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libraries/FastLED/examples/FxNoiseRing/NOISE_RING_IDEAS.md
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libraries/FastLED/examples/FxNoiseRing/NOISE_RING_IDEAS.md
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# NoiseRing Enhanced Design Document
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## Overview
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Enhanced version of the FxNoiseRing example that automatically cycles through different noise effects and color palettes, providing dynamic visual variety with user controls for manual selection.
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**Featured Implementation**: **Plasma Waves** - Advanced graphics technique showcasing sine wave interference with noise modulation, demonstrating sophisticated mathematical visualization on circular LED arrays.
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## Core Features
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### Automatic Cycling
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- **Palette Rotation**: Every 5 seconds using `EVERY_N_MILLISECONDS(5000)`
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- **Noise Effect Rotation**: Every 10 seconds using `EVERY_N_MILLISECONDS(10000)`
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- **User Override**: Dropdown controls allow manual selection to override automatic cycling
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### User Interface Controls
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- **Variants Dropdown**: "Noise Variants" - Manual selection of noise effects (0-9)
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- **Palettes Dropdown**: "Color Palettes" - Manual selection of color schemes (0-4)
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- **Auto Cycle Checkbox**: "Auto Cycle" - Enable/disable automatic rotation
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- **Existing Controls**: Retain all current sliders (Brightness, Scale, Time Bitshift, Time Scale, PIR, Dither)
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## 10 Noise Variations - Detailed Algorithmic Implementation
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### 1. "Cosmic Swirl" - Enhanced Perlin Flow
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- **Description**: Classic perlin noise with slow, flowing movements using multi-octave complexity
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- **Parameters**: Base noise with moderate scale, gentle time progression
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- **Characteristics**: Smooth gradients, organic flow patterns
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**Algorithm**:
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```cpp
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CRGB drawCosmicSwirl(const RingCoord& coord, uint32_t time_ms) {
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float time_factor = time_ms * 0.0008f;
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// Multi-octave noise for organic complexity
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float noise1 = inoise16(coord.x * 2000, coord.y * 2000, time_factor * 1000) / 65536.0f;
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float noise2 = inoise16(coord.x * 1000, coord.y * 1000, time_factor * 2000) / 65536.0f * 0.5f;
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float noise3 = inoise16(coord.x * 4000, coord.y * 4000, time_factor * 500) / 65536.0f * 0.25f;
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float combined_noise = noise1 + noise2 + noise3;
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// Flowing hue with gentle progression
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uint8_t hue = (uint8_t)((combined_noise + coord.angle / (2*M_PI)) * 255) % 256;
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uint8_t sat = 220 + (uint8_t)(abs(noise2) * 35);
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uint8_t val = 180 + (uint8_t)(combined_noise * 75);
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return CHSV(hue, sat, val);
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}
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```
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### 2. "Electric Storm" - High-Frequency Chaos
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- **Description**: High-frequency noise with rapid temporal changes creating lightning effects
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- **Parameters**: 8x time acceleration, high spatial frequency, quantized thresholds
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- **Characteristics**: Crackling, energetic, lightning-like patterns
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**Algorithm**:
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```cpp
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CRGB drawElectricStorm(const RingCoord& coord, uint32_t time_ms) {
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// Rapid temporal changes with quantized effects
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uint32_t fast_time = time_ms << 3; // 8x time acceleration
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// High-frequency spatial noise
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float x_noise = coord.x * 8000;
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float y_noise = coord.y * 8000;
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uint16_t noise1 = inoise16(x_noise, y_noise, fast_time);
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uint16_t noise2 = inoise16(x_noise + 10000, y_noise + 10000, fast_time + 5000);
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// Create lightning-like quantization
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uint8_t threshold = 200;
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bool lightning = (noise1 >> 8) > threshold || (noise2 >> 8) > threshold;
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if (lightning) {
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// Bright electric flash
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uint8_t intensity = max((noise1 >> 8) - threshold, (noise2 >> 8) - threshold) * 4;
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return CRGB(intensity, intensity, 255); // Electric blue-white
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} else {
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// Dark storm background
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uint8_t hue = 160 + ((noise1 >> 10) % 32); // Blue-purple range
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return CHSV(hue, 255, (noise1 >> 8) / 4); // Low brightness
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}
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}
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```
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### 3. "Lava Lamp" - Slow Blobby Movement
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- **Description**: Slow, blobby movements with high contrast using low-frequency modulation
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- **Parameters**: Ultra-low frequency, high amplitude, threshold-based blob creation
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- **Characteristics**: Large, slow-moving color blobs with organic boundaries
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**Algorithm**:
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```cpp
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CRGB drawLavaLamp(const RingCoord& coord, uint32_t time_ms) {
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float slow_time = time_ms * 0.0002f; // Very slow movement
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// Large-scale blob generation
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float blob_scale = 800; // Large spatial scale for big blobs
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uint16_t primary_noise = inoise16(coord.x * blob_scale, coord.y * blob_scale, slow_time * 1000);
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uint16_t secondary_noise = inoise16(coord.x * blob_scale * 0.5f, coord.y * blob_scale * 0.5f, slow_time * 1500);
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// Create blob boundaries with thresholding
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float blob_value = (primary_noise + secondary_noise * 0.3f) / 65536.0f;
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// High contrast blob regions
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if (blob_value > 0.6f) {
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// Hot blob center
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uint8_t hue = 0 + (uint8_t)((blob_value - 0.6f) * 400); // Red to orange
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return CHSV(hue, 255, 255);
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} else if (blob_value > 0.3f) {
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// Blob edge gradient
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float edge_factor = (blob_value - 0.3f) / 0.3f;
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uint8_t brightness = (uint8_t)(edge_factor * 255);
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return CHSV(20, 200, brightness); // Orange edge
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} else {
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// Background
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return CHSV(240, 100, 30); // Dark blue background
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}
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}
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```
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### 4. "Digital Rain" - Matrix Cascade
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- **Description**: Matrix-style cascading effect using vertical noise mapping
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- **Parameters**: Angle-to-vertical conversion, time-based cascade, stream segregation
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- **Characteristics**: Vertical streams, binary-like transitions, matrix green
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**Algorithm**:
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```cpp
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CRGB drawDigitalRain(const RingCoord& coord, uint32_t time_ms) {
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// Convert angle to vertical position for cascade effect
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float vertical_pos = sin(coord.angle) * 0.5f + 0.5f; // 0-1 range
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// Time-based cascade with varying speeds
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float cascade_speed = 0.002f;
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float time_offset = time_ms * cascade_speed;
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// Create vertical streams
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int stream_id = (int)(coord.angle * 10) % 8; // 8 distinct streams
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float stream_phase = fmod(vertical_pos + time_offset + stream_id * 0.125f, 1.0f);
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// Binary-like transitions
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uint16_t noise = inoise16(stream_id * 1000, stream_phase * 10000, time_ms / 4);
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uint8_t digital_value = (noise >> 8) > 128 ? 255 : 0;
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// Matrix green with digital artifacts
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uint8_t green_intensity = digital_value;
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uint8_t trailing = max(0, green_intensity - (int)(stream_phase * 200));
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return CRGB(0, green_intensity, trailing / 2);
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}
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```
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### 5. "Plasma Waves" - **FEATURED IMPLEMENTATION**
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- **Description**: Multiple overlapping sine waves with noise modulation creating electromagnetic plasma effects
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- **Parameters**: 4-source wave interference, noise modulation, dynamic color mapping
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- **Characteristics**: Smooth wave interference patterns, flowing electromagnetic appearance
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**Algorithm**:
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```cpp
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class PlasmaWaveGenerator {
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private:
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struct WaveSource {
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float x, y; // Source position
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float frequency; // Wave frequency
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float amplitude; // Wave strength
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float phase_speed; // Phase evolution rate
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};
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WaveSource sources[4] = {
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{0.5f, 0.5f, 1.0f, 1.0f, 0.8f}, // Center source
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{0.0f, 0.0f, 1.5f, 0.8f, 1.2f}, // Corner source
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{1.0f, 1.0f, 0.8f, 1.2f, 0.6f}, // Opposite corner
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{0.5f, 0.0f, 1.2f, 0.9f, 1.0f} // Edge source
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};
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public:
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CRGB calculatePlasmaPixel(const RingCoord& coord, uint32_t time_ms, const PlasmaParams& params) {
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float time_scaled = time_ms * params.time_scale * 0.001f;
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// Calculate wave interference
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float wave_sum = 0.0f;
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for (int i = 0; i < 4; i++) {
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float dx = coord.x - sources[i].x;
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float dy = coord.y - sources[i].y;
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float distance = sqrt(dx*dx + dy*dy);
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float wave_phase = distance * sources[i].frequency + time_scaled * sources[i].phase_speed;
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wave_sum += sin(wave_phase) * sources[i].amplitude;
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}
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// Add noise modulation for organic feel
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float noise_scale = params.noise_intensity;
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float noise_x = coord.x * 0xffff * noise_scale;
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float noise_y = coord.y * 0xffff * noise_scale;
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uint32_t noise_time = time_ms << params.time_bitshift;
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float noise_mod = (inoise16(noise_x, noise_y, noise_time) - 32768) / 65536.0f;
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wave_sum += noise_mod * params.noise_amplitude;
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// Map to color space
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return mapWaveToColor(wave_sum, params);
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}
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private:
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CRGB mapWaveToColor(float wave_value, const PlasmaParams& params) {
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// Normalize wave to 0-1 range
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float normalized = (wave_value + 4.0f) / 8.0f; // Assuming max amplitude ~4
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normalized = constrain(normalized, 0.0f, 1.0f);
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// Create flowing hue based on wave phase
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uint8_t hue = (uint8_t)(normalized * 255.0f + params.hue_offset) % 256;
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// Dynamic saturation based on wave intensity
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float intensity = abs(wave_value);
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uint8_t sat = (uint8_t)(192 + intensity * 63); // High saturation with variation
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// Brightness modulation
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uint8_t val = (uint8_t)(normalized * 255.0f * params.brightness);
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return CHSV(hue, sat, val);
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}
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};
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struct PlasmaParams {
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float time_scale = 1.0f;
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float noise_intensity = 0.5f;
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float noise_amplitude = 0.8f;
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uint8_t time_bitshift = 5;
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uint8_t hue_offset = 0;
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float brightness = 1.0f;
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};
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```
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### 6. "Glitch City" - Chaotic Digital Artifacts
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- **Description**: Chaotic, stuttering effects with quantized noise and bit manipulation
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- **Parameters**: Time quantization, XOR operations, random bit shifts
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- **Characteristics**: Harsh transitions, digital artifacts, strobe-like effects
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**Algorithm**:
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```cpp
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CRGB drawGlitchCity(const RingCoord& coord, uint32_t time_ms) {
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// Stuttering time progression
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uint32_t glitch_time = (time_ms / 100) * 100; // Quantize time to create stutters
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// Bit manipulation for digital artifacts
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uint16_t noise1 = inoise16(coord.x * 3000, coord.y * 3000, glitch_time);
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uint16_t noise2 = inoise16(coord.x * 5000, coord.y * 5000, glitch_time + 1000);
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// XOR operation for harsh digital effects
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uint16_t glitch_value = noise1 ^ noise2;
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// Random bit shifts for channel corruption
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uint8_t r = (glitch_value >> (time_ms % 8)) & 0xFF;
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uint8_t g = (glitch_value << (time_ms % 5)) & 0xFF;
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uint8_t b = ((noise1 | noise2) >> 4) & 0xFF;
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// Occasional full-bright flashes
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if ((glitch_value & 0xF000) == 0xF000) {
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return CRGB(255, 255, 255);
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}
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return CRGB(r, g, b);
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}
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```
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### 7. "Ocean Depths" - Underwater Currents
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- **Description**: Slow, deep undulations mimicking underwater currents with blue-green bias
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- **Parameters**: Ultra-low frequency, blue-green color bias, depth-based brightness
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- **Characteristics**: Calm, flowing, deep water feel with gentle undulations
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**Algorithm**:
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```cpp
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CRGB drawOceanDepths(const RingCoord& coord, uint32_t time_ms) {
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float ocean_time = time_ms * 0.0005f; // Very slow like deep water
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// Multi-layer current simulation
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float current1 = inoise16(coord.x * 1200, coord.y * 1200, ocean_time * 800) / 65536.0f;
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float current2 = inoise16(coord.x * 2400, coord.y * 2400, ocean_time * 600) / 65536.0f * 0.5f;
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float current3 = inoise16(coord.x * 600, coord.y * 600, ocean_time * 1000) / 65536.0f * 0.3f;
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float depth_factor = current1 + current2 + current3;
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// Ocean color palette (blue-green spectrum)
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uint8_t base_hue = 140; // Cyan-blue
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uint8_t hue_variation = (uint8_t)(abs(depth_factor) * 40); // Vary within blue-green
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uint8_t final_hue = (base_hue + hue_variation) % 256;
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// Depth-based brightness (deeper = darker)
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uint8_t depth_brightness = 120 + (uint8_t)(depth_factor * 135);
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uint8_t saturation = 200 + (uint8_t)(abs(current2) * 55);
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return CHSV(final_hue, saturation, depth_brightness);
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}
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```
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### 8. "Fire Dance" - Upward Flame Simulation
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- **Description**: Flickering, flame-like patterns with upward bias and turbulent noise
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- **Parameters**: Vertical gradient bias, turbulent noise, fire color palette
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- **Characteristics**: Orange/red dominated, upward movement, flickering
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**Algorithm**:
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```cpp
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CRGB drawFireDance(const RingCoord& coord, uint32_t time_ms) {
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// Vertical bias for upward flame movement
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float vertical_component = sin(coord.angle) * 0.5f + 0.5f; // 0 at bottom, 1 at top
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// Turbulent noise with upward bias
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float flame_x = coord.x * 1500;
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float flame_y = coord.y * 1500 + time_ms * 0.003f; // Upward drift
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uint16_t turbulence = inoise16(flame_x, flame_y, time_ms);
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float flame_intensity = (turbulence / 65536.0f) * (1.0f - vertical_component * 0.3f);
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// Fire color palette (red->orange->yellow)
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uint8_t base_hue = 0; // Red
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uint8_t hue_variation = (uint8_t)(flame_intensity * 45); // Up to orange/yellow
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uint8_t final_hue = (base_hue + hue_variation) % 256;
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uint8_t saturation = 255 - (uint8_t)(vertical_component * 100); // Less saturated at top
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uint8_t brightness = (uint8_t)(flame_intensity * 255);
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return CHSV(final_hue, saturation, brightness);
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}
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```
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### 9. "Nebula Drift" - Cosmic Cloud Simulation
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- **Description**: Slow cosmic clouds with starfield sparkles using multi-octave noise
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- **Parameters**: Multiple noise octaves, sparse bright spots, cosmic color palette
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- **Characteristics**: Misty backgrounds with occasional bright stars
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**Algorithm**:
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```cpp
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CRGB drawNebulaDrift(const RingCoord& coord, uint32_t time_ms) {
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float nebula_time = time_ms * 0.0003f; // Cosmic slow drift
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// Multi-octave nebula clouds
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float cloud1 = inoise16(coord.x * 800, coord.y * 800, nebula_time * 1000) / 65536.0f;
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float cloud2 = inoise16(coord.x * 1600, coord.y * 1600, nebula_time * 700) / 65536.0f * 0.5f;
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float cloud3 = inoise16(coord.x * 400, coord.y * 400, nebula_time * 1200) / 65536.0f * 0.25f;
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float nebula_density = cloud1 + cloud2 + cloud3;
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// Sparse starfield generation
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uint16_t star_noise = inoise16(coord.x * 4000, coord.y * 4000, nebula_time * 200);
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bool is_star = (star_noise > 60000); // Very sparse stars
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if (is_star) {
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// Bright white/blue stars
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uint8_t star_brightness = 200 + ((star_noise - 60000) / 256);
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return CRGB(star_brightness, star_brightness, 255);
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} else {
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// Nebula background
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uint8_t nebula_hue = 200 + (uint8_t)(nebula_density * 80); // Purple-pink spectrum
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uint8_t nebula_sat = 150 + (uint8_t)(abs(cloud2) * 105);
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uint8_t nebula_bright = 40 + (uint8_t)(nebula_density * 120);
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return CHSV(nebula_hue, nebula_sat, nebula_bright);
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}
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}
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```
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### 10. "Binary Pulse" - Digital Heartbeat
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- **Description**: Digital heartbeat with expanding/contracting rings using threshold-based noise
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- **Parameters**: Concentric pattern generation, rhythmic pulsing, geometric thresholds
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- **Characteristics**: Rhythmic, geometric, tech-inspired
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**Algorithm**:
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```cpp
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CRGB drawBinaryPulse(const RingCoord& coord, uint32_t time_ms) {
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// Create rhythmic heartbeat timing
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float pulse_period = 2000.0f; // 2-second pulse cycle
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float pulse_phase = fmod(time_ms, pulse_period) / pulse_period; // 0-1 cycle
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// Generate expanding rings from center
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float distance_from_center = sqrt(coord.x * coord.x + coord.y * coord.y);
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// Pulse wave propagation
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float ring_frequency = 5.0f; // Number of rings
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float pulse_offset = pulse_phase * 2.0f; // Expanding wave
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float ring_value = sin((distance_from_center * ring_frequency - pulse_offset) * 2 * M_PI);
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// Digital quantization
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uint16_t noise = inoise16(coord.x * 2000, coord.y * 2000, time_ms / 8);
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float digital_mod = ((noise >> 8) > 128) ? 1.0f : -0.5f;
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float final_value = ring_value * digital_mod;
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// Binary color mapping
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if (final_value > 0.3f) {
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// Active pulse regions
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uint8_t intensity = (uint8_t)(final_value * 255);
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return CRGB(intensity, 0, intensity); // Magenta pulse
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} else if (final_value > -0.2f) {
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// Transition zones
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uint8_t dim_intensity = (uint8_t)((final_value + 0.2f) * 500);
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return CRGB(0, dim_intensity, 0); // Green transitions
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} else {
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// Background
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return CRGB(10, 0, 20); // Dark purple background
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||||
}
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||||
}
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```
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||||
## 5 Color Palettes
|
||||
|
||||
### 1. "Sunset Boulevard"
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||||
- **Colors**: Warm oranges, deep reds, golden yellows
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||||
- **Description**: Classic sunset gradient perfect for relaxing ambiance
|
||||
- **HSV Range**: Hue 0-45, high saturation, varying brightness
|
||||
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||||
### 2. "Ocean Breeze"
|
||||
- **Colors**: Deep blues, aqua, seafoam green, white caps
|
||||
- **Description**: Cool ocean palette for refreshing visual effects
|
||||
- **HSV Range**: Hue 120-210, medium-high saturation
|
||||
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||||
### 3. "Neon Nights"
|
||||
- **Colors**: Electric pink, cyan, purple, lime green
|
||||
- **Description**: Cyberpunk-inspired high-contrast palette
|
||||
- **HSV Range**: Saturated primaries, high brightness contrasts
|
||||
|
||||
### 4. "Forest Whisper"
|
||||
- **Colors**: Deep greens, earth browns, golden highlights
|
||||
- **Description**: Natural woodland palette for organic feels
|
||||
- **HSV Range**: Hue 60-150, natural saturation levels
|
||||
|
||||
### 5. "Galaxy Express"
|
||||
- **Colors**: Deep purples, cosmic blues, silver stars, pink nebula
|
||||
- **Description**: Space-themed palette for cosmic adventures
|
||||
- **HSV Range**: Hue 200-300, with bright white accents
|
||||
|
||||
## Implementation Strategy
|
||||
|
||||
### Core Mathematical Framework
|
||||
|
||||
```cpp
|
||||
// Enhanced coordinate system for ring-based effects
|
||||
struct RingCoord {
|
||||
float angle; // Position on ring (0 to 2π)
|
||||
float radius; // Distance from center (normalized 0-1)
|
||||
float x, y; // Cartesian coordinates
|
||||
int led_index; // LED position on strip
|
||||
};
|
||||
|
||||
// Convert LED index to ring coordinates
|
||||
RingCoord calculateRingCoord(int led_index, int num_leds, float time_offset = 0.0f) {
|
||||
RingCoord coord;
|
||||
coord.led_index = led_index;
|
||||
coord.angle = (led_index * 2.0f * M_PI / num_leds) + time_offset;
|
||||
coord.radius = 1.0f; // Fixed radius for ring
|
||||
coord.x = cos(coord.angle);
|
||||
coord.y = sin(coord.angle);
|
||||
return coord;
|
||||
}
|
||||
|
||||
// Performance optimization with lookup tables
|
||||
class RingLUT {
|
||||
private:
|
||||
float cos_table[NUM_LEDS];
|
||||
float sin_table[NUM_LEDS];
|
||||
|
||||
public:
|
||||
void initialize() {
|
||||
for(int i = 0; i < NUM_LEDS; i++) {
|
||||
float angle = i * 2.0f * M_PI / NUM_LEDS;
|
||||
cos_table[i] = cos(angle);
|
||||
sin_table[i] = sin(angle);
|
||||
}
|
||||
}
|
||||
|
||||
RingCoord fastRingCoord(int led_index, float time_offset = 0.0f) {
|
||||
RingCoord coord;
|
||||
coord.led_index = led_index;
|
||||
coord.angle = (led_index * 2.0f * M_PI / NUM_LEDS) + time_offset;
|
||||
coord.x = cos_table[led_index];
|
||||
coord.y = sin_table[led_index];
|
||||
coord.radius = 1.0f;
|
||||
return coord;
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
### Enhanced Control System with Smooth Transitions
|
||||
|
||||
```cpp
|
||||
class NoiseVariantManager {
|
||||
private:
|
||||
uint8_t current_variant = 0;
|
||||
uint8_t target_variant = 0;
|
||||
float transition_progress = 1.0f; // 0.0 = old, 1.0 = new
|
||||
uint32_t transition_start = 0;
|
||||
static const uint32_t TRANSITION_DURATION = 1000; // 1 second fade
|
||||
|
||||
// Algorithm instances
|
||||
PlasmaWaveGenerator plasma_gen;
|
||||
PlasmaParams plasma_params;
|
||||
|
||||
public:
|
||||
void update(uint32_t now, bool auto_cycle_enabled, uint8_t manual_variant) {
|
||||
// Handle automatic cycling vs manual override
|
||||
if (auto_cycle_enabled) {
|
||||
EVERY_N_MILLISECONDS(10000) {
|
||||
startTransition((current_variant + 1) % 10, now);
|
||||
}
|
||||
} else if (manual_variant != target_variant && transition_progress >= 1.0f) {
|
||||
// Manual override
|
||||
startTransition(manual_variant, now);
|
||||
}
|
||||
|
||||
// Update transition progress
|
||||
if (transition_progress < 1.0f) {
|
||||
uint32_t elapsed = now - transition_start;
|
||||
transition_progress = min(1.0f, elapsed / (float)TRANSITION_DURATION);
|
||||
|
||||
if (transition_progress >= 1.0f) {
|
||||
current_variant = target_variant;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CRGB renderPixel(const RingCoord& coord, uint32_t time_ms) {
|
||||
if (transition_progress >= 1.0f) {
|
||||
// No transition, render current variant
|
||||
return renderVariant(current_variant, coord, time_ms);
|
||||
} else {
|
||||
// Blend between variants
|
||||
CRGB old_color = renderVariant(current_variant, coord, time_ms);
|
||||
CRGB new_color = renderVariant(target_variant, coord, time_ms);
|
||||
return lerpCRGB(old_color, new_color, transition_progress);
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
void startTransition(uint8_t new_variant, uint32_t now) {
|
||||
target_variant = new_variant;
|
||||
transition_start = now;
|
||||
transition_progress = 0.0f;
|
||||
}
|
||||
|
||||
CRGB renderVariant(uint8_t variant, const RingCoord& coord, uint32_t time_ms) {
|
||||
switch(variant) {
|
||||
case 0: return drawCosmicSwirl(coord, time_ms);
|
||||
case 1: return drawElectricStorm(coord, time_ms);
|
||||
case 2: return drawLavaLamp(coord, time_ms);
|
||||
case 3: return drawDigitalRain(coord, time_ms);
|
||||
case 4: return plasma_gen.calculatePlasmaPixel(coord, time_ms, plasma_params);
|
||||
case 5: return drawGlitchCity(coord, time_ms);
|
||||
case 6: return drawOceanDepths(coord, time_ms);
|
||||
case 7: return drawFireDance(coord, time_ms);
|
||||
case 8: return drawNebulaDrift(coord, time_ms);
|
||||
case 9: return drawBinaryPulse(coord, time_ms);
|
||||
default: return CRGB::Black;
|
||||
}
|
||||
}
|
||||
|
||||
CRGB lerpCRGB(const CRGB& a, const CRGB& b, float t) {
|
||||
return CRGB(
|
||||
a.r + (int)((b.r - a.r) * t),
|
||||
a.g + (int)((b.g - a.g) * t),
|
||||
a.b + (int)((b.b - a.b) * t)
|
||||
);
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
### Data Structures and UI Integration
|
||||
|
||||
```cpp
|
||||
// Enhanced data structures
|
||||
String variant_names[10] = {
|
||||
"Cosmic Swirl", "Electric Storm", "Lava Lamp", "Digital Rain", "Plasma Waves",
|
||||
"Glitch City", "Ocean Depths", "Fire Dance", "Nebula Drift", "Binary Pulse"
|
||||
};
|
||||
|
||||
String palette_names[5] = {
|
||||
"Sunset Boulevard", "Ocean Breeze", "Neon Nights", "Forest Whisper", "Galaxy Express"
|
||||
};
|
||||
|
||||
// Global instances
|
||||
NoiseVariantManager variant_manager;
|
||||
RingLUT ring_lut;
|
||||
|
||||
// Enhanced UI controls
|
||||
UIDropdown variants("Noise Variants", variant_names, 10);
|
||||
UIDropdown palettes("Color Palettes", palette_names, 5);
|
||||
UICheckbox autoCycle("Auto Cycle", true);
|
||||
```
|
||||
|
||||
### Integration with Existing Framework
|
||||
|
||||
```cpp
|
||||
void setup() {
|
||||
Serial.begin(115200);
|
||||
ScreenMap xyMap = ScreenMap::Circle(NUM_LEDS, 2.0, 2.0);
|
||||
controller = &FastLED.addLeds<WS2811, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS)
|
||||
.setCorrection(TypicalLEDStrip)
|
||||
.setDither(DISABLE_DITHER)
|
||||
.setScreenMap(xyMap);
|
||||
FastLED.setBrightness(brightness);
|
||||
pir.activate(millis());
|
||||
|
||||
// Initialize performance optimizations
|
||||
ring_lut.initialize();
|
||||
}
|
||||
|
||||
void draw(uint32_t now) {
|
||||
// Update variant manager
|
||||
variant_manager.update(now, autoCycle.value(), variants.value());
|
||||
|
||||
// Render each LED with current variant
|
||||
for (int i = 0; i < NUM_LEDS; i++) {
|
||||
RingCoord coord = ring_lut.fastRingCoord(i);
|
||||
leds[i] = variant_manager.renderPixel(coord, now);
|
||||
}
|
||||
}
|
||||
|
||||
void loop() {
|
||||
controller->setDither(useDither ? BINARY_DITHER : DISABLE_DITHER);
|
||||
uint32_t now = millis();
|
||||
uint8_t bri = pir.transition(now);
|
||||
FastLED.setBrightness(bri * brightness.as<float>());
|
||||
|
||||
draw(now);
|
||||
FastLED.show();
|
||||
}
|
||||
```
|
||||
|
||||
## Technical Considerations
|
||||
|
||||
### Performance Optimization
|
||||
- **Lookup Table Pre-computation**: Pre-calculate trigonometric values for ring positions
|
||||
- **Fixed-Point Arithmetic**: Use integer math where possible for embedded systems
|
||||
- **Noise Caching**: Cache noise parameters between frames for consistent animation
|
||||
- **Memory-Efficient Algorithms**: Optimize noise calculations for real-time performance
|
||||
- **Parallel Processing**: Structure algorithms for potential multi-core optimization
|
||||
|
||||
### Memory Management
|
||||
- **PROGMEM Storage**: Store palettes and static data in program memory for Arduino compatibility
|
||||
- **Dynamic Allocation Avoidance**: Minimize heap usage during effect transitions
|
||||
- **Stack Optimization**: Use local variables efficiently in nested algorithm calls
|
||||
- **Buffer Management**: Reuse coordinate calculation buffers where possible
|
||||
|
||||
### Mathematical Precision
|
||||
- **16-bit Noise Space**: Maintain precision in noise calculations before 8-bit mapping
|
||||
- **Floating Point Efficiency**: Balance precision vs. performance based on target platform
|
||||
- **Color Space Optimization**: Use HSV for smooth transitions, RGB for final output
|
||||
- **Numerical Stability**: Prevent overflow/underflow in wave interference calculations
|
||||
|
||||
### User Experience
|
||||
- **Smooth Transitions**: 1-second cross-fade between effects using linear interpolation
|
||||
- **Responsive Controls**: Immediate override of automatic cycling via manual selection
|
||||
- **Visual Feedback**: Clear indication of current variant and palette selection
|
||||
- **Performance Consistency**: Maintain stable frame rate across all effect variants
|
||||
|
||||
## First Pass Implementation: Plasma Waves
|
||||
|
||||
### Why Start with Plasma Waves?
|
||||
1. **Visual Impact**: Most impressive demonstration of advanced graphics programming
|
||||
2. **Mathematical Showcase**: Demonstrates sine wave interference and noise modulation
|
||||
3. **Building Foundation**: Establishes the RingCoord system used by all other variants
|
||||
4. **Performance Baseline**: Tests the most computationally intensive algorithm first
|
||||
|
||||
### Development Strategy
|
||||
```cpp
|
||||
// Phase 1: Core Infrastructure
|
||||
void setupPlasmaDemo() {
|
||||
// Initialize basic ring coordinate system
|
||||
ring_lut.initialize();
|
||||
|
||||
// Configure plasma parameters
|
||||
plasma_params.time_scale = timescale.as<float>();
|
||||
plasma_params.noise_intensity = scale.as<float>();
|
||||
plasma_params.brightness = brightness.as<float>();
|
||||
}
|
||||
|
||||
// Phase 2: Plasma-Only Implementation
|
||||
void drawPlasmaOnly(uint32_t now) {
|
||||
for (int i = 0; i < NUM_LEDS; i++) {
|
||||
RingCoord coord = ring_lut.fastRingCoord(i);
|
||||
leds[i] = plasma_gen.calculatePlasmaPixel(coord, now, plasma_params);
|
||||
}
|
||||
}
|
||||
|
||||
// Phase 3: Add Manual Variants (No Auto-Cycling Yet)
|
||||
void drawWithManualSelection(uint32_t now) {
|
||||
uint8_t selected_variant = variants.value();
|
||||
|
||||
for (int i = 0; i < NUM_LEDS; i++) {
|
||||
RingCoord coord = ring_lut.fastRingCoord(i);
|
||||
|
||||
switch(selected_variant) {
|
||||
case 0: leds[i] = drawCosmicSwirl(coord, now); break;
|
||||
case 1: leds[i] = plasma_gen.calculatePlasmaPixel(coord, now, plasma_params); break;
|
||||
// Add variants incrementally
|
||||
default: leds[i] = plasma_gen.calculatePlasmaPixel(coord, now, plasma_params);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Phase 4: Full System with Auto-Cycling and Transitions
|
||||
void drawFullSystem(uint32_t now) {
|
||||
variant_manager.update(now, autoCycle.value(), variants.value());
|
||||
|
||||
for (int i = 0; i < NUM_LEDS; i++) {
|
||||
RingCoord coord = ring_lut.fastRingCoord(i);
|
||||
leds[i] = variant_manager.renderPixel(coord, now);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Testing and Validation
|
||||
1. **Plasma Waves Only**: Verify smooth wave interference and noise modulation
|
||||
2. **Parameter Responsiveness**: Test all UI sliders affect plasma generation correctly
|
||||
3. **Performance Metrics**: Measure frame rate with plasma algorithm on target hardware
|
||||
4. **Visual Quality**: Confirm smooth color transitions and no artifacts
|
||||
5. **Memory Usage**: Monitor RAM consumption during plasma calculations
|
||||
|
||||
### Incremental Development Plan
|
||||
1. **Week 1**: Implement Plasma Waves algorithm and RingCoord system
|
||||
2. **Week 2**: Add 2-3 simpler variants (Cosmic Swirl, Electric Storm, Fire Dance)
|
||||
3. **Week 3**: Implement transition system and automatic cycling
|
||||
4. **Week 4**: Add remaining variants and color palette system
|
||||
5. **Week 5**: Optimization, polish, and platform-specific tuning
|
||||
|
||||
## Advanced Graphics Techniques Demonstrated
|
||||
|
||||
### Wave Interference Mathematics
|
||||
The plasma algorithm showcases classical physics simulation:
|
||||
- **Superposition Principle**: Multiple wave sources combine linearly
|
||||
- **Phase Relationships**: Time-varying phase creates animation
|
||||
- **Distance-Based Attenuation**: Realistic wave propagation modeling
|
||||
- **Noise Modulation**: Organic variation through Perlin noise overlay
|
||||
|
||||
### Color Theory Implementation
|
||||
- **HSV Color Space**: Smooth hue transitions for natural color flow
|
||||
- **Saturation Modulation**: Dynamic saturation based on wave intensity
|
||||
- **Brightness Mapping**: Normalized wave values to brightness curves
|
||||
- **Gamma Correction**: Perceptually linear brightness progression
|
||||
|
||||
### Performance Optimization Strategies
|
||||
- **Trigonometric Lookup**: Pre-computed sine/cosine tables
|
||||
- **Fixed-Point Math**: Integer approximations for embedded platforms
|
||||
- **Loop Unrolling**: Minimize function call overhead in tight loops
|
||||
- **Memory Access Patterns**: Cache-friendly coordinate calculations
|
||||
|
||||
## Future Enhancements
|
||||
|
||||
### Advanced Features
|
||||
- **Save/Load Configurations**: User-defined effect combinations and parameters
|
||||
- **BPM Synchronization**: Music-reactive timing for effect transitions
|
||||
- **Custom Palette Editor**: User-defined color schemes with preview
|
||||
- **Effect Intensity Controls**: Per-variant amplitude and speed modulation
|
||||
- **Multi-Ring Support**: Expand to multiple concentric LED rings
|
||||
|
||||
### Platform Extensions
|
||||
- **Multi-Core Optimization**: Parallel processing for complex calculations
|
||||
- **GPU Acceleration**: WebGL compute shaders for web platform
|
||||
- **Hardware Acceleration**: Platform-specific optimizations (ESP32, Teensy)
|
||||
- **Memory Mapping**: Direct hardware buffer access for maximum performance
|
||||
|
||||
### Algorithm Enhancements
|
||||
- **Physically-Based Rendering**: More realistic light simulation
|
||||
- **Particle Systems**: Dynamic particle-based effects
|
||||
- **Fractal Algorithms**: Mandelbrot and Julia set visualizations
|
||||
- **Audio Visualization**: Spectrum analysis and reactive algorithms
|
||||
Reference in New Issue
Block a user