Pre-calculate virtual
- move SEGCOLOR() to Segment class - add SEG_H, SEG_W macros - try to speed up virtualXxxxx() - compile warning fixes
This commit is contained in:
@@ -163,23 +163,24 @@ void WS2812FX::setUpMatrix() {
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// XY(x,y) - gets pixel index within current segment (often used to reference leds[] array element)
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uint16_t IRAM_ATTR_YN Segment::XY(int x, int y)
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{
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unsigned width = virtualWidth(); // segment width in logical pixels (can be 0 if segment is inactive)
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unsigned height = virtualHeight(); // segment height in logical pixels (is always >= 1)
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return isActive() ? (x%width) + (y%height) * width : 0;
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const int vW = vWidth(); // segment width in logical pixels (can be 0 if segment is inactive)
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const int vH = vHeight(); // segment height in logical pixels (is always >= 1)
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return isActive() ? (x%vW) + (y%vH) * vW : 0;
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}
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void IRAM_ATTR_YN Segment::setPixelColorXY(int x, int y, uint32_t col)
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void IRAM_ATTR_YN Segment::setPixelColorXY(int x, int y, uint32_t col, bool unScaled)
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{
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if (!isActive()) return; // not active
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if (x >= virtualWidth() || y >= virtualHeight() || x<0 || y<0) return; // if pixel would fall out of virtual segment just exit
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const int vW = vWidth(); // segment width in logical pixels (can be 0 if segment is inactive)
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const int vH = vHeight(); // segment height in logical pixels (is always >= 1)
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if (x >= vW|| y >= vH || x<0 || y<0) return; // if pixel would fall out of virtual segment just exit
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uint8_t _bri_t = currentBri();
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if (_bri_t < 255) {
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col = color_fade(col, _bri_t);
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}
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// if color is unscaled
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if (unScaled) col = color_fade(col, currentBri());
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if (reverse ) x = virtualWidth() - x - 1;
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if (reverse_y) y = virtualHeight() - y - 1;
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if (reverse ) x = vW - x - 1;
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if (reverse_y) y = vH - y - 1;
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if (transpose) { std::swap(x,y); } // swap X & Y if segment transposed
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x *= groupLength(); // expand to physical pixels
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y *= groupLength(); // expand to physical pixels
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@@ -221,11 +222,8 @@ void Segment::setPixelColorXY(float x, float y, uint32_t col, bool aa)
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if (!isActive()) return; // not active
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if (x<0.0f || x>1.0f || y<0.0f || y>1.0f) return; // not normalized
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const unsigned cols = virtualWidth();
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const unsigned rows = virtualHeight();
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float fX = x * (cols-1);
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float fY = y * (rows-1);
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float fX = x * (vWidth()-1);
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float fY = y * (vHeight()-1);
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if (aa) {
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unsigned xL = roundf(fX-0.49f);
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unsigned xR = roundf(fX+0.49f);
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@@ -263,9 +261,11 @@ void Segment::setPixelColorXY(float x, float y, uint32_t col, bool aa)
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// returns RGBW values of pixel
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uint32_t IRAM_ATTR_YN Segment::getPixelColorXY(int x, int y) const {
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if (!isActive()) return 0; // not active
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if (x >= virtualWidth() || y >= virtualHeight() || x<0 || y<0) return 0; // if pixel would fall out of virtual segment just exit
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if (reverse ) x = virtualWidth() - x - 1;
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if (reverse_y) y = virtualHeight() - y - 1;
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int vW = vWidth();
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int vH = vHeight();
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if (x >= vW || y >= vH || x<0 || y<0) return 0; // if pixel would fall out of virtual segment just exit
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if (reverse ) x = vW - x - 1;
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if (reverse_y) y = vH - y - 1;
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if (transpose) { std::swap(x,y); } // swap X & Y if segment transposed
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x *= groupLength(); // expand to physical pixels
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y *= groupLength(); // expand to physical pixels
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@@ -274,10 +274,10 @@ uint32_t IRAM_ATTR_YN Segment::getPixelColorXY(int x, int y) const {
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}
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// blurRow: perform a blur on a row of a rectangular matrix
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void Segment::blurRow(uint32_t row, fract8 blur_amount, bool smear){
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void Segment::blurRow(int row, fract8 blur_amount, bool smear){
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if (!isActive() || blur_amount == 0) return; // not active
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const unsigned cols = virtualWidth();
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const unsigned rows = virtualHeight();
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const int cols = vWidth();
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const int rows = vHeight();
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if (row >= rows) return;
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// blur one row
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@@ -287,7 +287,7 @@ void Segment::blurRow(uint32_t row, fract8 blur_amount, bool smear){
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uint32_t lastnew;
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uint32_t last;
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uint32_t curnew = BLACK;
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for (unsigned x = 0; x < cols; x++) {
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for (int x = 0; x < cols; x++) {
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uint32_t cur = getPixelColorXY(x, row);
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uint32_t part = color_fade(cur, seep);
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curnew = color_fade(cur, keep);
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@@ -306,10 +306,10 @@ void Segment::blurRow(uint32_t row, fract8 blur_amount, bool smear){
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}
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// blurCol: perform a blur on a column of a rectangular matrix
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void Segment::blurCol(uint32_t col, fract8 blur_amount, bool smear) {
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void Segment::blurCol(int col, fract8 blur_amount, bool smear) {
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if (!isActive() || blur_amount == 0) return; // not active
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const unsigned cols = virtualWidth();
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const unsigned rows = virtualHeight();
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const int cols = vWidth();
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const int rows = vHeight();
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if (col >= cols) return;
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// blur one column
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@@ -319,7 +319,7 @@ void Segment::blurCol(uint32_t col, fract8 blur_amount, bool smear) {
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uint32_t lastnew;
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uint32_t last;
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uint32_t curnew = BLACK;
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for (unsigned y = 0; y < rows; y++) {
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for (int y = 0; y < rows; y++) {
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uint32_t cur = getPixelColorXY(col, y);
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uint32_t part = color_fade(cur, seep);
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curnew = color_fade(cur, keep);
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@@ -339,8 +339,8 @@ void Segment::blurCol(uint32_t col, fract8 blur_amount, bool smear) {
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void Segment::blur2D(uint8_t blur_amount, bool smear) {
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if (!isActive() || blur_amount == 0) return; // not active
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const unsigned cols = virtualWidth();
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const unsigned rows = virtualHeight();
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const unsigned cols = vWidth();
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const unsigned rows = vHeight();
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const uint8_t keep = smear ? 255 : 255 - blur_amount;
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const uint8_t seep = blur_amount >> (1 + smear);
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@@ -391,8 +391,8 @@ void Segment::box_blur(unsigned radius, bool smear) {
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if (!isActive() || radius == 0) return; // not active
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if (radius > 3) radius = 3;
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const unsigned d = (1 + 2*radius) * (1 + 2*radius); // averaging divisor
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const unsigned cols = virtualWidth();
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const unsigned rows = virtualHeight();
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const unsigned cols = vWidth();
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const unsigned rows = vHeight();
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uint16_t *tmpRSum = new uint16_t[cols*rows];
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uint16_t *tmpGSum = new uint16_t[cols*rows];
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uint16_t *tmpBSum = new uint16_t[cols*rows];
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@@ -461,37 +461,37 @@ void Segment::box_blur(unsigned radius, bool smear) {
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void Segment::moveX(int8_t delta, bool wrap) {
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if (!isActive()) return; // not active
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const int cols = virtualWidth();
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const int rows = virtualHeight();
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if (!delta || abs(delta) >= cols) return;
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uint32_t newPxCol[cols];
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for (int y = 0; y < rows; y++) {
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const int vW = vWidth(); // segment width in logical pixels (can be 0 if segment is inactive)
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const int vH = vHeight(); // segment height in logical pixels (is always >= 1)
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if (!delta || abs(delta) >= vW) return;
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uint32_t newPxCol[vW];
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for (int y = 0; y < vH; y++) {
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if (delta > 0) {
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for (int x = 0; x < cols-delta; x++) newPxCol[x] = getPixelColorXY((x + delta), y);
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for (int x = cols-delta; x < cols; x++) newPxCol[x] = getPixelColorXY(wrap ? (x + delta) - cols : x, y);
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for (int x = 0; x < vW-delta; x++) newPxCol[x] = getPixelColorXY((x + delta), y);
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for (int x = vW-delta; x < vW; x++) newPxCol[x] = getPixelColorXY(wrap ? (x + delta) - vW : x, y);
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} else {
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for (int x = cols-1; x >= -delta; x--) newPxCol[x] = getPixelColorXY((x + delta), y);
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for (int x = -delta-1; x >= 0; x--) newPxCol[x] = getPixelColorXY(wrap ? (x + delta) + cols : x, y);
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for (int x = vW-1; x >= -delta; x--) newPxCol[x] = getPixelColorXY((x + delta), y);
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for (int x = -delta-1; x >= 0; x--) newPxCol[x] = getPixelColorXY(wrap ? (x + delta) + vW : x, y);
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}
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for (int x = 0; x < cols; x++) setPixelColorXY(x, y, newPxCol[x]);
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for (int x = 0; x < vW; x++) setPixelColorXY(x, y, newPxCol[x]);
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}
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}
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void Segment::moveY(int8_t delta, bool wrap) {
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if (!isActive()) return; // not active
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const int cols = virtualWidth();
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const int rows = virtualHeight();
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if (!delta || abs(delta) >= rows) return;
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uint32_t newPxCol[rows];
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for (int x = 0; x < cols; x++) {
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const int vW = vWidth(); // segment width in logical pixels (can be 0 if segment is inactive)
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const int vH = vHeight(); // segment height in logical pixels (is always >= 1)
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if (!delta || abs(delta) >= vH) return;
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uint32_t newPxCol[vH];
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for (int x = 0; x < vW; x++) {
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if (delta > 0) {
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for (int y = 0; y < rows-delta; y++) newPxCol[y] = getPixelColorXY(x, (y + delta));
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for (int y = rows-delta; y < rows; y++) newPxCol[y] = getPixelColorXY(x, wrap ? (y + delta) - rows : y);
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for (int y = 0; y < vH-delta; y++) newPxCol[y] = getPixelColorXY(x, (y + delta));
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for (int y = vH-delta; y < vH; y++) newPxCol[y] = getPixelColorXY(x, wrap ? (y + delta) - vH : y);
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} else {
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for (int y = rows-1; y >= -delta; y--) newPxCol[y] = getPixelColorXY(x, (y + delta));
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for (int y = -delta-1; y >= 0; y--) newPxCol[y] = getPixelColorXY(x, wrap ? (y + delta) + rows : y);
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for (int y = vH-1; y >= -delta; y--) newPxCol[y] = getPixelColorXY(x, (y + delta));
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for (int y = -delta-1; y >= 0; y--) newPxCol[y] = getPixelColorXY(x, wrap ? (y + delta) + vH : y);
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}
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for (int y = 0; y < rows; y++) setPixelColorXY(x, y, newPxCol[y]);
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for (int y = 0; y < vH; y++) setPixelColorXY(x, y, newPxCol[y]);
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}
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}
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@@ -545,18 +545,20 @@ void Segment::drawCircle(uint16_t cx, uint16_t cy, uint8_t radius, uint32_t col,
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x++;
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}
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} else {
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// pre-scale color for all pixels
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col = color_fade(col, currentBri());
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// Bresenham’s Algorithm
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int d = 3 - (2*radius);
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int y = radius, x = 0;
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while (y >= x) {
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setPixelColorXY(cx+x, cy+y, col);
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setPixelColorXY(cx-x, cy+y, col);
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setPixelColorXY(cx+x, cy-y, col);
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setPixelColorXY(cx-x, cy-y, col);
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setPixelColorXY(cx+y, cy+x, col);
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setPixelColorXY(cx-y, cy+x, col);
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setPixelColorXY(cx+y, cy-x, col);
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setPixelColorXY(cx-y, cy-x, col);
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setPixelColorXY(cx+x, cy+y, col, false);
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setPixelColorXY(cx-x, cy+y, col, false);
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setPixelColorXY(cx+x, cy-y, col, false);
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setPixelColorXY(cx-x, cy-y, col, false);
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setPixelColorXY(cx+y, cy+x, col, false);
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setPixelColorXY(cx-y, cy+x, col, false);
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setPixelColorXY(cx+y, cy-x, col, false);
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setPixelColorXY(cx-y, cy-x, col, false);
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x++;
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if (d > 0) {
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y--;
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@@ -571,17 +573,19 @@ void Segment::drawCircle(uint16_t cx, uint16_t cy, uint8_t radius, uint32_t col,
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// by stepko, taken from https://editor.soulmatelights.com/gallery/573-blobs
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void Segment::fillCircle(uint16_t cx, uint16_t cy, uint8_t radius, uint32_t col, bool soft) {
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if (!isActive() || radius == 0) return; // not active
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const int vW = vWidth(); // segment width in logical pixels (can be 0 if segment is inactive)
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const int vH = vHeight(); // segment height in logical pixels (is always >= 1)
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// draw soft bounding circle
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if (soft) drawCircle(cx, cy, radius, col, soft);
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// pre-scale color for all pixels
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col = color_fade(col, currentBri());
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// fill it
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const int cols = virtualWidth();
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const int rows = virtualHeight();
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for (int y = -radius; y <= radius; y++) {
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for (int x = -radius; x <= radius; x++) {
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if (x * x + y * y <= radius * radius &&
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int(cx)+x>=0 && int(cy)+y>=0 &&
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int(cx)+x<cols && int(cy)+y<rows)
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setPixelColorXY(cx + x, cy + y, col);
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int(cx)+x >= 0 && int(cy)+y >= 0 &&
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int(cx)+x < vW && int(cy)+y < vH)
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setPixelColorXY(cx + x, cy + y, col, false);
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}
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}
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}
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@@ -589,9 +593,9 @@ void Segment::fillCircle(uint16_t cx, uint16_t cy, uint8_t radius, uint32_t col,
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//line function
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void Segment::drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, uint32_t c, bool soft) {
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if (!isActive()) return; // not active
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const int cols = virtualWidth();
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const int rows = virtualHeight();
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if (x0 >= cols || x1 >= cols || y0 >= rows || y1 >= rows) return;
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const int vW = vWidth(); // segment width in logical pixels (can be 0 if segment is inactive)
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const int vH = vHeight(); // segment height in logical pixels (is always >= 1)
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if (x0 >= vW || x1 >= vW || y0 >= vH || y1 >= vH) return;
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const int dx = abs(x1-x0), sx = x0<x1 ? 1 : -1; // x distance & step
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const int dy = abs(y1-y0), sy = y0<y1 ? 1 : -1; // y distance & step
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@@ -629,10 +633,12 @@ void Segment::drawLine(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, uint3
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if (steep) std::swap(x,y); // restore if steep
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}
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} else {
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// pre-scale color for all pixels
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c = color_fade(c, currentBri());
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// Bresenham's algorithm
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int err = (dx>dy ? dx : -dy)/2; // error direction
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for (;;) {
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setPixelColorXY(x0, y0, c);
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setPixelColorXY(x0, y0, c, false);
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if (x0==x1 && y0==y1) break;
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int e2 = err;
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if (e2 >-dx) { err -= dy; x0 += sx; }
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@@ -653,8 +659,6 @@ void Segment::drawCharacter(unsigned char chr, int16_t x, int16_t y, uint8_t w,
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if (!isActive()) return; // not active
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if (chr < 32 || chr > 126) return; // only ASCII 32-126 supported
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chr -= 32; // align with font table entries
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const int cols = virtualWidth();
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const int rows = virtualHeight();
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const int font = w*h;
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CRGB col = CRGB(color);
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@@ -681,7 +685,7 @@ void Segment::drawCharacter(unsigned char chr, int16_t x, int16_t y, uint8_t w,
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case 1: x0 = x + i; y0 = y + j; break; // +90 deg
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default: x0 = x + (w-1) - j; y0 = y + i; break; // no rotation
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}
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if (x0 < 0 || x0 >= cols || y0 < 0 || y0 >= rows) continue; // drawing off-screen
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if (x0 < 0 || x0 >= (int)vWidth() || y0 < 0 || y0 >= (int)vHeight()) continue; // drawing off-screen
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if (((bits>>(j+(8-w))) & 0x01)) { // bit set
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setPixelColorXY(x0, y0, col);
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}
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