From 0fe722e478eedc013212059d60148f4a1353419c Mon Sep 17 00:00:00 2001 From: Damian Schneider Date: Fri, 9 May 2025 18:53:16 +0200 Subject: [PATCH 1/4] add new effect: PS Galaxy - parameters tuned to make it look good on most settings --- wled00/FX.cpp | 99 +++++++++++++++++++++++++++++++++++++++++++++++++++ wled00/FX.h | 3 +- 2 files changed, 101 insertions(+), 1 deletion(-) diff --git a/wled00/FX.cpp b/wled00/FX.cpp index 1a7560181..b10fc0b74 100644 --- a/wled00/FX.cpp +++ b/wled00/FX.cpp @@ -8958,6 +8958,104 @@ uint16_t mode_particleblobs(void) { return FRAMETIME; } static const char _data_FX_MODE_PARTICLEBLOBS[] PROGMEM = "PS Blobs@Speed,Blobs,Size,Life,Blur,Wobble,Collide,Pulsate;;!;2v;sx=30,ix=64,c1=200,c2=130,c3=0,o3=1"; + +/* + Particle Galaxy, particles spiral like in a galaxy + Uses palette for particle color + by DedeHai (Damian Schneider) +*/ +uint16_t mode_particlegalaxy(void) { + ParticleSystem2D *PartSys = nullptr; + PSsettings2D sourcesettings; + sourcesettings.asByte = 0b00001100; // PS settings for bounceY, bounceY used for source movement (it always bounces whereas particles do not) + if (SEGMENT.call == 0) { // initialization + if (!initParticleSystem2D(PartSys, 1, 0, true)) // init using 1 source and advanced particle settings + return mode_static(); // allocation failed or not 2D + PartSys->sources[0].source.vx = -4; // will collide with wall and get random bounce direction + PartSys->sources[0].source.x = PartSys->maxX >> 1; // start in the center + PartSys->sources[0].source.y = PartSys->maxY >> 1; + PartSys->sources[0].sourceFlags.perpetual = true; //source does not age + PartSys->sources[0].maxLife = 4000; // lifetime in frames + PartSys->sources[0].minLife = 800; + PartSys->setWallHardness(255); //bounce forever + PartSys->setWallRoughness(200); //randomize wall bounce + } + else { + PartSys = reinterpret_cast(SEGENV.data); // if not first call, just set the pointer to the PS + } + if (PartSys == nullptr) + return mode_static(); // something went wrong, no data! + // Particle System settings + PartSys->updateSystem(); // update system properties (dimensions and data pointers) + uint8_t particlesize = SEGMENT.custom1; + if(SEGMENT.check3) + particlesize = SEGMENT.custom1 ? 1 : 0; // set size to 0 (single pixel) or 1 (quad pixel) so motion blur works and adds streaks + PartSys->setParticleSize(particlesize); // set size globally + PartSys->setMotionBlur(250 * SEGMENT.check3); // adds trails to single/quad pixel particles, no effect if size > 1 + + if ((SEGMENT.call % ((33 - SEGMENT.custom3) >> 1)) == 0) // change hue of emitted particles + PartSys->sources[0].source.hue+=2; + + if (hw_random8() < (10 + (SEGMENT.intensity >> 1))) // 5%-55% chance to emit a particle in this frame + PartSys->sprayEmit(PartSys->sources[0]); + + if ((SEGMENT.call & 0x3) == 0) // every 4th frame, move the emitter + PartSys->particleMoveUpdate(PartSys->sources[0].source, PartSys->sources[0].sourceFlags, &sourcesettings); + + // move alive particles in a spiral motion (or almost straight in fast starfield mode) + for (uint32_t i = 0; i < PartSys->usedParticles; i++) { //check all particles + if (PartSys->particles[i].ttl == 0) continue; //skip dead particles + + int32_t centerx = PartSys->maxX >> 1; // center of matrix in subpixel coordinates + int32_t centery = PartSys->maxY >> 1; + // (dx/dy): vector pointing from particle to center + int32_t dx = centerx - PartSys->particles[i].x; + int32_t dy = centery - PartSys->particles[i].y; + //speed towards center: + int32_t distance = sqrt32_bw(dx * dx + dy * dy); // absolute distance to center + if (distance < 20) distance = 20; // avoid division by zero, keep a minimum + int32_t speedfactor; + if (SEGMENT.check2) { // starfield mode + PartSys->setKillOutOfBounds(true); + PartSys->sources[0].source.hue = hw_random16(); // start with random color + PartSys->sources[0].var = 7; // emiting variation + PartSys->sources[0].source.x = PartSys->maxX >> 1; // set emitter to center + PartSys->sources[0].source.y = PartSys->maxY >> 1; + speedfactor = 1 + (1 + (SEGMENT.speed >> 1)) * distance; // speed increases towards edge + PartSys->particles[i].x += (-speedfactor * dx) / 400000 - (dy >> 6); + PartSys->particles[i].y += (-speedfactor * dy) / 400000 + (dx >> 6); + } + else { + PartSys->setKillOutOfBounds(false); + PartSys->sources[0].var = 1; // emiting variation + speedfactor = 2 + (((50 + SEGMENT.speed) << 6) / distance); // speed increases towards center + // rotate clockwise + int32_t tempVx = (-speedfactor * dy); // speed is orthogonal to center vector + int32_t tempVy = (speedfactor * dx); + //add speed towards center to make particles spiral in + int vxc = (dx << 9) / (distance - 19); // subtract value from distance to make the pull-in force a bit stronger (helps on faster speeds) + int vyc = (dy << 9) / (distance - 19); + //apply velocity + PartSys->particles[i].x += (tempVx + vxc) / 1024; // note: cannot use bit shift as that causes asymmetric rounding + PartSys->particles[i].y += (tempVy + vyc) / 1024; + + if (distance < 128) { // close to center + if (PartSys->particles[i].ttl > 3) + PartSys->particles[i].ttl -= 4; //age fast + PartSys->particles[i].sat = distance << 1; // turn white towards center + } + } + if(SEGMENT.custom3 == 31) // color by age but mapped to 1024 as particles have a long life, since age is random, this gives more or less random colors + PartSys->particles[i].hue = PartSys->particles[i].ttl >> 2; + else if(SEGMENT.custom3 == 0) // color by distance + PartSys->particles[i].hue = map(distance, 20, (PartSys->maxX + PartSys->maxY) >> 2, 0, 180); // color by distance to center + } + + PartSys->update(); // update and render + return FRAMETIME; +} +static const char _data_FX_MODE_PARTICLEGALAXY[] PROGMEM = "PS Galaxy@!,!,Size,,Color,,Starfield,Trace;;!;2;pal=59,sx=80,c1=2,c3=4"; + #endif //WLED_DISABLE_PARTICLESYSTEM2D #endif // WLED_DISABLE_2D @@ -10657,6 +10755,7 @@ void WS2812FX::setupEffectData() { addEffect(FX_MODE_PARTICLECENTERGEQ, &mode_particlecenterGEQ, _data_FX_MODE_PARTICLECIRCULARGEQ); addEffect(FX_MODE_PARTICLEGHOSTRIDER, &mode_particleghostrider, _data_FX_MODE_PARTICLEGHOSTRIDER); addEffect(FX_MODE_PARTICLEBLOBS, &mode_particleblobs, _data_FX_MODE_PARTICLEBLOBS); + addEffect(FX_MODE_PARTICLEGALAXY, &mode_particlegalaxy, _data_FX_MODE_PARTICLEGALAXY); #endif // WLED_DISABLE_PARTICLESYSTEM2D #endif // WLED_DISABLE_2D diff --git a/wled00/FX.h b/wled00/FX.h index 6481ff757..c56344702 100644 --- a/wled00/FX.h +++ b/wled00/FX.h @@ -353,7 +353,8 @@ extern byte realtimeMode; // used in getMappedPixelIndex() #define FX_MODE_PS1DSONICSTREAM 214 #define FX_MODE_PS1DSONICBOOM 215 #define FX_MODE_PS1DSPRINGY 216 -#define MODE_COUNT 217 +#define FX_MODE_PARTICLEGALAXY 217 +#define MODE_COUNT 218 #define BLEND_STYLE_FADE 0x00 // universal From 891115eceeba59d4e7f29da12297be9311601873 Mon Sep 17 00:00:00 2001 From: Damian Schneider Date: Fri, 9 May 2025 19:06:06 +0200 Subject: [PATCH 2/4] bugfix --- wled00/FX.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/wled00/FX.cpp b/wled00/FX.cpp index b10fc0b74..9969d4315 100644 --- a/wled00/FX.cpp +++ b/wled00/FX.cpp @@ -8977,6 +8977,7 @@ uint16_t mode_particlegalaxy(void) { PartSys->sources[0].sourceFlags.perpetual = true; //source does not age PartSys->sources[0].maxLife = 4000; // lifetime in frames PartSys->sources[0].minLife = 800; + PartSys->sources[0].source.hue = hw_random16(); // start with random color PartSys->setWallHardness(255); //bounce forever PartSys->setWallRoughness(200); //randomize wall bounce } @@ -9017,7 +9018,6 @@ uint16_t mode_particlegalaxy(void) { int32_t speedfactor; if (SEGMENT.check2) { // starfield mode PartSys->setKillOutOfBounds(true); - PartSys->sources[0].source.hue = hw_random16(); // start with random color PartSys->sources[0].var = 7; // emiting variation PartSys->sources[0].source.x = PartSys->maxX >> 1; // set emitter to center PartSys->sources[0].source.y = PartSys->maxY >> 1; @@ -9045,7 +9045,7 @@ uint16_t mode_particlegalaxy(void) { PartSys->particles[i].sat = distance << 1; // turn white towards center } } - if(SEGMENT.custom3 == 31) // color by age but mapped to 1024 as particles have a long life, since age is random, this gives more or less random colors + if(SEGMENT.custom3 == 31) // color by age but mapped to 1024 as particles have a long life, since age is random, this gives more or less random colors but PartSys->particles[i].hue = PartSys->particles[i].ttl >> 2; else if(SEGMENT.custom3 == 0) // color by distance PartSys->particles[i].hue = map(distance, 20, (PartSys->maxX + PartSys->maxY) >> 2, 0, 180); // color by distance to center From 5fe766399b1b2ea8cac8667e8c7fee0bd97cd881 Mon Sep 17 00:00:00 2001 From: Damian Schneider Date: Fri, 9 May 2025 19:06:38 +0200 Subject: [PATCH 3/4] comment --- wled00/FX.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wled00/FX.cpp b/wled00/FX.cpp index 9969d4315..56cd7669e 100644 --- a/wled00/FX.cpp +++ b/wled00/FX.cpp @@ -9045,7 +9045,7 @@ uint16_t mode_particlegalaxy(void) { PartSys->particles[i].sat = distance << 1; // turn white towards center } } - if(SEGMENT.custom3 == 31) // color by age but mapped to 1024 as particles have a long life, since age is random, this gives more or less random colors but + if(SEGMENT.custom3 == 31) // color by age but mapped to 1024 as particles have a long life, since age is random, this gives more or less random colors PartSys->particles[i].hue = PartSys->particles[i].ttl >> 2; else if(SEGMENT.custom3 == 0) // color by distance PartSys->particles[i].hue = map(distance, 20, (PartSys->maxX + PartSys->maxY) >> 2, 0, 180); // color by distance to center From 608aff1e17dbbf947e78062adbe2f59e58ce1900 Mon Sep 17 00:00:00 2001 From: Damian Schneider Date: Sat, 10 May 2025 09:11:07 +0200 Subject: [PATCH 4/4] slight speed improvement, fixed indentation --- wled00/FX.cpp | 30 +++++++++++++++++------------- 1 file changed, 17 insertions(+), 13 deletions(-) diff --git a/wled00/FX.cpp b/wled00/FX.cpp index 56cd7669e..9584ea8e7 100644 --- a/wled00/FX.cpp +++ b/wled00/FX.cpp @@ -9004,30 +9004,34 @@ uint16_t mode_particlegalaxy(void) { PartSys->particleMoveUpdate(PartSys->sources[0].source, PartSys->sources[0].sourceFlags, &sourcesettings); // move alive particles in a spiral motion (or almost straight in fast starfield mode) + int32_t centerx = PartSys->maxX >> 1; // center of matrix in subpixel coordinates + int32_t centery = PartSys->maxY >> 1; + if (SEGMENT.check2) { // starfield mode + PartSys->setKillOutOfBounds(true); + PartSys->sources[0].var = 7; // emiting variation + PartSys->sources[0].source.x = centerx; // set emitter to center + PartSys->sources[0].source.y = centery; + } + else { + PartSys->setKillOutOfBounds(false); + PartSys->sources[0].var = 1; // emiting variation + } for (uint32_t i = 0; i < PartSys->usedParticles; i++) { //check all particles if (PartSys->particles[i].ttl == 0) continue; //skip dead particles - - int32_t centerx = PartSys->maxX >> 1; // center of matrix in subpixel coordinates - int32_t centery = PartSys->maxY >> 1; // (dx/dy): vector pointing from particle to center - int32_t dx = centerx - PartSys->particles[i].x; - int32_t dy = centery - PartSys->particles[i].y; + int32_t dx = centerx - PartSys->particles[i].x; + int32_t dy = centery - PartSys->particles[i].y; //speed towards center: - int32_t distance = sqrt32_bw(dx * dx + dy * dy); // absolute distance to center + int32_t distance = sqrt32_bw(dx * dx + dy * dy); // absolute distance to center if (distance < 20) distance = 20; // avoid division by zero, keep a minimum - int32_t speedfactor; + int32_t speedfactor; if (SEGMENT.check2) { // starfield mode - PartSys->setKillOutOfBounds(true); - PartSys->sources[0].var = 7; // emiting variation - PartSys->sources[0].source.x = PartSys->maxX >> 1; // set emitter to center - PartSys->sources[0].source.y = PartSys->maxY >> 1; speedfactor = 1 + (1 + (SEGMENT.speed >> 1)) * distance; // speed increases towards edge + //apply velocity PartSys->particles[i].x += (-speedfactor * dx) / 400000 - (dy >> 6); PartSys->particles[i].y += (-speedfactor * dy) / 400000 + (dx >> 6); } else { - PartSys->setKillOutOfBounds(false); - PartSys->sources[0].var = 1; // emiting variation speedfactor = 2 + (((50 + SEGMENT.speed) << 6) / distance); // speed increases towards center // rotate clockwise int32_t tempVx = (-speedfactor * dy); // speed is orthogonal to center vector