160 lines
5.1 KiB
C++
160 lines
5.1 KiB
C++
/// @file FxWater.ino
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/// @brief Water effect with XYMap
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/// @example FxWater.ino
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///
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/// This sketch is fully compatible with the FastLED web compiler. To use it do the following:
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/// 1. Install Fastled: `pip install fastled`
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/// 2. cd into this examples page.
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/// 3. Run the FastLED web compiler at root: `fastled`
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/// 4. When the compiler is done a web page will open.
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// Author: sutaburosu
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// based on https://web.archive.org/web/20160418004149/http://freespace.virgin.net/hugo.elias/graphics/x_water.htm
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#include <FastLED.h>
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#include "Arduino.h"
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#include "fl/xymap.h"
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using namespace fl;
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#define WIDTH 32
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#define HEIGHT 32
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#define NUM_LEDS ((WIDTH) * (HEIGHT))
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CRGB leds[NUM_LEDS];
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// the water needs 2 arrays each slightly bigger than the screen
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#define WATERWIDTH (WIDTH + 2)
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#define WATERHEIGHT (HEIGHT + 2)
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uint8_t water[2][WATERWIDTH * WATERHEIGHT];
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void wu_water(uint8_t * const buf, uint16_t x, uint16_t y, uint8_t bright);
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void process_water(uint8_t * src, uint8_t * dst) ;
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void setup() {
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Serial.begin(115200);
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FastLED.addLeds<NEOPIXEL, 2>(leds, NUM_LEDS).setScreenMap(WIDTH, HEIGHT);
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}
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// from: https://github.com/FastLED/FastLED/pull/202
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CRGB MyColorFromPaletteExtended(const CRGBPalette16& pal, uint16_t index, uint8_t brightness, TBlendType blendType) {
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// Extract the four most significant bits of the index as a palette index.
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uint8_t index_4bit = (index >> 12);
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// Calculate the 8-bit offset from the palette index.
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uint8_t offset = (uint8_t)(index >> 4);
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// Get the palette entry from the 4-bit index
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const CRGB* entry = &(pal[0]) + index_4bit;
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uint8_t red1 = entry->red;
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uint8_t green1 = entry->green;
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uint8_t blue1 = entry->blue;
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uint8_t blend = offset && (blendType != NOBLEND);
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if (blend) {
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if (index_4bit == 15) {
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entry = &(pal[0]);
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} else {
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entry++;
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}
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// Calculate the scaling factor and scaled values for the lower palette value.
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uint8_t f1 = 255 - offset;
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red1 = scale8_LEAVING_R1_DIRTY(red1, f1);
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green1 = scale8_LEAVING_R1_DIRTY(green1, f1);
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blue1 = scale8_LEAVING_R1_DIRTY(blue1, f1);
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// Calculate the scaled values for the neighbouring palette value.
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uint8_t red2 = entry->red;
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uint8_t green2 = entry->green;
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uint8_t blue2 = entry->blue;
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red2 = scale8_LEAVING_R1_DIRTY(red2, offset);
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green2 = scale8_LEAVING_R1_DIRTY(green2, offset);
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blue2 = scale8_LEAVING_R1_DIRTY(blue2, offset);
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cleanup_R1();
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// These sums can't overflow, so no qadd8 needed.
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red1 += red2;
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green1 += green2;
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blue1 += blue2;
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}
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if (brightness != 255) {
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// nscale8x3_video(red1, green1, blue1, brightness);
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nscale8x3(red1, green1, blue1, brightness);
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}
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return CRGB(red1, green1, blue1);
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}
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// Rectangular grid
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XYMap xyMap(WIDTH, HEIGHT, false);
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// map X & Y coordinates onto a horizontal serpentine matrix layout
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uint16_t XY(uint8_t x, uint8_t y) {
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return xyMap.mapToIndex(x, y);
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}
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void loop() {
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// swap the src/dest buffers on each frame
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static uint8_t buffer = 0;
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uint8_t * const bufA = &water[buffer][0];
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buffer = (buffer + 1) % 2;
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uint8_t * const bufB = &water[buffer][0];
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// add a moving stimulus
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wu_water(bufA, beatsin16(13, 256, HEIGHT * 256), beatsin16(7, 256, WIDTH * 256), beatsin8(160, 64, 255));
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// animate the water
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process_water(bufA, bufB);
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// display the water effect on the LEDs
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uint8_t * input = bufB + WATERWIDTH - 1;
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static uint16_t pal_offset = 0;
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pal_offset += 256;
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for (uint8_t y = 0; y < HEIGHT; y++) {
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input += 2;
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for (uint8_t x = 0; x < WIDTH; x++) {
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leds[XY(x, y)] = MyColorFromPaletteExtended(RainbowColors_p, pal_offset + (*input++ << 8), 255, LINEARBLEND);
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}
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}
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FastLED.show();
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}
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void process_water(uint8_t * src, uint8_t * dst) {
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src += WATERWIDTH - 1;
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dst += WATERWIDTH - 1;
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for (uint8_t y = 1; y < WATERHEIGHT - 1; y++) {
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src += 2; dst += 2;
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for (uint8_t x = 1; x < WATERWIDTH - 1; x++) {
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uint16_t t = src[-1] + src[1] + src[-WATERWIDTH] + src[WATERWIDTH];
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t >>= 1;
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if (dst[0] < t)
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dst[0] = t - dst[0];
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else
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dst[0] = 0;
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dst[0] -= dst[0] >> 6;
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src++; dst++;
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}
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}
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}
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// draw a blob of 4 pixels with their relative brightnesses conveying sub-pixel positioning
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void wu_water(uint8_t * const buf, uint16_t x, uint16_t y, uint8_t bright) {
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// extract the fractional parts and derive their inverses
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uint8_t xx = x & 0xff, yy = y & 0xff, ix = 255 - xx, iy = 255 - yy;
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// calculate the intensities for each affected pixel
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#define WU_WEIGHT(a, b) ((uint8_t)(((a) * (b) + (a) + (b)) >> 8))
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uint8_t wu[4] = {WU_WEIGHT(ix, iy), WU_WEIGHT(xx, iy),
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WU_WEIGHT(ix, yy), WU_WEIGHT(xx, yy)
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};
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#undef WU_WEIGHT
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// multiply the intensities by the colour, and saturating-add them to the pixels
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for (uint8_t i = 0; i < 4; i++) {
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uint8_t local_x = (x >> 8) + (i & 1);
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uint8_t local_y = (y >> 8) + ((i >> 1) & 1);
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uint16_t xy = WATERWIDTH * local_y + local_x;
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if (xy >= WATERWIDTH * WATERHEIGHT) continue;
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uint16_t this_bright = bright * wu[i];
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buf[xy] = qadd8(buf[xy], this_bright >> 8);
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}
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}
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