* improves robustness of the Matrix effect, by dynamically adjusting the "reference color" used to identify "falling code" head pixels.
* a bit faster, as I've removed the need to scan all pixels a second time for "black screen" detection.

Its still not perfect, and the main loop could be simplified a lot by leveraging on the fact that all changes actually happen in the top row, and "falling" is actually just moving everything down by one pixel.
This commit is contained in:
Frank 2023-09-18 14:57:15 +02:00
parent 527e3d6cd0
commit 3260f46543

View File

@ -5169,7 +5169,7 @@ static const char _data_FX_MODE_2DLISSAJOUS[] PROGMEM = "Lissajous@X frequency,F
///////////////////////
// 2D Matrix //
///////////////////////
uint16_t mode_2Dmatrix(void) { // Matrix2D. By Jeremy Williams. Adapted by Andrew Tuline & improved by merkisoft and ewowi.
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();
@ -5177,6 +5177,8 @@ uint16_t mode_2Dmatrix(void) { // Matrix2D. By Jeremy Williams.
if (SEGENV.call == 0) {
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
@ -5194,10 +5196,23 @@ uint16_t mode_2Dmatrix(void) { // Matrix2D. By Jeremy Williams.
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
}
// 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 == spawnColor) {
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 {
@ -5208,18 +5223,15 @@ uint16_t mode_2Dmatrix(void) { // Matrix2D. By Jeremy Williams.
}
// check for empty screen to ensure code spawn
bool emptyScreen = true;
for (int x=0; x<cols; x++) for (int y=0; y<rows; y++) {
if (SEGMENT.getPixelColorXY(x,y)) {
emptyScreen = false;
break;
}
}
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) {
if (random8() <= SEGMENT.intensity || emptyScreen) {
uint8_t spawnX = random8(cols);
SEGMENT.setPixelColorXY(spawnX, 0, spawnColor);
// update hint for next run
SEGENV.aux0 = spawnX;
SEGENV.aux1 = 0;
}
} // if millis