Soap, new 2D effect (#3184)

* Soap, new 2D effect

* Fix Soap FX on matrices with edges < 8 LEDs

* Add palette support to Soap FX

---------

Co-authored-by: cschwinne <dev.aircoookie@gmail.com>
This commit is contained in:
Blaž Kristan 2023-04-27 01:22:33 +02:00 committed by GitHub
parent 5e2fa13471
commit 2540a2dfd9
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3 changed files with 121 additions and 1 deletions

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@ -7333,7 +7333,7 @@ static const char _data_FX_MODE_2DAKEMI[] PROGMEM = "Akemi@Color speed,Dance;Hea
// Distortion waves - ldirko
// https://editor.soulmatelights.com/gallery/1089-distorsion-waves
// apated for WLD by @blazoncek
// adapted for WLED by @blazoncek
uint16_t mode_2Ddistortionwaves() {
if (!strip.isMatrix) return mode_static(); // not a 2D set-up
@ -7384,6 +7384,123 @@ uint16_t mode_2Ddistortionwaves() {
}
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)*5)) 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);
uint32_t *scale32_x = reinterpret_cast<uint32_t*>(SEGENV.data + dataSize + sizeof(uint32_t)*3);
uint32_t *scale32_y = reinterpret_cast<uint32_t*>(SEGENV.data + dataSize + sizeof(uint32_t)*4);
// init
if (SEGENV.call == 0) {
SEGMENT.setUpLeds();
*noise32_x = random16();
*noise32_y = random16();
*noise32_z = random16();
*scale32_x = 160000/cols;
*scale32_y = 160000/rows;
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 + ioffset, *noise32_y + joffset, *noise32_z) >> 8;
noise3d[i*cols + j] = scale8(noise3d[i*cols + j], SEGMENT.intensity) + scale8(data, 255 - SEGMENT.intensity);
SEGMENT.setPixelColorXY(i, j, ColorFromPalette(SEGPALETTE,~noise3d[i*cols + j]*3));
SEGMENT.color_wheel(1);
}
}
}
uint32_t mov = max(cols,rows)*SEGMENT.speed/4;
*noise32_x += mov;
*noise32_y += mov;
*noise32_z += mov;
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 + ioffset, *noise32_y + joffset, *noise32_z) >> 8;
noise3d[i*cols + j] = scale8(noise3d[i*cols + j], SEGMENT.intensity) + scale8(data, 255 - SEGMENT.intensity);
}
}
int zD;
int zF;
int amplitude;
int8_t shiftX = 0; //(SEGMENT.custom1 - 128) / 4;
int8_t shiftY = 0; //(SEGMENT.custom2 - 128) / 4;
CRGB ledsbuff[cols+rows];
amplitude = (cols >= 16) ? (cols-8)/8 : 1;
for (int y = 0; y < rows; y++) {
int amount = ((int)noise3d[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[(abs(zD)%cols)*cols + y]*3);
CRGB PixelB = CRGB::Black;
if ((zF >= 0) && (zF < cols)) PixelB = SEGMENT.getPixelColorXY(zF, y);
else PixelB = ColorFromPalette(SEGPALETTE, ~noise3d[(abs(zF)%cols)*cols + y]*3);
ledsbuff[x] = (PixelA.nscale8(ease8InOutApprox(255 - fraction))) + (PixelB.nscale8(ease8InOutApprox(fraction))); // lerp8by8(PixelA, PixelB, fraction );
}
for (size_t x = 0; x < cols; x++) {
SEGMENT.setPixelColorXY(x, y, ledsbuff[x]);
}
}
amplitude = (rows >= 16) ? (rows-8)/8 : 1;
for (int x = 0; x < cols; x++) {
int amount = ((int)noise3d[x*cols] - 128) * 2 * amplitude + 256*shiftY;
int delta = abs(amount) >> 8;
int fraction = abs(amount) & 255;
for (size_t 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[x*cols + abs(zD)%rows]*3);
CRGB PixelB = CRGB::Black;
if ((zF >= 0) && (zF < rows)) PixelB = SEGMENT.getPixelColorXY(x, zF);
else PixelB = ColorFromPalette(SEGPALETTE, ~noise3d[x*cols + abs(zF)%rows]*3);
ledsbuff[y] = (PixelA.nscale8(ease8InOutApprox(255 - fraction))) + (PixelB.nscale8(ease8InOutApprox(fraction)));
}
for (int y = 0; y < rows; y++) {
SEGMENT.setPixelColorXY(x, y, ledsbuff[y]);
}
}
return FRAMETIME;
}
static const char _data_FX_MODE_2DSOAP[] PROGMEM = "Soap@!,Smoothness;;!;2;";
#endif // WLED_DISABLE_2D
@ -7617,6 +7734,7 @@ void WS2812FX::setupEffectData() {
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_2DAKEMI, &mode_2DAkemi, _data_FX_MODE_2DAKEMI); // audio
#endif // WLED_DISABLE_2D

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@ -255,6 +255,7 @@
#define FX_MODE_2DSCROLLTEXT 122 //gap fill
#define FX_MODE_2DDRIFTROSE 123 //gap fill
#define FX_MODE_2DDISTORTIONWAVES 124
#define FX_MODE_2DSOAP 125
// WLED-SR effects (SR compatible IDs !!!)
#define FX_MODE_PIXELS 128

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@ -228,6 +228,7 @@ CRGBPalette16 &Segment::loadPalette(CRGBPalette16 &targetPalette, uint8_t pal) {
case FX_MODE_GLITTER : pal = 11; break; // rainbow colors
case FX_MODE_SUNRISE : pal = 35; break; // heat palette
case FX_MODE_RAILWAY : pal = 3; break; // prim + sec
case FX_MODE_2DSOAP : pal = 11; break; // rainbow colors
}
switch (pal) {
case 0: //default palette. Exceptions for specific effects above