Drip to virtualStrip
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wled00/FX.cpp
126
wled00/FX.cpp
@ -3375,91 +3375,83 @@ static const char _data_FX_MODE_EXPLODING_FIREWORKS[] PROGMEM = "Fireworks 1D@Gr
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*/
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uint16_t mode_drip(void)
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{
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const uint16_t cols = strip.isMatrix ? SEGMENT.virtualWidth() : 1;
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const uint16_t rows = strip.isMatrix ? SEGMENT.virtualHeight() : SEGMENT.virtualLength();
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//allocate segment data
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uint8_t numDrops = 4;
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uint16_t dataSize = sizeof(spark) * numDrops;
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if (!SEGENV.allocateData(dataSize * cols)) return mode_static(); //allocation failed
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uint8_t maxNumDrops = 4;
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uint16_t dataSize = sizeof(spark) * maxNumDrops;
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if (!SEGENV.allocateData(dataSize * SEGMENT.nrOfVStrips())) return mode_static(); //allocation failed
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Spark* drops = reinterpret_cast<Spark*>(SEGENV.data);
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SEGMENT.fill(SEGCOLOR(1));
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Spark* drops = reinterpret_cast<Spark*>(SEGENV.data);
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struct virtualStrip {
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static void runStrip(uint16_t stripNr, Spark* drops) {
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numDrops = 1 + (SEGMENT.intensity >> 6); // 255>>6 = 3
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uint8_t numDrops = 1 + (SEGMENT.intensity >> 6); // 255>>6 = 3
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float gravity = -0.0005 - (SEGMENT.speed/50000.0);
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gravity *= rows-1;
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int sourcedrop = 12;
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float gravity = -0.0005 - (SEGMENT.speed/50000.0);
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gravity *= (SEGLEN*1)-1;
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int sourcedrop = 12;
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for (int k=0; k < cols; k++) {
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for (size_t j=0; j < numDrops; j++) {
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uint16_t idx = k*numDrops + j;
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if (drops[idx].colIndex == 0) { //init
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drops[idx].pos = rows-1; // start at end
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drops[idx].vel = 0; // speed
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drops[idx].col = sourcedrop; // brightness
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drops[idx].colIndex = 1; // drop state (0 init, 1 forming, 2 falling, 5 bouncing)
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}
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uint32_t col = color_blend(BLACK, SEGCOLOR(0), sourcedrop);
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if (strip.isMatrix) SEGMENT.setPixelColorXY(k, 0, col);
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else SEGMENT.setPixelColor(rows-1, col);// water source
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if (drops[idx].colIndex == 1) {
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if (drops[idx].col > 255) drops[idx].col = 255;
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col = color_blend(BLACK,SEGCOLOR(0),drops[idx].col);
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if (strip.isMatrix) SEGMENT.setPixelColorXY(k, rows - 1 - uint16_t(drops[idx].pos), col);
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else SEGMENT.setPixelColor(uint16_t(drops[idx].pos), col);
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drops[idx].col += map(SEGMENT.speed, 0, 255, 1, 6); // swelling
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if (random8() < drops[idx].col/10) { // random drop
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drops[idx].colIndex = 2; //fall
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drops[idx].col = 255;
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for (int j=0;j<numDrops;j++) {
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if (drops[j].colIndex == 0) { //init
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drops[j].pos = (SEGLEN*1)-1; // start at end
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drops[j].vel = 0; // speed
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drops[j].col = sourcedrop; // brightness
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drops[j].colIndex = 1; // drop state (0 init, 1 forming, 2 falling, 5 bouncing)
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}
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}
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if (drops[idx].colIndex > 1) { // falling
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if (drops[idx].pos > 0) { // fall until end of segment
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drops[idx].pos += drops[idx].vel;
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if (drops[idx].pos < 0) drops[idx].pos = 0;
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drops[idx].vel += gravity; // gravity is negative
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for (int i = 1; i < 7 - drops[idx].colIndex; i++) { // some minor math so we don't expand bouncing droplets
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uint16_t pos = constrain(uint16_t(drops[idx].pos) +i, 0, rows-1); //this is BAD, returns a pos >= SEGLEN occasionally
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col = color_blend(BLACK, SEGCOLOR(0), drops[idx].col/i);
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if (strip.isMatrix) SEGMENT.setPixelColorXY(k, rows - 1 - pos, col);
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else SEGMENT.setPixelColor(pos, col); //spread pixel with fade while falling
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SEGMENT.setPixelColor(stripNr, (SEGLEN*1)-1, color_blend(BLACK,SEGCOLOR(0), sourcedrop));// water source
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if (drops[j].colIndex==1) {
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if (drops[j].col>255) drops[j].col=255;
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SEGMENT.setPixelColor(stripNr, uint16_t(drops[j].pos), color_blend(BLACK,SEGCOLOR(0),drops[j].col));
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drops[j].col += map(SEGMENT.speed, 0, 255, 1, 6); // swelling
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if (random8() < drops[j].col/10) { // random drop
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drops[j].colIndex=2; //fall
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drops[j].col=255;
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}
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}
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if (drops[j].colIndex > 1) { // falling
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if (drops[j].pos > 0) { // fall until end of segment
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drops[j].pos += drops[j].vel;
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if (drops[j].pos < 0) drops[j].pos = 0;
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drops[j].vel += gravity; // gravity is negative
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if (drops[idx].colIndex > 2) { // during bounce, some water is on the floor
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col = color_blend(SEGCOLOR(0), BLACK, drops[idx].col);
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if (strip.isMatrix) SEGMENT.setPixelColorXY(k, rows - 1, col);
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else SEGMENT.setPixelColor(0, col);
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}
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} else { // we hit bottom
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if (drops[idx].colIndex > 2) { // already hit once, so back to forming
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drops[idx].colIndex = 0;
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drops[idx].col = sourcedrop;
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} else {
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for (int i=1;i<7-drops[j].colIndex;i++) { // some minor math so we don't expand bouncing droplets
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uint16_t pos = constrain(uint16_t(drops[j].pos) +i, 0, SEGLEN-1); //this is BAD, returns a pos >= SEGLEN occasionally
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SEGMENT.setPixelColor(pos | int((stripNr+1)<<16), color_blend(BLACK,SEGCOLOR(0),drops[j].col/i)); //spread pixel with fade while falling
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}
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if (drops[idx].colIndex == 2) { // init bounce
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drops[idx].vel = -drops[idx].vel/4;// reverse velocity with damping
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drops[idx].pos += drops[idx].vel;
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}
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drops[idx].col = sourcedrop*2;
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drops[idx].colIndex = 5; // bouncing
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if (drops[j].colIndex > 2) { // during bounce, some water is on the floor
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SEGMENT.setPixelColor(0 | int((stripNr+1)<<16), color_blend(SEGCOLOR(0),BLACK,drops[j].col));
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}
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} else { // we hit bottom
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if (drops[j].colIndex > 2) { // already hit once, so back to forming
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drops[j].colIndex = 0;
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drops[j].col = sourcedrop;
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} else {
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if (drops[j].colIndex==2) { // init bounce
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drops[j].vel = -drops[j].vel/4;// reverse velocity with damping
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drops[j].pos += drops[j].vel;
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}
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drops[j].col = sourcedrop*2;
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drops[j].colIndex = 5; // bouncing
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}
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}
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}
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}
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}
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}
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};
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for (int stripNr=0; stripNr<SEGMENT.nrOfVStrips(); stripNr++)
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virtualStrip::runStrip(stripNr, &drops[stripNr*maxNumDrops]);
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return FRAMETIME;
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}
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static const char _data_FX_MODE_DRIP[] PROGMEM = "Drip@Gravity,# of drips;!,!;!;1d,2d";
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static const char _data_FX_MODE_DRIP[] PROGMEM = "Drip@Gravity,# of drips;!,!;!;mp12=1,1d"; //bar
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/*
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