|
|
@ -111,14 +111,18 @@ uint8_t hue_end = 0;
|
|
|
|
cRGB BlazingTrail::compute(uint8_t *step) {
|
|
|
|
cRGB BlazingTrail::compute(uint8_t *step) {
|
|
|
|
cRGB color;
|
|
|
|
cRGB color;
|
|
|
|
|
|
|
|
|
|
|
|
// Get a float from 0 to 1 for our position in the animation
|
|
|
|
// Get the position in the animation, where 0 is start and 0xff is end
|
|
|
|
float pos = (0xff - *step) / (float) 0xff;
|
|
|
|
uint8_t pos255 = 0xff - *step;
|
|
|
|
|
|
|
|
|
|
|
|
// Fade hue linearly from orange to red
|
|
|
|
// Fade hue linearly from orange to red
|
|
|
|
uint8_t hue = hue_start + pos * (hue_end - hue_start);
|
|
|
|
uint8_t hue = hue_start + (pos255 * (hue_end - hue_start) >> 8);
|
|
|
|
|
|
|
|
|
|
|
|
// Fade value from full following a -x^4+1 curve
|
|
|
|
// Fade value from full following a 1-x^4 curve
|
|
|
|
uint8_t val = 0xff * (1 - pos * pos * pos * pos);
|
|
|
|
uint8_t val =
|
|
|
|
|
|
|
|
0xff // Maximum brightness
|
|
|
|
|
|
|
|
- ((uint32_t) pos255 * pos255 * pos255 * pos255 // Animation position to 4th power
|
|
|
|
|
|
|
|
>> 24) // ...pulled down to 8-bit range (but this has a maximum of 0xfc rather than 0xff)
|
|
|
|
|
|
|
|
- pos255 / (0x100 / 4); // Correction to bring the end result into a full 0 to 0xff range
|
|
|
|
|
|
|
|
|
|
|
|
color = hsvToRgb(hue, 0xff, val);
|
|
|
|
color = hsvToRgb(hue, 0xff, val);
|
|
|
|
|
|
|
|
|
|
|
|