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fixed palette FX to more closely match original 1D version #4263
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Original file line number | Diff line number | Diff line change |
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@@ -1940,7 +1940,7 @@ uint16_t mode_palette() { | |
using angleType = unsigned; | ||
constexpr mathType sInt16Scale = 0x7FFF; | ||
constexpr mathType maxAngle = 0x8000; | ||
constexpr mathType staticRotationScale = 256; | ||
constexpr mathType staticRotationScale = 255; | ||
constexpr mathType animatedRotationScale = 1; | ||
constexpr int16_t (*sinFunction)(uint16_t) = &sin16; | ||
constexpr int16_t (*cosFunction)(uint16_t) = &cos16; | ||
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@@ -1949,7 +1949,7 @@ uint16_t mode_palette() { | |
using wideMathType = float; | ||
using angleType = float; | ||
constexpr mathType sInt16Scale = 1.0f; | ||
constexpr mathType maxAngle = M_PI / 256.0; | ||
constexpr mathType maxAngle = M_PI / 255.0; | ||
constexpr mathType staticRotationScale = 1.0f; | ||
constexpr mathType animatedRotationScale = M_TWOPI / double(0xFFFF); | ||
constexpr float (*sinFunction)(float) = &sin_t; | ||
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@@ -1961,7 +1961,7 @@ uint16_t mode_palette() { | |
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const int inputShift = SEGMENT.speed; | ||
const int inputSize = SEGMENT.intensity; | ||
const int inputRotation = SEGMENT.custom1; | ||
const int inputRotation = SEGMENT.custom1 + 128; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Move the +128 into the
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const bool inputAnimateShift = SEGMENT.check1; | ||
const bool inputAnimateRotation = SEGMENT.check2; | ||
const bool inputAssumeSquare = SEGMENT.check3; | ||
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@@ -1985,7 +1985,7 @@ uint16_t mode_palette() { | |
// So the rectangle needs to have exactly the right size. That size depends on the rotation. | ||
// This scale computation here only considers one dimension. You can think of it like the rectangle is always scaled so that | ||
// the left and right most points always match the left and right side of the display. | ||
const mathType scale = std::abs(sinTheta) + (std::abs(cosTheta) * maxYOut / maxXOut); | ||
const mathType scale = std::abs(sinTheta) + (std::abs(cosTheta) * maxYOut / maxXOut); | ||
// 2D simulation: | ||
// If we are dealing with a 1D setup, we assume that each segment represents one line on a 2-dimensional display. | ||
// The function is called once per segments, so we need to handle one line at a time. | ||
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@@ -2016,7 +2016,7 @@ uint16_t mode_palette() { | |
colorIndex = ((inputSize - 112) * colorIndex) / 16; | ||
} | ||
// Finally, shift the palette a bit. | ||
const int paletteOffset = (!inputAnimateShift) ? (inputShift-128) : (((strip.now * ((inputShift >> 3) +1)) & 0xFFFF) >> 8); | ||
const int paletteOffset = (!inputAnimateShift) ? (inputShift) : (((strip.now * ((inputShift >> 3) +1)) & 0xFFFF) >> 8); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
As mentioned, the offset was introduced by @blazoncek. I believe he didn't provide an opinion on removing it again in the previous discussion? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. @TripleWhy FYI I stepped down as a maintainer & developer of WLED and my decisions (past and present) may be overruled. The original reasoning I had was that for existing/old presets (which lack new effect sliders/options) the default value for sliders/options should not interfere/clash with effect display (i.e. if Looking at the bigger picture (and certain PRs in the queue) quite a few effects are ripe for consolidation and pruning. This will inevitably break compatibility so no matter how you look at it some users will be upset. |
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colorIndex += paletteOffset; | ||
const uint32_t color = SEGMENT.color_wheel((uint8_t)colorIndex); | ||
if (isMatrix) { | ||
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@@ -2028,7 +2028,7 @@ uint16_t mode_palette() { | |
} | ||
return FRAMETIME; | ||
} | ||
static const char _data_FX_MODE_PALETTE[] PROGMEM = "Palette@Shift,Size,Rotation,,,Animate Shift,Animate Rotation,Anamorphic;;!;12;c1=128,c2=128,c3=128,o1=1,o2=1,o3=0"; | ||
static const char _data_FX_MODE_PALETTE[] PROGMEM = "Palette@Shift,Size,Rotation,,,Animate Shift,Animate Rotation,Anamorphic;;!;12;ix=112,c1=0,o1=1,o2=0,o3=1"; | ||
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// WLED limitation: Analog Clock overlay will NOT work when Fire2012 is active | ||
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Mirroring does work in 2D, so I don't think it is necessary to provide an exact 180° rotation.
In any case this change breaks every other "nice" angle. With this change it is impossible to produce 90°, 45° etc.
So you are adding an additional way to achieve 1 nice angle, and for that trade in 254 angles that were nice before and become ugly now.
If that is really the underlying issue, I'd prefer inverting the shift direction.
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thx for the review! really good point, did not think of that (I ran 1D tests mostly, as that is the issue addressed in this PR).
you are right, with mirroring this can be done also in 1D. So this was an unnecessary change.