diff --git a/wled00/FX.h b/wled00/FX.h index 3544e1fa7..b334a1185 100644 --- a/wled00/FX.h +++ b/wled00/FX.h @@ -678,6 +678,7 @@ typedef struct Segment { void blur(uint8_t, bool smear = false); void fill(uint32_t c); void fade_out(uint8_t r); + void fadeToSecondaryBy(uint8_t fadeBy); void fadeToBlackBy(uint8_t fadeBy); inline void blendPixelColor(int n, uint32_t color, uint8_t blend) { setPixelColor(n, color_blend(getPixelColor(n), color, blend)); } inline void blendPixelColor(int n, CRGB c, uint8_t blend) { blendPixelColor(n, RGBW32(c.r,c.g,c.b,0), blend); } diff --git a/wled00/FX_fcn.cpp b/wled00/FX_fcn.cpp index f92b65543..1034e18dd 100644 --- a/wled00/FX_fcn.cpp +++ b/wled00/FX_fcn.cpp @@ -1178,6 +1178,8 @@ void Segment::fill(uint32_t c) { /* * fade out function, higher rate = quicker fade + * fading is highly dependant on frame rate (higher frame rates, faster fading) + * each frame will fade at max 9% or as little as 0.8% */ void Segment::fade_out(uint8_t rate) { if (!isActive()) return; // not active @@ -1185,7 +1187,8 @@ void Segment::fade_out(uint8_t rate) { const int rows = vHeight(); // will be 1 for 1D rate = (255-rate) >> 1; - float mappedRate = 1.0f / (float(rate) + 1.1f); + //float mappedRate = 1.0f / (float(rate) + 1.1f); // mappedRate is in (nonlinear) range ~ [0.0078,0.9091] so roughly 1% to 91% + int mappedRate = 256 / (rate + 1); uint32_t color = colors[1]; // SEGCOLOR(1); // target color int w2 = W(color); @@ -1201,10 +1204,14 @@ void Segment::fade_out(uint8_t rate) { int g1 = G(color); int b1 = B(color); - int wdelta = (w2 - w1) * mappedRate; - int rdelta = (r2 - r1) * mappedRate; - int gdelta = (g2 - g1) * mappedRate; - int bdelta = (b2 - b1) * mappedRate; + //int wdelta = (w2 - w1) * mappedRate; + //int rdelta = (r2 - r1) * mappedRate; + //int gdelta = (g2 - g1) * mappedRate; + //int bdelta = (b2 - b1) * mappedRate; + int wdelta = ((w2 - w1) * mappedRate) >> 8; + int rdelta = ((r2 - r1) * mappedRate) >> 8; + int gdelta = ((g2 - g1) * mappedRate) >> 8; + int bdelta = ((b2 - b1) * mappedRate) >> 8; // if fade isn't complete, make sure delta is at least 1 (fixes rounding issues) wdelta += (w2 == w1) ? 0 : (w2 > w1) ? 1 : -1; @@ -1212,8 +1219,23 @@ void Segment::fade_out(uint8_t rate) { gdelta += (g2 == g1) ? 0 : (g2 > g1) ? 1 : -1; bdelta += (b2 == b1) ? 0 : (b2 > b1) ? 1 : -1; - if (is2D()) setPixelColorXY(x, y, r1 + rdelta, g1 + gdelta, b1 + bdelta, w1 + wdelta); - else setPixelColor(x, r1 + rdelta, g1 + gdelta, b1 + bdelta, w1 + wdelta); + //if (is2D()) setPixelColorXY(x, y, r1 + rdelta, g1 + gdelta, b1 + bdelta, w1 + wdelta); + //else setPixelColor(x, r1 + rdelta, g1 + gdelta, b1 + bdelta, w1 + wdelta); + uint32_t newColor = RGBW32(r1 + rdelta, g1 + gdelta, b1 + bdelta, w1 + wdelta); + if (is2D()) setPixelColorXY(x, y, newColor); + else setPixelColor(x, newColor); + } +} + +// fades all pixels to secondary color +void Segment::fadeToSecondaryBy(uint8_t fadeBy) { + if (!isActive() || fadeBy == 0) return; // optimization - no scaling to apply + const int cols = is2D() ? vWidth() : vLength(); + const int rows = vHeight(); // will be 1 for 1D + + for (int y = 0; y < rows; y++) for (int x = 0; x < cols; x++) { + if (is2D()) setPixelColorXY(x, y, color_blend(getPixelColorXY(x,y), colors[1], fadeBy)); + else setPixelColor(x, color_blend(getPixelColor(x), colors[1], fadeBy)); } } diff --git a/wled00/colors.cpp b/wled00/colors.cpp index 7bfd71c29..8e28c54a2 100644 --- a/wled00/colors.cpp +++ b/wled00/colors.cpp @@ -10,12 +10,13 @@ */ uint32_t color_blend(uint32_t color1, uint32_t color2, uint8_t blend) { // min / max blend checking is omitted: calls with 0 or 255 are rare, checking lowers overall performance - uint32_t rb1 = color1 & 0x00FF00FF; - uint32_t wg1 = (color1>>8) & 0x00FF00FF; - uint32_t rb2 = color2 & 0x00FF00FF; - uint32_t wg2 = (color2>>8) & 0x00FF00FF; - uint32_t rb3 = ((((rb1 << 8) | rb2) + (rb2 * blend) - (rb1 * blend)) >> 8) & 0x00FF00FF; - uint32_t wg3 = ((((wg1 << 8) | wg2) + (wg2 * blend) - (wg1 * blend))) & 0xFF00FF00; + const uint32_t mask = 0x00FF00FF; + uint32_t rb1 = color1 & mask; + uint32_t wg1 = (color1 >> 8) & mask; + uint32_t rb2 = color2 & mask; + uint32_t wg2 = (color2 >> 8) & mask; + uint32_t rb3 = ((((rb1 << 8) | rb2) + (rb2 * blend) - (rb1 * blend)) >> 8) & mask; + uint32_t wg3 = ((((wg1 << 8) | wg2) + (wg2 * blend) - (wg1 * blend))) & mask; return rb3 | wg3; } @@ -28,8 +29,9 @@ uint32_t color_add(uint32_t c1, uint32_t c2, bool preserveCR) { if (c1 == BLACK) return c2; if (c2 == BLACK) return c1; - uint32_t rb = (c1 & 0x00FF00FF) + (c2 & 0x00FF00FF); // mask and add two colors at once - uint32_t wg = ((c1>>8) & 0x00FF00FF) + ((c2>>8) & 0x00FF00FF); + const uint32_t mask = 0x00FF00FF; + uint32_t rb = (c1 & mask) + (c2 & mask); // mask and add two colors at once + uint32_t wg = ((c1>>8) & mask) + ((c2>>8) & mask); uint32_t r = rb >> 16; // extract single color values uint32_t b = rb & 0xFFFF; uint32_t w = wg >> 16; @@ -44,9 +46,9 @@ uint32_t color_add(uint32_t c1, uint32_t c2, bool preserveCR) //max = b > max ? b : max; //max = w > max ? w : max; if (max > 255) { - uint32_t scale = (uint32_t(255)<<8) / max; // division of two 8bit (shifted) values does not work -> use bit shifts and multiplaction instead - rb = ((rb * scale) >> 8) & 0x00FF00FF; // - wg = (wg * scale) & 0xFF00FF00; + const uint32_t scale = (uint32_t(255)<<8) / max; // division of two 8bit (shifted) values does not work -> use bit shifts and multiplaction instead + rb = ((rb * scale) >> 8) & mask; // + wg = (wg * scale) & mask; } else wg = wg << 8; //shift white and green back to correct position return rb | wg; } else { @@ -77,8 +79,9 @@ uint32_t color_fade(uint32_t c1, uint8_t amount, bool video) addRemains |= B(c1) ? 0x00000001 : 0; addRemains |= W(c1) ? 0x01000000 : 0; } - uint32_t rb = (((c1 & 0x00FF00FF) * scale) >> 8) & 0x00FF00FF; // scale red and blue - uint32_t wg = (((c1 & 0xFF00FF00) >> 8) * scale) & 0xFF00FF00; // scale white and green + const uint32_t mask = 0x00FF00FF; + uint32_t rb = (((c1 & mask) * scale) >> 8) & mask; // scale red and blue + uint32_t wg = (((c1 >> 8) & mask) * scale) & (mask << 8); // scale white and green scaledcolor = (rb | wg) + addRemains; return scaledcolor; }