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@ -105,27 +105,32 @@ cRGB Haunt::compute(uint8_t *step) {
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// BlazingTrail
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// BlazingTrail
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BlazingTrail::BlazingTrail(void) {
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BlazingTrail::BlazingTrail(void) {
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}
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}
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constexpr uint8_t hue_start = 50.0 / 360 * 0xff;
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constexpr uint8_t hue_end = 0;
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cRGB BlazingTrail::compute(uint8_t *step) {
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cRGB BlazingTrail::compute(uint8_t *step) {
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cRGB color;
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cRGB color;
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if (*step >= 0xff - 30) {
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// Get the position in the animation, where 0 is start and 0xff is end
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color = hsvToRgb(0xff - *step, 255, 255);
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uint8_t pos255 = 0xff - *step;
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} else {
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color = hsvToRgb(30, 255, 255);
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color.r = min(*step * color.r / 255, 255);
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// Fade hue linearly from orange to red
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color.g = min(*step * color.g / 255, 255);
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uint8_t hue = hue_start + (pos255 * (hue_end - hue_start) >> 8);
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}
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if (*step >= 0xff - 30)
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// Fade value from full following a 1-x^4 curve
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*step -= 1;
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uint8_t val =
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else if (*step >= 0x40)
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0xff // Maximum brightness
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*step -= 16;
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- ((uint32_t) pos255 * pos255 * pos255 * pos255 // Animation position to 4th power
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else if (*step >= 32)
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>> 24) // ...pulled down to 8-bit range (but this has a maximum of 0xfc rather than 0xff)
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*step -= 32;
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- pos255 / (0x100 / 4); // Correction to bring the end result into a full 0 to 0xff range
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else
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color = hsvToRgb(hue, 0xff, val);
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if (*step < 4) {
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*step = 0;
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*step = 0;
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} else {
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*step -= 4;
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}
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return color;
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return color;
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}
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}
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