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fixed palette FX to more closely match original 1D version
- rotation scale is now exactly 180° (divide slider input by 255 instead of 256) - removed shift offset: offset is now zero at slider 0, to hit 128 on touch input devices is really hard - added a 90° shift to input rotation, enabling to rotate from 0 to 180° instead of +90 to -90 (which is not useful in 1D) - changed default settings values to more closely match the old 1D effect
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@ -1940,7 +1940,7 @@ uint16_t mode_palette() {
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using angleType = unsigned;
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constexpr mathType sInt16Scale = 0x7FFF;
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constexpr mathType maxAngle = 0x8000;
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constexpr mathType staticRotationScale = 256;
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constexpr mathType staticRotationScale = 255;
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constexpr mathType animatedRotationScale = 1;
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constexpr int16_t (*sinFunction)(uint16_t) = &sin16;
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constexpr int16_t (*cosFunction)(uint16_t) = &cos16;
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@ -1949,7 +1949,7 @@ uint16_t mode_palette() {
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using wideMathType = float;
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using angleType = float;
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constexpr mathType sInt16Scale = 1.0f;
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constexpr mathType maxAngle = M_PI / 256.0;
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constexpr mathType maxAngle = M_PI / 255.0;
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constexpr mathType staticRotationScale = 1.0f;
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constexpr mathType animatedRotationScale = M_TWOPI / double(0xFFFF);
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constexpr float (*sinFunction)(float) = &sin_t;
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@ -1961,7 +1961,7 @@ uint16_t mode_palette() {
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const int inputShift = SEGMENT.speed;
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const int inputSize = SEGMENT.intensity;
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const int inputRotation = SEGMENT.custom1;
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const int inputRotation = SEGMENT.custom1 + 128;
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const bool inputAnimateShift = SEGMENT.check1;
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const bool inputAnimateRotation = SEGMENT.check2;
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const bool inputAssumeSquare = SEGMENT.check3;
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@ -1985,7 +1985,7 @@ uint16_t mode_palette() {
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// So the rectangle needs to have exactly the right size. That size depends on the rotation.
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// This scale computation here only considers one dimension. You can think of it like the rectangle is always scaled so that
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// the left and right most points always match the left and right side of the display.
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const mathType scale = std::abs(sinTheta) + (std::abs(cosTheta) * maxYOut / maxXOut);
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const mathType scale = std::abs(sinTheta) + (std::abs(cosTheta) * maxYOut / maxXOut);
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// 2D simulation:
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// If we are dealing with a 1D setup, we assume that each segment represents one line on a 2-dimensional display.
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// The function is called once per segments, so we need to handle one line at a time.
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@ -2016,7 +2016,7 @@ uint16_t mode_palette() {
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colorIndex = ((inputSize - 112) * colorIndex) / 16;
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}
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// Finally, shift the palette a bit.
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const int paletteOffset = (!inputAnimateShift) ? (inputShift-128) : (((strip.now * ((inputShift >> 3) +1)) & 0xFFFF) >> 8);
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const int paletteOffset = (!inputAnimateShift) ? (inputShift) : (((strip.now * ((inputShift >> 3) +1)) & 0xFFFF) >> 8);
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colorIndex += paletteOffset;
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const uint32_t color = SEGMENT.color_wheel((uint8_t)colorIndex);
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if (isMatrix) {
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@ -2028,7 +2028,7 @@ uint16_t mode_palette() {
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}
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return FRAMETIME;
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}
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static const char _data_FX_MODE_PALETTE[] PROGMEM = "Palette@Shift,Size,Rotation,,,Animate Shift,Animate Rotation,Anamorphic;;!;12;c1=128,c2=128,c3=128,o1=1,o2=1,o3=0";
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static const char _data_FX_MODE_PALETTE[] PROGMEM = "Palette@Shift,Size,Rotation,,,Animate Shift,Animate Rotation,Anamorphic;;!;12;ix=112,c1=0,o1=1,o2=0,o3=1";
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// WLED limitation: Analog Clock overlay will NOT work when Fire2012 is active
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