Numerous improvements to 1D FW

pull/524/head
cschwinne 2020-01-03 22:56:56 +01:00
rodzic cdef7a53a4
commit 5c7d993dbe
2 zmienionych plików z 58 dodań i 61 usunięć

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@ -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<Spark*>(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
uint16_t peakHeight = 75 + random8(180); //0-255
peakHeight = (peakHeight * (SEGLEN -1)) >> 8;
flare->vel = sqrt(-2.0 * gravity * peakHeight);
flare->col = 255; //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);
}
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 = (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].col > 3) sparks[i].col -= 4;
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].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;
}

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@ -98,7 +98,7 @@
//version code in format yymmddb (b = daily build)
#define VERSION 2001022
#define VERSION 2001031
char versionString[] = "0.9.0-b2";