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Modular light transformers (#2124)
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@@ -24,6 +24,10 @@ void AddressableLight::call_setup() {
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#endif
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}
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std::unique_ptr<LightTransformer> AddressableLight::create_default_transition() {
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return make_unique<AddressableLightTransformer>(*this);
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}
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Color esp_color_from_light_color_values(LightColorValues val) {
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auto r = to_uint8_scale(val.get_color_brightness() * val.get_red());
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auto g = to_uint8_scale(val.get_color_brightness() * val.get_green());
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@@ -37,66 +41,67 @@ void AddressableLight::write_state(LightState *state) {
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auto max_brightness = to_uint8_scale(val.get_brightness() * val.get_state());
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this->correction_.set_local_brightness(max_brightness);
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this->last_transition_progress_ = 0.0f;
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this->accumulated_alpha_ = 0.0f;
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if (this->is_effect_active())
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return;
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// don't use LightState helper, gamma correction+brightness is handled by ESPColorView
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this->all() = esp_color_from_light_color_values(val);
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}
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if (state->transformer_ == nullptr || !state->transformer_->is_transition()) {
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// no transformer active or non-transition one
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this->all() = esp_color_from_light_color_values(val);
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} else {
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// transition transformer active, activate specialized transition for addressable effects
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// instead of using a unified transition for all LEDs, we use the current state each LED as the
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// start. Warning: ugly
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void AddressableLightTransformer::start() {
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auto end_values = this->target_values_;
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this->target_color_ = esp_color_from_light_color_values(end_values);
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// We can't use a direct lerp smoothing here though - that would require creating a copy of the original
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// state of each LED at the start of the transition
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// Instead, we "fake" the look of the LERP by using an exponential average over time and using
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// dynamically-calculated alpha values to match the look of the
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// our transition will handle brightness, disable brightness in correction.
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this->light_.correction_.set_local_brightness(255);
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this->target_color_ *= to_uint8_scale(end_values.get_brightness() * end_values.get_state());
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}
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float new_progress = state->transformer_->get_progress();
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float prev_smoothed = LightTransitionTransformer::smoothed_progress(last_transition_progress_);
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float new_smoothed = LightTransitionTransformer::smoothed_progress(new_progress);
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this->last_transition_progress_ = new_progress;
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optional<LightColorValues> AddressableLightTransformer::apply() {
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// Don't try to transition over running effects, instead immediately use the target values. write_state() and the
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// effects pick up the change from current_values.
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if (this->light_.is_effect_active())
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return this->target_values_;
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auto end_values = state->transformer_->get_end_values();
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Color target_color = esp_color_from_light_color_values(end_values);
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// Use a specialized transition for addressable lights: instead of using a unified transition for
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// all LEDs, we use the current state of each LED as the start.
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// our transition will handle brightness, disable brightness in correction.
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this->correction_.set_local_brightness(255);
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target_color *= to_uint8_scale(end_values.get_brightness() * end_values.get_state());
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// We can't use a direct lerp smoothing here though - that would require creating a copy of the original
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// state of each LED at the start of the transition.
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// Instead, we "fake" the look of the LERP by using an exponential average over time and using
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// dynamically-calculated alpha values to match the look.
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float denom = (1.0f - new_smoothed);
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float alpha = denom == 0.0f ? 0.0f : (new_smoothed - prev_smoothed) / denom;
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float smoothed_progress = LightTransitionTransformer::smoothed_progress(this->get_progress_());
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// We need to use a low-resolution alpha here which makes the transition set in only after ~half of the length
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// We solve this by accumulating the fractional part of the alpha over time.
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float alpha255 = alpha * 255.0f;
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float alpha255int = floorf(alpha255);
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float alpha255remainder = alpha255 - alpha255int;
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float denom = (1.0f - smoothed_progress);
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float alpha = denom == 0.0f ? 0.0f : (smoothed_progress - this->last_transition_progress_) / denom;
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this->accumulated_alpha_ += alpha255remainder;
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float alpha_add = floorf(this->accumulated_alpha_);
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this->accumulated_alpha_ -= alpha_add;
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// We need to use a low-resolution alpha here which makes the transition set in only after ~half of the length
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// We solve this by accumulating the fractional part of the alpha over time.
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float alpha255 = alpha * 255.0f;
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float alpha255int = floorf(alpha255);
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float alpha255remainder = alpha255 - alpha255int;
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alpha255 += alpha_add;
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alpha255 = clamp(alpha255, 0.0f, 255.0f);
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auto alpha8 = static_cast<uint8_t>(alpha255);
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this->accumulated_alpha_ += alpha255remainder;
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float alpha_add = floorf(this->accumulated_alpha_);
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this->accumulated_alpha_ -= alpha_add;
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if (alpha8 != 0) {
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uint8_t inv_alpha8 = 255 - alpha8;
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Color add = target_color * alpha8;
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alpha255 += alpha_add;
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alpha255 = clamp(alpha255, 0.0f, 255.0f);
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auto alpha8 = static_cast<uint8_t>(alpha255);
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for (auto led : *this)
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led = add + led.get() * inv_alpha8;
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}
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if (alpha8 != 0) {
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uint8_t inv_alpha8 = 255 - alpha8;
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Color add = this->target_color_ * alpha8;
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for (auto led : this->light_)
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led.set(add + led.get() * inv_alpha8);
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}
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this->schedule_show();
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this->last_transition_progress_ = smoothed_progress;
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this->light_.schedule_show();
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return {};
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}
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} // namespace light
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