WLED/wled00/FXparticleSystem.cpp
Damian Schneider 02f14baad4
Updates to particle system (#4630)
* added Sonic Boom AR FX, some tweaks to Sonic Stream
* added white color option to Sonic Stream
* improvements to collisions (speed look-ahead)
* code prettified
* added "playful" mode to PS Chase plus some minor speed optimizations
* Adding new FX: PS Springy with many config options
2025-04-15 19:07:21 +02:00

2439 lines
125 KiB
C++

/*
FXparticleSystem.cpp
Particle system with functions for particle generation, particle movement and particle rendering to RGB matrix.
by DedeHai (Damian Schneider) 2013-2024
Copyright (c) 2024 Damian Schneider
Licensed under the EUPL v. 1.2 or later
*/
#ifdef WLED_DISABLE_2D
#define WLED_DISABLE_PARTICLESYSTEM2D
#endif
#if !(defined(WLED_DISABLE_PARTICLESYSTEM2D) && defined(WLED_DISABLE_PARTICLESYSTEM1D)) // not both disabled
#include "FXparticleSystem.h"
// local shared functions (used both in 1D and 2D system)
static int32_t calcForce_dv(const int8_t force, uint8_t &counter);
static bool checkBoundsAndWrap(int32_t &position, const int32_t max, const int32_t particleradius, const bool wrap); // returns false if out of bounds by more than particleradius
static void fast_color_add(CRGB &c1, const CRGB &c2, uint8_t scale = 255); // fast and accurate color adding with scaling (scales c2 before adding)
static void fast_color_scale(CRGB &c, const uint8_t scale); // fast scaling function using 32bit variable and pointer. note: keep 'scale' within 0-255
//static CRGB *allocateCRGBbuffer(uint32_t length);
// global variables for memory management
std::vector<partMem> partMemList; // list of particle memory pointers
partMem *pmem = nullptr; // pointer to particle memory of current segment, updated in particleMemoryManager()
CRGB *framebuffer = nullptr; // local frame buffer for rendering
CRGB *renderbuffer = nullptr; // local particle render buffer for advanced particles
uint16_t frameBufferSize = 0; // size in pixels, used to check if framebuffer is large enough for current segment
uint16_t renderBufferSize = 0; // size in pixels, if allcoated by a 1D system it needs to be updated for 2D
bool renderSolo = false; // is set to true if this is the only particle system using the so it can use the buffer continuously (faster blurring)
int32_t globalBlur = 0; // motion blur to apply if multiple PS are using the buffer
int32_t globalSmear = 0; // smear-blur to apply if multiple PS are using the buffer
#endif
#ifndef WLED_DISABLE_PARTICLESYSTEM2D
ParticleSystem2D::ParticleSystem2D(uint32_t width, uint32_t height, uint32_t numberofparticles, uint32_t numberofsources, bool isadvanced, bool sizecontrol) {
PSPRINTLN("\n ParticleSystem2D constructor");
effectID = SEGMENT.mode; // new FX called init, save the effect ID
numSources = numberofsources; // number of sources allocated in init
numParticles = numberofparticles; // number of particles allocated in init
availableParticles = 0; // let the memory manager assign
fractionOfParticlesUsed = 255; // use all particles by default, usedParticles is updated in updatePSpointers()
advPartProps = nullptr; //make sure we start out with null pointers (just in case memory was not cleared)
advPartSize = nullptr;
updatePSpointers(isadvanced, sizecontrol); // set the particle and sources pointer (call this before accessing sprays or particles)
setMatrixSize(width, height);
setWallHardness(255); // set default wall hardness to max
setWallRoughness(0); // smooth walls by default
setGravity(0); //gravity disabled by default
setParticleSize(1); // 2x2 rendering size by default
motionBlur = 0; //no fading by default
smearBlur = 0; //no smearing by default
emitIndex = 0;
collisionStartIdx = 0;
lastRender = 0;
//initialize some default non-zero values most FX use
for (uint32_t i = 0; i < numSources; i++) {
sources[i].source.sat = 255; //set saturation to max by default
sources[i].source.ttl = 1; //set source alive
}
}
// update function applies gravity, moves the particles, handles collisions and renders the particles
void ParticleSystem2D::update(void) {
//apply gravity globally if enabled
if (particlesettings.useGravity)
applyGravity();
//update size settings before handling collisions
if (advPartSize) {
for (uint32_t i = 0; i < usedParticles; i++) {
if (updateSize(&advPartProps[i], &advPartSize[i]) == false) { // if particle shrinks to 0 size
particles[i].ttl = 0; // kill particle
}
}
}
// handle collisions (can push particles, must be done before updating particles or they can render out of bounds, causing a crash if using local buffer for speed)
if (particlesettings.useCollisions)
handleCollisions();
//move all particles
for (uint32_t i = 0; i < usedParticles; i++) {
particleMoveUpdate(particles[i], particleFlags[i], nullptr, advPartProps ? &advPartProps[i] : nullptr); // note: splitting this into two loops is slower and uses more flash
}
ParticleSys_render();
}
// update function for fire animation
void ParticleSystem2D::updateFire(const uint8_t intensity,const bool renderonly) {
if (!renderonly)
fireParticleupdate();
fireIntesity = intensity > 0 ? intensity : 1; // minimum of 1, zero checking is used in render function
ParticleSys_render();
}
// set percentage of used particles as uint8_t i.e 127 means 50% for example
void ParticleSystem2D::setUsedParticles(uint8_t percentage) {
fractionOfParticlesUsed = percentage; // note usedParticles is updated in memory manager
updateUsedParticles(numParticles, availableParticles, fractionOfParticlesUsed, usedParticles);
PSPRINT(" SetUsedpaticles: allocated particles: ");
PSPRINT(numParticles);
PSPRINT(" available particles: ");
PSPRINT(availableParticles);
PSPRINT(" ,used percentage: ");
PSPRINT(fractionOfParticlesUsed);
PSPRINT(" ,used particles: ");
PSPRINTLN(usedParticles);
}
void ParticleSystem2D::setWallHardness(uint8_t hardness) {
wallHardness = hardness;
}
void ParticleSystem2D::setWallRoughness(uint8_t roughness) {
wallRoughness = roughness;
}
void ParticleSystem2D::setCollisionHardness(uint8_t hardness) {
collisionHardness = (int)hardness + 1;
}
void ParticleSystem2D::setMatrixSize(uint32_t x, uint32_t y) {
maxXpixel = x - 1; // last physical pixel that can be drawn to
maxYpixel = y - 1;
maxX = x * PS_P_RADIUS - 1; // particle system boundary for movements
maxY = y * PS_P_RADIUS - 1; // this value is often needed (also by FX) to calculate positions
}
void ParticleSystem2D::setWrapX(bool enable) {
particlesettings.wrapX = enable;
}
void ParticleSystem2D::setWrapY(bool enable) {
particlesettings.wrapY = enable;
}
void ParticleSystem2D::setBounceX(bool enable) {
particlesettings.bounceX = enable;
}
void ParticleSystem2D::setBounceY(bool enable) {
particlesettings.bounceY = enable;
}
void ParticleSystem2D::setKillOutOfBounds(bool enable) {
particlesettings.killoutofbounds = enable;
}
void ParticleSystem2D::setColorByAge(bool enable) {
particlesettings.colorByAge = enable;
}
void ParticleSystem2D::setMotionBlur(uint8_t bluramount) {
if (particlesize < 2) // only allow motion blurring on default particle sizes or advanced size (cannot combine motion blur with normal blurring used for particlesize, would require another buffer)
motionBlur = bluramount;
}
void ParticleSystem2D::setSmearBlur(uint8_t bluramount) {
smearBlur = bluramount;
}
// render size using smearing (see blur function)
void ParticleSystem2D::setParticleSize(uint8_t size) {
particlesize = size;
particleHardRadius = PS_P_MINHARDRADIUS; // ~1 pixel
if (particlesize > 1) {
particleHardRadius = max(particleHardRadius, (uint32_t)particlesize); // radius used for wall collisions & particle collisions
motionBlur = 0; // disable motion blur if particle size is set
}
else if (particlesize == 0)
particleHardRadius = particleHardRadius >> 1; // single pixel particles have half the radius (i.e. 1/2 pixel)
}
// enable/disable gravity, optionally, set the force (force=8 is default) can be -127 to +127, 0 is disable
// if enabled, gravity is applied to all particles in ParticleSystemUpdate()
// force is in 3.4 fixed point notation so force=16 means apply v+1 each frame default of 8 is every other frame (gives good results)
void ParticleSystem2D::setGravity(int8_t force) {
if (force) {
gforce = force;
particlesettings.useGravity = true;
} else {
particlesettings.useGravity = false;
}
}
void ParticleSystem2D::enableParticleCollisions(bool enable, uint8_t hardness) { // enable/disable gravity, optionally, set the force (force=8 is default) can be 1-255, 0 is also disable
particlesettings.useCollisions = enable;
collisionHardness = (int)hardness + 1;
}
// emit one particle with variation, returns index of emitted particle (or -1 if no particle emitted)
int32_t ParticleSystem2D::sprayEmit(const PSsource &emitter) {
bool success = false;
for (uint32_t i = 0; i < usedParticles; i++) {
emitIndex++;
if (emitIndex >= usedParticles)
emitIndex = 0;
if (particles[emitIndex].ttl == 0) { // find a dead particle
success = true;
particles[emitIndex].vx = emitter.vx + hw_random16(emitter.var << 1) - emitter.var; // random(-var, var)
particles[emitIndex].vy = emitter.vy + hw_random16(emitter.var << 1) - emitter.var; // random(-var, var)
particles[emitIndex].x = emitter.source.x;
particles[emitIndex].y = emitter.source.y;
particles[emitIndex].hue = emitter.source.hue;
particles[emitIndex].sat = emitter.source.sat;
particleFlags[emitIndex].collide = emitter.sourceFlags.collide;
particles[emitIndex].ttl = hw_random16(emitter.minLife, emitter.maxLife);
if (advPartProps)
advPartProps[emitIndex].size = emitter.size;
break;
}
}
if (success)
return emitIndex;
else
return -1;
}
// Spray emitter for particles used for flames (particle TTL depends on source TTL)
void ParticleSystem2D::flameEmit(const PSsource &emitter) {
int emitIndex = sprayEmit(emitter);
if (emitIndex > 0) particles[emitIndex].ttl += emitter.source.ttl;
}
// Emits a particle at given angle and speed, angle is from 0-65535 (=0-360deg), speed is also affected by emitter->var
// angle = 0 means in positive x-direction (i.e. to the right)
int32_t ParticleSystem2D::angleEmit(PSsource &emitter, const uint16_t angle, const int32_t speed) {
emitter.vx = ((int32_t)cos16_t(angle) * speed) / (int32_t)32600; // cos16_t() and sin16_t() return signed 16bit, division should be 32767 but 32600 gives slightly better rounding
emitter.vy = ((int32_t)sin16_t(angle) * speed) / (int32_t)32600; // note: cannot use bit shifts as bit shifting is asymmetrical for positive and negative numbers and this needs to be accurate!
return sprayEmit(emitter);
}
// particle moves, decays and dies, if killoutofbounds is set, out of bounds particles are set to ttl=0
// uses passed settings to set bounce or wrap, if useGravity is enabled, it will never bounce at the top and killoutofbounds is not applied over the top
void ParticleSystem2D::particleMoveUpdate(PSparticle &part, PSparticleFlags &partFlags, PSsettings2D *options, PSadvancedParticle *advancedproperties) {
if (options == nullptr)
options = &particlesettings; //use PS system settings by default
if (part.ttl > 0) {
if (!partFlags.perpetual)
part.ttl--; // age
if (options->colorByAge)
part.hue = min(part.ttl, (uint16_t)255); //set color to ttl
int32_t renderradius = PS_P_HALFRADIUS; // used to check out of bounds
int32_t newX = part.x + (int32_t)part.vx;
int32_t newY = part.y + (int32_t)part.vy;
partFlags.outofbounds = false; // reset out of bounds (in case particle was created outside the matrix and is now moving into view) note: moving this to checks below adds code and is not faster
if (advancedproperties) { //using individual particle size?
setParticleSize(particlesize); // updates default particleHardRadius
if (advancedproperties->size > PS_P_MINHARDRADIUS) {
particleHardRadius += (advancedproperties->size - PS_P_MINHARDRADIUS); // update radius
renderradius = particleHardRadius;
}
}
// note: if wall collisions are enabled, bounce them before they reach the edge, it looks much nicer if the particle does not go half out of view
if (options->bounceY) {
if ((newY < (int32_t)particleHardRadius) || ((newY > (int32_t)(maxY - particleHardRadius)) && !options->useGravity)) { // reached floor / ceiling
bounce(part.vy, part.vx, newY, maxY);
}
}
if (!checkBoundsAndWrap(newY, maxY, renderradius, options->wrapY)) { // check out of bounds note: this must not be skipped. if gravity is enabled, particles will never bounce at the top
partFlags.outofbounds = true;
if (options->killoutofbounds) {
if (newY < 0) // if gravity is enabled, only kill particles below ground
part.ttl = 0;
else if (!options->useGravity)
part.ttl = 0;
}
}
if (part.ttl) { //check x direction only if still alive
if (options->bounceX) {
if ((newX < (int32_t)particleHardRadius) || (newX > (int32_t)(maxX - particleHardRadius))) // reached a wall
bounce(part.vx, part.vy, newX, maxX);
}
else if (!checkBoundsAndWrap(newX, maxX, renderradius, options->wrapX)) { // check out of bounds
partFlags.outofbounds = true;
if (options->killoutofbounds)
part.ttl = 0;
}
}
part.x = (int16_t)newX; // set new position
part.y = (int16_t)newY; // set new position
}
}
// move function for fire particles
void ParticleSystem2D::fireParticleupdate() {
for (uint32_t i = 0; i < usedParticles; i++) {
if (particles[i].ttl > 0)
{
particles[i].ttl--; // age
int32_t newY = particles[i].y + (int32_t)particles[i].vy + (particles[i].ttl >> 2); // younger particles move faster upward as they are hotter
int32_t newX = particles[i].x + (int32_t)particles[i].vx;
particleFlags[i].outofbounds = 0; // reset out of bounds flag note: moving this to checks below is not faster but adds code
// check if particle is out of bounds, wrap x around to other side if wrapping is enabled
// as fire particles start below the frame, lots of particles are out of bounds in y direction. to improve speed, only check x direction if y is not out of bounds
if (newY < -PS_P_HALFRADIUS)
particleFlags[i].outofbounds = 1;
else if (newY > int32_t(maxY + PS_P_HALFRADIUS)) // particle moved out at the top
particles[i].ttl = 0;
else // particle is in frame in y direction, also check x direction now Note: using checkBoundsAndWrap() is slower, only saves a few bytes
{
if ((newX < 0) || (newX > (int32_t)maxX)) { // handle out of bounds & wrap
if (particlesettings.wrapX) {
newX = newX % (maxX + 1);
if (newX < 0) // handle negative modulo
newX += maxX + 1;
}
else if ((newX < -PS_P_HALFRADIUS) || (newX > int32_t(maxX + PS_P_HALFRADIUS))) { //if fully out of view
particles[i].ttl = 0;
}
}
particles[i].x = newX;
}
particles[i].y = newY;
}
}
}
// update advanced particle size control, returns false if particle shrinks to 0 size
bool ParticleSystem2D::updateSize(PSadvancedParticle *advprops, PSsizeControl *advsize) {
if (advsize == nullptr) // safety check
return false;
// grow/shrink particle
int32_t newsize = advprops->size;
uint32_t counter = advsize->sizecounter;
uint32_t increment = 0;
// calculate grow speed using 0-8 for low speeds and 9-15 for higher speeds
if (advsize->grow) increment = advsize->growspeed;
else if (advsize->shrink) increment = advsize->shrinkspeed;
if (increment < 9) { // 8 means +1 every frame
counter += increment;
if (counter > 7) {
counter -= 8;
increment = 1;
} else
increment = 0;
advsize->sizecounter = counter;
} else {
increment = (increment - 8) << 1; // 9 means +2, 10 means +4 etc. 15 means +14
}
if (advsize->grow) {
if (newsize < advsize->maxsize) {
newsize += increment;
if (newsize >= advsize->maxsize) {
advsize->grow = false; // stop growing, shrink from now on if enabled
newsize = advsize->maxsize; // limit
if (advsize->pulsate) advsize->shrink = true;
}
}
} else if (advsize->shrink) {
if (newsize > advsize->minsize) {
newsize -= increment;
if (newsize <= advsize->minsize) {
if (advsize->minsize == 0)
return false; // particle shrunk to zero
advsize->shrink = false; // disable shrinking
newsize = advsize->minsize; // limit
if (advsize->pulsate) advsize->grow = true;
}
}
}
advprops->size = newsize;
// handle wobbling
if (advsize->wobble) {
advsize->asymdir += advsize->wobblespeed; // note: if need better wobblespeed control a counter is already in the struct
}
return true;
}
// calculate x and y size for asymmetrical particles (advanced size control)
void ParticleSystem2D::getParticleXYsize(PSadvancedParticle *advprops, PSsizeControl *advsize, uint32_t &xsize, uint32_t &ysize) {
if (advsize == nullptr) // if advsize is valid, also advanced properties pointer is valid (handled by updatePSpointers())
return;
int32_t size = advprops->size;
int32_t asymdir = advsize->asymdir;
int32_t deviation = ((uint32_t)size * (uint32_t)advsize->asymmetry + 255) >> 8; // deviation from symmetrical size
// Calculate x and y size based on deviation and direction (0 is symmetrical, 64 is x, 128 is symmetrical, 192 is y)
if (asymdir < 64) {
deviation = (asymdir * deviation) >> 6;
} else if (asymdir < 192) {
deviation = ((128 - asymdir) * deviation) >> 6;
} else {
deviation = ((asymdir - 255) * deviation) >> 6;
}
// Calculate x and y size based on deviation, limit to 255 (rendering function cannot handle larger sizes)
xsize = min((size - deviation), (int32_t)255);
ysize = min((size + deviation), (int32_t)255);;
}
// function to bounce a particle from a wall using set parameters (wallHardness and wallRoughness)
void ParticleSystem2D::bounce(int8_t &incomingspeed, int8_t &parallelspeed, int32_t &position, const uint32_t maxposition) {
incomingspeed = -incomingspeed;
incomingspeed = (incomingspeed * wallHardness + 128) >> 8; // reduce speed as energy is lost on non-hard surface
if (position < (int32_t)particleHardRadius)
position = particleHardRadius; // fast particles will never reach the edge if position is inverted, this looks better
else
position = maxposition - particleHardRadius;
if (wallRoughness) {
int32_t incomingspeed_abs = abs((int32_t)incomingspeed);
int32_t totalspeed = incomingspeed_abs + abs((int32_t)parallelspeed);
// transfer an amount of incomingspeed speed to parallel speed
int32_t donatespeed = ((hw_random16(incomingspeed_abs << 1) - incomingspeed_abs) * (int32_t)wallRoughness) / (int32_t)255; // take random portion of + or - perpendicular speed, scaled by roughness
parallelspeed = limitSpeed((int32_t)parallelspeed + donatespeed);
// give the remainder of the speed to perpendicular speed
donatespeed = int8_t(totalspeed - abs(parallelspeed)); // keep total speed the same
incomingspeed = incomingspeed > 0 ? donatespeed : -donatespeed;
}
}
// apply a force in x,y direction to individual particle
// caller needs to provide a 8bit counter (for each particle) that holds its value between calls
// force is in 3.4 fixed point notation so force=16 means apply v+1 each frame default of 8 is every other frame (gives good results)
void ParticleSystem2D::applyForce(PSparticle &part, const int8_t xforce, const int8_t yforce, uint8_t &counter) {
// for small forces, need to use a delay counter
uint8_t xcounter = counter & 0x0F; // lower four bits
uint8_t ycounter = counter >> 4; // upper four bits
// velocity increase
int32_t dvx = calcForce_dv(xforce, xcounter);
int32_t dvy = calcForce_dv(yforce, ycounter);
// save counter values back
counter = xcounter & 0x0F; // write lower four bits, make sure not to write more than 4 bits
counter |= (ycounter << 4) & 0xF0; // write upper four bits
// apply the force to particle
part.vx = limitSpeed((int32_t)part.vx + dvx);
part.vy = limitSpeed((int32_t)part.vy + dvy);
}
// apply a force in x,y direction to individual particle using advanced particle properties
void ParticleSystem2D::applyForce(const uint32_t particleindex, const int8_t xforce, const int8_t yforce) {
if (advPartProps == nullptr)
return; // no advanced properties available
applyForce(particles[particleindex], xforce, yforce, advPartProps[particleindex].forcecounter);
}
// apply a force in x,y direction to all particles
// force is in 3.4 fixed point notation (see above)
void ParticleSystem2D::applyForce(const int8_t xforce, const int8_t yforce) {
// for small forces, need to use a delay counter
uint8_t tempcounter;
// note: this is not the most computationally efficient way to do this, but it saves on duplicate code and is fast enough
for (uint32_t i = 0; i < usedParticles; i++) {
tempcounter = forcecounter;
applyForce(particles[i], xforce, yforce, tempcounter);
}
forcecounter = tempcounter; // save value back
}
// apply a force in angular direction to single particle
// caller needs to provide a 8bit counter that holds its value between calls (if using single particles, a counter for each particle is needed)
// angle is from 0-65535 (=0-360deg) angle = 0 means in positive x-direction (i.e. to the right)
// force is in 3.4 fixed point notation so force=16 means apply v+1 each frame (useful force range is +/- 127)
void ParticleSystem2D::applyAngleForce(PSparticle &part, const int8_t force, const uint16_t angle, uint8_t &counter) {
int8_t xforce = ((int32_t)force * cos16_t(angle)) / 32767; // force is +/- 127
int8_t yforce = ((int32_t)force * sin16_t(angle)) / 32767; // note: cannot use bit shifts as bit shifting is asymmetrical for positive and negative numbers and this needs to be accurate!
applyForce(part, xforce, yforce, counter);
}
void ParticleSystem2D::applyAngleForce(const uint32_t particleindex, const int8_t force, const uint16_t angle) {
if (advPartProps == nullptr)
return; // no advanced properties available
applyAngleForce(particles[particleindex], force, angle, advPartProps[particleindex].forcecounter);
}
// apply a force in angular direction to all particles
// angle is from 0-65535 (=0-360deg) angle = 0 means in positive x-direction (i.e. to the right)
void ParticleSystem2D::applyAngleForce(const int8_t force, const uint16_t angle) {
int8_t xforce = ((int32_t)force * cos16_t(angle)) / 32767; // force is +/- 127
int8_t yforce = ((int32_t)force * sin16_t(angle)) / 32767; // note: cannot use bit shifts as bit shifting is asymmetrical for positive and negative numbers and this needs to be accurate!
applyForce(xforce, yforce);
}
// apply gravity to all particles using PS global gforce setting
// force is in 3.4 fixed point notation, see note above
// note: faster than apply force since direction is always down and counter is fixed for all particles
void ParticleSystem2D::applyGravity() {
int32_t dv = calcForce_dv(gforce, gforcecounter);
if (dv == 0) return;
for (uint32_t i = 0; i < usedParticles; i++) {
// Note: not checking if particle is dead is faster as most are usually alive and if few are alive, rendering is fast anyways
particles[i].vy = limitSpeed((int32_t)particles[i].vy - dv);
}
}
// apply gravity to single particle using system settings (use this for sources)
// function does not increment gravity counter, if gravity setting is disabled, this cannot be used
void ParticleSystem2D::applyGravity(PSparticle &part) {
uint32_t counterbkp = gforcecounter; // backup PS gravity counter
int32_t dv = calcForce_dv(gforce, gforcecounter);
gforcecounter = counterbkp; //save it back
part.vy = limitSpeed((int32_t)part.vy - dv);
}
// slow down particle by friction, the higher the speed, the higher the friction. a high friction coefficient slows them more (255 means instant stop)
// note: a coefficient smaller than 0 will speed them up (this is a feature, not a bug), coefficient larger than 255 inverts the speed, so don't do that
void ParticleSystem2D::applyFriction(PSparticle &part, const int32_t coefficient) {
// note: not checking if particle is dead can be done by caller (or can be omitted)
#if defined(CONFIG_IDF_TARGET_ESP32C3) || defined(ESP8266) // use bitshifts with rounding instead of division (2x faster)
int32_t friction = 256 - coefficient;
part.vx = ((int32_t)part.vx * friction + (((int32_t)part.vx >> 31) & 0xFF)) >> 8; // note: (v>>31) & 0xFF)) extracts the sign and adds 255 if negative for correct rounding using shifts
part.vy = ((int32_t)part.vy * friction + (((int32_t)part.vy >> 31) & 0xFF)) >> 8;
#else // division is faster on ESP32, S2 and S3
int32_t friction = 255 - coefficient;
part.vx = ((int32_t)part.vx * friction) / 255;
part.vy = ((int32_t)part.vy * friction) / 255;
#endif
}
// apply friction to all particles
// note: not checking if particle is dead is faster as most are usually alive and if few are alive, rendering is fast anyways
void ParticleSystem2D::applyFriction(const int32_t coefficient) {
#if defined(CONFIG_IDF_TARGET_ESP32C3) || defined(ESP8266) // use bitshifts with rounding instead of division (2x faster)
int32_t friction = 256 - coefficient;
for (uint32_t i = 0; i < usedParticles; i++) {
particles[i].vx = ((int32_t)particles[i].vx * friction + (((int32_t)particles[i].vx >> 31) & 0xFF)) >> 8; // note: (v>>31) & 0xFF)) extracts the sign and adds 255 if negative for correct rounding using shifts
particles[i].vy = ((int32_t)particles[i].vy * friction + (((int32_t)particles[i].vy >> 31) & 0xFF)) >> 8;
}
#else // division is faster on ESP32, S2 and S3
int32_t friction = 255 - coefficient;
for (uint32_t i = 0; i < usedParticles; i++) {
particles[i].vx = ((int32_t)particles[i].vx * friction) / 255;
particles[i].vy = ((int32_t)particles[i].vy * friction) / 255;
}
#endif
}
// attracts a particle to an attractor particle using the inverse square-law
void ParticleSystem2D::pointAttractor(const uint32_t particleindex, PSparticle &attractor, const uint8_t strength, const bool swallow) {
if (advPartProps == nullptr)
return; // no advanced properties available
// Calculate the distance between the particle and the attractor
int32_t dx = attractor.x - particles[particleindex].x;
int32_t dy = attractor.y - particles[particleindex].y;
// Calculate the force based on inverse square law
int32_t distanceSquared = dx * dx + dy * dy;
if (distanceSquared < 8192) {
if (swallow) { // particle is close, age it fast so it fades out, do not attract further
if (particles[particleindex].ttl > 7)
particles[particleindex].ttl -= 8;
else {
particles[particleindex].ttl = 0;
return;
}
}
distanceSquared = 2 * PS_P_RADIUS * PS_P_RADIUS; // limit the distance to avoid very high forces
}
int32_t force = ((int32_t)strength << 16) / distanceSquared;
int8_t xforce = (force * dx) / 1024; // scale to a lower value, found by experimenting
int8_t yforce = (force * dy) / 1024; // note: cannot use bit shifts as bit shifting is asymmetrical for positive and negative numbers and this needs to be accurate!
applyForce(particleindex, xforce, yforce);
}
// render particles to the LED buffer (uses palette to render the 8bit particle color value)
// if wrap is set, particles half out of bounds are rendered to the other side of the matrix
// warning: do not render out of bounds particles or system will crash! rendering does not check if particle is out of bounds
// firemode is only used for PS Fire FX
void ParticleSystem2D::ParticleSys_render() {
if (blendingStyle == BLEND_STYLE_FADE && SEGMENT.isInTransition() && lastRender + (strip.getFrameTime() >> 1) > strip.now) // fixes speedup during transitions TODO: find a better solution
return;
lastRender = strip.now;
CRGB baseRGB;
uint32_t brightness; // particle brightness, fades if dying
static bool useAdditiveTransfer = false; // use add instead of set for buffer transferring (must persist between calls)
bool isNonFadeTransition = (pmem->inTransition || pmem->finalTransfer) && blendingStyle != BLEND_STYLE_FADE;
bool isOverlay = segmentIsOverlay();
// update global blur (used for blur transitions)
int32_t motionbluramount = motionBlur;
int32_t smearamount = smearBlur;
if (pmem->inTransition == effectID && blendingStyle == BLEND_STYLE_FADE) { // FX transition and this is the new FX: fade blur amount but only if using fade style
motionbluramount = globalBlur + (((motionbluramount - globalBlur) * (int)SEGMENT.progress()) >> 16); // fade from old blur to new blur during transitions
smearamount = globalSmear + (((smearamount - globalSmear) * (int)SEGMENT.progress()) >> 16);
}
globalBlur = motionbluramount;
globalSmear = smearamount;
if (isOverlay) {
globalSmear = 0; // do not apply smear or blur in overlay or it turns everything into a blurry mess
globalBlur = 0;
}
// handle blurring and framebuffer update
if (framebuffer) {
if (!pmem->inTransition)
useAdditiveTransfer = false; // additive transfer is only usd in transitions (or in overlay)
// handle buffer blurring or clearing
bool bufferNeedsUpdate = !pmem->inTransition || pmem->inTransition == effectID || isNonFadeTransition; // not a transition; or new FX or not fading style: update buffer (blur, or clear)
if (bufferNeedsUpdate) {
bool loadfromSegment = !renderSolo || isNonFadeTransition;
if (globalBlur > 0 || globalSmear > 0) { // blurring active: if not a transition or is newFX, read data from segment before blurring (old FX can render to it afterwards)
for (int32_t y = 0; y <= maxYpixel; y++) {
int index = y * (maxXpixel + 1);
for (int32_t x = 0; x <= maxXpixel; x++) {
if (loadfromSegment) { // sharing the framebuffer with another segment or not using fade style blending: update buffer by reading back from segment
framebuffer[index] = SEGMENT.getPixelColorXY(x, y); // read from segment
}
fast_color_scale(framebuffer[index], globalBlur); // note: could skip if only globalsmear is active but usually they are both active and scaling is fast enough
index++;
}
}
}
else { // no blurring: clear buffer
memset(framebuffer, 0, frameBufferSize * sizeof(CRGB));
}
}
// handle buffer for global large particle size rendering
if (particlesize > 1 && pmem->inTransition) { // if particle size is used by FX we need a clean buffer
if (bufferNeedsUpdate && !globalBlur) { // transfer without adding if buffer was not cleared above (happens if this is the new FX and other FX does not use blurring)
useAdditiveTransfer = false; // no blurring and big size particle FX is the new FX (rendered first after clearing), can just render normally
}
else { // this is the old FX (rendering second) or blurring is active: new FX already rendered to the buffer and blurring was applied above; transfer it to segment and clear it
transferBuffer(maxXpixel + 1, maxYpixel + 1, isOverlay);
memset(framebuffer, 0, frameBufferSize * sizeof(CRGB)); // clear the buffer after transfer
useAdditiveTransfer = true; // additive transfer reads from segment, adds that to the frame-buffer and writes back to segment, after transfer, segment and buffer are identical
}
}
}
else { // no local buffer available, apply blur to segment
if (motionBlur > 0)
SEGMENT.fadeToBlackBy(255 - motionBlur);
else
SEGMENT.fill(BLACK); //clear the buffer before rendering next frame
}
// go over particles and render them to the buffer
for (uint32_t i = 0; i < usedParticles; i++) {
if (particles[i].ttl == 0 || particleFlags[i].outofbounds)
continue;
// generate RGB values for particle
if (fireIntesity) { // fire mode
brightness = (uint32_t)particles[i].ttl * (3 + (fireIntesity >> 5)) + 20;
brightness = min(brightness, (uint32_t)255);
baseRGB = ColorFromPaletteWLED(SEGPALETTE, brightness, 255);
}
else {
brightness = min((particles[i].ttl << 1), (int)255);
baseRGB = ColorFromPaletteWLED(SEGPALETTE, particles[i].hue, 255);
if (particles[i].sat < 255) {
CHSV32 baseHSV;
rgb2hsv((uint32_t((byte(baseRGB.r) << 16) | (byte(baseRGB.g) << 8) | (byte(baseRGB.b)))), baseHSV); // convert to HSV
baseHSV.s = particles[i].sat; // set the saturation
uint32_t tempcolor;
hsv2rgb(baseHSV, tempcolor); // convert back to RGB
baseRGB = (CRGB)tempcolor;
}
}
renderParticle(i, brightness, baseRGB, particlesettings.wrapX, particlesettings.wrapY);
}
if (particlesize > 1) {
uint32_t passes = particlesize / 64 + 1; // number of blur passes, four passes max
uint32_t bluramount = particlesize;
uint32_t bitshift = 0;
for (uint32_t i = 0; i < passes; i++) {
if (i == 2) // for the last two passes, use higher amount of blur (results in a nicer brightness gradient with soft edges)
bitshift = 1;
if (framebuffer)
blur2D(framebuffer, maxXpixel + 1, maxYpixel + 1, bluramount << bitshift, bluramount << bitshift);
else {
SEGMENT.blur(bluramount << bitshift, true);
}
bluramount -= 64;
}
}
// apply 2D blur to rendered frame
if (globalSmear > 0) {
if (framebuffer)
blur2D(framebuffer, maxXpixel + 1, maxYpixel + 1, globalSmear, globalSmear);
else
SEGMENT.blur(globalSmear, true);
}
// transfer framebuffer to segment if available
if (pmem->inTransition != effectID || isNonFadeTransition) // not in transition or is old FX (rendered second) or not fade style
transferBuffer(maxXpixel + 1, maxYpixel + 1, useAdditiveTransfer | isOverlay);
}
// calculate pixel positions and brightness distribution and render the particle to local buffer or global buffer
void ParticleSystem2D::renderParticle(const uint32_t particleindex, const uint8_t brightness, const CRGB& color, const bool wrapX, const bool wrapY) {
if (particlesize == 0) { // single pixel rendering
uint32_t x = particles[particleindex].x >> PS_P_RADIUS_SHIFT;
uint32_t y = particles[particleindex].y >> PS_P_RADIUS_SHIFT;
if (x <= (uint32_t)maxXpixel && y <= (uint32_t)maxYpixel) {
if (framebuffer)
fast_color_add(framebuffer[x + (maxYpixel - y) * (maxXpixel + 1)], color, brightness);
else
SEGMENT.addPixelColorXY(x, maxYpixel - y, color.scale8(brightness), true);
}
return;
}
uint8_t pxlbrightness[4]; // brightness values for the four pixels representing a particle
int32_t pixco[4][2]; // physical pixel coordinates of the four pixels a particle is rendered to. x,y pairs
bool pixelvalid[4] = {true, true, true, true}; // is set to false if pixel is out of bounds
bool advancedrender = false; // rendering for advanced particles
// check if particle has advanced size properties and buffer is available
if (advPartProps && advPartProps[particleindex].size > 0) {
if (renderbuffer) {
advancedrender = true;
memset(renderbuffer, 0, 100 * sizeof(CRGB)); // clear the buffer, renderbuffer is 10x10 pixels
}
else return; // cannot render without buffers
}
// add half a radius as the rendering algorithm always starts at the bottom left, this leaves things positive, so shifts can be used, then shift coordinate by a full pixel (x--/y-- below)
int32_t xoffset = particles[particleindex].x + PS_P_HALFRADIUS;
int32_t yoffset = particles[particleindex].y + PS_P_HALFRADIUS;
int32_t dx = xoffset & (PS_P_RADIUS - 1); // relativ particle position in subpixel space
int32_t dy = yoffset & (PS_P_RADIUS - 1); // modulo replaced with bitwise AND, as radius is always a power of 2
int32_t x = (xoffset >> PS_P_RADIUS_SHIFT); // divide by PS_P_RADIUS which is 64, so can bitshift (compiler can not optimize integer)
int32_t y = (yoffset >> PS_P_RADIUS_SHIFT);
// set the four raw pixel coordinates, the order is bottom left [0], bottom right[1], top right [2], top left [3]
pixco[1][0] = pixco[2][0] = x; // bottom right & top right
pixco[2][1] = pixco[3][1] = y; // top right & top left
x--; // shift by a full pixel here, this is skipped above to not do -1 and then +1
y--;
pixco[0][0] = pixco[3][0] = x; // bottom left & top left
pixco[0][1] = pixco[1][1] = y; // bottom left & bottom right
// calculate brightness values for all four pixels representing a particle using linear interpolation
// could check for out of frame pixels here but calculating them is faster (very few are out)
// precalculate values for speed optimization
int32_t precal1 = (int32_t)PS_P_RADIUS - dx;
int32_t precal2 = ((int32_t)PS_P_RADIUS - dy) * brightness;
int32_t precal3 = dy * brightness;
pxlbrightness[0] = (precal1 * precal2) >> PS_P_SURFACE; // bottom left value equal to ((PS_P_RADIUS - dx) * (PS_P_RADIUS-dy) * brightness) >> PS_P_SURFACE
pxlbrightness[1] = (dx * precal2) >> PS_P_SURFACE; // bottom right value equal to (dx * (PS_P_RADIUS-dy) * brightness) >> PS_P_SURFACE
pxlbrightness[2] = (dx * precal3) >> PS_P_SURFACE; // top right value equal to (dx * dy * brightness) >> PS_P_SURFACE
pxlbrightness[3] = (precal1 * precal3) >> PS_P_SURFACE; // top left value equal to ((PS_P_RADIUS-dx) * dy * brightness) >> PS_P_SURFACE
if (advancedrender) {
//render particle to a bigger size
//particle size to pixels: < 64 is 4x4, < 128 is 6x6, < 192 is 8x8, bigger is 10x10
//first, render the pixel to the center of the renderbuffer, then apply 2D blurring
fast_color_add(renderbuffer[4 + (4 * 10)], color, pxlbrightness[0]); // order is: bottom left, bottom right, top right, top left
fast_color_add(renderbuffer[5 + (4 * 10)], color, pxlbrightness[1]);
fast_color_add(renderbuffer[5 + (5 * 10)], color, pxlbrightness[2]);
fast_color_add(renderbuffer[4 + (5 * 10)], color, pxlbrightness[3]);
uint32_t rendersize = 2; // initialize render size, minimum is 4x4 pixels, it is incremented int he loop below to start with 4
uint32_t offset = 4; // offset to zero coordinate to write/read data in renderbuffer (actually needs to be 3, is decremented in the loop below)
uint32_t maxsize = advPartProps[particleindex].size;
uint32_t xsize = maxsize;
uint32_t ysize = maxsize;
if (advPartSize) { // use advanced size control
if (advPartSize[particleindex].asymmetry > 0)
getParticleXYsize(&advPartProps[particleindex], &advPartSize[particleindex], xsize, ysize);
maxsize = (xsize > ysize) ? xsize : ysize; // choose the bigger of the two
}
maxsize = maxsize/64 + 1; // number of blur passes depends on maxsize, four passes max
uint32_t bitshift = 0;
for (uint32_t i = 0; i < maxsize; i++) {
if (i == 2) //for the last two passes, use higher amount of blur (results in a nicer brightness gradient with soft edges)
bitshift = 1;
rendersize += 2;
offset--;
blur2D(renderbuffer, rendersize, rendersize, xsize << bitshift, ysize << bitshift, offset, offset, true);
xsize = xsize > 64 ? xsize - 64 : 0;
ysize = ysize > 64 ? ysize - 64 : 0;
}
// calculate origin coordinates to render the particle to in the framebuffer
uint32_t xfb_orig = x - (rendersize>>1) + 1 - offset;
uint32_t yfb_orig = y - (rendersize>>1) + 1 - offset;
uint32_t xfb, yfb; // coordinates in frame buffer to write to note: by making this uint, only overflow has to be checked (spits a warning though)
//note on y-axis flip: WLED has the y-axis defined from top to bottom, so y coordinates must be flipped. doing this in the buffer xfer clashes with 1D/2D combined rendering, which does not invert y
// transferring the 1D buffer in inverted fashion will flip the x-axis of overlaid 2D FX, so the y-axis flip is done here so the buffer is flipped in y, giving correct results
// transfer particle renderbuffer to framebuffer
for (uint32_t xrb = offset; xrb < rendersize + offset; xrb++) {
xfb = xfb_orig + xrb;
if (xfb > (uint32_t)maxXpixel) {
if (wrapX) { // wrap x to the other side if required
if (xfb > (uint32_t)maxXpixel << 1) // xfb is "negative", handle it
xfb = (maxXpixel + 1) + (int32_t)xfb; // this always overflows to within bounds
else
xfb = xfb % (maxXpixel + 1); // note: without the above "negative" check, this works only for powers of 2
}
else
continue;
}
for (uint32_t yrb = offset; yrb < rendersize + offset; yrb++) {
yfb = yfb_orig + yrb;
if (yfb > (uint32_t)maxYpixel) {
if (wrapY) {// wrap y to the other side if required
if (yfb > (uint32_t)maxYpixel << 1) // yfb is "negative", handle it
yfb = (maxYpixel + 1) + (int32_t)yfb; // this always overflows to within bounds
else
yfb = yfb % (maxYpixel + 1); // note: without the above "negative" check, this works only for powers of 2
}
else
continue;
}
if (framebuffer)
fast_color_add(framebuffer[xfb + (maxYpixel - yfb) * (maxXpixel + 1)], renderbuffer[xrb + yrb * 10]);
else
SEGMENT.addPixelColorXY(xfb, maxYpixel - yfb, renderbuffer[xrb + yrb * 10],true);
}
}
} else { // standard rendering (2x2 pixels)
// check for out of frame pixels and wrap them if required: x,y is bottom left pixel coordinate of the particle
if (x < 0) { // left pixels out of frame
if (wrapX) { // wrap x to the other side if required
pixco[0][0] = pixco[3][0] = maxXpixel;
} else {
pixelvalid[0] = pixelvalid[3] = false; // out of bounds
}
}
else if (pixco[1][0] > (int32_t)maxXpixel) { // right pixels, only has to be checked if left pixel is in frame
if (wrapX) { // wrap y to the other side if required
pixco[1][0] = pixco[2][0] = 0;
} else {
pixelvalid[1] = pixelvalid[2] = false; // out of bounds
}
}
if (y < 0) { // bottom pixels out of frame
if (wrapY) { // wrap y to the other side if required
pixco[0][1] = pixco[1][1] = maxYpixel;
} else {
pixelvalid[0] = pixelvalid[1] = false; // out of bounds
}
}
else if (pixco[2][1] > maxYpixel) { // top pixels
if (wrapY) { // wrap y to the other side if required
pixco[2][1] = pixco[3][1] = 0;
} else {
pixelvalid[2] = pixelvalid[3] = false; // out of bounds
}
}
if (framebuffer) {
for (uint32_t i = 0; i < 4; i++) {
if (pixelvalid[i])
fast_color_add(framebuffer[pixco[i][0] + (maxYpixel - pixco[i][1]) * (maxXpixel + 1)], color, pxlbrightness[i]); // order is: bottom left, bottom right, top right, top left
}
}
else {
for (uint32_t i = 0; i < 4; i++) {
if (pixelvalid[i])
SEGMENT.addPixelColorXY(pixco[i][0], maxYpixel - pixco[i][1], color.scale8((uint8_t)pxlbrightness[i]), true);
}
}
}
}
// detect collisions in an array of particles and handle them
// uses binning by dividing the frame into slices in x direction which is efficient if using gravity in y direction (but less efficient for FX that use forces in x direction)
// for code simplicity, no y slicing is done, making very tall matrix configurations less efficient
// note: also tested adding y slicing, it gives diminishing returns, some FX even get slower. FX not using gravity would benefit with a 10% FPS improvement
void ParticleSystem2D::handleCollisions() {
int32_t collDistSq = particleHardRadius << 1; // distance is double the radius note: particleHardRadius is updated when setting global particle size
collDistSq = collDistSq * collDistSq; // square it for faster comparison (square is one operation)
// note: partices are binned in x-axis, assumption is that no more than half of the particles are in the same bin
// if they are, collisionStartIdx is increased so each particle collides at least every second frame (which still gives decent collisions)
constexpr int BIN_WIDTH = 6 * PS_P_RADIUS; // width of a bin in sub-pixels
int32_t overlap = particleHardRadius << 1; // overlap bins to include edge particles to neighbouring bins
if (advPartProps) //may be using individual particle size
overlap += 512; // add 2 * max radius (approximately)
uint32_t maxBinParticles = max((uint32_t)50, (usedParticles + 1) / 2); // assume no more than half of the particles are in the same bin, do not bin small amounts of particles
uint32_t numBins = (maxX + (BIN_WIDTH - 1)) / BIN_WIDTH; // number of bins in x direction
uint16_t binIndices[maxBinParticles]; // creat array on stack for indices, 2kB max for 1024 particles (ESP32_MAXPARTICLES/2)
uint32_t binParticleCount; // number of particles in the current bin
uint16_t nextFrameStartIdx = hw_random16(usedParticles); // index of the first particle in the next frame (set to fixed value if bin overflow)
uint32_t pidx = collisionStartIdx; //start index in case a bin is full, process remaining particles next frame
// fill the binIndices array for this bin
for (uint32_t bin = 0; bin < numBins; bin++) {
binParticleCount = 0; // reset for this bin
int32_t binStart = bin * BIN_WIDTH - overlap; // note: first bin will extend to negative, but that is ok as out of bounds particles are ignored
int32_t binEnd = binStart + BIN_WIDTH + overlap; // note: last bin can be out of bounds, see above;
// fill the binIndices array for this bin
for (uint32_t i = 0; i < usedParticles; i++) {
if (particles[pidx].ttl > 0 && particleFlags[pidx].outofbounds == 0 && particleFlags[pidx].collide) { // colliding particle
if (particles[pidx].x >= binStart && particles[pidx].x <= binEnd) { // >= and <= to include particles on the edge of the bin (overlap to ensure boarder particles collide with adjacent bins)
if (binParticleCount >= maxBinParticles) { // bin is full, more particles in this bin so do the rest next frame
nextFrameStartIdx = pidx; // bin overflow can only happen once as bin size is at least half of the particles (or half +1)
break;
}
binIndices[binParticleCount++] = pidx;
}
}
pidx++;
if (pidx >= usedParticles) pidx = 0; // wrap around
}
for (uint32_t i = 0; i < binParticleCount; i++) { // go though all 'higher number' particles in this bin and see if any of those are in close proximity and if they are, make them collide
uint32_t idx_i = binIndices[i];
for (uint32_t j = i + 1; j < binParticleCount; j++) { // check against higher number particles
uint32_t idx_j = binIndices[j];
if (advPartProps) { //may be using individual particle size
setParticleSize(particlesize); // updates base particleHardRadius
collDistSq = (particleHardRadius << 1) + (((uint32_t)advPartProps[idx_i].size + (uint32_t)advPartProps[idx_j].size) >> 1); // collision distance note: not 100% clear why the >> 1 is needed, but it is.
collDistSq = collDistSq * collDistSq; // square it for faster comparison
}
int32_t dx = (particles[idx_j].x + particles[idx_j].vx) - (particles[idx_i].x + particles[idx_i].vx); // distance with lookahead
if (dx * dx < collDistSq) { // check x direction, if close, check y direction (squaring is faster than abs() or dual compare)
int32_t dy = (particles[idx_j].y + particles[idx_j].vy) - (particles[idx_i].y + particles[idx_i].vy); // distance with lookahead
if (dy * dy < collDistSq) // particles are close
collideParticles(particles[idx_i], particles[idx_j], dx, dy, collDistSq);
}
}
}
}
collisionStartIdx = nextFrameStartIdx; // set the start index for the next frame
}
// handle a collision if close proximity is detected, i.e. dx and/or dy smaller than 2*PS_P_RADIUS
// takes two pointers to the particles to collide and the particle hardness (softer means more energy lost in collision, 255 means full hard)
void ParticleSystem2D::collideParticles(PSparticle &particle1, PSparticle &particle2, int32_t dx, int32_t dy, const int32_t collDistSq) {
int32_t distanceSquared = dx * dx + dy * dy;
// Calculate relative velocity note: could zero check but that does not improve overall speed but deminish it as that is rarely the case and pushing is still required
int32_t relativeVx = (int32_t)particle2.vx - (int32_t)particle1.vx;
int32_t relativeVy = (int32_t)particle2.vy - (int32_t)particle1.vy;
// if dx and dy are zero (i.e. same position) give them an offset, if speeds are also zero, also offset them (pushes particles apart if they are clumped before enabling collisions)
if (distanceSquared == 0) {
// Adjust positions based on relative velocity direction
dx = -1;
if (relativeVx < 0) // if true, particle2 is on the right side
dx = 1;
else if (relativeVx == 0)
relativeVx = 1;
dy = -1;
if (relativeVy < 0)
dy = 1;
else if (relativeVy == 0)
relativeVy = 1;
distanceSquared = 2; // 1 + 1
}
// Calculate dot product of relative velocity and relative distance
int32_t dotProduct = (dx * relativeVx + dy * relativeVy); // is always negative if moving towards each other
if (dotProduct < 0) {// particles are moving towards each other
// integer math used to avoid floats.
// overflow check: dx/dy are 7bit, relativV are 8bit -> dotproduct is 15bit, dotproduct/distsquared ist 8b, multiplied by collisionhardness of 8bit. so a 16bit shift is ok, make it 15 to be sure no overflows happen
// note: cannot use right shifts as bit shifting in right direction is asymmetrical for positive and negative numbers and this needs to be accurate! the trick is: only shift positive numers
// Calculate new velocities after collision
int32_t surfacehardness = 1 + max(collisionHardness, (int32_t)PS_P_MINSURFACEHARDNESS); // if particles are soft, the impulse must stay above a limit or collisions slip through at higher speeds, 170 seems to be a good value
int32_t impulse = (((((-dotProduct) << 15) / distanceSquared) * surfacehardness) >> 8); // note: inverting before bitshift corrects for asymmetry in right-shifts (is slightly faster)
#if defined(CONFIG_IDF_TARGET_ESP32C3) || defined(ESP8266) // use bitshifts with rounding instead of division (2x faster)
int32_t ximpulse = (impulse * dx + ((dx >> 31) & 32767)) >> 15; // note: extracting sign bit and adding rounding value to correct for asymmetry in right shifts
int32_t yimpulse = (impulse * dy + ((dy >> 31) & 32767)) >> 15;
#else
int32_t ximpulse = (impulse * dx) / 32767;
int32_t yimpulse = (impulse * dy) / 32767;
#endif
particle1.vx -= ximpulse; // note: impulse is inverted, so subtracting it
particle1.vy -= yimpulse;
particle2.vx += ximpulse;
particle2.vy += yimpulse;
if (collisionHardness < PS_P_MINSURFACEHARDNESS && (SEGMENT.call & 0x07) == 0) { // if particles are soft, they become 'sticky' i.e. apply some friction (they do pile more nicely and stop sloshing around)
const uint32_t coeff = collisionHardness + (255 - PS_P_MINSURFACEHARDNESS);
// Note: could call applyFriction, but this is faster and speed is key here
#if defined(CONFIG_IDF_TARGET_ESP32C3) || defined(ESP8266) // use bitshifts with rounding instead of division (2x faster)
particle1.vx = ((int32_t)particle1.vx * coeff + (((int32_t)particle1.vx >> 31) & 0xFF)) >> 8; // note: (v>>31) & 0xFF)) extracts the sign and adds 255 if negative for correct rounding using shifts
particle1.vy = ((int32_t)particle1.vy * coeff + (((int32_t)particle1.vy >> 31) & 0xFF)) >> 8;
particle2.vx = ((int32_t)particle2.vx * coeff + (((int32_t)particle2.vx >> 31) & 0xFF)) >> 8;
particle2.vy = ((int32_t)particle2.vy * coeff + (((int32_t)particle2.vy >> 31) & 0xFF)) >> 8;
#else // division is faster on ESP32, S2 and S3
particle1.vx = ((int32_t)particle1.vx * coeff) / 255;
particle1.vy = ((int32_t)particle1.vy * coeff) / 255;
particle2.vx = ((int32_t)particle2.vx * coeff) / 255;
particle2.vy = ((int32_t)particle2.vy * coeff) / 255;
#endif
}
// particles have volume, push particles apart if they are too close
// tried lots of configurations, it works best if not moved but given a little velocity, it tends to oscillate less this way
// when hard pushing by offsetting position, they sink into each other under gravity
// a problem with giving velocity is, that on harder collisions, this adds up as it is not dampened enough, so add friction in the FX if required
if (distanceSquared < collDistSq && dotProduct > -250) { // too close and also slow, push them apart
int32_t notsorandom = dotProduct & 0x01; //dotprouct LSB should be somewhat random, so no need to calculate a random number
int32_t pushamount = 1 + ((250 + dotProduct) >> 6); // the closer dotproduct is to zero, the closer the particles are
int32_t push = 0;
if (dx < 0) // particle 1 is on the right
push = pushamount;
else if (dx > 0)
push = -pushamount;
else { // on the same x coordinate, shift it a little so they do not stack
if (notsorandom)
particle1.x++; // move it so pile collapses
else
particle1.x--;
}
particle1.vx += push;
push = 0;
if (dy < 0)
push = pushamount;
else if (dy > 0)
push = -pushamount;
else { // dy==0
if (notsorandom)
particle1.y++; // move it so pile collapses
else
particle1.y--;
}
particle1.vy += push;
// note: pushing may push particles out of frame, if bounce is active, it will move it back as position will be limited to within frame, if bounce is disabled: bye bye
if (collisionHardness < 5) { // if they are very soft, stop slow particles completely to make them stick to each other
particle1.vx = 0;
particle1.vy = 0;
particle2.vx = 0;
particle2.vy = 0;
//push them apart
particle1.x += push;
particle1.y += push;
}
}
}
}
// update size and pointers (memory location and size can change dynamically)
// note: do not access the PS class in FX befor running this function (or it messes up SEGENV.data)
void ParticleSystem2D::updateSystem(void) {
PSPRINTLN("updateSystem2D");
setMatrixSize(SEGMENT.vWidth(), SEGMENT.vHeight());
updateRenderingBuffer(SEGMENT.vWidth() * SEGMENT.vHeight(), true, false); // update rendering buffer (segment size can change at any time)
updatePSpointers(advPartProps != nullptr, advPartSize != nullptr); // update pointers to PS data, also updates availableParticles
setUsedParticles(fractionOfParticlesUsed); // update used particles based on percentage (can change during transitions, execute each frame for code simplicity)
if (partMemList.size() == 1) // if number of vector elements is one, this is the only system
renderSolo = true;
else
renderSolo = false;
PSPRINTLN("\n END update System2D, running FX...");
}
// set the pointers for the class (this only has to be done once and not on every FX call, only the class pointer needs to be reassigned to SEGENV.data every time)
// function returns the pointer to the next byte available for the FX (if it assigned more memory for other stuff using the above allocate function)
// FX handles the PSsources, need to tell this function how many there are
void ParticleSystem2D::updatePSpointers(bool isadvanced, bool sizecontrol) {
PSPRINTLN("updatePSpointers");
// DEBUG_PRINT(F("*** PS pointers ***"));
// DEBUG_PRINTF_P(PSTR("this PS %p "), this);
// Note on memory alignment:
// a pointer MUST be 4 byte aligned. sizeof() in a struct/class is always aligned to the largest element. if it contains a 32bit, it will be padded to 4 bytes, 16bit is padded to 2byte alignment.
// The PS is aligned to 4 bytes, a PSparticle is aligned to 2 and a struct containing only byte sized variables is not aligned at all and may need to be padded when dividing the memoryblock.
// by making sure that the number of sources and particles is a multiple of 4, padding can be skipped here as alignent is ensured, independent of struct sizes.
// memory manager needs to know how many particles the FX wants to use so transitions can be handled properly (i.e. pointer will stop changing if enough particles are available during transitions)
uint32_t usedByFX = (numParticles * ((uint32_t)fractionOfParticlesUsed + 1)) >> 8; // final number of particles the FX wants to use (fractionOfParticlesUsed is 0-255)
particles = reinterpret_cast<PSparticle *>(particleMemoryManager(0, sizeof(PSparticle), availableParticles, usedByFX, effectID)); // get memory, leave buffer size as is (request 0)
particleFlags = reinterpret_cast<PSparticleFlags *>(this + 1); // pointer to particle flags
sources = reinterpret_cast<PSsource *>(particleFlags + numParticles); // pointer to source(s) at data+sizeof(ParticleSystem2D)
PSdataEnd = reinterpret_cast<uint8_t *>(sources + numSources); // pointer to first available byte after the PS for FX additional data
if (isadvanced) {
advPartProps = reinterpret_cast<PSadvancedParticle *>(sources + numSources);
PSdataEnd = reinterpret_cast<uint8_t *>(advPartProps + numParticles);
if (sizecontrol) {
advPartSize = reinterpret_cast<PSsizeControl *>(advPartProps + numParticles);
PSdataEnd = reinterpret_cast<uint8_t *>(advPartSize + numParticles);
}
}
#ifdef DEBUG_PS
Serial.printf_P(PSTR(" particles %p "), particles);
Serial.printf_P(PSTR(" sources %p "), sources);
Serial.printf_P(PSTR(" adv. props %p "), advPartProps);
Serial.printf_P(PSTR(" adv. ctrl %p "), advPartSize);
Serial.printf_P(PSTR("end %p\n"), PSdataEnd);
#endif
}
// blur a matrix in x and y direction, blur can be asymmetric in x and y
// for speed, 1D array and 32bit variables are used, make sure to limit them to 8bit (0-255) or result is undefined
// to blur a subset of the buffer, change the xsize/ysize and set xstart/ystart to the desired starting coordinates (default start is 0/0)
// subset blurring only works on 10x10 buffer (single particle rendering), if other sizes are needed, buffer width must be passed as parameter
void blur2D(CRGB *colorbuffer, uint32_t xsize, uint32_t ysize, uint32_t xblur, uint32_t yblur, uint32_t xstart, uint32_t ystart, bool isparticle) {
CRGB seeppart, carryover;
uint32_t seep = xblur >> 1;
uint32_t width = xsize; // width of the buffer, used to calculate the index of the pixel
if (isparticle) { //first and last row are always black in first pass of particle rendering
ystart++;
ysize--;
width = 10; // buffer size is 10x10
}
for (uint32_t y = ystart; y < ystart + ysize; y++) {
carryover = BLACK;
uint32_t indexXY = xstart + y * width;
for (uint32_t x = xstart; x < xstart + xsize; x++) {
seeppart = colorbuffer[indexXY]; // create copy of current color
fast_color_scale(seeppart, seep); // scale it and seep to neighbours
if (x > 0) {
fast_color_add(colorbuffer[indexXY - 1], seeppart);
if (carryover) // note: check adds overhead but is faster on average
fast_color_add(colorbuffer[indexXY], carryover);
}
carryover = seeppart;
indexXY++; // next pixel in x direction
}
}
if (isparticle) { // first and last row are now smeared
ystart--;
ysize++;
}
seep = yblur >> 1;
for (uint32_t x = xstart; x < xstart + xsize; x++) {
carryover = BLACK;
uint32_t indexXY = x + ystart * width;
for (uint32_t y = ystart; y < ystart + ysize; y++) {
seeppart = colorbuffer[indexXY]; // create copy of current color
fast_color_scale(seeppart, seep); // scale it and seep to neighbours
if (y > 0) {
fast_color_add(colorbuffer[indexXY - width], seeppart);
if (carryover) // note: check adds overhead but is faster on average
fast_color_add(colorbuffer[indexXY], carryover);
}
carryover = seeppart;
indexXY += width; // next pixel in y direction
}
}
}
//non class functions to use for initialization
uint32_t calculateNumberOfParticles2D(uint32_t const pixels, const bool isadvanced, const bool sizecontrol) {
uint32_t numberofParticles = pixels; // 1 particle per pixel (for example 512 particles on 32x16)
#ifdef ESP8266
uint32_t particlelimit = ESP8266_MAXPARTICLES; // maximum number of paticles allowed (based on one segment of 16x16 and 4k effect ram)
#elif ARDUINO_ARCH_ESP32S2
uint32_t particlelimit = ESP32S2_MAXPARTICLES; // maximum number of paticles allowed (based on one segment of 32x32 and 24k effect ram)
#else
uint32_t particlelimit = ESP32_MAXPARTICLES; // maximum number of paticles allowed (based on two segments of 32x32 and 40k effect ram)
#endif
numberofParticles = max((uint32_t)4, min(numberofParticles, particlelimit)); // limit to 4 - particlelimit
if (isadvanced) // advanced property array needs ram, reduce number of particles to use the same amount
numberofParticles = (numberofParticles * sizeof(PSparticle)) / (sizeof(PSparticle) + sizeof(PSadvancedParticle));
if (sizecontrol) // advanced property array needs ram, reduce number of particles
numberofParticles /= 8; // if advanced size control is used, much fewer particles are needed note: if changing this number, adjust FX using this accordingly
//make sure it is a multiple of 4 for proper memory alignment (easier than using padding bytes)
numberofParticles = ((numberofParticles+3) >> 2) << 2; // note: with a separate particle buffer, this is probably unnecessary
return numberofParticles;
}
uint32_t calculateNumberOfSources2D(uint32_t pixels, uint32_t requestedsources) {
#ifdef ESP8266
int numberofSources = min((pixels) / 8, (uint32_t)requestedsources);
numberofSources = max(1, min(numberofSources, ESP8266_MAXSOURCES)); // limit to 1 - 16
#elif ARDUINO_ARCH_ESP32S2
int numberofSources = min((pixels) / 6, (uint32_t)requestedsources);
numberofSources = max(1, min(numberofSources, ESP32S2_MAXSOURCES)); // limit to 1 - 48
#else
int numberofSources = min((pixels) / 4, (uint32_t)requestedsources);
numberofSources = max(1, min(numberofSources, ESP32_MAXSOURCES)); // limit to 1 - 64
#endif
// make sure it is a multiple of 4 for proper memory alignment
numberofSources = ((numberofSources+3) >> 2) << 2;
return numberofSources;
}
//allocate memory for particle system class, particles, sprays plus additional memory requested by FX //TODO: add percentofparticles like in 1D to reduce memory footprint of some FX?
bool allocateParticleSystemMemory2D(uint32_t numparticles, uint32_t numsources, bool isadvanced, bool sizecontrol, uint32_t additionalbytes) {
PSPRINTLN("PS 2D alloc");
uint32_t requiredmemory = sizeof(ParticleSystem2D);
uint32_t dummy; // dummy variable
if ((particleMemoryManager(numparticles, sizeof(PSparticle), dummy, dummy, SEGMENT.mode)) == nullptr) // allocate memory for particles
return false; // not enough memory, function ensures a minimum of numparticles are available
// functions above make sure these are a multiple of 4 bytes (to avoid alignment issues)
requiredmemory += sizeof(PSparticleFlags) * numparticles;
if (isadvanced)
requiredmemory += sizeof(PSadvancedParticle) * numparticles;
if (sizecontrol)
requiredmemory += sizeof(PSsizeControl) * numparticles;
requiredmemory += sizeof(PSsource) * numsources;
requiredmemory += additionalbytes;
PSPRINTLN("mem alloc: " + String(requiredmemory));
return(SEGMENT.allocateData(requiredmemory));
}
// initialize Particle System, allocate additional bytes if needed (pointer to those bytes can be read from particle system class: PSdataEnd)
bool initParticleSystem2D(ParticleSystem2D *&PartSys, uint32_t requestedsources, uint32_t additionalbytes, bool advanced, bool sizecontrol) {
PSPRINT("PS 2D init ");
if (!strip.isMatrix) return false; // only for 2D
uint32_t cols = SEGMENT.virtualWidth();
uint32_t rows = SEGMENT.virtualHeight();
uint32_t pixels = cols * rows;
if (advanced)
updateRenderingBuffer(100, false, true); // allocate a 10x10 buffer for rendering advanced particles
uint32_t numparticles = calculateNumberOfParticles2D(pixels, advanced, sizecontrol);
PSPRINT(" segmentsize:" + String(cols) + " " + String(rows));
PSPRINT(" request numparticles:" + String(numparticles));
uint32_t numsources = calculateNumberOfSources2D(pixels, requestedsources);
if (!allocateParticleSystemMemory2D(numparticles, numsources, advanced, sizecontrol, additionalbytes))
{
DEBUG_PRINT(F("PS init failed: memory depleted"));
return false;
}
PartSys = new (SEGENV.data) ParticleSystem2D(cols, rows, numparticles, numsources, advanced, sizecontrol); // particle system constructor
updateRenderingBuffer(SEGMENT.vWidth() * SEGMENT.vHeight(), true, true); // update or create rendering buffer note: for fragmentation it might be better to allocate this first, but if memory is scarce, system has a buffer but no particles and will return false
PSPRINTLN("******init done, pointers:");
#ifdef WLED_DEBUG_PS
PSPRINT("framebfr size:");
PSPRINT(frameBufferSize);
PSPRINT(" @ addr: 0x");
Serial.println((uintptr_t)framebuffer, HEX);
PSPRINT("renderbfr size:");
PSPRINT(renderBufferSize);
PSPRINT(" @ addr: 0x");
Serial.println((uintptr_t)renderbuffer, HEX);
#endif
return true;
}
#endif // WLED_DISABLE_PARTICLESYSTEM2D
////////////////////////
// 1D Particle System //
////////////////////////
#ifndef WLED_DISABLE_PARTICLESYSTEM1D
ParticleSystem1D::ParticleSystem1D(uint32_t length, uint32_t numberofparticles, uint32_t numberofsources, bool isadvanced) {
effectID = SEGMENT.mode;
numSources = numberofsources;
numParticles = numberofparticles; // number of particles allocated in init
availableParticles = 0; // let the memory manager assign
fractionOfParticlesUsed = 255; // use all particles by default
advPartProps = nullptr; //make sure we start out with null pointers (just in case memory was not cleared)
//advPartSize = nullptr;
updatePSpointers(isadvanced); // set the particle and sources pointer (call this before accessing sprays or particles)
setSize(length);
setWallHardness(255); // set default wall hardness to max
setGravity(0); //gravity disabled by default
setParticleSize(0); // 1 pixel size by default
motionBlur = 0; //no fading by default
smearBlur = 0; //no smearing by default
emitIndex = 0;
collisionStartIdx = 0;
lastRender = 0;
// initialize some default non-zero values most FX use
for (uint32_t i = 0; i < numSources; i++) {
sources[i].source.ttl = 1; //set source alive
}
if (isadvanced) {
for (uint32_t i = 0; i < numParticles; i++) {
advPartProps[i].sat = 255; // set full saturation (for particles that are transferred from non-advanced system)
}
}
}
// update function applies gravity, moves the particles, handles collisions and renders the particles
void ParticleSystem1D::update(void) {
//apply gravity globally if enabled
if (particlesettings.useGravity) //note: in 1D system, applying gravity after collisions also works but may be worse
applyGravity();
// handle collisions (can push particles, must be done before updating particles or they can render out of bounds, causing a crash if using local buffer for speed)
if (particlesettings.useCollisions)
handleCollisions();
//move all particles
for (uint32_t i = 0; i < usedParticles; i++) {
particleMoveUpdate(particles[i], particleFlags[i], nullptr, advPartProps ? &advPartProps[i] : nullptr);
}
if (particlesettings.colorByPosition) {
uint32_t scale = (255 << 16) / maxX; // speed improvement: multiplication is faster than division
for (uint32_t i = 0; i < usedParticles; i++) {
particles[i].hue = (scale * particles[i].x) >> 16; // note: x is > 0 if not out of bounds
}
}
ParticleSys_render();
}
// set percentage of used particles as uint8_t i.e 127 means 50% for example
void ParticleSystem1D::setUsedParticles(const uint8_t percentage) {
fractionOfParticlesUsed = percentage; // note usedParticles is updated in memory manager
updateUsedParticles(numParticles, availableParticles, fractionOfParticlesUsed, usedParticles);
PSPRINT(" SetUsedpaticles: allocated particles: ");
PSPRINT(numParticles);
PSPRINT(" available particles: ");
PSPRINT(availableParticles);
PSPRINT(" ,used percentage: ");
PSPRINT(fractionOfParticlesUsed);
PSPRINT(" ,used particles: ");
PSPRINTLN(usedParticles);
}
void ParticleSystem1D::setWallHardness(const uint8_t hardness) {
wallHardness = hardness;
}
void ParticleSystem1D::setSize(const uint32_t x) {
maxXpixel = x - 1; // last physical pixel that can be drawn to
maxX = x * PS_P_RADIUS_1D - 1; // particle system boundary for movements
}
void ParticleSystem1D::setWrap(const bool enable) {
particlesettings.wrap = enable;
}
void ParticleSystem1D::setBounce(const bool enable) {
particlesettings.bounce = enable;
}
void ParticleSystem1D::setKillOutOfBounds(const bool enable) {
particlesettings.killoutofbounds = enable;
}
void ParticleSystem1D::setColorByAge(const bool enable) {
particlesettings.colorByAge = enable;
}
void ParticleSystem1D::setColorByPosition(const bool enable) {
particlesettings.colorByPosition = enable;
}
void ParticleSystem1D::setMotionBlur(const uint8_t bluramount) {
motionBlur = bluramount;
}
void ParticleSystem1D::setSmearBlur(const uint8_t bluramount) {
smearBlur = bluramount;
}
// render size, 0 = 1 pixel, 1 = 2 pixel (interpolated), bigger sizes require adanced properties
void ParticleSystem1D::setParticleSize(const uint8_t size) {
particlesize = size > 0 ? 1 : 0; // TODO: add support for global sizes? see note above (motion blur)
particleHardRadius = PS_P_MINHARDRADIUS_1D >> (!particlesize); // 2 pixel sized particles or single pixel sized particles
}
// enable/disable gravity, optionally, set the force (force=8 is default) can be -127 to +127, 0 is disable
// if enabled, gravity is applied to all particles in ParticleSystemUpdate()
// force is in 3.4 fixed point notation so force=16 means apply v+1 each frame default of 8 is every other frame (gives good results)
void ParticleSystem1D::setGravity(const int8_t force) {
if (force) {
gforce = force;
particlesettings.useGravity = true;
}
else
particlesettings.useGravity = false;
}
void ParticleSystem1D::enableParticleCollisions(const bool enable, const uint8_t hardness) {
particlesettings.useCollisions = enable;
collisionHardness = hardness;
}
// emit one particle with variation, returns index of last emitted particle (or -1 if no particle emitted)
int32_t ParticleSystem1D::sprayEmit(const PSsource1D &emitter) {
for (uint32_t i = 0; i < usedParticles; i++) {
emitIndex++;
if (emitIndex >= usedParticles)
emitIndex = 0;
if (particles[emitIndex].ttl == 0) { // find a dead particle
particles[emitIndex].vx = emitter.v + hw_random16(emitter.var << 1) - emitter.var; // random(-var,var)
particles[emitIndex].x = emitter.source.x;
particles[emitIndex].hue = emitter.source.hue;
particles[emitIndex].ttl = hw_random16(emitter.minLife, emitter.maxLife);
particleFlags[emitIndex].collide = emitter.sourceFlags.collide;
particleFlags[emitIndex].reversegrav = emitter.sourceFlags.reversegrav;
particleFlags[emitIndex].perpetual = emitter.sourceFlags.perpetual;
if (advPartProps) {
advPartProps[emitIndex].sat = emitter.sat;
advPartProps[emitIndex].size = emitter.size;
}
return emitIndex;
}
}
return -1;
}
// particle moves, decays and dies, if killoutofbounds is set, out of bounds particles are set to ttl=0
// uses passed settings to set bounce or wrap, if useGravity is set, it will never bounce at the top and killoutofbounds is not applied over the top
void ParticleSystem1D::particleMoveUpdate(PSparticle1D &part, PSparticleFlags1D &partFlags, PSsettings1D *options, PSadvancedParticle1D *advancedproperties) {
if (options == nullptr)
options = &particlesettings; // use PS system settings by default
if (part.ttl > 0) {
if (!partFlags.perpetual)
part.ttl--; // age
if (options->colorByAge)
part.hue = min(part.ttl, (uint16_t)255); // set color to ttl
int32_t renderradius = PS_P_HALFRADIUS_1D; // used to check out of bounds, default for 2 pixel rendering
int32_t newX = part.x + (int32_t)part.vx;
partFlags.outofbounds = false; // reset out of bounds (in case particle was created outside the matrix and is now moving into view)
if (advancedproperties) { // using individual particle size?
if (advancedproperties->size > 1)
particleHardRadius = PS_P_MINHARDRADIUS_1D + (advancedproperties->size >> 1);
else // single pixel particles use half the collision distance for walls
particleHardRadius = PS_P_MINHARDRADIUS_1D >> 1;
renderradius = particleHardRadius; // note: for single pixel particles, it should be zero, but it does not matter as out of bounds checking is done in rendering function
}
// if wall collisions are enabled, bounce them before they reach the edge, it looks much nicer if the particle is not half out of view
if (options->bounce) {
if ((newX < (int32_t)particleHardRadius) || ((newX > (int32_t)(maxX - particleHardRadius)))) { // reached a wall
bool bouncethis = true;
if (options->useGravity) {
if (partFlags.reversegrav) { // skip bouncing at x = 0
if (newX < (int32_t)particleHardRadius)
bouncethis = false;
} else if (newX > (int32_t)particleHardRadius) { // skip bouncing at x = max
bouncethis = false;
}
}
if (bouncethis) {
part.vx = -part.vx; // invert speed
part.vx = ((int32_t)part.vx * (int32_t)wallHardness) / 255; // reduce speed as energy is lost on non-hard surface
if (newX < (int32_t)particleHardRadius)
newX = particleHardRadius; // fast particles will never reach the edge if position is inverted, this looks better
else
newX = maxX - particleHardRadius;
}
}
}
if (!checkBoundsAndWrap(newX, maxX, renderradius, options->wrap)) { // check out of bounds note: this must not be skipped or it can lead to crashes
partFlags.outofbounds = true;
if (options->killoutofbounds) {
bool killthis = true;
if (options->useGravity) { // if gravity is used, only kill below 'floor level'
if (partFlags.reversegrav) { // skip at x = 0, do not skip far out of bounds
if (newX < 0 || newX > maxX << 2)
killthis = false;
} else { // skip at x = max, do not skip far out of bounds
if (newX > 0 && newX < maxX << 2)
killthis = false;
}
}
if (killthis)
part.ttl = 0;
}
}
if (!partFlags.fixed)
part.x = newX; // set new position
else
part.vx = 0; // set speed to zero. note: particle can get speed in collisions, if unfixed, it should not speed away
}
}
// apply a force in x direction to individual particle (or source)
// caller needs to provide a 8bit counter (for each paticle) that holds its value between calls
// force is in 3.4 fixed point notation so force=16 means apply v+1 each frame default of 8 is every other frame
void ParticleSystem1D::applyForce(PSparticle1D &part, const int8_t xforce, uint8_t &counter) {
int32_t dv = calcForce_dv(xforce, counter); // velocity increase
part.vx = limitSpeed((int32_t)part.vx + dv); // apply the force to particle
}
// apply a force to all particles
// force is in 3.4 fixed point notation (see above)
void ParticleSystem1D::applyForce(const int8_t xforce) {
int32_t dv = calcForce_dv(xforce, forcecounter); // velocity increase
for (uint32_t i = 0; i < usedParticles; i++) {
particles[i].vx = limitSpeed((int32_t)particles[i].vx + dv);
}
}
// apply gravity to all particles using PS global gforce setting
// gforce is in 3.4 fixed point notation, see note above
void ParticleSystem1D::applyGravity() {
int32_t dv_raw = calcForce_dv(gforce, gforcecounter);
for (uint32_t i = 0; i < usedParticles; i++) {
int32_t dv = dv_raw;
if (particleFlags[i].reversegrav) dv = -dv_raw;
// note: not checking if particle is dead is omitted as most are usually alive and if few are alive, rendering is fast anyways
particles[i].vx = limitSpeed((int32_t)particles[i].vx - dv);
}
}
// apply gravity to single particle using system settings (use this for sources)
// function does not increment gravity counter, if gravity setting is disabled, this cannot be used
void ParticleSystem1D::applyGravity(PSparticle1D &part, PSparticleFlags1D &partFlags) {
uint32_t counterbkp = gforcecounter;
int32_t dv = calcForce_dv(gforce, gforcecounter);
if (partFlags.reversegrav) dv = -dv;
gforcecounter = counterbkp; //save it back
part.vx = limitSpeed((int32_t)part.vx - dv);
}
// slow down particle by friction, the higher the speed, the higher the friction. a high friction coefficient slows them more (255 means instant stop)
// note: a coefficient smaller than 0 will speed them up (this is a feature, not a bug), coefficient larger than 255 inverts the speed, so don't do that
void ParticleSystem1D::applyFriction(int32_t coefficient) {
#if defined(CONFIG_IDF_TARGET_ESP32C3) || defined(ESP8266) // use bitshifts with rounding instead of division (2x faster)
int32_t friction = 256 - coefficient;
for (uint32_t i = 0; i < usedParticles; i++) {
if (particles[i].ttl)
particles[i].vx = ((int32_t)particles[i].vx * friction + (((int32_t)particles[i].vx >> 31) & 0xFF)) >> 8; // note: (v>>31) & 0xFF)) extracts the sign and adds 255 if negative for correct rounding using shifts
}
#else // division is faster on ESP32, S2 and S3
int32_t friction = 255 - coefficient;
for (uint32_t i = 0; i < usedParticles; i++) {
if (particles[i].ttl)
particles[i].vx = ((int32_t)particles[i].vx * friction) / 255;
}
#endif
}
// render particles to the LED buffer (uses palette to render the 8bit particle color value)
// if wrap is set, particles half out of bounds are rendered to the other side of the matrix
// warning: do not render out of bounds particles or system will crash! rendering does not check if particle is out of bounds
void ParticleSystem1D::ParticleSys_render() {
if (blendingStyle == BLEND_STYLE_FADE && SEGMENT.isInTransition() && lastRender + (strip.getFrameTime() >> 1) > strip.now) // fixes speedup during transitions TODO: find a better solution
return;
lastRender = strip.now;
CRGB baseRGB;
uint32_t brightness; // particle brightness, fades if dying
// bool useAdditiveTransfer; // use add instead of set for buffer transferring
bool isNonFadeTransition = (pmem->inTransition || pmem->finalTransfer) && blendingStyle != BLEND_STYLE_FADE;
bool isOverlay = segmentIsOverlay();
// update global blur (used for blur transitions)
int32_t motionbluramount = motionBlur;
int32_t smearamount = smearBlur;
if (pmem->inTransition == effectID) { // FX transition and this is the new FX: fade blur amount
motionbluramount = globalBlur + (((motionbluramount - globalBlur) * (int)SEGMENT.progress()) >> 16); // fade from old blur to new blur during transitions
smearamount = globalSmear + (((smearamount - globalSmear) * (int)SEGMENT.progress()) >> 16);
}
globalBlur = motionbluramount;
globalSmear = smearamount;
if (framebuffer) {
// handle buffer blurring or clearing
bool bufferNeedsUpdate = !pmem->inTransition || pmem->inTransition == effectID || isNonFadeTransition; // not a transition; or new FX: update buffer (blur, or clear)
if (bufferNeedsUpdate) {
bool loadfromSegment = !renderSolo || isNonFadeTransition;
if (globalBlur > 0 || globalSmear > 0) { // blurring active: if not a transition or is newFX, read data from segment before blurring (old FX can render to it afterwards)
for (int32_t x = 0; x <= maxXpixel; x++) {
if (loadfromSegment) // sharing the framebuffer with another segment: read buffer back from segment
framebuffer[x] = SEGMENT.getPixelColor(x); // copy to local buffer
fast_color_scale(framebuffer[x], motionBlur);
}
}
else { // no blurring: clear buffer
memset(framebuffer, 0, frameBufferSize * sizeof(CRGB));
}
}
}
else { // no local buffer available
if (motionBlur > 0)
SEGMENT.fadeToBlackBy(255 - motionBlur);
else
SEGMENT.fill(BLACK); // clear the buffer before rendering to it
}
// go over particles and render them to the buffer
for (uint32_t i = 0; i < usedParticles; i++) {
if ( particles[i].ttl == 0 || particleFlags[i].outofbounds)
continue;
// generate RGB values for particle
brightness = min(particles[i].ttl << 1, (int)255);
baseRGB = ColorFromPaletteWLED(SEGPALETTE, particles[i].hue, 255);
if (advPartProps) { //saturation is advanced property in 1D system
if (advPartProps[i].sat < 255) {
CHSV32 baseHSV;
rgb2hsv((uint32_t((byte(baseRGB.r) << 16) | (byte(baseRGB.g) << 8) | (byte(baseRGB.b)))), baseHSV); // convert to HSV
baseHSV.s = advPartProps[i].sat; // set the saturation
uint32_t tempcolor;
hsv2rgb(baseHSV, tempcolor); // convert back to RGB
baseRGB = (CRGB)tempcolor;
}
}
renderParticle(i, brightness, baseRGB, particlesettings.wrap);
}
// apply smear-blur to rendered frame
if (globalSmear > 0) {
if (framebuffer)
blur1D(framebuffer, maxXpixel + 1, globalSmear, 0);
else
SEGMENT.blur(globalSmear, true);
}
// add background color
uint32_t bg_color = SEGCOLOR(1);
if (bg_color > 0) { //if not black
for (int32_t i = 0; i <= maxXpixel; i++) {
if (framebuffer)
fast_color_add(framebuffer[i], bg_color);
else
SEGMENT.addPixelColor(i, bg_color, true);
}
}
// transfer local buffer back to segment (if available)
if (pmem->inTransition != effectID || isNonFadeTransition)
transferBuffer(maxXpixel + 1, 0, isOverlay);
}
// calculate pixel positions and brightness distribution and render the particle to local buffer or global buffer
void ParticleSystem1D::renderParticle(const uint32_t particleindex, const uint8_t brightness, const CRGB &color, const bool wrap) {
uint32_t size = particlesize;
if (advPartProps) { // use advanced size properties
size = advPartProps[particleindex].size;
}
if (size == 0) { //single pixel particle, can be out of bounds as oob checking is made for 2-pixel particles (and updating it uses more code)
uint32_t x = particles[particleindex].x >> PS_P_RADIUS_SHIFT_1D;
if (x <= (uint32_t)maxXpixel) { //by making x unsigned there is no need to check < 0 as it will overflow
if (framebuffer)
fast_color_add(framebuffer[x], color, brightness);
else
SEGMENT.addPixelColor(x, color.scale8(brightness), true);
}
return;
}
//render larger particles
bool pxlisinframe[2] = {true, true};
int32_t pxlbrightness[2];
int32_t pixco[2]; // physical pixel coordinates of the two pixels representing a particle
// add half a radius as the rendering algorithm always starts at the bottom left, this leaves things positive, so shifts can be used, then shift coordinate by a full pixel (x-- below)
int32_t xoffset = particles[particleindex].x + PS_P_HALFRADIUS_1D;
int32_t dx = xoffset & (PS_P_RADIUS_1D - 1); //relativ particle position in subpixel space, modulo replaced with bitwise AND
int32_t x = xoffset >> PS_P_RADIUS_SHIFT_1D; // divide by PS_P_RADIUS, bitshift of negative number stays negative -> checking below for x < 0 works (but does not when using division)
// set the raw pixel coordinates
pixco[1] = x; // right pixel
x--; // shift by a full pixel here, this is skipped above to not do -1 and then +1
pixco[0] = x; // left pixel
//calculate the brightness values for both pixels using linear interpolation (note: in standard rendering out of frame pixels could be skipped but if checks add more clock cycles over all)
pxlbrightness[0] = (((int32_t)PS_P_RADIUS_1D - dx) * brightness) >> PS_P_SURFACE_1D;
pxlbrightness[1] = (dx * brightness) >> PS_P_SURFACE_1D;
// check if particle has advanced size properties and buffer is available
if (advPartProps && advPartProps[particleindex].size > 1) {
if (renderbuffer) {
memset(renderbuffer, 0, 10 * sizeof(CRGB)); // clear the buffer, renderbuffer is 10 pixels
}
else
return; // cannot render advanced particles without buffer
//render particle to a bigger size
//particle size to pixels: 2 - 63 is 4 pixels, < 128 is 6pixels, < 192 is 8 pixels, bigger is 10 pixels
//first, render the pixel to the center of the renderbuffer, then apply 1D blurring
fast_color_add(renderbuffer[4], color, pxlbrightness[0]);
fast_color_add(renderbuffer[5], color, pxlbrightness[1]);
uint32_t rendersize = 2; // initialize render size, minimum is 4 pixels, it is incremented int he loop below to start with 4
uint32_t offset = 4; // offset to zero coordinate to write/read data in renderbuffer (actually needs to be 3, is decremented in the loop below)
uint32_t blurpasses = size/64 + 1; // number of blur passes depends on size, four passes max
uint32_t bitshift = 0;
for (uint32_t i = 0; i < blurpasses; i++) {
if (i == 2) //for the last two passes, use higher amount of blur (results in a nicer brightness gradient with soft edges)
bitshift = 1;
rendersize += 2;
offset--;
blur1D(renderbuffer, rendersize, size << bitshift, offset);
size = size > 64 ? size - 64 : 0;
}
// calculate origin coordinates to render the particle to in the framebuffer
uint32_t xfb_orig = x - (rendersize>>1) + 1 - offset; //note: using uint is fine
uint32_t xfb; // coordinates in frame buffer to write to note: by making this uint, only overflow has to be checked
// transfer particle renderbuffer to framebuffer
for (uint32_t xrb = offset; xrb < rendersize+offset; xrb++) {
xfb = xfb_orig + xrb;
if (xfb > (uint32_t)maxXpixel) {
if (wrap) { // wrap x to the other side if required
if (xfb > (uint32_t)maxXpixel << 1) // xfb is "negative"
xfb = (maxXpixel + 1) + (int32_t)xfb; // this always overflows to within bounds
else
xfb = xfb % (maxXpixel + 1); // note: without the above "negative" check, this works only for powers of 2
}
else
continue;
}
if (framebuffer)
fast_color_add(framebuffer[xfb], renderbuffer[xrb]);
else
SEGMENT.addPixelColor(xfb, renderbuffer[xrb]);
}
}
else { // standard rendering (2 pixels per particle)
// check if any pixels are out of frame
if (x < 0) { // left pixels out of frame
if (wrap) // wrap x to the other side if required
pixco[0] = maxXpixel;
else
pxlisinframe[0] = false; // pixel is out of matrix boundaries, do not render
}
else if (pixco[1] > (int32_t)maxXpixel) { // right pixel, only has to be checkt if left pixel did not overflow
if (wrap) // wrap y to the other side if required
pixco[1] = 0;
else
pxlisinframe[1] = false;
}
for (uint32_t i = 0; i < 2; i++) {
if (pxlisinframe[i]) {
if (framebuffer)
fast_color_add(framebuffer[pixco[i]], color, pxlbrightness[i]);
else
SEGMENT.addPixelColor(pixco[i], color.scale8((uint8_t)pxlbrightness[i]), true);
}
}
}
}
// detect collisions in an array of particles and handle them
void ParticleSystem1D::handleCollisions() {
int32_t collisiondistance = particleHardRadius << 1;
// note: partices are binned by position, assumption is that no more than half of the particles are in the same bin
// if they are, collisionStartIdx is increased so each particle collides at least every second frame (which still gives decent collisions)
constexpr int BIN_WIDTH = 32 * PS_P_RADIUS_1D; // width of each bin, a compromise between speed and accuracy (lareger bins are faster but collapse more)
int32_t overlap = particleHardRadius << 1; // overlap bins to include edge particles to neighbouring bins
if (advPartProps) //may be using individual particle size
overlap += 256; // add 2 * max radius (approximately)
uint32_t maxBinParticles = max((uint32_t)50, (usedParticles + 1) / 4); // do not bin small amounts, limit max to 1/4 of particles
uint32_t numBins = (maxX + (BIN_WIDTH - 1)) / BIN_WIDTH; // calculate number of bins
uint16_t binIndices[maxBinParticles]; // array to store indices of particles in a bin
uint32_t binParticleCount; // number of particles in the current bin
uint16_t nextFrameStartIdx = hw_random16(usedParticles); // index of the first particle in the next frame (set to fixed value if bin overflow)
uint32_t pidx = collisionStartIdx; //start index in case a bin is full, process remaining particles next frame
for (uint32_t bin = 0; bin < numBins; bin++) {
binParticleCount = 0; // reset for this bin
int32_t binStart = bin * BIN_WIDTH - overlap; // note: first bin will extend to negative, but that is ok as out of bounds particles are ignored
int32_t binEnd = binStart + BIN_WIDTH + overlap; // note: last bin can be out of bounds, see above
// fill the binIndices array for this bin
for (uint32_t i = 0; i < usedParticles; i++) {
if (particles[pidx].ttl > 0 && particleFlags[pidx].outofbounds == 0 && particleFlags[pidx].collide) { // colliding particle
if (particles[pidx].x >= binStart && particles[pidx].x <= binEnd) { // >= and <= to include particles on the edge of the bin (overlap to ensure boarder particles collide with adjacent bins)
if (binParticleCount >= maxBinParticles) { // bin is full, more particles in this bin so do the rest next frame
nextFrameStartIdx = pidx; // bin overflow can only happen once as bin size is at least half of the particles (or half +1)
break;
}
binIndices[binParticleCount++] = pidx;
}
}
pidx++;
if (pidx >= usedParticles) pidx = 0; // wrap around
}
for (uint32_t i = 0; i < binParticleCount; i++) { // go though all 'higher number' particles and see if any of those are in close proximity and if they are, make them collide
uint32_t idx_i = binIndices[i];
for (uint32_t j = i + 1; j < binParticleCount; j++) { // check against higher number particles
uint32_t idx_j = binIndices[j];
if (advPartProps) { // use advanced size properties
collisiondistance = (PS_P_MINHARDRADIUS_1D << particlesize) + ((advPartProps[idx_i].size + advPartProps[idx_j].size) >> 1);
}
int32_t dx = (particles[idx_j].x + particles[idx_j].vx) - (particles[idx_i].x + particles[idx_i].vx); // distance between particles with lookahead
uint32_t dx_abs = abs(dx);
if (dx_abs <= collisiondistance) { // collide if close
collideParticles(particles[idx_i], particleFlags[idx_i], particles[idx_j], particleFlags[idx_j], dx, dx_abs, collisiondistance);
}
}
}
}
collisionStartIdx = nextFrameStartIdx; // set the start index for the next frame
}
// handle a collision if close proximity is detected, i.e. dx and/or dy smaller than 2*PS_P_RADIUS
// takes two pointers to the particles to collide and the particle hardness (softer means more energy lost in collision, 255 means full hard)
void ParticleSystem1D::collideParticles(PSparticle1D &particle1, const PSparticleFlags1D &particle1flags, PSparticle1D &particle2, const PSparticleFlags1D &particle2flags, const int32_t dx, const uint32_t dx_abs, const int32_t collisiondistance) {
int32_t dv = particle2.vx - particle1.vx;
int32_t dotProduct = (dx * dv); // is always negative if moving towards each other
if (dotProduct < 0) { // particles are moving towards each other
uint32_t surfacehardness = max(collisionHardness, (int32_t)PS_P_MINSURFACEHARDNESS_1D); // if particles are soft, the impulse must stay above a limit or collisions slip through
// Calculate new velocities after collision note: not using dot product like in 2D as impulse is purely speed depnedent
#if defined(CONFIG_IDF_TARGET_ESP32C3) || defined(ESP8266) // use bitshifts with rounding instead of division (2x faster)
int32_t impulse = ((dv * surfacehardness) + ((dv >> 31) & 0xFF)) >> 8; // note: (v>>31) & 0xFF)) extracts the sign and adds 255 if negative for correct rounding using shifts
#else // division is faster on ESP32, S2 and S3
int32_t impulse = (dv * surfacehardness) / 255;
#endif
particle1.vx += impulse;
particle2.vx -= impulse;
// if one of the particles is fixed, transfer the impulse back so it bounces
if (particle1flags.fixed)
particle2.vx = -particle1.vx;
else if (particle2flags.fixed)
particle1.vx = -particle2.vx;
if (collisionHardness < PS_P_MINSURFACEHARDNESS_1D && (SEGMENT.call & 0x07) == 0) { // if particles are soft, they become 'sticky' i.e. apply some friction
const uint32_t coeff = collisionHardness + (250 - PS_P_MINSURFACEHARDNESS_1D);
#if defined(CONFIG_IDF_TARGET_ESP32C3) || defined(ESP8266) // use bitshifts with rounding instead of division (2x faster)
particle1.vx = ((int32_t)particle1.vx * coeff + (((int32_t)particle1.vx >> 31) & 0xFF)) >> 8; // note: (v>>31) & 0xFF)) extracts the sign and adds 255 if negative for correct rounding using shifts
particle2.vx = ((int32_t)particle2.vx * coeff + (((int32_t)particle2.vx >> 31) & 0xFF)) >> 8;
#else // division is faster on ESP32, S2 and S3
particle1.vx = ((int32_t)particle1.vx * coeff) / 255;
particle2.vx = ((int32_t)particle2.vx * coeff) / 255;
#endif
}
}
if (dx_abs < (collisiondistance - 8) && abs(dv) < 5) { // overlapping and moving slowly
// particles have volume, push particles apart if they are too close
// behaviour is different than in 2D, we need pixel accurate stacking here, push the top particle
// note: like in 2D, pushing by a distance makes softer piles collapse, giving particles speed prevents that and looks nicer
int32_t pushamount = 1;
if (dx < 0) // particle2.x < particle1.x
pushamount = -pushamount;
particle1.vx -= pushamount;
particle2.vx += pushamount;
if (dx_abs < collisiondistance >> 1) { // too close, force push particles so they dont collapse
pushamount = 1 + ((collisiondistance - dx_abs) >> 3); // note: push amount found by experimentation
if (particle1.x < (maxX >> 1)) { // lower half, push particle with larger x in positive direction
if (dx < 0 && !particle1flags.fixed) { // particle2.x < particle1.x -> push particle 1
particle1.vx++;// += pushamount;
particle1.x += pushamount;
}
else if (!particle2flags.fixed) { // particle1.x < particle2.x -> push particle 2
particle2.vx++;// += pushamount;
particle2.x += pushamount;
}
}
else { // upper half, push particle with smaller x
if (dx < 0 && !particle2flags.fixed) { // particle2.x < particle1.x -> push particle 2
particle2.vx--;// -= pushamount;
particle2.x -= pushamount;
}
else if (!particle1flags.fixed) { // particle1.x < particle2.x -> push particle 1
particle1.vx--;// -= pushamount;
particle1.x -= pushamount;
}
}
}
}
}
// update size and pointers (memory location and size can change dynamically)
// note: do not access the PS class in FX befor running this function (or it messes up SEGENV.data)
void ParticleSystem1D::updateSystem(void) {
setSize(SEGMENT.vLength()); // update size
updateRenderingBuffer(SEGMENT.vLength(), true, false); // update rendering buffer (segment size can change at any time)
updatePSpointers(advPartProps != nullptr);
setUsedParticles(fractionOfParticlesUsed); // update used particles based on percentage (can change during transitions, execute each frame for code simplicity)
if (partMemList.size() == 1) // if number of vector elements is one, this is the only system
renderSolo = true;
else
renderSolo = false;
}
// set the pointers for the class (this only has to be done once and not on every FX call, only the class pointer needs to be reassigned to SEGENV.data every time)
// function returns the pointer to the next byte available for the FX (if it assigned more memory for other stuff using the above allocate function)
// FX handles the PSsources, need to tell this function how many there are
void ParticleSystem1D::updatePSpointers(bool isadvanced) {
// Note on memory alignment:
// a pointer MUST be 4 byte aligned. sizeof() in a struct/class is always aligned to the largest element. if it contains a 32bit, it will be padded to 4 bytes, 16bit is padded to 2byte alignment.
// The PS is aligned to 4 bytes, a PSparticle is aligned to 2 and a struct containing only byte sized variables is not aligned at all and may need to be padded when dividing the memoryblock.
// by making sure that the number of sources and particles is a multiple of 4, padding can be skipped here as alignent is ensured, independent of struct sizes.
// memory manager needs to know how many particles the FX wants to use so transitions can be handled properly (i.e. pointer will stop changing if enough particles are available during transitions)
uint32_t usedByFX = (numParticles * ((uint32_t)fractionOfParticlesUsed + 1)) >> 8; // final number of particles the FX wants to use (fractionOfParticlesUsed is 0-255)
particles = reinterpret_cast<PSparticle1D *>(particleMemoryManager(0, sizeof(PSparticle1D), availableParticles, usedByFX, effectID)); // get memory, leave buffer size as is (request 0)
particleFlags = reinterpret_cast<PSparticleFlags1D *>(this + 1); // pointer to particle flags
sources = reinterpret_cast<PSsource1D *>(particleFlags + numParticles); // pointer to source(s)
PSdataEnd = reinterpret_cast<uint8_t *>(sources + numSources); // pointer to first available byte after the PS for FX additional data
if (isadvanced) {
advPartProps = reinterpret_cast<PSadvancedParticle1D *>(sources + numSources);
PSdataEnd = reinterpret_cast<uint8_t *>(advPartProps + numParticles);
}
#ifdef WLED_DEBUG_PS
PSPRINTLN(" PS Pointers: ");
PSPRINT(" PS : 0x");
Serial.println((uintptr_t)this, HEX);
PSPRINT(" Sources : 0x");
Serial.println((uintptr_t)sources, HEX);
PSPRINT(" Particles : 0x");
Serial.println((uintptr_t)particles, HEX);
#endif
}
//non class functions to use for initialization, fraction is uint8_t: 255 means 100%
uint32_t calculateNumberOfParticles1D(const uint32_t fraction, const bool isadvanced) {
uint32_t numberofParticles = SEGMENT.virtualLength(); // one particle per pixel (if possible)
#ifdef ESP8266
uint32_t particlelimit = ESP8266_MAXPARTICLES_1D; // maximum number of paticles allowed
#elif ARDUINO_ARCH_ESP32S2
uint32_t particlelimit = ESP32S2_MAXPARTICLES_1D; // maximum number of paticles allowed
#else
uint32_t particlelimit = ESP32_MAXPARTICLES_1D; // maximum number of paticles allowed
#endif
numberofParticles = min(numberofParticles, particlelimit); // limit to particlelimit
if (isadvanced) // advanced property array needs ram, reduce number of particles to use the same amount
numberofParticles = (numberofParticles * sizeof(PSparticle1D)) / (sizeof(PSparticle1D) + sizeof(PSadvancedParticle1D));
numberofParticles = (numberofParticles * (fraction + 1)) >> 8; // calculate fraction of particles
numberofParticles = numberofParticles < 20 ? 20 : numberofParticles; // 20 minimum
//make sure it is a multiple of 4 for proper memory alignment (easier than using padding bytes)
numberofParticles = ((numberofParticles+3) >> 2) << 2; // note: with a separate particle buffer, this is probably unnecessary
return numberofParticles;
}
uint32_t calculateNumberOfSources1D(const uint32_t requestedsources) {
#ifdef ESP8266
int numberofSources = max(1, min((int)requestedsources,ESP8266_MAXSOURCES_1D)); // limit to 1 - 8
#elif ARDUINO_ARCH_ESP32S2
int numberofSources = max(1, min((int)requestedsources, ESP32S2_MAXSOURCES_1D)); // limit to 1 - 16
#else
int numberofSources = max(1, min((int)requestedsources, ESP32_MAXSOURCES_1D)); // limit to 1 - 32
#endif
// make sure it is a multiple of 4 for proper memory alignment (so minimum is acutally 4)
numberofSources = ((numberofSources+3) >> 2) << 2;
return numberofSources;
}
//allocate memory for particle system class, particles, sprays plus additional memory requested by FX
bool allocateParticleSystemMemory1D(const uint32_t numparticles, const uint32_t numsources, const bool isadvanced, const uint32_t additionalbytes) {
uint32_t requiredmemory = sizeof(ParticleSystem1D);
uint32_t dummy; // dummy variable
if (particleMemoryManager(numparticles, sizeof(PSparticle1D), dummy, dummy, SEGMENT.mode) == nullptr) // allocate memory for particles
return false; // not enough memory, function ensures a minimum of numparticles are avialable
// functions above make sure these are a multiple of 4 bytes (to avoid alignment issues)
requiredmemory += sizeof(PSparticleFlags1D) * numparticles;
requiredmemory += sizeof(PSsource1D) * numsources;
requiredmemory += additionalbytes;
if (isadvanced)
requiredmemory += sizeof(PSadvancedParticle1D) * numparticles;
return(SEGMENT.allocateData(requiredmemory));
}
// initialize Particle System, allocate additional bytes if needed (pointer to those bytes can be read from particle system class: PSdataEnd)
// note: percentofparticles is in uint8_t, for example 191 means 75%, (deafaults to 255 or 100% meaning one particle per pixel), can be more than 100% (but not recommended, can cause out of memory)
bool initParticleSystem1D(ParticleSystem1D *&PartSys, const uint32_t requestedsources, const uint8_t fractionofparticles, const uint32_t additionalbytes, const bool advanced) {
if (SEGLEN == 1) return false; // single pixel not supported
if (advanced)
updateRenderingBuffer(10, false, true); // buffer for advanced particles, fixed size
uint32_t numparticles = calculateNumberOfParticles1D(fractionofparticles, advanced);
uint32_t numsources = calculateNumberOfSources1D(requestedsources);
if (!allocateParticleSystemMemory1D(numparticles, numsources, advanced, additionalbytes)) {
DEBUG_PRINT(F("PS init failed: memory depleted"));
return false;
}
PartSys = new (SEGENV.data) ParticleSystem1D(SEGMENT.virtualLength(), numparticles, numsources, advanced); // particle system constructor
updateRenderingBuffer(SEGMENT.vLength(), true, true); // update/create frame rendering buffer note: for fragmentation it might be better to allocate this first, but if memory is scarce, system has a buffer but no particles and will return false
return true;
}
// blur a 1D buffer, sub-size blurring can be done using start and size
// for speed, 32bit variables are used, make sure to limit them to 8bit (0-255) or result is undefined
// to blur a subset of the buffer, change the size and set start to the desired starting coordinates
void blur1D(CRGB *colorbuffer, uint32_t size, uint32_t blur, uint32_t start)
{
CRGB seeppart, carryover;
uint32_t seep = blur >> 1;
carryover = BLACK;
for (uint32_t x = start; x < start + size; x++) {
seeppart = colorbuffer[x]; // create copy of current color
fast_color_scale(seeppart, seep); // scale it and seep to neighbours
if (x > 0) {
fast_color_add(colorbuffer[x-1], seeppart);
if (carryover) // note: check adds overhead but is faster on average
fast_color_add(colorbuffer[x], carryover); // is black on first pass
}
carryover = seeppart;
}
}
#endif // WLED_DISABLE_PARTICLESYSTEM1D
#if !(defined(WLED_DISABLE_PARTICLESYSTEM2D) && defined(WLED_DISABLE_PARTICLESYSTEM1D)) // not both disabled
//////////////////////////////
// Shared Utility Functions //
//////////////////////////////
// calculate the delta speed (dV) value and update the counter for force calculation (is used several times, function saves on codesize)
// force is in 3.4 fixedpoint notation, +/-127
static int32_t calcForce_dv(const int8_t force, uint8_t &counter) {
if (force == 0)
return 0;
// for small forces, need to use a delay counter
int32_t force_abs = abs(force); // absolute value (faster than lots of if's only 7 instructions)
int32_t dv = 0;
// for small forces, need to use a delay counter, apply force only if it overflows
if (force_abs < 16) {
counter += force_abs;
if (counter > 15) {
counter -= 16;
dv = force < 0 ? -1 : 1; // force is either 1 or -1 if it is small (zero force is handled above)
}
}
else
dv = force / 16; // MSBs, note: cannot use bitshift as dv can be negative
return dv;
}
// check if particle is out of bounds and wrap it around if required, returns false if out of bounds
static bool checkBoundsAndWrap(int32_t &position, const int32_t max, const int32_t particleradius, const bool wrap) {
if ((uint32_t)position > (uint32_t)max) { // check if particle reached an edge, cast to uint32_t to save negative checking (max is always positive)
if (wrap) {
position = position % (max + 1); // note: cannot optimize modulo, particles can be far out of bounds when wrap is enabled
if (position < 0)
position += max + 1;
}
else if (((position < -particleradius) || (position > max + particleradius))) // particle is leaving boundaries, out of bounds if it has fully left
return false; // out of bounds
}
return true; // particle is in bounds
}
// fastled color adding is very inaccurate in color preservation (but it is fast)
// a better color add function is implemented in colors.cpp but it uses 32bit RGBW. to use it colors need to be shifted just to then be shifted back by that function, which is slow
// this is a fast version for RGB (no white channel, PS does not handle white) and with native CRGB including scaling of second color
// note: result is stored in c1, not using a return value is faster as the CRGB struct does not need to be copied upon return
// note2: function is mainly used to add scaled colors, so checking if one color is black is slower
// note3: scale is 255 when using blur, checking for that makes blur faster
__attribute__((optimize("O2"))) static void fast_color_add(CRGB &c1, const CRGB &c2, const uint8_t scale) {
uint32_t r, g, b;
if (scale < 255) {
r = c1.r + ((c2.r * scale) >> 8);
g = c1.g + ((c2.g * scale) >> 8);
b = c1.b + ((c2.b * scale) >> 8);
} else {
r = c1.r + c2.r;
g = c1.g + c2.g;
b = c1.b + c2.b;
}
// note: this chained comparison is the fastest method for max of 3 values (faster than std:max() or using xor)
uint32_t max = (r > g) ? ((r > b) ? r : b) : ((g > b) ? g : b);
if (max <= 255) {
c1.r = r; // save result to c1
c1.g = g;
c1.b = b;
} else {
uint32_t newscale = (255U << 16) / max;
c1.r = (r * newscale) >> 16;
c1.g = (g * newscale) >> 16;
c1.b = (b * newscale) >> 16;
}
}
// faster than fastled color scaling as it does in place scaling
__attribute__((optimize("O2"))) static void fast_color_scale(CRGB &c, const uint8_t scale) {
c.r = ((c.r * scale) >> 8);
c.g = ((c.g * scale) >> 8);
c.b = ((c.b * scale) >> 8);
}
//////////////////////////////////////////////////////////
// memory and transition management for particle system //
//////////////////////////////////////////////////////////
// note: these functions can only be called while strip is servicing
// allocate memory using the FX data limit, if overridelimit is set, temporarily ignore the limit
void* allocatePSmemory(size_t size, bool overridelimit) {
PSPRINT(" PS mem alloc: ");
PSPRINTLN(size);
// buffer uses effect data, check if there is enough space
if (!overridelimit && Segment::getUsedSegmentData() + size > MAX_SEGMENT_DATA) {
// not enough memory
PSPRINT(F("!!! Effect RAM depleted: "));
DEBUG_PRINTF_P(PSTR("%d/%d !!!\n"), size, Segment::getUsedSegmentData());
errorFlag = ERR_NORAM;
return nullptr;
}
void* buffer = calloc(size, sizeof(byte));
if (buffer == nullptr) {
PSPRINT(F("!!! Memory allocation failed !!!"));
errorFlag = ERR_NORAM;
return nullptr;
}
Segment::addUsedSegmentData(size);
#ifdef WLED_DEBUG_PS
PSPRINT("Pointer address: 0x");
Serial.println((uintptr_t)buffer, HEX);
#endif
return buffer;
}
// deallocate memory and update data usage, use with care!
void deallocatePSmemory(void* dataptr, uint32_t size) {
PSPRINTLN("deallocating PSmemory:" + String(size));
if (dataptr == nullptr) return; // safety check
free(dataptr); // note: setting pointer null must be done by caller, passing a reference to a cast void pointer is not possible
Segment::addUsedSegmentData(size <= Segment::getUsedSegmentData() ? -size : -Segment::getUsedSegmentData());
}
// Particle transition manager, creates/extends buffer if needed and handles transition memory-handover
void* particleMemoryManager(const uint32_t requestedParticles, size_t structSize, uint32_t &availableToPS, uint32_t numParticlesUsed, const uint8_t effectID) {
pmem = getPartMem();
void* buffer = nullptr;
PSPRINTLN("PS MemManager");
if (pmem) { // segment has a buffer
if (requestedParticles) { // request for a new buffer, this is an init call
PSPRINTLN("Buffer exists, request for particles: " + String(requestedParticles));
pmem->transferParticles = true; // set flag to transfer particles
uint32_t requestsize = structSize * requestedParticles; // required buffer size
if (requestsize > pmem->buffersize) { // request is larger than buffer, try to extend it
if (Segment::getUsedSegmentData() + requestsize - pmem->buffersize <= MAX_SEGMENT_DATA) { // enough memory available to extend buffer
PSPRINTLN("Extending buffer");
buffer = allocatePSmemory(requestsize, true); // calloc new memory in FX data, override limit (temporary buffer)
if (buffer) { // allocaction successful, copy old particles to new buffer
memcpy(buffer, pmem->particleMemPointer, pmem->buffersize); // copy old particle buffer note: only required if transition but copy is fast and rarely happens
deallocatePSmemory(pmem->particleMemPointer, pmem->buffersize); // free old memory
pmem->particleMemPointer = buffer; // set new buffer
pmem->buffersize = requestsize; // update buffer size
}
else
return nullptr; // no memory available
}
}
if (pmem->watchdog == 1) { // if a PS already exists during particle request, it kicked the watchdog in last frame, servicePSmem() adds 1 afterwards -> PS to PS transition
if (pmem->currentFX == effectID) // if the new effect is the same as the current one, do not transition: transferParticles is set above, so this will transfer all particles back if called during transition
pmem->inTransition = false; // reset transition flag
else
pmem->inTransition = effectID; // save the ID of the new effect (required to determine blur amount in rendering function)
PSPRINTLN("PS to PS transition");
}
return pmem->particleMemPointer; // return the available buffer on init call
}
pmem->watchdog = 0; // kick watchdog
buffer = pmem->particleMemPointer; // buffer is already allocated
}
else { // if the id was not found create a buffer and add an element to the list
PSPRINTLN("New particle buffer request: " + String(requestedParticles));
uint32_t requestsize = structSize * requestedParticles; // required buffer size
buffer = allocatePSmemory(requestsize, false); // allocate new memory
if (buffer)
partMemList.push_back({buffer, requestsize, 0, strip.getCurrSegmentId(), 0, 0, 0, false, true}); // add buffer to list, set flag to transfer/init the particles note: if pushback fails, it may crash
else
return nullptr; // there is no memory available TODO: if localbuffer is allocated, free it and try again, its no use having a buffer but no particles
pmem = getPartMem(); // get the pointer to the new element (check that it was added)
if (!pmem) { // something went wrong
free(buffer);
return nullptr;
}
return buffer; // directly return the buffer on init call
}
// now we have a valid buffer, if this is a PS to PS FX transition: transfer particles slowly to new FX
if (!SEGMENT.isInTransition()) pmem->inTransition = false; // transition has ended, invoke final transfer
if (pmem->inTransition) {
uint32_t maxParticles = pmem->buffersize / structSize; // maximum number of particles that fit in the buffer
uint16_t progress = SEGMENT.progress(); // transition progress
uint32_t newAvailable = 0;
if (SEGMENT.mode == effectID) { // new effect ID -> function was called from new FX
PSPRINTLN("new effect");
newAvailable = (maxParticles * progress) >> 16; // update total particles available to this PS (newAvailable is guaranteed to be smaller than maxParticles)
if (newAvailable < 2) newAvailable = 2; // give 2 particle minimum (some FX may crash with less as they do i+1 access)
if (newAvailable > numParticlesUsed) newAvailable = numParticlesUsed; // limit to number of particles used, do not move the pointer anymore (will be set to base in final handover)
uint32_t bufferoffset = (maxParticles - 1) - newAvailable; // offset to new effect particles (in particle structs, not bytes)
if (bufferoffset < maxParticles) // safety check
buffer = (void*)((uint8_t*)buffer + bufferoffset * structSize); // new effect gets the end of the buffer
int32_t totransfer = newAvailable - availableToPS; // number of particles to transfer in this transition update
if (totransfer > 0) // safety check
particleHandover(buffer, structSize, totransfer);
}
else { // this was called from the old FX
PSPRINTLN("old effect");
SEGMENT.loadOldPalette(); // load the old palette into segment palette
progress = 0xFFFFU - progress; // inverted transition progress
newAvailable = ((maxParticles * progress) >> 16); // result is guaranteed to be smaller than maxParticles
if (newAvailable > 0) newAvailable--; // -1 to avoid overlapping memory in 1D<->2D transitions
if (newAvailable < 2) newAvailable = 2; // give 2 particle minimum (some FX may crash with less as they do i+1 access)
// note: buffer pointer stays the same, number of available particles is reduced
}
availableToPS = newAvailable;
} else if (pmem->transferParticles) { // no PS transition, full buffer available
// transition ended (or blending is disabled) -> transfer all remaining particles
PSPRINTLN("PS transition ended, final particle handover");
uint32_t maxParticles = pmem->buffersize / structSize; // maximum number of particles that fit in the buffer
if (maxParticles > availableToPS) { // not all particles transferred yet
uint32_t totransfer = maxParticles - availableToPS; // transfer all remaining particles
if (totransfer <= maxParticles) // safety check
particleHandover(buffer, structSize, totransfer);
if (maxParticles > numParticlesUsed) { // FX uses less than max: move the already existing particles to the beginning of the buffer
uint32_t usedbytes = availableToPS * structSize;
int32_t bufferoffset = (maxParticles - 1) - availableToPS; // offset to existing particles (see above)
if (bufferoffset < (int)maxParticles) { // safety check
void* currentBuffer = (void*)((uint8_t*)buffer + bufferoffset * structSize); // pointer to current buffer start
memmove(buffer, currentBuffer, usedbytes); // move the existing particles to the beginning of the buffer
}
}
}
// kill unused particles so they do not re-appear when transitioning to next FX
//TODO: should this be done in the handover function? maybe with a "cleanup" parameter?
//TODO2: the memmove above should be done here (or in handover function): it should copy all alive particles to the beginning of the buffer (to TTL=0 particles maybe?)
// -> currently when moving form blobs to ballpit particles disappear
#ifndef WLED_DISABLE_PARTICLESYSTEM2D
if (structSize == sizeof(PSparticle)) { // 2D particle
PSparticle *particles = (PSparticle*)buffer;
for (uint32_t i = availableToPS; i < maxParticles; i++) {
particles[i].ttl = 0; // kill unused particles
}
}
else // 1D particle system
#endif
{
#ifndef WLED_DISABLE_PARTICLESYSTEM1D
PSparticle1D *particles = (PSparticle1D*)buffer;
for (uint32_t i = availableToPS; i < maxParticles; i++) {
particles[i].ttl = 0; // kill unused particles
}
#endif
}
availableToPS = maxParticles; // now all particles are available to new FX
PSPRINTLN("final available particles: " + String(availableToPS));
pmem->particleType = structSize; // update particle type
pmem->transferParticles = false;
pmem->finalTransfer = true; // let rendering function update its buffer if required
pmem->currentFX = effectID; // FX has now settled in, update the FX ID to track future transitions
}
else // no transition
pmem->finalTransfer = false;
#ifdef WLED_DEBUG_PS
PSPRINT(" Particle memory Pointer address: 0x");
Serial.println((uintptr_t)buffer, HEX);
#endif
return buffer;
}
// (re)initialize particles in the particle buffer for use in the new FX
void particleHandover(void *buffer, size_t structSize, int32_t numToTransfer) {
if (pmem->particleType != structSize) { // check if we are being handed over from a different system (1D<->2D), clear buffer if so
memset(buffer, 0, numToTransfer * structSize); // clear buffer
}
uint16_t maxTTL = 0;
uint32_t TTLrandom = 0;
maxTTL = ((unsigned)strip.getTransition() << 1) / FRAMETIME_FIXED; // tie TTL to transition time: limit to double the transition time + some randomness
#ifndef WLED_DISABLE_PARTICLESYSTEM2D
if (structSize == sizeof(PSparticle)) { // 2D particle
PSparticle *particles = (PSparticle *)buffer;
for (int32_t i = 0; i < numToTransfer; i++) {
if (blendingStyle == BLEND_STYLE_FADE) {
if (particles[i].ttl > maxTTL)
particles[i].ttl = maxTTL + hw_random16(150); // reduce TTL so it will die soon
}
else
particles[i].ttl = 0; // kill transferred particles if not using fade blending style
particles[i].sat = 255; // full saturation
}
}
else // 1D particle system
#endif
{
#ifndef WLED_DISABLE_PARTICLESYSTEM1D
PSparticle1D *particles = (PSparticle1D *)buffer;
for (int32_t i = 0; i < numToTransfer; i++) {
if (blendingStyle == BLEND_STYLE_FADE) {
if (particles[i].ttl > maxTTL)
particles[i].ttl = maxTTL + hw_random16(150); // reduce TTL so it will die soon
}
else
particles[i].ttl = 0; // kill transferred particles if not using fade blending style
}
#endif
}
}
// update number of particles to use, limit to allocated (= particles allocated by the calling system) in case more are available in the buffer
void updateUsedParticles(const uint32_t allocated, const uint32_t available, const uint8_t percentage, uint32_t &used) {
uint32_t wantsToUse = 1 + ((allocated * ((uint32_t)percentage + 1)) >> 8); // always give 1 particle minimum
used = max((uint32_t)2, min(available, wantsToUse)); // limit to available particles, use a minimum of 2
}
// check if a segment is partially overlapping with an underlying segment (used to enable overlay rendering i.e. adding instead of overwriting pixels)
bool segmentIsOverlay(void) { // TODO: this only needs to be checked when segment is created, could move this to segment class or PS init
unsigned segID = strip.getCurrSegmentId();
if (segID == 0) return false; // is base segment, no overlay
unsigned newStartX = strip._segments[segID].start;
unsigned newEndX = strip._segments[segID].stop;
unsigned newStartY = strip._segments[segID].startY;
unsigned newEndY = strip._segments[segID].stopY;
// Check for overlap with all previous segments
for (unsigned i = 0; i < segID; i++) {
if (strip._segments[i].freeze) continue; // skip inactive segments
unsigned startX = strip._segments[i].start;
unsigned endX = strip._segments[i].stop;
unsigned startY = strip._segments[i].startY;
unsigned endY = strip._segments[i].stopY;
if (newStartX < endX && newEndX > startX && // x-range overlap
newStartY < endY && newEndY > startY) { // y-range overlap
return true;
}
}
return false; // No overlap detected
}
// get the pointer to the particle memory for the segment
partMem* getPartMem(void) {
uint8_t segID = strip.getCurrSegmentId();
for (partMem &pmem : partMemList) {
if (pmem.id == segID) {
return &pmem;
}
}
return nullptr;
}
// function to update the framebuffer and renderbuffer
void updateRenderingBuffer(uint32_t requiredpixels, bool isFramebuffer, bool initialize) {
PSPRINTLN("updateRenderingBuffer");
uint16_t& targetBufferSize = isFramebuffer ? frameBufferSize : renderBufferSize; // corresponding buffer size
// if (isFramebuffer) return; // debug/testing only: disable frame-buffer
if (targetBufferSize < requiredpixels) { // check current buffer size
CRGB** targetBuffer = isFramebuffer ? &framebuffer : &renderbuffer; // pointer to target buffer
if (*targetBuffer || initialize) { // update only if initilizing or if buffer exists (prevents repeatet allocation attempts if initial alloc failed)
if (*targetBuffer) // buffer exists, free it
deallocatePSmemory((void*)(*targetBuffer), targetBufferSize * sizeof(CRGB));
*targetBuffer = reinterpret_cast<CRGB *>(allocatePSmemory(requiredpixels * sizeof(CRGB), false));
if (*targetBuffer)
targetBufferSize = requiredpixels;
else
targetBufferSize = 0;
}
}
}
// service the particle system memory, free memory if idle too long
// note: doing it this way makes it independent of the implementation of segment management but is not the most memory efficient way
void servicePSmem() {
// Increment watchdog for each entry and deallocate if idle too long (i.e. no PS running on that segment)
if (partMemList.size() > 0) {
for (size_t i = 0; i < partMemList.size(); i++) {
if (strip.getSegmentsNum() > i) { // segment still exists
if (strip._segments[i].freeze) continue; // skip frozen segments (incrementing watchdog will delete memory, leading to crash)
}
partMemList[i].watchdog++; // Increment watchdog counter
PSPRINT("pmem servic. list size: ");
PSPRINT(partMemList.size());
PSPRINT(" element: ");
PSPRINT(i);
PSPRINT(" watchdog: ");
PSPRINTLN(partMemList[i].watchdog);
if (partMemList[i].watchdog > MAX_MEMIDLE) {
deallocatePSmemory(partMemList[i].particleMemPointer, partMemList[i].buffersize); // Free memory
partMemList.erase(partMemList.begin() + i); // Remove entry
//partMemList.shrink_to_fit(); // partMemList is small, memory operations should be unproblematic (this may lead to mem fragmentation, removed for now)
}
}
}
else { // no particle system running, release buffer memory
if (framebuffer) {
deallocatePSmemory((void*)framebuffer, frameBufferSize * sizeof(CRGB)); // free the buffers
framebuffer = nullptr;
frameBufferSize = 0;
}
if (renderbuffer) {
deallocatePSmemory((void*)renderbuffer, renderBufferSize * sizeof(CRGB));
renderbuffer = nullptr;
renderBufferSize = 0;
}
}
}
// transfer the frame buffer to the segment and handle transitional rendering (both FX render to the same buffer so they mix)
void transferBuffer(uint32_t width, uint32_t height, bool useAdditiveTransfer) {
if (!framebuffer) return; // no buffer, nothing to transfer
PSPRINT(" xfer buf ");
#ifndef WLED_DISABLE_MODE_BLEND
bool tempBlend = SEGMENT.getmodeBlend();
if (pmem->inTransition && blendingStyle == BLEND_STYLE_FADE) {
SEGMENT.modeBlend(false); // temporarily disable FX blending in PS to PS transition (using local buffer to do PS blending)
}
#endif
if (height) { // is 2D, 1D passes height = 0
for (uint32_t y = 0; y < height; y++) {
int index = y * width; // current row index for 1D buffer
for (uint32_t x = 0; x < width; x++) {
CRGB *c = &framebuffer[index++];
uint32_t clr = RGBW32(c->r,c->g,c->b,0); // convert to 32bit color
if (useAdditiveTransfer) {
uint32_t segmentcolor = SEGMENT.getPixelColorXY((int)x, (int)y);
CRGB segmentRGB = CRGB(segmentcolor);
if (clr == 0) // frame buffer is black, just update the framebuffer
*c = segmentRGB;
else { // color to add to segment is not black
if (segmentcolor) {
fast_color_add(*c, segmentRGB); // add segment color back to buffer if not black
clr = RGBW32(c->r,c->g,c->b,0); // convert to 32bit color (again) and set the segment
}
SEGMENT.setPixelColorXY((int)x, (int)y, clr); // save back to segment after adding local buffer
}
}
//if (clr > 0) // not black TODO: not transferring black is faster and enables overlay, but requires proper handling of buffer clearing, which is quite complex and probably needs a change to SEGMENT handling.
else
SEGMENT.setPixelColorXY((int)x, (int)y, clr);
}
}
} else { // 1D system
for (uint32_t x = 0; x < width; x++) {
CRGB *c = &framebuffer[x];
uint32_t clr = RGBW32(c->r,c->g,c->b,0);
if (useAdditiveTransfer) {
uint32_t segmentcolor = SEGMENT.getPixelColor((int)x);;
CRGB segmentRGB = CRGB(segmentcolor);
if (clr == 0) // frame buffer is black, just load the color (for next frame)
*c = segmentRGB;
else { // color to add to segment is not black
if (segmentcolor) {
fast_color_add(*c, segmentRGB); // add segment color back to buffer if not black
clr = RGBW32(c->r,c->g,c->b,0); // convert to 32bit color (again)
}
SEGMENT.setPixelColor((int)x, clr); // save back to segment after adding local buffer
}
}
//if (color > 0) // not black
else
SEGMENT.setPixelColor((int)x, clr);
}
}
#ifndef WLED_DISABLE_MODE_BLEND
SEGMENT.modeBlend(tempBlend); // restore blending mode
#endif
}
#endif // !(defined(WLED_DISABLE_PARTICLESYSTEM2D) && defined(WLED_DISABLE_PARTICLESYSTEM1D))