (40 * 256));
uint8_t msmultiplier = beatsin88(147, 23, 60);
uint16_t hue16 = sHue16;//gHue * 256;
uint16_t hueinc16 = beatsin88(113, 1, 3000);
if(SEGENV.call == 0) {
SEGMENT.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
}
sPseudotime += duration * msmultiplier;
sHue16 += duration * beatsin88( 400, 5,9);
uint16_t brightnesstheta16 = sPseudotime;
for (int i = 0 ; i < SEGLEN; i++) {
hue16 += hueinc16;
uint8_t hue8 = hue16 >> 8;
brightnesstheta16 += brightnessthetainc16;
uint16_t b16 = sin16( brightnesstheta16 ) + 32768;
uint16_t bri16 = (uint32_t)((uint32_t)b16 * (uint32_t)b16) / 65536;
uint8_t bri8 = (uint32_t)(((uint32_t)bri16) * brightdepth) / 65536;
bri8 += (255 - brightdepth);
CRGB newcolor = CHSV(hue8, sat8, bri8);
SEGMENT.blendPixelColor(i, newcolor, 64);
}
SEGENV.step = sPseudotime;
SEGENV.aux0 = sHue16;
return FRAMETIME;
}
static const char _data_FX_MODE_PRIDE_2015[] PROGMEM = "Pride 2015@!;;";
//////////////////////
// PARTYJERK //
//////////////////////
// by @tonyxforce
// NB: This effects expects a palette that starts with black and then ramps up brightness.
// Currently works best with the "color gradient" and the "colors 1&2" palettes
uint16_t mode_partyjerk() {
if (SEGENV.call == 0) {
SEGMENT.fill(BLACK); // clear LEDs
SEGENV.aux0 = 0;
SEGENV.aux1 = 0;
SEGENV.step = 0;
}
/*
* use of persistent variables:
* aux0: hueDelay
* aux1: hue
* step: pos
*/
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0];
SEGENV.aux0++;
if (SEGENV.aux1 > 254) {
SEGENV.aux1 = 0;
}
if (SEGENV.aux0 > map2(SEGMENT.custom1, 0, 255, 0, 14)) {
SEGENV.aux0 = 0;
SEGENV.aux1++;
}
uint_fast32_t speed = 0;
uint16_t counter = 0;
if (volumeSmth * 2 > (255 - SEGMENT.intensity)) {
speed = SEGMENT.speed * map2(SEGMENT.custom2, 0, 255, 0, 100);
} else {
speed = SEGMENT.speed;
};
SEGENV.step += speed;
counter = SEGENV.step >> 8;
for (unsigned i = 0; i < SEGLEN; i++) {
uint8_t colorIndex = ((i * 255) / SEGLEN) - counter;
uint32_t paletteColor = SEGMENT.color_from_palette(colorIndex, false, PALETTE_MOVING_WRAP, 255);
uint8_t r = R(paletteColor);
uint8_t g = G(paletteColor);
uint8_t b = B(paletteColor);
uint8_t activeColor = max(r, max(g, b));
CRGB rgb(CHSV(SEGENV.aux1, 255, activeColor));
SEGMENT.setPixelColor((uint16_t)i, rgb.r, rgb.g, rgb.b);
};
return FRAMETIME;
} // mode_partyjerk()
static const char _data_FX_MODE_PARTYJERK[] PROGMEM = "Party jerk@Effect speed,Sensitivity,Color change speed,Effect speed active multiplier;!,!;!;1v;c1=8,c2=48,m12=0,si=0";
//eight colored dots, weaving in and out of sync with each other
uint16_t mode_juggle(void) {
if (SEGLEN == 1) return mode_static();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds(); //lossless getPixelColor()
SEGMENT.fill(BLACK);
}
SEGMENT.fadeToBlackBy(192 - (3*SEGMENT.intensity/4));
CRGB fastled_col;
byte dothue = 0;
for (int i = 0; i < 8; i++) {
uint16_t index = 0 + beatsin88((16 + SEGMENT.speed)*(i + 7), 0, SEGLEN -1);
fastled_col = CRGB(SEGMENT.getPixelColor(index));
fastled_col |= (SEGMENT.palette==0)?CHSV(dothue, 220, 255):ColorFromPalette(SEGPALETTE, dothue, 255);
SEGMENT.setPixelColor(index, fastled_col);
dothue += 32;
}
return FRAMETIME;
}
static const char _data_FX_MODE_JUGGLE[] PROGMEM = "Juggle@!,Trail;;!;;sx=64,ix=128";
uint16_t mode_palette() {
uint16_t counter = 0;
if (SEGMENT.speed != 0)
{
counter = (strip.now * ((SEGMENT.speed >> 3) +1)) & 0xFFFF;
counter = counter >> 8;
}
for (int i = 0; i < SEGLEN; i++)
{
uint8_t colorIndex = (i * 255 / SEGLEN) - counter;
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(colorIndex, false, PALETTE_MOVING_WRAP, 255));
}
return FRAMETIME;
}
static const char _data_FX_MODE_PALETTE[] PROGMEM = "Palette@Cycle speed;;!;;c3=0,o2=0";
// WLED limitation: Analog Clock overlay will NOT work when Fire2012 is active
// Fire2012 by Mark Kriegsman, July 2012
// as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY
////
// This basic one-dimensional 'fire' simulation works roughly as follows:
// There's a underlying array of 'heat' cells, that model the temperature
// at each point along the line. Every cycle through the simulation,
// four steps are performed:
// 1) All cells cool down a little bit, losing heat to the air
// 2) The heat from each cell drifts 'up' and diffuses a little
// 3) Sometimes randomly new 'sparks' of heat are added at the bottom
// 4) The heat from each cell is rendered as a color into the leds array
// The heat-to-color mapping uses a black-body radiation approximation.
//
// Temperature is in arbitrary units from 0 (cold black) to 255 (white hot).
//
// This simulation scales it self a bit depending on SEGLEN; it should look
// "OK" on anywhere from 20 to 100 LEDs without too much tweaking.
//
// I recommend running this simulation at anywhere from 30-100 frames per second,
// meaning an interframe delay of about 10-35 milliseconds.
//
// Looks best on a high-density LED setup (60+ pixels/meter).
//
//
// There are two main parameters you can play with to control the look and
// feel of your fire: COOLING (used in step 1 above) (Speed = COOLING), and SPARKING (used
// in step 3 above) (Effect Intensity = Sparking).
uint16_t mode_fire_2012() {
if (SEGLEN == 1) return mode_static();
const uint16_t strips = SEGMENT.nrOfVStrips();
if (!SEGENV.allocateData(strips * SEGLEN)) return mode_static(); //allocation failed
byte* heat = SEGENV.data;
if (SEGENV.call == 0) {SEGENV.setUpLeds(); SEGMENT.fill(BLACK);} // WLEDMM use lossless getPixelColor()
const uint32_t it = strip.now >> 5; //div 32
struct virtualStrip {
static void runStrip(uint16_t stripNr, byte* heat, uint32_t it) {
const uint8_t ignition = max(3,SEGLEN/10); // ignition area: 10% of segment length or minimum 3 pixels
// Step 1. Cool down every cell a little
for (int i = 0; i < SEGLEN; i++) {
uint8_t cool = (it != SEGENV.step) ? random8((((20 + SEGMENT.speed/3) * 16) / SEGLEN)+2) : random8(4);
uint8_t minTemp = (i<ignition) ? (ignition-i)/4 + 16 : 0; // should not become black in ignition area
uint8_t temp = qsub8(heat[i], cool);
heat[i] = temp<minTemp ? minTemp : temp;
}
if (it != SEGENV.step) {
// Step 2. Heat from each cell drifts 'up' and diffuses a little
for (int k = SEGLEN -1; k > 1; k--) {
heat[k] = (heat[k - 1] + (heat[k - 2]<<1) ) / 3; // heat[k-2] multiplied by 2
}
// Step 3. Randomly ignite new 'sparks' of heat near the bottom
if (random8() <= SEGMENT.intensity) {
uint8_t y = random8(ignition);
uint8_t boost = (17+SEGMENT.custom3) * (ignition - y/2) / ignition; // integer math!
heat[y] = qadd8(heat[y], random8(96+2*boost,207+boost));
}
}
// Step 4. Map from heat cells to LED colors
for (int j = 0; j < SEGLEN; j++) {
SEGMENT.setPixelColor(indexToVStrip(j, stripNr), ColorFromPalette(SEGPALETTE, min(heat[j], byte(240)), 255, NOBLEND));
}
}
};
for (int stripNr=0; stripNr<strips; stripNr++)
virtualStrip::runStrip(stripNr, &heat[stripNr * SEGLEN], it);
if (SEGMENT.is2D()) {
uint8_t blurAmount = SEGMENT.custom2 >> 2;
if (blurAmount > 48) blurAmount += blurAmount-48; // extra blur when slider > 192 (bush burn)
if (blurAmount < 16) SEGMENT.blurCols(SEGMENT.custom2 >> 1); // no side-burn when slider < 64 (faster)
else SEGMENT.blur(blurAmount);
}
if (it != SEGENV.step)
SEGENV.step = it;
return FRAMETIME;
}
static const char _data_FX_MODE_FIRE_2012[] PROGMEM = "Fire 2012@Cooling,Spark rate,,2D Blur,Boost;;!;1.5d;sx=64,ix=160,c2=128,m12=1"; // bars WLEDMM 1.5d,
// ColorWavesWithPalettes by Mark Kriegsman: https://gist.github.com/kriegsman/8281905786e8b2632aeb
// This function draws color waves with an ever-changing,
// widely-varying set of parameters, using a color palette.
uint16_t mode_colorwaves() {
uint16_t duration = 10 + SEGMENT.speed;
uint16_t sPseudotime = SEGENV.step;
uint16_t sHue16 = SEGENV.aux0;
uint8_t brightdepth = beatsin88(341, 96, 224);
uint16_t brightnessthetainc16 = beatsin88( 203, (25 * 256), (40 * 256));
uint8_t msmultiplier = beatsin88(147, 23, 60);
uint16_t hue16 = sHue16;//gHue * 256;
uint16_t hueinc16 = beatsin88(113, 60, 300)*SEGMENT.intensity*10/255; // Use the Intensity Slider for the hues
sPseudotime += duration * msmultiplier;
sHue16 += duration * beatsin88(400, 5, 9);
uint16_t brightnesstheta16 = sPseudotime;
if(SEGENV.call == 0) {
SEGMENT.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
}
for (int i = 0 ; i < SEGLEN; i++) {
hue16 += hueinc16;
uint8_t hue8 = hue16 >> 8;
uint16_t h16_128 = hue16 >> 7;
if ( h16_128 & 0x100) {
hue8 = 255 - (h16_128 >> 1);
} else {
hue8 = h16_128 >> 1;
}
brightnesstheta16 += brightnessthetainc16;
uint16_t b16 = sin16(brightnesstheta16) + 32768;
uint16_t bri16 = (uint32_t)((uint32_t)b16 * (uint32_t)b16) / 65536;
uint8_t bri8 = (uint32_t)(((uint32_t)bri16) * brightdepth) / 65536;
bri8 += (255 - brightdepth);
SEGMENT.blendPixelColor(i, SEGMENT.color_from_palette(hue8, false, PALETTE_SOLID_WRAP, 0, bri8), 128); // 50/50 mix
}
SEGENV.step = sPseudotime;
SEGENV.aux0 = sHue16;
return FRAMETIME;
}
static const char _data_FX_MODE_COLORWAVES[] PROGMEM = "Colorwaves@!,Hue;!;!";
// colored stripes pulsing at a defined Beats-Per-Minute (BPM)
uint16_t mode_bpm() {
//CRGB fastled_col;
uint32_t stp = (strip.now / 20) & 0xFF;
uint8_t beat = beatsin8(SEGMENT.speed, 64, 255);
for (int i = 0; i < SEGLEN; i++) {
//fastled_col = ColorFromPalette(SEGPALETTE, stp + (i * 2), beat - stp + (i * 10));
//SEGMENT.setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue);
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(stp + (i * 2), false, PALETTE_SOLID_WRAP, 0, beat - stp + (i * 10)));
}
return FRAMETIME;
}
static const char _data_FX_MODE_BPM[] PROGMEM = "Bpm@!;!;!;;sx=64";
uint16_t mode_fillnoise8() {
if (SEGENV.call == 0) SEGENV.step = random16(12345);
//CRGB fastled_col;
for (int i = 0; i < SEGLEN; i++) {
uint8_t index = inoise8(i * SEGLEN, SEGENV.step + i * SEGLEN);
//fastled_col = ColorFromPalette(SEGPALETTE, index, 255, LINEARBLEND);
//SEGMENT.setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue);
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
}
SEGENV.step += beatsin8(SEGMENT.speed, 1, 6); //10,1,4
return FRAMETIME;
}
static const char _data_FX_MODE_FILLNOISE8[] PROGMEM = "Fill Noise@!;!;!";
uint16_t mode_noise16_1() {
uint16_t scale = 320; // the "zoom factor" for the noise
//CRGB fastled_col;
SEGENV.step += (1 + SEGMENT.speed/16);
for (int i = 0; i < SEGLEN; i++) {
uint16_t shift_x = beatsin8(11); // the x position of the noise field swings @ 17 bpm
uint16_t shift_y = SEGENV.step/42; // the y position becomes slowly incremented
uint16_t real_x = (i + shift_x) * scale; // the x position of the noise field swings @ 17 bpm
uint16_t real_y = (i + shift_y) * scale; // the y position becomes slowly incremented
uint32_t real_z = SEGENV.step; // the z position becomes quickly incremented
uint8_t noise = inoise16(real_x, real_y, real_z) >> 8; // get the noise data and scale it down
uint8_t index = sin8(noise * 3); // map LED color based on noise data
//fastled_col = ColorFromPalette(SEGPALETTE, index, 255, LINEARBLEND); // With that value, look up the 8 bit colour palette value and assign it to the current LED.
//SEGMENT.setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue);
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
}
return FRAMETIME;
}
static const char _data_FX_MODE_NOISE16_1[] PROGMEM = "Noise 1@!;!;!";
uint16_t mode_noise16_2() {
uint16_t scale = 1000; // the "zoom factor" for the noise
//CRGB fastled_col;
SEGENV.step += (1 + (SEGMENT.speed >> 1));
for (int i = 0; i < SEGLEN; i++) {
uint16_t shift_x = SEGENV.step >> 6; // x as a function of time
uint32_t real_x = (i + shift_x) * scale; // calculate the coordinates within the noise field
uint8_t noise = inoise16(real_x, 0, 4223) >> 8; // get the noise data and scale it down
uint8_t index = sin8(noise * 3); // map led color based on noise data
//fastled_col = ColorFromPalette(SEGPALETTE, index, noise, LINEARBLEND); // With that value, look up the 8 bit colour palette value and assign it to the current LED.
//SEGMENT.setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue);
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0, noise));
}
return FRAMETIME;
}
static const char _data_FX_MODE_NOISE16_2[] PROGMEM = "Noise 2@!;!;!";
uint16_t mode_noise16_3() {
uint16_t scale = 800; // the "zoom factor" for the noise
//CRGB fastled_col;
SEGENV.step += (1 + SEGMENT.speed);
for (int i = 0; i < SEGLEN; i++) {
uint16_t shift_x = 4223; // no movement along x and y
uint16_t shift_y = 1234;
uint32_t real_x = (i + shift_x) * scale; // calculate the coordinates within the noise field
uint32_t real_y = (i + shift_y) * scale; // based on the precalculated positions
uint32_t real_z = SEGENV.step*8;
uint8_t noise = inoise16(real_x, real_y, real_z) >> 8; // get the noise data and scale it down
uint8_t index = sin8(noise * 3); // map led color based on noise data
//fastled_col = ColorFromPalette(SEGPALETTE, index, noise, LINEARBLEND); // With that value, look up the 8 bit colour palette value and assign it to the current LED.
//SEGMENT.setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue);
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0, noise));
}
return FRAMETIME;
}
static const char _data_FX_MODE_NOISE16_3[] PROGMEM = "Noise 3@!;!;!";
//https://github.com/aykevl/ledstrip-spark/blob/master/ledstrip.ino
uint16_t mode_noise16_4() {
//CRGB fastled_col;
uint32_t stp = (strip.now * SEGMENT.speed) >> 7;
for (int i = 0; i < SEGLEN; i++) {
int16_t index = inoise16(uint32_t(i) << 12, stp);
//fastled_col = ColorFromPalette(SEGPALETTE, index);
//SEGMENT.setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue);
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
}
return FRAMETIME;
}
static const char _data_FX_MODE_NOISE16_4[] PROGMEM = "Noise 4@!;!;!";
//based on https://gist.github.com/kriegsman/5408ecd397744ba0393e
uint16_t mode_colortwinkle() {
uint16_t dataSize = (SEGLEN+7) >> 3; //1 bit per LED
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
if(SEGENV.call == 0) {
SEGMENT.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
}
CRGB fastled_col, prev;
fract8 fadeUpAmount = strip.getBrightness()>28 ? 8 + (SEGMENT.speed>>2) : 68-strip.getBrightness();
fract8 fadeDownAmount = strip.getBrightness()>28 ? 8 + (SEGMENT.speed>>3) : 68-strip.getBrightness();
for (uint16_t i = 0; i < SEGLEN; i++) {
fastled_col = SEGMENT.getPixelColor(i);
prev = fastled_col;
uint16_t index = i >> 3;
uint8_t bitNum = i & 0x07;
bool fadeUp = bitRead(SEGENV.data[index], bitNum);
if (fadeUp) {
CRGB incrementalColor = fastled_col;
incrementalColor.nscale8_video(fadeUpAmount);
fastled_col += incrementalColor;
if (fastled_col.red == 255 || fastled_col.green == 255 || fastled_col.blue == 255) {
bitWrite(SEGENV.data[index], bitNum, false);
}
SEGMENT.setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue);
if (SEGMENT.getPixelColor(i) == RGBW32(prev.r, prev.g, prev.b, 0)) { //fix "stuck" pixels
fastled_col += fastled_col;
SEGMENT.setPixelColor(i, fastled_col);
}
} else {
fastled_col.nscale8(255 - fadeDownAmount);
SEGMENT.setPixelColor(i, fastled_col);
}
}
for (uint16_t j = 0; j <= SEGLEN / 50; j++) {
if (random8() <= SEGMENT.intensity) {
for (uint8_t times = 0; times < 5; times++) { //attempt to spawn a new pixel 5 times
int i = random16(SEGLEN);
if (SEGMENT.getPixelColor(i) == 0) {
fastled_col = ColorFromPalette(SEGPALETTE, random8(), 64, NOBLEND);
uint16_t index = i >> 3;
uint8_t bitNum = i & 0x07;
bitWrite(SEGENV.data[index], bitNum, true);
SEGMENT.setPixelColor(i, fastled_col);
break; //only spawn 1 new pixel per frame per 50 LEDs
}
}
}
}
return FRAMETIME_FIXED;
}
static const char _data_FX_MODE_COLORTWINKLE[] PROGMEM = "Colortwinkles@Fade speed,Spawn speed;;!;;m12=0"; //pixels
//Calm effect, like a lake at night
uint16_t mode_lake() {
uint8_t sp = SEGMENT.speed/10;
int wave1 = beatsin8(sp +2, -64,64);
int wave2 = beatsin8(sp +1, -64,64);
uint8_t wave3 = beatsin8(sp +2, 0,80);
//CRGB fastled_col;
for (int i = 0; i < SEGLEN; i++)
{
int index = cos8((i*15)+ wave1)/2 + cubicwave8((i*23)+ wave2)/2;
uint8_t lum = (index > wave3) ? index - wave3 : 0;
//fastled_col = ColorFromPalette(SEGPALETTE, map(index,0,255,0,240), lum, LINEARBLEND);
//SEGMENT.setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue);
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, false, 0, lum));
}
return FRAMETIME;
}
static const char _data_FX_MODE_LAKE[] PROGMEM = "Lake@!;Fx;!";
// meteor effect
// send a meteor from begining to to the end of the strip with a trail that randomly decays.
// adapted from https://www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/#LEDStripEffectMeteorRain
uint16_t mode_meteor() {
if (SEGLEN == 1) return mode_static();
if (!SEGENV.allocateData(SEGLEN)) return mode_static(); //allocation failed
byte* trail = SEGENV.data;
const unsigned meteorSize= 1 + SEGLEN / 20; // 5%
uint16_t counter = strip.now * ((SEGMENT.speed >> 2) +8);
uint16_t in = counter * SEGLEN >> 16;
const int max = SEGMENT.palette==5 || !SEGMENT.check1 ? 240 : 255;
// fade all leds to colors[1] in LEDs one step
for (int i = 0; i < SEGLEN; i++) {
if (random8() <= 255 - SEGMENT.intensity) {
byte meteorTrailDecay = 162 + random8(92);
trail[i] = scale8(trail[i], meteorTrailDecay);
uint32_t col = SEGMENT.check1 ? SEGMENT.color_from_palette(i, true, false, 0, trail[i]) : SEGMENT.color_from_palette(trail[i], false, true, 255);
SEGMENT.setPixelColor(i, col);
}
}
// draw meteor
for (unsigned j = 0; j < meteorSize; j++) {
uint16_t index = in + j;
if (index >= SEGLEN) {
index -= SEGLEN;
}
trail[index] = max;
uint32_t col = SEGMENT.check1 ? SEGMENT.color_from_palette(index, true, false, 0, trail[index]) : SEGMENT.color_from_palette(trail[index], false, true, 255);
SEGMENT.setPixelColor(index, col);
}
return FRAMETIME;
}
static const char _data_FX_MODE_METEOR[] PROGMEM = "Meteor@!,Trail,,,,Gradient;;!;1";
// smooth meteor effect
// send a meteor from begining to to the end of the strip with a trail that randomly decays.
// adapted from https://www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/#LEDStripEffectMeteorRain
uint16_t mode_meteor_smooth() {
if (SEGLEN == 1) return mode_static();
if (!SEGENV.allocateData(SEGLEN)) return mode_static(); //allocation failed
byte* trail = SEGENV.data;
const unsigned meteorSize= 1+ SEGLEN / 20; // 5%
uint16_t in = map((SEGENV.step >> 6 & 0xFF), 0, 255, 0, SEGLEN -1);
const int max = SEGMENT.palette==5 || !SEGMENT.check1 ? 240 : 255;
// fade all leds to colors[1] in LEDs one step
for (int i = 0; i < SEGLEN; i++) {
if (/*trail[i] != 0 &&*/ random8() <= 255 - SEGMENT.intensity) {
int change = trail[i] + 4 - random8(24); //change each time between -20 and +4
trail[i] = constrain(change, 0, max);
uint32_t col = SEGMENT.check1 ? SEGMENT.color_from_palette(i, true, false, 0, trail[i]) : SEGMENT.color_from_palette(trail[i], false, true, 255);
SEGMENT.setPixelColor(i, col);
}
}
// draw meteor
for (unsigned j = 0; j < meteorSize; j++) {
uint16_t index = in + j;
if (index >= SEGLEN) {
index -= SEGLEN;
}
trail[index] = max;
uint32_t col = SEGMENT.check1 ? SEGMENT.color_from_palette(index, true, false, 0, trail[index]) : SEGMENT.color_from_palette(trail[index], false, true, 255);
SEGMENT.setPixelColor(index, col);
}
SEGENV.step += SEGMENT.speed +1;
return FRAMETIME;
}
static const char _data_FX_MODE_METEOR_SMOOTH[] PROGMEM = "Meteor Smooth@!,Trail,,,,Gradient;;!;1";
//Railway Crossing / Christmas Fairy lights
uint16_t mode_railway() {
if (SEGLEN == 1) return mode_static();
uint16_t dur = (256 - SEGMENT.speed) * 40;
uint16_t rampdur = (dur * SEGMENT.intensity) >> 8;
if (SEGENV.step > dur)
{
//reverse direction
SEGENV.step = 0;
SEGENV.aux0 = !SEGENV.aux0;
}
uint8_t pos = 255;
if (rampdur != 0)
{
uint16_t p0 = (SEGENV.step * 255) / rampdur;
if (p0 < 255) pos = p0;
}
if (SEGENV.aux0) pos = 255 - pos;
for (int i = 0; i < SEGLEN; i += 2)
{
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(255 - pos, false, false, 255)); // do not use color 1 or 2, always use palette
if (i < SEGLEN -1)
{
SEGMENT.setPixelColor(i + 1, SEGMENT.color_from_palette(pos, false, false, 255)); // do not use color 1 or 2, always use palette
}
}
SEGENV.step += FRAMETIME;
return FRAMETIME;
}
static const char _data_FX_MODE_RAILWAY[] PROGMEM = "Railway@!,Smoothness;1,2;!";
//Water ripple
//propagation velocity from speed
//drop rate from intensity
//4 bytes
typedef struct Ripple {
uint8_t state;
uint8_t color;
uint16_t pos;
} ripple;
#ifdef ESP8266
#define MAX_RIPPLES 56
#else
#define MAX_RIPPLES 100
#endif
uint16_t ripple_base()
{
uint16_t maxRipples = min(1 + (SEGLEN >> 2), MAX_RIPPLES); // 56 max for 16 segment ESP8266
uint16_t dataSize = sizeof(ripple) * maxRipples;
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
if (SEGENV.call == 0) {SEGENV.setUpLeds(); SEGMENT.fill(BLACK);} // WLEDMM use lossless getPixelColor()
Ripple* ripples = reinterpret_cast<Ripple*>(SEGENV.data);
//draw wave
for (int i = 0; i < maxRipples; i++) {
uint16_t ripplestate = ripples[i].state;
if (ripplestate) {
uint8_t rippledecay = (SEGMENT.speed >> 4) +1; //faster decay if faster propagation
uint16_t rippleorigin = ripples[i].pos;
uint32_t col = SEGMENT.color_from_palette(ripples[i].color, false, false, 255);
uint16_t propagation = ((ripplestate/rippledecay - 1) * (SEGMENT.speed + 1));
int16_t propI = propagation >> 8;
uint8_t propF = propagation & 0xFF;
uint8_t amp = (ripplestate < 17) ? triwave8((ripplestate-1)*8) : map(ripplestate,17,255,255,2);
#ifndef WLED_DISABLE_2D
if (SEGMENT.is2D()) {
propI /= 2;
uint16_t cx = rippleorigin >> 8;
uint16_t cy = rippleorigin & 0xFF;
uint8_t mag = scale8(sin8((propF>>2)), amp);
if (propI > 0) SEGMENT.drawCircle(cx, cy, propI, color_blend(SEGMENT.getPixelColorXY(cx + propI, cy), col, mag), true);
} else
#endif
{
int left = rippleorigin - propI -1;
for (int v = left; v < left +4; v++) {
uint8_t mag = scale8(cubicwave8((propF>>2)+(v-left)*64), amp);
if ((v >= 0) && (v < SEGLEN)) // WLEDMM bugfix: v and w can be negative or out-of-range
SEGMENT.setPixelColor(v, color_blend(SEGMENT.getPixelColor(v), col, mag)); // TODO
int w = left + propI*2 + 3 -(v-left);
if ((w >= 0) && (w < SEGLEN)) // WLEDMM bugfix: v and w can be negative or out-of-range
SEGMENT.setPixelColor(w, color_blend(SEGMENT.getPixelColor(w), col, mag)); // TODO
}
}
ripplestate += rippledecay;
ripples[i].state = (ripplestate > 254) ? 0 : ripplestate;
} else {//randomly create new wave
if (random16(IBN + 10000) <= (SEGMENT.intensity >> (SEGMENT.is2D()*3))) {
ripples[i].state = 1;
ripples[i].pos = SEGMENT.is2D() ? ((random16(SEGENV.virtualWidth())<<8) | (random16(SEGENV.virtualHeight()))) : random16(SEGLEN);
ripples[i].color = random8(); //color
}
}
}
return FRAMETIME;
}
#undef MAX_RIPPLES
uint16_t mode_ripple(void) {
if (SEGLEN == 1) return mode_static();
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
else SEGMENT.fade_out(250);
return ripple_base();
}
static const char _data_FX_MODE_RIPPLE[] PROGMEM = "Ripple@!,Wave #,,,,,Overlay;,!;!;12";
uint16_t mode_ripple_rainbow(void) {
if (SEGLEN == 1) return mode_static();
if (SEGENV.call ==0) {
SEGENV.aux0 = random8();
SEGENV.aux1 = random8();
}
if (SEGENV.aux0 == SEGENV.aux1) {
SEGENV.aux1 = random8();
} else if (SEGENV.aux1 > SEGENV.aux0) {
SEGENV.aux0++;
} else {
SEGENV.aux0--;
}
SEGMENT.fill(color_blend(SEGMENT.color_wheel(SEGENV.aux0),BLACK,235));
return ripple_base();
}
static const char _data_FX_MODE_RIPPLE_RAINBOW[] PROGMEM = "Ripple Rainbow@!,Wave #;;!;12";
// TwinkleFOX by Mark Kriegsman: https://gist.github.com/kriegsman/756ea6dcae8e30845b5a
//
// TwinkleFOX: Twinkling 'holiday' lights that fade in and out.
// Colors are chosen from a palette. Read more about this effect using the link above!
// If COOL_LIKE_INCANDESCENT is set to 1, colors will
// fade out slighted 'reddened', similar to how
// incandescent bulbs change color as they get dim down.
#define COOL_LIKE_INCANDESCENT 1
CRGB twinklefox_one_twinkle(uint32_t ms, uint8_t salt, bool cat)
{
// Overall twinkle speed (changed)
uint16_t ticks = ms / SEGENV.aux0;
uint8_t fastcycle8 = ticks;
uint16_t slowcycle16 = (ticks >> 8) + salt;
slowcycle16 += sin8(slowcycle16);
slowcycle16 = (slowcycle16 * 2053) + 1384;
uint8_t slowcycle8 = (slowcycle16 & 0xFF) + (slowcycle16 >> 8);
// Overall twinkle density.
// 0 (NONE lit) to 8 (ALL lit at once).
// Default is 5.
uint8_t twinkleDensity = (SEGMENT.intensity >> 5) +1;
uint8_t bright = 0;
if (((slowcycle8 & 0x0E)/2) < twinkleDensity) {
uint8_t ph = fastcycle8;
// This is like 'triwave8', which produces a
// symmetrical up-and-down triangle sawtooth waveform, except that this
// function produces a triangle wave with a faster attack and a slower decay
if (cat) //twinklecat, variant where the leds instantly turn on
{
bright = 255 - ph;
} else { //vanilla twinklefox
if (ph < 86) {
bright = ph * 3;
} else {
ph -= 86;
bright = 255 - (ph + (ph/2));
}
}
}
uint8_t hue = slowcycle8 - salt;
CRGB c;
if (bright > 0) {
c = ColorFromPalette(SEGPALETTE, hue, bright, NOBLEND);
if(COOL_LIKE_INCANDESCENT == 1) {
// This code takes a pixel, and if its in the 'fading down'
// part of the cycle, it adjusts the color a little bit like the
// way that incandescent bulbs fade toward 'red' as they dim.
if (fastcycle8 >= 128)
{
uint8_t cooling = (fastcycle8 - 128) >> 4;
c.g = qsub8(c.g, cooling);
c.b = qsub8(c.b, cooling * 2);
}
}
} else {
c = CRGB::Black;
}
return c;
}
// This function loops over each pixel, calculates the
// adjusted 'clock' that this pixel should use, and calls
// "CalculateOneTwinkle" on each pixel. It then displays
// either the twinkle color of the background color,
// whichever is brighter.
uint16_t twinklefox_base(bool cat)
{
// "PRNG16" is the pseudorandom number generator
// It MUST be reset to the same starting value each time
// this function is called, so that the sequence of 'random'
// numbers that it generates is (paradoxically) stable.
uint16_t PRNG16 = 11337;
// Calculate speed
if (SEGMENT.speed > 100) SEGENV.aux0 = 3 + ((255 - SEGMENT.speed) >> 3);
else SEGENV.aux0 = 22 + ((100 - SEGMENT.speed) >> 1);
// Set up the background color, "bg".
CRGB bg = CRGB(SEGCOLOR(1));
uint8_t bglight = bg.getAverageLight();
if (bglight > 64) {
bg.nscale8_video(16); // very bright, so scale to 1/16th
} else if (bglight > 16) {
bg.nscale8_video(64); // not that bright, so scale to 1/4th
} else {
bg.nscale8_video(86); // dim, scale to 1/3rd.
}
uint8_t backgroundBrightness = bg.getAverageLight();
for (int i = 0; i < SEGLEN; i++) {
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; // next 'random' number
uint16_t myclockoffset16= PRNG16; // use that number as clock offset
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; // next 'random' number
// use that number as clock speed adjustment factor (in 8ths, from 8/8ths to 23/8ths)
uint8_t myspeedmultiplierQ5_3 = ((((PRNG16 & 0xFF)>>4) + (PRNG16 & 0x0F)) & 0x0F) + 0x08;
uint32_t myclock30 = (uint32_t)((strip.now * myspeedmultiplierQ5_3) >> 3) + myclockoffset16;
uint8_t myunique8 = PRNG16 >> 8; // get 'salt' value for this pixel
// We now have the adjusted 'clock' for this pixel, now we call
// the function that computes what color the pixel should be based
// on the "brightness = f( time )" idea.
CRGB c = twinklefox_one_twinkle(myclock30, myunique8, cat);
uint8_t cbright = c.getAverageLight();
int16_t deltabright = cbright - backgroundBrightness;
if (deltabright >= 32 || (!bg)) {
// If the new pixel is significantly brighter than the background color,
// use the new color.
SEGMENT.setPixelColor(i, c.red, c.green, c.blue);
} else if (deltabright > 0) {
// If the new pixel is just slightly brighter than the background color,
// mix a blend of the new color and the background color
SEGMENT.setPixelColor(i, color_blend(RGBW32(bg.r,bg.g,bg.b,0), RGBW32(c.r,c.g,c.b,0), deltabright * 8));
} else {
// if the new pixel is not at all brighter than the background color,
// just use the background color.
SEGMENT.setPixelColor(i, bg.r, bg.g, bg.b);
}
}
return FRAMETIME;
}
uint16_t mode_twinklefox()
{
return twinklefox_base(false);
}
static const char _data_FX_MODE_TWINKLEFOX[] PROGMEM = "Twinklefox@!,Twinkle rate;!,!;!";
uint16_t mode_twinklecat()
{
return twinklefox_base(true);
}
static const char _data_FX_MODE_TWINKLECAT[] PROGMEM = "Twinklecat@!,Twinkle rate;!,!;!";
//inspired by https://www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/#LEDStripEffectBlinkingHalloweenEyes
uint16_t mode_halloween_eyes()
{
if (SEGLEN == 1) return mode_static();
const uint16_t maxWidth = strip.isMatrix ? SEGMENT.virtualWidth() : SEGLEN;
const uint16_t HALLOWEEN_EYE_SPACE = MAX(2, strip.isMatrix ? SEGMENT.virtualWidth()>>4: SEGLEN>>5);
const uint16_t HALLOWEEN_EYE_WIDTH = HALLOWEEN_EYE_SPACE/2;
uint16_t eyeLength = (2*HALLOWEEN_EYE_WIDTH) + HALLOWEEN_EYE_SPACE;
if (eyeLength >= maxWidth) return mode_static(); //bail if segment too short
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1)); //fill background
uint8_t state = SEGENV.aux1 >> 8;
uint16_t stateTime = SEGENV.call;
if (stateTime == 0) stateTime = 2000;
if (state == 0) { //spawn eyes
SEGENV.aux0 = random16(0, maxWidth - eyeLength - 1); //start pos
SEGENV.aux1 = random8(); //color
if (strip.isMatrix) SEGMENT.offset = random16(SEGMENT.virtualHeight()-1); // a hack: reuse offset since it is not used in matrices
state = 1;
}
if (state < 2) { //fade eyes
uint16_t startPos = SEGENV.aux0;
uint16_t start2ndEye = startPos + HALLOWEEN_EYE_WIDTH + HALLOWEEN_EYE_SPACE;
uint32_t fadestage = (strip.now - SEGENV.step)*255 / stateTime;
if (fadestage > 255) fadestage = 255;
uint32_t c = color_blend(SEGMENT.color_from_palette(SEGENV.aux1 & 0xFF, false, false, 0), SEGCOLOR(1), fadestage);
for (int i = 0; i < HALLOWEEN_EYE_WIDTH; i++) {
if (strip.isMatrix) {
SEGMENT.setPixelColorXY(startPos + i, SEGMENT.offset, c);
SEGMENT.setPixelColorXY(start2ndEye + i, SEGMENT.offset, c);
} else {
SEGMENT.setPixelColor(startPos + i, c);
SEGMENT.setPixelColor(start2ndEye + i, c);
}
}
}
if (strip.now - SEGENV.step > stateTime) {
state++;
if (state > 2) state = 0;
if (state < 2) {
stateTime = 100 + SEGMENT.intensity*10; //eye fade time
} else {
uint16_t eyeOffTimeBase = (256 - SEGMENT.speed)*10;
stateTime = eyeOffTimeBase + random16(eyeOffTimeBase);
}
SEGENV.step = strip.now;
SEGENV.call = stateTime;
}
SEGENV.aux1 = (SEGENV.aux1 & 0xFF) + (state << 8); //save state
return FRAMETIME;
}
static const char _data_FX_MODE_HALLOWEEN_EYES[] PROGMEM = "Halloween Eyes@Duration,Eye fade time,,,,,Overlay;!,!;!;12";
//Speed slider sets amount of LEDs lit, intensity sets unlit
uint16_t mode_static_pattern()
{
uint16_t lit = 1 + SEGMENT.speed;
uint16_t unlit = 1 + SEGMENT.intensity;
bool drawingLit = true;
uint16_t cnt = 0;
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, (drawingLit) ? SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0) : SEGCOLOR(1));
cnt++;
if (cnt >= ((drawingLit) ? lit : unlit)) {
cnt = 0;
drawingLit = !drawingLit;
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_STATIC_PATTERN[] PROGMEM = "Solid Pattern@Fg size,Bg size;Fg,!;!;;pal=0";
uint16_t mode_tri_static_pattern()
{
uint8_t segSize = (SEGMENT.intensity >> 5) +1;
uint8_t currSeg = 0;
uint16_t currSegCount = 0;
for (int i = 0; i < SEGLEN; i++) {
if ( currSeg % 3 == 0 ) {
SEGMENT.setPixelColor(i, SEGCOLOR(0));
} else if( currSeg % 3 == 1) {
SEGMENT.setPixelColor(i, SEGCOLOR(1));
} else {
SEGMENT.setPixelColor(i, (SEGCOLOR(2) > 0 ? SEGCOLOR(2) : WHITE));
}
currSegCount += 1;
if (currSegCount >= segSize) {
currSeg +=1;
currSegCount = 0;
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_TRI_STATIC_PATTERN[] PROGMEM = "Solid Pattern Tri@,Size;1,2,3;;;pal=0";
uint16_t spots_base(uint16_t threshold)
{
if (SEGLEN == 1) return mode_static();
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
uint16_t maxZones = SEGLEN >> 2;
uint16_t zones = 1 + ((SEGMENT.intensity * maxZones) >> 8);
uint16_t zoneLen = SEGLEN / zones;
uint16_t offset = (SEGLEN - zones * zoneLen) >> 1;
for (int z = 0; z < zones; z++)
{
uint16_t pos = offset + z * zoneLen;
for (int i = 0; i < zoneLen; i++)
{
uint16_t wave = triwave16((i * 0xFFFF) / zoneLen);
if (wave > threshold) {
uint16_t index = 0 + pos + i;
uint8_t s = (wave - threshold)*255 / (0xFFFF - threshold);
SEGMENT.setPixelColor(index, color_blend(SEGMENT.color_from_palette(index, true, PALETTE_SOLID_WRAP, 0), SEGCOLOR(1), 255-s));
}
}
}
return FRAMETIME;
}
//Intensity slider sets number of "lights", speed sets LEDs per light
uint16_t mode_spots()
{
return spots_base((255 - SEGMENT.speed) << 8);
}
static const char _data_FX_MODE_SPOTS[] PROGMEM = "Spots@Spread,Width,,,,,Overlay;!,!;!";
//Intensity slider sets number of "lights", LEDs per light fade in and out
uint16_t mode_spots_fade()
{
uint16_t counter = strip.now * ((SEGMENT.speed >> 2) +8);
uint16_t t = triwave16(counter);
uint16_t tr = (t >> 1) + (t >> 2);
return spots_base(tr);
}
static const char _data_FX_MODE_SPOTS_FADE[] PROGMEM = "Spots Fade@Spread,Width,,,,,Overlay;!,!;!";
//each needs 12 bytes
typedef struct Ball {
unsigned long lastBounceTime;
float impactVelocity;
float height;
} ball;
/*
* Bouncing Balls Effect
*/
uint16_t mode_bouncing_balls(void) {
if (SEGLEN == 1) return mode_static();
//allocate segment data
const uint16_t strips = SEGMENT.nrOfVStrips(); // adapt for 2D
const size_t maxNumBalls = 16;
uint16_t dataSize = sizeof(ball) * maxNumBalls;
if (!SEGENV.allocateData(dataSize * strips)) return mode_static(); //allocation failed
Ball* balls = reinterpret_cast<Ball*>(SEGENV.data);
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(2) ? BLACK : SEGCOLOR(1));
// virtualStrip idea by @ewowi (Ewoud Wijma)
// requires virtual strip # to be embedded into upper 16 bits of index in setPixelColor()
// the following functions will not work on virtual strips: fill(), fade_out(), fadeToBlack(), blur()
struct virtualStrip {
static void runStrip(size_t stripNr, Ball* balls) {
// number of balls based on intensity setting to max of 7 (cycles colors)
// non-chosen color is a random color
uint16_t numBalls = (SEGMENT.intensity * (maxNumBalls - 1)) / 255 + 1; // minimum 1 ball
const float gravity = -9.81f; // standard value of gravity
const bool hasCol2 = SEGCOLOR(2);
const unsigned long time = strip.now;
if (SEGENV.call == 0) {
for (size_t i = 0; i < maxNumBalls; i++) balls[i].lastBounceTime = time;
}
for (size_t i = 0; i < numBalls; i++) {
float timeSinceLastBounce = (time - balls[i].lastBounceTime)/((255-SEGMENT.speed)/64 +1);
float timeSec = timeSinceLastBounce/1000.0f;
balls[i].height = (0.5f * gravity * timeSec + balls[i].impactVelocity) * timeSec; // avoid use pow(x, 2) - its extremely slow !
if (balls[i].height <= 0.0f) {
balls[i].height = 0.0f;
//damping for better effect using multiple balls
float dampening = 0.9f - float(i)/float(numBalls * numBalls); // avoid use pow(x, 2) - its extremely slow !
balls[i].impactVelocity = dampening * balls[i].impactVelocity;
balls[i].lastBounceTime = time;
if (balls[i].impactVelocity < 0.015f) {
float impactVelocityStart = sqrtf(-2.0f * gravity) * random8(5,11)/10.0f; // randomize impact velocity
balls[i].impactVelocity = impactVelocityStart;
}
} else if (balls[i].height > 1.0f) {
continue; // do not draw OOB ball
}
uint32_t color = SEGCOLOR(0);
if (SEGMENT.palette) {
color = SEGMENT.color_wheel(i*(256/max(numBalls, uint16_t(8))));
} else if (hasCol2) {
color = SEGCOLOR(i % NUM_COLORS);
}
int pos = roundf(balls[i].height * (SEGLEN - 1));
if (SEGLEN<32) SEGMENT.setPixelColor(indexToVStrip(pos, stripNr), color); // encode virtual strip into index
else SEGMENT.setPixelColor(balls[i].height + (stripNr+1)*10.0f, color);
}
}
};
for (int stripNr=0; stripNr<strips; stripNr++)
virtualStrip::runStrip(stripNr, &balls[stripNr * maxNumBalls]);
return FRAMETIME;
}
static const char _data_FX_MODE_BOUNCINGBALLS[] PROGMEM = "Bouncing Balls@Gravity,# of balls,,,,,Overlay;!,!,!;!;1.5d;m12=1"; //bar WLEDMM 1.5d
/*
* bouncing balls on a track track Effect modified from Aircoookie's bouncing balls
* Courtesy of pjhatch (https://github.com/pjhatch)
* https://github.com/Aircoookie/WLED/pull/1039
*/
// modified for balltrack mode
typedef struct RollingBall {
unsigned long lastBounceUpdate;
float mass; // could fix this to be = 1. if memory is an issue
float velocity;
float height;
} rball_t;
static uint16_t rolling_balls(void) {
//allocate segment data
const uint16_t maxNumBalls = 16; // 255/16 + 1
uint16_t dataSize = sizeof(rball_t) * maxNumBalls;
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
rball_t *balls = reinterpret_cast<rball_t *>(SEGENV.data);
// number of balls based on intensity setting to max of 16 (cycles colors)
// non-chosen color is a random color
uint8_t numBalls = SEGMENT.intensity/16 + 1;
if (SEGENV.call == 0) {
for (int i = 0; i < maxNumBalls; i++) {
balls[i].lastBounceUpdate = strip.now;
balls[i].velocity = 20.0f * float(random16(1000, 10000))/10000.0f; // number from 1 to 10
if (random8()<128) balls[i].velocity = -balls[i].velocity; // 50% chance of reverse direction
balls[i].height = (float(random16(0, 10000)) / 10000.0f); // from 0. to 1.
balls[i].mass = (float(random16(1000, 10000)) / 10000.0f); // from .1 to 1.
}
}
float cfac = float(scale8(8, 255-SEGMENT.speed) +1)*20000.0f; // this uses the Aircoookie conversion factor for scaling time using speed slider
bool hasCol2 = SEGCOLOR(2);
if (!SEGMENT.check2) SEGMENT.fill(hasCol2 ? BLACK : SEGCOLOR(1));
for (int i = 0; i < numBalls; i++) {
float timeSinceLastUpdate = float((strip.now - balls[i].lastBounceUpdate))/cfac;
float thisHeight = balls[i].height + balls[i].velocity * timeSinceLastUpdate; // this method keeps higher resolution
// test if intensity level was increased and some balls are way off the track then put them back
if (thisHeight < -0.5f || thisHeight > 1.5f){
thisHeight = balls[i].height = (float(random16(0, 10000)) / 10000.0f); // from 0. to 1.
balls[i].lastBounceUpdate = strip.now;
}
// check if reached ends of the strip
if ((thisHeight <= 0.0f && balls[i].velocity < 0.0f) || (thisHeight >= 1.0f && balls[i].velocity > 0.0f)) {
balls[i].velocity = -balls[i].velocity; // reverse velocity
balls[i].lastBounceUpdate = strip.now;
balls[i].height = thisHeight;
}
// check for collisions
if (SEGMENT.check1) {
for (int j = i+1; j < numBalls; j++) {
if (balls[j].velocity != balls[i].velocity) {
// tcollided + balls[j].lastBounceUpdate is actual time of collision (this keeps precision with long to float conversions)
float tcollided = (cfac*(balls[i].height - balls[j].height) +
balls[i].velocity*float(balls[j].lastBounceUpdate - balls[i].lastBounceUpdate))/(balls[j].velocity - balls[i].velocity);
if ((tcollided > 2.0f) && (tcollided < float(strip.now - balls[j].lastBounceUpdate))) { // 2ms minimum to avoid duplicate bounces
balls[i].height = balls[i].height + balls[i].velocity*(tcollided + float(balls[j].lastBounceUpdate - balls[i].lastBounceUpdate))/cfac;
balls[j].height = balls[i].height;
balls[i].lastBounceUpdate = (unsigned long)(tcollided + 0.5f) + balls[j].lastBounceUpdate;
balls[j].lastBounceUpdate = balls[i].lastBounceUpdate;
float vtmp = balls[i].velocity;
balls[i].velocity = ((balls[i].mass - balls[j].mass)*vtmp + 2.0f*balls[j].mass*balls[j].velocity)/(balls[i].mass + balls[j].mass);
balls[j].velocity = ((balls[j].mass - balls[i].mass)*balls[j].velocity + 2.0f*balls[i].mass*vtmp) /(balls[i].mass + balls[j].mass);
thisHeight = balls[i].height + balls[i].velocity*(strip.now - balls[i].lastBounceUpdate)/cfac;
}
}
}
}
uint32_t color = SEGCOLOR(0);
if (SEGMENT.palette) {
//color = SEGMENT.color_wheel(i*(256/MAX(numBalls, 8)));
color = SEGMENT.color_from_palette(i*255/numBalls, false, PALETTE_SOLID_WRAP, 0);
} else if (hasCol2) {
color = SEGCOLOR(i % NUM_COLORS);
}
if (thisHeight < 0.0f) thisHeight = 0.0f;
if (thisHeight > 1.0f) thisHeight = 1.0f;
uint16_t pos = round(thisHeight * (SEGLEN - 1));
SEGMENT.setPixelColor(pos, color);
balls[i].lastBounceUpdate = strip.now;
balls[i].height = thisHeight;
}
return FRAMETIME;
}
static const char _data_FX_MODE_ROLLINGBALLS[] PROGMEM = "Rolling Balls@!,# of balls,,,,Collisions,Overlay;!,!,!;!;1;m12=1"; //bar
/*
* Sinelon stolen from FASTLED examples
*/
uint16_t sinelon_base(bool dual, bool rainbow=false) {
if (SEGLEN == 1) return mode_static();
if (SEGENV.call == 0) { SEGENV.setUpLeds(); SEGMENT.fill(BLACK); } // WLEDMM use lossless getPixelColor()
SEGMENT.fade_out(SEGMENT.intensity);
uint16_t pos = beatsin16(SEGMENT.speed/10,0,SEGLEN-1);
if (SEGENV.call == 0) SEGENV.aux0 = pos;
uint32_t color1 = SEGMENT.color_from_palette(pos, true, false, 0);
uint32_t color2 = SEGCOLOR(2);
if (rainbow) {
color1 = SEGMENT.color_wheel((pos & 0x07) * 32);
}
SEGMENT.setPixelColor(pos, color1);
if (dual) {
if (!color2) color2 = SEGMENT.color_from_palette(pos, true, false, 0);
if (rainbow) color2 = color1; //rainbow
SEGMENT.setPixelColor(SEGLEN-1-pos, color2);
}
if (SEGENV.aux0 != pos) {
if (SEGENV.aux0 < pos) {
for (int i = SEGENV.aux0; i < pos ; i++) {
SEGMENT.setPixelColor(i, color1);
if (dual) SEGMENT.setPixelColor(SEGLEN-1-i, color2);
}
} else {
for (int i = SEGENV.aux0; i > pos ; i--) {
SEGMENT.setPixelColor(i, color1);
if (dual) SEGMENT.setPixelColor(SEGLEN-1-i, color2);
}
}
SEGENV.aux0 = pos;
}
return FRAMETIME;
}
uint16_t mode_sinelon(void) {
return sinelon_base(false);
}
static const char _data_FX_MODE_SINELON[] PROGMEM = "Sinelon@!,Trail;!,!,!;!";
uint16_t mode_sinelon_dual(void) {
return sinelon_base(true);
}
static const char _data_FX_MODE_SINELON_DUAL[] PROGMEM = "Sinelon Dual@!,Trail;!,!,!;!";
uint16_t mode_sinelon_rainbow(void) {
return sinelon_base(false, true);
}
static const char _data_FX_MODE_SINELON_RAINBOW[] PROGMEM = "Sinelon Rainbow@!,Trail;,,!;!";
// utility function that will add random glitter to SEGMENT
void glitter_base(uint8_t intensity, uint32_t col = ULTRAWHITE) {
if (intensity > random8()) {
if (SEGMENT.is2D()) {
SEGMENT.setPixelColorXY(random16(SEGMENT.virtualWidth()),random16(SEGMENT.virtualHeight()), col);
} else {
SEGMENT.setPixelColor(random16(SEGLEN), col);
}
}
}
//Glitter with palette background, inspired by https://gist.github.com/kriegsman/062e10f7f07ba8518af6
uint16_t mode_glitter()
{
if (!SEGMENT.check2) mode_palette(); // use "* Color 1" palette for solid background (replacing "Solid glitter")
glitter_base(SEGMENT.intensity, SEGCOLOR(2) ? SEGCOLOR(2) : ULTRAWHITE);
return FRAMETIME;
}
static const char _data_FX_MODE_GLITTER[] PROGMEM = "Glitter@!,!,,,,,Overlay;1,2,Glitter color;!;;pal=0,m12=0"; //pixels
//Solid colour background with glitter
uint16_t mode_solid_glitter()
{
SEGMENT.fill(SEGCOLOR(0));
glitter_base(SEGMENT.intensity, SEGCOLOR(2) ? SEGCOLOR(2) : ULTRAWHITE);
return FRAMETIME;
}
static const char _data_FX_MODE_SOLID_GLITTER[] PROGMEM = "Solid Glitter@,!;Bg,,Glitter color;;;m12=0";
//each needs 19 bytes
//Spark type is used for popcorn, 1D fireworks
typedef struct Spark {
float pos, posX;
float vel, velX;
uint16_t col;
uint8_t colIndex;
} spark;
#define maxNumPopcorn 21 // max 21 on 16 segment ESP8266
/*
* POPCORN
* modified from https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/Popcorn.h
*/
static uint16_t mode_popcorn_core(bool useaudio) {
if (SEGLEN == 1) return mode_static();
//allocate segment data
uint16_t strips = SEGMENT.nrOfVStrips();
size_t dataSize = sizeof(spark) * maxNumPopcorn;
uint8_t neededPopcorn = maxNumPopcorn; // WLEDMM
if (strips > 8) { // WLEDMM more than 8 virtual strips --> reduce memory requirements to minimum necessary
neededPopcorn = (SEGMENT.intensity*maxNumPopcorn)/255;
neededPopcorn = min(max(neededPopcorn, uint8_t(2)), uint8_t(maxNumPopcorn));
dataSize = sizeof(spark) * neededPopcorn;
}
if (!SEGENV.allocateData(dataSize * strips)) return mode_static(); //allocation failed
Spark* popcorn = reinterpret_cast<Spark*>(SEGENV.data);
if (SEGENV.call == 0) {
SEGMENT.fill(BLACK); // WLEDMM clear LEDs at startup
SEGENV.step = strip.now; // initial time
}
bool hasCol2 = SEGCOLOR(2);
if (!SEGMENT.check2) SEGMENT.fill(hasCol2 ? BLACK : SEGCOLOR(1));
// WLEDMM init um_data
um_data_t *um_data;
if (!usermods.getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) {
// no audio - fallback to standard behaviour
useaudio = false;
um_data = simulateSound(SEGMENT.soundSim); // dummy
}
struct virtualStrip {
static void runStrip(uint16_t stripNr, Spark* popcorn, bool useaudio, um_data_t *um_data, float deltaTime) { // WLEDMM added useaudio and um_data
float gravity = -0.0001f - (SEGMENT.speed/180000.0f); // m/s/s // WLEDMM original value was "-0.0001f - (SEGMENT.speed/200000.0f)"
gravity *= min(max(1, SEGLEN-1), 255); // WLEDMM speed limit 255
uint8_t numPopcorn = SEGMENT.intensity*maxNumPopcorn/255;
if (numPopcorn == 0) numPopcorn = 1;
// WLEDMM audioreactive vars
float volumeSmth = *(float*) um_data->u_data[0];
int16_t volumeRaw = *(int16_t*) um_data->u_data[1];
uint8_t samplePeak = *(uint8_t*) um_data->u_data[3];
for(int i = 0; i < numPopcorn; i++) {
if (popcorn[i].pos >= 0.0f) { // if kernel is active, update its position
popcorn[i].pos += popcorn[i].vel * deltaTime;
popcorn[i].vel += gravity * deltaTime;
} else { // if kernel is inactive, randomly pop it
bool doPopCorn = false; // WLEDMM allows to inhibit new pops
// WLEDMM begin
if (useaudio) {
if ( (volumeSmth > 1.0f) // no pops in silence
&&((samplePeak > 0) || (volumeRaw > 128)) // try to pop at onsets (our peek detector still sucks)
&&(random8() < 4) ) // stay somewhat random
doPopCorn = true;
} else {
if (random8() < 2) doPopCorn = true; // default POP!!!
}
// WLEDMM end
if (doPopCorn) { // POP!!!
popcorn[i].pos = 0.01f;
uint16_t peakHeight = 128 + random8(128); //0-255
peakHeight = (peakHeight * (SEGLEN -1)) >> 8;
popcorn[i].vel = sqrtf(-2.01f * gravity * peakHeight);
if (SEGMENT.palette)
{
popcorn[i].colIndex = random8();
} else {
byte col = random8(0, NUM_COLORS);
if (!SEGCOLOR(2) || !SEGCOLOR(col)) col = 0;
popcorn[i].colIndex = col;
}
}
}
if (popcorn[i].pos >= 0.0f) { // draw now active popcorn (either active before or just popped)
uint32_t col = SEGMENT.color_wheel(popcorn[i].colIndex);
if (!SEGMENT.palette && popcorn[i].colIndex < NUM_COLORS) col = SEGCOLOR(popcorn[i].colIndex);
uint16_t ledIndex = popcorn[i].pos;
if (ledIndex < SEGLEN) SEGMENT.setPixelColor(indexToVStrip(ledIndex, stripNr), col);
// WLEDMM add small trail
for (int n=1; n<4; n++) {
float spdLimit = n;
unsigned fade = 128 - 32*n;
uint32_t trailColor = color_fade(col, fade, true);
if ((popcorn[i].vel < -spdLimit) && (ledIndex+n < SEGLEN)) SEGMENT.setPixelColor(indexToVStrip(ledIndex+n, stripNr), trailColor);
if ((popcorn[i].vel > spdLimit) && (ledIndex >= n)) SEGMENT.setPixelColor(indexToVStrip(ledIndex-n, stripNr), trailColor);
}
}
}
}
};
// WLEDMM calculate time passed
uint32_t millisPassed = min(max(1U, unsigned(strip.now - SEGENV.step)), 200U); // constrain between 1 and 200
SEGENV.step = strip.now;
float deltaTime = useaudio ? float(millisPassed) / 8.0f : float(millisPassed) / 16.0f; // base speed: 64 FPS (normal) / 120fps (audioreactive)
for (int stripNr=0; stripNr<strips; stripNr++)
virtualStrip::runStrip(stripNr, &popcorn[stripNr * neededPopcorn], useaudio, um_data, deltaTime); // WLEDMM added useaudio and um_data
return FRAMETIME;
}
uint16_t mode_popcorn(void) { return mode_popcorn_core(false); }
static const char _data_FX_MODE_POPCORN[] PROGMEM = "Popcorn ☾@!,!,,,,,Overlay;!,!,!;!;1.5d;m12=1"; //bar WLEDMM 1.5d
uint16_t mode_popcorn_audio(void) { return mode_popcorn_core(true); }
static const char _data_FX_MODE_POPCORN_AR[] PROGMEM = "Popcorn audio ☾@!,!,,,,,Overlay;!,!,!;!;1v,1.5d;m12=1"; //bar WLEDMM 1.5d
//values close to 100 produce 5Hz flicker, which looks very candle-y
//Inspired by https://github.com/avanhanegem/ArduinoCandleEffectNeoPixel
//and https://cpldcpu.wordpress.com/2016/01/05/reverse-engineering-a-real-candle/
uint16_t candle(bool multi)
{
if (multi)
{
//allocate segment data
uint16_t dataSize = max(1, SEGLEN -1) *3; //max. 1365 pixels (ESP8266)
if (!SEGENV.allocateData(dataSize)) return candle(false); //allocation failed
}
//max. flicker range controlled by intensity
uint8_t valrange = SEGMENT.intensity;
uint8_t rndval = valrange >> 1; //max 127
//step (how much to move closer to target per frame) coarsely set by speed
uint8_t speedFactor = 4;
if (SEGMENT.speed > 252) { //epilepsy
speedFactor = 1;
} else if (SEGMENT.speed > 99) { //regular candle (mode called every ~25 ms, so 4 frames to have a new target every 100ms)
speedFactor = 2;
} else if (SEGMENT.speed > 49) { //slower fade
speedFactor = 3;
} //else 4 (slowest)
uint16_t numCandles = (multi) ? SEGLEN : 1;
for (int i = 0; i < numCandles; i++)
{
uint16_t d = 0; //data location
uint8_t s = SEGENV.aux0, s_target = SEGENV.aux1, fadeStep = SEGENV.step;
if (i > 0) {
d = (i-1) *3;
s = SEGENV.data[d]; s_target = SEGENV.data[d+1]; fadeStep = SEGENV.data[d+2];
}
if (fadeStep == 0) { //init vals
s = 128; s_target = 130 + random8(4); fadeStep = 1;
}
bool newTarget = false;
if (s_target > s) { //fade up
s = qadd8(s, fadeStep);
if (s >= s_target) newTarget = true;
} else {
s = qsub8(s, fadeStep);
if (s <= s_target) newTarget = true;
}
if (newTarget) {
s_target = random8(rndval) + random8(rndval); //between 0 and rndval*2 -2 = 252
if (s_target < (rndval >> 1)) s_target = (rndval >> 1) + random8(rndval);
uint8_t offset = (255 - valrange);
s_target += offset;
uint8_t dif = (s_target > s) ? s_target - s : s - s_target;
fadeStep = dif >> speedFactor;
if (fadeStep == 0) fadeStep = 1;
}
if (i > 0) {
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), s));
SEGENV.data[d] = s; SEGENV.data[d+1] = s_target; SEGENV.data[d+2] = fadeStep;
} else {
for (int j = 0; j < SEGLEN; j++) {
SEGMENT.setPixelColor(j, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(j, true, PALETTE_SOLID_WRAP, 0), s));
}
SEGENV.aux0 = s; SEGENV.aux1 = s_target; SEGENV.step = fadeStep;
}
}
return FRAMETIME_FIXED;
}
uint16_t mode_candle()
{
return candle(false);
}
static const char _data_FX_MODE_CANDLE[] PROGMEM = "Candle@!,!;!,!;!;01;sx=96,ix=224,pal=0";
uint16_t mode_candle_multi()
{
return candle(true);
}
static const char _data_FX_MODE_CANDLE_MULTI[] PROGMEM = "Candle Multi@!,!;!,!;!;;sx=96,ix=224,pal=0";
/*
/ Fireworks in starburst effect
/ based on the video: https://www.reddit.com/r/arduino/comments/c3sd46/i_made_this_fireworks_effect_for_my_led_strips/
/ Speed sets frequency of new starbursts, intensity is the intensity of the burst
*/
#ifdef ESP8266
#define STARBURST_MAX_FRAG 8 //52 bytes / star
#else
#define STARBURST_MAX_FRAG 10 //60 bytes / star
#endif
//each needs 20+STARBURST_MAX_FRAG*4 bytes
typedef struct particle {
CRGB color;
uint32_t birth =0;
uint32_t last =0;
float vel =0;
uint16_t pos =-1;
float fragment[STARBURST_MAX_FRAG];
} star;
static uint16_t mode_starburst_core(bool useaudio) {
if (SEGLEN == 1) return mode_static();
uint16_t maxData = FAIR_DATA_PER_SEG; //ESP8266: 256 ESP32: 640
uint8_t segs = strip.getActiveSegmentsNum();
if (segs <= (strip.getMaxSegments() /2)) maxData *= 2; //ESP8266: 512 if <= 8 segs ESP32: 1280 if <= 16 segs
if (segs <= (strip.getMaxSegments() /4)) maxData *= 2; //ESP8266: 1024 if <= 4 segs ESP32: 2560 if <= 8 segs
uint16_t maxStars = maxData / sizeof(star); //ESP8266: max. 4/9/19 stars/seg, ESP32: max. 10/21/42 stars/seg
uint8_t numStars = 1 + (SEGLEN >> 3);
if (numStars > maxStars) numStars = maxStars;
uint16_t dataSize = sizeof(star) * numStars;
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
uint32_t it = strip.now;
star* stars = reinterpret_cast<star*>(SEGENV.data);
float maxSpeed = 375.0f; // Max velocity
float particleIgnition = 250.0f; // How long to "flash"
float particleFadeTime = 1500.0f; // Fade out time
// WLEDMM init um_data
um_data_t *um_data;
if (!usermods.getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) {
// no audio - fallback to standard behaviour
useaudio = false;
um_data = simulateSound(SEGMENT.soundSim); // dummy
}
float volumeSmth = *(float*) um_data->u_data[0];
int16_t volumeRaw = *(int16_t*) um_data->u_data[1];
uint8_t samplePeak = *(uint8_t*) um_data->u_data[3];
for (int j = 0; j < numStars; j++)
{
// speed to adjust chance of a burst, max is nearly always.
bool doNewStar = random8((144-(SEGMENT.speed >> 1))) == 0; // WLEDMM original spawning trigger
// WLEDMM begin
if (useaudio) {
doNewStar = false;
int burstplus = (volumeSmth > 159)? 96:0; // high volume -> more stars
if (volumeRaw <= 56) burstplus = -64; // low volume -> fewer stars
int birthrate = (144-(SEGMENT.speed >> 1)) - burstplus;
birthrate = constrain(birthrate, 4, 144);
if ( (volumeSmth > 1.0f) // no bursts in silence
&& ((samplePeak > 0) || (volumeRaw > 48)) // try to burst with sound
&& (random8(birthrate) == 0) ) // original random rate
doNewStar = true;
}
// WLEDMM end
if (doNewStar && stars[j].birth == 0) // WLEDMM
{
// Pick a random color and location.
uint16_t startPos = (SEGLEN > 1) ? random16(SEGLEN-1) : 0;
float multiplier = (float)(random8())/255.0 * 1.0;
stars[j].color = CRGB(SEGMENT.color_wheel(random8()));
stars[j].pos = startPos;
stars[j].vel = maxSpeed * (float)(random8())/255.0f * multiplier;
stars[j].birth = it;
stars[j].last = it;
// more fragments means larger burst effect
int num = random8(3,6 + (SEGMENT.intensity >> 5));
for (int i=0; i < STARBURST_MAX_FRAG; i++) {
if (i < num) stars[j].fragment[i] = startPos;
else stars[j].fragment[i] = -1;
}
}
}
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
for (int j=0; j<numStars; j++)
{
if (stars[j].birth != 0) {
float dt = (it-stars[j].last)/1000.0;
for (int i=0; i < STARBURST_MAX_FRAG; i++) {
int var = i >> 1;
if (stars[j].fragment[i] > 0) {
//all fragments travel right, will be mirrored on other side
stars[j].fragment[i] += stars[j].vel * dt * (float)var/3.0;
}
}
stars[j].last = it;
stars[j].vel -= 3*stars[j].vel*dt;
}
CRGB c = stars[j].color;
// If the star is brand new, it flashes white briefly.
// Otherwise it just fades over time.
float fade = 0.0f;
float age = it-stars[j].birth;
if (age < particleIgnition) {
c = CRGB(color_blend(WHITE, RGBW32(c.r,c.g,c.b,0), 254.5f*((age / particleIgnition))));
} else {
// Figure out how much to fade and shrink the star based on
// its age relative to its lifetime
if (age > particleIgnition + particleFadeTime) {
fade = 1.0f; // Black hole, all faded out
stars[j].birth = 0;
c = CRGB(SEGCOLOR(1));
} else {
age -= particleIgnition;
fade = (age / particleFadeTime); // Fading star
byte f = 254.5f*fade;
c = CRGB(color_blend(RGBW32(c.r,c.g,c.b,0), SEGCOLOR(1), f));
}
}
float particleSize = (1.0f - fade) * 2.0f;
for (size_t index=0; index < STARBURST_MAX_FRAG*2; index++) {
bool mirrored = index & 0x1;
uint8_t i = index >> 1;
if (stars[j].fragment[i] > 0) {
float loc = stars[j].fragment[i];
if (mirrored) loc -= (loc-stars[j].pos)*2;
int start = loc - particleSize;
int end = loc + particleSize;
if (start < 0) start = 0;
if (start == end) end++;
if (end > SEGLEN) end = SEGLEN;
for (int p = start; p < end; p++) {
SEGMENT.setPixelColor(p, c.r, c.g, c.b);
}
}
}
}
return FRAMETIME;
}
#undef STARBURST_MAX_FRAG
uint16_t mode_starburst(void) { return mode_starburst_core(false); }
static const char _data_FX_MODE_STARBURST[] PROGMEM = "Fireworks Starburst@Chance,Fragments,,,,,Overlay;,!;!;;pal=11,m12=0";
uint16_t mode_starburst_audio(void) { return mode_starburst_core(true); }
static const char _data_FX_MODE_STARBURST_AR[] PROGMEM = "Fw Starburst audio ☾@Chance,Fragments,,,,,Overlay;,!;!;1v;pal=11,m12=0";
/*
* Exploding fireworks effect
* adapted from: http://www.anirama.com/1000leds/1d-fireworks/
* adapted for 2D WLED by blazoncek (Blaz Kristan (AKA blazoncek))
*/
uint16_t mode_exploding_fireworks(void)
{
if (SEGLEN == 1) return mode_static();
const uint16_t cols = strip.isMatrix ? SEGMENT.virtualWidth() : 1;
const uint16_t rows = strip.isMatrix ? SEGMENT.virtualHeight() : SEGMENT.virtualLength();
if (SEGENV.call == 0) {
SEGENV.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
}
//allocate segment data
uint16_t maxData = FAIR_DATA_PER_SEG; //ESP8266: 256 ESP32: 640
uint8_t segs = strip.getActiveSegmentsNum();
if (segs <= (strip.getMaxSegments() /2)) maxData *= 2; //ESP8266: 512 if <= 8 segs ESP32: 1280 if <= 16 segs
if (segs <= (strip.getMaxSegments() /4)) maxData *= 2; //ESP8266: 1024 if <= 4 segs ESP32: 2560 if <= 8 segs
int maxSparks = maxData / sizeof(spark); //ESP8266: max. 21/42/85 sparks/seg, ESP32: max. 53/106/213 sparks/seg
unsigned numSparks = min(5 + ((rows*cols) >> 1), maxSparks);
unsigned dataSize = sizeof(spark) * numSparks;
if (!SEGENV.allocateData(dataSize + sizeof(float))) return mode_static(); //allocation failed
float *dying_gravity = reinterpret_cast<float*>(SEGENV.data + dataSize);
if (dataSize != SEGENV.aux1) { //reset to flare if sparks were reallocated (it may be good idea to reset segment if bounds change)
*dying_gravity = 0.0f;
SEGENV.aux0 = 0;
SEGENV.aux1 = dataSize;
}
SEGMENT.fade_out(252);
Spark* sparks = reinterpret_cast<Spark*>(SEGENV.data);
Spark* flare = sparks; //first spark is flare data
float gravity = -0.0004f - (SEGMENT.speed/800000.0f); // m/s/s
gravity *= rows;
if (SEGENV.aux0 < 2) { //FLARE
if (SEGENV.aux0 == 0) { //init flare
flare->pos = 0;
flare->posX = strip.isMatrix ? random16(2,cols-3) : (SEGMENT.intensity > random8()); // will enable random firing side on 1D
uint16_t peakHeight = 75 + random8(180); //0-255
peakHeight = (peakHeight * (rows -1)) >> 8;
flare->vel = sqrtf(-2.0f * gravity * peakHeight);
flare->velX = strip.isMatrix ? (random8(9)-4)/32.f : 0; // no X velocity on 1D
flare->col = 255; //brightness
SEGENV.aux0 = 1;
}
// launch
if (flare->vel > 12 * gravity) {
// flare
if (strip.isMatrix) SEGMENT.setPixelColorXY(int(flare->posX), rows - uint16_t(flare->pos) - 1, flare->col, flare->col, flare->col);
else SEGMENT.setPixelColor(int(flare->posX) ? rows - int(flare->pos) - 1 : int(flare->pos), flare->col, flare->col, flare->col);
flare->pos += flare->vel;
flare->posX += flare->velX;
flare->pos = constrain(flare->pos, 0, rows-1);
flare->posX = constrain(flare->posX, 0, cols-strip.isMatrix);
flare->vel += gravity;
flare->col -= 2;
} else {
SEGENV.aux0 = 2; // ready to explode
}
} else if (SEGENV.aux0 < 4) {
/*
* Explode!
*
* Explosion happens where the flare ended.
* Size is proportional to the height.
*/
unsigned nSparks = flare->pos + random8(4);
nSparks = std::max(nSparks, 4U); // This is not a standard constrain; numSparks is not guaranteed to be at least 4
nSparks = std::min(nSparks, numSparks);
// initialize sparks
if (SEGENV.aux0 == 2) {
for (int i = 1; i < nSparks; i++) {
sparks[i].pos = flare->pos;
sparks[i].posX = flare->posX;
sparks[i].vel = (float(random16(20001)) / 10000.0f) - 0.9f; // from -0.9 to 1.1
sparks[i].vel *= rows<32 ? 0.5f : 1; // reduce velocity for smaller strips
sparks[i].velX = strip.isMatrix ? (float(random16(10001)) / 10000.0f) - 0.5f : 0; // from -0.5 to 0.5
sparks[i].col = 345;//abs(sparks[i].vel * 750.0); // set colors before scaling velocity to keep them bright
//sparks[i].col = constrain(sparks[i].col, 0, 345);
sparks[i].colIndex = random8();
sparks[i].vel *= flare->pos/rows; // proportional to height
sparks[i].velX *= strip.isMatrix ? flare->posX/cols : 0; // proportional to width
sparks[i].vel *= -gravity *50;
}
//sparks[1].col = 345; // this will be our known spark
*dying_gravity = gravity/2;
SEGENV.aux0 = 3;
}
if (sparks[1].col > 4) {//&& sparks[1].pos > 0) { // as long as our known spark is lit, work with all the sparks
for (int i = 1; i < nSparks; i++) {
sparks[i].pos += sparks[i].vel;
sparks[i].posX += sparks[i].velX;
sparks[i].vel += *dying_gravity;
sparks[i].velX += strip.isMatrix ? *dying_gravity : 0;
if (sparks[i].col > 3) sparks[i].col -= 4;
if (sparks[i].pos > 0 && sparks[i].pos < rows) {
if (strip.isMatrix && !(sparks[i].posX >= 0 && sparks[i].posX < cols)) continue;
uint16_t prog = sparks[i].col;
uint32_t spColor = (SEGMENT.palette) ? SEGMENT.color_wheel(sparks[i].colIndex) : SEGCOLOR(0);
CRGB c = CRGB::Black; //HeatColor(sparks[i].col);
if (prog > 300) { //fade from white to spark color
c = CRGB(color_blend(spColor, WHITE, (prog - 300)*5));
} else if (prog > 45) { //fade from spark color to black
c = CRGB(color_blend(BLACK, spColor, prog - 45));
uint8_t cooling = (300 - prog) >> 5;
c.g = qsub8(c.g, cooling);
c.b = qsub8(c.b, cooling * 2);
}
if (strip.isMatrix) SEGMENT.setPixelColorXY(int(sparks[i].posX), rows - int(sparks[i].pos) - 1, c.red, c.green, c.blue);
else SEGMENT.setPixelColor(int(sparks[i].posX) ? rows - int(sparks[i].pos) - 1 : int(sparks[i].pos), c.red, c.green, c.blue);
}
}
SEGMENT.blur(16);
*dying_gravity *= .8f; // as sparks burn out they fall slower
} else {
SEGENV.aux0 = 6 + random8(10); //wait for this many frames
}
} else {
SEGENV.aux0--;
if (SEGENV.aux0 < 4) {
SEGENV.aux0 = 0; //back to flare
}
}
return FRAMETIME;
}
#undef MAX_SPARKS
static const char _data_FX_MODE_EXPLODING_FIREWORKS[] PROGMEM = "Fireworks 1D@Gravity,Firing side;!,!;!;12;pal=11,ix=128";
//SparkDrop type is used for drip
typedef struct __attribute__ ((packed)) SparkDrop {
float pos;
float boost; // speed "kick" when dropping
float vel;
uint32_t aux; // aux variable (RGBW color)
uint16_t col;
uint8_t colIndex;
} sparkdrop;
/*
* Drip Effect
* ported of: https://www.youtube.com/watch?v=sru2fXh4r7k
*/
uint16_t mode_drip(void)
{
if (SEGLEN == 1) return mode_static();
//allocate segment data
uint16_t strips = SEGMENT.nrOfVStrips();
const int maxNumDrops = 4;
uint16_t dataSize = sizeof(sparkdrop) * maxNumDrops;
if (!SEGENV.allocateData(dataSize * strips)) return mode_static(); //allocation failed
SparkDrop* drops = reinterpret_cast<SparkDrop*>(SEGENV.data);
if (SEGENV.call == 0) {
SEGMENT.fill(BLACK); // WLEDMM clear LEDs at startup
SEGENV.step = strip.now; // initial time
}
if (!SEGMENT.check2) SEGMENT.fill(SEGCOLOR(1));
struct virtualStrip {
static void runStrip(uint16_t stripNr, SparkDrop* drops, float deltaTime) { // WLEDMM added deltaTime
uint8_t numDrops = 1 + (SEGMENT.intensity >> 6); // 255>>6 = 3
float theSpeed = (SEGMENT.speed * SEGMENT.speed) / 255.0f; // WLEDMM
float gravity = -0.0002f - theSpeed/42000.0f; //gravity // WLEDMM adjusted
gravity *= min(max(1, SEGLEN-1), 255); // WLEDMM speed limit 255
const int sourcedrop = 12;
for (int j=0;j<numDrops;j++) {
if (drops[j].colIndex == 0) { //init
drops[j].pos = SEGLEN-1; // start at end
drops[j].vel = 0; // speed
drops[j].col = sourcedrop; // brightness
drops[j].colIndex = 1; // drop state (0 init, 1 forming, 2 falling, 5 bouncing)
drops[j].aux = SEGMENT.color_from_palette(1 + random8(254), false, PALETTE_SOLID_WRAP, 0); // random color - WLEDMM avoid 0 which is usually BLACK
drops[j].boost = 0.65f + float(random8()) / 512.0f; // between 0.65 and 1.15
}
uint32_t dropColor = drops[j].aux;
SEGMENT.setPixelColor(indexToVStrip(SEGLEN-1, stripNr), color_blend(BLACK,dropColor, sourcedrop));// water source
if (drops[j].colIndex==1) {
if (drops[j].col>255) drops[j].col=255;
int intPos = max(0.0f, roundf(drops[j].pos)); // WLEDMM round it first
SEGMENT.setPixelColor(int(indexToVStrip(intPos, stripNr)), color_blend(BLACK,dropColor,drops[j].col));
unsigned swell = map(SEGMENT.custom1, 0, 255, 1, 6); // swelling
drops[j].col += swell;
if (drops[j].boost < 4.0f) drops[j].boost += 0.012f * float(swell); // increase mass when swelling
uint32_t fallrate = (drops[j].col * (1 + SEGMENT.custom1 * SEGMENT.custom1)) / 192; // WLEDMM specific
if (random16() <= (fallrate / 10)) { // random drop => 1% ... 20% probalibity
drops[j].colIndex=2; //fall
drops[j].col=255;
drops[j].vel = gravity * 2.0f * drops[j].boost; // WLEDMM initial kick
}
}
if (drops[j].colIndex > 1) { // falling
if (drops[j].pos > 0.01f) { // fall until end of segment
drops[j].pos += drops[j].vel * deltaTime;
if (drops[j].pos < 0) drops[j].pos = 0;
drops[j].vel += gravity * deltaTime; // gravity is negative
int maxLen = 8 + SEGMENT.speed/64;
for (int i=1; i < maxLen-drops[j].colIndex; i++) { // some minor math so we don't expand bouncing droplets
int intPos = roundf(drops[j].pos + float(i)); // WLEDMM round it first
if ((intPos >= SEGLEN) || (intPos < 0)) break; // WLEDMM skip off-screen pixels
uint16_t pos = constrain(intPos, 0, SEGLEN-1); //this is BAD, returns a pos >= SEGLEN occasionally // WLEDMM bad cast to uint16_t removed
SEGMENT.setPixelColor(indexToVStrip(pos, stripNr), color_blend(BLACK,dropColor,drops[j].col/i)); //spread pixel with fade while falling
}
if (drops[j].colIndex > 2) { // during bounce, some water is on the floor
SEGMENT.addPixelColor(indexToVStrip(0, stripNr), color_blend(dropColor,BLACK, drops[j].col*4)); // WLEDMM darker
}
} else { // we hit bottom
if (drops[j].colIndex > 2) { // already hit once, so back to forming
drops[j].colIndex = 0;
// drops[j].col = sourcedrop;
} else {
if (drops[j].colIndex==2) { // init bounce
// reverse velocity with damping
if (SEGLEN > 16) drops[j].vel = -drops[j].vel/3.5f;
else drops[j].vel = -drops[j].vel/4.5f;
// do bounce
drops[j].pos += drops[j].vel * deltaTime * drops[j].boost*0.5f;
}
drops[j].col = sourcedrop*2;
drops[j].colIndex = 5; // bouncing
}
}
}
}
}
};
// WLEDMM calculate time passed
uint32_t millisPassed = min(max(1U, unsigned(strip.now - SEGENV.step)), 180U); // constrain between 1 and 180
SEGENV.step = strip.now;
float deltaTime = float(millisPassed) / 20.0f; // base speed 50 FPS
for (int stripNr=0; stripNr<strips; stripNr++)
virtualStrip::runStrip(stripNr, &drops[stripNr*maxNumDrops], deltaTime);
return FRAMETIME;
}
static const char _data_FX_MODE_DRIP[] PROGMEM = "Drip ☾@Gravity,# of drips,Fall ratio,,,,Overlay;!,!;!;1.5d;c1=127,m12=1"; //bar WLEDMM 1.5d
/*
* Tetris or Stacking (falling bricks) Effect
* by Blaz Kristan (AKA blazoncek) (https://github.com/blazoncek, https://blaz.at/home)
*/
//20 bytes
typedef struct Tetris {
float pos;
float speed;
uint8_t col; // color index
uint16_t brick; // brick size in pixels
uint16_t stack; // stack size in pixels
uint32_t step; // 2D-fication of SEGENV.step (state)
} tetris;
uint16_t mode_tetrix(void) {
if (SEGLEN == 1) return mode_static();
uint16_t strips = SEGMENT.nrOfVStrips(); // allow running on virtual strips (columns in 2D segment)
uint16_t dataSize = sizeof(tetris);
if (!SEGENV.allocateData(dataSize * strips)) return mode_static(); //allocation failed
Tetris* drops = reinterpret_cast<Tetris*>(SEGENV.data);
//if (SEGENV.call == 0) SEGMENT.fill(SEGCOLOR(1)); // will fill entire segment (1D or 2D), then use drop->step = 0 below
// virtualStrip idea by @ewowi (Ewoud Wijma)
// requires virtual strip # to be embedded into upper 16 bits of index in setPixelcolor()
// the following functions will not work on virtual strips: fill(), fade_out(), fadeToBlack(), blur()
struct virtualStrip {
static void runStrip(size_t stripNr, Tetris *drop) {
// initialize dropping on first call or segment full
if (SEGENV.call == 0) {
drop->stack = 0; // reset brick stack size
drop->step = strip.now + 2000; // start by fading out strip
if (SEGMENT.check1) drop->col = 0;// use only one color from palette
}
if (drop->step == 0) { // init brick
// speed calculation: a single brick should reach bottom of strip in X seconds
// if the speed is set to 1 this should take 5s and at 255 it should take 0.25s
// as this is dependant on SEGLEN it should be taken into account and the fact that effect runs every FRAMETIME s
int speed = SEGMENT.speed ? SEGMENT.speed : random8(1,255);
speed = map(speed, 1, 255, 5000, 250); // time taken for full (SEGLEN) drop
drop->speed = float(SEGLEN * FRAMETIME) / float(speed); // set speed
drop->pos = SEGLEN; // start at end of segment (no need to subtract 1)
if (!SEGMENT.check1) drop->col = random8(0,15)<<4; // limit color choices so there is enough HUE gap
drop->step = 1; // drop state (0 init, 1 forming, 2 falling)
drop->brick = (SEGMENT.intensity ? (SEGMENT.intensity>>5)+1 : random8(1,5)) * (1+(SEGLEN>>6)); // size of brick
}
if (drop->step == 1) { // forming
if (random8()>>6) { // random drop
drop->step = 2; // fall
}
}
if (drop->step == 2) { // falling
if (drop->pos > drop->stack) { // fall until top of stack
drop->pos -= drop->speed; // may add gravity as: speed += gravity
if (int(drop->pos) < int(drop->stack)) drop->pos = drop->stack;
for (int i = int(drop->pos); i < SEGLEN; i++) {
uint32_t col = i<int(drop->pos)+drop->brick ? SEGMENT.color_from_palette(drop->col, false, false, 0) : SEGCOLOR(1);
SEGMENT.setPixelColor(indexToVStrip(i, stripNr), col);
}
} else { // we hit bottom
drop->step = 0; // proceed with next brick, go back to init
drop->stack += drop->brick; // increase the stack size
if (drop->stack >= SEGLEN) drop->step = strip.now + 2000; // fade out stack
}
}
if (drop->step > 2) { // fade strip
drop->brick = 0; // reset brick size (no more growing)
if (drop->step > strip.now) {
// allow fading of virtual strip
for (int i = 0; i < SEGLEN; i++) SEGMENT.blendPixelColor(indexToVStrip(i, stripNr), SEGCOLOR(1), 25); // 10% blend
} else {
drop->stack = 0; // reset brick stack size
drop->step = 0; // proceed with next brick
if (SEGMENT.check1) drop->col += 8; // gradually increase palette index
}
}
}
};
for (int stripNr=0; stripNr<strips; stripNr++)
virtualStrip::runStrip(stripNr, &drops[stripNr]);
return FRAMETIME;
}
static const char _data_FX_MODE_TETRIX[] PROGMEM = "Tetrix@!,Width,,,,One color;!,!;!;1.5d;sx=0,ix=0,pal=11,m12=1";//WLEDMM 1.5d
/*
/ Plasma Effect
/ adapted from https://github.com/atuline/FastLED-Demos/blob/master/plasma/plasma.ino
*/
uint16_t mode_plasma(void) {
// initialize phases on start
if (SEGENV.call == 0) {
SEGENV.aux0 = random8(0,2); // add a bit of randomness
}
uint8_t thisPhase = beatsin8(6+SEGENV.aux0,-64,64);
uint8_t thatPhase = beatsin8(7+SEGENV.aux0,-64,64);
for (int i = 0; i < SEGLEN; i++) { // For each of the LED's in the strand, set color & brightness based on a wave as follows:
uint8_t colorIndex = cubicwave8((i*(2+ 3*(SEGMENT.speed >> 5))+thisPhase) & 0xFF)/2 // factor=23 // Create a wave and add a phase change and add another wave with its own phase change.
+ cos8((i*(1+ 2*(SEGMENT.speed >> 5))+thatPhase) & 0xFF)/2; // factor=15 // Hey, you can even change the frequencies if you wish.
uint8_t thisBright = qsub8(colorIndex, beatsin8(7,0, (128 - (SEGMENT.intensity>>1))));
//CRGB color = ColorFromPalette(SEGPALETTE, colorIndex, thisBright, LINEARBLEND);
//SEGMENT.setPixelColor(i, color.red, color.green, color.blue);
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0, thisBright));
}
return FRAMETIME;
}
static const char _data_FX_MODE_PLASMA[] PROGMEM = "Plasma@Phase,!;!;!";
/*
* Percentage display
* Intensity values from 0-100 turn on the leds.
*/
uint16_t mode_percent(void) {
uint8_t percent = SEGMENT.intensity;
percent = constrain(percent, 0, 200);
uint16_t active_leds = (percent < 100) ? SEGLEN * percent / 100.0
: SEGLEN * (200 - percent) / 100.0;
uint8_t size = (1 + ((SEGMENT.speed * SEGLEN) >> 11));
if (SEGMENT.speed == 255) size = 255;
if (percent <= 100) {
for (int i = 0; i < SEGLEN; i++) {
if (i < SEGENV.aux1) {
if (SEGMENT.check1)
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(map(percent,0,100,0,255), false, false, 0));
else
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
}
else {
SEGMENT.setPixelColor(i, SEGCOLOR(1));
}
}
} else {
for (int i = 0; i < SEGLEN; i++) {
if (i < (SEGLEN - SEGENV.aux1)) {
SEGMENT.setPixelColor(i, SEGCOLOR(1));
}
else {
if (SEGMENT.check1)
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(map(percent,100,200,255,0), false, false, 0));
else
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0));
}
}
}
if(active_leds > SEGENV.aux1) { // smooth transition to the target value
SEGENV.aux1 += size;
if (SEGENV.aux1 > active_leds) SEGENV.aux1 = active_leds;
} else if (active_leds < SEGENV.aux1) {
if (SEGENV.aux1 > size) SEGENV.aux1 -= size; else SEGENV.aux1 = 0;
if (SEGENV.aux1 < active_leds) SEGENV.aux1 = active_leds;
}
return FRAMETIME;
}
static const char _data_FX_MODE_PERCENT[] PROGMEM = "Percent@,% of fill,,,,One color;!,!;!";
/*
* Modulates the brightness similar to a heartbeat
* (unimplemented?) tries to draw an ECG approximation on a 2D matrix
*/
uint16_t mode_heartbeat(void) {
uint8_t bpm = 40 + (SEGMENT.speed >> 3);
uint32_t msPerBeat = (60000L / bpm);
uint32_t secondBeat = (msPerBeat / 3);
uint32_t bri_lower = SEGENV.aux1;
unsigned long beatTimer = strip.now - SEGENV.step;
bri_lower = bri_lower * 2042 / (2048 + SEGMENT.intensity);
SEGENV.aux1 = bri_lower;
if ((beatTimer > secondBeat) && !SEGENV.aux0) { // time for the second beat?
SEGENV.aux1 = UINT16_MAX; //3/4 bri
SEGENV.aux0 = 1;
}
if (beatTimer > msPerBeat) { // time to reset the beat timer?
SEGENV.aux1 = UINT16_MAX; //full bri
SEGENV.aux0 = 0;
SEGENV.step = strip.now;
}
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, color_blend(SEGMENT.color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), SEGCOLOR(1), 255 - (SEGENV.aux1 >> 8)));
}
return FRAMETIME;
}
static const char _data_FX_MODE_HEARTBEAT[] PROGMEM = "Heartbeat@!,!;!,!;!;01;m12=1"; //Bar
// "Pacifica"
// Gentle, blue-green ocean waves.
// December 2019, Mark Kriegsman and Mary Corey March.
// For Dan.
//
//
// In this animation, there are four "layers" of waves of light.
//
// Each layer moves independently, and each is scaled separately.
//
// All four wave layers are added together on top of each other, and then
// another filter is applied that adds "whitecaps" of brightness where the
// waves line up with each other more. Finally, another pass is taken
// over the led array to 'deepen' (dim) the blues and greens.
//
// The speed and scale and motion each layer varies slowly within independent
// hand-chosen ranges, which is why the code has a lot of low-speed 'beatsin8' functions
// with a lot of oddly specific numeric ranges.
//
// These three custom blue-green color palettes were inspired by the colors found in
// the waters off the southern coast of California, https://goo.gl/maps/QQgd97jjHesHZVxQ7
//
// Modified for WLED, based on https://github.com/FastLED/FastLED/blob/master/examples/Pacifica/Pacifica.ino
//
// Add one layer of waves into the led array
CRGB pacifica_one_layer(uint16_t i, CRGBPalette16& p, uint16_t cistart, uint16_t wavescale, uint8_t bri, uint16_t ioff)
{
uint16_t ci = cistart;
uint16_t waveangle = ioff;
uint16_t wavescale_half = (wavescale >> 1) + 20;
waveangle += ((120 + SEGMENT.intensity) * i); //original 250 * i
uint16_t s16 = sin16(waveangle) + 32768;
uint16_t cs = scale16(s16, wavescale_half) + wavescale_half;
ci += (cs * i);
uint16_t sindex16 = sin16(ci) + 32768;
uint8_t sindex8 = scale16(sindex16, 240);
return ColorFromPalette(p, sindex8, bri, LINEARBLEND);
}
uint16_t mode_pacifica()
{
uint32_t nowOld = strip.now;
CRGBPalette16 pacifica_palette_1 =
{ 0x000507, 0x000409, 0x00030B, 0x00030D, 0x000210, 0x000212, 0x000114, 0x000117,
0x000019, 0x00001C, 0x000026, 0x000031, 0x00003B, 0x000046, 0x14554B, 0x28AA50 };
CRGBPalette16 pacifica_palette_2 =
{ 0x000507, 0x000409, 0x00030B, 0x00030D, 0x000210, 0x000212, 0x000114, 0x000117,
0x000019, 0x00001C, 0x000026, 0x000031, 0x00003B, 0x000046, 0x0C5F52, 0x19BE5F };
CRGBPalette16 pacifica_palette_3 =
{ 0x000208, 0x00030E, 0x000514, 0x00061A, 0x000820, 0x000927, 0x000B2D, 0x000C33,
0x000E39, 0x001040, 0x001450, 0x001860, 0x001C70, 0x002080, 0x1040BF, 0x2060FF };
if (SEGMENT.palette) {
pacifica_palette_1 = SEGPALETTE;
pacifica_palette_2 = SEGPALETTE;
pacifica_palette_3 = SEGPALETTE;
}
// Increment the four "color index start" counters, one for each wave layer.
// Each is incremented at a different speed, and the speeds vary over time.
uint16_t sCIStart1 = SEGENV.aux0, sCIStart2 = SEGENV.aux1, sCIStart3 = SEGENV.step, sCIStart4 = SEGENV.step >> 16;
uint32_t deltams = (FRAMETIME >> 2) + ((FRAMETIME * SEGMENT.speed) >> 7);
uint64_t deltat = (strip.now >> 2) + ((strip.now * SEGMENT.speed) >> 7);
strip.now = deltat;
uint16_t speedfactor1 = beatsin16(3, 179, 269);
uint16_t speedfactor2 = beatsin16(4, 179, 269);
uint32_t deltams1 = (deltams * speedfactor1) / 256;
uint32_t deltams2 = (deltams * speedfactor2) / 256;
uint32_t deltams21 = (deltams1 + deltams2) / 2;
sCIStart1 += (deltams1 * beatsin88(1011,10,13));
sCIStart2 -= (deltams21 * beatsin88(777,8,11));
sCIStart3 -= (deltams1 * beatsin88(501,5,7));
sCIStart4 -= (deltams2 * beatsin88(257,4,6));
SEGENV.aux0 = sCIStart1; SEGENV.aux1 = sCIStart2;
SEGENV.step = sCIStart4; SEGENV.step = (SEGENV.step << 16) + sCIStart3;
// Clear out the LED array to a dim background blue-green
//SEGMENT.fill(132618);
uint8_t basethreshold = beatsin8( 9, 55, 65);
uint8_t wave = beat8( 7 );
for (int i = 0; i < SEGLEN; i++) {
CRGB c = CRGB(2, 6, 10);
// Render each of four layers, with different scales and speeds, that vary over time
c += pacifica_one_layer(i, pacifica_palette_1, sCIStart1, beatsin16(3, 11 * 256, 14 * 256), beatsin8(10, 70, 130), 0-beat16(301));
c += pacifica_one_layer(i, pacifica_palette_2, sCIStart2, beatsin16(4, 6 * 256, 9 * 256), beatsin8(17, 40, 80), beat16(401));
c += pacifica_one_layer(i, pacifica_palette_3, sCIStart3, 6 * 256 , beatsin8(9, 10,38) , 0-beat16(503));
c += pacifica_one_layer(i, pacifica_palette_3, sCIStart4, 5 * 256 , beatsin8(8, 10,28) , beat16(601));
// Add extra 'white' to areas where the four layers of light have lined up brightly
uint8_t threshold = scale8( sin8( wave), 20) + basethreshold;
wave += 7;
uint8_t l = c.getAverageLight();
if (l > threshold) {
uint8_t overage = l - threshold;
uint8_t overage2 = qadd8(overage, overage);
c += CRGB(overage, overage2, qadd8(overage2, overage2));
}
//deepen the blues and greens
c.blue = scale8(c.blue, 145);
c.green = scale8(c.green, 200);
c |= CRGB( 2, 5, 7);
SEGMENT.setPixelColor(i, c.red, c.green, c.blue);
}
strip.now = nowOld;
return FRAMETIME;
}
static const char _data_FX_MODE_PACIFICA[] PROGMEM = "Pacifica@!,Angle;;!;;pal=51";
/*
* Mode simulates a gradual sunrise
*/
uint16_t mode_sunrise() {
if (SEGLEN == 1) return mode_static();
//speed 0 - static sun
//speed 1 - 60: sunrise time in minutes
//speed 60 - 120 : sunset time in minutes - 60;
//speed above: "breathing" rise and set
if (SEGENV.call == 0 || SEGMENT.speed != SEGENV.aux0) {
SEGENV.step = strip.now; //save starting time, strip.now because now can change from sync
SEGENV.aux0 = SEGMENT.speed;
}
SEGMENT.fill(BLACK);
uint16_t stage = 0xFFFF;
uint32_t s10SinceStart = (strip.now - SEGENV.step) /100; //tenths of seconds
if (SEGMENT.speed > 120) { //quick sunrise and sunset
uint16_t counter = (strip.now >> 1) * (((SEGMENT.speed -120) >> 1) +1);
stage = triwave16(counter);
} else if (SEGMENT.speed) { //sunrise
uint8_t durMins = SEGMENT.speed;
if (durMins > 60) durMins -= 60;
uint32_t s10Target = durMins * 600;
if (s10SinceStart > s10Target) s10SinceStart = s10Target;
stage = map(s10SinceStart, 0, s10Target, 0, 0xFFFF);
if (SEGMENT.speed > 60) stage = 0xFFFF - stage; //sunset
}
for (int i = 0; i <= SEGLEN/2; i++)
{
//default palette is Fire
uint32_t c = SEGMENT.color_from_palette(0, false, true, 255); //background
uint16_t wave = triwave16((i * stage) / SEGLEN);
wave = (wave >> 8) + ((wave * SEGMENT.intensity) >> 15);
if (wave > 240) { //clipped, full white sun
c = SEGMENT.color_from_palette( 240, false, true, 255);
} else { //transition
c = SEGMENT.color_from_palette(wave, false, true, 255);
}
SEGMENT.setPixelColor(i, c);
SEGMENT.setPixelColor(SEGLEN - i - 1, c);
}
return FRAMETIME;
}
static const char _data_FX_MODE_SUNRISE[] PROGMEM = "Sunrise@Time [min],Width;;!;;sx=60";
/*
* Effects by Andrew Tuline
*/
uint16_t phased_base(uint8_t moder) { // We're making sine waves here. By Andrew Tuline.
uint8_t allfreq = 16; // Base frequency.
float *phase = reinterpret_cast<float*>(&SEGENV.step); // Phase change value gets calculated (float fits into unsigned long).
uint8_t cutOff = (255-SEGMENT.intensity); // You can change the number of pixels. AKA INTENSITY (was 192).
uint8_t modVal = 5;//SEGMENT.fft1/8+1; // You can change the modulus. AKA FFT1 (was 5).
uint8_t index = strip.now/64; // Set color rotation speed
*phase += SEGMENT.speed/32.0; // You can change the speed of the wave. AKA SPEED (was .4)
for (int i = 0; i < SEGLEN; i++) {
if (moder == 1) modVal = (inoise8(i*10 + i*10) /16); // Let's randomize our mod length with some Perlin noise.
uint16_t val = (i+1) * allfreq; // This sets the frequency of the waves. The +1 makes sure that led 0 is used.
if (modVal == 0) modVal = 1;
val += *phase * (i % modVal +1) /2; // This sets the varying phase change of the waves. By Andrew Tuline.
uint8_t b = cubicwave8(val); // Now we make an 8 bit sinewave.
b = (b > cutOff) ? (b - cutOff) : 0; // A ternary operator to cutoff the light.
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(index, false, false, 0), b));
index += 256 / SEGLEN;
if (SEGLEN > 256) index ++; // Correction for segments longer than 256 LEDs
}
return FRAMETIME;
}
uint16_t mode_phased(void) {
return phased_base(0);
}
static const char _data_FX_MODE_PHASED[] PROGMEM = "Phased@!,!;!,!;!";
uint16_t mode_phased_noise(void) {
return phased_base(1);
}
static const char _data_FX_MODE_PHASEDNOISE[] PROGMEM = "Phased Noise@!,!;!,!;!";
uint16_t mode_twinkleup(void) { // A very short twinkle routine with fade-in and dual controls. By Andrew Tuline.
uint16_t prevSeed = random16_get_seed(); // save seed so we can restore it at the end of the function
random16_set_seed(535); // The randomizer needs to be re-set each time through the loop in order for the same 'random' numbers to be the same each time through.
for (int i = 0; i < SEGLEN; i++) {
uint8_t ranstart = random8(); // The starting value (aka brightness) for each pixel. Must be consistent each time through the loop for this to work.
uint8_t pixBri = sin8(ranstart + 16 * strip.now/(256-SEGMENT.speed));
if (random8() > SEGMENT.intensity) pixBri = 0;
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(random8()+strip.now/100, false, PALETTE_SOLID_WRAP, 0), pixBri));
}
random16_set_seed(prevSeed); // restore original seed so other effects can use "random" PRNG
return FRAMETIME;
}
static const char _data_FX_MODE_TWINKLEUP[] PROGMEM = "Twinkleup@!,Intensity;!,!;!;;m12=0";
// Peaceful noise that's slow and with gradually changing palettes. Does not support WLED palettes or default colours or controls.
uint16_t mode_noisepal(void) { // Slow noise palette by Andrew Tuline.
uint16_t scale = 15 + (SEGMENT.intensity >> 2); //default was 30
//#define scale 30
uint16_t dataSize = sizeof(CRGBPalette16) * 2; //allocate space for 2 Palettes (2 * 16 * 3 = 96 bytes)
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
CRGBPalette16* palettes = reinterpret_cast<CRGBPalette16*>(SEGENV.data);
uint16_t changePaletteMs = 4000 + SEGMENT.speed *10; //between 4 - 6.5sec
if (strip.now - SEGENV.step > changePaletteMs)
{
SEGENV.step = strip.now;
uint8_t baseI = random8();
palettes[1] = CRGBPalette16(CHSV(baseI+random8(64), 255, random8(128,255)), CHSV(baseI+128, 255, random8(128,255)), CHSV(baseI+random8(92), 192, random8(128,255)), CHSV(baseI+random8(92), 255, random8(128,255)));
}
CRGB color;
//EVERY_N_MILLIS(10) { //(don't have to time this, effect function is only called every 24ms)
nblendPaletteTowardPalette(palettes[0], palettes[1], 48); // Blend towards the target palette over 48 iterations.
if (SEGMENT.palette > 0) palettes[0] = SEGPALETTE;
for (int i = 0; i < SEGLEN; i++) {
uint8_t index = inoise8(i*scale, SEGENV.aux0+i*scale); // Get a value from the noise function. I'm using both x and y axis.
color = ColorFromPalette(palettes[0], index, 255, LINEARBLEND); // Use the my own palette.
SEGMENT.setPixelColor(i, color.red, color.green, color.blue);
}
SEGENV.aux0 += beatsin8(10,1,4); // Moving along the distance. Vary it a bit with a sine wave.
return FRAMETIME;
}
static const char _data_FX_MODE_NOISEPAL[] PROGMEM = "Noise Pal@!,Scale;;!";
// Sine waves that have controllable phase change speed, frequency and cutoff. By Andrew Tuline.
// SEGMENT.speed ->Speed, SEGMENT.intensity -> Frequency (SEGMENT.fft1 -> Color change, SEGMENT.fft2 -> PWM cutoff)
//
uint16_t mode_sinewave(void) { // Adjustable sinewave. By Andrew Tuline
//#define qsuba(x, b) ((x>b)?x-b:0) // Analog Unsigned subtraction macro. if result <0, then => 0
uint16_t colorIndex = strip.now /32;//(256 - SEGMENT.fft1); // Amount of colour change.
SEGENV.step += SEGMENT.speed/16; // Speed of animation.
uint16_t freq = SEGMENT.intensity/4;//SEGMENT.fft2/8; // Frequency of the signal.
for (int i = 0; i < SEGLEN; i++) { // For each of the LED's in the strand, set a brightness based on a wave as follows:
int pixBri = cubicwave8((i*freq)+SEGENV.step);//qsuba(cubicwave8((i*freq)+SEGENV.step), (255-SEGMENT.intensity)); // qsub sets a minimum value called thiscutoff. If < thiscutoff, then bright = 0. Otherwise, bright = 128 (as defined in qsub)..
//setPixCol(i, i*colorIndex/255, pixBri);
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i*colorIndex/255, false, PALETTE_SOLID_WRAP, 0), pixBri));
}
return FRAMETIME;
}
static const char _data_FX_MODE_SINEWAVE[] PROGMEM = "Sine";
/*
* Best of both worlds from Palette and Spot effects. By Aircoookie
*/
uint16_t mode_flow(void)
{
uint16_t counter = 0;
if (SEGMENT.speed != 0)
{
counter = strip.now * ((SEGMENT.speed >> 2) +1);
counter = counter >> 8;
}
uint16_t maxZones = SEGLEN / 6; //only looks good if each zone has at least 6 LEDs
uint16_t zones = (SEGMENT.intensity * maxZones) >> 8;
if (zones & 0x01) zones++; //zones must be even
if (zones < 2) zones = 2;
uint16_t zoneLen = SEGLEN / zones;
uint16_t offset = (SEGLEN - zones * zoneLen) >> 1;
SEGMENT.fill(SEGMENT.color_from_palette(-counter, false, true, 255));
for (int z = 0; z < zones; z++)
{
uint16_t pos = offset + z * zoneLen;
for (int i = 0; i < zoneLen; i++)
{
uint8_t colorIndex = (i * 255 / zoneLen) - counter;
uint16_t led = (z & 0x01) ? i : (zoneLen -1) -i;
if (SEGMENT.reverse) led = (zoneLen -1) -led;
SEGMENT.setPixelColor(pos + led, SEGMENT.color_from_palette(colorIndex, false, true, 255));
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_FLOW[] PROGMEM = "Flow@!,Zones;;!;;m12=1"; //vertical
/*
* Dots waving around in a sine/pendulum motion.
* Little pixel birds flying in a circle. By Aircoookie
*/
uint16_t mode_chunchun(void)
{
if (SEGLEN == 1) return mode_static();
if (SEGENV.call == 0) {SEGENV.setUpLeds(); SEGMENT.fill(BLACK);} // WLEDMM use lossless getPixelColor()
SEGMENT.fade_out(254); // add a bit of trail
uint16_t counter = strip.now * (6 + (SEGMENT.speed >> 4));
uint16_t numBirds = 2 + (SEGLEN >> 3); // 2 + 1/8 of a segment
uint16_t span = (SEGMENT.intensity << 8) / numBirds;
for (int i = 0; i < numBirds; i++)
{
counter -= span;
uint16_t megumin = sin16(counter) + 0x8000;
uint16_t bird = uint32_t(megumin * SEGLEN) >> 16;
uint32_t c = SEGMENT.color_from_palette((i * 255)/ numBirds, false, false, 0); // no palette wrapping
bird = constrain(bird, 0, SEGLEN-1);
SEGMENT.setPixelColor(bird, c);
}
return FRAMETIME;
}
static const char _data_FX_MODE_CHUNCHUN[] PROGMEM = "Chunchun@!,Gap size;!,!;!";
//13 bytes
typedef struct Spotlight {
float speed;
uint8_t colorIdx;
int16_t position;
unsigned long lastUpdateTime;
uint8_t width;
uint8_t type;
} spotlight;
#define SPOT_TYPE_SOLID 0
#define SPOT_TYPE_GRADIENT 1
#define SPOT_TYPE_2X_GRADIENT 2
#define SPOT_TYPE_2X_DOT 3
#define SPOT_TYPE_3X_DOT 4
#define SPOT_TYPE_4X_DOT 5
#define SPOT_TYPES_COUNT 6
#ifdef ESP8266
#define SPOT_MAX_COUNT 17 //Number of simultaneous waves
#else
#define SPOT_MAX_COUNT 49 //Number of simultaneous waves
#endif
/*
* Spotlights moving back and forth that cast dancing shadows.
* Shine this through tree branches/leaves or other close-up objects that cast
* interesting shadows onto a ceiling or tarp.
*
* By Steve Pomeroy @xxv
*/
uint16_t mode_dancing_shadows(void)
{
if (SEGLEN == 1) return mode_static();
uint8_t numSpotlights = map(SEGMENT.intensity, 0, 255, 2, SPOT_MAX_COUNT); // 49 on 32 segment ESP32, 17 on 16 segment ESP8266
bool initialize = SEGENV.aux0 != numSpotlights;
SEGENV.aux0 = numSpotlights;
uint16_t dataSize = sizeof(spotlight) * numSpotlights;
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
Spotlight* spotlights = reinterpret_cast<Spotlight*>(SEGENV.data);
if (SEGENV.call == 0) SEGENV.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
unsigned long time = strip.now;
bool respawn = false;
for (size_t i = 0; i < numSpotlights; i++) {
if (!initialize) {
// advance the position of the spotlight
int16_t delta = (float)(time - spotlights[i].lastUpdateTime) *
(spotlights[i].speed * ((1.0 + SEGMENT.speed)/100.0));
if (abs(delta) >= 1) {
spotlights[i].position += delta;
spotlights[i].lastUpdateTime = time;
}
respawn = (spotlights[i].speed > 0.0 && spotlights[i].position > (SEGLEN + 2))
|| (spotlights[i].speed < 0.0 && spotlights[i].position < -(spotlights[i].width + 2));
}
if (initialize || respawn) {
spotlights[i].colorIdx = random8();
spotlights[i].width = random8(1, 10);
spotlights[i].speed = 1.0/random8(4, 50);
if (initialize) {
spotlights[i].position = random16(SEGLEN);
spotlights[i].speed *= random8(2) ? 1.0 : -1.0;
} else {
if (random8(2)) {
spotlights[i].position = SEGLEN + spotlights[i].width;
spotlights[i].speed *= -1.0;
}else {
spotlights[i].position = -spotlights[i].width;
}
}
spotlights[i].lastUpdateTime = time;
spotlights[i].type = random8(SPOT_TYPES_COUNT);
}
uint32_t color = SEGMENT.color_from_palette(spotlights[i].colorIdx, false, false, 255);
int start = spotlights[i].position;
if (spotlights[i].width <= 1) {
if (start >= 0 && start < SEGLEN) {
SEGMENT.blendPixelColor(start, color, 128);
}
} else {
switch (spotlights[i].type) {
case SPOT_TYPE_SOLID:
for (size_t j = 0; j < spotlights[i].width; j++) {
if ((start + j) >= 0 && (start + j) < SEGLEN) {
SEGMENT.blendPixelColor(start + j, color, 128);
}
}
break;
case SPOT_TYPE_GRADIENT:
for (size_t j = 0; j < spotlights[i].width; j++) {
if ((start + j) >= 0 && (start + j) < SEGLEN) {
SEGMENT.blendPixelColor(start + j, color, cubicwave8(map(j, 0, spotlights[i].width - 1, 0, 255)));
}
}
break;
case SPOT_TYPE_2X_GRADIENT:
for (size_t j = 0; j < spotlights[i].width; j++) {
if ((start + j) >= 0 && (start + j) < SEGLEN) {
SEGMENT.blendPixelColor(start + j, color, cubicwave8(2 * map(j, 0, spotlights[i].width - 1, 0, 255)));
}
}
break;
case SPOT_TYPE_2X_DOT:
for (size_t j = 0; j < spotlights[i].width; j += 2) {
if ((start + j) >= 0 && (start + j) < SEGLEN) {
SEGMENT.blendPixelColor(start + j, color, 128);
}
}
break;
case SPOT_TYPE_3X_DOT:
for (size_t j = 0; j < spotlights[i].width; j += 3) {
if ((start + j) >= 0 && (start + j) < SEGLEN) {
SEGMENT.blendPixelColor(start + j, color, 128);
}
}
break;
case SPOT_TYPE_4X_DOT:
for (size_t j = 0; j < spotlights[i].width; j += 4) {
if ((start + j) >= 0 && (start + j) < SEGLEN) {
SEGMENT.blendPixelColor(start + j, color, 128);
}
}
break;
}
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_DANCING_SHADOWS[] PROGMEM = "Dancing Shadows@!,# of shadows;!;!";
/*
Imitates a washing machine, rotating same waves forward, then pause, then backward.
By Stefan Seegel
*/
uint16_t mode_washing_machine(void) {
int speed = tristate_square8(strip.now >> 7, 90, 15);
SEGENV.step += (speed * 2048) / (512 - SEGMENT.speed);
for (int i = 0; i < SEGLEN; i++) {
uint8_t col = sin8(((SEGMENT.intensity / 25 + 1) * 255 * i / SEGLEN) + (SEGENV.step >> 7));
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(col, false, PALETTE_SOLID_WRAP, 3));
}
return FRAMETIME;
}
static const char _data_FX_MODE_WASHING_MACHINE[] PROGMEM = "Washing Machine@!,!;;!";
/*
Blends random colors across palette
Modified, originally by Mark Kriegsman https://gist.github.com/kriegsman/1f7ccbbfa492a73c015e
*/
uint16_t mode_blends(void) {
uint16_t pixelLen = SEGLEN > UINT8_MAX ? UINT8_MAX : SEGLEN;
uint16_t dataSize = sizeof(uint32_t) * (pixelLen + 1); // max segment length of 56 pixels on 16 segment ESP8266
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
uint32_t* pixels = reinterpret_cast<uint32_t*>(SEGENV.data);
uint8_t blendSpeed = map(SEGMENT.intensity, 0, UINT8_MAX, 10, 128);
uint8_t shift = (strip.now * ((SEGMENT.speed >> 3) +1)) >> 8;
for (int i = 0; i < pixelLen; i++) {
pixels[i] = color_blend(pixels[i], SEGMENT.color_from_palette(shift + quadwave8((i + 1) * 16), false, PALETTE_SOLID_WRAP, 255), blendSpeed);
shift += 3;
}
uint16_t offset = 0;
for (int i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, pixels[offset++]);
if (offset > pixelLen) offset = 0;
}
return FRAMETIME;
}
static const char _data_FX_MODE_BLENDS[] PROGMEM = "Blends@Shift speed,Blend speed;;!";
/*
TV Simulator
Modified and adapted to WLED by Def3nder, based on "Fake TV Light for Engineers" by Phillip Burgess https://learn.adafruit.com/fake-tv-light-for-engineers/arduino-sketch
*/
//43 bytes
typedef struct TvSim {
uint32_t totalTime = 0;
uint32_t fadeTime = 0;
uint32_t startTime = 0;
uint32_t elapsed = 0;
uint32_t pixelNum = 0;
uint16_t sliderValues = 0;
uint32_t sceeneStart = 0;
uint32_t sceeneDuration = 0;
uint16_t sceeneColorHue = 0;
uint8_t sceeneColorSat = 0;
uint8_t sceeneColorBri = 0;
uint8_t actualColorR = 0;
uint8_t actualColorG = 0;
uint8_t actualColorB = 0;
uint16_t pr = 0; // Prev R, G, B
uint16_t pg = 0;
uint16_t pb = 0;
} tvSim;
uint16_t mode_tv_simulator(void) {
uint16_t nr, ng, nb, r, g, b, i, hue;
uint8_t sat, bri, j;
if (!SEGENV.allocateData(sizeof(tvSim))) return mode_static(); //allocation failed
TvSim* tvSimulator = reinterpret_cast<TvSim*>(SEGENV.data);
uint8_t colorSpeed = map(SEGMENT.speed, 0, UINT8_MAX, 1, 20);
uint8_t colorIntensity = map(SEGMENT.intensity, 0, UINT8_MAX, 10, 30);
i = SEGMENT.speed << 8 | SEGMENT.intensity;
if (i != tvSimulator->sliderValues) {
tvSimulator->sliderValues = i;
SEGENV.aux1 = 0;
}
// create a new sceene
if (((strip.now - tvSimulator->sceeneStart) >= tvSimulator->sceeneDuration) || SEGENV.aux1 == 0) {
tvSimulator->sceeneStart = strip.now; // remember the start of the new sceene
tvSimulator->sceeneDuration = random16(60* 250* colorSpeed, 60* 750 * colorSpeed); // duration of a "movie sceene" which has similar colors (5 to 15 minutes with max speed slider)
tvSimulator->sceeneColorHue = random16( 0, 768); // random start color-tone for the sceene
tvSimulator->sceeneColorSat = random8 ( 100, 130 + colorIntensity); // random start color-saturation for the sceene
tvSimulator->sceeneColorBri = random8 ( 200, 240); // random start color-brightness for the sceene
SEGENV.aux1 = 1;
SEGENV.aux0 = 0;
}
// slightly change the color-tone in this sceene
if ( SEGENV.aux0 == 0) {
// hue change in both directions
j = random8(4 * colorIntensity);
hue = (random8() < 128) ? ((j < tvSimulator->sceeneColorHue) ? tvSimulator->sceeneColorHue - j : 767 - tvSimulator->sceeneColorHue - j) : // negative
((j + tvSimulator->sceeneColorHue) < 767 ? tvSimulator->sceeneColorHue + j : tvSimulator->sceeneColorHue + j - 767) ; // positive
// saturation
j = random8(2 * colorIntensity);
sat = (tvSimulator->sceeneColorSat - j) < 0 ? 0 : tvSimulator->sceeneColorSat - j;
// brightness
j = random8(100);
bri = (tvSimulator->sceeneColorBri - j) < 0 ? 0 : tvSimulator->sceeneColorBri - j;
// calculate R,G,B from HSV
// Source: https://blog.adafruit.com/2012/03/14/constant-brightness-hsb-to-rgb-algorithm/
{ // just to create a local scope for the variables
uint8_t temp[5], n = (hue >> 8) % 3;
uint8_t x = ((((hue & 255) * sat) >> 8) * bri) >> 8;
uint8_t s = ( (256 - sat) * bri) >> 8;
temp[0] = temp[3] = s;
temp[1] = temp[4] = x + s;
temp[2] = bri - x;
tvSimulator->actualColorR = temp[n + 2];
tvSimulator->actualColorG = temp[n + 1];
tvSimulator->actualColorB = temp[n ];
}
}
// Apply gamma correction, further expand to 16/16/16
nr = (uint8_t)gamma8(tvSimulator->actualColorR) * 257; // New R/G/B
ng = (uint8_t)gamma8(tvSimulator->actualColorG) * 257;
nb = (uint8_t)gamma8(tvSimulator->actualColorB) * 257;
if (SEGENV.aux0 == 0) { // initialize next iteration
SEGENV.aux0 = 1;
// randomize total duration and fade duration for the actual color
tvSimulator->totalTime = random16(250, 2500); // Semi-random pixel-to-pixel time
tvSimulator->fadeTime = random16(0, tvSimulator->totalTime); // Pixel-to-pixel transition time
if (random8(10) < 3) tvSimulator->fadeTime = 0; // Force scene cut 30% of time
tvSimulator->startTime = strip.now;
} // end of initialization
// how much time is elapsed ?
tvSimulator->elapsed = strip.now - tvSimulator->startTime;
// fade from prev color to next color
if (tvSimulator->elapsed < tvSimulator->fadeTime) {
r = map(tvSimulator->elapsed, 0, tvSimulator->fadeTime, tvSimulator->pr, nr);
g = map(tvSimulator->elapsed, 0, tvSimulator->fadeTime, tvSimulator->pg, ng);
b = map(tvSimulator->elapsed, 0, tvSimulator->fadeTime, tvSimulator->pb, nb);
} else { // Avoid divide-by-zero in map()
r = nr;
g = ng;
b = nb;
}
// set strip color
for (i = 0; i < SEGLEN; i++) {
SEGMENT.setPixelColor(i, r >> 8, g >> 8, b >> 8); // Quantize to 8-bit
}
// if total duration has passed, remember last color and restart the loop
if ( tvSimulator->elapsed >= tvSimulator->totalTime) {
tvSimulator->pr = nr; // Prev RGB = new RGB
tvSimulator->pg = ng;
tvSimulator->pb = nb;
SEGENV.aux0 = 0;
}
return FRAMETIME;
}
static const char _data_FX_MODE_TV_SIMULATOR[] PROGMEM = "TV Simulator@!,!;;";
/*
Aurora effect
*/
//CONFIG
#ifdef ESP8266
#define W_MAX_COUNT 9 //Number of simultaneous waves
#else
#define W_MAX_COUNT 20 //Number of simultaneous waves
#endif
#define W_MAX_SPEED 6 //Higher number, higher speed
#define W_WIDTH_FACTOR 6 //Higher number, smaller waves
//24 bytes
class AuroraWave {
private:
uint16_t ttl;
CRGB basecolor;
float basealpha;
uint16_t age;
uint16_t width;
float center;
bool goingleft;
float speed_factor;
bool alive = true;
public:
void init(uint32_t segment_length, CRGB color) {
ttl = random16(500, 1501);
basecolor = color;
basealpha = random8(60, 101) / (float)100;
age = 0;
width = random16(segment_length / 20, segment_length / W_WIDTH_FACTOR); //half of width to make math easier
if (!width) width = 1;
center = random8(101) / (float)100 * segment_length;
goingleft = random8(0, 2) == 0;
speed_factor = (random8(10, 31) / (float)100 * W_MAX_SPEED / 255);
alive = true;
}
CRGB getColorForLED(int ledIndex) {
if(ledIndex < center - width || ledIndex > center + width) return 0; //Position out of range of this wave
CRGB rgb;
//Offset of this led from center of wave
//The further away from the center, the dimmer the LED
float offset = ledIndex - center;
if (offset < 0) offset = -offset;
float offsetFactor = offset / width;
//The age of the wave determines it brightness.
//At half its maximum age it will be the brightest.
float ageFactor = 0.1;
if((float)age / ttl < 0.5) {
ageFactor = (float)age / (ttl / 2);
} else {
ageFactor = (float)(ttl - age) / ((float)ttl * 0.5);
}
//Calculate color based on above factors and basealpha value
float factor = (1 - offsetFactor) * ageFactor * basealpha;
rgb.r = basecolor.r * factor;
rgb.g = basecolor.g * factor;
rgb.b = basecolor.b * factor;
return rgb;
};
//Change position and age of wave
//Determine if its sill "alive"
void update(uint32_t segment_length, uint32_t speed) {
if(goingleft) {
center -= speed_factor * speed;
} else {
center += speed_factor * speed;
}
age++;
if(age > ttl) {
alive = false;
} else {
if(goingleft) {
if(center + width < 0) {
alive = false;
}
} else {
if(center - width > segment_length) {
alive = false;
}
}
}
};
bool stillAlive() {
return alive;
};
};
uint16_t mode_aurora(void) {
//aux1 = Wavecount
//aux2 = Intensity in last loop
AuroraWave* waves;
//TODO: I am not sure this is a correct way of handling memory allocation since if it fails on 1st run
// it will display static effect but on second run it may crash ESP since data will be nullptr
if(SEGENV.aux0 != SEGMENT.intensity || SEGENV.call == 0) {
//Intensity slider changed or first call
SEGENV.aux1 = map2(SEGMENT.intensity, 0, 255, 2, W_MAX_COUNT);
SEGENV.aux0 = SEGMENT.intensity;
if(!SEGENV.allocateData(sizeof(AuroraWave) * SEGENV.aux1)) { // 26 on 32 segment ESP32, 9 on 16 segment ESP8266
return mode_static(); //allocation failed
}
waves = reinterpret_cast<AuroraWave*>(SEGENV.data);
for (int i = 0; i < SEGENV.aux1; i++) {
waves[i].init(SEGLEN, CRGB(SEGMENT.color_from_palette(random8(), false, false, random8(0, 3))));
}
} else {
waves = reinterpret_cast<AuroraWave*>(SEGENV.data);
}
for (int i = 0; i < SEGENV.aux1; i++) {
//Update values of wave
waves[i].update(SEGLEN, SEGMENT.speed);
if(!(waves[i].stillAlive())) {
//If a wave dies, reinitialize it starts over.
waves[i].init(SEGLEN, CRGB(SEGMENT.color_from_palette(random8(), false, false, random8(0, 3))));
}
}
uint8_t backlight = 1; //dimmer backlight if less active colors
if (SEGCOLOR(0)) backlight++;
if (SEGCOLOR(1)) backlight++;
if (SEGCOLOR(2)) backlight++;
//Loop through LEDs to determine color
for (int i = 0; i < SEGLEN; i++) {
CRGB mixedRgb = CRGB(backlight, backlight, backlight);
//For each LED we must check each wave if it is "active" at this position.
//If there are multiple waves active on a LED we multiply their values.
for (int j = 0; j < SEGENV.aux1; j++) {
CRGB rgb = waves[j].getColorForLED(i);
if(rgb != CRGB(0)) {
mixedRgb += rgb;
}
}
SEGMENT.setPixelColor(i, mixedRgb[0], mixedRgb[1], mixedRgb[2]);
}
return FRAMETIME;
}
static const char _data_FX_MODE_AURORA[] PROGMEM = "Aurora@!,!;1,2,3;!;;sx=24,pal=50";
// WLED-SR effects
/////////////////////////
// Perlin Move //
/////////////////////////
// 16 bit perlinmove. Use Perlin Noise instead of sinewaves for movement. By Andrew Tuline.
// Controls are speed, # of pixels, faderate.
uint16_t mode_perlinmove(void) {
if (SEGLEN == 1) return mode_static();
if (SEGENV.call == 0) {SEGENV.setUpLeds(); SEGMENT.fill(BLACK);} // WLEDMM use lossless getPixelColor()
SEGMENT.fade_out(255-SEGMENT.custom1);
for (int i = 0; i < SEGMENT.intensity/16 + 1; i++) {
uint16_t locn = inoise16(strip.now*128/(260-SEGMENT.speed)+i*15000, strip.now*128/(260-SEGMENT.speed)); // Get a new pixel location from moving noise.
uint16_t pixloc = map(locn, 50*256, 192*256, 0, SEGLEN-1); // Map that to the length of the strand, and ensure we don't go over.
SEGMENT.setPixelColor(pixloc, SEGMENT.color_from_palette(pixloc%255, false, PALETTE_SOLID_WRAP, 0));
}
return FRAMETIME;
} // mode_perlinmove()
static const char _data_FX_MODE_PERLINMOVE[] PROGMEM = "Perlin Move@!,# of pixels,Fade rate;!,!;!";
/////////////////////////
// Waveins //
/////////////////////////
// Uses beatsin8() + phase shifting. By: Andrew Tuline
uint16_t mode_wavesins(void) {
for (int i = 0; i < SEGLEN; i++) {
uint8_t bri = sin8(strip.now/4 + i * SEGMENT.intensity);
uint8_t index = beatsin8(SEGMENT.speed, SEGMENT.custom1, SEGMENT.custom1+SEGMENT.custom2, 0, i * (SEGMENT.custom3<<3));
//SEGMENT.setPixelColor(i, ColorFromPalette(SEGPALETTE, index, bri, LINEARBLEND));
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0, bri));
}
return FRAMETIME;
} // mode_waveins()
static const char _data_FX_MODE_WAVESINS[] PROGMEM = "Wavesins@!,Brightness variation,Starting color,Range of colors,Color variation;!;!";
//////////////////////////////
// Flow Stripe //
//////////////////////////////
// By: ldirko https://editor.soulmatelights.com/gallery/392-flow-led-stripe , modifed by: Andrew Tuline
uint16_t mode_FlowStripe(void) {
const uint16_t hl = SEGLEN * 10 / 13;
uint8_t hue = strip.now / (SEGMENT.speed+1);
uint32_t t = strip.now / (SEGMENT.intensity/8+1);
for (int i = 0; i < SEGLEN; i++) {
int c = (abs(i - hl) / hl) * 127;
c = sin8(c);
c = sin8(c / 2 + t);
byte b = sin8(c + t/8);
SEGMENT.setPixelColor(i, CHSV(b + hue, 255, 255));
}
return FRAMETIME;
} // mode_FlowStripe()
static const char _data_FX_MODE_FLOWSTRIPE[] PROGMEM = "Flow Stripe@Hue speed,Effect speed;;";
#ifndef WLED_DISABLE_2D
///////////////////////////////////////////////////////////////////////////////
//*************************** 2D routines ***********************************
#define XY(x,y) SEGMENT.XY(x,y)
// Black hole
uint16_t mode_2DBlackHole(void) { // By: Stepko https://editor.soulmatelights.com/gallery/1012 , Modified by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
uint16_t x, y;
// initialize on first call
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
SEGMENT.fadeToBlackBy(16 + (SEGMENT.speed>>3)); // create fading trails
const unsigned long ratio = 128; // rotation speed
unsigned long t = strip.now; // timebase
// outer stars
for (unsigned i = 0; i < 8; i++) {
x = beatsin8(SEGMENT.custom1>>3, 0, cols - 1, 0, ((i % 2) ? 128 : 0) + (t * i)/ratio);
y = beatsin8(SEGMENT.intensity>>3, 0, rows - 1, 0, ((i % 2) ? 192 : 64) + (t * i)/ratio);
SEGMENT.addPixelColorXY(x, y, CHSV(i*32, 255, 255));
}
// inner stars
for (size_t i = 0; i < 4; i++) {
x = beatsin8(SEGMENT.custom2>>3, cols/4, cols - 1 - cols/4, 0, ((i % 2) ? 128 : 0) + (t * i)/ratio);
y = beatsin8(SEGMENT.custom3 , rows/4, rows - 1 - rows/4, 0, ((i % 2) ? 192 : 64) + (t * i)/ratio);
SEGMENT.addPixelColorXY(x, y, CHSV(i*32, 255, 255));
}
// central white dot
SEGMENT.setPixelColorXY(cols/2, rows/2, CHSV(0, 0, 255));
// blur everything a bit
SEGMENT.blur(16);
return FRAMETIME;
} // mode_2DBlackHole()
static const char _data_FX_MODE_2DBLACKHOLE[] PROGMEM = "Black Hole@Fade rate,Outer Y freq.,Outer X freq.,Inner X freq.,Inner Y freq.;;;2";
////////////////////////////
// 2D Colored Bursts //
////////////////////////////
uint16_t mode_2DColoredBursts() { // By: ldirko https://editor.soulmatelights.com/gallery/819-colored-bursts , modified by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
SEGENV.aux0 = 0; // start with red hue
}
bool dot = SEGMENT.check3;
bool grad = SEGMENT.check1;
byte numLines = SEGMENT.intensity/16 + 1;
SEGENV.aux0++; // hue
SEGMENT.fadeToBlackBy(40);
for (size_t i = 0; i < numLines; i++) {
byte x1 = beatsin8(2 + SEGMENT.speed/16, 0, (cols - 1));
byte x2 = beatsin8(1 + SEGMENT.speed/16, 0, (rows - 1));
byte y1 = beatsin8(5 + SEGMENT.speed/16, 0, (cols - 1), 0, i * 24);
byte y2 = beatsin8(3 + SEGMENT.speed/16, 0, (rows - 1), 0, i * 48 + 64);
CRGB color = ColorFromPalette(SEGPALETTE, i * 255 / numLines + (SEGENV.aux0&0xFF), 255, LINEARBLEND);
byte xsteps = abs8(x1 - y1) + 1;
byte ysteps = abs8(x2 - y2) + 1;
byte steps = xsteps >= ysteps ? xsteps : ysteps;
//Draw gradient line
for (size_t j = 1; j <= steps; j++) {
uint8_t rate = j * 255 / steps;
byte dx = lerp8by8(x1, y1, rate);
byte dy = lerp8by8(x2, y2, rate);
//SEGMENT.setPixelColorXY(dx, dy, grad ? color.nscale8_video(255-rate) : color); // use addPixelColorXY for different look
SEGMENT.addPixelColorXY(dx, dy, color); // use setPixelColorXY for different look
if (grad) SEGMENT.fadePixelColorXY(dx, dy, gamma8(rate));
}
if (dot) { //add white point at the ends of line
SEGMENT.setPixelColorXY(x1, x2, WHITE);
SEGMENT.setPixelColorXY(y1, y2, DARKSLATEGRAY);
}
}
if (SEGMENT.custom3) SEGMENT.blur(SEGMENT.custom3/2);
return FRAMETIME;
} // mode_2DColoredBursts()
static const char _data_FX_MODE_2DCOLOREDBURSTS[] PROGMEM = "Colored Bursts@Speed,# of lines,,,Blur,Gradient,,Dots;;!;2;c3=16";
/////////////////////
// 2D DNA //
/////////////////////
uint16_t mode_2Ddna(void) { // dna originally by by ldirko at https://pastebin.com/pCkkkzcs. Updated by Preyy. WLED conversion by Andrew Tuline.
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
SEGMENT.fadeToBlackBy(64);
// WLEDMM optimized to prevent holes at height > 32
int lastY1 = -1;
int lastY2 = -1;
for (int i = 0; i < cols; i++) {
int posY1 = beatsin8(SEGMENT.speed/8, 0, rows-1, 0, i*4 );
int posY2 = beatsin8(SEGMENT.speed/8, 0, rows-1, 0, i*4+128);
if ((i==0) || ((abs(lastY1 - posY1) < 2) && (abs(lastY2 - posY2) < 2))) { // use original code when no holes
SEGMENT.setPixelColorXY(i, posY1, ColorFromPalette(SEGPALETTE, i*5+strip.now/17, beatsin8(5, 55, 255, 0, i*10), LINEARBLEND));
SEGMENT.setPixelColorXY(i, posY2, ColorFromPalette(SEGPALETTE, i*5+128+strip.now/17, beatsin8(5, 55, 255, 0, i*10+128), LINEARBLEND));
} else { // draw line to prevent holes
SEGMENT.drawLine(i-1, lastY1, i, posY1, ColorFromPalette(SEGPALETTE, i*5+strip.now/17, beatsin8(5, 55, 255, 0, i*10), LINEARBLEND));
SEGMENT.drawLine(i-1, lastY2, i, posY2, ColorFromPalette(SEGPALETTE, i*5+128+strip.now/17, beatsin8(5, 55, 255, 0, i*10+128), LINEARBLEND));
}
lastY1 = posY1;
lastY2 = posY2;
}
SEGMENT.blur(SEGMENT.intensity>>3);
return FRAMETIME;
} // mode_2Ddna()
static const char _data_FX_MODE_2DDNA[] PROGMEM = "DNA@Scroll speed,Blur;;!;2";
/////////////////////////
// 2D DNA Spiral //
/////////////////////////
uint16_t mode_2DDNASpiral() { // By: ldirko https://editor.soulmatelights.com/gallery/512-dna-spiral-variation , modified by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
uint8_t speeds = SEGMENT.speed/2 + 7;
uint8_t freq = SEGMENT.intensity/8;
uint32_t ms = strip.now / 20;
SEGMENT.fadeToBlackBy(135);
for (int i = 0; i < rows; i++) {
uint16_t x = beatsin8(speeds, 0, cols - 1, 0, i * freq) + beatsin8(speeds - 7, 0, cols - 1, 0, i * freq + 128);
uint16_t x1 = beatsin8(speeds, 0, cols - 1, 0, 128 + i * freq) + beatsin8(speeds - 7, 0, cols - 1, 0, 128 + 64 + i * freq);
uint8_t hue = (i * 128 / rows) + ms;
// skip every 4th row every now and then (fade it more)
if ((i + ms / 8) & 3) {
// draw a gradient line between x and x1
x = x / 2; x1 = x1 / 2;
unsigned steps = abs8(x - x1) + 1;
bool positive = (x1 >= x); // direction of drawing
for (size_t k = 1; k <= steps; k++) {
unsigned rate = k * 255 / steps;
//unsigned dx = lerp8by8(x, x1, rate);
unsigned dx = positive? (x + k-1) : (x - k+1); // behaves the same as "lerp8by8" but does not create holes
//SEGMENT.setPixelColorXY(dx, i, ColorFromPalette(SEGPALETTE, hue, 255, LINEARBLEND).nscale8_video(rate));
SEGMENT.addPixelColorXY(dx, i, ColorFromPalette(SEGPALETTE, hue, 255, LINEARBLEND)); // use setPixelColorXY for different look
SEGMENT.fadePixelColorXY(dx, i, rate);
}
SEGMENT.setPixelColorXY(x, i, DARKSLATEGRAY);
SEGMENT.setPixelColorXY(x1, i, WHITE);
}
}
return FRAMETIME;
} // mode_2DDNASpiral()
static const char _data_FX_MODE_2DDNASPIRAL[] PROGMEM = "DNA Spiral@Scroll speed,Y frequency;;!;2";
/////////////////////////
// 2D Drift //
/////////////////////////
uint16_t mode_2DDrift() { // By: Stepko https://editor.soulmatelights.com/gallery/884-drift , Modified by: Andrew Tuline
// optimized for large panels by @softhack007
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
if (SEGMENT.intensity > 1) SEGMENT.fadeToBlackBy(128);
else SEGMENT.fill(BLACK); // WLEDMM fill is faster than fade
const float maxDim = max(cols, rows)/2.0f;
// WLEDMM calculate timebase in float, so we don't need to worry about rounding
const float strip_now = strip.now & 0x003FFFFF; // float can exactly represent numbers up to 22bit
float t;
if (maxDim < 6.0f) t = strip_now / float(16U - (SEGMENT.speed>>4)); // up to 12 (faster)
else if (maxDim <= 16.0f) t = strip_now / float(32U - (SEGMENT.speed>>3)); // 12..32 (standard)
else if (maxDim <= 32.0f) t = strip_now / float(64U - (SEGMENT.speed>>2)); // 32..64 (slower)
else t = strip_now / float(256U - SEGMENT.speed); // above 64 (slowest)
// WLEDMM pre-calculate some values to speed up the main loop
const int colsCenter = (cols >> 1) + (cols % 2);
const int rowsCenter = (rows >> 1) + (rows % 2);
unsigned t_20 = t/20.0f; // softhack007: pre-calculating this gives about 10% speedup
const float step = (maxDim < 6.0f) ? 0.52f : (maxDim > 24.0f) ? 0.16666666f : 0.25f; // WLEDMM more detail on larger panels
for (float i = 1.0f; i <= maxDim; i += step) {
unsigned i_20 = i * 20.0f;
float t_maxdim = t * (maxDim - i);
float angle = float(DEG_TO_RAD) * t_maxdim;
// WLEDMM reduce angle to [0 ... 2*PI] - several times faster than letting sinf() do the job
float baseAngle = max(0.0f, floorf(angle * float(1.0 / M_TWOPI)) * float(M_TWOPI)); // multiple of 2_PI (360 deg) that's included in angle
angle -= baseAngle;
int mySin = sinf(angle) * i;
int myCos = cosf(angle) * i;
if ((unsigned(colsCenter+mySin) < cols) && (unsigned(rowsCenter+myCos) < rows)) // don't draw invisible pixels
SEGMENT.setPixelColorXY(colsCenter+mySin, rowsCenter+myCos, ColorFromPalette(SEGPALETTE, i_20 + t_20, 255, LINEARBLEND));
if ((SEGMENT.check1) && (unsigned(colsCenter+myCos) < cols) && (unsigned(rowsCenter+mySin) < rows))
SEGMENT.setPixelColorXY(colsCenter+myCos, rowsCenter+mySin, ColorFromPalette(SEGPALETTE, i_20 + t_20, 255, LINEARBLEND)); // twin mode
}
SEGMENT.blur(SEGMENT.intensity>>((!SEGMENT.check2) * 3), SEGMENT.check2); // user-defined blur - thanks @dedehai
return FRAMETIME;
} // mode_2DDrift()
static const char _data_FX_MODE_2DDRIFT[] PROGMEM = "Drift@Rotation speed,Blur,,,,Twin,Smear;;!;2;ix=0";
//////////////////////////
// 2D Firenoise //
//////////////////////////
uint16_t mode_2Dfirenoise(void) { // firenoise2d. By Andrew Tuline. Yet another short routine.
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
unsigned xscale = SEGMENT.intensity*4;
unsigned yscale = SEGMENT.speed*8;
unsigned indexx = 0;
CRGBPalette16 pal = SEGMENT.check1 ? SEGPALETTE : CRGBPalette16(CRGB::Black, CRGB::Black, CRGB::Black, CRGB::Black,
CRGB::Red, CRGB::Red, CRGB::Red, CRGB::DarkOrange,
CRGB::DarkOrange,CRGB::DarkOrange, CRGB::Orange, CRGB::Orange,
CRGB::Yellow, CRGB::Orange, CRGB::Yellow, CRGB::Yellow);
for (int j=0; j < cols; j++) {
for (int i=0; i < rows; i++) {
indexx = inoise8(j*yscale*rows/255, i*xscale+strip.now/4); // We're moving along our Perlin map.
SEGMENT.setPixelColorXY(j, i, ColorFromPalette(pal, min(i*(indexx)>>4, 255U), i*255/cols, LINEARBLEND)); // With that value, look up the 8 bit colour palette value and assign it to the current LED.
} // for i
} // for j
return FRAMETIME;
} // mode_2Dfirenoise()
static const char _data_FX_MODE_2DFIRENOISE[] PROGMEM = "Firenoise@X scale,Y scale,,,,Palette;;!;2;pal=0"; //WLEDMM pal=0
//////////////////////////////
// 2D Frizzles //
//////////////////////////////
uint16_t mode_2DFrizzles(void) { // By: Stepko https://editor.soulmatelights.com/gallery/640-color-frizzles , Modified by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
SEGMENT.fadeToBlackBy(16);
for (size_t i = 8; i > 0; i--) {
SEGMENT.addPixelColorXY(beatsin8(SEGMENT.speed/8 + i, 0, cols - 1),
beatsin8(SEGMENT.intensity/8 - i, 0, rows - 1),
ColorFromPalette(SEGPALETTE, beatsin8(12, 0, 255), 255, LINEARBLEND));
}
SEGMENT.blur(SEGMENT.custom1>>3);
return FRAMETIME;
} // mode_2DFrizzles()
static const char _data_FX_MODE_2DFRIZZLES[] PROGMEM = "Frizzles@X frequency,Y frequency,Blur;;!;2";
///////////////////////////////////////////
// 2D Cellular Automata Game of Life //
///////////////////////////////////////////
typedef struct Cell {
uint8_t alive : 1, neighbors : 3, toggleStatus : 1, superDead : 1, oscillatorCheck : 1, spaceshipCheck : 1;
} Cell;
class GameOfLifeGrid {
private:
Cell* cells;
const int cols, rows, maxIndex;
const int nOffsets[8] = {-cols-1, -cols, -cols+1, -1, 1, cols-1, cols, cols+1}; // Neighbor offsets
const int8_t offsetX[8] = {-1, 0, 1, -1, 1, -1, 0, 1};
const int8_t offsetY[8] = {-1, -1, -1, 0, 0, 1, 1, 1};
public:
GameOfLifeGrid(Cell* data, int c, int r) : cells(data), cols(c), rows(r), maxIndex(r * c) {}
void getNeighborIndexes(unsigned neighbors[9], unsigned cIndex, unsigned x, unsigned y, bool wrap) {
unsigned neighborCount = 0;
bool edgeCell = x == 0 || x == cols-1 || y == 0 || y == rows-1;
for (unsigned i = 0; i < 8; ++i) {
unsigned nIndex = cIndex + nOffsets[i];
if (edgeCell) {
int nX = x + offsetX[i], nY = y + offsetY[i];
if (wrap) {
if (nX < 0) nIndex += cols;
else if (nX >= cols) nIndex -= cols;
if (nY < 0) nIndex += maxIndex;
else if (nY >= rows) nIndex -= maxIndex;
}
else { // Wrap disabled, skip out of bound neighbors
if (nX < 0 || nX >= cols || nY < 0 || nY >= rows) continue;
}
}
neighbors[++neighborCount] = nIndex;
}
neighbors[0] = neighborCount;
}
void setCell(unsigned cIndex, unsigned x, unsigned y, bool alive, bool wrap) {
Cell* cell = &cells[cIndex];
if (alive == cell->alive) return; // No change
cell->alive = alive;
unsigned neighbors[9];
getNeighborIndexes(neighbors, cIndex, x, y, wrap);
int val = alive ? 1 : -1;
for (unsigned i = 1; i <= neighbors[0]; ++i) cells[neighbors[i]].neighbors += val;
}
void recalculateEdgeNeighbors(bool wrap) {
unsigned cIndex = 0;
for (unsigned y = 0; y < rows; ++y) for (unsigned x = 0; x < cols; ++x, ++cIndex) {
Cell* cell = &cells[cIndex];
if (x == 0 || x == cols - 1 || y == 0 || y == rows - 1) {
cell->neighbors = 0;
cell->superDead = 0;
unsigned neighbors[9];
getNeighborIndexes(neighbors, cIndex, x, y, wrap);
for (unsigned i = 1; i <= neighbors[0]; ++i) {
if (cells[neighbors[i]].alive) ++cell->neighbors;
}
}
}
}
};
uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https://natureofcode.com/book/chapter-7-cellular-automata/
// and https://github.com/DougHaber/nlife-color , Modified By: Brandon Butler
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const size_t dataSize = SEGMENT.length() * sizeof(Cell); // Cell = 2 bytes
const size_t totalSize = dataSize + 6; // 6 bytes for prevRows(2), prevCols(2), prevPalette, prevWrap
if (!SEGENV.allocateData(totalSize)) return mode_static(); //allocation failed
uint16_t *prevRows = reinterpret_cast<uint16_t*>(SEGENV.data);
uint16_t *prevCols = reinterpret_cast<uint16_t*>(SEGENV.data + 2);
uint8_t *prevPalette = reinterpret_cast<uint8_t*> (SEGENV.data + 4);
bool *prevWrap = reinterpret_cast<bool*> (SEGENV.data + 5);
Cell *cells = reinterpret_cast<Cell*> (SEGENV.data + 6);
uint16_t& generation = SEGENV.aux0; //Rename SEGENV/SEGMENT variables for readability
uint16_t& gliderLength = SEGENV.aux1;
bool allColors = SEGMENT.check1;
bool overlayBG = SEGMENT.check2;
bool wrap = SEGMENT.check3;
bool bgBlendMode = SEGMENT.custom1 > 220 && !overlayBG; // if blur is high and not overlaying, use bg blend mode
byte blur = overlayBG ? 255 : bgBlendMode ? map2(SEGMENT.custom1 - 220, 0, 35, 255, 128) : map2(SEGMENT.custom1, 0, 220, 255, 10);
uint32_t bgColor = SEGCOLOR(1);
GameOfLifeGrid grid(cells, cols, rows);
// If rows or cols change due to mirror/transpose, neighbor counts need to be recalculated. Just reset the game.
bool setup = SEGENV.call == 0 || rows != *prevRows || cols != *prevCols;
if (setup) {
SEGMENT.setUpLeds();
SEGMENT.fill(bgColor); // to make sure that segment buffer and physical leds are aligned initially
SEGENV.step = 0;
*prevRows = rows;
*prevCols = cols;
// Calculate glider length LCM(rows,cols)*4 once
uint8_t a = rows;
uint8_t b = cols;
while (b) {
uint8_t t = b;
b = a % b;
a = t;
}
gliderLength = cols * rows / a * 4;
}
if (abs(long(strip.now) - long(SEGENV.step)) > 2000) SEGENV.step = 0; // Timebase jump fix
bool paused = SEGENV.step > strip.now;
// Setup New Game of Life
if ((!paused && generation == 0) || setup) {
SEGENV.step = strip.now + 1250; // show initial state for 1.25 seconds
paused = true;
generation = 1;
*prevWrap = wrap;
*prevPalette = SEGMENT.palette;
//Setup Grid
memset(cells, 0, dataSize);
random16_set_seed(strip.now>>2); //seed the random generator
unsigned cIndex = 0;
for (unsigned y = 0; y < rows; ++y) {
#if defined(ARDUINO_ARCH_ESP32)
random16_add_entropy(esp_random() & 0xFFFF);
#endif
for (unsigned x = 0; x < cols; ++x, ++cIndex) {
if ((random16() & 0xFF) < 82) { // ~32%
grid.setCell(cIndex, x, y, true, wrap);
cells[cIndex].toggleStatus = 1; // Used to set initial color
}
else cells[cIndex].superDead = 1;
}
}
}
bool palChanged = SEGMENT.palette != *prevPalette && !allColors;
if (palChanged) *prevPalette = SEGMENT.palette;
// Enter redraw loop if not updating or palette changed.
if (palChanged || paused || (SEGMENT.speed != 255 && strip.now - SEGENV.step < 1000 / map2(SEGMENT.speed,0,254,1,60))) { //(1 - 60) updates/sec 255 is uncapped
// Redraw if paused (remove blur), palette changed, overlaying background if not max speed (avoid flicker)
// Generation 1 draws alive cells randomly and fades dead cells
bool newGame = generation == 1;
if (paused || palChanged || overlayBG) {
unsigned cIndex = 0;
for (unsigned y = 0; y < rows; ++y) for (unsigned x = 0; x < cols; ++x, ++cIndex) {
Cell& cell = cells[cIndex];
if (!newGame && cell.superDead) continue; // Skip super dead cells unless new game
bool needsColor = (newGame && cell.toggleStatus);
if (cell.alive) {
if ((needsColor && !random(10)) || palChanged) {
cell.toggleStatus = 0;
uint32_t randomColor = allColors ? random16() * random16() : SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
SEGMENT.setPixelColorXY(x,y, randomColor); // Palette changed or needs initial color
}
else if (overlayBG && !needsColor) SEGMENT.setPixelColorXY(x,y, SEGMENT.getPixelColorXY(x,y)); // Redraw alive cells for overlayBG
} // Dead
else if (paused && !overlayBG) {
uint32_t cellColor = SEGMENT.getPixelColorXY(x,y);
uint32_t blended = color_blend(cellColor, bgColor, bgBlendMode ? 16 : blur);
if (blended == cellColor) blended = bgColor; // color_blend fix
if ((bgBlendMode && newGame) || !bgBlendMode) SEGMENT.setPixelColorXY(x, y, blended); // Blur dead cells when paused
}
}
}
return FRAMETIME;
}
// Repeat detection
unsigned aliveCount = 0; // Detects empty grids and solo gliders (for smaller grids)
bool updateOscillator = generation % 16 == 0;
bool updateSpaceship = gliderLength && generation % gliderLength == 0;
bool repeatingOscillator = true, repeatingSpaceship = true;
// First Loop: Applies rules, sets toggleStatus, detects repeating patterns
// Does not update cells yet to prevent neighbor counts from changing mid-loop
int maxIndex = rows * cols;
for (unsigned i = 0; i < maxIndex; ++i) {
Cell& cell = cells[i];
if (cell.alive) ++aliveCount;
if (repeatingOscillator && cell.oscillatorCheck != cell.alive) repeatingOscillator = false;
if (repeatingSpaceship && cell.spaceshipCheck != cell.alive) repeatingSpaceship = false;
if (updateOscillator) cell.oscillatorCheck = cell.alive;
if (updateSpaceship) cell.spaceshipCheck = cell.alive;
if (cell.alive && (cell.neighbors < 2 || cell.neighbors > 3)) cell.toggleStatus = 1; // Loneliness or Overpopulation
else if (!cell.alive && cell.neighbors == 3) { cell.toggleStatus = 1; cell.superDead = 0; } // Reproduction
else cell.toggleStatus = 0; // No change
}
uint32_t color = allColors ? random16() * random16() : SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0); // Backup color
if (generation <= 8 && !bgBlendMode) blur = 255 - (((generation-1) * (255 - blur)) >> 3); // Ramp up blur for first 8 generations
bool disableWrap = !wrap || generation % 1500 == 0 || aliveCount == 5; // Disable wrap every 1500 generations to prevent undetected repeats
if (*prevWrap != !disableWrap) { grid.recalculateEdgeNeighbors(!disableWrap); *prevWrap = !disableWrap; }
// Second Loop: Updates cells, sets colors, and detects super dead cells
unsigned cIndex = 0;
for (unsigned y = 0; y < rows; ++y) for (unsigned x = 0; x < cols; ++x, ++cIndex) {
Cell& cell = cells[cIndex];
if (cell.superDead) continue; // Skip super dead cells (bgColor dead cells)
uint32_t cellColor = SEGMENT.getPixelColorXY(x, y);
if (cell.toggleStatus) {
if (cell.alive) { // Dies
grid.setCell(cIndex, x, y, false, !disableWrap);
if (cellColor != bgColor) color = cellColor;
if (!overlayBG) SEGMENT.setPixelColorXY(x,y, blur == 255 ? bgColor : color_blend(cellColor, bgColor, blur));
if (blur == 255 || bgBlendMode) cell.superDead = 1;
}
else { // Reproduction
grid.setCell(cIndex, x, y, true, !disableWrap);
uint32_t birthColor = color;
if (random8() < SEGMENT.intensity) birthColor = allColors ? random16() * random16() : SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
else {
// Get Colors
uint32_t nColors[8];
unsigned colorCount = 0;
unsigned neighbors[9];
grid.getNeighborIndexes(neighbors, cIndex, x, y, !disableWrap);
for (unsigned i = 1; i <= neighbors[0]; ++i) {
unsigned nIndex = neighbors[i];
if (cells[nIndex].alive) {
uint32_t nColor = SEGMENT.getPixelColorXY(nIndex % cols, nIndex / cols);
if (nColor == bgColor) continue;
nColors[colorCount++] = nColor;
}
}
if (colorCount) { birthColor = nColors[random8(colorCount)]; color = birthColor; }
}
SEGMENT.setPixelColorXY(x,y, birthColor);
}
}
else { // No change in status
if (cell.alive) {
if (cellColor == bgColor) cellColor = color; else color = cellColor;
SEGMENT.setPixelColorXY(x, y, cellColor); // Redraw alive cells
}
else { // Blur dead
if (blur != 255 && !overlayBG && !bgBlendMode) {
uint32_t blended = color_blend(cellColor, bgColor, blur); // color_blend doesn't always converge to bgColor (this fix needed for fast fps with custom bgColor)
if (blended == cellColor) { blended = bgColor; cell.superDead = 1; }
SEGMENT.setPixelColorXY(x, y, blended);
}
}
}
}
if (repeatingOscillator || repeatingSpaceship || !aliveCount) {
generation = 0; // reset on next call
SEGENV.step += 1000; // pause final generation for 1 second
return FRAMETIME;
}
++generation;
SEGENV.step = strip.now;
return FRAMETIME;
} // mode_2Dgameoflife()
static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,Color Mutation ☾,Blur ☾,,,All Colors ☾,Overlay BG ☾,Wrap ☾;!,!;!;2;sx=56,ix=2,c1=128,o1=0,o2=0,o3=1";
/////////////////////////
// 2D SnowFall //
/////////////////////////
static bool getBitValue(const uint8_t* byteArray, size_t n) {
size_t byteIndex = n / 8;
size_t bitIndex = n % 8;
uint8_t byte = byteArray[byteIndex];
return (byte >> bitIndex) & 1;
}
static void setBitValue(uint8_t* byteArray, size_t n, bool value) {
size_t byteIndex = n / 8;
size_t bitIndex = n % 8;
if (value)
byteArray[byteIndex] |= (1 << bitIndex);
else
byteArray[byteIndex] &= ~(1 << bitIndex);
}
uint16_t mode_2DSnowFall(void) { // By: Brandon Butler
// Uses bit array to track snow/particles
if (!strip.isMatrix) return mode_static(); // Not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const size_t dataSize = (SEGMENT.length() + 7) / 8; // Round up to nearest byte
if (!SEGENV.allocateData(dataSize)) return mode_static(); // Allocation failed
byte *grid = reinterpret_cast<byte*>(SEGENV.data);
bool overlay = SEGMENT.check2; // Overlay is inverted. Only draws non-snow. Layer 1 controls snow color
uint32_t bgColor = SEGCOLOR(1);
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(bgColor);
SEGENV.aux0 = 0; // Overflow value
memset(grid, 0, dataSize);
}
// Draw non snow for inverted overlay
if (overlay) {
for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
if (!getBitValue(grid, y * cols + x)) SEGMENT.setPixelColorXY(x, y, bgColor);
}
}
// fix SEGENV.step in case that timebase jumps
if (abs(long(strip.now) - long(SEGENV.step)) > 2000) SEGENV.step = 0;
uint8_t speed = map(SEGMENT.speed, 0, 255, 0, 60); // Updates per second
if (!speed || strip.now - SEGENV.step < 1000 / speed) return FRAMETIME; // Not enough time passed
uint8_t blur = map(SEGMENT.custom2, 0, 255, 255, 0);
uint8_t sway = SEGMENT.custom3;
// Despawn snow
bool overflow = SEGENV.aux0 && SEGMENT.check3;
int despawnChance = SEGMENT.custom1 == 255 ? 256 : map(SEGMENT.custom1, 0, 255, 0, 100); // 255 goes to 256, allows always despawn
int lastY = rows - 1;
for (int x = 0; x < cols; x++) {
if (overflow || random8() < despawnChance) setBitValue(grid, lastY * cols + x, 0);
if (overlay || getBitValue(grid, lastY * cols + x)) continue; // Skip drawing if inverted overlay or snow
SEGMENT.blendPixelColorXY(x, lastY, bgColor, blur);
}
if (SEGENV.aux0) --SEGENV.aux0; // Decrease overflow
// Precompute shuffled indices, helps randomize snow movement
uint16_t shuffledIndices[cols];
for (int i = 0; i < cols; i++) shuffledIndices[i] = i;
std::random_shuffle(shuffledIndices, shuffledIndices + cols);
// Update snow, loop from 2nd bottom row to top with precomputed random order
for (int y = rows - 2; y >= 0; y--) {
for (int i = 0; i < cols; i++) {
int x = shuffledIndices[i];
int pos = XY(x, y);
uint32_t xyColor = SEGMENT.getPixelColorXY(x, y); // Limit getPixelColorXY calls
if (!getBitValue(grid, pos)) { // No snow, fade if needed and skip
if (!overlay && blur) SEGMENT.setPixelColorXY(x, y, color_blend(xyColor, bgColor, blur));
continue;
}
int newX = x, newY = y + 1;
int newPos = XY(newX, newY);
// Open Position Booleans
bool down = !getBitValue(grid, newPos);
bool downLeft = x > 0 && !getBitValue(grid, newPos - 1);
bool downRight = x < cols - 1 && !getBitValue(grid, newPos + 1);
if (!down) {
if (downLeft && downRight) newX = random8(2) ? x - 1 : x + 1;
else if (downLeft) newX = x - 1;
else if (downRight) newX = x + 1;
else newY = y; // Snow is stuck
}
else if (sway && random8(30) < sway) { // Sway falling snow if horizontal and diagonal directions are open
if (x % 2 == 1 && downLeft && !getBitValue(grid, pos - 1)) newX = x - 1; // Odd Columns Move Left
else if (x % 2 == 0 && downRight && !getBitValue(grid, pos + 1)) newX = x + 1; // Even Columns Move Right
}
if (newY != y || newX != x) { // Snow moved
setBitValue(grid, pos, 0); // Clear old
setBitValue(grid, XY(newX, newY), 1); // Set new
if (!overlay) SEGMENT.setPixelColorXY(x, y, color_blend(xyColor, bgColor, blur)); // Fade old
}
if (!overlay) SEGMENT.setPixelColorXY(newX, newY, xyColor); // Draw new / redraw stuck
}
}
// Spawn snow
int spawnChance = map(SEGMENT.intensity, 0, 255, 0, 100);
for (int x = 0; x < cols; x++) { // y = 0
if (random8() >= spawnChance) continue;
if (getBitValue(grid, x)) {SEGENV.aux0 = rows; continue;} // Snow exists, overflowing
setBitValue(grid, x, 1); // Spawn snow
if (overlay) continue; // Skip drawing if inverted overlay
if (SEGMENT.check1) SEGMENT.setPixelColorXY(x, 0, ColorFromPalette(SEGPALETTE, random8())); // Use palette
else {int c = random8(120,200); SEGMENT.setPixelColorXY(x, 0, c, c, c);} // Use snow color
}
SEGENV.step = strip.now;
return FRAMETIME;
} // mode_2DSnowFall()
static const char _data_FX_MODE_2DSNOWFALL[] PROGMEM = "Snow Fall ☾@!,Spawn Rate,Despawn Rate,Blur,Sway Chance,Use Palette,Inverted Overlay,Prevent Overflow,;!,!;!;2;sx=128,ix=16,c1=17,c2=0,c3=0,o1=0,o2=0,o3=1";
/////////////////////////
// 2D Hiphotic //
/////////////////////////
uint16_t mode_2DHiphotic() { // By: ldirko https://editor.soulmatelights.com/gallery/810 , Modified by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const uint32_t a = strip.now / ((SEGMENT.custom3>>1)+1);
for (int x = 0; x < cols; x++) {
for (int y = 0; y < rows; y++) {
SEGMENT.setPixelColorXY(x, y, SEGMENT.color_from_palette(sin8(cos8(x * SEGMENT.speed/16 + a / 3) + sin8(y * SEGMENT.intensity/16 + a / 4) + a), false, PALETTE_SOLID_WRAP, 0));
}
}
return FRAMETIME;
} // mode_2DHiphotic()
static const char _data_FX_MODE_2DHIPHOTIC[] PROGMEM = "Hiphotic@X scale,Y scale,,,Speed;!;!;2";
/////////////////////////
// 2D Julia //
/////////////////////////
// Sliders are:
// intensity = Maximum number of iterations per pixel.
// Custom1 = Location of X centerpoint
// Custom2 = Location of Y centerpoint
// Custom3 = Size of the area (small value = smaller area)
typedef struct Julia {
float xcen;
float ycen;
float xymag;
} julia;
uint16_t mode_2DJulia(void) { // An animated Julia set by Andrew Tuline.
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (!SEGENV.allocateData(sizeof(julia))) return mode_static();
Julia* julias = reinterpret_cast<Julia*>(SEGENV.data);
float reAl;
float imAg;
if (SEGENV.call == 0) { // Reset the center if we've just re-started this animation.
julias->xcen = 0.;
julias->ycen = 0.;
julias->xymag = 1.0;
SEGMENT.custom1 = 128; // Make sure the location widgets are centered to start.
SEGMENT.custom2 = 128;
SEGMENT.custom3 = 16;
SEGMENT.intensity = 24;
}
// WLEDMM limit drift, so we don't move away into nothing
constexpr float maxCenter = 2.5f; // just an educated guess
if (fabsf(julias->xcen) < maxCenter) julias->xcen = julias->xcen + (float)(SEGMENT.custom1 - 128)/100000.f;
if (fabsf(julias->ycen) < maxCenter) julias->ycen = julias->ycen + (float)(SEGMENT.custom2 - 128)/100000.f;
julias->xymag = julias->xymag + (float)((SEGMENT.custom3 - 16)<<3)/100000.f; // reduced resolution slider
if (julias->xymag < 0.01f) julias->xymag = 0.01f;
if (julias->xymag > 1.0f) julias->xymag = 1.0f;
float xmin = julias->xcen - julias->xymag;
float xmax = julias->xcen + julias->xymag;
float ymin = julias->ycen - julias->xymag;
float ymax = julias->ycen + julias->xymag;
// Whole set should be within -1.2,1.2 to -.8 to 1.
xmin = constrain(xmin, -1.2f, 1.2f);
xmax = constrain(xmax, -1.2f, 1.2f);
ymin = constrain(ymin, -0.8f, 1.0f);
ymax = constrain(ymax, -0.8f, 1.0f);
float dx; // Delta x is mapped to the matrix size.
float dy; // Delta y is mapped to the matrix size.
int maxIterations = 15; // How many iterations per pixel before we give up. Make it 8 bits to match our range of colours.
float maxCalc = 16.0; // How big is each calculation allowed to be before we give up.
maxIterations = SEGMENT.intensity/2;
// Resize section on the fly for some animaton.
reAl = -0.94299f; // PixelBlaze example
imAg = 0.3162f;
reAl += sinf((float)strip.now/305.f)/20.f;
imAg += sinf((float)strip.now/405.f)/20.f;
dx = (xmax - xmin) / (cols); // Scale the delta x and y values to our matrix size.
dy = (ymax - ymin) / (rows);
// Start y
float y = ymin;
for (int j = 0; j < rows; j++) {
// Start x
float x = xmin;
for (int i = 0; i < cols; i++) {
// Now we test, as we iterate z = z^2 + c does z tend towards infinity?
float a = x;
float b = y;
int iter = 0;
while (iter < maxIterations) { // Here we determine whether or not we're out of bounds.
float aa = a * a;
float bb = b * b;
float len = aa + bb;
if (len > maxCalc) { // |z| = sqrt(a^2+b^2) OR z^2 = a^2+b^2 to save on having to perform a square root.
break; // Bail
}
// This operation corresponds to z -> z^2+c where z=a+ib c=(x,y). Remember to use 'foil'.
b = 2*a*b + imAg;
a = aa - bb + reAl;
iter++;
} // while
// We color each pixel based on how long it takes to get to infinity, or black if it never gets there.
if (iter == maxIterations) {
SEGMENT.setPixelColorXY(i, j, 0);
} else {
SEGMENT.setPixelColorXY(i, j, SEGMENT.color_from_palette(iter*255/maxIterations, false, PALETTE_SOLID_WRAP, 0));
}
x += dx;
}
y += dy;
}
// WLEDMM
if(SEGMENT.check1)
SEGMENT.blurRows(48, false); // slight blurr
if(SEGMENT.check2)
SEGMENT.blur(64, true); // strong blurr
if(SEGMENT.check3) { // draw crosshair
int screenX = lround((0.5f / maxCenter) * (julias->xcen + maxCenter) * float(cols));
int screenY = lround((0.5f / maxCenter) * (julias->ycen + maxCenter) * float(rows));
int hair = min(min(cols-1, rows-1)/2, 3);
SEGMENT.drawLine(screenX, screenY-hair, screenX, screenY+hair, GREEN, true);
SEGMENT.drawLine(screenX-hair, screenY, screenX+hair, screenY, GREEN, true);
}
return FRAMETIME;
} // mode_2DJulia()
static const char _data_FX_MODE_2DJULIA[] PROGMEM = "Julia@,Max iterations per pixel,X center,Y center,Area size,Soft Blur,Strong Blur,Show Center;!;!;2;ix=24,c1=128,c2=128,c3=16";
//////////////////////////////
// 2D Lissajous //
//////////////////////////////
uint16_t mode_2DLissajous(void) { // By: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) { SEGMENT.setUpLeds(); SEGMENT.fill(BLACK);} // WLEDMM fadeToBlackBy() needs previous setUpLeds()
SEGMENT.fadeToBlackBy(SEGMENT.intensity);
uint_fast16_t phase = (strip.now * (1 + SEGENV.custom3)) /32; // allow user to control rotation speed
if (SEGENV.check3) { // WLEDMM: this is the original "float" code featuring anti-aliasing
int maxLoops = max(192, 4*(cols+rows));
maxLoops = ((maxLoops / 128) +1) * 128; // make sure whe have half or full turns => multiples of 128
for (int i=0; i < maxLoops; i ++) {
float xlocn = float(sin8(phase/2 + (i* SEGMENT.speed)/64)) / 255.0f; // WLEDMM align speed with original effect
float ylocn = float(cos8(phase/2 + i*2)) / 255.0f;
//SEGMENT.setPixelColorXY(xlocn, ylocn, SEGMENT.color_from_palette(strip.now/100+i, false, PALETTE_SOLID_WRAP, 0)); // draw pixel with anti-aliasing
unsigned palIndex = (256*ylocn) + phase/2 + (i* SEGMENT.speed)/64;
//SEGMENT.setPixelColorXY(xlocn, ylocn, SEGMENT.color_from_palette(palIndex, false, PALETTE_SOLID_WRAP, 0)); // draw pixel with anti-aliasing - color follows rotation
// WLEDMM wu_pixel is 50% faster, and still lokks better
SEGMENT.wu_pixel(uint32_t(xlocn * ((cols-1) <<8)), uint32_t(ylocn * ((rows-1) <<8)),
CRGB(SEGMENT.color_from_palette(palIndex, false, PALETTE_SOLID_WRAP, 0)));
}
} else
for (int i=0; i < 256; i ++) {
//WLEDMM: stick to the original calculations of xlocn and ylocn
uint_fast8_t xlocn = sin8(phase/2 + (i*SEGMENT.speed)/64);
uint_fast8_t ylocn = cos8(phase/2 + i*2);
xlocn = (cols < 2) ? 1 : (map(2*xlocn, 0,511, 0,2*(cols-1)) +1) /2; // softhack007: "*2 +1" for proper rounding
ylocn = (rows < 2) ? 1 : (map(2*ylocn, 0,511, 0,2*(rows-1)) +1) /2; // "rows > 2" is needed to avoid div/0 in map()
SEGMENT.setPixelColorXY((uint8_t)xlocn, (uint8_t)ylocn, SEGMENT.color_from_palette(strip.now/100+i, false, PALETTE_SOLID_WRAP, 0));
}
return FRAMETIME;
} // mode_2DLissajous()
static const char _data_FX_MODE_2DLISSAJOUS[] PROGMEM = "Lissajous ☾@X frequency,Fade rate,,,Speed,,,☾ Smooth Style;!;!;2;sx=64,c3=15";
///////////////////////
// 2D Matrix //
///////////////////////
uint16_t mode_2Dmatrix(void) { // Matrix2D. By Jeremy Williams. Adapted by Andrew Tuline & improved by merkisoft and ewowi, and softhack007.
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
SEGENV.aux0 = SEGENV.aux1 = UINT16_MAX;
SEGENV.step = 0;
}
uint8_t fade = map(SEGMENT.custom1, 0, 255, 50, 250); // equals trail size
uint8_t speed = (256-SEGMENT.speed) >> map(MIN(rows, 150), 0, 150, 0, 3); // slower speeds for small displays
CRGB spawnColor;
CRGB trailColor;
if (SEGMENT.check1) {
spawnColor = SEGCOLOR(0);
trailColor = SEGCOLOR(1);
} else {
spawnColor = CRGB(175,255,175);
trailColor = CRGB(27,130,39);
}
if (strip.now - SEGENV.step >= speed) {
SEGENV.step = strip.now;
// find out what color value is returned by gPC for a "falling code" example pixel
// the color values returned may differ from the previously set values, due to
// - auto brightness limiter (dimming)
// - lossy color buffer (when not using global buffer)
// - color balance correction
// - segment opacity
CRGB oldSpawnColor = spawnColor;
if ((SEGENV.aux0 < cols) && (SEGENV.aux1 < rows)) { // we have a hint from last run
oldSpawnColor = SEGMENT.getPixelColorXY(SEGENV.aux0, SEGENV.aux1); // find color of previous spawns
SEGENV.aux1 ++; // our sample pixel will be one row down the next time
}
if ((oldSpawnColor == CRGB::Black) || (oldSpawnColor == trailColor)) oldSpawnColor = spawnColor; // reject "black", as it would mean that ALL pixels create trails
// move pixels one row down. Falling codes keep color and add trail pixels; all others pixels are faded
for (int row=rows-1; row>=0; row--) {
for (int col=0; col<cols; col++) {
CRGB pix = SEGMENT.getPixelColorXY(col, row);
if (pix == oldSpawnColor) { // this comparison may still fail due to overlays changing pixels, or due to gaps (2d-gaps.json)
SEGMENT.setPixelColorXY(col, row, trailColor); // create trail
if (row < rows-1) SEGMENT.setPixelColorXY(col, row+1, spawnColor);
} else {
// fade other pixels
if (pix != CRGB::Black) SEGMENT.setPixelColorXY(col, row, pix.nscale8(fade)); // optimization: don't fade black pixels
}
}
}
// check for empty screen to ensure code spawn
bool emptyScreen = (SEGENV.aux1 >= rows); // empty screen means that the last falling code has moved out of screen area
// spawn new falling code
if (random8() <= SEGMENT.intensity || emptyScreen) {
uint16_t spawnX = random16(cols);
SEGMENT.setPixelColorXY(spawnX, 0, spawnColor);
// update hint for next run
SEGENV.aux0 = spawnX;
SEGENV.aux1 = 0;
}
} // if millis
return FRAMETIME;
} // mode_2Dmatrix()
static const char _data_FX_MODE_2DMATRIX[] PROGMEM = "Matrix@!,Spawning rate,Trail,,,Custom color;Spawn,Trail;;2";
/////////////////////////
// 2D Metaballs //
/////////////////////////
uint16_t mode_2Dmetaballs(void) { // Metaballs by Stefan Petrick. Cannot have one of the dimensions be 2 or less. Adapted by Andrew Tuline.
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
float speed = 0.25f * (1+(SEGMENT.speed>>6));
// get some 2 random moving points
uint8_t x2 = map(inoise8(strip.now * speed, 25355, 685), 0, 255, 0, cols-1);
uint8_t y2 = map(inoise8(strip.now * speed, 355, 11685), 0, 255, 0, rows-1);
uint8_t x3 = map(inoise8(strip.now * speed, 55355, 6685), 0, 255, 0, cols-1);
uint8_t y3 = map(inoise8(strip.now * speed, 25355, 22685), 0, 255, 0, rows-1);
// and one Lissajou function
uint8_t x1 = beatsin8(23 * speed, 0, cols-1);
uint8_t y1 = beatsin8(28 * speed, 0, rows-1);
for (int y = 0; y < rows; y++) {
for (int x = 0; x < cols; x++) {
// calculate distances of the 3 points from actual pixel
// and add them together with weightening
uint16_t dx = abs(x - x1);
uint16_t dy = abs(y - y1);
uint16_t dist = 2 * sqrt16((dx * dx) + (dy * dy));
dx = abs(x - x2);
dy = abs(y - y2);
dist += sqrt16((dx * dx) + (dy * dy));
dx = abs(x - x3);
dy = abs(y - y3);
dist += sqrt16((dx * dx) + (dy * dy));
// inverse result
byte color = dist ? 1000 / dist : 255;
// map color between thresholds
if (color > 0 and color < 60) {
SEGMENT.setPixelColorXY(x, y, SEGMENT.color_from_palette(map(color * 9, 9, 531, 0, 255), false, PALETTE_SOLID_WRAP, 0));
} else {
SEGMENT.setPixelColorXY(x, y, SEGMENT.color_from_palette(0, false, PALETTE_SOLID_WRAP, 0));
}
// show the 3 points, too
SEGMENT.setPixelColorXY(x1, y1, WHITE);
SEGMENT.setPixelColorXY(x2, y2, WHITE);
SEGMENT.setPixelColorXY(x3, y3, WHITE);
}
}
return FRAMETIME;
} // mode_2Dmetaballs()
static const char _data_FX_MODE_2DMETABALLS[] PROGMEM = "Metaballs@!;;!;2";
//////////////////////
// 2D Noise //
//////////////////////
uint16_t mode_2Dnoise(void) { // By Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const uint16_t scale = SEGMENT.intensity+2;
for (int y = 0; y < rows; y++) {
for (int x = 0; x < cols; x++) {
uint8_t pixelHue8 = inoise8(x * scale, y * scale, strip.now / (16 - SEGMENT.speed/16));
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, pixelHue8));
}
}
return FRAMETIME;
} // mode_2Dnoise()
static const char _data_FX_MODE_2DNOISE[] PROGMEM = "Noise2D@!,Scale;;!;2";
//////////////////////////////
// 2D Plasma Ball //
//////////////////////////////
uint16_t mode_2DPlasmaball(void) { // By: Stepko https://editor.soulmatelights.com/gallery/659-plasm-ball , Modified by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
SEGMENT.fadeToBlackBy(SEGMENT.custom1>>2);
uint_fast32_t t = (strip.now * 8) / (256 - SEGMENT.speed); // optimized to avoid float
for (int i = 0; i < cols; i++) {
uint16_t thisVal = inoise8(i * 30, t, t);
uint16_t thisMax = map(thisVal, 0, 255, 0, cols-1);
for (int j = 0; j < rows; j++) {
uint16_t thisVal_ = inoise8(t, j * 30, t);
uint16_t thisMax_ = map(thisVal_, 0, 255, 0, rows-1);
uint16_t x = (i + thisMax_ - cols / 2);
uint16_t y = (j + thisMax - cols / 2);
uint16_t cx = (i + thisMax_);
uint16_t cy = (j + thisMax);
SEGMENT.addPixelColorXY(i, j, ((x - y > -2) && (x - y < 2)) ||
((cols - 1 - x - y) > -2 && (cols - 1 - x - y < 2)) ||
(cols - cx == 0) ||
(cols - 1 - cx == 0) ||
((rows - cy == 0) ||
(rows - 1 - cy == 0)) ? ColorFromPalette(SEGPALETTE, beat8(5), thisVal, LINEARBLEND) : CRGB::Black);
}
}
SEGMENT.blur(SEGMENT.custom2>>5, (SEGMENT.custom2 > 132)); // WLEDMM
return FRAMETIME;
} // mode_2DPlasmaball()
static const char _data_FX_MODE_2DPLASMABALL[] PROGMEM = "Plasma Ball@Speed,,Fade,Blur;;!;2";
////////////////////////////////
// 2D Polar Lights //
////////////////////////////////
//static float fmap(const float x, const float in_min, const float in_max, const float out_min, const float out_max) {
// return (out_max - out_min) * (x - in_min) / (in_max - in_min) + out_min;
//}
uint16_t mode_2DPolarLights(void) { // By: Kostyantyn Matviyevskyy https://editor.soulmatelights.com/gallery/762-polar-lights , Modified by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const float maxRows = (rows <= 32) ? 32.0f : (rows <= 64) ? 64.0f : 128.0f; // WLEDMM safe up to 128x128
const float minScale = (rows <= 32) ? 12.0f : (rows <= 64) ? 7.2f : 4.6f; // WLEDMM
const float maxCols = (cols <= 32) ? 32.0f : (cols <= 64) ? 64.0f : 128.0f; // WLEDMM safe up to 128x128
const CRGBPalette16 auroraPalette = {0x000000, 0x003300, 0x006600, 0x009900, 0x00cc00, 0x00ff00, 0x33ff00, 0x66ff00, 0x99ff00, 0xccff00, 0xffff00, 0xffcc00, 0xff9900, 0xff6600, 0xff3300, 0xff0000};
const CRGBPalette16 &effectPalette = SEGENV.check1 ? SEGPALETTE : auroraPalette;
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
float adjustHeight = mapf(rows, 8, maxRows, 28, minScale); // maybe use mapf() ??? // WLEDMM yes!
uint16_t adjScale = map2(cols, 8, maxCols, 310, 63); // WLEDMM
adjustHeight = max(min(adjustHeight, 28.0f), minScale); // WLEDMM bugfix for larger fixtures
adjScale = max(min(adjScale, uint16_t(310)), uint16_t(63)); // WLEDMM
/*
if (SEGENV.aux1 != SEGMENT.custom1/12) { // Hacky palette rotation. We need that black.
SEGENV.aux1 = SEGMENT.custom1/12;
for (int i = 0; i < 16; i++) {
long ilk;
ilk = (long)currentPalette[i].r << 16;
ilk += (long)currentPalette[i].g << 8;
ilk += (long)currentPalette[i].b;
ilk = (ilk << SEGENV.aux1) | (ilk >> (24 - SEGENV.aux1));
currentPalette[i].r = ilk >> 16;
currentPalette[i].g = ilk >> 8;
currentPalette[i].b = ilk;
}
}
*/
uint16_t _scale = map2(SEGMENT.intensity, 0, 255, 30, adjScale);
byte _speed = map2(SEGMENT.speed, 0, 255, 136, 20);
//WLEDMM add SuperSync control
uint16_t xStart, xEnd, yStart, yEnd;
if (SEGMENT.check2) { //Master (sync on needs to show the whole effect, children only their first panel)
xStart = strip.panel[0].xOffset;
xEnd = strip.panel[0].xOffset + strip.panel[0].width;
yStart = strip.panel[0].yOffset;
yEnd = strip.panel[0].yOffset + strip.panel[0].height;
}
else {
xStart = 0;
xEnd = cols;
yStart = 0;
yEnd = rows;
}
SEGENV.step = (strip.now * (cols * rows)) / 25; // baseline 40fps
const float rows_2 = (float)rows / 2.0f; // WLEDMM faster to pre-calculate this
for (int x = xStart; x < xEnd; x++) {
for (int y = yStart; y < yEnd; y++) {
SEGENV.step++;
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(effectPalette,
qsub8(
inoise8((SEGENV.step%2) + x * _scale, y * 16 + SEGENV.step % 16, SEGENV.step / _speed),
fabsf(rows_2 - (float)y) * adjustHeight))); // WLEDMM
}
}
if (SEGENV.check3) SEGMENT.blurRows(192);
return FRAMETIME;
} // mode_2DPolarLights()
static const char _data_FX_MODE_2DPOLARLIGHTS[] PROGMEM = "Polar Lights@!,Scale,,,,Use Palette,SuperSync, Blur;;!;2";
/////////////////////////
// 2D Pulser //
/////////////////////////
uint16_t mode_2DPulser(void) { // By: ldirko https://editor.soulmatelights.com/gallery/878-pulse-test , modifed by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
SEGMENT.fadeToBlackBy(8 - (SEGMENT.intensity>>5));
uint32_t a = strip.now / (18 - SEGMENT.speed / 16);
uint16_t x = (a / 14) % cols;
uint16_t y = map((sin8(a * 5) + sin8(a * 4) + sin8(a * 2)), 0, 765, rows-1, 0);
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, map(y, 0, rows-1, 0, 255), 255, LINEARBLEND));
SEGMENT.blur(1 + (SEGMENT.intensity>>4));
return FRAMETIME;
} // mode_2DPulser()
static const char _data_FX_MODE_2DPULSER[] PROGMEM = "Pulser@!,Blur;;!;2";
/////////////////////////
// 2D Sindots //
/////////////////////////
uint16_t mode_2DSindots(void) { // By: ldirko https://editor.soulmatelights.com/gallery/597-sin-dots , modified by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
SEGMENT.fadeToBlackBy(SEGMENT.custom1>>3);
byte t1 = strip.now / (257 - SEGMENT.speed); // 20;
byte t2 = sin8(t1) / 4 * 2;
for (int i = 0; i < 13; i++) {
byte x = sin8(t1 + i * SEGMENT.intensity/8)*(cols-1)/255; // max index now 255x15/255=15!
byte y = sin8(t2 + i * SEGMENT.intensity/8)*(rows-1)/255; // max index now 255x15/255=15!
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, i * 255 / 13, 255, LINEARBLEND));
}
SEGMENT.blur(SEGMENT.custom2>>3);
return FRAMETIME;
} // mode_2DSindots()
static const char _data_FX_MODE_2DSINDOTS[] PROGMEM = "Sindots@!,Dot distance,Fade rate,Blur;;!;2";
//////////////////////////////
// 2D Squared Swirl //
//////////////////////////////
// custom3 affects the blur amount.
uint16_t mode_2Dsquaredswirl(void) { // By: Mark Kriegsman. https://gist.github.com/kriegsman/368b316c55221134b160
// Modifed by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
const uint8_t kBorderWidth = 2;
SEGMENT.fadeToBlackBy(24);
uint8_t blurAmount = SEGMENT.custom3<<3; // reduced resolution slider
SEGMENT.blur(blurAmount);
// Use two out-of-sync sine waves
uint8_t i = beatsin8(19, kBorderWidth, cols-kBorderWidth);
uint8_t j = beatsin8(22, kBorderWidth, cols-kBorderWidth);
uint8_t k = beatsin8(17, kBorderWidth, cols-kBorderWidth);
uint8_t m = beatsin8(18, kBorderWidth, rows-kBorderWidth);
uint8_t n = beatsin8(15, kBorderWidth, rows-kBorderWidth);
uint8_t p = beatsin8(20, kBorderWidth, rows-kBorderWidth);
uint16_t ms = strip.now;
SEGMENT.addPixelColorXY(i, m, ColorFromPalette(SEGPALETTE, ms/29, 255, LINEARBLEND));
SEGMENT.addPixelColorXY(j, n, ColorFromPalette(SEGPALETTE, ms/41, 255, LINEARBLEND));
SEGMENT.addPixelColorXY(k, p, ColorFromPalette(SEGPALETTE, ms/73, 255, LINEARBLEND));
return FRAMETIME;
} // mode_2Dsquaredswirl()
static const char _data_FX_MODE_2DSQUAREDSWIRL[] PROGMEM = "Squared Swirl@,,,,Blur;;!;2";
//////////////////////////////
// 2D Sun Radiation //
//////////////////////////////
uint16_t mode_2DSunradiation(void) { // By: ldirko https://editor.soulmatelights.com/gallery/599-sun-radiation , modified by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const int minSize = min(cols, rows); // WLEDMM
const int magnify = (minSize <= 32) ? 8 : 46; // WLEDMM
if (!SEGENV.allocateData(sizeof(byte)*(cols+2)*(rows+2))) return mode_static(); //allocation failed
byte *bump = reinterpret_cast<byte*>(SEGENV.data);
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
unsigned long t = strip.now / 4;
int index = 0;
uint8_t someVal = SEGMENT.speed/4; // Was 25.
for (int j = 0; j < (rows + 2); j++) {
for (int i = 0; i < (cols + 2); i++) {
byte col = (inoise8_raw(i * someVal, j * someVal, t)) / 2;
bump[index++] = col;
}
}
int yindex = cols + 3;
int16_t vly = -(rows / 2 + 1);
for (int y = 0; y < rows; y++) {
++vly;
int16_t vlx = -(cols / 2 + 1);
for (int x = 0; x < cols; x++) {
++vlx;
int8_t nx = bump[x + yindex + 1] - bump[x + yindex - 1];
int8_t ny = bump[x + yindex + (cols + 2)] - bump[x + yindex - (cols + 2)];
byte difx = min(abs(vlx * 7 - nx), 255); // WLEDMM replaced abs8 as it does not work for numbers >127
byte dify = min(abs(vly * 7 - ny), 255); // WLEDMM
int temp = difx * difx + dify * dify;
int col = 255 - temp / magnify; //8 its a size of effect // WLEDMM size adjusts to matrix dimensions
if (col < 0) col = 0;
SEGMENT.setPixelColorXY(x, y, HeatColor(col / (3.0f-(float)(SEGMENT.intensity)/128.f)));
}
yindex += (cols + 2);
}
return FRAMETIME;
} // mode_2DSunradiation()
static const char _data_FX_MODE_2DSUNRADIATION[] PROGMEM = "Sun Radiation@Variance,Brightness;;;2";
/////////////////////////
// 2D Tartan //
/////////////////////////
uint16_t mode_2Dtartan(void) { // By: Elliott Kember https://editor.soulmatelights.com/gallery/3-tartan , Modified by: Andrew Tuline
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
uint8_t hue, bri;
size_t intensity;
int offsetX = beatsin16(3, -360, 360);
int offsetY = beatsin16(2, -360, 360);
int sharpness = SEGMENT.custom3 / 8; // 0-3
for (int x = 0; x < cols; x++) {
for (int y = 0; y < rows; y++) {
hue = x * beatsin16(10, 1, 10) + offsetY;
intensity = bri = sin8(x * SEGMENT.speed/2 + offsetX);
for (int i=0; i<sharpness; i++) intensity *= bri;
intensity >>= 8*sharpness;
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, hue, intensity, LINEARBLEND));
hue = y * 3 + offsetX;
intensity = bri = sin8(y * SEGMENT.intensity/2 + offsetY);
for (int i=0; i<sharpness; i++) intensity *= bri;
intensity >>= 8*sharpness;
SEGMENT.addPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, hue, intensity, LINEARBLEND));
}
}
return FRAMETIME;
} // mode_2DTartan()
static const char _data_FX_MODE_2DTARTAN[] PROGMEM = "Tartan@X scale,Y scale,,,Sharpness;;!;2";
/////////////////////////
// 2D spaceships //
/////////////////////////
uint16_t mode_2Dspaceships(void) { //// Space ships by stepko (c)05.02.21 [https://editor.soulmatelights.com/gallery/639-space-ships], adapted by Blaz Kristan (AKA blazoncek)
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
uint32_t tb = strip.now >> 12; // every ~4s
if (tb > SEGENV.step) {
int8_t dir = ++SEGENV.aux0;
dir += (int)random8(3)-1;
if (dir > 7) SEGENV.aux0 = 0;
else if (dir < 0) SEGENV.aux0 = 7;
else SEGENV.aux0 = dir;
SEGENV.step = tb + random8(4);
}
SEGMENT.fadeToBlackBy(map(SEGMENT.speed, 0, 255, 248, 16));
SEGMENT.move(SEGENV.aux0, 1);
for (size_t i = 0; i < 8; i++) {
byte x = beatsin8(12 + i, 2, cols - 3);
byte y = beatsin8(15 + i, 2, rows - 3);
CRGB color = ColorFromPalette(SEGPALETTE, beatsin8(12 + i, 0, 255), 255);
SEGMENT.addPixelColorXY(x, y, color);
if (cols > 24 || rows > 24) {
SEGMENT.addPixelColorXY(x+1, y, color);
SEGMENT.addPixelColorXY(x-1, y, color);
SEGMENT.addPixelColorXY(x, y+1, color);
SEGMENT.addPixelColorXY(x, y-1, color);
}
}
SEGMENT.blur(SEGMENT.intensity>>3);
return FRAMETIME;
}
static const char _data_FX_MODE_2DSPACESHIPS[] PROGMEM = "Spaceships@!,Blur;;!;2";
/////////////////////////
// 2D Crazy Bees //
/////////////////////////
//// Crazy bees by stepko (c)12.02.21 [https://editor.soulmatelights.com/gallery/651-crazy-bees], adapted by Blaz Kristan (AKA blazoncek)
constexpr uint_fast16_t MAX_BEES = 5;
uint16_t mode_2Dcrazybees(void) {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint_fast16_t cols = SEGMENT.virtualWidth();
const uint_fast16_t rows = SEGMENT.virtualHeight();
const byte n = min(MAX_BEES, (rows * cols) / 256 + 1);
typedef struct Bee {
uint8_t posX, posY, aimX, aimY, hue;
int8_t signX, signY;
int16_t deltaX, deltaY, error;
void aimed(uint_fast16_t w, uint_fast16_t h) {
if (!true) //WLEDMM SuperSync
random16_set_seed(strip.now);
aimX = random8(0, min(UINT8_MAX, int(w)));
aimY = random8(0, min(UINT8_MAX, int(h)));
hue = random8();
deltaX = abs(aimX - posX);
deltaY = abs(aimY - posY);
signX = posX < aimX ? 1 : -1;
signY = posY < aimY ? 1 : -1;
error = deltaX - deltaY;
};
} bee_t;
if (!SEGENV.allocateData(sizeof(bee_t)*MAX_BEES)) return mode_static(); //allocation failed
bee_t *bee = reinterpret_cast<bee_t*>(SEGENV.data);
if (SEGENV.call == 0) {
if (true) //WLEDMM SuperSync
random16_set_seed(strip.now);
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
for (size_t i = 0; i < n; i++) {
bee[i].posX = random8(0, min(UINT8_MAX, int(cols)));
bee[i].posY = random8(0, min(UINT8_MAX, int(rows)));
bee[i].aimed(cols, rows);
}
}
if (strip.now > SEGENV.step) {
SEGENV.step = strip.now + (FRAMETIME * 8 / ((SEGMENT.speed>>5)+1));
SEGMENT.fadeToBlackBy(32);
for (size_t i = 0; i < n; i++) {
SEGMENT.addPixelColorXY(bee[i].aimX + 1, bee[i].aimY, CHSV(bee[i].hue, 255, 255));
SEGMENT.addPixelColorXY(bee[i].aimX, bee[i].aimY + 1, CHSV(bee[i].hue, 255, 255));
SEGMENT.addPixelColorXY(bee[i].aimX - 1, bee[i].aimY, CHSV(bee[i].hue, 255, 255));
SEGMENT.addPixelColorXY(bee[i].aimX, bee[i].aimY - 1, CHSV(bee[i].hue, 255, 255));
if (bee[i].posX != bee[i].aimX || bee[i].posY != bee[i].aimY) {
SEGMENT.setPixelColorXY(bee[i].posX, bee[i].posY, CRGB(CHSV(bee[i].hue, 60, 255)));
int_fast16_t error2 = bee[i].error * 2;
if (error2 > -bee[i].deltaY) {
bee[i].error -= bee[i].deltaY;
bee[i].posX += bee[i].signX;
}
if (error2 < bee[i].deltaX) {
bee[i].error += bee[i].deltaX;
bee[i].posY += bee[i].signY;
}
} else {
bee[i].aimed(cols, rows);
}
}
SEGMENT.blur(SEGMENT.intensity>>4);
}
return FRAMETIME;
}
static const char _data_FX_MODE_2DCRAZYBEES[] PROGMEM = "Crazy Bees@!,Blur;;;2";
/////////////////////////
// 2D Ghost Rider //
/////////////////////////
//// Ghost Rider by stepko (c)2021 [https://editor.soulmatelights.com/gallery/716-ghost-rider], adapted by Blaz Kristan (AKA blazoncek)
#define LIGHTERS_AM 64 // max lighters (adequate for 32x32 matrix)
uint16_t mode_2Dghostrider(void) {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
typedef struct Lighter {
int16_t gPosX;
int16_t gPosY;
uint16_t gAngle;
int8_t angleSpeed;
uint16_t lightersPosX[LIGHTERS_AM];
uint16_t lightersPosY[LIGHTERS_AM];
uint16_t Angle[LIGHTERS_AM];
uint16_t time[LIGHTERS_AM];
bool reg[LIGHTERS_AM];
int8_t Vspeed;
} lighter_t;
if (!SEGENV.allocateData(sizeof(lighter_t))) return mode_static(); //allocation failed
lighter_t *lighter = reinterpret_cast<lighter_t*>(SEGENV.data);
const size_t maxLighters = min(cols + rows, LIGHTERS_AM);
if (SEGENV.call == 0) {SEGENV.setUpLeds(); SEGMENT.fill(BLACK);}
if (SEGENV.aux0 != cols || SEGENV.aux1 != rows) {
SEGENV.aux0 = cols;
SEGENV.aux1 = rows;
SEGMENT.fill(BLACK);
random16_set_seed(strip.now);
lighter->angleSpeed = random8(0,20) - 10;
lighter->Vspeed = 5;
lighter->gPosX = (cols/2) * 10;
lighter->gPosY = (rows/2) * 10;
for (size_t i = 0; i < maxLighters; i++) {
lighter->lightersPosX[i] = lighter->gPosX;
lighter->lightersPosY[i] = lighter->gPosY + i;
lighter->time[i] = i * 2;
}
}
if (strip.now > SEGENV.step) {
SEGENV.step = strip.now + 1024 / (cols+rows);
SEGMENT.fadeToBlackBy((SEGMENT.speed>>2)+64);
CRGB color = CRGB::White;
SEGMENT.wu_pixel(lighter->gPosX * 256 / 10, lighter->gPosY * 256 / 10, color);
lighter->gPosX += lighter->Vspeed * sinf(radians(lighter->gAngle));
lighter->gPosY += lighter->Vspeed * cosf(radians(lighter->gAngle));
lighter->gAngle += lighter->angleSpeed;
if (lighter->gPosX < 0) lighter->gPosX = (cols - 1) * 10;
if (lighter->gPosX > (cols - 1) * 10) lighter->gPosX = 0;
if (lighter->gPosY < 0) lighter->gPosY = (rows - 1) * 10;
if (lighter->gPosY > (rows - 1) * 10) lighter->gPosY = 0;
for (size_t i = 0; i < maxLighters; i++) {
lighter->time[i] += random8(5, 20);
if (lighter->time[i] >= 255 ||
(lighter->lightersPosX[i] <= 0) ||
(lighter->lightersPosX[i] >= (cols - 1) * 10) ||
(lighter->lightersPosY[i] <= 0) ||
(lighter->lightersPosY[i] >= (rows - 1) * 10)) {
lighter->reg[i] = true;
}
if (lighter->reg[i]) {
lighter->lightersPosY[i] = lighter->gPosY;
lighter->lightersPosX[i] = lighter->gPosX;
lighter->Angle[i] = lighter->gAngle + ((int)random8(20) - 10);
lighter->time[i] = 0;
lighter->reg[i] = false;
} else {
lighter->lightersPosX[i] += -7 * sinf(radians(lighter->Angle[i]));
lighter->lightersPosY[i] += -7 * cosf(radians(lighter->Angle[i]));
}
SEGMENT.wu_pixel(lighter->lightersPosX[i] * 256 / 10, lighter->lightersPosY[i] * 256 / 10, ColorFromPalette(SEGPALETTE, (256 - lighter->time[i])));
}
SEGMENT.blur(SEGMENT.intensity>>3);
}
return FRAMETIME;
}
static const char _data_FX_MODE_2DGHOSTRIDER[] PROGMEM = "Ghost Rider@Fade rate,Blur;;!;2";
////////////////////////////
// 2D Floating Blobs //
////////////////////////////
//// Floating Blobs by stepko (c)2021 [https://editor.soulmatelights.com/gallery/573-blobs], adapted by Blaz Kristan (AKA blazoncek)
#define MAX_BLOBS 8
uint16_t mode_2Dfloatingblobs(void) {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
typedef struct Blob {
float x[MAX_BLOBS], y[MAX_BLOBS];
float sX[MAX_BLOBS], sY[MAX_BLOBS]; // speed
float r[MAX_BLOBS];
bool grow[MAX_BLOBS];
byte color[MAX_BLOBS];
} blob_t;
uint8_t Amount = (SEGMENT.intensity>>5) + 1; // NOTE: be sure to update MAX_BLOBS if you change this
if (!SEGENV.allocateData(sizeof(blob_t))) return mode_static(); //allocation failed
blob_t *blob = reinterpret_cast<blob_t*>(SEGENV.data);
// WLEDMM fix SEGENV.step in case that timebase jumps
if (abs(long(strip.now) - long(SEGENV.step)) > 2000) SEGENV.step = 0;
if (SEGENV.call == 0) {SEGENV.setUpLeds(); SEGMENT.fill(BLACK);}
if (SEGENV.aux0 != cols || SEGENV.aux1 != rows) {
SEGENV.aux0 = cols; // re-initialise if virtual size changes
SEGENV.aux1 = rows;
SEGMENT.fill(BLACK);
for (size_t i = 0; i < MAX_BLOBS; i++) {
blob->r[i] = random8(1, cols>8 ? (cols/4) : 2);
blob->sX[i] = (float) random8(3, cols) / (float)(256 - SEGMENT.speed); // speed x
blob->sY[i] = (float) random8(3, rows) / (float)(256 - SEGMENT.speed); // speed y
blob->x[i] = random8(0, cols-1);
blob->y[i] = random8(0, rows-1);
blob->color[i] = random8();
blob->grow[i] = (blob->r[i] < 1.f);
if (blob->sX[i] == 0) blob->sX[i] = 1;
if (blob->sY[i] == 0) blob->sY[i] = 1;
}
}
SEGMENT.fadeToBlackBy(20);
bool drawAA = (SEGMENT.custom1 > 0) && (SEGMENT.custom1 < 6); //WLEDMM
const uint16_t minDim = min(cols, rows); // WLEDMM use smaller dimension to find good blob size
float max_grow = min(minDim/4.f,2.f);
if (minDim>=24) max_grow =(minDim/8.0f); // WLEDMM allow bigger blobs
// Bounce balls around
for (size_t i = 0; i < Amount; i++) {
if (SEGENV.step < strip.now) blob->color[i] = add8(blob->color[i], 4); // slowly change color
// change radius if needed
if (blob->grow[i]) {
// enlarge radius until it is >= 4
blob->r[i] += (fabsf(blob->sX[i]) > fabsf(blob->sY[i]) ? fabsf(blob->sX[i]) : fabsf(blob->sY[i])) * 0.05f;
if (blob->r[i] >= max_grow) {
blob->grow[i] = false;
}
} else {
// reduce radius until it is < 1
blob->r[i] -= (fabsf(blob->sX[i]) > fabsf(blob->sY[i]) ? fabsf(blob->sX[i]) : fabsf(blob->sY[i])) * 0.05f;
if (blob->r[i] < 0.8f) {
blob->grow[i] = true;
}
}
uint32_t c = SEGMENT.color_from_palette(blob->color[i], false, false, 0);
if (blob->r[i] > 1.f) SEGMENT.fillCircle(roundf(blob->x[i]), roundf(blob->y[i]), roundf(blob->r[i]), c, drawAA);
else SEGMENT.setPixelColorXY((int)roundf(blob->x[i]), (int)roundf(blob->y[i]), c);
// move x
if (blob->x[i] + blob->r[i] >= cols - 1) blob->x[i] += (blob->sX[i] * ((cols - 1 - blob->x[i]) / blob->r[i] + 0.005f));
else if (blob->x[i] - blob->r[i] <= 0) blob->x[i] += (blob->sX[i] * (blob->x[i] / blob->r[i] + 0.005f));
else blob->x[i] += blob->sX[i];
// move y
if (blob->y[i] + blob->r[i] >= rows - 1) blob->y[i] += (blob->sY[i] * ((rows - 1 - blob->y[i]) / blob->r[i] + 0.005f));
else if (blob->y[i] - blob->r[i] <= 0) blob->y[i] += (blob->sY[i] * (blob->y[i] / blob->r[i] + 0.005f));
else blob->y[i] += blob->sY[i];
// bounce x
if (blob->x[i] < 0.01f) {
blob->sX[i] = (float)random8(3, cols) / (256 - SEGMENT.speed);
blob->x[i] = 0.01f;
} else if (blob->x[i] > (float)cols - 1.01f) {
blob->sX[i] = (float)random8(3, cols) / (256 - SEGMENT.speed);
blob->sX[i] = -blob->sX[i];
blob->x[i] = (float)cols - 1.01f;
}
// bounce y
if (blob->y[i] < 0.01f) {
blob->sY[i] = (float)random8(3, rows) / (256 - SEGMENT.speed);
blob->y[i] = 0.01f;
} else if (blob->y[i] > (float)rows - 1.01f) {
blob->sY[i] = (float)random8(3, rows) / (256 - SEGMENT.speed);
blob->sY[i] = -blob->sY[i];
blob->y[i] = (float)rows - 1.01f;
}
}
SEGMENT.blur(SEGMENT.custom1>>2);
if (SEGENV.step < strip.now) SEGENV.step = strip.now + 2000; // change colors every 2 seconds
return FRAMETIME;
}
#undef MAX_BLOBS
static const char _data_FX_MODE_2DBLOBS[] PROGMEM = "Blobs@!,# blobs,Blur;!;!;2;c1=8";
////////////////////////////
// 2D Scrolling text //
////////////////////////////
uint16_t mode_2Dscrollingtext(void) {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
}
int letterWidth;
int letterHeight;
switch (map(SEGMENT.custom2, 0, 255, 1, 5)) {
default:
case 1: letterWidth = 4; letterHeight = 6; break;
case 2: letterWidth = 5; letterHeight = 8; break;
case 3: letterWidth = 6; letterHeight = 8; break;
case 4: letterWidth = 7; letterHeight = 9; break;
case 5: letterWidth = 5; letterHeight = 12; break;
}
const int yoffset = map(SEGMENT.intensity, 0, 255, -rows/2, rows/2) + (rows-letterHeight)/2;
char text[33] = {'\0'};
unsigned maxLen = (SEGMENT.name) ? min(32, (int)strlen(SEGMENT.name)) : 0; // WLEDMM make it robust against too long segment names
if (SEGMENT.name) for (size_t i=0,j=0; i<maxLen; i++) if (SEGMENT.name[i]>31 && SEGMENT.name[i]<128) text[j++] = SEGMENT.name[i];
const bool zero = strchr(text, '0') != nullptr;
bool drawShadow = (SEGMENT.check2); // "shadow" is only needed for overlays to improve readability
// #ERR = show last error code
if ((strlen(text) > 3) && (strncmp_P(text,PSTR("#ERR"),4) == 0)) {
// read wled error code, and keep it for 30sec max
static byte lastErr = ERR_NONE; // errorFlag cache - we can use a static (global) variable here because the error code is global, too
static unsigned long lastErrTime = 0; // time when lastErr was updated
if ((errorFlag != ERR_NONE) && (lastErr != errorFlag)) { // new error code arrived
lastErr = errorFlag;
lastErrTime = millis();
}
bool haveError = (lastErr != ERR_NONE) && (millis() - lastErrTime < 30000); // true if we have an "active" error code
if (SEGENV.call < 512) haveError = true; // for testing - initially show "E00"
if ((!haveError) && (errorFlag == ERR_NONE)) lastErr = ERR_NONE; // reset error code
// print error number
if (haveError) sprintf_P(text, PSTR("E%-2.2d"), (int)lastErr);
else sprintf_P(text, PSTR(" "));
}
if (!strlen(text) || !strncmp_P(text,PSTR("#F"),2) || !strncmp_P(text,PSTR("#P"),2) || !strncmp_P(text,PSTR("#A"),2) || !strncmp_P(text,PSTR("#DATE"),5) || !strncmp_P(text,PSTR("#DDMM"),5) || !strncmp_P(text,PSTR("#MMDD"),5) || !strncmp_P(text,PSTR("#TIME"),5) || !strncmp_P(text,PSTR("#HH"),3) || !strncmp_P(text,PSTR("#MM"),3)) { // fallback if empty segment name: display date and time
if (!strncmp_P(text,PSTR("#D"),2) || !strncmp_P(text,PSTR("#MM"),3) || !strncmp_P(text,PSTR("#HH"),3)) drawShadow = false; // no seconds - no shadow needed
char sec[5]= {'\0'};
byte AmPmHour = hour(localTime);
boolean isitAM = true;
if (useAMPM) {
if (AmPmHour > 11) { AmPmHour -= 12; isitAM = false; }
if (AmPmHour == 0) { AmPmHour = 12; }
}
if (useAMPM) sprintf_P(sec, PSTR(" %2s"), (isitAM ? "AM" : "PM"));
else sprintf_P(sec, PSTR(":%02d"), second(localTime));
if (!strncmp_P(text,PSTR("#DATE"),5)) sprintf_P(text, zero?PSTR("%02d.%02d.%04d"):PSTR("%d.%d.%d"), day(localTime), month(localTime), year(localTime));
else if (!strncmp_P(text,PSTR("#DDMM"),5)) sprintf_P(text, zero?PSTR("%02d.%02d") :PSTR("%d.%d"), day(localTime), month(localTime));
else if (!strncmp_P(text,PSTR("#MMDD"),5)) sprintf_P(text, zero?PSTR("%02d/%02d") :PSTR("%d/%d"), month(localTime), day(localTime));
else if (!strncmp_P(text,PSTR("#TIME"),5)) sprintf_P(text, zero?PSTR("%02d:%02d%s") :PSTR("%2d:%02d%s"), AmPmHour, minute(localTime), sec);
else if (!strncmp_P(text,PSTR("#HHMM"),5)) sprintf_P(text, zero?PSTR("%02d:%02d") :PSTR("%d:%02d"), AmPmHour, minute(localTime));
else if (!strncmp_P(text,PSTR("#HH"),3)) sprintf_P(text, zero?PSTR("%02d") :PSTR("%d"), AmPmHour);
else if (!strncmp_P(text,PSTR("#MM"),3)) sprintf_P(text, zero?PSTR("%02d") :PSTR("%d"), minute(localTime));
else if (!strncmp_P(text,PSTR("#FPS"),4)) sprintf_P(text, PSTR("%3d"), (int) strip.getFps()); // WLEDMM
else if ((!strncmp_P(text,PSTR("#AMP"),4)) || (!strncmp_P(text,PSTR("#POW"),4))) sprintf_P(text, PSTR("%3.1fA"), float(strip.currentMilliamps)/1000.0f); // WLEDMM
else sprintf_P(text, PSTR("%s %d, %d %d:%02d%s"), monthShortStr(month(localTime)), day(localTime), year(localTime), AmPmHour, minute(localTime), sec);
} else drawShadow = false; // static text does not require shadow
const int numberOfLetters = strlen(text);
long delayTime = long(strip.now) - long(SEGENV.step);
if ((delayTime >= 0) || (abs(delayTime) > 1500)) { // WLEDMM keep on scrolling if timebase jumps (supersync, or brightness off, or wifi delay)
if ((numberOfLetters * letterWidth) > cols) ++SEGENV.aux0 %= (numberOfLetters * letterWidth) + cols; // offset
else SEGENV.aux0 = (cols + (numberOfLetters * letterWidth))/2;
SEGENV.aux1 = (SEGENV.aux1 + 1) & 0xFF; // color shift // WLEDMM changed to prevent overflow
SEGENV.step = strip.now + map2(SEGMENT.speed, 0, 255, 10*FRAMETIME_FIXED, 2*FRAMETIME_FIXED);
if (!SEGMENT.check2) {
for (int y = 0; y < rows; y++) for (int x = 0; x < cols; x++ )
SEGMENT.blendPixelColorXY(x, y, SEGCOLOR(1), 255 - (SEGMENT.custom1>>1));
}
} else { // WLEDMM "repaint" segment to prevent flickering
if (!SEGMENT.check2) {
for (int y = 0; y < rows; y++) for (int x = 0; x < cols; x++)
SEGMENT.blendPixelColorXY(x, y, SEGCOLOR(1), 255 - SEGMENT.custom1); // slightly reduced "blending" to keep trails visible
}
}
if (SEGENV.check2 && ((numberOfLetters * letterWidth) > cols)) drawShadow = true; // scrolling overlay is easier to read with shadow
for (int i = 0; i < numberOfLetters; i++) {
if (int(cols) - int(SEGENV.aux0) + letterWidth*(i+1) < 0) continue; // don't draw characters off-screen
uint32_t col1 = SEGMENT.color_from_palette(SEGENV.aux1, false, PALETTE_SOLID_WRAP, 0);
uint32_t col2 = BLACK;
if (SEGMENT.check1 && SEGMENT.palette == 0) {
col1 = SEGCOLOR(0);
col2 = SEGCOLOR(2);
}
SEGMENT.drawCharacter(text[i], int(cols) - int(SEGENV.aux0) + letterWidth*i, yoffset, letterWidth, letterHeight, col1, col2, drawShadow);
}
return FRAMETIME;
}
static const char _data_FX_MODE_2DSCROLLTEXT[] PROGMEM = "Scrolling Text@!,Y Offset,Trail,Font size,,Gradient,Overlay;!,!,Gradient;!;2;ix=128,c1=0,rev=0,mi=0,rY=0,mY=0";
////////////////////////////
// 2D Drift Rose //
////////////////////////////
//// Drift Rose by stepko (c)2021 [https://editor.soulmatelights.com/gallery/1369-drift-rose-pattern], adapted by Blaz Kristan (AKA blazoncek)
uint16_t mode_2Ddriftrose(void) {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const float CX = (cols-cols%2)/2.f - .5f;
const float CY = (rows-rows%2)/2.f - .5f;
unsigned L2 = SEGENV.check3 ? max(cols, rows) : min(cols, rows); // WLEDMM we use "max" to use the complete segment
if (SEGENV.check3 && (abs(int(cols) - int(rows)) < 4)) L2 = L2 * 1.4142f; // WLEDMM make "expand" look a bit bigger on square panels
const float L = L2 / 2.f;
// WLEDMM pre-calculate some values
const uint32_t wu_cols = SEGMENT.virtualWidth() * 256;
const uint32_t wu_rows = SEGMENT.virtualHeight() * 256;
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
SEGMENT.fadeToBlackBy(32+(SEGMENT.speed>>3));
for (size_t i = 1; i < 37; i++) {
float angle = float(DEG_TO_RAD) * i * 10;
uint32_t x = int((CX + (sinf(angle) * (beatsin8(i, 0, L2)-L))) * 255.f);
uint32_t y = int((CY + (cosf(angle) * (beatsin8(i, 0, L2)-L))) * 255.f);
if ((x < wu_cols) && (y < wu_rows)) SEGMENT.wu_pixel(x, y, CHSV(i * 10, 255, 255));
}
SEGMENT.blur((SEGMENT.intensity>>4)+1);
return FRAMETIME;
}
static const char _data_FX_MODE_2DDRIFTROSE[] PROGMEM = "Drift Rose@Fade,Blur,,,,,,Full Expand ☾;;;2";
#endif // WLED_DISABLE_2D
///////////////////////////////////////////////////////////////////////////////
/******************** audio enhanced routines ************************/
///////////////////////////////////////////////////////////////////////////////
/* use the following code to pass AudioReactive usermod variables to effect
uint8_t *binNum = (uint8_t*)&SEGENV.aux1, *maxVol = (uint8_t*)(&SEGENV.aux1+1); // just in case assignment
bool samplePeak = false;
float FFT_MajorPeak = 1.0;
uint8_t *fftResult = nullptr;
float *fftBin = nullptr;
um_data_t *um_data;
if (usermods.getUMData(&um_data, USERMOD_ID_AUDIOREACTIVE)) {
volumeSmth = *(float*) um_data->u_data[0];
volumeRaw = *(int16_t*) um_data->u_data[1];
fftResult = (uint8_t*) um_data->u_data[2];
or
uint8_t fftResult[NUM_GEQ_CHANNELS] = {0};
if (um_data->u_data != nullptr) memcpy(fftResult, um_data->u_data[2], sizeof(fftResult)); // WLEDMM to buffer curent values
samplePeak = *(uint8_t*) um_data->u_data[3];
FFT_MajorPeak = *(float*) um_data->u_data[4];
my_magnitude = *(float*) um_data->u_data[5];
maxVol = (uint8_t*) um_data->u_data[6]; // requires UI element (SEGMENT.customX?), changes source element
binNum = (uint8_t*) um_data->u_data[7]; // requires UI element (SEGMENT.customX?), changes source element
FFT_MajPeakSmth= *(float*) um_data->u_data[8]; // FFT Majorpeak smoothed
soundPressure = *(float*) um_data->u_data[9]; // sound pressure ( = logarithmic scale microphone input). Range 0...255
agcSensitivity = *(float*) um_data->u_data[10]; // current AGC gain, scaled to 0...255. use "255.0f - agcSensitivity" to get MIC input level
} else {
// add support for no audio data
um_data = simulateSound(SEGMENT.soundSim);
}
*/
// a few constants needed for AudioReactive effects
#define NUM_GEQ_CHANNELS 16 // number of audioreactive frequency channels.
// for 22Khz sampling
#define MIN_FREQUENCY 80 // 80 HZ - due to lower resolution
#define MIN_FREQ_LOG10 1.90309f // log10(MIN_FREQUENCY)
#define MIN_FREQ_LOG 4.38202663467f // log(MIN_FREQUENCY)
#define MAX_FREQUENCY 11025 // sample frequency / 2 (as per Nyquist criterion)
#define MAX_FREQ_LOG10 4.04238f // log10(MAX_FREQUENCY)
#define MAX_FREQ_LOG 9.30792070f // log(MAX_FREQUENCY)
// for 20Khz sampling
//#define MAX_FREQUENCY 10240
//#define MAX_FREQ_LOG10 4.0103f
// for 10Khz sampling
//#define MAX_FREQUENCY 5120
//#define MAX_FREQ_LOG10 3.71f
/////////////////////////////////
// * Ripple Peak //
/////////////////////////////////
uint16_t mode_ripplepeak(void) { // * Ripple peak. By Andrew Tuline.
// This currently has no controls.
#define maxsteps 16 // Case statement wouldn't allow a variable.
uint16_t maxRipples = 16;
uint16_t dataSize = sizeof(Ripple) * maxRipples;
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
Ripple* ripples = reinterpret_cast<Ripple*>(SEGENV.data);
um_data_t *um_data = getAudioData();
uint8_t samplePeak = *(uint8_t*)um_data->u_data[3];
#ifdef ESP32
float FFT_MajorPeak = *(float*) um_data->u_data[4];
#endif
uint8_t *maxVol = (uint8_t*)um_data->u_data[6];
uint8_t *binNum = (uint8_t*)um_data->u_data[7];
// printUmData();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
SEGENV.aux0 = 255;
SEGMENT.custom1 = *binNum;
SEGMENT.custom2 = *maxVol * 2;
}
if (SEGMENT.custom1 < 1) SEGMENT.custom1 = 1; // WLEDMM prevent stupid settings for bin
if (SEGMENT.custom2 < 24) SEGMENT.custom2 = 24; // WLEDMM prevent stupid settings for maxVol (below 24 = noise)
*binNum = SEGMENT.custom1; // Select a bin.
*maxVol = SEGMENT.custom2 / 2; // Our volume comparator.
//SEGMENT.fade_out(240); // Lower frame rate means less effective fading than FastLED
//SEGMENT.fade_out(240);
SEGMENT.fade_out(224); // should be the same as 240 applied twice
for (int i = 0; i < SEGMENT.intensity/16; i++) { // Limit the number of ripples.
if (samplePeak) ripples[i].state = 255;
switch (ripples[i].state) {
case 254: // Inactive mode
break;
case 255: // Initialize ripple variables.
ripples[i].pos = random16(SEGLEN);
#ifdef ESP32
if (FFT_MajorPeak > 1) // log10(0) is "forbidden" (throws exception)
//ripples[i].color = (int)(log10f(FFT_MajorPeak)*128); // not to self: buggy !!
ripples[i].color = (int)(logf(FFT_MajorPeak)*32.0f); // works up to 10025 hz
else ripples[i].color = 0;
#else
ripples[i].color = random8();
#endif
ripples[i].state = 0;
break;
case 0:
SEGMENT.setPixelColor(ripples[i].pos, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(ripples[i].color, false, PALETTE_SOLID_WRAP, 0), SEGENV.aux0));
ripples[i].state++;
break;
case maxsteps: // At the end of the ripples. 254 is an inactive mode.
ripples[i].state = 254;
break;
default: // Middle of the ripples.
SEGMENT.setPixelColor((ripples[i].pos + ripples[i].state + SEGLEN) % SEGLEN, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(ripples[i].color, false, PALETTE_SOLID_WRAP, 0), SEGENV.aux0/ripples[i].state*2));
SEGMENT.setPixelColor((ripples[i].pos - ripples[i].state + SEGLEN) % SEGLEN, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(ripples[i].color, false, PALETTE_SOLID_WRAP, 0), SEGENV.aux0/ripples[i].state*2));
ripples[i].state++; // Next step.
break;
} // switch step
} // for i
return FRAMETIME;
} // mode_ripplepeak()
static const char _data_FX_MODE_RIPPLEPEAK[] PROGMEM = "Ripple Peak@Fade rate,Max # of ripples,Select bin,Volume (min);!,!;!;1v;c1=8,c2=48,m12=0,si=0"; // Pixel, Beatsin
#ifndef WLED_DISABLE_2D
/////////////////////////
// * 2D Swirl //
/////////////////////////
// By: Mark Kriegsman https://gist.github.com/kriegsman/5adca44e14ad025e6d3b , modified by Andrew Tuline
uint16_t mode_2DSwirl(void) {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
const uint8_t borderWidth = 2;
SEGMENT.blur(SEGMENT.custom1);
uint8_t i = beatsin8( 27*SEGMENT.speed/255, borderWidth, cols - borderWidth);
uint8_t j = beatsin8( 41*SEGMENT.speed/255, borderWidth, rows - borderWidth);
uint8_t ni = (cols - 1) - i;
uint8_t nj = (cols - 1) - j;
uint16_t ms = strip.now;
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0]; //ewowi: use instead of sampleAvg???
int16_t volumeRaw = *(int16_t*) um_data->u_data[1];
// printUmData();
SEGMENT.addPixelColorXY( i, j, ColorFromPalette(SEGPALETTE, (ms / 11 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 11, 200, 255);
SEGMENT.addPixelColorXY( j, i, ColorFromPalette(SEGPALETTE, (ms / 13 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 13, 200, 255);
SEGMENT.addPixelColorXY(ni,nj, ColorFromPalette(SEGPALETTE, (ms / 17 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 17, 200, 255);
SEGMENT.addPixelColorXY(nj,ni, ColorFromPalette(SEGPALETTE, (ms / 29 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 29, 200, 255);
SEGMENT.addPixelColorXY( i,nj, ColorFromPalette(SEGPALETTE, (ms / 37 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 37, 200, 255);
SEGMENT.addPixelColorXY(ni, j, ColorFromPalette(SEGPALETTE, (ms / 41 + volumeSmth*4), volumeRaw * SEGMENT.intensity / 64, LINEARBLEND)); //CHSV( ms / 41, 200, 255);
return FRAMETIME;
} // mode_2DSwirl()
static const char _data_FX_MODE_2DSWIRL[] PROGMEM = "Swirl@!,Sensitivity,Blur;,Bg Swirl;!;2v;ix=64,si=0"; // Beatsin // TODO: color 1 unused?
/////////////////////////
// * 2D Waverly //
/////////////////////////
// By: Stepko, https://editor.soulmatelights.com/gallery/652-wave , modified by Andrew Tuline
uint16_t mode_2DWaverly(void) {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0];
float soundPressure = *(float*) um_data->u_data[9];
float agcSensitivity= *(float*) um_data->u_data[10];
SEGMENT.fadeToBlackBy(SEGMENT.speed);
if (SEGENV.check3 && SEGENV.check2) SEGENV.check2 = false; // only one of the two at any time
if ((SEGENV.check2) && (volumeSmth > 0.5f)) volumeSmth = soundPressure; // show sound pressure instead of volume
if (SEGENV.check3) volumeSmth = 255.0 - agcSensitivity; // show AGC level instead of volume
long t = strip.now / 2;
for (int i = 0; i < cols; i++) {
//uint16_t thisVal = volumeSmth*SEGMENT.intensity/64 * inoise8(i * 45 , t , t)/64; // WLEDMM back to SR code
unsigned thisVal = unsigned(volumeSmth*SEGMENT.intensity) * inoise8(i * 45 , t , t) / (64*64); // WLEDMM same result but more accurate
//int thisMax = map(thisVal, 0, 512, 0, rows);
int thisMax = (thisVal * rows) / 512; // WLEDMM same result, just faster
int thisMax2 = min(int(rows), thisMax); // WLEDMM limit height to visible are
for (int j = 0; j < thisMax2; j++) {
//int jmap = map(j, 0, thisMax, 250, 0);
int jmap = 250 - ((j * 250) / thisMax); // WLEDMM same result, just faster
if (!SEGENV.check1)
SEGMENT.addPixelColorXY(i, j, ColorFromPalette(SEGPALETTE, jmap, 255, LINEARBLEND));
SEGMENT.addPixelColorXY((cols - 1) - i, (rows - 1) - j, ColorFromPalette(SEGPALETTE, jmap, 255, LINEARBLEND));
}
}
SEGMENT.blur(16);
return FRAMETIME;
} // mode_2DWaverly()
static const char _data_FX_MODE_2DWAVERLY[] PROGMEM = "Waverly ☾@Fade Rate,Amplification,,,,No Clouds,Sound Pressure,AGC debug;;!;2v;ix=64,si=0"; // Beatsin
#endif // WLED_DISABLE_2D
// Gravity struct requited for GRAV* effects
typedef struct Gravity {
int topLED;
int gravityCounter;
} gravity;
///////////////////////
// * GRAVCENTER //
///////////////////////
uint16_t mode_gravcenter(void) { // Gravcenter. By Andrew Tuline.
const uint16_t dataSize = sizeof(gravity);
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
Gravity* gravcen = reinterpret_cast<Gravity*>(SEGENV.data);
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0];
//SEGMENT.fade_out(240);
SEGMENT.fade_out(251); // 30%
float segmentSampleAvg = volumeSmth * (float)SEGMENT.intensity / 255.0f;
segmentSampleAvg *= 0.125; // divide by 8, to compensate for later "sensitivity" upscaling
float mySampleAvg = mapf(segmentSampleAvg*2.0, 0, 32, 0, (float)SEGLEN/2.0); // map to pixels available in current segment
uint16_t tempsamp = constrain(mySampleAvg, 0, SEGLEN/2); // Keep the sample from overflowing.
uint8_t gravity = 8 - SEGMENT.speed/32;
for (int i=0; i<tempsamp; i++) {
uint8_t index = inoise8(i*segmentSampleAvg+strip.now, 5000+i*segmentSampleAvg);
SEGMENT.setPixelColor(i+SEGLEN/2, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0), segmentSampleAvg*8));
SEGMENT.setPixelColor(SEGLEN/2-i-1, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0), segmentSampleAvg*8));
}
if (tempsamp >= gravcen->topLED)
gravcen->topLED = tempsamp-1;
else if (gravcen->gravityCounter % gravity == 0)
gravcen->topLED--;
if (gravcen->topLED >= 0) {
SEGMENT.setPixelColor(gravcen->topLED+SEGLEN/2, SEGMENT.color_from_palette(strip.now, false, PALETTE_SOLID_WRAP, 0));
SEGMENT.setPixelColor(SEGLEN/2-1-gravcen->topLED, SEGMENT.color_from_palette(strip.now, false, PALETTE_SOLID_WRAP, 0));
}
gravcen->gravityCounter = (gravcen->gravityCounter + 1) % gravity;
return FRAMETIME;
} // mode_gravcenter()
static const char _data_FX_MODE_GRAVCENTER[] PROGMEM = "Gravcenter@Rate of fall,Sensitivity;!,!;!;1v;ix=128,m12=2,si=0"; // Arc, Beatsin
///////////////////////
// * GRAVCENTRIC //
///////////////////////
uint16_t mode_gravcentric(void) { // Gravcentric. By Andrew Tuline.
uint16_t dataSize = sizeof(gravity);
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
Gravity* gravcen = reinterpret_cast<Gravity*>(SEGENV.data);
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0];
// printUmData();
//SEGMENT.fade_out(240);
//SEGMENT.fade_out(240); // twice? really?
SEGMENT.fade_out(253); // 50%
float segmentSampleAvg = volumeSmth * (float)SEGMENT.intensity / 255.0;
segmentSampleAvg *= 0.125f; // divide by 8, to compensate for later "sensitivity" upscaling
float mySampleAvg = mapf(segmentSampleAvg*2.0, 0.0f, 32.0f, 0.0f, (float)SEGLEN/2.0); // map to pixels availeable in current segment
int tempsamp = constrain(mySampleAvg, 0, SEGLEN/2); // Keep the sample from overflowing.
uint8_t gravity = 8 - SEGMENT.speed/32;
for (int i=0; i<tempsamp; i++) {
uint8_t index = segmentSampleAvg*24+strip.now/200;
SEGMENT.setPixelColor(i+SEGLEN/2, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
SEGMENT.setPixelColor(SEGLEN/2-1-i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
}
if (tempsamp >= gravcen->topLED)
gravcen->topLED = tempsamp-1;
else if (gravcen->gravityCounter % gravity == 0)
gravcen->topLED--;
if (gravcen->topLED >= 0) {
SEGMENT.setPixelColor(gravcen->topLED+SEGLEN/2, CRGB::Gray);
SEGMENT.setPixelColor(SEGLEN/2-1-gravcen->topLED, CRGB::Gray);
}
gravcen->gravityCounter = (gravcen->gravityCounter + 1) % gravity;
return FRAMETIME;
} // mode_gravcentric()
static const char _data_FX_MODE_GRAVCENTRIC[] PROGMEM = "Gravcentric@Rate of fall,Sensitivity;!,!;!;1v;ix=128,m12=3,si=0"; // Corner, Beatsin
///////////////////////
// * GRAVIMETER //
///////////////////////
uint16_t mode_gravimeter(void) { // Gravmeter. By Andrew Tuline.
uint16_t dataSize = sizeof(gravity);
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
Gravity* gravcen = reinterpret_cast<Gravity*>(SEGENV.data);
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0];
// int16_t volumeRaw = *(int16_t*)um_data->u_data[1]; //WLEDMM: this variable not used here
float soundPressure = *(float*) um_data->u_data[9];
float agcSensitivity= *(float*) um_data->u_data[10];
#ifdef SR_DEBUG
uint8_t samplePeak = *(uint8_t*)um_data->u_data[3];
#endif
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
float realVolume = volumeSmth;
if (SEGENV.check3 && SEGENV.check2) SEGENV.check2 = false; // only one option
if (SEGENV.check2) volumeSmth = soundPressure;
if (SEGENV.check3) volumeSmth = 255.0 - agcSensitivity;
SEGMENT.fade_out(253);
float sensGain = (float)(SEGMENT.intensity+2) / 257.0f; // min gain = 1/128
if (sensGain > 0.5f) sensGain = ((sensGain -0.5f) * 3.0f) +0.5f; // extend upper range to 3x
float sensOffset = (SEGMENT.check2 && SEGMENT.intensity > 128) ? (float(SEGMENT.intensity - 128)*0.42f) : 0.0f; // slightly raise lower limit, to show more details (sound pressure only)
float segmentSampleAvg = (volumeSmth * sensGain) - sensOffset;
if (segmentSampleAvg < 0) segmentSampleAvg = 0; // could be <0 due to sensOffset
segmentSampleAvg *= 0.25f; // divide by 4, to compensate for later "sensitivity" upscaling
float mySampleAvg = mapf(segmentSampleAvg*2.0f, 0, 64, 0, (SEGLEN-1)); // map to pixels availeable in current segment
int tempsamp = constrain(mySampleAvg,0,SEGLEN-1); // Keep the sample from overflowing.
uint8_t gravity = 8 - SEGMENT.speed/32;
int blendVal;
if (SEGENV.check1) blendVal = 255 - roundf((segmentSampleAvg)*6.5f); // reverse, min 48
else blendVal = roundf(segmentSampleAvg*8.0f);
//if ((realVolume > 1) && ((blendVal < 1) || (blendVal > 254))) blendVal = strip.now % 192; // provides flickering when overtuned
//else
blendVal = constrain(blendVal, 32, 255); // and saturation for all
if (realVolume > 0.85) // hide main "bar" in silence
for (int i=0; i<tempsamp; i++) {
uint8_t index = inoise8(i*segmentSampleAvg+strip.now, 5000+i*segmentSampleAvg);
SEGMENT.setPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0), (uint8_t)blendVal));
}
if (tempsamp >= gravcen->topLED)
gravcen->topLED = tempsamp;
else if (gravcen->gravityCounter % gravity == 0)
gravcen->topLED--;
if ((gravcen->topLED > 0) && (SEGMENT.speed < 255)){ // hide top pixel if speed = 255
if (SEGENV.check2 || SEGENV.check3)
SEGMENT.setPixelColor(gravcen->topLED, SEGMENT.color_from_palette(max(uint16_t(strip.now/16),(uint16_t)2), false, PALETTE_SOLID_WRAP, 0)); // flicker a bit slower
else
SEGMENT.setPixelColor(gravcen->topLED, SEGMENT.color_from_palette(max(uint16_t(strip.now/2),(uint16_t)2), false, PALETTE_SOLID_WRAP, 0)); // normal flickering
}
gravcen->gravityCounter = (gravcen->gravityCounter + 1) % gravity;
#ifdef SR_DEBUG
// WLEDMM: abuse last 2 pixels for debugging peak detection
SEGMENT.setPixelColor(SEGLEN-2, (samplePeak > 0) ? GREEN : BLACK);
if (samplePeak > 0) SEGMENT.setPixelColor(SEGLEN-1, GREEN);
// WLEDMM end
#endif
return FRAMETIME;
} // mode_gravimeter()
static const char _data_FX_MODE_GRAVIMETER[] PROGMEM = "Gravimeter ☾@Rate of fall,Sensitivity,,,,Invert Palette,Sound Pressure,AGC debug;!,!;!;1v;ix=128,m12=2,si=0"; // Arc, Beatsin
//////////////////////
// * JUGGLES //
//////////////////////
uint16_t mode_juggles(void) { // Juggles. By Andrew Tuline.
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0];
if (SEGENV.call == 0) {SEGENV.setUpLeds(); SEGMENT.fill(BLACK);} // WLEDMM use lossless getPixelColor()
SEGMENT.fade_out(224); // 6.25%
uint16_t my_sampleAgc = fmax(fmin(volumeSmth, 255.0), 0);
for (size_t i=0; i<SEGMENT.intensity/32+1U; i++) {
// if SEGLEN equals 1, we will always set color to the first and only pixel, but the effect is still good looking
SEGMENT.setPixelColor(beatsin16(SEGMENT.speed/4+i*2,0,SEGLEN-1), color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(strip.now/4+i*2, false, PALETTE_SOLID_WRAP, 0), my_sampleAgc));
}
return FRAMETIME;
} // mode_juggles()
static const char _data_FX_MODE_JUGGLES[] PROGMEM = "Juggles@!,# of balls;!,!;!;01v;m12=0,si=0"; // Pixels, Beatsin
//////////////////////
// * MATRIPIX //
//////////////////////
uint16_t mode_matripix(void) { // Matripix. By Andrew Tuline. With some enhancements by @softhack007
// even with 1D effect we have to take logic for 2D segments for allocation as fill_solid() fills whole segment
um_data_t *um_data = getAudioData();
int16_t volumeRaw = *(int16_t*)um_data->u_data[1];
float volumeSmth = *(float*) um_data->u_data[0];
float soundPressure = *(float*) um_data->u_data[9];
float FFT_MajorPeak = *(float*) um_data->u_data[8]; // 8 = smooth 4=normal
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
uint8_t secondHand = micros()/(256-SEGMENT.speed)/500 % 16;
if((SEGMENT.speed > 254) || (SEGENV.aux0 != secondHand)) { // WLEDMM allow run run at full speed
SEGENV.aux0 = secondHand;
float rawPixel = (float)volumeRaw;
if (SEGENV.check2) rawPixel = soundPressure; // WLEDMM use Sound Pressure
if ((volumeSmth < 1.0f) || (rawPixel < 1)) rawPixel = 0;
rawPixel = rawPixel*rawPixel / 256.0f; // WLEDMM square scaling to emphasize peaks
float pixOffset = 0;
if (SEGMENT.check2 && SEGMENT.intensity > 159) pixOffset = float(SEGMENT.intensity - 160) * 0.45f; // slightly raise lower limit, to show more details (sound pressure only)
rawPixel -= pixOffset; if (rawPixel < 0) rawPixel = 0;
unsigned pixBri = (unsigned)rawPixel * (unsigned)(SEGMENT.intensity+1) / 160;
for (int i = 0; i < SEGLEN-1; i++) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1)); // shift left
if (!SEGENV.check1) {
// classic mode: Use Volume for colors
SEGMENT.setPixelColor(SEGLEN-1, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(strip.now/10, false, PALETTE_SOLID_WRAP, 0), pixBri));
} else {
// Frequency Colors: select palette entry based on log(MajorPeak)
int16_t palLocn = (volumeSmth > 0.5f) ? 255 : 0;
if((volumeSmth > 0.5f) && (FFT_MajorPeak > MIN_FREQUENCY) && (FFT_MajorPeak < MAX_FREQUENCY)) {
palLocn = (logf(FFT_MajorPeak) - MIN_FREQ_LOG) * (255.0f/(MAX_FREQ_LOG - MIN_FREQ_LOG)) *1.1f; // Scale log frequency values to the 255 colour index. "* 1.1" for some overshoot
if (palLocn < 0) palLocn = 0; // just to be safe
}
SEGMENT.setPixelColor(SEGLEN-1, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette((uint16_t)palLocn, false, PALETTE_SOLID_WRAP, 0), pixBri));
}
}
return FRAMETIME;
} // mode_matripix()
static const char _data_FX_MODE_MATRIPIX[] PROGMEM = "Matripix ☾@!,Brightness,,,,Frequency Colors,Sound Pressure;!,!;!;1v;ix=96,m12=2,si=1"; //,rev=1,mi=1,rY=1,mY=1 Arc, WeWillRockYou, reverseX
//////////////////////
// * MIDNOISE //
//////////////////////
uint16_t mode_midnoise(void) { // Midnoise. By Andrew Tuline.
// Changing xdist to SEGENV.aux0 and ydist to SEGENV.aux1.
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0];
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
SEGMENT.fadeToBlackBy(SEGMENT.speed/2);
//SEGMENT.fade_out(SEGMENT.speed);
float tmpSound2 = volumeSmth * (float)SEGMENT.intensity / 256.0; // Too sensitive.
tmpSound2 *= (float)SEGMENT.intensity / 128.0; // Reduce sensitivity/length.
int maxLen = mapf(tmpSound2, 0, 127, 0, SEGLEN/2);
if (maxLen >SEGLEN/2) maxLen = SEGLEN/2;
for (int i=(SEGLEN/2-maxLen); i<(SEGLEN/2+maxLen); i++) {
uint8_t index = inoise8(i*volumeSmth+SEGENV.aux0, SEGENV.aux1+i*volumeSmth); // Get a value from the noise function. I'm using both x and y axis.
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
}
SEGENV.aux0=SEGENV.aux0+beatsin8(5,0,10);
SEGENV.aux1=SEGENV.aux1+beatsin8(4,0,10);
return FRAMETIME;
} // mode_midnoise()
static const char _data_FX_MODE_MIDNOISE[] PROGMEM = "Midnoise@Fade rate,Max. length;!,!;!;1v;sx=206,ix=128,m12=1,si=0"; // Bar, Beatsin
//////////////////////
// * NOISEFIRE //
//////////////////////
// I am the god of hellfire. . . Volume (only) reactive fire routine. Oh, look how short this is.
uint16_t mode_noisefire(void) { // Noisefire. By Andrew Tuline.
CRGBPalette16 myPal = CRGBPalette16(CHSV(0,255,2), CHSV(0,255,4), CHSV(0,255,8), CHSV(0, 255, 8), // Fire palette definition. Lower value = darker.
CHSV(0, 255, 16), CRGB::Red, CRGB::Red, CRGB::Red,
CRGB::DarkOrange, CRGB::DarkOrange, CRGB::Orange, CRGB::Orange,
CRGB::Yellow, CRGB::Orange, CRGB::Yellow, CRGB::Yellow);
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0];
if (SEGENV.call == 0) SEGMENT.fill(BLACK);
for (int i = 0; i < SEGLEN; i++) {
uint16_t index = inoise8(i*SEGMENT.speed/64,strip.now*SEGMENT.speed/64*SEGLEN/255); // X location is constant, but we move along the Y at the rate of strip.now. By Andrew Tuline.
index = (255 - i*256/SEGLEN) * index/(256-SEGMENT.intensity); // Now we need to scale index so that it gets blacker as we get close to one of the ends.
// This is a simple y=mx+b equation that's been scaled. index/128 is another scaling.
CRGB color = ColorFromPalette(myPal, index, volumeSmth*2, LINEARBLEND); // Use the my own palette.
SEGMENT.setPixelColor(i, color);
}
return FRAMETIME;
} // mode_noisefire()
static const char _data_FX_MODE_NOISEFIRE[] PROGMEM = "Noisefire@!,!;;;01v;m12=2,si=0"; // Arc, Beatsin
///////////////////////
// * Noisemeter //
///////////////////////
uint16_t mode_noisemeter(void) { // Noisemeter. By Andrew Tuline.
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0];
int16_t volumeRaw = *(int16_t*)um_data->u_data[1];
if (SEGENV.call == 0) {SEGENV.setUpLeds(); SEGMENT.fill(BLACK);} // WLEDMM use lossless getPixelColor()
//uint8_t fadeRate = map(SEGMENT.speed,0,255,224,255);
uint8_t fadeRate = map2(SEGMENT.speed,0,255,200,254);
SEGMENT.fade_out(fadeRate);
float tmpSound2 = volumeRaw * 2.0 * (float)SEGMENT.intensity / 255.0;
int maxLen = mapf(tmpSound2, 0, 255, 0, SEGLEN); // map to pixels availeable in current segment // Still a bit too sensitive.
if (maxLen <0) maxLen = 0;
if (maxLen >SEGLEN) maxLen = SEGLEN;
for (int i=0; i<maxLen; i++) { // The louder the sound, the wider the soundbar. By Andrew Tuline.
uint8_t index = inoise8(i*volumeSmth+SEGENV.aux0, SEGENV.aux1+i*volumeSmth); // Get a value from the noise function. I'm using both x and y axis.
SEGMENT.setPixelColor(i, SEGMENT.color_from_palette(index, false, PALETTE_SOLID_WRAP, 0));
}
SEGENV.aux0+=beatsin8(5,0,10);
SEGENV.aux1+=beatsin8(4,0,10);
return FRAMETIME;
} // mode_noisemeter()
static const char _data_FX_MODE_NOISEMETER[] PROGMEM = "Noisemeter@Fade rate,Width;!,!;!;1v;;sx=248,ix=128,m12=2,si=0"; // Arc, Beatsin
//////////////////////
// * PIXELWAVE //
//////////////////////
uint16_t mode_pixelwave(void) { // Pixelwave. By Andrew Tuline.
// even with 1D effect we have to take logic for 2D segments for allocation as fill_solid() fills whole segment
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
um_data_t *um_data = getAudioData();
int16_t volumeRaw = *(int16_t*)um_data->u_data[1];
uint8_t secondHand = micros()/(256-SEGMENT.speed)/500+1 % 16;
if((SEGMENT.speed > 254) || (SEGENV.aux0 != secondHand)) { // WLEDMM allow run run at full speed
SEGENV.aux0 = secondHand;
float rawPixel = (float)volumeRaw;
rawPixel = rawPixel*rawPixel / 256.0f; // WLEDMM square scaling to emphasize peaks
int pixBri = rawPixel * (SEGMENT.intensity+1) / 96;
SEGMENT.setPixelColor(SEGLEN/2, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(strip.now/5, false, PALETTE_SOLID_WRAP, 0), pixBri));
for (int i = SEGLEN - 1; i > SEGLEN/2; i--) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i-1)); //move to the left
for (int i = 0; i < SEGLEN/2; i++) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1)); // move to the right
}
return FRAMETIME;
} // mode_pixelwave()
static const char _data_FX_MODE_PIXELWAVE[] PROGMEM = "Pixelwave@!,Sensitivity;!,!;!;01v;ix=64,m12=2,si=0"; // Arc, Beatsin
//////////////////////
// * PLASMOID //
//////////////////////
typedef struct Plasphase {
int16_t thisphase;
int16_t thatphase;
} plasphase;
uint16_t mode_plasmoid(void) { // Plasmoid. By Andrew Tuline.
// even with 1D effect we have to take logic for 2D segments for allocation as fill_solid() fills whole segment
if (!SEGENV.allocateData(sizeof(plasphase))) return mode_static(); //allocation failed
Plasphase* plasmoip = reinterpret_cast<Plasphase*>(SEGENV.data);
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0];
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
//SEGMENT.fadeToBlackBy(32);
SEGMENT.fadeToBlackBy(48);
plasmoip->thisphase += beatsin8(6,-4,4); // You can change direction and speed individually.
plasmoip->thatphase += beatsin8(7,-4,4); // Two phase values to make a complex pattern. By Andrew Tuline.
for (int i = 0; i < SEGLEN; i++) { // For each of the LED's in the strand, set a brightness based on a wave as follows.
// updated, similar to "plasma" effect - softhack007
uint8_t thisbright = cubicwave8(((i*(1 + (3*SEGMENT.speed/32)))+plasmoip->thisphase) & 0xFF)/2;
thisbright += cos8(((i*(97 +(5*SEGMENT.speed/32)))+plasmoip->thatphase) & 0xFF)/2; // Let's munge the brightness a bit and animate it all with the phases.
uint8_t colorIndex=thisbright;
if (volumeSmth * SEGMENT.intensity / 64 < thisbright) {thisbright = 0;}
SEGMENT.addPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0), thisbright));
}
return FRAMETIME;
} // mode_plasmoid()
static const char _data_FX_MODE_PLASMOID[] PROGMEM = "Plasmoid@Phase,# of pixels;!,!;!;01v;sx=128,ix=80,pal=8,m12=0,si=0"; // Pixels, Beatsin, Lava Palette
///////////////////////
// * PUDDLEPEAK //
///////////////////////
// Andrew's crappy peak detector. If I were 40+ years younger, I'd learn signal processing.
uint16_t mode_puddlepeak(void) { // Puddlepeak. By Andrew Tuline.
uint16_t size = 0;
uint8_t fadeVal = map2(SEGMENT.speed,0,255, 224, 254);
uint16_t pos = random16(SEGLEN); // Set a random starting position.
um_data_t *um_data = getAudioData();
uint8_t samplePeak = *(uint8_t*)um_data->u_data[3];
uint8_t *maxVol = (uint8_t*)um_data->u_data[6];
uint8_t *binNum = (uint8_t*)um_data->u_data[7];
float volumeSmth = *(float*) um_data->u_data[0];
if (SEGENV.call == 0) {
SEGENV.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
SEGMENT.custom1 = *binNum;
SEGMENT.custom2 = *maxVol * 2;
}
if (SEGMENT.custom1 < 1) SEGMENT.custom1 = 1; // WLEDMM prevent stupid settings for bin
if (SEGMENT.custom2 < 24) SEGMENT.custom2 = 24; // WLEDMM prevent stupid settings for maxVol (below 24 = noise)
*binNum = SEGMENT.custom1; // Select a bin.
*maxVol = SEGMENT.custom2 / 2; // Our volume comparator.
SEGMENT.fade_out(fadeVal);
if (samplePeak == 1) {
size = volumeSmth * SEGMENT.intensity /256 /4 + 1; // Determine size of the flash based on the volume.
if (pos+size>= SEGLEN) size = SEGLEN - pos;
}
for (int i=0; i<size; i++) { // Flash the LED's.
SEGMENT.setPixelColor(pos+i, SEGMENT.color_from_palette(strip.now, false, PALETTE_SOLID_WRAP, 0));
}
return FRAMETIME;
} // mode_puddlepeak()
static const char _data_FX_MODE_PUDDLEPEAK[] PROGMEM = "Puddlepeak@Fade rate,Puddle size,Select bin,Volume (min);!,!;!;1v;c1=8,c2=48,m12=0,si=0"; // Pixels, Beatsin
//////////////////////
// * PUDDLES //
//////////////////////
uint16_t mode_puddles(void) { // Puddles. By Andrew Tuline.
uint16_t size = 0;
uint8_t fadeVal = map2(SEGMENT.speed, 0, 255, 224, 254);
uint16_t pos = random16(SEGLEN); // Set a random starting position.
if (SEGENV.call == 0) {
SEGENV.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
}
SEGMENT.fade_out(fadeVal);
um_data_t *um_data = getAudioData();
int16_t volumeRaw = *(int16_t*)um_data->u_data[1];
if (volumeRaw > 1) {
size = volumeRaw * SEGMENT.intensity /256 /8 + 1; // Determine size of the flash based on the volume.
if (pos+size >= SEGLEN) size = SEGLEN - pos;
}
for (int i=0; i<size; i++) { // Flash the LED's.
SEGMENT.setPixelColor(pos+i, SEGMENT.color_from_palette(strip.now, false, PALETTE_SOLID_WRAP, 0));
}
return FRAMETIME;
} // mode_puddles()
static const char _data_FX_MODE_PUDDLES[] PROGMEM = "Puddles@Fade rate,Puddle size;!,!;!;1v;m12=0,si=0"; // Pixels, Beatsin
//////////////////////
// * PIXELS //
//////////////////////
uint16_t mode_pixels(void) { // Pixels. By Andrew Tuline.
if (!SEGENV.allocateData(32*sizeof(uint8_t))) return mode_static(); //allocation failed
uint8_t *myVals = reinterpret_cast<uint8_t*>(SEGENV.data); // Used to store a pile of samples because WLED frame rate and WLED sample rate are not synchronized. Frame rate is too low.
um_data_t *um_data = getAudioData();
float volumeSmth = *(float*) um_data->u_data[0];
if (SEGENV.call == 0) {SEGENV.setUpLeds(); SEGMENT.fill(BLACK);} // WLEDMM use lossless getPixelColor()
myVals[strip.now%32] = volumeSmth; // filling values semi randomly
SEGMENT.fade_out(64+(SEGMENT.speed>>1));
for (int i=0; i <SEGMENT.intensity/8; i++) {
uint16_t segLoc = random16(SEGLEN); // 16 bit for larger strands of LED's.
SEGMENT.setPixelColor(segLoc, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(myVals[i%32]+i*4, false, PALETTE_SOLID_WRAP, 0), volumeSmth));
}
return FRAMETIME;
} // mode_pixels()
static const char _data_FX_MODE_PIXELS[] PROGMEM = "Pixels@Fade rate,# of pixels;!,!;!;1v;m12=0,si=0"; // Pixels, Beatsin
///////////////////////////////
// BEGIN FFT ROUTINES //
///////////////////////////////
//////////////////////
// ** Blurz //
//////////////////////
#if 0 // version from upstream 0.14.0
uint16_t mode_blurz(void) { // Blurz. By Andrew Tuline.
// even with 1D effect we have to take logic for 2D segments for allocation as fill_solid() fills whole segment
um_data_t *um_data = getAudioData();
uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
if (SEGENV.call == 0) {
SEGENV.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
SEGENV.aux0 = 0;
}
int fadeoutDelay = (256 - SEGMENT.speed) / 32;
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(SEGMENT.speed);
SEGENV.step += FRAMETIME;
if (SEGENV.step > SPEED_FORMULA_L) {
uint16_t segLoc = random16(SEGLEN);
SEGMENT.setPixelColor(segLoc, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(2*fftResult[SEGENV.aux0%16]*240/max(1, SEGLEN-1), false, PALETTE_SOLID_WRAP, 0), 2*fftResult[SEGENV.aux0%16]));
++(SEGENV.aux0) %= 16; // make sure it doesn't cross 16
SEGENV.step = 1;
SEGMENT.blur(SEGMENT.intensity);
}
return FRAMETIME;
} // mode_blurz()
static const char _data_FX_MODE_BLURZ[] PROGMEM = "Blurz@Fade rate,Blur;!,Color mix;!;01f;m12=0,si=0"; // Pixels, Beatsin
#else // original version from SR 0.13, with some enhancements by @softhack007
uint16_t mode_blurz(void) { // Blurz. By Andrew Tuline.
// Hint: Looks best with segment brightness set to max (use global brightness to reduce brightness)
// even with 1D effect we have to take logic for 2D segments for allocation as fill_solid() fills whole segment
um_data_t *um_data = getAudioData();
uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
float volumeSmth = *(float*)um_data->u_data[0];
if (SEGENV.call == 0) {
SEGMENT.setUpLeds(); // not sure if necessary
SEGMENT.fill(BLACK);
SEGENV.aux0 = 0;
SEGENV.aux1 = 65535; // last pixel postion. 65535 = none
SEGENV.step = 0; // last pixel color
}
int fadeoutDelay = (256 - SEGMENT.speed) / 24;
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0))
SEGMENT.fadeToBlackBy(max(SEGMENT.speed, (uint8_t)1));
else {
SEGMENT.blur(8 + SEGMENT.intensity/8 + fadeoutDelay*4);
}
if ((SEGENV.aux1 < SEGLEN) && (volumeSmth > 1.0f)) SEGMENT.setPixelColor(SEGENV.aux1,SEGENV.step); // "repaint" last pixel after blur
uint16_t segLoc = random16(SEGLEN);
if (SEGLEN < 2) segLoc = 0; // WLEDMM just to be sure
unsigned pixColor = (2*fftResult[SEGENV.aux0%16]*240)/max(1, SEGLEN-1); // WLEDMM avoid uint8 overflow, and preserve pixel parameters for redraw
unsigned pixIntensity = min((unsigned)(2.0f*fftResult[SEGENV.aux0%16]), 255U);
if (volumeSmth > 1.0f) {
SEGMENT.setPixelColor(segLoc, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette((uint16_t)pixColor, false, PALETTE_SOLID_WRAP, 0),(uint8_t)pixIntensity));
SEGENV.step = SEGMENT.getPixelColor(segLoc); // remember last color
SEGENV.aux1 = segLoc; // remember last position
SEGMENT.blur(max(SEGMENT.intensity, (uint8_t)1));
SEGENV.aux0 ++;
SEGENV.aux0 %= 16; // make sure it doesn't cross 16
SEGMENT.setPixelColor(segLoc, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette((uint16_t)pixColor, false, PALETTE_SOLID_WRAP, 0),(uint8_t)pixIntensity)); // repaint center pixel after blur
} else SEGMENT.blur(max(SEGMENT.intensity, (uint8_t)1)); // silence - just blur it again
return FRAMETIME_FIXED;
} // mode_blurz()
static const char _data_FX_MODE_BLURZ[] PROGMEM = "Blurz ☾@Fade rate,Blur;!,Color mix;!;01f;sx=48,ix=127,m12=0,si=0"; // Pixels, Beatsin
#endif
/////////////////////////
// ** DJLight //
/////////////////////////
uint16_t mode_DJLight(void) { // Written by Stefan Petrick, Adapted by Will Tatam.
// No need to prevent from executing on single led strips, only mid will be set (mid = 0)
const int mid = SEGLEN / 2;
um_data_t *um_data = getAudioData();
uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
float volumeSmth = *(float*)um_data->u_data[0];
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
uint8_t secondHand = micros()/(256-SEGMENT.speed)/500+1 % 64;
if((SEGMENT.speed > 254) || (SEGENV.aux0 != secondHand)) { // WLEDMM allow run run at full speed
SEGENV.aux0 = secondHand;
CRGB color = CRGB(0,0,0);
// color = CRGB(fftResult[15]/2, fftResult[5]/2, fftResult[0]/2); // formula from 0.13.x (10Khz): R = 3880-5120, G=240-340, B=60-100
if (!SEGENV.check1) {
color = CRGB(fftResult[12]/2, fftResult[3]/2, fftResult[1]/2); // formula for 0.14.x (22Khz): R = 3015-3704, G=216-301, B=86-129
} else {
// candy factory: an attempt to get more colors
color = CRGB(fftResult[11]/2 + fftResult[12]/4 + fftResult[14]/4, // red : 2412-3704 + 4479-7106
fftResult[4]/2 + fftResult[3]/4, // green: 216-430
fftResult[0]/4 + fftResult[1]/4 + fftResult[2]/4); // blue: 46-216
if ((color.getLuma() < 96) && (volumeSmth >= 1.5f)) { // enhance "almost dark" pixels with yellow, based on not-yet-used channels
unsigned yello_g = (fftResult[5] + fftResult[6] + fftResult[7]) / 3;
unsigned yello_r = (fftResult[7] + fftResult[8] + fftResult[9] + fftResult[10]) / 4;
color.green += (uint8_t) yello_g / 2;
color.red += (uint8_t) yello_r / 2;
}
}
if (volumeSmth < 1.0f) color = CRGB(0,0,0); // silence = black
// make colors less "pastel", by turning up color saturation in HSV space
if (color.getLuma() > 32) { // don't change "dark" pixels
CHSV hsvColor = rgb2hsv_approximate(color);
hsvColor.v = min(max(hsvColor.v, (uint8_t)48), (uint8_t)204); // 48 < brightness < 204
if (SEGENV.check1)
hsvColor.s = max(hsvColor.s, (uint8_t)204); // candy factory mode: strongly turn up color saturation (> 192)
else
hsvColor.s = max(hsvColor.s, (uint8_t)108); // normal mode: turn up color saturation to avoid pastels
color = hsvColor;
}
//if (color.getLuma() > 12) color.maximizeBrightness(); // for testing
//SEGMENT.setPixelColor(mid, color.fadeToBlackBy(map(fftResult[4], 0, 255, 255, 4))); // 0.13.x fade -> 180hz-260hz
uint8_t fadeVal = map2(fftResult[3], 0, 255, 255, 4); // 0.14.x fade -> 216hz-301hz
if (SEGENV.check1) fadeVal = constrain(fadeVal, 0, 176); // "candy factory" mode - avoid complete fade-out
SEGMENT.setPixelColor(mid, color.fadeToBlackBy(fadeVal));
// if SEGLEN equals 1 these loops won't execute
for (int i = SEGLEN - 1; i > mid; i--) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i-1)); // move to the left
for (int i = 0; i < mid; i++) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1)); // move to the right
}
return FRAMETIME;
} // mode_DJLight()
static const char _data_FX_MODE_DJLIGHT[] PROGMEM = "DJ Light@Speed,,,,,Candy Factory;;;01f;m12=2,si=0"; // Arc, Beatsin
////////////////////
// ** Freqmap //
////////////////////
uint16_t mode_freqmap(void) { // Map FFT_MajorPeak to SEGLEN. Would be better if a higher framerate.
// Start frequency = 60 Hz and log10(60) = 1.78
// End frequency = MAX_FREQUENCY in Hz and lo10(MAX_FREQUENCY) = MAX_FREQ_LOG10
um_data_t *um_data = getAudioData();
float FFT_MajorPeak = *(float*)um_data->u_data[SEGENV.check1 ? 8:4]; // WLEDMM may use FFT_MajorPeakSmth
float my_magnitude = *(float*)um_data->u_data[5] / 4.0f;
if (FFT_MajorPeak < 1) FFT_MajorPeak = 1; // log10(0) is "forbidden" (throws exception)
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
int fadeoutDelay = (256 - SEGMENT.speed) / 96; // WLEDMM
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(SEGMENT.speed);
int locn = roundf((log10f((float)FFT_MajorPeak) - 1.78f) * (float)SEGLEN/(MAX_FREQ_LOG10 - 1.78f)); // log10 frequency range is from 1.78 to 3.71. Let's scale to SEGLEN. // WLEDMM proper rounding
if (locn < 1) locn = 0; // avoid underflow
if (locn >=SEGLEN) locn = SEGLEN-1;
uint16_t pixCol = (log10f(FFT_MajorPeak) - 1.78f) * 255.0f/(MAX_FREQ_LOG10 - 1.78f); // Scale log10 of frequency values to the 255 colour index.
if (FFT_MajorPeak < 61.0f) pixCol = 0; // handle underflow
#if defined(ARDUINO_ARCH_ESP32) && !defined(CONFIG_IDF_TARGET_ESP32S2) && !defined(CONFIG_IDF_TARGET_ESP32C3)
uint16_t bright = (int) (sqrtf(my_magnitude)*16.0f); // WLEDMM sqrt scaling, to make peaks more prominent
#else
uint16_t bright = (int)my_magnitude;
#endif
SEGMENT.setPixelColor(locn, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(SEGMENT.intensity+pixCol, false, PALETTE_SOLID_WRAP, 0), bright));
if (SEGMENT.speed > 228) { // WLEDMM looks nice in 2D
SEGMENT.blur(5*(SEGMENT.speed - 224));
SEGMENT.setPixelColor(locn, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(SEGMENT.intensity+pixCol, false, PALETTE_SOLID_WRAP, 0), bright));
}
return FRAMETIME_FIXED;
} // mode_freqmap()
static const char _data_FX_MODE_FREQMAP[] PROGMEM = "Freqmap@Fade rate,Starting color,,,,Smooth mover ☾;!,!;!;1f;sx=192,m12=0,si=0,o1=1"; // Pixels, Beatsin
///////////////////////
// ** Freqmatrix //
///////////////////////
uint16_t mode_freqmatrix(void) { // Freqmatrix. By Andreas Pleschung.
// No need to prevent from executing on single led strips, we simply change pixel 0 each time and avoid the shift
um_data_t *um_data = getAudioData();
float FFT_MajorPeak = *(float*)um_data->u_data[4];
float volumeSmth = *(float*)um_data->u_data[0];
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
uint8_t secondHand = (SEGMENT.speed < 255) ? (micros()/(256-SEGMENT.speed)/500 % 16) : 0;
if((SEGMENT.speed > 254) || (SEGENV.aux0 != secondHand)) { // WLEDMM allow run run at full speed
SEGENV.aux0 = secondHand;
// Pixel brightness (value) based on volume * sensitivity * intensity
uint_fast8_t sensitivity10 = map(SEGMENT.custom3, 0, 31, 10, 100); // reduced resolution slider // WLEDMM sensitivity * 10, to avoid losing precision
int pixVal = volumeSmth * (float)SEGMENT.intensity * (float)sensitivity10 / 2560.0f; // WLEDMM 2560 due to sensitivity * 10
if (pixVal > 255) pixVal = 255; // make a brightness from the last avg
CRGB color = CRGB::Black;
if (FFT_MajorPeak > MAX_FREQUENCY) FFT_MajorPeak = 1;
// MajorPeak holds the freq. value which is most abundant in the last sample.
// With our sampling rate of 10240Hz we have a usable freq range from roughly 80Hz to 10240/2 Hz
// we will treat everything with less than 65Hz as 0
if ((FFT_MajorPeak > 80.0f) && (volumeSmth > 0.25f)) { // WLEDMM
// Pixel color (hue) based on major frequency
int upperLimit = 80 + 42 * SEGMENT.custom2;
int lowerLimit = 80 + 3 * SEGMENT.custom1;
//uint8_t i = lowerLimit!=upperLimit ? map(FFT_MajorPeak, lowerLimit, upperLimit, 0, 255) : FFT_MajorPeak; // (original formula) may under/overflow - so we enforce uint8_t
int freqMapped = lowerLimit!=upperLimit ? mapf(FFT_MajorPeak, lowerLimit, upperLimit, 0, 255) : FFT_MajorPeak; // WLEDMM preserve overflows
uint8_t i = abs(freqMapped) & 0xFF; // WLEDMM we embrace overflow ;-) by "modulo 256"
color = CHSV(i, 240, (uint8_t)pixVal); // implicit conversion to RGB supplied by FastLED
}
// shift the pixels one pixel up
// if SEGLEN equals 1 this loop won't execute
for (int i = SEGLEN - 1; i > 0; i--) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i-1)); //move to the left
SEGMENT.setPixelColor(0, color);
}
return FRAMETIME;
} // mode_freqmatrix()
static const char _data_FX_MODE_FREQMATRIX[] PROGMEM = "Freqmatrix@Speed,Sound effect,Low bin,High bin,Sensitivity;;;01f;c1=18,c2=48,c3=6,m12=3,si=0"; // Corner, Beatsin; notes range C3 to C7
//////////////////////
// ** Freqpixels //
//////////////////////
// Start frequency = 60 Hz and log10(60) = 1.78
// End frequency = 5120 Hz and lo10(5120) = 3.71
// SEGMENT.speed select faderate
// SEGMENT.intensity select colour index
uint16_t mode_freqpixels(void) { // Freqpixel. By Andrew Tuline.
um_data_t *um_data = getAudioData();
float FFT_MajorPeak = *(float*)um_data->u_data[4];
float my_magnitude = *(float*)um_data->u_data[5] / 16.0f;
if (FFT_MajorPeak < 1) FFT_MajorPeak = 1; // log10(0) is "forbidden" (throws exception)
uint16_t fadeRate = 2*SEGMENT.speed - SEGMENT.speed*SEGMENT.speed/255; // Get to 255 as quick as you can.
if (SEGENV.call == 0) {
SEGENV.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
}
int fadeoutDelay = (256 - SEGMENT.speed) / 64;
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fade_out(fadeRate);
for (int i=0; i < SEGMENT.intensity/32+1; i++) {
uint16_t locn = random16(0,SEGLEN);
uint8_t pixCol = (log10f(FFT_MajorPeak) - 1.78f) * 255.0f/(MAX_FREQ_LOG10 - 1.78f); // Scale log10 of frequency values to the 255 colour index.
if (FFT_MajorPeak < 61.0f) pixCol = 0; // handle underflow
SEGMENT.setPixelColor(locn, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(SEGMENT.intensity+pixCol, false, PALETTE_SOLID_WRAP, 0), (int)my_magnitude));
}
return FRAMETIME;
} // mode_freqpixels()
static const char _data_FX_MODE_FREQPIXELS[] PROGMEM = "Freqpixels@Fade rate,Starting color and # of pixels;;;1f;sx=204,m12=0,si=0"; // Pixels, Beatsin
//////////////////////
// ** Freqwave //
//////////////////////
// Assign a color to the central (starting pixels) based on the predominant frequencies and the volume. The color is being determined by mapping the MajorPeak from the FFT
// and then mapping this to the HSV color circle. Currently we are sampling at 10240 Hz, so the highest frequency we can look at is 5120Hz.
//
// SEGMENT.custom1: the lower cut off point for the FFT. (many, most time the lowest values have very little information since they are FFT conversion artifacts. Suggested value is close to but above 0
// SEGMENT.custom2: The high cut off point. This depends on your sound profile. Most music looks good when this slider is between 50% and 100%.
// SEGMENT.custom3: "preamp" for the audio signal for audio10.
//
// I suggest that for this effect you turn the brightness to 95%-100% but again it depends on your soundprofile you find yourself in.
// Instead of using colorpalettes, This effect works on the HSV color circle with red being the lowest frequency
//
// As a compromise between speed and accuracy we are currently sampling with 10240Hz, from which we can then determine with a 512bin FFT our max frequency is 5120Hz.
// Depending on the music stream you have you might find it useful to change the frequency mapping.
uint16_t mode_freqwave(void) { // Freqwave. By Andreas Pleschung. With some enhancements by @softhack007
// As before, this effect can also work on single pixels, we just lose the shifting effect
um_data_t *um_data = getAudioData();
float FFT_MajorPeak = *(float*)um_data->u_data[4];
float volumeSmth = *(float*)um_data->u_data[0];
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
uint8_t secondHand = (SEGMENT.speed < 255) ? (micros()/(256-SEGMENT.speed)/500 % 16) : 0;
if((SEGMENT.speed > 254) || (SEGENV.aux0 != secondHand)) { // WLEDMM allow to run at full speed
SEGENV.aux0 = secondHand;
float sensitivity = 0.5f * mapf(SEGMENT.custom3, 1, 31, 0.5, 10); // reduced resolution slider
float pixVal = volumeSmth * (float)SEGMENT.intensity / 256.0f * sensitivity;
if (pixVal > 255) pixVal = 255;
float intensity = mapf(pixVal, 0, 255, 0, 100) / 100.0f; // make a brightness from the last avg - softhack007 note: completely over-complicated mappings. simplify!
CRGB color = 0;
if (FFT_MajorPeak > MAX_FREQUENCY) FFT_MajorPeak = 1.0f;
// MajorPeak holds the freq. value which is most abundant in the last sample.
// With our sampling rate of 10240Hz we have a usable freq range from roughly 80Hz to 10240/2 Hz
// we will treat everything with less than 65Hz as 0
if ((FFT_MajorPeak < 80) || (volumeSmth < 1.0f) || (FFT_MajorPeak > 10800)) { // silence or out-of-range --> black
color = CRGB::Black;
} else {
uint8_t i = 0;
if (!SEGENV.check1) {
// direct frequency scaling
int upperLimit = 80 + 42 * SEGMENT.custom2; // max 80hz-10Khz
int lowerLimit = 80 + 3 * SEGMENT.custom1; // min 80hz-850hz
i = lowerLimit!=upperLimit ? mapf(FFT_MajorPeak, lowerLimit, upperLimit, 0, 255) : FFT_MajorPeak; // may under/overflow - so we enforce uint8_t
} else {
// Musical Scale (logarythmic scaling)
float upperLimit = logf(80 + 42 * SEGMENT.custom2); // max 80hz-10Khz
float lowerLimit = logf(80 + 3 * SEGMENT.custom1); // min 80hz-850hz
float peakMapped = fabsf(lowerLimit - upperLimit)>0.05f ? mapf(logf(FFT_MajorPeak), lowerLimit, upperLimit, 0, 255) : FFT_MajorPeak; // may under/overflow
if (peakMapped > 255) intensity = constrain((320-peakMapped), 0, intensity*100) / 100.0f; // too high: fade away
i = constrain(peakMapped, 0, 255); // fix over / underflow
}
uint16_t b = 255.0 * intensity;
if (b > 255) b=255;
color = CHSV(i, 176+(uint8_t)b/4, (uint8_t)b); // implicit conversion to RGB supplied by FastLED
}
SEGMENT.setPixelColor(SEGLEN/2, color);
// shift the pixels one pixel outwards
// if SEGLEN equals 1 these loops won't execute
for (int i = SEGLEN - 1; i > SEGLEN/2; i--) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i-1)); //move to the left
for (int i = 0; i < SEGLEN/2; i++) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1)); // move to the right
}
return FRAMETIME;
} // mode_freqwave()
static const char _data_FX_MODE_FREQWAVE[] PROGMEM = "Freqwave@Speed,Sound effect,Low bin,High bin,Pre-amp,Musical Scale ☾;;;01f;c1=18,c2=48,m12=2,si=0"; // notes range C3 to C7, Arc, Beatsin
///////////////////////
// ** Gravfreq //
///////////////////////
uint16_t mode_gravfreq(void) { // Gravfreq. By Andrew Tuline.
uint16_t dataSize = sizeof(gravity);
if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
Gravity* gravcen = reinterpret_cast<Gravity*>(SEGENV.data);
um_data_t *um_data = getAudioData();
float FFT_MajorPeak = *(float*)um_data->u_data[4];
float volumeSmth = *(float*)um_data->u_data[0];
if (FFT_MajorPeak < 1) FFT_MajorPeak = 1; // log10(0) is "forbidden" (throws exception)
if (SEGENV.call == 0) {
SEGENV.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
SEGENV.aux0 = 0; // WLEDMM: last color index, to perform some color smoothing
}
SEGMENT.fadeToBlackBy(96);
float segmentSampleAvg = volumeSmth * (float)SEGMENT.intensity / 255.0f;
segmentSampleAvg *= 0.125f; // divide by 8, to compensate for later "sensitivity" upscaling
float mySampleAvg = mapf(segmentSampleAvg*2.0f, 0,32, 0, (float)SEGLEN/2.0); // map to pixels availeable in current segment
int tempsamp = constrain(mySampleAvg,0,SEGLEN/2); // Keep the sample from overflowing.
uint8_t gravity = 8 - SEGMENT.speed/32;
int indexNew = (logf(FFT_MajorPeak) - MIN_FREQ_LOG) * 255.0f/(MAX_FREQ_LOG - MIN_FREQ_LOG); // softhack007: previous formula was full of math accidents. this one works.
indexNew = constrain(indexNew, 0, 255);
int palIndex = (indexNew + SEGENV.aux0) / 2; // smooth it a bit
for (int i=0; i<tempsamp; i++) {
SEGMENT.setPixelColor(i+SEGLEN/2, SEGMENT.color_from_palette((uint8_t)palIndex, false, PALETTE_SOLID_WRAP, 0));
SEGMENT.setPixelColor(SEGLEN/2-i-1, SEGMENT.color_from_palette((uint8_t)palIndex, false, PALETTE_SOLID_WRAP, 0));
}
if (tempsamp >= gravcen->topLED)
gravcen->topLED = tempsamp-1;
else if (gravcen->gravityCounter % gravity == 0)
gravcen->topLED--;
if ((gravcen->topLED >= 0) && (SEGMENT.speed < 255)) {
SEGMENT.setPixelColor(gravcen->topLED+SEGLEN/2, CRGB::Gray);
SEGMENT.setPixelColor(SEGLEN/2-1-gravcen->topLED, CRGB::Gray);
}
gravcen->gravityCounter = (gravcen->gravityCounter + 1) % gravity;
SEGENV.aux0 = indexNew;
return FRAMETIME;
} // mode_gravfreq()
static const char _data_FX_MODE_GRAVFREQ[] PROGMEM = "Gravfreq ☾@Rate of fall,Sensitivity;!,!;!;1f;ix=128,m12=0,si=0"; // Pixels, Beatsin
//////////////////////
// ** Noisemove //
//////////////////////
uint16_t mode_noisemove(void) { // Noisemove. By: Andrew Tuline
um_data_t *um_data = getAudioData();
uint8_t fftResult[NUM_GEQ_CHANNELS] = {0};
if (um_data->u_data != nullptr) memcpy(fftResult, um_data->u_data[2], sizeof(fftResult)); // WLEDMM buffer curent values
if (SEGENV.call == 0) {
SEGENV.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
}
//SEGMENT.fade_out(224); // Just in case something doesn't get faded.
int fadeoutDelay = (256 - SEGMENT.speed) / 96;
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fadeToBlackBy(4+ SEGMENT.speed/4);
uint8_t numBins = map2(SEGMENT.intensity,0,255,0,16); // Map slider to fftResult bins.
for (int i=0; i<numBins; i++) { // How many active bins are we using.
uint16_t locn = inoise16(strip.now*SEGMENT.speed+i*50000, strip.now*SEGMENT.speed); // Get a new pixel location from moving noise.
// if SEGLEN equals 1 locn will be always 0, hence we set the first pixel only
locn = map2(locn, 7500, 58000, 0, SEGLEN-1); // Map that to the length of the strand, and ensure we don't go over.
SEGMENT.setPixelColor(locn, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(i*64, false, PALETTE_SOLID_WRAP, 0), fftResult[i % 16]*4));
}
return FRAMETIME;
} // mode_noisemove()
static const char _data_FX_MODE_NOISEMOVE[] PROGMEM = "Noisemove@Speed of perlin movement,Fade rate;!,!;!;01f;m12=0,si=0"; // Pixels, Beatsin
//////////////////////
// ** Rocktaves //
//////////////////////
uint16_t mode_rocktaves(void) { // Rocktaves. Same note from each octave is same colour. By: Andrew Tuline
um_data_t *um_data = getAudioData();
float FFT_MajorPeak = *(float*) um_data->u_data[8]; // WLEDMM use FFT_MajorPeakSmth
float my_magnitude = *(float*) um_data->u_data[5] / 16.0f;
if (SEGENV.call == 0) {
SEGENV.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
}
SEGMENT.fadeToBlackBy(16); // Just in case something doesn't get faded.
float frTemp = FFT_MajorPeak;
uint8_t octCount = 0; // Octave counter.
uint8_t volTemp = 0;
volTemp = 32.0f + my_magnitude * 1.5f; // brightness = volume (overflows are handled in next lines)
if (my_magnitude < 48) volTemp = 0; // We need to squelch out the background noise.
if (my_magnitude > 144) volTemp = 255; // everything above this is full brightness
while ( frTemp > 249 ) {
octCount++; // This should go up to 5.
frTemp = frTemp/2;
}
frTemp -=132; // This should give us a base musical note of C3
frTemp = fabsf(frTemp * 2.1f); // Fudge factors to compress octave range starting at 0 and going to 255;
uint16_t i = map(beatsin8(8+octCount*4, 0, 255, 0, octCount*8), 0, 255, 0, SEGLEN-1);
// i will be always constrained between 0 and 0 if SEGLEN equals 1
i = constrain(i, 0, SEGLEN-1);
SEGMENT.addPixelColor(i, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette((uint8_t)frTemp, false, PALETTE_SOLID_WRAP, 0), volTemp));
return FRAMETIME;
} // mode_rocktaves()
static const char _data_FX_MODE_ROCKTAVES[] PROGMEM = "Rocktaves@;!,!;!;01f;m12=1,si=0"; // Bar, Beatsin
///////////////////////
// ** Waterfall //
///////////////////////
// Combines peak detection with FFT_MajorPeak and FFT_Magnitude.
uint16_t mode_waterfall(void) { // Waterfall. By: Andrew Tuline
// effect can work on single pixels, we just lose the shifting effect
if (SEGENV.call == 0) SEGMENT.fill(BLACK);
um_data_t *um_data = getAudioData();
uint8_t samplePeak = *(uint8_t*)um_data->u_data[3];
float FFT_MajorPeak = *(float*) um_data->u_data[4];
uint8_t *maxVol = (uint8_t*)um_data->u_data[6];
uint8_t *binNum = (uint8_t*)um_data->u_data[7];
float my_magnitude = *(float*) um_data->u_data[5] / 8.0f;
if (FFT_MajorPeak < 1) FFT_MajorPeak = 1; // log10(0) is "forbidden" (throws exception)
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
SEGENV.aux0 = 255;
SEGMENT.custom1 = *binNum;
SEGMENT.custom2 = *maxVol * 2;
}
if (SEGMENT.custom1 < 1) SEGMENT.custom1 = 1; // WLEDMM prevent stupid settings for bin
if (SEGMENT.custom2 < 24) SEGMENT.custom2 = 24; // WLEDMM prevent stupid settings for maxVol (below 24 = noise)
*binNum = SEGMENT.custom1; // Select a bin.
*maxVol = SEGMENT.custom2 / 2; // Our volume comparator.
uint8_t secondHand = micros() / (256-SEGMENT.speed)/500 + 1 % 16;
if((SEGMENT.speed > 254) || (SEGENV.aux0 != secondHand)) { // WLEDMM allow run run at full speed
SEGENV.aux0 = secondHand;
//uint8_t pixCol = (log10f((float)FFT_MajorPeak) - 2.26f) * 177; // 10Khz sampling - log10 frequency range is from 2.26 (182hz) to 3.7 (5012hz). Let's scale accordingly.
uint8_t pixCol = (log10f(FFT_MajorPeak) - 2.26f) * 150; // 22Khz sampling - log10 frequency range is from 2.26 (182hz) to 3.967 (9260hz). Let's scale accordingly.
if (FFT_MajorPeak < 182.0f) pixCol = 0; // handle underflow
// loop will not execute if SEGLEN equals 1
for (int i = 0; i < SEGLEN-1; i++) SEGMENT.setPixelColor(i, SEGMENT.getPixelColor(i+1)); // shift left
if (samplePeak) {
SEGMENT.setPixelColor(SEGLEN-1, CHSV(92,92,92));
} else {
SEGMENT.setPixelColor(SEGLEN-1, color_blend(SEGCOLOR(1), SEGMENT.color_from_palette(pixCol+SEGMENT.intensity, false, PALETTE_SOLID_WRAP, 0), (int)my_magnitude));
}
}
return FRAMETIME;
} // mode_waterfall()
static const char _data_FX_MODE_WATERFALL[] PROGMEM = "Waterfall@!,Adjust color,Select bin,Volume (min);!,!;!;01f;c1=8,c2=48,m12=2,si=0"; // Arc, Beatsin
#ifndef WLED_DISABLE_2D
/////////////////////////
// ** 2D GEQ //
/////////////////////////
uint16_t mode_2DGEQ(void) { // By Will Tatam. Code reduction by Ewoud Wijma.
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const int NUM_BANDS = map2(SEGMENT.custom1, 0, 255, 1, 16);
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if ((cols <=1) || (rows <=1)) return mode_static(); // not really a 2D set-up
if (!SEGENV.allocateData(cols*sizeof(uint16_t))) return mode_static(); //allocation failed
uint16_t *previousBarHeight = reinterpret_cast<uint16_t*>(SEGENV.data); //array of previous bar heights per frequency band
um_data_t *um_data = getAudioData();
uint8_t fftResult[NUM_GEQ_CHANNELS] = {0};
if (um_data->u_data != nullptr) memcpy(fftResult, um_data->u_data[2], sizeof(fftResult)); // WLEDMM buffer curent values
#ifdef SR_DEBUG
uint8_t samplePeak = *(uint8_t*)um_data->u_data[3];
#endif
if (SEGENV.call == 0) {
for (int i=0; i<cols; i++) previousBarHeight[i] = 0;
SEGMENT.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
}
bool rippleTime = false;
if (strip.now - SEGENV.step >= (256U - SEGMENT.intensity)) {
SEGENV.step = strip.now;
rippleTime = true;
}
if (SEGENV.call == 0) SEGMENT.fill(BLACK);
int fadeoutDelay = (256 - SEGMENT.speed) / 64;
if ((fadeoutDelay <= 1 ) || ((SEGENV.call % fadeoutDelay) == 0)) SEGMENT.fadeToBlackBy(SEGMENT.speed);
uint16_t lastBandHeight = 0; // WLEDMM: for smoothing out bars
//WLEDMM: evenly ditribute bands
float bandwidth = (float)cols / NUM_BANDS;
float remaining = bandwidth;
uint8_t band = 0;
for (int x=0; x < cols; x++) {
//WLEDMM if not enough remaining
if (remaining < 1) {band++; remaining+= bandwidth;} //increase remaining but keep the current remaining
remaining--; //consume remaining
// Serial.printf("x %d b %d n %d w %f %f\n", x, band, NUM_BANDS, bandwidth, remaining);
uint8_t frBand = ((NUM_BANDS < 16) && (NUM_BANDS > 1)) ? map(band, 0, NUM_BANDS - 1, 0, 15):band; // always use full range. comment out this line to get the previous behaviour.
// frBand = constrain(frBand, 0, 15); //WLEDMM can never be out of bounds (I think...)
uint16_t colorIndex = frBand * 17; //WLEDMM 0.255
uint16_t bandHeight = fftResult[frBand]; // WLEDMM we use the original ffResult, to preserve accuracy
// WLEDMM begin - smooth out bars
if ((x > 0) && (x < (cols-1)) && (SEGMENT.check2)) {
// get height of next (right side) bar
uint8_t nextband = (remaining < 1)? band +1: band;
nextband = constrain(nextband, 0, 15); // just to be sure
frBand = ((NUM_BANDS < 16) && (NUM_BANDS > 1)) ? map(nextband, 0, NUM_BANDS - 1, 0, 15):nextband; // always use full range. comment out this line to get the previous behaviour.
uint16_t nextBandHeight = fftResult[frBand];
// smooth Band height
bandHeight = (7*bandHeight + 3*lastBandHeight + 3*nextBandHeight) / 12; // yeees, its 12 not 13 (10% amplification)
bandHeight = constrain(bandHeight, 0, 255); // remove potential over/underflows
colorIndex = map(x, 0, cols-1, 0, 255); //WLEDMM
}
lastBandHeight = bandHeight; // remember BandHeight (left side) for next iteration
uint16_t barHeight = map2(bandHeight, 0, 255, 0, rows); // Now we map bandHeight to barHeight. do not subtract -1 from rows here
// WLEDMM end
if (barHeight > rows) barHeight = rows; // WLEDMM map() can "overshoot" due to rounding errors
if (barHeight > previousBarHeight[x]) previousBarHeight[x] = barHeight; //drive the peak up
uint32_t ledColor = BLACK;
if ((! SEGMENT.check1) && (barHeight > 0)) { // use faster drawLine when single-color bars are needed
ledColor = SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0);
SEGMENT.drawLine(int(x), max(0,int(rows)-barHeight), int(x), int(rows-1), ledColor, false); // max(0, ...) to prevent negative Y
} else {
for (int y=0; y < barHeight; y++) {
if (SEGMENT.check1) //color_vertical / color bars toggle
colorIndex = map(y, 0, rows-1, 0, 255);
ledColor = SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0);
SEGMENT.setPixelColorXY(x, rows-1 - y, ledColor);
} }
if ((SEGMENT.intensity < 255) && (previousBarHeight[x] > 0) && (previousBarHeight[x] < rows)) // WLEDMM avoid "overshooting" into other segments
SEGMENT.setPixelColorXY(x, rows - previousBarHeight[x], (SEGCOLOR(2) != BLACK) ? SEGCOLOR(2) : ledColor);
if (rippleTime && previousBarHeight[x]>0) previousBarHeight[x]--; //delay/ripple effect
}
#ifdef SR_DEBUG
// WLEDMM: abuse top left/right pixels for peak detection debugging
SEGMENT.setPixelColorXY(cols-1, 0, (samplePeak > 0) ? GREEN : BLACK);
if (samplePeak > 0) SEGMENT.setPixelColorXY(0, 0, GREEN);
// WLEDMM end
#endif
return FRAMETIME;
} // mode_2DGEQ()
static const char _data_FX_MODE_2DGEQ[] PROGMEM = "GEQ ☾@Fade speed,Ripple decay,# of bands,,,Color bars,Smooth bars ☾;!,,Peaks;!;2f;c1=255,c2=64,pal=11,si=0"; // Beatsin
/////////////////////////
// ** 2D Funky plank //
/////////////////////////
uint16_t mode_2DFunkyPlank(void) { // Written by ??? Adapted by Will Tatam.
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
int NUMB_BANDS = map2(SEGMENT.custom1, 0, 255, 1, 16);
int barWidth = (cols / NUMB_BANDS);
int bandInc = 1;
if (barWidth == 0) {
// Matrix narrower than fft bands
barWidth = 1;
bandInc = (NUMB_BANDS / cols);
}
um_data_t *um_data = getAudioData();
uint8_t fftResult[NUM_GEQ_CHANNELS] = {0};
if (um_data->u_data != nullptr) memcpy(fftResult, um_data->u_data[2], sizeof(fftResult)); // WLEDMM buffer curent values
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
}
uint8_t secondHand = micros()/(256-SEGMENT.speed)/500+1 % 64;
if((SEGMENT.speed > 254) || (SEGENV.aux0 != secondHand)) { // WLEDMM allow run run at full speed
SEGENV.aux0 = secondHand;
// display values of
int b = 0;
for (int band = 0; band < NUMB_BANDS; band += bandInc, b++) {
int hue = fftResult[band % 16];
int v = map2(fftResult[band % 16], 0, 255, 10, 255);
for (int w = 0; w < barWidth; w++) {
int xpos = (barWidth * b) + w;
SEGMENT.setPixelColorXY(xpos, 0, CHSV(hue, 255, v));
}
}
// Update the display:
for (int i = (rows - 1); i > 0; i--) {
for (int j = (cols - 1); j >= 0; j--) {
SEGMENT.setPixelColorXY(j, i, SEGMENT.getPixelColorXY(j, i-1));
}
}
}
return FRAMETIME;
} // mode_2DFunkyPlank
static const char _data_FX_MODE_2DFUNKYPLANK[] PROGMEM = "Funky Plank@Scroll speed,,# of bands;;;2f;si=0"; // Beatsin
/////////////////////////
// 2D Akemi //
/////////////////////////
static uint8_t akemi[] PROGMEM = {
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,2,2,3,3,3,3,3,3,2,2,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,2,3,3,0,0,0,0,0,0,3,3,2,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,2,3,0,0,0,6,5,5,4,0,0,0,3,2,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,2,3,0,0,6,6,5,5,5,5,4,4,0,0,3,2,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,2,3,0,6,5,5,5,5,5,5,5,5,4,0,3,2,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,2,3,0,6,5,5,5,5,5,5,5,5,5,5,4,0,3,2,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,3,2,0,6,5,5,5,5,5,5,5,5,5,5,4,0,2,3,0,0,0,0,0,0,0,
0,0,0,0,0,0,3,2,3,6,5,5,7,7,5,5,5,5,7,7,5,5,4,3,2,3,0,0,0,0,0,0,
0,0,0,0,0,2,3,1,3,6,5,1,7,7,7,5,5,1,7,7,7,5,4,3,1,3,2,0,0,0,0,0,
0,0,0,0,0,8,3,1,3,6,5,1,7,7,7,5,5,1,7,7,7,5,4,3,1,3,8,0,0,0,0,0,
0,0,0,0,0,8,3,1,3,6,5,5,1,1,5,5,5,5,1,1,5,5,4,3,1,3,8,0,0,0,0,0,
0,0,0,0,0,2,3,1,3,6,5,5,5,5,5,5,5,5,5,5,5,5,4,3,1,3,2,0,0,0,0,0,
0,0,0,0,0,0,3,2,3,6,5,5,5,5,5,5,5,5,5,5,5,5,4,3,2,3,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,6,5,5,5,5,5,7,7,5,5,5,5,5,4,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,0,0,0,0,0,2,
0,2,2,2,0,0,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,0,0,2,2,2,0,
0,0,0,3,2,0,0,0,6,5,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,2,2,0,0,0,
0,0,0,3,2,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,2,3,0,0,0,
0,0,0,0,3,2,0,0,0,0,3,3,0,3,3,0,0,3,3,0,3,3,0,0,0,0,2,2,0,0,0,0,
0,0,0,0,3,2,0,0,0,0,3,2,0,3,2,0,0,3,2,0,3,2,0,0,0,0,2,3,0,0,0,0,
0,0,0,0,0,3,2,0,0,3,2,0,0,3,2,0,0,3,2,0,0,3,2,0,0,2,3,0,0,0,0,0,
0,0,0,0,0,3,2,2,2,2,0,0,0,3,2,0,0,3,2,0,0,0,3,2,2,2,3,0,0,0,0,0,
0,0,0,0,0,0,3,3,3,0,0,0,0,3,2,0,0,3,2,0,0,0,0,3,3,3,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
};
uint16_t mode_2DAkemi(void) {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (SEGENV.call == 0) {SEGMENT.fill(BLACK);}
uint16_t counter = (strip.now * ((SEGMENT.speed >> 2) +2)) & 0xFFFF;
counter = counter >> 8;
const float lightFactor = 0.15f;
const float normalFactor = 0.4f;
um_data_t *um_data = getAudioData();
uint8_t fftResult[NUM_GEQ_CHANNELS] = {0};
if (um_data->u_data != nullptr) memcpy(fftResult, um_data->u_data[2], sizeof(fftResult)); // WLEDMM buffer curent values
float base = fftResult[0]/255.0f;
//draw and color Akemi
for (int y=0; y < rows; y++) for (int x=0; x < cols; x++) {
CRGB color;
CRGB soundColor = ORANGE;
CRGB faceColor = SEGMENT.color_wheel(counter);
CRGB armsAndLegsColor = SEGCOLOR(1) > 0 ? SEGCOLOR(1) : 0xFFE0A0; //default warmish white 0xABA8FF; //0xFF52e5;//
uint8_t ak = pgm_read_byte_near(akemi + ((y * 32)/rows) * 32 + (x * 32)/cols); // akemi[(y * 32)/rows][(x * 32)/cols]
switch (ak) {
case 3: armsAndLegsColor.r *= lightFactor; armsAndLegsColor.g *= lightFactor; armsAndLegsColor.b *= lightFactor; color = armsAndLegsColor; break; //light arms and legs 0x9B9B9B
case 2: armsAndLegsColor.r *= normalFactor; armsAndLegsColor.g *= normalFactor; armsAndLegsColor.b *= normalFactor; color = armsAndLegsColor; break; //normal arms and legs 0x888888
case 1: color = armsAndLegsColor; break; //dark arms and legs 0x686868
case 6: faceColor.r *= lightFactor; faceColor.g *= lightFactor; faceColor.b *= lightFactor; color=faceColor; break; //light face 0x31AAFF
case 5: faceColor.r *= normalFactor; faceColor.g *= normalFactor; faceColor.b *= normalFactor; color=faceColor; break; //normal face 0x0094FF
case 4: color = faceColor; break; //dark face 0x007DC6
case 7: color = SEGCOLOR(2) > 0 ? SEGCOLOR(2) : 0xFFFFFF; break; //eyes and mouth default white
case 8: if (base > 0.4) {soundColor.r *= base; soundColor.g *= base; soundColor.b *= base; color=soundColor;} else color = armsAndLegsColor; break;
default: color = BLACK; break;
}
if (SEGMENT.intensity > 128 && um_data && fftResult[0] > 128) { //dance if base is high
SEGMENT.setPixelColorXY(x, 0, BLACK);
SEGMENT.setPixelColorXY(x, y+1, color);
} else
SEGMENT.setPixelColorXY(x, y, color);
}
//add geq left and right
if (um_data) {
int xMax = cols/8;
for (int x=0; x < xMax; x++) {
size_t band = map2(x, 0, max(xMax,4), 0, 15); // map 0..cols/8 to 16 GEQ bands
uint32_t color = SEGMENT.color_from_palette((band * 35), false, PALETTE_SOLID_WRAP, 0);
band = constrain(band, 0, 15);
uint16_t barHeight = map(fftResult[band], 0, 255, 0, 17*rows/32);
barHeight = constrain(barHeight, 0, (rows/2)+1); // map() may overshoot
for (int y=0; y < barHeight; y++) {
SEGMENT.setPixelColorXY(x, rows/2-y, color);
SEGMENT.setPixelColorXY(cols-1-x, rows/2-y, color);
}
}
}
return FRAMETIME;
} // mode_2DAkemi
static const char _data_FX_MODE_2DAKEMI[] PROGMEM = "Akemi@Color speed,Dance;Head palette,Arms & Legs,Eyes & Mouth;Face palette;2f;si=0"; //beatsin
// Distortion waves - ldirko
// https://editor.soulmatelights.com/gallery/1089-distorsion-waves
// adapted for WLED by @blazoncek
uint16_t mode_2Ddistortionwaves() {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
uint8_t speed = SEGMENT.speed/32;
uint8_t scale = SEGMENT.intensity/32;
uint8_t w = 2;
uint16_t a = strip.now/32;
uint16_t a2 = a/2;
uint16_t a3 = a/3;
uint16_t cx = beatsin8(10-speed,0,cols-1)*scale;
uint16_t cy = beatsin8(12-speed,0,rows-1)*scale;
uint16_t cx1 = beatsin8(13-speed,0,cols-1)*scale;
uint16_t cy1 = beatsin8(15-speed,0,rows-1)*scale;
uint16_t cx2 = beatsin8(17-speed,0,cols-1)*scale;
uint16_t cy2 = beatsin8(14-speed,0,rows-1)*scale;
uint16_t xoffs = 0;
for (int x = 0; x < cols; x++) {
xoffs += scale;
uint16_t yoffs = 0;
for (int y = 0; y < rows; y++) {
yoffs += scale;
byte rdistort = cos8((cos8(((x<<3)+a )&255)+cos8(((y<<3)-a2)&255)+a3 )&255)>>1;
byte gdistort = cos8((cos8(((x<<3)-a2)&255)+cos8(((y<<3)+a3)&255)+a+32 )&255)>>1;
byte bdistort = cos8((cos8(((x<<3)+a3)&255)+cos8(((y<<3)-a) &255)+a2+64)&255)>>1;
byte valueR = rdistort+ w* (a- ( ((xoffs - cx) * (xoffs - cx) + (yoffs - cy) * (yoffs - cy))>>7 ));
byte valueG = gdistort+ w* (a2-( ((xoffs - cx1) * (xoffs - cx1) + (yoffs - cy1) * (yoffs - cy1))>>7 ));
byte valueB = bdistort+ w* (a3-( ((xoffs - cx2) * (xoffs - cx2) + (yoffs - cy2) * (yoffs - cy2))>>7 ));
valueR = gamma8(cos8(valueR));
valueG = gamma8(cos8(valueG));
valueB = gamma8(cos8(valueB));
SEGMENT.setPixelColorXY(x, y, RGBW32(valueR, valueG, valueB, 0));
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_2DDISTORTIONWAVES[] PROGMEM = "Distortion Waves@!,Scale;;;2";
//Soap
//@Stepko
//Idea from https://www.youtube.com/watch?v=DiHBgITrZck&ab_channel=StefanPetrick
// adapted for WLED by @blazoncek
uint16_t mode_2Dsoap() {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const size_t dataSize = SEGMENT.width() * SEGMENT.height() * sizeof(uint8_t); // prevent reallocation if mirrored or grouped
if (!SEGENV.allocateData(dataSize + sizeof(uint32_t)*3)) return mode_static(); //allocation failed
uint8_t *noise3d = reinterpret_cast<uint8_t*>(SEGENV.data);
uint32_t *noise32_x = reinterpret_cast<uint32_t*>(SEGENV.data + dataSize);
uint32_t *noise32_y = reinterpret_cast<uint32_t*>(SEGENV.data + dataSize + sizeof(uint32_t));
uint32_t *noise32_z = reinterpret_cast<uint32_t*>(SEGENV.data + dataSize + sizeof(uint32_t)*2);
const uint32_t scale32_x = 160000U/cols;
const uint32_t scale32_y = 160000U/rows;
const uint32_t mov = MIN(cols,rows)*(SEGMENT.speed+2)/2;
const uint8_t smoothness = MIN(250,SEGMENT.intensity); // limit as >250 produces very little changes
// init
if (SEGENV.call == 0) {
if (true) {//WLEDMM SuperSync
random16_set_seed(535);
USER_PRINTF("SuperSync\n");
}
SEGENV.setUpLeds();
SEGMENT.fill(BLACK);
*noise32_x = random16();
*noise32_y = random16();
*noise32_z = random16();
} else {
if (!true) { //WLEDMM SuperSync
*noise32_x += mov;
*noise32_y += mov;
*noise32_z += mov;
}
}
//WLEDMM: changing noise calculation for SuperSync to make it deterministic using strip.now
uint32_t noise32_x_MM = *noise32_x;
uint32_t noise32_y_MM = *noise32_y;
uint32_t noise32_z_MM = *noise32_z;
if (true) { //WLEDMM SuperSync
noise32_x_MM = *noise32_x + mov * strip.now / 100; //10 fps (original 20-40 fps, depending on realized fps)
noise32_y_MM = *noise32_y + mov * strip.now / 100;
noise32_z_MM = *noise32_z + mov * strip.now / 100;
}
for (int i = 0; i < cols; i++) {
int32_t ioffset = scale32_x * (i - cols / 2);
for (int j = 0; j < rows; j++) {
int32_t joffset = scale32_y * (j - rows / 2);
uint8_t data = inoise16(noise32_x_MM + ioffset, noise32_y_MM + joffset, noise32_z_MM) >> 8; //WLEDMM SuperSync
noise3d[XY(i,j)] = scale8(noise3d[XY(i,j)], smoothness) + scale8(data, 255 - smoothness);
}
}
// init also if dimensions changed
if (SEGENV.call == 0 || SEGMENT.aux0 != cols || SEGMENT.aux1 != rows) {
SEGMENT.aux0 = cols;
SEGMENT.aux1 = rows;
for (int i = 0; i < cols; i++) {
for (int j = 0; j < rows; j++) {
SEGMENT.setPixelColorXY(i, j, ColorFromPalette(SEGPALETTE,~noise3d[XY(i,j)]*3));
}
}
}
int zD;
int zF;
int amplitude;
int8_t shiftX = 0; //(SEGMENT.custom1 - 128) / 4;
int8_t shiftY = 0; //(SEGMENT.custom2 - 128) / 4;
amplitude = (cols >= 16) ? (cols-8)/8 : 1;
for (int y = 0; y < rows; y++) {
int amount = ((int)noise3d[XY(0,y)] - 128) * 2 * amplitude + 256*shiftX;
int delta = abs(amount) >> 8;
int fraction = abs(amount) & 255;
for (int x = 0; x < cols; x++) {
if (amount < 0) {
zD = x - delta;
zF = zD - 1;
} else {
zD = x + delta;
zF = zD + 1;
}
CRGB PixelA = CRGB::Black;
if ((zD >= 0) && (zD < cols)) PixelA = SEGMENT.getPixelColorXY(zD, y);
else PixelA = ColorFromPalette(SEGPALETTE, ~noise3d[XY(abs(zD),y)]*3);
CRGB PixelB = CRGB::Black;
if ((zF >= 0) && (zF < cols)) PixelB = SEGMENT.getPixelColorXY(zF, y);
else PixelB = ColorFromPalette(SEGPALETTE, ~noise3d[XY(abs(zF),y)]*3);
CRGB pix = (PixelA.nscale8(ease8InOutApprox(255 - fraction))) + (PixelB.nscale8(ease8InOutApprox(fraction)));
SEGMENT.setPixelColorXY(x, y, pix);
}
}
amplitude = (rows >= 16) ? (rows-8)/8 : 1;
for (int x = 0; x < cols; x++) {
int amount = ((int)noise3d[XY(x,0)] - 128) * 2 * amplitude + 256*shiftY;
int delta = abs(amount) >> 8;
int fraction = abs(amount) & 255;
for (int y = 0; y < rows; y++) {
if (amount < 0) {
zD = y - delta;
zF = zD - 1;
} else {
zD = y + delta;
zF = zD + 1;
}
CRGB PixelA = CRGB::Black;
if ((zD >= 0) && (zD < rows)) PixelA = SEGMENT.getPixelColorXY(x, zD);
else PixelA = ColorFromPalette(SEGPALETTE, ~noise3d[XY(x,abs(zD))]*3);
CRGB PixelB = CRGB::Black;
if ((zF >= 0) && (zF < rows)) PixelB = SEGMENT.getPixelColorXY(x, zF);
else PixelB = ColorFromPalette(SEGPALETTE, ~noise3d[XY(x,abs(zF))]*3);
CRGB pix = (PixelA.nscale8(ease8InOutApprox(255 - fraction))) + (PixelB.nscale8(ease8InOutApprox(fraction)));
SEGMENT.setPixelColorXY(x, y, pix);
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_2DSOAP[] PROGMEM = "Soap@!,Smoothness;;!;2";
//Idea from https://www.youtube.com/watch?v=HsA-6KIbgto&ab_channel=GreatScott%21
//Octopus (https://editor.soulmatelights.com/gallery/671-octopus)
//Stepko and Sutaburosu
// adapted for WLED by @blazoncek
uint16_t mode_2Doctopus() {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const uint16_t mapp = max(1, 180 / MAX(cols,rows)); // WLEDMM make sure this value is not 0
typedef struct {
uint8_t angle;
uint8_t radius;
} map_t;
const size_t dataSize = SEGMENT.width() * SEGMENT.height() * sizeof(map_t); // prevent reallocation if mirrored or grouped
if (!SEGENV.allocateData(dataSize + 2)) return mode_static(); //allocation failed
map_t *rMap = reinterpret_cast<map_t*>(SEGENV.data);
uint8_t *offsX = reinterpret_cast<uint8_t*>(SEGENV.data + dataSize);
uint8_t *offsY = reinterpret_cast<uint8_t*>(SEGENV.data + dataSize + 1);
//WLEDMM add SuperSync control
uint16_t xStart, xEnd, yStart, yEnd;
if (SEGMENT.check1) { //Master (sync on needs to show the whole effect, children only their first panel)
xStart = strip.panel[0].xOffset;
xEnd = strip.panel[0].xOffset + strip.panel[0].width;
yStart = strip.panel[0].yOffset;
yEnd = strip.panel[0].yOffset + strip.panel[0].height;
}
else {
xStart = 0;
xEnd = cols;
yStart = 0;
yEnd = rows;
}
// re-init if SEGMENT dimensions or offset changed
if (SEGENV.call == 0 || SEGENV.aux0 != cols || SEGENV.aux1 != rows || SEGMENT.custom1 != *offsX || SEGMENT.custom2 != *offsY) {
if (!true) //WLEDMM SuperSync
SEGENV.step = 0; // t
SEGENV.aux0 = cols;
SEGENV.aux1 = rows;
*offsX = SEGMENT.custom1;
*offsY = SEGMENT.custom2;
const uint16_t C_X = cols / 2 + (SEGMENT.custom1 - 128)*cols/255;
const uint16_t C_Y = rows / 2 + (SEGMENT.custom2 - 128)*rows/255;
for (int x = xStart; x < xEnd; x++) {
for (int y = yStart; y < yEnd; y++) {
rMap[XY(x, y)].angle = int(40.7436f * atan2f((y - C_Y), (x - C_X))); // avoid 128*atan2()/PI
rMap[XY(x, y)].radius = hypotf(x - C_X, y - C_Y) * mapp; //thanks Sutaburosu
}
}
}
if (true) // WLEDMM SuperSync
SEGENV.step = strip.now * (SEGMENT.speed / 32 + 1) / 25; // WLEDMM 40fps
else
SEGENV.step += SEGMENT.speed / 32 + 1; // 1-4 range
for (int x = xStart; x < xEnd; x++) {
for (int y = yStart; y < yEnd; y++) {
byte angle = rMap[XY(x,y)].angle;
byte radius = rMap[XY(x,y)].radius;
//CRGB c = CHSV(SEGENV.step / 2 - radius, 255, sin8(sin8((angle * 4 - radius) / 4 + SEGENV.step) + radius - SEGENV.step * 2 + angle * (SEGMENT.custom3/3+1)));
uint16_t intensity = sin8(sin8((angle * 4 - radius) / 4 + SEGENV.step/2) + radius - SEGENV.step + angle * (SEGMENT.custom3/4+1));
intensity = map(intensity*intensity, 0, 65535, 0, 255); // add a bit of non-linearity for cleaner display
CRGB c = ColorFromPalette(SEGPALETTE, SEGENV.step / 2 - radius, intensity);
SEGMENT.setPixelColorXY(x, y, c);
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_2DOCTOPUS[] PROGMEM = "Octopus@!,,Offset X,Offset Y,Legs, SuperSync;;!;2;";
//Waving Cell
//@Stepko (https://editor.soulmatelights.com/gallery/1704-wavingcells)
// adapted for WLED by @blazoncek
uint16_t mode_2Dwavingcell() {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
uint32_t t = strip.now/(257-SEGMENT.speed);
uint8_t aX = SEGMENT.custom1/16 + 9;
uint8_t aY = SEGMENT.custom2/16 + 1;
uint8_t aZ = SEGMENT.custom3 + 1;
for (int x = 0; x < cols; x++) for (int y = 0; y <rows; y++)
SEGMENT.setPixelColorXY(x, y, ColorFromPalette(SEGPALETTE, ((sin8((x*aX)+sin8((y+t)*aY))+cos8(y*aZ))+1)+t));
return FRAMETIME;
}
static const char _data_FX_MODE_2DWAVINGCELL[] PROGMEM = "Waving Cell@!,,Amplitude 1,Amplitude 2,Amplitude 3;;!;2";
/*
@title MoonModules WLED - GEQ 3D Effect
@file included in FX.cpp
@repo https://github.com/MoonModules/WLED, submit changes to this file as PRs to MoonModules/WLED
@Authors https://github.com/MoonModules/WLED/commits/mdev/
@Copyright © 2024 Github MoonModules Commit Authors (contact moonmodules@icloud.com for details)
@license Licensed under the EUPL-1.2 or later
*/
/////////////////////////
// ** 3D GEQ //
/////////////////////////
uint16_t mode_GEQLASER(void) {
// Author: @TroyHacks
// @license GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const int cols = SEGMENT.virtualWidth();
const int rows = SEGMENT.virtualHeight();
if ((cols < 3) || (rows < 3)) return mode_static(); // too small
int16_t *projector = reinterpret_cast<int16_t *>(&(SEGENV.aux0)); // *projector is an alias for aux0 (uint16_t)
int16_t *projector_dir = reinterpret_cast<int16_t *>(&(SEGENV.aux1)); // *projector_dir is an alias for aux1 (uint16_t)
if (SEGENV.call == 0) {
*projector = 0;
*projector_dir = 1;
SEGMENT.setUpLeds(); // WLEDMM use lossless getPixelColor()
SEGMENT.fill(BLACK);
} else {
if (SEGENV.call % map(SEGMENT.speed,0,255,10,1) == 0) *projector += *projector_dir;
if (*projector >= cols) *projector_dir = -1;
if (*projector <= 0) *projector_dir = 1;
}
*projector = constrain(*projector, 0, cols-1); // make sure we don't walk out of range
SEGMENT.fill(BLACK);
uint32_t ledColorTemp;
const int NUM_BANDS = max(2, min(cols, int(map2(SEGMENT.custom3, 0, 31, 1, NUM_GEQ_CHANNELS)))); // custom3 is 0..31 - constrain NUM_BANDS between 2(for split) and cols (for small width segments)
uint_fast8_t split = map2(*projector,0,SEGMENT.virtualWidth(),0,(NUM_BANDS - 1));
uint16_t horizon = map2(SEGMENT.custom1,0,255,rows-1,0);
uint8_t depth = SEGMENT.custom2; // depth of perspective. 255 = infinite ("laser")
um_data_t *um_data = getAudioData();
uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
uint8_t heights[NUM_GEQ_CHANNELS] = { 0 };
const uint8_t maxHeight = roundf(float(rows) * ((rows<18) ? 0.75f : 0.85f)); // slightly reduce bar height on small panels
for (int i=0; i<NUM_BANDS; i++) {
unsigned band = i;
if (NUM_BANDS < NUM_GEQ_CHANNELS) band = map2(band, 0, NUM_BANDS - 1, 0, NUM_GEQ_CHANNELS-1); // always use full range.
heights[i] = map8(fftResult[band],0,maxHeight); // cache fftResult[] as data might be updated in parallel by the audioreactive core
}
for (int i=0; i<=split; i++) { // paint right vertical faces and top - LEFT to RIGHT
uint16_t colorIndex = map(cols/NUM_BANDS*i, 0, cols-1, 0, 255);
uint32_t ledColor = SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0);
int linex = i*(cols/NUM_BANDS);
if (heights[i] > 1) {
ledColorTemp = color_fade(ledColor,32,true);
int pPos = max(0, linex+(cols/NUM_BANDS)-1);
for (int y = (i<NUM_BANDS-1) ? heights[i+1] : 0; y <= heights[i]; y++) { // don't bother drawing what we'll hide anyway
if (rows-y > 0) SEGMENT.drawLine(pPos,rows-y-1,*projector,horizon,ledColorTemp,false,depth); // right side perspective
}
ledColorTemp = color_fade(ledColor,128,true);
if (heights[i] < rows-horizon && (*projector <=linex || *projector >= pPos)) { // draw if above horizon AND not directly under projector (special case later)
if (rows-heights[i] > 1) { // sanity check - avoid negative Y
for (uint_fast8_t x=linex; x<=pPos;x++) {
bool doSoft = SEGMENT.check2 && ((x==linex) || (x==pPos)); // only first and last line need AA
SEGMENT.drawLine(x,rows-heights[i]-2,*projector,horizon,ledColorTemp,doSoft,depth); // top perspective
}
}
}
}
}
for (int i=(NUM_BANDS - 1); i>split; i--) { // paint left vertical faces and top - RIGHT to LEFT
uint16_t colorIndex = map(cols/NUM_BANDS*i, 0, cols-1, 0, 255);
uint32_t ledColor = SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0);
int linex = i*(cols/NUM_BANDS);
int pPos = max(0, linex+(cols/NUM_BANDS)-1);
if (heights[i] > 1) {
ledColorTemp = color_fade(ledColor,32,true);
for (uint_fast8_t y = (i>0) ? heights[i-1] : 0; y <= heights[i]; y++) { // don't bother drawing what we'll hide anyway
if (rows-y > 0) SEGMENT.drawLine(linex,rows-y-1,*projector,horizon,ledColorTemp,false,depth); // left side perspective
}
ledColorTemp = color_fade(ledColor,128,true);
if (heights[i] < rows-horizon && (*projector <=linex || *projector >= pPos)) { // draw if above horizon AND not directly under projector (special case later)
if (rows-heights[i] > 1) { // sanity check - avoid negative Y
for (uint_fast8_t x=linex; x<=pPos;x++) {
bool doSoft = SEGMENT.check2 && ((x==linex) || (x==pPos)); // only first and last line need AA
SEGMENT.drawLine(x,rows-heights[i]-2,*projector,horizon,ledColorTemp,doSoft,depth); // top perspective
}
}
}
}
}
for (int i=0; i<NUM_BANDS; i++) {
uint16_t colorIndex = map(cols/NUM_BANDS*i, 0, cols-1, 0, 255);
uint32_t ledColor = SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0);
int linex = i*(cols/NUM_BANDS);
int pPos = linex+(cols/NUM_BANDS)-1;
int pPos1 = linex+(cols/NUM_BANDS);
if (*projector >=linex && *projector <= pPos) { // special case when top perspective is directly under the projector
if ((heights[i] > 1) && (heights[i] < rows-horizon) && (rows-heights[i] > 1)) {
ledColorTemp = color_fade(ledColor,128,true);
for (uint_fast8_t x=linex; x<=pPos;x++) {
bool doSoft = SEGMENT.check2 && ((x==linex) || (x==pPos)); // only first and last line need AA
SEGMENT.drawLine(x,rows-heights[i]-2,*projector,horizon,ledColorTemp,doSoft,depth); // top perspective
}
}
}
if ((heights[i] > 1) && (rows-heights[i] > 0)) {
ledColorTemp = color_fade(ledColor,SEGMENT.intensity,true);
for (uint_fast8_t x=linex; x<pPos1;x++) {
SEGMENT.drawLine(x,rows-1,x,rows-heights[i]-1,ledColorTemp); // front fill
}
if (!SEGMENT.check1 && heights[i] > rows-horizon) {
if (SEGMENT.intensity == 0) ledColorTemp = color_fade(ledColor,32,true); // match side fill if we're in blackout mode
SEGMENT.drawLine(linex,rows-heights[i]-1,linex+(cols/NUM_BANDS)-1,rows-heights[i]-1,ledColorTemp); // top line to simulate hidden top fill
}
if ((SEGMENT.check1) && (rows-heights[i] > 1)) {
SEGMENT.drawLine(linex, rows-1,linex,rows-heights[i]-1,ledColor); // left side line
SEGMENT.drawLine(linex+(cols/NUM_BANDS)-1,rows-1,linex+(cols/NUM_BANDS)-1,rows-heights[i]-1,ledColor); // right side line
SEGMENT.drawLine(linex, rows-heights[i]-2,linex+(cols/NUM_BANDS)-1,rows-heights[i]-2,ledColor); // top line
SEGMENT.drawLine(linex, rows-1,linex+(cols/NUM_BANDS)-1,rows-1,ledColor); // bottom line
}
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_GEQLASER[] PROGMEM = "GEQ 3D ☾@Speed,Front Fill,Horizon,Depth,Num Bands,Borders,Soft,;!,,Peaks;!;2f;sx=255,ix=228,c1=255,c2=255,c3=15,pal=11";
#endif // WLED_DISABLE_2D
/*
@title MoonModules WLED - Painbrush Effect
@file included in FX.cpp
@repo https://github.com/MoonModules/WLED, submit changes to this file as PRs to MoonModules/WLED
@Authors https://github.com/MoonModules/WLED/commits/mdev/
@Copyright © 2024 Github MoonModules Commit Authors (contact moonmodules@icloud.com for details)
@license GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007
This function is part of the MoonModules WLED fork also known as "WLED-MM".
WLED-MM is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
WLED-MM is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with WLED-MM. If not, see <https://www.gnu.org/licenses/>.
*/
///////////////////////
// 2D Paintbrush //
///////////////////////
uint16_t mode_2DPaintbrush() {
// Author: @TroyHacks
// @license GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
if (!SEGENV.allocateData(4)) return mode_static(); //allocation failed
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
SEGMENT.fill(BLACK);
SEGENV.aux0 = 0;
}
bool phase_chaos = SEGMENT.check3;
bool soft = SEGMENT.check2;
bool color_chaos = SEGMENT.check1;
CRGB color;
byte numLines = map8(SEGMENT.intensity,1,16);
SEGENV.aux0++; // hue
SEGMENT.fadeToBlackBy(map8(SEGENV.custom1,10,128));
um_data_t *um_data = getAudioData();
uint8_t *fftResult = (uint8_t*)um_data->u_data[2];
SEGENV.aux1 = phase_chaos?random8():0;
for (size_t i = 0; i < numLines; i++) {
byte bin = map(i,0,numLines,0,15);
byte x1 = beatsin8(max(16,int(SEGMENT.speed))/16*1 + fftResult[0]/16, 0, (cols-1), fftResult[bin], SEGENV.aux1);
byte x2 = beatsin8(max(16,int(SEGMENT.speed))/16*2 + fftResult[0]/16, 0, (cols-1), fftResult[bin], SEGENV.aux1);
byte y1 = beatsin8(max(16,int(SEGMENT.speed))/16*3 + fftResult[0]/16, 0, (rows-1), fftResult[bin], SEGENV.aux1);
byte y2 = beatsin8(max(16,int(SEGMENT.speed))/16*4 + fftResult[0]/16, 0, (rows-1), fftResult[bin], SEGENV.aux1);
int length = sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1));
length = map8(fftResult[bin],0,length);
if (length > max(1,int(SEGMENT.custom3))) {
if (color_chaos) {
color = ColorFromPalette(SEGPALETTE, i * 255 / numLines + (SEGENV.aux0&0xFF), 255, LINEARBLEND);
} else {
uint16_t colorIndex = map(i,0,numLines,0,255);
color = SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0);
}
SEGMENT.drawLine(x1,y1,x2,y2,color,soft,length);
}
}
return FRAMETIME;
} // mode_2DPaintbrush()
static const char _data_FX_MODE_2DPAINTBRUSH[] PROGMEM = "Paintbrush ☾@Oscillator Offset,# of lines,Fade Rate,,Min Length,Color Chaos,Anti-aliasing,Phase Chaos;!,,Peaks;!;2f;sx=160,ix=255,c1=80,c2=255,c3=0,pal=72,o1=0,o2=1,o3=0";
//////////////////////////////////////////////////////////////////////////////////////////
// mode data
static const char _data_RESERVED[] PROGMEM = "RSVD";
// add (or replace reserved) effect mode and data into vector
// use id==255 to find unallocated gaps (with "Reserved" data string)
// if vector size() is smaller than id (single) data is appended at the end (regardless of id)
void WS2812FX::addEffect(uint8_t id, mode_ptr mode_fn, const char *mode_name) {
if (id == 255) { // find empty slot
for (size_t i=1; i<_mode.size(); i++) if (_modeData[i] == _data_RESERVED) { id = i; break; }
}
if (id < _mode.size()) {
if (_modeData[id] != _data_RESERVED) return; // do not overwrite alerady added effect
_mode[id] = mode_fn;
_modeData[id] = mode_name;
} else {
_mode.push_back(mode_fn);
_modeData.push_back(mode_name);
if (_modeCount < _mode.size()) _modeCount++;
}
}
void WS2812FX::setupEffectData() {
// Solid must be first! (assuming vector is empty upon call to setup)
_mode.push_back(&mode_static);
_modeData.push_back(_data_FX_MODE_STATIC);
// fill reserved word in case there will be any gaps in the array
for (size_t i=1; i<_modeCount; i++) {
_mode.push_back(&mode_static);
_modeData.push_back(_data_RESERVED);
}
// now replace all pre-allocated effects
// --- 1D non-audio effects ---
addEffect(FX_MODE_BLINK, &mode_blink, _data_FX_MODE_BLINK);
addEffect(FX_MODE_BREATH, &mode_breath, _data_FX_MODE_BREATH);
addEffect(FX_MODE_COLOR_WIPE, &mode_color_wipe, _data_FX_MODE_COLOR_WIPE);
addEffect(FX_MODE_COLOR_WIPE_RANDOM, &mode_color_wipe_random, _data_FX_MODE_COLOR_WIPE_RANDOM);
addEffect(FX_MODE_RANDOM_COLOR, &mode_random_color, _data_FX_MODE_RANDOM_COLOR);
addEffect(FX_MODE_COLOR_SWEEP, &mode_color_sweep, _data_FX_MODE_COLOR_SWEEP);
addEffect(FX_MODE_DYNAMIC, &mode_dynamic, _data_FX_MODE_DYNAMIC);
addEffect(FX_MODE_RAINBOW, &mode_rainbow, _data_FX_MODE_RAINBOW);
addEffect(FX_MODE_RAINBOW_CYCLE, &mode_rainbow_cycle, _data_FX_MODE_RAINBOW_CYCLE);
addEffect(FX_MODE_SCAN, &mode_scan, _data_FX_MODE_SCAN);
addEffect(FX_MODE_DUAL_SCAN, &mode_dual_scan, _data_FX_MODE_DUAL_SCAN);
addEffect(FX_MODE_FADE, &mode_fade, _data_FX_MODE_FADE);
addEffect(FX_MODE_THEATER_CHASE, &mode_theater_chase, _data_FX_MODE_THEATER_CHASE);
addEffect(FX_MODE_THEATER_CHASE_RAINBOW, &mode_theater_chase_rainbow, _data_FX_MODE_THEATER_CHASE_RAINBOW);
addEffect(FX_MODE_RUNNING_LIGHTS, &mode_running_lights, _data_FX_MODE_RUNNING_LIGHTS);
addEffect(FX_MODE_SAW, &mode_saw, _data_FX_MODE_SAW);
addEffect(FX_MODE_TWINKLE, &mode_twinkle, _data_FX_MODE_TWINKLE);
addEffect(FX_MODE_DISSOLVE, &mode_dissolve, _data_FX_MODE_DISSOLVE);
addEffect(FX_MODE_DISSOLVE_RANDOM, &mode_dissolve_random, _data_FX_MODE_DISSOLVE_RANDOM);
addEffect(FX_MODE_SPARKLE, &mode_sparkle, _data_FX_MODE_SPARKLE);
addEffect(FX_MODE_FLASH_SPARKLE, &mode_flash_sparkle, _data_FX_MODE_FLASH_SPARKLE);
addEffect(FX_MODE_HYPER_SPARKLE, &mode_hyper_sparkle, _data_FX_MODE_HYPER_SPARKLE);
addEffect(FX_MODE_STROBE, &mode_strobe, _data_FX_MODE_STROBE);
addEffect(FX_MODE_STROBE_RAINBOW, &mode_strobe_rainbow, _data_FX_MODE_STROBE_RAINBOW);
addEffect(FX_MODE_MULTI_STROBE, &mode_multi_strobe, _data_FX_MODE_MULTI_STROBE);
addEffect(FX_MODE_BLINK_RAINBOW, &mode_blink_rainbow, _data_FX_MODE_BLINK_RAINBOW);
addEffect(FX_MODE_ANDROID, &mode_android, _data_FX_MODE_ANDROID);
addEffect(FX_MODE_CHASE_COLOR, &mode_chase_color, _data_FX_MODE_CHASE_COLOR);
addEffect(FX_MODE_CHASE_RANDOM, &mode_chase_random, _data_FX_MODE_CHASE_RANDOM);
addEffect(FX_MODE_CHASE_RAINBOW, &mode_chase_rainbow, _data_FX_MODE_CHASE_RAINBOW);
addEffect(FX_MODE_CHASE_FLASH, &mode_chase_flash, _data_FX_MODE_CHASE_FLASH);
addEffect(FX_MODE_CHASE_FLASH_RANDOM, &mode_chase_flash_random, _data_FX_MODE_CHASE_FLASH_RANDOM);
addEffect(FX_MODE_CHASE_RAINBOW_WHITE, &mode_chase_rainbow_white, _data_FX_MODE_CHASE_RAINBOW_WHITE);
addEffect(FX_MODE_COLORFUL, &mode_colorful, _data_FX_MODE_COLORFUL);
addEffect(FX_MODE_TRAFFIC_LIGHT, &mode_traffic_light, _data_FX_MODE_TRAFFIC_LIGHT);
addEffect(FX_MODE_COLOR_SWEEP_RANDOM, &mode_color_sweep_random, _data_FX_MODE_COLOR_SWEEP_RANDOM);
addEffect(FX_MODE_RUNNING_COLOR, &mode_running_color, _data_FX_MODE_RUNNING_COLOR);
addEffect(FX_MODE_AURORA, &mode_aurora, _data_FX_MODE_AURORA);
addEffect(FX_MODE_RUNNING_RANDOM, &mode_running_random, _data_FX_MODE_RUNNING_RANDOM);
addEffect(FX_MODE_LARSON_SCANNER, &mode_larson_scanner, _data_FX_MODE_LARSON_SCANNER);
addEffect(FX_MODE_COMET, &mode_comet, _data_FX_MODE_COMET);
addEffect(FX_MODE_FIREWORKS, &mode_fireworks, _data_FX_MODE_FIREWORKS);
addEffect(FX_MODE_RAIN, &mode_rain, _data_FX_MODE_RAIN);
addEffect(FX_MODE_TETRIX, &mode_tetrix, _data_FX_MODE_TETRIX);
addEffect(FX_MODE_FIRE_FLICKER, &mode_fire_flicker, _data_FX_MODE_FIRE_FLICKER);
addEffect(FX_MODE_GRADIENT, &mode_gradient, _data_FX_MODE_GRADIENT);
addEffect(FX_MODE_LOADING, &mode_loading, _data_FX_MODE_LOADING);
addEffect(FX_MODE_ROLLINGBALLS, &rolling_balls, _data_FX_MODE_ROLLINGBALLS);
addEffect(FX_MODE_FAIRY, &mode_fairy, _data_FX_MODE_FAIRY);
addEffect(FX_MODE_TWO_DOTS, &mode_two_dots, _data_FX_MODE_TWO_DOTS);
addEffect(FX_MODE_FAIRYTWINKLE, &mode_fairytwinkle, _data_FX_MODE_FAIRYTWINKLE);
addEffect(FX_MODE_RUNNING_DUAL, &mode_running_dual, _data_FX_MODE_RUNNING_DUAL);
addEffect(FX_MODE_TRICOLOR_CHASE, &mode_tricolor_chase, _data_FX_MODE_TRICOLOR_CHASE);
addEffect(FX_MODE_TRICOLOR_WIPE, &mode_tricolor_wipe, _data_FX_MODE_TRICOLOR_WIPE);
addEffect(FX_MODE_TRICOLOR_FADE, &mode_tricolor_fade, _data_FX_MODE_TRICOLOR_FADE);
addEffect(FX_MODE_LIGHTNING, &mode_lightning, _data_FX_MODE_LIGHTNING);
addEffect(FX_MODE_ICU, &mode_icu, _data_FX_MODE_ICU);
addEffect(FX_MODE_MULTI_COMET, &mode_multi_comet, _data_FX_MODE_MULTI_COMET);
addEffect(FX_MODE_DUAL_LARSON_SCANNER, &mode_dual_larson_scanner, _data_FX_MODE_DUAL_LARSON_SCANNER);
addEffect(FX_MODE_RANDOM_CHASE, &mode_random_chase, _data_FX_MODE_RANDOM_CHASE);
addEffect(FX_MODE_OSCILLATE, &mode_oscillate, _data_FX_MODE_OSCILLATE);
addEffect(FX_MODE_PRIDE_2015, &mode_pride_2015, _data_FX_MODE_PRIDE_2015);
addEffect(FX_MODE_JUGGLE, &mode_juggle, _data_FX_MODE_JUGGLE);
addEffect(FX_MODE_PALETTE, &mode_palette, _data_FX_MODE_PALETTE);
addEffect(FX_MODE_FIRE_2012, &mode_fire_2012, _data_FX_MODE_FIRE_2012);
addEffect(FX_MODE_COLORWAVES, &mode_colorwaves, _data_FX_MODE_COLORWAVES);
addEffect(FX_MODE_BPM, &mode_bpm, _data_FX_MODE_BPM);
addEffect(FX_MODE_FILLNOISE8, &mode_fillnoise8, _data_FX_MODE_FILLNOISE8);
addEffect(FX_MODE_NOISE16_1, &mode_noise16_1, _data_FX_MODE_NOISE16_1);
addEffect(FX_MODE_NOISE16_2, &mode_noise16_2, _data_FX_MODE_NOISE16_2);
addEffect(FX_MODE_NOISE16_3, &mode_noise16_3, _data_FX_MODE_NOISE16_3);
addEffect(FX_MODE_NOISE16_4, &mode_noise16_4, _data_FX_MODE_NOISE16_4);
addEffect(FX_MODE_COLORTWINKLE, &mode_colortwinkle, _data_FX_MODE_COLORTWINKLE);
addEffect(FX_MODE_LAKE, &mode_lake, _data_FX_MODE_LAKE);
addEffect(FX_MODE_METEOR, &mode_meteor, _data_FX_MODE_METEOR);
addEffect(FX_MODE_METEOR_SMOOTH, &mode_meteor_smooth, _data_FX_MODE_METEOR_SMOOTH);
addEffect(FX_MODE_RAILWAY, &mode_railway, _data_FX_MODE_RAILWAY);
addEffect(FX_MODE_RIPPLE, &mode_ripple, _data_FX_MODE_RIPPLE);
addEffect(FX_MODE_TWINKLEFOX, &mode_twinklefox, _data_FX_MODE_TWINKLEFOX);
addEffect(FX_MODE_TWINKLECAT, &mode_twinklecat, _data_FX_MODE_TWINKLECAT);
addEffect(FX_MODE_HALLOWEEN_EYES, &mode_halloween_eyes, _data_FX_MODE_HALLOWEEN_EYES);
addEffect(FX_MODE_STATIC_PATTERN, &mode_static_pattern, _data_FX_MODE_STATIC_PATTERN);
addEffect(FX_MODE_TRI_STATIC_PATTERN, &mode_tri_static_pattern, _data_FX_MODE_TRI_STATIC_PATTERN);
addEffect(FX_MODE_SPOTS, &mode_spots, _data_FX_MODE_SPOTS);
addEffect(FX_MODE_SPOTS_FADE, &mode_spots_fade, _data_FX_MODE_SPOTS_FADE);
addEffect(FX_MODE_GLITTER, &mode_glitter, _data_FX_MODE_GLITTER);
addEffect(FX_MODE_CANDLE, &mode_candle, _data_FX_MODE_CANDLE);
addEffect(FX_MODE_STARBURST, &mode_starburst, _data_FX_MODE_STARBURST);
addEffect(FX_MODE_EXPLODING_FIREWORKS, &mode_exploding_fireworks, _data_FX_MODE_EXPLODING_FIREWORKS);
addEffect(FX_MODE_BOUNCINGBALLS, &mode_bouncing_balls, _data_FX_MODE_BOUNCINGBALLS);
addEffect(FX_MODE_SINELON, &mode_sinelon, _data_FX_MODE_SINELON);
addEffect(FX_MODE_SINELON_DUAL, &mode_sinelon_dual, _data_FX_MODE_SINELON_DUAL);
addEffect(FX_MODE_SINELON_RAINBOW, &mode_sinelon_rainbow, _data_FX_MODE_SINELON_RAINBOW);
addEffect(FX_MODE_POPCORN, &mode_popcorn, _data_FX_MODE_POPCORN);
addEffect(FX_MODE_DRIP, &mode_drip, _data_FX_MODE_DRIP);
addEffect(FX_MODE_PLASMA, &mode_plasma, _data_FX_MODE_PLASMA);
addEffect(FX_MODE_PERCENT, &mode_percent, _data_FX_MODE_PERCENT);
addEffect(FX_MODE_RIPPLE_RAINBOW, &mode_ripple_rainbow, _data_FX_MODE_RIPPLE_RAINBOW);
addEffect(FX_MODE_HEARTBEAT, &mode_heartbeat, _data_FX_MODE_HEARTBEAT);
addEffect(FX_MODE_PACIFICA, &mode_pacifica, _data_FX_MODE_PACIFICA);
addEffect(FX_MODE_CANDLE_MULTI, &mode_candle_multi, _data_FX_MODE_CANDLE_MULTI);
addEffect(FX_MODE_SOLID_GLITTER, &mode_solid_glitter, _data_FX_MODE_SOLID_GLITTER);
addEffect(FX_MODE_SUNRISE, &mode_sunrise, _data_FX_MODE_SUNRISE);
addEffect(FX_MODE_PHASED, &mode_phased, _data_FX_MODE_PHASED);
addEffect(FX_MODE_TWINKLEUP, &mode_twinkleup, _data_FX_MODE_TWINKLEUP);
addEffect(FX_MODE_NOISEPAL, &mode_noisepal, _data_FX_MODE_NOISEPAL);
addEffect(FX_MODE_SINEWAVE, &mode_sinewave, _data_FX_MODE_SINEWAVE);
addEffect(FX_MODE_PHASEDNOISE, &mode_phased_noise, _data_FX_MODE_PHASEDNOISE);
addEffect(FX_MODE_FLOW, &mode_flow, _data_FX_MODE_FLOW);
addEffect(FX_MODE_CHUNCHUN, &mode_chunchun, _data_FX_MODE_CHUNCHUN);
addEffect(FX_MODE_DANCING_SHADOWS, &mode_dancing_shadows, _data_FX_MODE_DANCING_SHADOWS);
addEffect(FX_MODE_WASHING_MACHINE, &mode_washing_machine, _data_FX_MODE_WASHING_MACHINE);
addEffect(FX_MODE_BLENDS, &mode_blends, _data_FX_MODE_BLENDS);
addEffect(FX_MODE_TV_SIMULATOR, &mode_tv_simulator, _data_FX_MODE_TV_SIMULATOR);
addEffect(FX_MODE_DYNAMIC_SMOOTH, &mode_dynamic_smooth, _data_FX_MODE_DYNAMIC_SMOOTH);
// --- 1D audio effects ---
addEffect(FX_MODE_PIXELS, &mode_pixels, _data_FX_MODE_PIXELS);
addEffect(FX_MODE_PIXELWAVE, &mode_pixelwave, _data_FX_MODE_PIXELWAVE);
addEffect(FX_MODE_PARTYJERK, &mode_partyjerk, _data_FX_MODE_PARTYJERK);
addEffect(FX_MODE_JUGGLES, &mode_juggles, _data_FX_MODE_JUGGLES);
addEffect(FX_MODE_MATRIPIX, &mode_matripix, _data_FX_MODE_MATRIPIX);
addEffect(FX_MODE_GRAVIMETER, &mode_gravimeter, _data_FX_MODE_GRAVIMETER);
addEffect(FX_MODE_PLASMOID, &mode_plasmoid, _data_FX_MODE_PLASMOID);
addEffect(FX_MODE_PUDDLES, &mode_puddles, _data_FX_MODE_PUDDLES);
addEffect(FX_MODE_MIDNOISE, &mode_midnoise, _data_FX_MODE_MIDNOISE);
addEffect(FX_MODE_NOISEMETER, &mode_noisemeter, _data_FX_MODE_NOISEMETER);
addEffect(FX_MODE_FREQWAVE, &mode_freqwave, _data_FX_MODE_FREQWAVE);
addEffect(FX_MODE_FREQMATRIX, &mode_freqmatrix, _data_FX_MODE_FREQMATRIX);
addEffect(FX_MODE_WATERFALL, &mode_waterfall, _data_FX_MODE_WATERFALL);
addEffect(FX_MODE_FREQPIXELS, &mode_freqpixels, _data_FX_MODE_FREQPIXELS);
addEffect(FX_MODE_NOISEFIRE, &mode_noisefire, _data_FX_MODE_NOISEFIRE);
addEffect(FX_MODE_PUDDLEPEAK, &mode_puddlepeak, _data_FX_MODE_PUDDLEPEAK);
addEffect(FX_MODE_NOISEMOVE, &mode_noisemove, _data_FX_MODE_NOISEMOVE);
addEffect(FX_MODE_PERLINMOVE, &mode_perlinmove, _data_FX_MODE_PERLINMOVE);
addEffect(FX_MODE_RIPPLEPEAK, &mode_ripplepeak, _data_FX_MODE_RIPPLEPEAK);
addEffect(FX_MODE_FREQMAP, &mode_freqmap, _data_FX_MODE_FREQMAP);
addEffect(FX_MODE_GRAVCENTER, &mode_gravcenter, _data_FX_MODE_GRAVCENTER);
addEffect(FX_MODE_GRAVCENTRIC, &mode_gravcentric, _data_FX_MODE_GRAVCENTRIC);
addEffect(FX_MODE_GRAVFREQ, &mode_gravfreq, _data_FX_MODE_GRAVFREQ);
addEffect(FX_MODE_DJLIGHT, &mode_DJLight, _data_FX_MODE_DJLIGHT);
addEffect(FX_MODE_BLURZ, &mode_blurz, _data_FX_MODE_BLURZ);
addEffect(FX_MODE_FLOWSTRIPE, &mode_FlowStripe, _data_FX_MODE_FLOWSTRIPE);
addEffect(FX_MODE_WAVESINS, &mode_wavesins, _data_FX_MODE_WAVESINS);
addEffect(FX_MODE_ROCKTAVES, &mode_rocktaves, _data_FX_MODE_ROCKTAVES);
// --- WLEDSR experimental 1D audio enhanced
addEffect(FX_MODE_POPCORN_AR, &mode_popcorn_audio, _data_FX_MODE_POPCORN_AR);
addEffect(FX_MODE_STARBURST_AR, &mode_starburst_audio, _data_FX_MODE_STARBURST_AR);
addEffect(FX_MODE_FIREWORKS_AR, &mode_fireworks_audio, _data_FX_MODE_FIREWORKS_AR);
// --- 2D effects ---
#ifndef WLED_DISABLE_2D
addEffect(FX_MODE_2DSPACESHIPS, &mode_2Dspaceships, _data_FX_MODE_2DSPACESHIPS);
addEffect(FX_MODE_2DCRAZYBEES, &mode_2Dcrazybees, _data_FX_MODE_2DCRAZYBEES);
addEffect(FX_MODE_2DGHOSTRIDER, &mode_2Dghostrider, _data_FX_MODE_2DGHOSTRIDER);
addEffect(FX_MODE_2DBLOBS, &mode_2Dfloatingblobs, _data_FX_MODE_2DBLOBS);
addEffect(FX_MODE_2DSCROLLTEXT, &mode_2Dscrollingtext, _data_FX_MODE_2DSCROLLTEXT);
addEffect(FX_MODE_2DDRIFTROSE, &mode_2Ddriftrose, _data_FX_MODE_2DDRIFTROSE);
addEffect(FX_MODE_2DDISTORTIONWAVES, &mode_2Ddistortionwaves, _data_FX_MODE_2DDISTORTIONWAVES);
addEffect(FX_MODE_2DGEQ, &mode_2DGEQ, _data_FX_MODE_2DGEQ); // audio
addEffect(FX_MODE_2DNOISE, &mode_2Dnoise, _data_FX_MODE_2DNOISE);
addEffect(FX_MODE_2DFIRENOISE, &mode_2Dfirenoise, _data_FX_MODE_2DFIRENOISE);
addEffect(FX_MODE_2DSQUAREDSWIRL, &mode_2Dsquaredswirl, _data_FX_MODE_2DSQUAREDSWIRL);
//non audio
addEffect(FX_MODE_2DDNA, &mode_2Ddna, _data_FX_MODE_2DDNA);
addEffect(FX_MODE_2DMATRIX, &mode_2Dmatrix, _data_FX_MODE_2DMATRIX);
addEffect(FX_MODE_2DMETABALLS, &mode_2Dmetaballs, _data_FX_MODE_2DMETABALLS);
addEffect(FX_MODE_2DFUNKYPLANK, &mode_2DFunkyPlank, _data_FX_MODE_2DFUNKYPLANK); // audio
addEffect(FX_MODE_2DPULSER, &mode_2DPulser, _data_FX_MODE_2DPULSER);
addEffect(FX_MODE_2DDRIFT, &mode_2DDrift, _data_FX_MODE_2DDRIFT);
addEffect(FX_MODE_2DWAVERLY, &mode_2DWaverly, _data_FX_MODE_2DWAVERLY); // audio
addEffect(FX_MODE_2DSUNRADIATION, &mode_2DSunradiation, _data_FX_MODE_2DSUNRADIATION);
addEffect(FX_MODE_2DCOLOREDBURSTS, &mode_2DColoredBursts, _data_FX_MODE_2DCOLOREDBURSTS);
addEffect(FX_MODE_2DJULIA, &mode_2DJulia, _data_FX_MODE_2DJULIA);
addEffect(FX_MODE_2DGAMEOFLIFE, &mode_2Dgameoflife, _data_FX_MODE_2DGAMEOFLIFE);
addEffect(FX_MODE_2DTARTAN, &mode_2Dtartan, _data_FX_MODE_2DTARTAN);
addEffect(FX_MODE_2DPOLARLIGHTS, &mode_2DPolarLights, _data_FX_MODE_2DPOLARLIGHTS);
addEffect(FX_MODE_2DSWIRL, &mode_2DSwirl, _data_FX_MODE_2DSWIRL); // audio
addEffect(FX_MODE_2DLISSAJOUS, &mode_2DLissajous, _data_FX_MODE_2DLISSAJOUS);
addEffect(FX_MODE_2DFRIZZLES, &mode_2DFrizzles, _data_FX_MODE_2DFRIZZLES);
addEffect(FX_MODE_2DPLASMABALL, &mode_2DPlasmaball, _data_FX_MODE_2DPLASMABALL);
addEffect(FX_MODE_2DHIPHOTIC, &mode_2DHiphotic, _data_FX_MODE_2DHIPHOTIC);
addEffect(FX_MODE_2DSINDOTS, &mode_2DSindots, _data_FX_MODE_2DSINDOTS);
addEffect(FX_MODE_2DDNASPIRAL, &mode_2DDNASpiral, _data_FX_MODE_2DDNASPIRAL);
addEffect(FX_MODE_2DBLACKHOLE, &mode_2DBlackHole, _data_FX_MODE_2DBLACKHOLE);
addEffect(FX_MODE_2DSOAP, &mode_2Dsoap, _data_FX_MODE_2DSOAP);
addEffect(FX_MODE_2DOCTOPUS, &mode_2Doctopus, _data_FX_MODE_2DOCTOPUS);
addEffect(FX_MODE_2DWAVINGCELL, &mode_2Dwavingcell, _data_FX_MODE_2DWAVINGCELL);
addEffect(FX_MODE_2DSNOWFALL, &mode_2DSnowFall, _data_FX_MODE_2DSNOWFALL);
addEffect(FX_MODE_2DAKEMI, &mode_2DAkemi, _data_FX_MODE_2DAKEMI); // audio
addEffect(FX_MODE_GEQLASER, &mode_GEQLASER, _data_FX_MODE_GEQLASER); // audio
addEffect(FX_MODE_2DPAINTBRUSH, &mode_2DPaintbrush, _data_FX_MODE_2DPAINTBRUSH); // audio
#endif // WLED_DISABLE_2D
}