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Modular light transformers (#2124)
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parent
11477dbc03
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46f17bea66
@ -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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@ -8,6 +8,7 @@
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#include "esp_range_view.h"
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#include "light_output.h"
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#include "light_state.h"
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#include "transformers.h"
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#ifdef USE_POWER_SUPPLY
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#include "esphome/components/power_supply/power_supply.h"
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@ -53,6 +54,7 @@ class AddressableLight : public LightOutput, public Component {
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bool is_effect_active() const { return this->effect_active_; }
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void set_effect_active(bool effect_active) { this->effect_active_ = effect_active; }
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void write_state(LightState *state) override;
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std::unique_ptr<LightTransformer> create_default_transition() override;
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void set_correction(float red, float green, float blue, float white = 1.0f) {
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this->correction_.set_max_brightness(
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Color(to_uint8_scale(red), to_uint8_scale(green), to_uint8_scale(blue), to_uint8_scale(white)));
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@ -70,6 +72,8 @@ class AddressableLight : public LightOutput, public Component {
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void call_setup() override;
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protected:
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friend class AddressableLightTransformer;
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bool should_show_() const { return this->effect_active_ || this->next_show_; }
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void mark_shown_() {
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this->next_show_ = false;
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@ -92,6 +96,18 @@ class AddressableLight : public LightOutput, public Component {
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power_supply::PowerSupplyRequester power_;
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#endif
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LightState *state_parent_{nullptr};
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};
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class AddressableLightTransformer : public LightTransitionTransformer {
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public:
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AddressableLightTransformer(AddressableLight &light) : light_(light) {}
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void start() override;
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optional<LightColorValues> apply() override;
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protected:
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AddressableLight &light_;
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Color target_color_{};
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float last_transition_progress_{0.0f};
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float accumulated_alpha_{0.0f};
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};
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12
esphome/components/light/light_output.cpp
Normal file
12
esphome/components/light/light_output.cpp
Normal file
@ -0,0 +1,12 @@
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#include "light_output.h"
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#include "transformers.h"
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namespace esphome {
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namespace light {
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std::unique_ptr<LightTransformer> LightOutput::create_default_transition() {
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return make_unique<LightTransitionTransformer>();
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}
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} // namespace light
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} // namespace esphome
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@ -3,6 +3,7 @@
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#include "esphome/core/component.h"
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#include "light_traits.h"
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#include "light_state.h"
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#include "light_transformer.h"
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namespace esphome {
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namespace light {
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@ -13,6 +14,9 @@ class LightOutput {
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/// Return the LightTraits of this LightOutput.
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virtual LightTraits get_traits() = 0;
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/// Return the default transformer used for transitions.
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virtual std::unique_ptr<LightTransformer> create_default_transition();
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virtual void setup_state(LightState *state) {}
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virtual void write_state(LightState *state) = 0;
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@ -1,6 +1,7 @@
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#include "light_state.h"
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#include "esphome/core/log.h"
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#include "light_state.h"
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#include "light_output.h"
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#include "transformers.h"
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namespace esphome {
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namespace light {
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@ -105,19 +106,19 @@ void LightState::loop() {
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// Apply transformer (if any)
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if (this->transformer_ != nullptr) {
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auto values = this->transformer_->apply();
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this->next_write_ = values.has_value(); // don't write if transformer doesn't want us to
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if (values.has_value())
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this->current_values = *values;
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if (this->transformer_->is_finished()) {
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this->remote_values = this->current_values = this->transformer_->get_end_values();
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this->target_state_reached_callback_.call();
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if (this->transformer_->publish_at_end())
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this->publish_state();
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this->transformer_->stop();
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this->transformer_ = nullptr;
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} else {
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this->current_values = this->transformer_->get_values();
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this->remote_values = this->transformer_->get_remote_values();
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this->target_state_reached_callback_.call();
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}
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this->next_write_ = true;
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}
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// Write state to the light
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if (this->next_write_) {
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this->output_->write_state(this);
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this->next_write_ = false;
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@ -217,18 +218,21 @@ void LightState::stop_effect_() {
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}
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void LightState::start_transition_(const LightColorValues &target, uint32_t length) {
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this->transformer_ = make_unique<LightTransitionTransformer>(millis(), length, this->current_values, target);
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this->remote_values = this->transformer_->get_remote_values();
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this->transformer_ = this->output_->create_default_transition();
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this->transformer_->setup(this->current_values, target, length);
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this->remote_values = target;
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}
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void LightState::start_flash_(const LightColorValues &target, uint32_t length) {
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LightColorValues end_colors = this->current_values;
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LightColorValues end_colors = this->remote_values;
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// If starting a flash if one is already happening, set end values to end values of current flash
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// Hacky but works
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if (this->transformer_ != nullptr)
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end_colors = this->transformer_->get_end_values();
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this->transformer_ = make_unique<LightFlashTransformer>(millis(), length, end_colors, target);
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this->remote_values = this->transformer_->get_remote_values();
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end_colors = this->transformer_->get_target_values();
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this->transformer_ = make_unique<LightFlashTransformer>(*this);
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this->transformer_->setup(end_colors, target, length);
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this->remote_values = target;
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}
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void LightState::set_immediately_(const LightColorValues &target, bool set_remote_values) {
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@ -240,10 +244,6 @@ void LightState::set_immediately_(const LightColorValues &target, bool set_remot
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this->next_write_ = true;
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}
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void LightState::set_transformer_(std::unique_ptr<LightTransformer> transformer) {
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this->transformer_ = std::move(transformer);
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}
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void LightState::save_remote_values_() {
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LightStateRTCState saved;
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saved.color_mode = this->remote_values.get_color_mode();
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@ -157,9 +157,6 @@ class LightState : public Nameable, public Component {
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/// Internal method to set the color values to target immediately (with no transition).
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void set_immediately_(const LightColorValues &target, bool set_remote_values);
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/// Internal method to start a transformer.
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void set_transformer_(std::unique_ptr<LightTransformer> transformer);
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/// Internal method to save the current remote_values to the preferences
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void save_remote_values_();
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@ -1,42 +1,42 @@
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#pragma once
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#include "esphome/core/component.h"
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#include "esphome/core/helpers.h"
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#include "light_color_values.h"
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namespace esphome {
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namespace light {
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/// Base-class for all light color transformers, such as transitions or flashes.
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/// Base class for all light color transformers, such as transitions or flashes.
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class LightTransformer {
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public:
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LightTransformer(uint32_t start_time, uint32_t length, const LightColorValues &start_values,
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const LightColorValues &target_values)
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: start_time_(start_time), length_(length), start_values_(start_values), target_values_(target_values) {}
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void setup(const LightColorValues &start_values, const LightColorValues &target_values, uint32_t length) {
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this->start_time_ = millis();
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this->length_ = length;
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this->start_values_ = start_values;
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this->target_values_ = target_values;
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this->start();
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}
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LightTransformer() = delete;
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/// Indicates whether this transformation is finished.
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virtual bool is_finished() { return this->get_progress_() >= 1.0f; }
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/// Whether this transformation is finished
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virtual bool is_finished() { return this->get_progress() >= 1.0f; }
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/// This will be called before the transition is started.
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virtual void start() {}
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/// This will be called to get the current values for output.
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virtual LightColorValues get_values() = 0;
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/// This will be called while the transformer is active to apply the transition to the light. Can either write to the
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/// light directly, or return LightColorValues that will be applied.
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virtual optional<LightColorValues> apply() = 0;
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/// The values that should be reported to the front-end.
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virtual LightColorValues get_remote_values() { return this->get_target_values_(); }
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/// This will be called after transition is finished.
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virtual void stop() {}
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/// The values that should be set after this transformation is complete.
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virtual LightColorValues get_end_values() { return this->get_target_values_(); }
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const LightColorValues &get_start_values() const { return this->start_values_; }
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virtual bool publish_at_end() = 0;
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virtual bool is_transition() = 0;
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float get_progress() { return clamp((millis() - this->start_time_) / float(this->length_), 0.0f, 1.0f); }
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const LightColorValues &get_target_values() const { return this->target_values_; }
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protected:
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const LightColorValues &get_start_values_() const { return this->start_values_; }
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const LightColorValues &get_target_values_() const { return this->target_values_; }
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/// The progress of this transition, on a scale of 0 to 1.
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float get_progress_() { return clamp((millis() - this->start_time_) / float(this->length_), 0.0f, 1.0f); }
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uint32_t start_time_;
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uint32_t length_;
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@ -44,69 +44,5 @@ class LightTransformer {
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LightColorValues target_values_;
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};
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class LightTransitionTransformer : public LightTransformer {
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public:
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LightTransitionTransformer(uint32_t start_time, uint32_t length, const LightColorValues &start_values,
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const LightColorValues &target_values)
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: LightTransformer(start_time, length, start_values, target_values) {
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// When turning light on from off state, use colors from new.
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if (!this->start_values_.is_on() && this->target_values_.is_on()) {
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this->start_values_ = LightColorValues(target_values);
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this->start_values_.set_brightness(0.0f);
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}
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// When changing color mode, go through off state, as color modes are orthogonal and there can't be two active.
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if (this->start_values_.get_color_mode() != this->target_values_.get_color_mode()) {
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this->changing_color_mode_ = true;
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this->intermediate_values_ = LightColorValues(this->get_start_values_());
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this->intermediate_values_.set_state(false);
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}
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}
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LightColorValues get_values() override {
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float p = this->get_progress();
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// Halfway through, when intermediate state (off) is reached, flip it to the target, but remain off.
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if (this->changing_color_mode_ && p > 0.5f &&
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this->intermediate_values_.get_color_mode() != this->target_values_.get_color_mode()) {
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this->intermediate_values_ = LightColorValues(this->get_end_values());
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this->intermediate_values_.set_state(false);
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}
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LightColorValues &start = this->changing_color_mode_ && p > 0.5f ? this->intermediate_values_ : this->start_values_;
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LightColorValues &end = this->changing_color_mode_ && p < 0.5f ? this->intermediate_values_ : this->target_values_;
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if (this->changing_color_mode_)
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p = p < 0.5f ? p * 2 : (p - 0.5) * 2;
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float v = LightTransitionTransformer::smoothed_progress(p);
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return LightColorValues::lerp(start, end, v);
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}
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bool publish_at_end() override { return false; }
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bool is_transition() override { return true; }
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// This looks crazy, but it reduces to 6x^5 - 15x^4 + 10x^3 which is just a smooth sigmoid-like
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// transition from 0 to 1 on x = [0, 1]
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static float smoothed_progress(float x) { return x * x * x * (x * (x * 6.0f - 15.0f) + 10.0f); }
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protected:
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bool changing_color_mode_{false};
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LightColorValues intermediate_values_{};
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};
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class LightFlashTransformer : public LightTransformer {
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public:
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LightFlashTransformer(uint32_t start_time, uint32_t length, const LightColorValues &start_values,
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const LightColorValues &target_values)
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: LightTransformer(start_time, length, start_values, target_values) {}
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LightColorValues get_values() override { return this->get_target_values_(); }
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LightColorValues get_end_values() override { return this->get_start_values_(); }
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bool publish_at_end() override { return true; }
|
||||
bool is_transition() override { return false; }
|
||||
};
|
||||
|
||||
} // namespace light
|
||||
} // namespace esphome
|
||||
|
75
esphome/components/light/transformers.h
Normal file
75
esphome/components/light/transformers.h
Normal file
@ -0,0 +1,75 @@
|
||||
#pragma once
|
||||
|
||||
#include "esphome/core/component.h"
|
||||
#include "esphome/core/helpers.h"
|
||||
#include "light_color_values.h"
|
||||
#include "light_state.h"
|
||||
#include "light_transformer.h"
|
||||
|
||||
namespace esphome {
|
||||
namespace light {
|
||||
|
||||
class LightTransitionTransformer : public LightTransformer {
|
||||
public:
|
||||
void start() override {
|
||||
// When turning light on from off state, use colors from target state.
|
||||
if (!this->start_values_.is_on() && this->target_values_.is_on()) {
|
||||
this->start_values_ = LightColorValues(this->target_values_);
|
||||
this->start_values_.set_brightness(0.0f);
|
||||
}
|
||||
|
||||
// When changing color mode, go through off state, as color modes are orthogonal and there can't be two active.
|
||||
if (this->start_values_.get_color_mode() != this->target_values_.get_color_mode()) {
|
||||
this->changing_color_mode_ = true;
|
||||
this->intermediate_values_ = this->start_values_;
|
||||
this->intermediate_values_.set_state(false);
|
||||
}
|
||||
}
|
||||
|
||||
optional<LightColorValues> apply() override {
|
||||
float p = this->get_progress_();
|
||||
|
||||
// Halfway through, when intermediate state (off) is reached, flip it to the target, but remain off.
|
||||
if (this->changing_color_mode_ && p > 0.5f &&
|
||||
this->intermediate_values_.get_color_mode() != this->target_values_.get_color_mode()) {
|
||||
this->intermediate_values_ = this->target_values_;
|
||||
this->intermediate_values_.set_state(false);
|
||||
}
|
||||
|
||||
LightColorValues &start = this->changing_color_mode_ && p > 0.5f ? this->intermediate_values_ : this->start_values_;
|
||||
LightColorValues &end = this->changing_color_mode_ && p < 0.5f ? this->intermediate_values_ : this->target_values_;
|
||||
if (this->changing_color_mode_)
|
||||
p = p < 0.5f ? p * 2 : (p - 0.5) * 2;
|
||||
|
||||
float v = LightTransitionTransformer::smoothed_progress(p);
|
||||
return LightColorValues::lerp(start, end, v);
|
||||
}
|
||||
|
||||
protected:
|
||||
// This looks crazy, but it reduces to 6x^5 - 15x^4 + 10x^3 which is just a smooth sigmoid-like
|
||||
// transition from 0 to 1 on x = [0, 1]
|
||||
static float smoothed_progress(float x) { return x * x * x * (x * (x * 6.0f - 15.0f) + 10.0f); }
|
||||
|
||||
bool changing_color_mode_{false};
|
||||
LightColorValues intermediate_values_{};
|
||||
};
|
||||
|
||||
class LightFlashTransformer : public LightTransformer {
|
||||
public:
|
||||
LightFlashTransformer(LightState &state) : state_(state) {}
|
||||
|
||||
optional<LightColorValues> apply() override { return this->get_target_values(); }
|
||||
|
||||
// Restore the original values after the flash.
|
||||
void stop() override {
|
||||
this->state_.current_values = this->get_start_values();
|
||||
this->state_.remote_values = this->get_start_values();
|
||||
this->state_.publish_state();
|
||||
}
|
||||
|
||||
protected:
|
||||
LightState &state_;
|
||||
};
|
||||
|
||||
} // namespace light
|
||||
} // namespace esphome
|
Loading…
Reference in New Issue
Block a user