ESP32-HUB75-MatrixPanel-DMA/examples/AuroraDemo/Effects.h

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/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from "Funky Clouds" by Stefan Petrick: https://gist.github.com/anonymous/876f908333cd95315c35
* Portions of this code are adapted from "NoiseSmearing" by Stefan Petrick: https://gist.github.com/StefanPetrick/9ee2f677dbff64e3ba7a
* Copyright (c) 2014 Stefan Petrick
* http://www.stefan-petrick.de/wordpress_beta
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef Effects_H
#define Effects_H
/* ---------------------------- GLOBAL CONSTANTS ----------------------------- */
const int MATRIX_CENTER_X = MATRIX_WIDTH / 2;
const int MATRIX_CENTER_Y = MATRIX_HEIGHT / 2;
// US vs GB, huh? :)
//const byte MATRIX_CENTRE_X = MATRIX_CENTER_X - 1;
//const byte MATRIX_CENTRE_Y = MATRIX_CENTER_Y - 1;
#define MATRIX_CENTRE_X MATRIX_CENTER_X
#define MATRIX_CENTRE_Y MATRIX_CENTER_Y
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const uint16_t NUM_LEDS = (MATRIX_WIDTH * MATRIX_HEIGHT) + 1; // one led spare to capture out of bounds
// forward declaration
uint16_t XY16( uint16_t x, uint16_t y);
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/* Convert x,y co-ordinate to flat array index.
* x and y positions start from 0, so must not be >= 'real' panel width or height
* (i.e. 64 pixels or 32 pixels.). Max value: MATRIX_WIDTH-1 etc.
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* Ugh... uint8_t - really??? this weak method can't cope with 256+ pixel matrices :(
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*/
uint16_t XY( uint8_t x, uint8_t y)
{
return XY16(x, y);
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}
/**
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* The one for 256+ matrices
* otherwise this:
* for (uint8_t i = 0; i < MATRIX_WIDTH; i++) {}
* turns into an infinite loop
*/
uint16_t XY16( uint16_t x, uint16_t y)
{
if( x >= MATRIX_WIDTH) return 0;
if( y >= MATRIX_HEIGHT) return 0;
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return (y * MATRIX_WIDTH) + x + 1; // everything offset by one to compute out of bounds stuff - never displayed by ShowFrame()
}
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uint8_t beatcos8(accum88 beats_per_minute, uint8_t lowest = 0, uint8_t highest = 255, uint32_t timebase = 0, uint8_t phase_offset = 0)
{
uint8_t beat = beat8(beats_per_minute, timebase);
uint8_t beatcos = cos8(beat + phase_offset);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatcos, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
uint8_t mapsin8(uint8_t theta, uint8_t lowest = 0, uint8_t highest = 255) {
uint8_t beatsin = sin8(theta);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatsin, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
uint8_t mapcos8(uint8_t theta, uint8_t lowest = 0, uint8_t highest = 255) {
uint8_t beatcos = cos8(theta);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatcos, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
// Array of temperature readings at each simulation cell
//byte heat[NUM_LEDS]; // none of the currently enabled effects uses this
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uint32_t noise_x;
uint32_t noise_y;
uint32_t noise_z;
uint32_t noise_scale_x;
uint32_t noise_scale_y;
//uint8_t noise[MATRIX_WIDTH][MATRIX_HEIGHT];
uint8_t **noise = nullptr; // we will allocate mem later
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uint8_t noisesmoothing;
class Effects {
public:
CRGB *leds;
//CRGB leds[NUM_LEDS];
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//CRGB leds2[NUM_LEDS]; // Faptastic: getting rid of this and any dependant effects or algos. to save memory 24*64*32 bytes of ram (50k).
Effects(){
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// we do dynamic allocation for leds buffer, otherwise esp32 toolchain can't link static arrays of such a big size for 256+ matrices
leds = (CRGB *)malloc(NUM_LEDS * sizeof(CRGB));
// allocate mem for noise effect
// (there should be some guards for malloc errors eventually)
noise = (uint8_t **)malloc(MATRIX_WIDTH * sizeof(uint8_t *));
for (int i = 0; i < MATRIX_WIDTH; ++i) {
noise[i] = (uint8_t *)malloc(MATRIX_HEIGHT * sizeof(uint8_t));
}
ClearFrame();
//dma_display->clearScreen();
}
~Effects(){
free(leds);
for (int i = 0; i < MATRIX_WIDTH; ++i) {
free(noise[i]);
}
free(noise);
}
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/* The only 'framebuffer' we have is what is contained in the leds and leds2 variables.
* We don't store what the color a particular pixel might be, other than when it's turned
* into raw electrical signal output gobbly-gook (i.e. the DMA matrix buffer), but this * is not reversible.
*
* As such, any time these effects want to write a pixel color, we first have to update
* the leds or leds2 array, and THEN write it to the RGB panel. This enables us to 'look up' the array to see what a pixel color was previously, each drawFrame().
*/
void drawBackgroundFastLEDPixelCRGB(int16_t x, int16_t y, CRGB color)
{
leds[XY(x, y)] = color;
//dma_display->drawPixelRGB888(x, y, color.r, color.g, color.b);
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}
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// write one pixel with the specified color from the current palette to coordinates
void Pixel(int x, int y, uint8_t colorIndex) {
leds[XY(x, y)] = ColorFromCurrentPalette(colorIndex);
//dma_display->drawPixelRGB888(x, y, temp.r, temp.g, temp.b); // now draw it?
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}
void PrepareFrame() {
// leds = (CRGB*) backgroundLayer.backBuffer();
}
void ShowFrame() {
//#if (FASTLED_VERSION >= 3001000)
// nblendPaletteTowardPalette(currentPalette, targetPalette, 24);
//#else
currentPalette = targetPalette;
//#endif
// backgroundLayer.swapBuffers();
// leds = (CRGB*) backgroundLayer.backBuffer();
// LEDS.countFPS();
for (int y=0; y<MATRIX_HEIGHT; ++y){
for (int x=0; x<MATRIX_WIDTH; ++x){
//Serial.printf("Flushing x, y coord %d, %d\n", x, y);
uint16_t _pixel = XY16(x,y);
dma_display->drawPixelRGB888( x, y, leds[_pixel].r, leds[_pixel].g, leds[_pixel].b);
} // end loop to copy fast led to the dma matrix
}
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}
// scale the brightness of the screenbuffer down
void DimAll(byte value)
{
for (int i = 0; i < NUM_LEDS; i++)
{
leds[i].nscale8(value);
}
}
void ClearFrame()
{
memset(leds, 0x00, NUM_LEDS * sizeof(CRGB)); // flush
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}
/*
void CircleStream(uint8_t value) {
DimAll(value); ShowFrame();
for (uint8_t offset = 0; offset < MATRIX_CENTER_X; offset++) {
boolean hasprev = false;
uint16_t prevxy = 0;
for (uint8_t theta = 0; theta < 255; theta++) {
uint8_t x = mapcos8(theta, offset, (MATRIX_WIDTH - 1) - offset);
uint8_t y = mapsin8(theta, offset, (MATRIX_HEIGHT - 1) - offset);
uint16_t xy = XY(x, y);
if (hasprev) {
leds[prevxy] += leds[xy];
}
prevxy = xy;
hasprev = true;
}
}
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
for (uint8_t y = 0; y < MATRIX_HEIGHT; y++) {
uint16_t xy = XY(x, y);
leds[xy] = leds2[xy];
leds[xy].nscale8(value);
leds2[xy].nscale8(value);
}
}
}
*/
// palettes
static const int paletteCount = 10;
int paletteIndex = -1;
TBlendType currentBlendType = LINEARBLEND;
CRGBPalette16 currentPalette;
CRGBPalette16 targetPalette;
char* currentPaletteName;
static const int HeatColorsPaletteIndex = 6;
static const int RandomPaletteIndex = 9;
void Setup() {
currentPalette = RainbowColors_p;
loadPalette(0);
NoiseVariablesSetup();
}
void CyclePalette(int offset = 1) {
loadPalette(paletteIndex + offset);
}
void RandomPalette() {
loadPalette(RandomPaletteIndex);
}
void loadPalette(int index) {
paletteIndex = index;
if (paletteIndex >= paletteCount)
paletteIndex = 0;
else if (paletteIndex < 0)
paletteIndex = paletteCount - 1;
switch (paletteIndex) {
case 0:
targetPalette = RainbowColors_p;
currentPaletteName = (char *)"Rainbow";
break;
//case 1:
// targetPalette = RainbowStripeColors_p;
// currentPaletteName = (char *)"RainbowStripe";
// break;
case 1:
targetPalette = OceanColors_p;
currentPaletteName = (char *)"Ocean";
break;
case 2:
targetPalette = CloudColors_p;
currentPaletteName = (char *)"Cloud";
break;
case 3:
targetPalette = ForestColors_p;
currentPaletteName = (char *)"Forest";
break;
case 4:
targetPalette = PartyColors_p;
currentPaletteName = (char *)"Party";
break;
case 5:
setupGrayscalePalette();
currentPaletteName = (char *)"Grey";
break;
case HeatColorsPaletteIndex:
targetPalette = HeatColors_p;
currentPaletteName = (char *)"Heat";
break;
case 7:
targetPalette = LavaColors_p;
currentPaletteName = (char *)"Lava";
break;
case 8:
setupIcePalette();
currentPaletteName = (char *)"Ice";
break;
case RandomPaletteIndex:
loadPalette(random(0, paletteCount - 1));
paletteIndex = RandomPaletteIndex;
currentPaletteName = (char *)"Random";
break;
}
}
void setPalette(String paletteName) {
if (paletteName == "Rainbow")
loadPalette(0);
//else if (paletteName == "RainbowStripe")
// loadPalette(1);
else if (paletteName == "Ocean")
loadPalette(1);
else if (paletteName == "Cloud")
loadPalette(2);
else if (paletteName == "Forest")
loadPalette(3);
else if (paletteName == "Party")
loadPalette(4);
else if (paletteName == "Grayscale")
loadPalette(5);
else if (paletteName == "Heat")
loadPalette(6);
else if (paletteName == "Lava")
loadPalette(7);
else if (paletteName == "Ice")
loadPalette(8);
else if (paletteName == "Random")
RandomPalette();
}
void listPalettes() {
Serial.println(F("{"));
Serial.print(F(" \"count\": "));
Serial.print(paletteCount);
Serial.println(",");
Serial.println(F(" \"results\": ["));
String paletteNames [] = {
"Rainbow",
// "RainbowStripe",
"Ocean",
"Cloud",
"Forest",
"Party",
"Grayscale",
"Heat",
"Lava",
"Ice",
"Random"
};
for (int i = 0; i < paletteCount; i++) {
Serial.print(F(" \""));
Serial.print(paletteNames[i]);
if (i == paletteCount - 1)
Serial.println(F("\""));
else
Serial.println(F("\","));
}
Serial.println(" ]");
Serial.println("}");
}
void setupGrayscalePalette() {
targetPalette = CRGBPalette16(CRGB::Black, CRGB::White);
}
void setupIcePalette() {
targetPalette = CRGBPalette16(CRGB::Black, CRGB::Blue, CRGB::Aqua, CRGB::White);
}
// Oscillators and Emitters
// the oscillators: linear ramps 0-255
byte osci[6];
// sin8(osci) swinging between 0 to MATRIX_WIDTH - 1
byte p[6];
// set the speeds (and by that ratios) of the oscillators here
void MoveOscillators() {
osci[0] = osci[0] + 5;
osci[1] = osci[1] + 2;
osci[2] = osci[2] + 3;
osci[3] = osci[3] + 4;
osci[4] = osci[4] + 1;
if (osci[4] % 2 == 0)
osci[5] = osci[5] + 1; // .5
for (int i = 0; i < 4; i++) {
p[i] = map8(sin8(osci[i]), 0, MATRIX_WIDTH - 1); //why? to keep the result in the range of 0-MATRIX_WIDTH (matrix size)
}
}
// All the caleidoscope functions work directly within the screenbuffer (leds array).
// Draw whatever you like in the area x(0-15) and y (0-15) and then copy it arround.
// rotates the first 16x16 quadrant 3 times onto a 32x32 (+90 degrees rotation for each one)
void Caleidoscope1() {
for (int x = 0; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < MATRIX_CENTER_Y; y++) {
leds[XY16(MATRIX_WIDTH - 1 - x, y)] = leds[XY16(x, y)];
leds[XY16(MATRIX_WIDTH - 1 - x, MATRIX_HEIGHT - 1 - y)] = leds[XY16(x, y)];
leds[XY16(x, MATRIX_HEIGHT - 1 - y)] = leds[XY16(x, y)];
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}
}
}
// mirror the first 16x16 quadrant 3 times onto a 32x32
void Caleidoscope2() {
for (int x = 0; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < MATRIX_CENTER_Y; y++) {
leds[XY16(MATRIX_WIDTH - 1 - x, y)] = leds[XY16(y, x)];
leds[XY16(x, MATRIX_HEIGHT - 1 - y)] = leds[XY16(y, x)];
leds[XY16(MATRIX_WIDTH - 1 - x, MATRIX_HEIGHT - 1 - y)] = leds[XY16(x, y)];
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}
}
}
// copy one diagonal triangle into the other one within a 16x16
void Caleidoscope3() {
for (int x = 0; x <= MATRIX_CENTRE_X && x < MATRIX_HEIGHT; x++) {
for (int y = 0; y <= x && y<MATRIX_HEIGHT; y++) {
leds[XY16(x, y)] = leds[XY16(y, x)];
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}
}
}
// copy one diagonal triangle into the other one within a 16x16 (90 degrees rotated compared to Caleidoscope3)
void Caleidoscope4() {
for (int x = 0; x <= MATRIX_CENTRE_X; x++) {
for (int y = 0; y <= MATRIX_CENTRE_Y - x; y++) {
leds[XY16(MATRIX_CENTRE_Y - y, MATRIX_CENTRE_X - x)] = leds[XY16(x, y)];
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}
}
}
// copy one diagonal triangle into the other one within a 8x8
void Caleidoscope5() {
for (int x = 0; x < MATRIX_WIDTH / 4; x++) {
for (int y = 0; y <= x && y<=MATRIX_HEIGHT; y++) {
leds[XY16(x, y)] = leds[XY16(y, x)];
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}
}
for (int x = MATRIX_WIDTH / 4; x < MATRIX_WIDTH / 2; x++) {
for (int y = MATRIX_HEIGHT / 4; y >= 0; y--) {
leds[XY16(x, y)] = leds[XY16(y, x)];
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}
}
}
void Caleidoscope6() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 7)] = leds[XY16(x, 0)];
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} //a
for (int x = 2; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 6)] = leds[XY16(x, 1)];
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} //b
for (int x = 3; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 5)] = leds[XY16(x, 2)];
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} //c
for (int x = 4; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 4)] = leds[XY16(x, 3)];
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} //d
for (int x = 5; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 3)] = leds[XY16(x, 4)];
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} //e
for (int x = 6; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 2)] = leds[XY16(x, 5)];
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} //f
for (int x = 7; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 1)] = leds[XY16(x, 6)];
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} //g
}
// create a square twister to the left or counter-clockwise
// x and y for center, r for radius
void SpiralStream(int x, int y, int r, byte dimm) {
for (int d = r; d >= 0; d--) { // from the outside to the inside
for (int i = x - d; i <= x + d; i++) {
leds[XY16(i, y - d)] += leds[XY16(i + 1, y - d)]; // lowest row to the right
leds[XY16(i, y - d)].nscale8(dimm);
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}
for (int i = y - d; i <= y + d; i++) {
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leds[XY16(x + d, i)] += leds[XY16(x + d, i + 1)]; // right column up
leds[XY16(x + d, i)].nscale8(dimm);
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}
for (int i = x + d; i >= x - d; i--) {
leds[XY16(i, y + d)] += leds[XY16(i - 1, y + d)]; // upper row to the left
leds[XY16(i, y + d)].nscale8(dimm);
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}
for (int i = y + d; i >= y - d; i--) {
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leds[XY16(x - d, i)] += leds[XY16(x - d, i - 1)]; // left column down
leds[XY16(x - d, i)].nscale8(dimm);
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}
}
}
// expand everything within a circle
void Expand(int centerX, int centerY, int radius, byte dimm) {
if (radius == 0)
return;
int currentRadius = radius;
while (currentRadius > 0) {
int a = radius, b = 0;
int radiusError = 1 - a;
int nextRadius = currentRadius - 1;
int nextA = nextRadius - 1, nextB = 0;
int nextRadiusError = 1 - nextA;
while (a >= b)
{
// move them out one pixel on the radius
leds[XY16(a + centerX, b + centerY)] = leds[XY16(nextA + centerX, nextB + centerY)];
leds[XY16(b + centerX, a + centerY)] = leds[XY16(nextB + centerX, nextA + centerY)];
leds[XY16(-a + centerX, b + centerY)] = leds[XY16(-nextA + centerX, nextB + centerY)];
leds[XY16(-b + centerX, a + centerY)] = leds[XY16(-nextB + centerX, nextA + centerY)];
leds[XY16(-a + centerX, -b + centerY)] = leds[XY16(-nextA + centerX, -nextB + centerY)];
leds[XY16(-b + centerX, -a + centerY)] = leds[XY16(-nextB + centerX, -nextA + centerY)];
leds[XY16(a + centerX, -b + centerY)] = leds[XY16(nextA + centerX, -nextB + centerY)];
leds[XY16(b + centerX, -a + centerY)] = leds[XY16(nextB + centerX, -nextA + centerY)];
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// dim them
leds[XY16(a + centerX, b + centerY)].nscale8(dimm);
leds[XY16(b + centerX, a + centerY)].nscale8(dimm);
leds[XY16(-a + centerX, b + centerY)].nscale8(dimm);
leds[XY16(-b + centerX, a + centerY)].nscale8(dimm);
leds[XY16(-a + centerX, -b + centerY)].nscale8(dimm);
leds[XY16(-b + centerX, -a + centerY)].nscale8(dimm);
leds[XY16(a + centerX, -b + centerY)].nscale8(dimm);
leds[XY16(b + centerX, -a + centerY)].nscale8(dimm);
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b++;
if (radiusError < 0)
radiusError += 2 * b + 1;
else
{
a--;
radiusError += 2 * (b - a + 1);
}
nextB++;
if (nextRadiusError < 0)
nextRadiusError += 2 * nextB + 1;
else
{
nextA--;
nextRadiusError += 2 * (nextB - nextA + 1);
}
}
currentRadius--;
}
}
// give it a linear tail to the right
void StreamRight(byte scale, int fromX = 0, int toX = MATRIX_WIDTH, int fromY = 0, int toY = MATRIX_HEIGHT)
{
for (int x = fromX + 1; x < toX; x++) {
for (int y = fromY; y < toY; y++) {
leds[XY16(x, y)] += leds[XY16(x - 1, y)];
leds[XY16(x, y)].nscale8(scale);
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}
}
for (int y = fromY; y < toY; y++)
leds[XY16(0, y)].nscale8(scale);
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}
// give it a linear tail to the left
void StreamLeft(byte scale, int fromX = MATRIX_WIDTH, int toX = 0, int fromY = 0, int toY = MATRIX_HEIGHT)
{
for (int x = toX; x < fromX; x++) {
for (int y = fromY; y < toY; y++) {
leds[XY16(x, y)] += leds[XY16(x + 1, y)];
leds[XY16(x, y)].nscale8(scale);
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}
}
for (int y = fromY; y < toY; y++)
leds[XY16(0, y)].nscale8(scale);
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}
// give it a linear tail downwards
void StreamDown(byte scale)
{
for (int x = 0; x < MATRIX_WIDTH; x++) {
for (int y = 1; y < MATRIX_HEIGHT; y++) {
leds[XY16(x, y)] += leds[XY16(x, y - 1)];
leds[XY16(x, y)].nscale8(scale);
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}
}
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY16(x, 0)].nscale8(scale);
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}
// give it a linear tail upwards
void StreamUp(byte scale)
{
for (int x = 0; x < MATRIX_WIDTH; x++) {
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
leds[XY16(x, y)] += leds[XY16(x, y + 1)];
leds[XY16(x, y)].nscale8(scale);
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}
}
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY16(x, MATRIX_HEIGHT - 1)].nscale8(scale);
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}
// give it a linear tail up and to the left
void StreamUpAndLeft(byte scale)
{
for (int x = 0; x < MATRIX_WIDTH - 1; x++) {
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
leds[XY16(x, y)] += leds[XY16(x + 1, y + 1)];
leds[XY16(x, y)].nscale8(scale);
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}
}
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY16(x, MATRIX_HEIGHT - 1)].nscale8(scale);
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for (int y = 0; y < MATRIX_HEIGHT; y++)
leds[XY16(MATRIX_WIDTH - 1, y)].nscale8(scale);
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}
// give it a linear tail up and to the right
void StreamUpAndRight(byte scale)
{
for (int x = 0; x < MATRIX_WIDTH - 1; x++) {
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
leds[XY16(x + 1, y)] += leds[XY16(x, y + 1)];
leds[XY16(x, y)].nscale8(scale);
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}
}
// fade the bottom row
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY16(x, MATRIX_HEIGHT - 1)].nscale8(scale);
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// fade the right column
for (int y = 0; y < MATRIX_HEIGHT; y++)
leds[XY16(MATRIX_WIDTH - 1, y)].nscale8(scale);
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}
// just move everything one line down
void MoveDown() {
for (int y = MATRIX_HEIGHT - 1; y > 0; y--) {
for (int x = 0; x < MATRIX_WIDTH; x++) {
leds[XY16(x, y)] = leds[XY16(x, y - 1)];
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}
}
}
// just move everything one line down
void VerticalMoveFrom(int start, int end) {
for (int y = end; y > start; y--) {
for (int x = 0; x < MATRIX_WIDTH; x++) {
leds[XY16(x, y)] = leds[XY16(x, y - 1)];
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}
}
}
// copy the rectangle defined with 2 points x0, y0, x1, y1
// to the rectangle beginning at x2, x3
void Copy(byte x0, byte y0, byte x1, byte y1, byte x2, byte y2) {
for (int y = y0; y < y1 + 1; y++) {
for (int x = x0; x < x1 + 1; x++) {
leds[XY16(x + x2 - x0, y + y2 - y0)] = leds[XY16(x, y)];
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}
}
}
// rotate + copy triangle (MATRIX_CENTER_X*MATRIX_CENTER_X)
void RotateTriangle() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < x; y++) {
leds[XY16(x, 7 - y)] = leds[XY16(7 - x, y)];
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}
}
}
// mirror + copy triangle (MATRIX_CENTER_X*MATRIX_CENTER_X)
void MirrorTriangle() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < x; y++) {
leds[XY16(7 - y, x)] = leds[XY16(7 - x, y)];
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}
}
}
// draw static rainbow triangle pattern (MATRIX_CENTER_XxWIDTH / 2)
// (just for debugging)
void RainbowTriangle() {
for (int i = 0; i < MATRIX_CENTER_X; i++) {
for (int j = 0; j <= i; j++) {
Pixel(7 - i, j, i * j * 4);
}
}
}
void BresenhamLine(int x0, int y0, int x1, int y1, byte colorIndex)
{
BresenhamLine(x0, y0, x1, y1, ColorFromCurrentPalette(colorIndex));
}
void BresenhamLine(int x0, int y0, int x1, int y1, CRGB color)
{
int dx = abs(x1 - x0), sx = x0 < x1 ? 1 : -1;
int dy = -abs(y1 - y0), sy = y0 < y1 ? 1 : -1;
int err = dx + dy, e2;
for (;;) {
leds[XY16(x0, y0)] += color;
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if (x0 == x1 && y0 == y1) break;
e2 = 2 * err;
if (e2 > dy) {
err += dy;
x0 += sx;
}
if (e2 < dx) {
err += dx;
y0 += sy;
}
}
}
CRGB ColorFromCurrentPalette(uint8_t index = 0, uint8_t brightness = 255, TBlendType blendType = LINEARBLEND) {
return ColorFromPalette(currentPalette, index, brightness, currentBlendType);
}
CRGB HsvToRgb(uint8_t h, uint8_t s, uint8_t v) {
CHSV hsv = CHSV(h, s, v);
CRGB rgb;
hsv2rgb_spectrum(hsv, rgb);
return rgb;
}
void NoiseVariablesSetup() {
noisesmoothing = 200;
noise_x = random16();
noise_y = random16();
noise_z = random16();
noise_scale_x = 6000;
noise_scale_y = 6000;
}
void FillNoise() {
for (uint16_t i = 0; i < MATRIX_WIDTH; i++) {
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uint32_t ioffset = noise_scale_x * (i - MATRIX_CENTRE_Y);
for (uint16_t j = 0; j < MATRIX_HEIGHT; j++) {
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uint32_t joffset = noise_scale_y * (j - MATRIX_CENTRE_Y);
byte data = inoise16(noise_x + ioffset, noise_y + joffset, noise_z) >> 8;
uint8_t olddata = noise[i][j];
uint8_t newdata = scale8(olddata, noisesmoothing) + scale8(data, 256 - noisesmoothing);
data = newdata;
noise[i][j] = data;
}
}
}
// non leds2 memory version.
void MoveX(byte delta)
{
CRGB tmp = 0;
for (int y = 0; y < MATRIX_HEIGHT; y++)
{
// Shift Left: https://codedost.com/c/arraypointers-in-c/c-program-shift-elements-array-left-direction/
// Computationally heavier but doesn't need an entire leds2 array
tmp = leds[XY16(0, y)];
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for (int m = 0; m < delta; m++)
{
// Do this delta time for each row... computationally expensive potentially.
for(int x = 0; x < MATRIX_WIDTH; x++)
{
leds[XY16(x, y)] = leds [XY16(x+1, y)];
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}
leds[XY16(MATRIX_WIDTH-1, y)] = tmp;
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}
/*
// Shift
for (int x = 0; x < MATRIX_WIDTH - delta; x++) {
leds2[XY(x, y)] = leds[XY(x + delta, y)];
}
// Wrap around
for (int x = MATRIX_WIDTH - delta; x < MATRIX_WIDTH; x++) {
leds2[XY(x, y)] = leds[XY(x + delta - MATRIX_WIDTH, y)];
}
*/
} // end row loop
/*
// write back to leds
for (uint8_t y = 0; y < MATRIX_HEIGHT; y++) {
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
leds[XY(x, y)] = leds2[XY(x, y)];
}
}
*/
}
void MoveY(byte delta)
{
CRGB tmp = 0;
for (int x = 0; x < MATRIX_WIDTH; x++)
{
tmp = leds[XY16(x, 0)];
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for (int m = 0; m < delta; m++) // moves
{
// Do this delta time for each row... computationally expensive potentially.
for(int y = 0; y < MATRIX_HEIGHT; y++)
{
leds[XY16(x, y)] = leds [XY16(x, y+1)];
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}
leds[XY16(x, MATRIX_HEIGHT-1)] = tmp;
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}
} // end column loop
} /// MoveY
};
#endif