From 5c7d993dbea2c532f08eebf50d88d23edea29bb8 Mon Sep 17 00:00:00 2001 From: cschwinne Date: Fri, 3 Jan 2020 22:56:56 +0100 Subject: [PATCH] Numerous improvements to 1D FW --- wled00/FX.cpp | 117 ++++++++++++++++++++++------------------------ wled00/wled00.ino | 2 +- 2 files changed, 58 insertions(+), 61 deletions(-) diff --git a/wled00/FX.cpp b/wled00/FX.cpp index 6051a155..e1af8338 100644 --- a/wled00/FX.cpp +++ b/wled00/FX.cpp @@ -2610,7 +2610,8 @@ uint16_t WS2812FX::mode_starburst(void) { typedef struct Spark { float pos; float vel; - float col; + uint16_t col; + uint8_t colIndex; } spark; uint16_t WS2812FX::mode_exploding_fireworks(void) @@ -2623,104 +2624,100 @@ uint16_t WS2812FX::mode_exploding_fireworks(void) fill(BLACK); + bool actuallyReverse = SEGMENT.getOption(1); + //have fireworks start in either direction based on intensity + SEGMENT.setOption(1, SEGENV.step); + Spark* sparks = reinterpret_cast(SEGENV.data); Spark* flare = sparks; //first spark is flare data - float gravity = -0.02 - (SEGMENT.speed/10000.0); // m/s/s + float gravity = -0.0004 - (SEGMENT.speed/800000.0); // m/s/s + gravity *= SEGLEN; - if (SEGENV.aux1 == 0) { //FLARE + if (SEGENV.aux0 < 2) { //FLARE if (SEGENV.aux0 == 0) { //init flare flare->pos = 0; - flare->vel = float(random16(150, 190)) / (75+(255-SEGMENT.intensity)/4); // trial and error to get reasonable range - //flare->vel = 2; - flare->col = 1; //brightness - - // initialize launch sparks - for (int i = 1; i < min(6, numSparks); i++) { - sparks[i].pos = 0; - sparks[i].vel = (float(random8(100,255)) / 255.0) * (flare->vel/ 3.0); // random around 20% of flare velocity - sparks[i].col = sparks[i].vel * 1000.0; - sparks[i].col = constrain(sparks[i].col, 0, 255); - } + uint16_t peakHeight = 75 + random8(180); //0-255 + peakHeight = (peakHeight * (SEGLEN -1)) >> 8; + flare->vel = sqrt(-2.0 * gravity * peakHeight); + flare->col = 255; //brightness + SEGENV.aux0 = 1; } // launch - if (flare->vel > -.3) { - // sparks - for (int i = 1; i < min(6, numSparks); i++) { - sparks[i].pos += sparks[i].vel; - sparks[i].pos = constrain(sparks[i].pos, 0, SEGLEN-1); - sparks[i].vel += gravity; - sparks[i].col -= 0.8; - sparks[i].col = constrain(sparks[i].col, 0, 255); - - CRGB color = HeatColor(sparks[i].col); - setPixelColor(SEGMENT.start + int(sparks[i].pos),color.red,color.green,color.blue); - } + if (flare->vel > 12 * gravity) { // flare - //fade_out(255); - setPixelColor(SEGMENT.start + int(flare->pos),flare->col*255,flare->col*255,flare->col*255); + setPixelColor(SEGMENT.start + int(flare->pos),flare->col,flare->col,flare->col); flare->pos += flare->vel; flare->pos = constrain(flare->pos, 0, SEGLEN-1); flare->vel += gravity; - flare->col *= .975; + flare->col -= 2; } else { - SEGENV.aux0 = 0; // allow next state to init - SEGENV.aux1 = 1; // ready to explode + SEGENV.aux0 = 2; // ready to explode } - } else { + } else if (SEGENV.aux0 < 4) { /* * Explode! * * Explosion happens where the flare ended. * Size is proportional to the height. */ - int nSparks = flare->pos / 2; // works out to look about right + int nSparks = flare->pos; nSparks = constrain(nSparks, 0, numSparks); static float dying_gravity; - //gravity = -0.02 - ((255-SEGMENT.speed)/10000.0); // initialize sparks - if (SEGENV.aux0==0) { + if (SEGENV.aux0 == 2) { for (int i = 1; i < nSparks; i++) { sparks[i].pos = flare->pos; - sparks[i].vel = (float(random16(0, 20000)) / 10000.0) - 1.0; // from -1 to 1 - sparks[i].col = abs(sparks[i].vel * 500.0); // set colors before scaling velocity to keep them bright - sparks[i].col = constrain(sparks[i].col, 0, 255); - sparks[i].vel *= flare->pos / SEGLEN; // proportional to height + sparks[i].vel = (float(random16(0, 20000)) / 10000.0) - 0.9; // from -0.9 to 1.1 + 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/SEGLEN; // proportional to height + sparks[i].vel *= -gravity *50; } - sparks[1].col = 255; // this will be our known spark - dying_gravity = gravity; - SEGENV.aux0 = 1; + //sparks[1].col = 345; // this will be our known spark + dying_gravity = gravity/2; + SEGENV.aux0 = 3; } - - float c1 = 120; - float c2 = 50; - if (sparks[1].col > 5) {//&& sparks[1].pos > 0) { // as long as our known spark is lit, work with all the sparks - //fade_out(255); + 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].pos = constrain(sparks[i].pos, 0, SEGLEN-1); sparks[i].vel += dying_gravity; - sparks[i].col *= .97; - sparks[i].col = constrain(sparks[i].col, 0, 255); // red cross dissolve - - if(sparks[i].pos > c1) { // fade white to yellow - setPixelColor(SEGMENT.start + sparks[i].pos,255, 255, (255 * (sparks[i].col - c1)) / (255 - c1)); - } else if (sparks[i].col < c2) { // fade from red to black - setPixelColor(SEGMENT.start + sparks[i].pos,(255 * sparks[i].col) / c2, 0, 0); - } else { // fade from yellow to red - setPixelColor(SEGMENT.start + sparks[i].pos,255, (255 * (sparks[i].col - c2)) / (c1 - c2), 0); + if (sparks[i].col > 3) sparks[i].col -= 4; + + if (sparks[i].pos > 0 && sparks[i].pos < SEGLEN) { + uint16_t prog = sparks[i].col; + uint32_t spColor = (SEGMENT.palette) ? 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 = col_to_crgb(color_blend(spColor, WHITE, (prog - 300)*5)); + } else if (prog > 45) { //fade from spark color to black + c = col_to_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); + } + setPixelColor(SEGMENT.start + int(sparks[i].pos), c.red, c.green, c.blue); } } - dying_gravity *= .995; // as sparks burn out they fall slower + dying_gravity *= .99; // as sparks burn out they fall slower } else { - SEGENV.aux0 = 0; //init again - SEGENV.aux1 = 0; //back to flare + SEGENV.aux0 = 6 + random8(10); //wait for this many frames + } + } else { + SEGENV.aux0--; + if (SEGENV.aux0 < 4) { + SEGENV.aux0 = 0; //back to flare + SEGENV.step = (SEGMENT.intensity > random8()); //decide firing side } } + + SEGMENT.setOption(1, actuallyReverse); + return FRAMETIME; } diff --git a/wled00/wled00.ino b/wled00/wled00.ino index 5fc1092f..52951f61 100644 --- a/wled00/wled00.ino +++ b/wled00/wled00.ino @@ -98,7 +98,7 @@ //version code in format yymmddb (b = daily build) -#define VERSION 2001022 +#define VERSION 2001031 char versionString[] = "0.9.0-b2";