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

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2019-05-11 16:20:53 +02:00
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from "Noise Smearing" by Stefan Petrick: https://gist.githubusercontent.com/embedded-creations/5cd47d83cb0e04f4574d/raw/ebf6a82b4755d55cfba3bf6598f7b19047f89daf/NoiseSmearing.ino
* 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 PatternNoiseSmearing_H
#define PatternNoiseSmearing_H
byte patternNoiseSmearingHue = 0;
class PatternMultipleStream : public Drawable {
public:
PatternMultipleStream() {
name = (char *)"MultipleStream";
}
// this pattern draws two points to the screen based on sin/cos if a counter
// (comment out NoiseSmearWithRadius to see pattern of pixels)
// these pixels are smeared by a large radius, giving a lot of movement
// the image is dimmed before each drawing to not saturate the screen with color
// the smear has an offset so the pixels usually have a trail leading toward the upper left
unsigned int drawFrame() {
static unsigned long counter = 0;
#if 0
// this counter lets put delays between each frame and still get the same animation
counter++;
#else
// this counter updates in real time and can't be slowed down for debugging
counter = millis() / 10;
#endif
byte x1 = 4 + sin8(counter * 2) / 10;
byte x2 = 8 + sin8(counter * 2) / 16;
byte y2 = 8 + cos8((counter * 2) / 3) / 16;
effects.leds[XY(x1, x2)] = effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
effects.leds[XY(x2, y2)] = effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 128);
// Noise
noise_x += 1000;
noise_y += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(8);
effects.MoveFractionalNoiseX();
effects.MoveY(8);
effects.MoveFractionalNoiseY();
patternNoiseSmearingHue++;
return 0;
}
};
class PatternMultipleStream2 : public Drawable {
public:
PatternMultipleStream2() {
name = (char *)"MultipleStream2";
}
unsigned int drawFrame() {
effects.DimAll(230); effects.ShowFrame();
byte xx = 4 + sin8(millis() / 9) / 10;
byte yy = 4 + cos8(millis() / 10) / 10;
effects.leds[XY(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
xx = 8 + sin8(millis() / 10) / 16;
yy = 8 + cos8(millis() / 7) / 16;
effects.leds[XY(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 80);
effects.leds[XY(15, 15)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 160);
noise_x += 1000;
noise_y += 1000;
noise_z += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseY(4);
effects.MoveY(3);
effects.MoveFractionalNoiseX(4);
patternNoiseSmearingHue++;
return 0;
}
};
class PatternMultipleStream3 : public Drawable {
public:
PatternMultipleStream3() {
name = (char *)"MultipleStream3";
}
unsigned int drawFrame() {
//CLS();
effects.DimAll(235); effects.ShowFrame();
for (uint8_t i = 3; i < 32; i = i + 4) {
effects.leds[XY(i, 15)] += effects.ColorFromCurrentPalette(i * 8);
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_z += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseY(4);
effects.MoveY(3);
effects.MoveFractionalNoiseX(4);
effects.ShowFrame();
return 1;
}
};
class PatternMultipleStream4 : public Drawable {
public:
PatternMultipleStream4() {
name = (char *)"MultipleStream4";
}
unsigned int drawFrame() {
//CLS();
effects.DimAll(235); effects.ShowFrame();
effects.leds[XY(15, 15)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
// Noise
noise_x += 1000;
noise_y += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(8);
effects.MoveFractionalNoiseX();
effects.MoveY(8);
effects.MoveFractionalNoiseY();
patternNoiseSmearingHue++;
return 0;
}
};
class PatternMultipleStream5 : public Drawable {
public:
PatternMultipleStream5() {
name = (char *)"MultipleStream5";
}
unsigned int drawFrame() {
//CLS();
effects.DimAll(235); effects.ShowFrame();
for (uint8_t i = 3; i < 32; i = i + 4) {
effects.leds[XY(i, 31)] += effects.ColorFromCurrentPalette(i * 8);
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_z += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseY(4);
effects.MoveY(4);
effects.MoveFractionalNoiseX(4);
return 0;
}
};
class PatternMultipleStream8 : public Drawable {
public:
PatternMultipleStream8() {
name = (char *)"MultipleStream8";
}
unsigned int drawFrame() {
effects.DimAll(230); effects.ShowFrame();
// draw grid of rainbow dots on top of the dimmed image
for (uint8_t y = 1; y < 32; y = y + 6) {
for (uint8_t x = 1; x < 32; x = x + 6) {
effects.leds[XY(x, y)] += effects.ColorFromCurrentPalette((x * y) / 4);
}
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_z += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseX(4);
effects.MoveY(3);
effects.MoveFractionalNoiseY(4);
return 0;
}
};
class PatternPaletteSmear : public Drawable {
public:
PatternPaletteSmear() {
name = (char *)"PaletteSmear";
}
unsigned int drawFrame() {
effects.DimAll(170); effects.ShowFrame();
// draw a rainbow color palette
for (uint8_t y = 0; y < MATRIX_HEIGHT; y++) {
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
effects.leds[XY(x, y)] += effects.ColorFromCurrentPalette(x * 8, y * 8 + 7);
}
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
//effects.MoveFractionalNoiseY(4);
effects.MoveY(3);
effects.MoveFractionalNoiseX(4);
effects.ShowFrame();
return 0;
}
};
class PatternRainbowFlag : public Drawable {
public:
PatternRainbowFlag() {
name = (char *)"RainbowFlag";
}
unsigned int drawFrame() {
effects.DimAll(10); effects.ShowFrame();
CRGB rainbow[7] = {
CRGB::Red,
CRGB::Orange,
CRGB::Yellow,
CRGB::Green,
CRGB::Blue,
CRGB::Violet
};
uint8_t y = 2;
for (uint8_t c = 0; c < 6; c++) {
for (uint8_t j = 0; j < 5; j++) {
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
effects.leds[XY(x, y)] += rainbow[c];
}
y++;
if (y >= MATRIX_HEIGHT)
break;
}
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseY(4);
effects.MoveY(3);
effects.MoveFractionalNoiseX(4);
return 0;
}
};
#endif