First commit.
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#include <FastLED.h>
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#define LED_PIN 3
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#define BRIGHTNESS 96
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#define LED_TYPE WS2811
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#define COLOR_ORDER GRB
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const uint8_t kMatrixWidth = 16;
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const uint8_t kMatrixHeight = 16;
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const bool kMatrixSerpentineLayout = true;
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// This example combines two features of FastLED to produce a remarkable range of
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// effects from a relatively small amount of code. This example combines FastLED's
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// color palette lookup functions with FastLED's Perlin/simplex noise generator, and
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// the combination is extremely powerful.
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//
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// You might want to look at the "ColorPalette" and "Noise" examples separately
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// if this example code seems daunting.
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//
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//
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// The basic setup here is that for each frame, we generate a new array of
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// 'noise' data, and then map it onto the LED matrix through a color palette.
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//
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// Periodically, the color palette is changed, and new noise-generation parameters
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// are chosen at the same time. In this example, specific noise-generation
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// values have been selected to match the given color palettes; some are faster,
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// or slower, or larger, or smaller than others, but there's no reason these
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// parameters can't be freely mixed-and-matched.
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//
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// In addition, this example includes some fast automatic 'data smoothing' at
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// lower noise speeds to help produce smoother animations in those cases.
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//
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// The FastLED built-in color palettes (Forest, Clouds, Lava, Ocean, Party) are
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// used, as well as some 'hand-defined' ones, and some proceedurally generated
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// palettes.
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#define NUM_LEDS (kMatrixWidth * kMatrixHeight)
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#define MAX_DIMENSION ((kMatrixWidth>kMatrixHeight) ? kMatrixWidth : kMatrixHeight)
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// The leds
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CRGB leds[kMatrixWidth * kMatrixHeight];
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// The 16 bit version of our coordinates
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static uint16_t x;
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static uint16_t y;
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static uint16_t z;
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// We're using the x/y dimensions to map to the x/y pixels on the matrix. We'll
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// use the z-axis for "time". speed determines how fast time moves forward. Try
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// 1 for a very slow moving effect, or 60 for something that ends up looking like
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// water.
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uint16_t speed = 20; // speed is set dynamically once we've started up
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// Scale determines how far apart the pixels in our noise matrix are. Try
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// changing these values around to see how it affects the motion of the display. The
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// higher the value of scale, the more "zoomed out" the noise iwll be. A value
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// of 1 will be so zoomed in, you'll mostly see solid colors.
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uint16_t scale = 30; // scale is set dynamically once we've started up
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// This is the array that we keep our computed noise values in
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uint8_t noise[MAX_DIMENSION][MAX_DIMENSION];
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CRGBPalette16 currentPalette( PartyColors_p );
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uint8_t colorLoop = 1;
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void setup() {
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delay(3000);
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LEDS.addLeds<LED_TYPE,LED_PIN,COLOR_ORDER>(leds,NUM_LEDS);
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LEDS.setBrightness(BRIGHTNESS);
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// Initialize our coordinates to some random values
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x = random16();
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y = random16();
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z = random16();
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}
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// Fill the x/y array of 8-bit noise values using the inoise8 function.
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void fillnoise8() {
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// If we're runing at a low "speed", some 8-bit artifacts become visible
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// from frame-to-frame. In order to reduce this, we can do some fast data-smoothing.
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// The amount of data smoothing we're doing depends on "speed".
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uint8_t dataSmoothing = 0;
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if( speed < 50) {
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dataSmoothing = 200 - (speed * 4);
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}
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for(int i = 0; i < MAX_DIMENSION; i++) {
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int ioffset = scale * i;
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for(int j = 0; j < MAX_DIMENSION; j++) {
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int joffset = scale * j;
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uint8_t data = inoise8(x + ioffset,y + joffset,z);
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// The range of the inoise8 function is roughly 16-238.
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// These two operations expand those values out to roughly 0..255
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// You can comment them out if you want the raw noise data.
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data = qsub8(data,16);
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data = qadd8(data,scale8(data,39));
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if( dataSmoothing ) {
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uint8_t olddata = noise[i][j];
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uint8_t newdata = scale8( olddata, dataSmoothing) + scale8( data, 256 - dataSmoothing);
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data = newdata;
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}
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noise[i][j] = data;
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}
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}
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z += speed;
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// apply slow drift to X and Y, just for visual variation.
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x += speed / 8;
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y -= speed / 16;
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}
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void mapNoiseToLEDsUsingPalette()
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{
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static uint8_t ihue=0;
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for(int i = 0; i < kMatrixWidth; i++) {
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for(int j = 0; j < kMatrixHeight; j++) {
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// We use the value at the (i,j) coordinate in the noise
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// array for our brightness, and the flipped value from (j,i)
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// for our pixel's index into the color palette.
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uint8_t index = noise[j][i];
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uint8_t bri = noise[i][j];
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// if this palette is a 'loop', add a slowly-changing base value
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if( colorLoop) {
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index += ihue;
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}
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// brighten up, as the color palette itself often contains the
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// light/dark dynamic range desired
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if( bri > 127 ) {
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bri = 255;
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} else {
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bri = dim8_raw( bri * 2);
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}
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CRGB color = ColorFromPalette( currentPalette, index, bri);
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leds[XY(i,j)] = color;
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}
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}
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ihue+=1;
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}
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void loop() {
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// Periodically choose a new palette, speed, and scale
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ChangePaletteAndSettingsPeriodically();
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// generate noise data
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fillnoise8();
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// convert the noise data to colors in the LED array
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// using the current palette
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mapNoiseToLEDsUsingPalette();
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LEDS.show();
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// delay(10);
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}
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// There are several different palettes of colors demonstrated here.
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//
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// FastLED provides several 'preset' palettes: RainbowColors_p, RainbowStripeColors_p,
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// OceanColors_p, CloudColors_p, LavaColors_p, ForestColors_p, and PartyColors_p.
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//
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// Additionally, you can manually define your own color palettes, or you can write
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// code that creates color palettes on the fly.
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// 1 = 5 sec per palette
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// 2 = 10 sec per palette
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// etc
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#define HOLD_PALETTES_X_TIMES_AS_LONG 1
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void ChangePaletteAndSettingsPeriodically()
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{
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uint8_t secondHand = ((millis() / 1000) / HOLD_PALETTES_X_TIMES_AS_LONG) % 60;
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static uint8_t lastSecond = 99;
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if( lastSecond != secondHand) {
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lastSecond = secondHand;
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if( secondHand == 0) { currentPalette = RainbowColors_p; speed = 20; scale = 30; colorLoop = 1; }
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if( secondHand == 5) { SetupPurpleAndGreenPalette(); speed = 10; scale = 50; colorLoop = 1; }
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if( secondHand == 10) { SetupBlackAndWhiteStripedPalette(); speed = 20; scale = 30; colorLoop = 1; }
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if( secondHand == 15) { currentPalette = ForestColors_p; speed = 8; scale =120; colorLoop = 0; }
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if( secondHand == 20) { currentPalette = CloudColors_p; speed = 4; scale = 30; colorLoop = 0; }
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if( secondHand == 25) { currentPalette = LavaColors_p; speed = 8; scale = 50; colorLoop = 0; }
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if( secondHand == 30) { currentPalette = OceanColors_p; speed = 20; scale = 90; colorLoop = 0; }
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if( secondHand == 35) { currentPalette = PartyColors_p; speed = 20; scale = 30; colorLoop = 1; }
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if( secondHand == 40) { SetupRandomPalette(); speed = 20; scale = 20; colorLoop = 1; }
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if( secondHand == 45) { SetupRandomPalette(); speed = 50; scale = 50; colorLoop = 1; }
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if( secondHand == 50) { SetupRandomPalette(); speed = 90; scale = 90; colorLoop = 1; }
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if( secondHand == 55) { currentPalette = RainbowStripeColors_p; speed = 30; scale = 20; colorLoop = 1; }
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}
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}
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// This function generates a random palette that's a gradient
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// between four different colors. The first is a dim hue, the second is
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// a bright hue, the third is a bright pastel, and the last is
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// another bright hue. This gives some visual bright/dark variation
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// which is more interesting than just a gradient of different hues.
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void SetupRandomPalette()
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{
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currentPalette = CRGBPalette16(
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CHSV( random8(), 255, 32),
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CHSV( random8(), 255, 255),
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CHSV( random8(), 128, 255),
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CHSV( random8(), 255, 255));
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}
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// This function sets up a palette of black and white stripes,
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// using code. Since the palette is effectively an array of
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// sixteen CRGB colors, the various fill_* functions can be used
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// to set them up.
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void SetupBlackAndWhiteStripedPalette()
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{
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// 'black out' all 16 palette entries...
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fill_solid( currentPalette, 16, CRGB::Black);
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// and set every fourth one to white.
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currentPalette[0] = CRGB::White;
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currentPalette[4] = CRGB::White;
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currentPalette[8] = CRGB::White;
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currentPalette[12] = CRGB::White;
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}
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// This function sets up a palette of purple and green stripes.
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void SetupPurpleAndGreenPalette()
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{
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CRGB purple = CHSV( HUE_PURPLE, 255, 255);
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CRGB green = CHSV( HUE_GREEN, 255, 255);
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CRGB black = CRGB::Black;
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currentPalette = CRGBPalette16(
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green, green, black, black,
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purple, purple, black, black,
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green, green, black, black,
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purple, purple, black, black );
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}
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//
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// Mark's xy coordinate mapping code. See the XYMatrix for more information on it.
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//
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uint16_t XY( uint8_t x, uint8_t y)
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{
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uint16_t i;
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if( kMatrixSerpentineLayout == false) {
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i = (y * kMatrixWidth) + x;
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}
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if( kMatrixSerpentineLayout == true) {
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if( y & 0x01) {
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// Odd rows run backwards
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uint8_t reverseX = (kMatrixWidth - 1) - x;
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i = (y * kMatrixWidth) + reverseX;
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} else {
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// Even rows run forwards
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i = (y * kMatrixWidth) + x;
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}
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}
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return i;
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}
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