Effect: 2D Matrix gap fix
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@ -5286,66 +5286,62 @@ uint16_t mode_2Dmatrix(void) { // Matrix2D. By Jeremy Williams.
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const uint16_t cols = SEGMENT.virtualWidth();
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const uint16_t rows = SEGMENT.virtualHeight();
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uint16_t dataSize = (SEGLEN+7) >> 3; //1 bit per LED for trails
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if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed
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if (SEGENV.call == 0) {
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memset(SEGMENT.data, 0, dataSize); // no falling spawns
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SEGMENT.fill(BLACK);
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SEGENV.aux0 = SEGENV.aux1 = UINT16_MAX;
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SEGENV.step = 0;
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}
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uint8_t fade = map(SEGMENT.custom1, 0, 255, 50, 250); // equals trail size
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uint8_t speed = (256-SEGMENT.speed) >> map(MIN(rows, 150), 0, 150, 0, 3); // slower speeds for small displays
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CRGB spawnColor;
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CRGB trailColor;
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uint32_t spawnColor;
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uint32_t trailColor;
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if (SEGMENT.check1) {
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spawnColor = SEGCOLOR(0);
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trailColor = SEGCOLOR(1);
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} else {
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spawnColor = CRGB(175,255,175);
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trailColor = CRGB(27,130,39);
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spawnColor = RGBW32(175,255,175,0);
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trailColor = RGBW32(27,130,39,0);
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}
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bool emptyScreen = true;
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if (strip.now - SEGENV.step >= speed) {
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SEGENV.step = strip.now;
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// find out what color value is returned by gPC for a "falling code" example pixel
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// the color values returned may differ from the previously set values, due to
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// - auto brightness limiter (dimming)
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// - lossy color buffer (when not using global buffer)
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// - color balance correction
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// - segment opacity
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CRGB oldSpawnColor = spawnColor;
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if ((SEGENV.aux0 < cols) && (SEGENV.aux1 < rows)) { // we have a hint from last run
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oldSpawnColor = SEGMENT.getPixelColorXY(SEGENV.aux0, SEGENV.aux1); // find color of previous spawns
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SEGENV.aux1 ++; // our sample pixel will be one row down the next time
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}
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if ((oldSpawnColor == CRGB::Black) || (oldSpawnColor == trailColor)) oldSpawnColor = spawnColor; // reject "black", as it would mean that ALL pixels create trails
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// move pixels one row down. Falling codes keep color and add trail pixels; all others pixels are faded
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for (int row=rows-1; row>=0; row--) {
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for (int col=0; col<cols; col++) {
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CRGB pix = SEGMENT.getPixelColorXY(col, row);
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if (pix == oldSpawnColor) { // this comparison may still fail due to overlays changing pixels, or due to gaps (2d-gaps.json)
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// TODO: it would be better to paint trails idividually instead of relying on fadeToBlackBy()
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SEGMENT.fadeToBlackBy(fade);
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for (int row = rows-1; row >= 0; row--) {
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for (int col = 0; col < cols; col++) {
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unsigned index = XY(col, row) >> 3;
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unsigned bitNum = XY(col, row) & 0x07;
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if (bitRead(SEGENV.data[index], bitNum)) {
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SEGMENT.setPixelColorXY(col, row, trailColor); // create trail
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if (row < rows-1) SEGMENT.setPixelColorXY(col, row+1, spawnColor);
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} else {
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// fade other pixels
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if (pix != CRGB::Black) SEGMENT.setPixelColorXY(col, row, pix.nscale8(fade)); // optimization: don't fade black pixels
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bitClear(SEGENV.data[index], bitNum);
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if (row < rows-1) {
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SEGMENT.setPixelColorXY(col, row+1, spawnColor);
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index = XY(col, row+1) >> 3;
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bitNum = XY(col, row+1) & 0x07;
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bitSet(SEGENV.data[index], bitNum);
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emptyScreen = false;
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}
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}
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}
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}
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// check for empty screen to ensure code spawn
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bool emptyScreen = (SEGENV.aux1 >= rows); // empty screen means that the last falling code has moved out of screen area
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// spawn new falling code
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if (random8() <= SEGMENT.intensity || emptyScreen) {
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uint8_t spawnX = random8(cols);
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SEGMENT.setPixelColorXY(spawnX, 0, spawnColor);
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// update hint for next run
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SEGENV.aux0 = spawnX;
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SEGENV.aux1 = 0;
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unsigned index = XY(spawnX, 0) >> 3;
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unsigned bitNum = XY(spawnX, 0) & 0x07;
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bitSet(SEGENV.data[index], bitNum);
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}
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} // if millis
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}
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return FRAMETIME;
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} // mode_2Dmatrix()
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