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added function to generate random palette based on harmonic color theory #3729

Merged
merged 11 commits into from
Feb 6, 2024
3 changes: 2 additions & 1 deletion wled00/FX.h
Original file line number Diff line number Diff line change
Expand Up @@ -420,7 +420,8 @@ typedef struct Segment {
// perhaps this should be per segment, not static
static CRGBPalette16 _randomPalette; // actual random palette
static CRGBPalette16 _newRandomPalette; // target random palette
static unsigned long _lastPaletteChange; // last random palette change time in millis()
static uint16_t _lastPaletteChange; // last random palette change time in millis()/1000
static uint16_t _lastPaletteBlend; // blend palette according to set Transition Delay in millis()%0xFFFF
#ifndef WLED_DISABLE_MODE_BLEND
static bool _modeBlend; // mode/effect blending semaphore
#endif
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37 changes: 21 additions & 16 deletions wled00/FX_fcn.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -77,9 +77,10 @@ uint16_t Segment::_usedSegmentData = 0U; // amount of RAM all segments use for t
uint16_t Segment::maxWidth = DEFAULT_LED_COUNT;
uint16_t Segment::maxHeight = 1;

CRGBPalette16 Segment::_randomPalette = CRGBPalette16(DEFAULT_COLOR);
CRGBPalette16 Segment::_newRandomPalette = CRGBPalette16(DEFAULT_COLOR);
unsigned long Segment::_lastPaletteChange = 0; // perhaps it should be per segment
CRGBPalette16 Segment::_randomPalette = generateRandomPalette();
CRGBPalette16 Segment::_newRandomPalette = generateRandomPalette();
uint16_t Segment::_lastPaletteChange = 0; // perhaps it should be per segment
uint16_t Segment::_lastPaletteBlend = 0; //in millis (lowest 16 bits only)

#ifndef WLED_DISABLE_MODE_BLEND
bool Segment::_modeBlend = false;
Expand Down Expand Up @@ -220,19 +221,8 @@ CRGBPalette16 IRAM_ATTR &Segment::loadPalette(CRGBPalette16 &targetPalette, uint
switch (pal) {
case 0: //default palette. Exceptions for specific effects above
targetPalette = PartyColors_p; break;
case 1: {//periodically replace palette with a random one
unsigned long timeSinceLastChange = millis() - _lastPaletteChange;
if (timeSinceLastChange > randomPaletteChangeTime * 1000U) {
_randomPalette = _newRandomPalette;
_newRandomPalette = CRGBPalette16(
CHSV(random8(), random8(160, 255), random8(128, 255)),
CHSV(random8(), random8(160, 255), random8(128, 255)),
CHSV(random8(), random8(160, 255), random8(128, 255)),
CHSV(random8(), random8(160, 255), random8(128, 255)));
_lastPaletteChange = millis();
handleRandomPalette(); // do a 1st pass of blend
}
targetPalette = _randomPalette;
case 1: {//periodically replace palette with a random one
targetPalette = _randomPalette; //random palette is generated at intervals in handleRandomPalette()
break;}
case 2: {//primary color only
CRGB prim = gamma32(colors[0]);
Expand Down Expand Up @@ -466,6 +456,21 @@ CRGBPalette16 IRAM_ATTR &Segment::currentPalette(CRGBPalette16 &targetPalette, u
void Segment::handleRandomPalette() {
// just do a blend; if the palettes are identical it will just compare 48 bytes (same as _randomPalette == _newRandomPalette)
// this will slowly blend _newRandomPalette into _randomPalette every 15ms or 8ms (depending on MIN_SHOW_DELAY)
// if palette transitions is enabled, blend it according to Transition Time (if longer than minimum given by service calls)
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@blazoncek I was referring to this part (modifying transitions/blending)

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Ah. This refers to "respect transition time" while blending new random palette into old/displayable random palette.

My (or original) implementation relied on periodic (with constant period) calls to handleRandomPalette() to do the blend, (due to bug) this happened rather quickly (and not consistent between different ESPs)

The bug has been mitigated and the blend was consistent but still dependent on FPS. This change (although I'm not very fond of it) somehow mitigates that.
Reality is that it would need a separate timer and be independently controllable.

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Thanks for explaining 👍
Indeed transition/blending time should - in best case - not depend on framerates, but use millis() or other timers so it always looks smooth, and same time will be needed no matter how high or low users set their "target fps".

As its "your" code, you're the best person to know if a second PR is needed or not.

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@blazoncek another thought:
We could measure "time elapsed" (in millis) since the last blend step. then calculate how many steps correspond to elapsed time (using 40 FPS as the baseline for changes). Put the blending into a loop. If steps needed > 0, perform several blends at once. OFC the blending code must still run at a high rate so it won't show visual stuttering.
This is similar to how audioreactive mitigates "hickups" in userloop activity, in order to stabilize audio filtering.

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@softhack007 I already added in something like that but I think it needs to be polished a little more. It is not a question of coding it but more a question of how it should behave.
My opinion is, that the user should be given the option to set the blend speed, which I added in by tying it to 'Transition Speed' but IMHO this should be a separate value. Next question is then, does this blend speed control random palette only or is it also used for normal palette blending or will that still depend on transition time. Adding too many options is also bad for usability, it should be somehow logical which value controls what. Right now (without my changes but with @blazoncek fix for random blend) the Transition Time (which also controls palette blending) can be set to 5000ms for example, but random palettes will still blend at default speed, which is ~150 frames. To me as a user this is quite inconsistent.

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If we are discussing it then let me try to explain "Transition Time" as far as blending palettes go. "Transition Time" is the time taken to switch (smoothly without visible steps) from one palette to the other. Random palette is exactly that - a single randomly generated palette. A single palette which is constantly changing so no transition is triggered when random change happen. If you want to consider this random change to be considered as a trigger for "Transition Time" then the approach taken above works until transition time is shorter than minimum time needed for full blend of two palettes (255 iterations) this is the inconsistency I am not fond of. I am not saying it will not work or that it may impact users much, I just want for things to be logical.

User can specify the amount of time between random changes (between 1s and 65535s), we could reuse that time to determine the time needed to transition from one random palette to the other without introducing yet another parameter or rely on "Transition Time". The connection can be linear, logarithmic or some other non-linear function. I.e. if a user specifies random palette time of 30s then the actual transition could take 1/3rd of time (or 10 seconds). This correlation will ensure no conflicts arise from improper user selection. I am open to suggestions regarding this approach.

In any case I'm ok with proposed solution taking strip.getTransition() into account.

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@DedeHai DedeHai Feb 1, 2024

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I completely agree, to me the current solution (without this PR) with frame based random palette blends is inconsistent as well. If I set transitions to a slow 10s then change between palettes I get a smooth transition. If I switch to random palette, suddenly transitions are much faster.
I just try to imagine differen use cases and what a user would expect. In my case, I use it for 2D matrix displays and ambient lighting. For the display case, a frame based 'static' change would be fine. For ambient not so much (as I mentioned before), here I would want slow transitions or at least have some control over it.
Then I see lots of people using it for quite flashy displays, mostly sound reactive stuff. I think here a fast transition would be expected if transition time is set low, even if the random change is set to say 5 minutes, so tying the random transition time to the change interval may be a bad idea. These are the scenarios I was thinking about.
There is no 'one fits all' solution I think without adding another config parameter.
The currently proposed solution in this PR may be the best compromise. Some people may not like it, some may find it much better, most probably don't even care or notice ;)
The most consistent approach would be to adjust the random palette blend so it (approximately) fits the transition time, even if that is set lower than the current frame based transition. I could do that by adjusting the amount of blending done in 'handleRandomPalette' but keep the approach to just call that function once every frame.


if ((millis()/1000U) - _lastPaletteChange > randomPaletteChangeTime) {
_newRandomPalette = generateHarmonicRandomPalette(_randomPalette);
_lastPaletteChange = millis()/1000U;
_lastPaletteBlend = (uint16_t)(millis()&0xFFFF)-512; //starts blending immediately
}

if (strip.paletteFade)
{
if ((millis() & 0xFFFF) - _lastPaletteBlend < strip.getTransition() >> 7) {//assumes that 128 updates are needed to blend a palette, so shift by 7 (can be more, can be less)
return; //not time to fade yet, delay the update
}
_lastPaletteBlend = millis();
}
nblendPaletteTowardPalette(_randomPalette, _newRandomPalette, 48);
}

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116 changes: 116 additions & 0 deletions wled00/colors.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -91,6 +91,122 @@ void setRandomColor(byte* rgb)
colorHStoRGB(lastRandomIndex*256,255,rgb);
}

/*
*generates a random palette based on harmonic color theory
*takes a base palette as the input, it will choose one color of the base palette and keep it
*/

CRGBPalette16 generateHarmonicRandomPalette(CRGBPalette16 &basepalette)
{
CHSV palettecolors[4]; //array of colors for the new palette
uint8_t keepcolorposition = random8(4); //color position of current random palette to keep
palettecolors[keepcolorposition] = rgb2hsv_approximate(basepalette.entries[keepcolorposition*5]); //read one of the base colors of the current palette
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palettecolors[keepcolorposition].hue += random8(10)-5; // +/- 5 randomness of base color
//generate 4 saturation and brightness value numbers
//only one saturation is allowed to be below 200 creating mostly vibrant colors
//only one brightness value number is allowed below 200, creating mostly bright palettes

for (int i = 0; i < 3; i++) { //generate three high values
palettecolors[i].saturation = random8(200,255);
palettecolors[i].value = random8(220,255);
}
//allow one to be lower
palettecolors[3].saturation = random8(80,255);
palettecolors[3].value = random8(80,255);


//shuffle the arrays
for (int i = 3; i > 0; i--) {
std::swap(palettecolors[i].saturation, palettecolors[random8(i + 1)].saturation);
std::swap(palettecolors[i].value, palettecolors[random8(i + 1)].value);
}

//now generate three new hues based off of the hue of the chosen current color
uint8_t basehue = palettecolors[keepcolorposition].hue;
uint8_t harmonics[3]; //hues that are harmonic but still a little random
uint8_t type = random8(5); //choose a harmony type

switch (type) {
case 0: // analogous
harmonics[0] = basehue + random8(30, 50);
harmonics[1] = basehue + random8(10, 30);
harmonics[2] = basehue - random8(10, 30);
break;

case 1: // triadic
harmonics[0] = basehue + 113 + random8(15);
harmonics[1] = basehue + 233 + random8(15);
harmonics[2] = basehue -7 + random8(15);
break;

case 2: // split-complementary
harmonics[0] = basehue + 145 + random8(10);
harmonics[1] = basehue + 205 + random8(10);
harmonics[2] = basehue - 5 + random8(10);
break;

case 3: // square
harmonics[0] = basehue + 85 + random8(10);
harmonics[1] = basehue + 175 + random8(10);
harmonics[2] = basehue + 265 + random8(10);
break;

case 4: // tetradic
harmonics[0] = basehue + 80 + random8(20);
harmonics[1] = basehue + 170 + random8(20);
harmonics[2] = basehue + random8(30)-15;
break;
}


if (random8() < 128) //50:50 chance of shuffeling hues or keep the color order
{
//shuffle the hues:
for (int i = 2; i > 0; i--) {
std::swap(harmonics[i], harmonics[random8(i + 1)]);
}
}

//now set the hues
int j = 0;
for (int i = 0; i < 4; i++) {
if(i==keepcolorposition) continue; //skip the base color
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palettecolors[i].hue = harmonics[j];
j++;
}

bool makepastelpalette = false;
if (random8() < 25) {//~10% chance of desaturated 'pastel' colors
makepastelpalette = true;
}

//apply saturation & gamma correction
CRGB RGBpalettecolors[4];
for (int i = 0; i < 4; i++) {
if(makepastelpalette && palettecolors[i].saturation > 180) {
palettecolors[i].saturation -= 160; //desaturate all four colors
}
RGBpalettecolors[i] = (CRGB)palettecolors[i]; //convert to RGB
RGBpalettecolors[i] = gamma32((uint32_t)RGBpalettecolors[i]);
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}

return CRGBPalette16( RGBpalettecolors[0],
RGBpalettecolors[1],
RGBpalettecolors[2],
RGBpalettecolors[3]);
}

CRGBPalette16 generateRandomPalette(void) //generate fully random palette
{
CRGBPalette16 random = CRGBPalette16(
CHSV(random8(), random8(160, 255), random8(128, 255)),
CHSV(random8(), random8(160, 255), random8(128, 255)),
CHSV(random8(), random8(160, 255), random8(128, 255)),
CHSV(random8(), random8(160, 255), random8(128, 255)));

return generateHarmonicRandomPalette(random);
}

void colorHStoRGB(uint16_t hue, byte sat, byte* rgb) //hue, sat to rgb
{
float h = ((float)hue)/65535.0f;
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2 changes: 2 additions & 0 deletions wled00/fcn_declare.h
Original file line number Diff line number Diff line change
Expand Up @@ -65,6 +65,8 @@ class NeoGammaWLEDMethod {
uint32_t color_blend(uint32_t,uint32_t,uint16_t,bool b16=false);
uint32_t color_add(uint32_t,uint32_t, bool fast=false);
uint32_t color_fade(uint32_t c1, uint8_t amount, bool video=false);
CRGBPalette16 generateHarmonicRandomPalette(CRGBPalette16 &basepalette);
CRGBPalette16 generateRandomPalette(void);
inline uint32_t colorFromRgbw(byte* rgbw) { return uint32_t((byte(rgbw[3]) << 24) | (byte(rgbw[0]) << 16) | (byte(rgbw[1]) << 8) | (byte(rgbw[2]))); }
void colorHStoRGB(uint16_t hue, byte sat, byte* rgb); //hue, sat to rgb
void colorKtoRGB(uint16_t kelvin, byte* rgb);
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3 changes: 3 additions & 0 deletions wled00/wled.h
Original file line number Diff line number Diff line change
Expand Up @@ -177,6 +177,9 @@ using PSRAMDynamicJsonDocument = BasicJsonDocument<PSRAM_Allocator>;
#define PSRAMDynamicJsonDocument DynamicJsonDocument
#endif

#define FASTLED_INTERNAL //remove annoying pragma messages
#define USE_GET_MILLISECOND_TIMER
#include "FastLED.h"
#include "const.h"
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#include "fcn_declare.h"
#include "NodeStruct.h"
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