#define FASTLED_INTERNAL #include #include "FastLED.h" FASTLED_NAMESPACE_BEGIN // Functions to convert HSV colors to RGB colors. // // The basically fall into two groups: spectra, and rainbows. // Spectra and rainbows are not the same thing. Wikipedia has a good // illustration here // http://upload.wikimedia.org/wikipedia/commons/f/f6/Prism_compare_rainbow_01.png // from this article // http://en.wikipedia.org/wiki/Rainbow#Number_of_colours_in_spectrum_or_rainbow // that shows a 'spectrum' and a 'rainbow' side by side. Among other // differences, you'll see that a 'rainbow' has much more yellow than // a plain spectrum. "Classic" LED color washes are spectrum based, and // usually show very little yellow. // // Wikipedia's page on HSV color space, with pseudocode for conversion // to RGB color space // http://en.wikipedia.org/wiki/HSL_and_HSV // Note that their conversion algorithm, which is (naturally) very popular // is in the "maximum brightness at any given hue" style, vs the "uniform // brightness for all hues" style. // // You can't have both; either purple is the same brightness as red, e.g // red = #FF0000 and purple = #800080 -> same "total light" output // OR purple is 'as bright as it can be', e.g. // red = #FF0000 and purple = #FF00FF -> purple is much brighter than red. // The colorspace conversions here try to keep the apparent brightness // constant even as the hue varies. // // Adafruit's "Wheel" function, discussed here // http://forums.adafruit.com/viewtopic.php?f=47&t=22483 // is also of the "constant apparent brightness" variety. // // TODO: provide the 'maximum brightness no matter what' variation. // // See also some good, clear Arduino C code from Kasper Kamperman // http://www.kasperkamperman.com/blog/arduino/arduino-programming-hsb-to-rgb/ // which in turn was was based on Windows C code from "nico80" // http://www.codeproject.com/Articles/9207/An-HSB-RGBA-colour-picker void hsv2rgb_raw_C (const struct CHSV & hsv, struct CRGB & rgb); void hsv2rgb_raw_avr(const struct CHSV & hsv, struct CRGB & rgb); #if defined(__AVR__) && !defined( LIB8_ATTINY ) void hsv2rgb_raw(const struct CHSV & hsv, struct CRGB & rgb) { hsv2rgb_raw_avr( hsv, rgb); } #else void hsv2rgb_raw(const struct CHSV & hsv, struct CRGB & rgb) { hsv2rgb_raw_C( hsv, rgb); } #endif #define APPLY_DIMMING(X) (X) #define HSV_SECTION_6 (0x20) #define HSV_SECTION_3 (0x40) void hsv2rgb_raw_C (const struct CHSV & hsv, struct CRGB & rgb) { // Convert hue, saturation and brightness ( HSV/HSB ) to RGB // "Dimming" is used on saturation and brightness to make // the output more visually linear. // Apply dimming curves uint8_t value = APPLY_DIMMING( hsv.val); uint8_t saturation = hsv.sat; // The brightness floor is minimum number that all of // R, G, and B will be set to. uint8_t invsat = APPLY_DIMMING( 255 - saturation); uint8_t brightness_floor = (value * invsat) / 256; // The color amplitude is the maximum amount of R, G, and B // that will be added on top of the brightness_floor to // create the specific hue desired. uint8_t color_amplitude = value - brightness_floor; // Figure out which section of the hue wheel we're in, // and how far offset we are withing that section uint8_t section = hsv.hue / HSV_SECTION_3; // 0..2 uint8_t offset = hsv.hue % HSV_SECTION_3; // 0..63 uint8_t rampup = offset; // 0..63 uint8_t rampdown = (HSV_SECTION_3 - 1) - offset; // 63..0 // We now scale rampup and rampdown to a 0-255 range -- at least // in theory, but here's where architecture-specific decsions // come in to play: // To scale them up to 0-255, we'd want to multiply by 4. // But in the very next step, we multiply the ramps by other // values and then divide the resulting product by 256. // So which is faster? // ((ramp * 4) * othervalue) / 256 // or // ((ramp ) * othervalue) / 64 // It depends on your processor architecture. // On 8-bit AVR, the "/ 256" is just a one-cycle register move, // but the "/ 64" might be a multicycle shift process. So on AVR // it's faster do multiply the ramp values by four, and then // divide by 256. // On ARM, the "/ 256" and "/ 64" are one cycle each, so it's // faster to NOT multiply the ramp values by four, and just to // divide the resulting product by 64 (instead of 256). // Moral of the story: trust your profiler, not your insticts. // Since there's an AVR assembly version elsewhere, we'll // assume what we're on an architecture where any number of // bit shifts has roughly the same cost, and we'll remove the // redundant math at the source level: // // scale up to 255 range // //rampup *= 4; // 0..252 // //rampdown *= 4; // 0..252 // compute color-amplitude-scaled-down versions of rampup and rampdown uint8_t rampup_amp_adj = (rampup * color_amplitude) / (256 / 4); uint8_t rampdown_amp_adj = (rampdown * color_amplitude) / (256 / 4); // add brightness_floor offset to everything uint8_t rampup_adj_with_floor = rampup_amp_adj + brightness_floor; uint8_t rampdown_adj_with_floor = rampdown_amp_adj + brightness_floor; if( section ) { if( section == 1) { // section 1: 0x40..0x7F rgb.r = brightness_floor; rgb.g = rampdown_adj_with_floor; rgb.b = rampup_adj_with_floor; } else { // section 2; 0x80..0xBF rgb.r = rampup_adj_with_floor; rgb.g = brightness_floor; rgb.b = rampdown_adj_with_floor; } } else { // section 0: 0x00..0x3F rgb.r = rampdown_adj_with_floor; rgb.g = rampup_adj_with_floor; rgb.b = brightness_floor; } } #if defined(__AVR__) && !defined( LIB8_ATTINY ) void hsv2rgb_raw_avr(const struct CHSV & hsv, struct CRGB & rgb) { uint8_t hue, saturation, value; hue = hsv.hue; saturation = hsv.sat; value = hsv.val; // Saturation more useful the other way around saturation = 255 - saturation; uint8_t invsat = APPLY_DIMMING( saturation ); // Apply dimming curves value = APPLY_DIMMING( value ); // The brightness floor is minimum number that all of // R, G, and B will be set to, which is value * invsat uint8_t brightness_floor; asm volatile( "mul %[value], %[invsat] \n" "mov %[brightness_floor], r1 \n" : [brightness_floor] "=r" (brightness_floor) : [value] "r" (value), [invsat] "r" (invsat) : "r0", "r1" ); // The color amplitude is the maximum amount of R, G, and B // that will be added on top of the brightness_floor to // create the specific hue desired. uint8_t color_amplitude = value - brightness_floor; // Figure how far we are offset into the section of the // color wheel that we're in uint8_t offset = hsv.hue & (HSV_SECTION_3 - 1); // 0..63 uint8_t rampup = offset * 4; // 0..252 // compute color-amplitude-scaled-down versions of rampup and rampdown uint8_t rampup_amp_adj; uint8_t rampdown_amp_adj; asm volatile( "mul %[rampup], %[color_amplitude] \n" "mov %[rampup_amp_adj], r1 \n" "com %[rampup] \n" "mul %[rampup], %[color_amplitude] \n" "mov %[rampdown_amp_adj], r1 \n" : [rampup_amp_adj] "=&r" (rampup_amp_adj), [rampdown_amp_adj] "=&r" (rampdown_amp_adj), [rampup] "+r" (rampup) : [color_amplitude] "r" (color_amplitude) : "r0", "r1" ); // add brightness_floor offset to everything uint8_t rampup_adj_with_floor = rampup_amp_adj + brightness_floor; uint8_t rampdown_adj_with_floor = rampdown_amp_adj + brightness_floor; // keep gcc from using "X" as the index register for storing // results back in the return structure. AVR's X register can't // do "std X+q, rnn", but the Y and Z registers can. // if the pointer to 'rgb' is in X, gcc will add all kinds of crazy // extra instructions. Simply killing X here seems to help it // try Y or Z first. asm volatile( "" : : : "r26", "r27" ); if( hue & 0x80 ) { // section 2: 0x80..0xBF rgb.r = rampup_adj_with_floor; rgb.g = brightness_floor; rgb.b = rampdown_adj_with_floor; } else { if( hue & 0x40) { // section 1: 0x40..0x7F rgb.r = brightness_floor; rgb.g = rampdown_adj_with_floor; rgb.b = rampup_adj_with_floor; } else { // section 0: 0x00..0x3F rgb.r = rampdown_adj_with_floor; rgb.g = rampup_adj_with_floor; rgb.b = brightness_floor; } } cleanup_R1(); } // End of AVR asm implementation #endif void hsv2rgb_spectrum( const CHSV& hsv, CRGB& rgb) { CHSV hsv2(hsv); hsv2.hue = scale8( hsv2.hue, 191); hsv2rgb_raw(hsv2, rgb); } // Sometimes the compiler will do clever things to reduce // code size that result in a net slowdown, if it thinks that // a variable is not used in a certain location. // This macro does its best to convince the compiler that // the variable is used in this location, to help control // code motion and de-duplication that would result in a slowdown. #define FORCE_REFERENCE(var) asm volatile( "" : : "r" (var) ) #define K255 255 #define K171 171 #define K170 170 #define K85 85 void hsv2rgb_rainbow( const CHSV& hsv, CRGB& rgb) { // Yellow has a higher inherent brightness than // any other color; 'pure' yellow is perceived to // be 93% as bright as white. In order to make // yellow appear the correct relative brightness, // it has to be rendered brighter than all other // colors. // Level Y1 is a moderate boost, the default. // Level Y2 is a strong boost. const uint8_t Y1 = 1; const uint8_t Y2 = 0; // G2: Whether to divide all greens by two. // Depends GREATLY on your particular LEDs const uint8_t G2 = 0; // Gscale: what to scale green down by. // Depends GREATLY on your particular LEDs const uint8_t Gscale = 0; uint8_t hue = hsv.hue; uint8_t sat = hsv.sat; uint8_t val = hsv.val; uint8_t offset = hue & 0x1F; // 0..31 // offset8 = offset * 8 uint8_t offset8 = offset; { #if defined(__AVR__) // Left to its own devices, gcc turns "x <<= 3" into a loop // It's much faster and smaller to just do three single-bit shifts // So this business is to force that. offset8 <<= 1; asm volatile(""); offset8 <<= 1; asm volatile(""); offset8 <<= 1; #else // On ARM and other non-AVR platforms, we just shift 3. offset8 <<= 3; #endif } uint8_t third = scale8( offset8, (256 / 3)); // max = 85 uint8_t r, g, b; if( ! (hue & 0x80) ) { // 0XX if( ! (hue & 0x40) ) { // 00X //section 0-1 if( ! (hue & 0x20) ) { // 000 //case 0: // R -> O r = K255 - third; g = third; b = 0; FORCE_REFERENCE(b); } else { // 001 //case 1: // O -> Y if( Y1 ) { r = K171; g = K85 + third ; b = 0; FORCE_REFERENCE(b); } if( Y2 ) { r = K170 + third; //uint8_t twothirds = (third << 1); uint8_t twothirds = scale8( offset8, ((256 * 2) / 3)); // max=170 g = K85 + twothirds; b = 0; FORCE_REFERENCE(b); } } } else { //01X // section 2-3 if( ! (hue & 0x20) ) { // 010 //case 2: // Y -> G if( Y1 ) { //uint8_t twothirds = (third << 1); uint8_t twothirds = scale8( offset8, ((256 * 2) / 3)); // max=170 r = K171 - twothirds; g = K170 + third; b = 0; FORCE_REFERENCE(b); } if( Y2 ) { r = K255 - offset8; g = K255; b = 0; FORCE_REFERENCE(b); } } else { // 011 // case 3: // G -> A r = 0; FORCE_REFERENCE(r); g = K255 - third; b = third; } } } else { // section 4-7 // 1XX if( ! (hue & 0x40) ) { // 10X if( ! ( hue & 0x20) ) { // 100 //case 4: // A -> B r = 0; FORCE_REFERENCE(r); //uint8_t twothirds = (third << 1); uint8_t twothirds = scale8( offset8, ((256 * 2) / 3)); // max=170 g = K171 - twothirds; //K170? b = K85 + twothirds; } else { // 101 //case 5: // B -> P r = third; g = 0; FORCE_REFERENCE(g); b = K255 - third; } } else { if( ! (hue & 0x20) ) { // 110 //case 6: // P -- K r = K85 + third; g = 0; FORCE_REFERENCE(g); b = K171 - third; } else { // 111 //case 7: // K -> R r = K170 + third; g = 0; FORCE_REFERENCE(g); b = K85 - third; } } } // This is one of the good places to scale the green down, // although the client can scale green down as well. if( G2 ) g = g >> 1; if( Gscale ) g = scale8_video_LEAVING_R1_DIRTY( g, Gscale); // Scale down colors if we're desaturated at all // and add the brightness_floor to r, g, and b. if( sat != 255 ) { if( sat == 0) { r = 255; b = 255; g = 255; } else { //nscale8x3_video( r, g, b, sat); #if (FASTLED_SCALE8_FIXED==1) if( r ) r = scale8_LEAVING_R1_DIRTY( r, sat); if( g ) g = scale8_LEAVING_R1_DIRTY( g, sat); if( b ) b = scale8_LEAVING_R1_DIRTY( b, sat); #else if( r ) r = scale8_LEAVING_R1_DIRTY( r, sat) + 1; if( g ) g = scale8_LEAVING_R1_DIRTY( g, sat) + 1; if( b ) b = scale8_LEAVING_R1_DIRTY( b, sat) + 1; #endif cleanup_R1(); uint8_t desat = 255 - sat; desat = scale8( desat, desat); uint8_t brightness_floor = desat; r += brightness_floor; g += brightness_floor; b += brightness_floor; } } // Now scale everything down if we're at value < 255. if( val != 255 ) { val = scale8_video_LEAVING_R1_DIRTY( val, val); if( val == 0 ) { r=0; g=0; b=0; } else { // nscale8x3_video( r, g, b, val); #if (FASTLED_SCALE8_FIXED==1) if( r ) r = scale8_LEAVING_R1_DIRTY( r, val); if( g ) g = scale8_LEAVING_R1_DIRTY( g, val); if( b ) b = scale8_LEAVING_R1_DIRTY( b, val); #else if( r ) r = scale8_LEAVING_R1_DIRTY( r, val) + 1; if( g ) g = scale8_LEAVING_R1_DIRTY( g, val) + 1; if( b ) b = scale8_LEAVING_R1_DIRTY( b, val) + 1; #endif cleanup_R1(); } } // Here we have the old AVR "missing std X+n" problem again // It turns out that fixing it winds up costing more than // not fixing it. // To paraphrase Dr Bronner, profile! profile! profile! //asm volatile( "" : : : "r26", "r27" ); //asm volatile (" movw r30, r26 \n" : : : "r30", "r31"); rgb.r = r; rgb.g = g; rgb.b = b; } void hsv2rgb_raw(const struct CHSV * phsv, struct CRGB * prgb, int numLeds) { for(int i = 0; i < numLeds; i++) { hsv2rgb_raw(phsv[i], prgb[i]); } } void hsv2rgb_rainbow( const struct CHSV* phsv, struct CRGB * prgb, int numLeds) { for(int i = 0; i < numLeds; i++) { hsv2rgb_rainbow(phsv[i], prgb[i]); } } void hsv2rgb_spectrum( const struct CHSV* phsv, struct CRGB * prgb, int numLeds) { for(int i = 0; i < numLeds; i++) { hsv2rgb_spectrum(phsv[i], prgb[i]); } } #define FIXFRAC8(N,D) (((N)*256)/(D)) // This function is only an approximation, and it is not // nearly as fast as the normal HSV-to-RGB conversion. // See extended notes in the .h file. CHSV rgb2hsv_approximate( const CRGB& rgb) { uint8_t r = rgb.r; uint8_t g = rgb.g; uint8_t b = rgb.b; uint8_t h, s, v; // find desaturation uint8_t desat = 255; if( r < desat) desat = r; if( g < desat) desat = g; if( b < desat) desat = b; // remove saturation from all channels r -= desat; g -= desat; b -= desat; //Serial.print("desat="); Serial.print(desat); Serial.println(""); //uint8_t orig_desat = sqrt16( desat * 256); //Serial.print("orig_desat="); Serial.print(orig_desat); Serial.println(""); // saturation is opposite of desaturation s = 255 - desat; //Serial.print("s.1="); Serial.print(s); Serial.println(""); if( s != 255 ) { // undo 'dimming' of saturation s = 255 - sqrt16( (255-s) * 256); } // without lib8tion: float ... ew ... sqrt... double ew, or rather, ew ^ 0.5 // if( s != 255 ) s = (255 - (256.0 * sqrt( (float)(255-s) / 256.0))); //Serial.print("s.2="); Serial.print(s); Serial.println(""); // at least one channel is now zero // if all three channels are zero, we had a // shade of gray. if( (r + g + b) == 0) { // we pick hue zero for no special reason return CHSV( 0, 0, 255 - s); } // scale all channels up to compensate for desaturation if( s < 255) { if( s == 0) s = 1; uint32_t scaleup = 65535 / (s); r = ((uint32_t)(r) * scaleup) / 256; g = ((uint32_t)(g) * scaleup) / 256; b = ((uint32_t)(b) * scaleup) / 256; } //Serial.print("r.2="); Serial.print(r); Serial.println(""); //Serial.print("g.2="); Serial.print(g); Serial.println(""); //Serial.print("b.2="); Serial.print(b); Serial.println(""); uint16_t total = r + g + b; //Serial.print("total="); Serial.print(total); Serial.println(""); // scale all channels up to compensate for low values if( total < 255) { if( total == 0) total = 1; uint32_t scaleup = 65535 / (total); r = ((uint32_t)(r) * scaleup) / 256; g = ((uint32_t)(g) * scaleup) / 256; b = ((uint32_t)(b) * scaleup) / 256; } //Serial.print("r.3="); Serial.print(r); Serial.println(""); //Serial.print("g.3="); Serial.print(g); Serial.println(""); //Serial.print("b.3="); Serial.print(b); Serial.println(""); if( total > 255 ) { v = 255; } else { v = qadd8(desat,total); // undo 'dimming' of brightness if( v != 255) v = sqrt16( v * 256); // without lib8tion: float ... ew ... sqrt... double ew, or rather, ew ^ 0.5 // if( v != 255) v = (256.0 * sqrt( (float)(v) / 256.0)); } //Serial.print("v="); Serial.print(v); Serial.println(""); #if 0 //#else if( v != 255) { // this part could probably use refinement/rethinking, // (but it doesn't overflow & wrap anymore) uint16_t s16; s16 = (s * 256); s16 /= v; //Serial.print("s16="); Serial.print(s16); Serial.println(""); if( s16 < 256) { s = s16; } else { s = 255; // clamp to prevent overflow } } #endif //Serial.print("s.3="); Serial.print(s); Serial.println(""); // since this wasn't a pure shade of gray, // the interesting question is what hue is it // start with which channel is highest // (ties don't matter) uint8_t highest = r; if( g > highest) highest = g; if( b > highest) highest = b; if( highest == r ) { // Red is highest. // Hue could be Purple/Pink-Red,Red-Orange,Orange-Yellow if( g == 0 ) { // if green is zero, we're in Purple/Pink-Red h = (HUE_PURPLE + HUE_PINK) / 2; h += scale8( qsub8(r, 128), FIXFRAC8(48,128)); } else if ( (r - g) > g) { // if R-G > G then we're in Red-Orange h = HUE_RED; h += scale8( g, FIXFRAC8(32,85)); } else { // R-G < G, we're in Orange-Yellow h = HUE_ORANGE; h += scale8( qsub8((g - 85) + (171 - r), 4), FIXFRAC8(32,85)); //221 } } else if ( highest == g) { // Green is highest // Hue could be Yellow-Green, Green-Aqua if( b == 0) { // if Blue is zero, we're in Yellow-Green // G = 171..255 // R = 171.. 0 h = HUE_YELLOW; uint8_t radj = scale8( qsub8(171,r), 47); //171..0 -> 0..171 -> 0..31 uint8_t gadj = scale8( qsub8(g,171), 96); //171..255 -> 0..84 -> 0..31; uint8_t rgadj = radj + gadj; uint8_t hueadv = rgadj / 2; h += hueadv; //h += scale8( qadd8( 4, qadd8((g - 128), (128 - r))), // FIXFRAC8(32,255)); // } else { // if Blue is nonzero we're in Green-Aqua if( (g-b) > b) { h = HUE_GREEN; h += scale8( b, FIXFRAC8(32,85)); } else { h = HUE_AQUA; h += scale8( qsub8(b, 85), FIXFRAC8(8,42)); } } } else /* highest == b */ { // Blue is highest // Hue could be Aqua/Blue-Blue, Blue-Purple, Purple-Pink if( r == 0) { // if red is zero, we're in Aqua/Blue-Blue h = HUE_AQUA + ((HUE_BLUE - HUE_AQUA) / 4); h += scale8( qsub8(b, 128), FIXFRAC8(24,128)); } else if ( (b-r) > r) { // B-R > R, we're in Blue-Purple h = HUE_BLUE; h += scale8( r, FIXFRAC8(32,85)); } else { // B-R < R, we're in Purple-Pink h = HUE_PURPLE; h += scale8( qsub8(r, 85), FIXFRAC8(32,85)); } } h += 1; return CHSV( h, s, v); } // Examples that need work: // 0,192,192 // 192,64,64 // 224,32,32 // 252,0,126 // 252,252,0 // 252,252,126 FASTLED_NAMESPACE_END