Pinwheel Expand 1D Optimization

Changed method for drawing odd numbered rays.
This commit is contained in:
Brandon502 2024-05-12 11:52:31 -04:00
parent 3078bea7cc
commit c84d4c637d

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@ -640,13 +640,13 @@ uint16_t IRAM_ATTR Segment::nrOfVStrips() const {
// Constants for mapping mode "Pinwheel"
constexpr int Pinwheel_Steps_Small = 72; // no holes up to 16x16;
constexpr int Pinwheel_Size_Small = 16;
constexpr int Pinwheel_Steps_Medium = 200; // no holes up to 32x32; 60fps
constexpr int Pinwheel_Steps_Medium = 192; // no holes up to 32x32; 60fps
constexpr int Pinwheel_Size_Medium = 32; // larger than this -> use "Big"
constexpr int Pinwheel_Steps_Big = 296; // no holes expected up to 58x58; 40fps
constexpr float Int_to_Rad_Small = (DEG_TO_RAD * 360) / Pinwheel_Steps_Small; // conversion: from 0...208 to Radians
constexpr float Int_to_Rad_Med = (DEG_TO_RAD * 360) / Pinwheel_Steps_Medium; // conversion: from 0...208 to Radians
constexpr float Int_to_Rad_Big = (DEG_TO_RAD * 360) / Pinwheel_Steps_Big; // conversion: from 0...360 to Radians
int prevRay = INT_MIN;
// 1D strip
uint16_t IRAM_ATTR Segment::virtualLength() const {
@ -738,7 +738,7 @@ void IRAM_ATTR Segment::setPixelColor(int i, uint32_t col)
for (int y = 0; y < i; y++) setPixelColorXY(i, y, col);
break;
case M12_sPinwheel: {
// i = angle --> 0 through 359 (Big), OR 0 through 208 (Medium)
// i = angle --> 0 - 296 (Big), 0 - 192 (Medium), 0 - 72 (Small)
float centerX = roundf((vW-1) / 2.0f);
float centerY = roundf((vH-1) / 2.0f);
float angleRad = (max(vW, vH) > Pinwheel_Size_Small ? (max(vW, vH) > Pinwheel_Size_Medium ? float(i) * Int_to_Rad_Big : float(i) * Int_to_Rad_Med) : float(i) * Int_to_Rad_Small); // angle in radians
@ -759,6 +759,14 @@ void IRAM_ATTR Segment::setPixelColor(int i, uint32_t col)
int32_t maxX = vW * Fixed_Scale; // X edge in fixedpoint
int32_t maxY = vH * Fixed_Scale; // Y edge in fixedpoint
// Odd rays start further from center if prevRay started at center.
if (i % 2 == 1 && (i - 1 == prevRay || i + 1 == prevRay)) {
posx = (posx + inc_x * (vW/4));
posy = (posy + inc_y * (vH/4));
}
prevRay = i;
// draw ray until we hit any edge
while ((posx > 0) && (posy > 0) && (posx < maxX) && (posy < maxY)) {
// scale down to integer (compiler will replace division with appropriate bitshift)