Merge pull request #42 from vortigont/featured

Aurora demos refactored to fit 256+ pixels wide matrixes
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mrfaptastic 2020-12-02 20:21:37 +00:00 committed by GitHub
commit 32f5cbab73
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14 changed files with 233 additions and 169 deletions

View file

@ -36,10 +36,10 @@ Effects effects;
Patterns patterns;
/* -------------------------- Some variables -------------------------- */
unsigned long ms_current = 0;
unsigned long ms_previous = 0;
unsigned long ms_animation_max_duration = 10000; // 10 seconds
unsigned long next_frame = 0;
unsigned long fps = 0, fps_timer; // fps (this is NOT a matix refresh rate!)
unsigned int default_fps = 30, pattern_fps = 30; // default fps limit (this is not a matix refresh conuter!)
unsigned long ms_animation_max_duration = 20000; // 20 seconds
unsigned long last_frame=0, ms_previous=0;
void setup()
{
@ -58,40 +58,51 @@ void setup()
listPatterns();
patterns.setPattern(0); // // simple noise
patterns.start();
//patterns.setPattern(0); // // simple noise
patterns.moveRandom(1); // start from a random pattern
Serial.print("Starting with pattern: ");
Serial.println(patterns.getCurrentPatternName());
patterns.start();
ms_previous = millis();
fps_timer = millis();
}
void loop()
{
// menu.run(mainMenuItems, mainMenuItemCount);
ms_current = millis();
if ( (ms_current - ms_previous) > ms_animation_max_duration )
if ( (millis() - ms_previous) > ms_animation_max_duration )
{
// patterns.moveRandom(1);
patterns.stop();
patterns.move(1);
patterns.moveRandom(1);
//patterns.move(1);
patterns.start();
Serial.print("Changing pattern to: ");
Serial.println(patterns.getCurrentPatternName());
ms_previous = ms_current;
ms_previous = millis();
// Select a random palette as well
//effects.RandomPalette();
}
if ( next_frame < ms_current)
next_frame = patterns.drawFrame() + ms_current;
if ( 1000 / pattern_fps + last_frame < millis()){
last_frame = millis();
pattern_fps = patterns.drawFrame();
if (!pattern_fps)
pattern_fps = default_fps;
++fps;
}
if (fps_timer + 1000 < millis()){
Serial.printf_P(PSTR("Effect fps: %ld\n"), fps);
fps_timer = millis();
fps = 0;
}
}

View file

@ -33,22 +33,40 @@
const int MATRIX_CENTER_X = MATRIX_WIDTH / 2;
const int MATRIX_CENTER_Y = MATRIX_HEIGHT / 2;
const byte MATRIX_CENTRE_X = MATRIX_CENTER_X - 1;
const byte MATRIX_CENTRE_Y = MATRIX_CENTER_Y - 1;
// 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
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);
/* 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.
* Ugh... uint8_t - really??? this weak method can't cope with 256+ pixel matrixes :(
*/
uint16_t XY( uint8_t x, uint8_t y)
{
if( x >= MATRIX_WIDTH || x < 0) return 0;
if( y >= MATRIX_HEIGHT || y < 0) return 0;
return XY16(x, y);
}
/**
* The one for 256+ matrixes
* 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;
return (y * MATRIX_WIDTH) + x + 1; // everything offset by one to capute out of bounds stuff - never displayed by ShowFrame()
}
@ -79,7 +97,7 @@ uint8_t mapcos8(uint8_t theta, uint8_t lowest = 0, uint8_t highest = 255) {
}
// Array of temperature readings at each simulation cell
byte heat[NUM_LEDS];
//byte heat[NUM_LEDS]; // none of the currently enabled effects uses this
uint32_t noise_x;
uint32_t noise_y;
@ -87,15 +105,37 @@ uint32_t noise_z;
uint32_t noise_scale_x;
uint32_t noise_scale_y;
uint8_t noise[MATRIX_WIDTH][MATRIX_HEIGHT];
//uint8_t noise[MATRIX_WIDTH][MATRIX_HEIGHT];
uint8_t **noise = nullptr; // we will allocate mem later
uint8_t noisesmoothing;
class Effects {
public:
//CRGB *leds;
CRGB leds[NUM_LEDS];
CRGB *leds;
//CRGB leds[NUM_LEDS];
//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(){
// we do dynamic allocation for leds buffer, otherwise esp32 toolchain can't link static arrays of such a big size for 256+ matrixes
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();
matrix.clearScreen();
}
~Effects(){
free(leds);
for (int i = 0; i < MATRIX_WIDTH; ++i) {
free(noise[i]);
}
free(noise);
}
/* 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
@ -107,14 +147,13 @@ public:
void drawBackgroundFastLEDPixelCRGB(int16_t x, int16_t y, CRGB color)
{
leds[XY(x, y)] = color;
matrix.drawPixelRGB888(x, y, color.r, color.g, color.b);
//matrix.drawPixelRGB888(x, y, color.r, color.g, color.b);
}
// write one pixel with the specified color from the current palette to coordinates
void Pixel(int x, int y, uint8_t colorIndex) {
CRGB temp = ColorFromCurrentPalette(colorIndex);
leds[XY(x, y)] = temp;
matrix.drawPixelRGB888(x, y, temp.r, temp.g, temp.b); // now draw it?
leds[XY(x, y)] = ColorFromCurrentPalette(colorIndex);
//matrix.drawPixelRGB888(x, y, temp.r, temp.g, temp.b); // now draw it?
}
void PrepareFrame() {
@ -132,20 +171,13 @@ public:
// leds = (CRGB*) backgroundLayer.backBuffer();
// LEDS.countFPS();
for (int y=0;y<MATRIX_HEIGHT; y++)
for (int x=0;x<MATRIX_WIDTH; x++)
{
CRGB tmp_led = leds[XY(x,y)];
//Serial.printf("\r\nFlushing x, y coord %d, %d", x, y);
//display.drawPixelRGB888( x, 31-y, tmp_led.r, tmp_led.g, tmp_led.b);
matrix.drawPixelRGB888( x, y, tmp_led.r, tmp_led.g, tmp_led.b);
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);
matrix.drawPixelRGB888( x, y, leds[_pixel].r, leds[_pixel].g, leds[_pixel].b);
} // end loop to copy fast led to the dma matrix
}
}
// scale the brightness of the screenbuffer down
@ -159,7 +191,7 @@ public:
void ClearFrame()
{
memset(leds, 0x00, sizeof(leds)); // flush
memset(leds, 0x00, NUM_LEDS * sizeof(CRGB)); // flush
}
@ -377,9 +409,9 @@ public:
void Caleidoscope1() {
for (int x = 0; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < MATRIX_CENTER_Y; y++) {
leds[XY(MATRIX_WIDTH - 1 - x, y)] = leds[XY(x, y)];
leds[XY(MATRIX_WIDTH - 1 - x, MATRIX_HEIGHT - 1 - y)] = leds[XY(x, y)];
leds[XY(x, MATRIX_HEIGHT - 1 - y)] = leds[XY(x, 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)];
}
}
}
@ -389,18 +421,18 @@ public:
void Caleidoscope2() {
for (int x = 0; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < MATRIX_CENTER_Y; y++) {
leds[XY(MATRIX_WIDTH - 1 - x, y)] = leds[XY(y, x)];
leds[XY(x, MATRIX_HEIGHT - 1 - y)] = leds[XY(y, x)];
leds[XY(MATRIX_WIDTH - 1 - x, MATRIX_HEIGHT - 1 - y)] = leds[XY(x, 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)];
}
}
}
// copy one diagonal triangle into the other one within a 16x16
void Caleidoscope3() {
for (int x = 0; x <= MATRIX_CENTRE_X; x++) {
for (int y = 0; y <= x; y++) {
leds[XY(x, y)] = leds[XY(y, x)];
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)];
}
}
}
@ -409,7 +441,7 @@ public:
void Caleidoscope4() {
for (int x = 0; x <= MATRIX_CENTRE_X; x++) {
for (int y = 0; y <= MATRIX_CENTRE_Y - x; y++) {
leds[XY(MATRIX_CENTRE_Y - y, MATRIX_CENTRE_X - x)] = leds[XY(x, y)];
leds[XY16(MATRIX_CENTRE_Y - y, MATRIX_CENTRE_X - x)] = leds[XY16(x, y)];
}
}
}
@ -417,39 +449,39 @@ public:
// 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++) {
leds[XY(x, y)] = leds[XY(y, x)];
for (int y = 0; y <= x && y<=MATRIX_HEIGHT; y++) {
leds[XY16(x, y)] = leds[XY16(y, x)];
}
}
for (int x = MATRIX_WIDTH / 4; x < MATRIX_WIDTH / 2; x++) {
for (int y = MATRIX_HEIGHT / 4; y >= 0; y--) {
leds[XY(x, y)] = leds[XY(y, x)];
leds[XY16(x, y)] = leds[XY16(y, x)];
}
}
}
void Caleidoscope6() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
leds[XY(7 - x, 7)] = leds[XY(x, 0)];
leds[XY16(7 - x, 7)] = leds[XY16(x, 0)];
} //a
for (int x = 2; x < MATRIX_CENTER_X; x++) {
leds[XY(7 - x, 6)] = leds[XY(x, 1)];
leds[XY16(7 - x, 6)] = leds[XY16(x, 1)];
} //b
for (int x = 3; x < MATRIX_CENTER_X; x++) {
leds[XY(7 - x, 5)] = leds[XY(x, 2)];
leds[XY16(7 - x, 5)] = leds[XY16(x, 2)];
} //c
for (int x = 4; x < MATRIX_CENTER_X; x++) {
leds[XY(7 - x, 4)] = leds[XY(x, 3)];
leds[XY16(7 - x, 4)] = leds[XY16(x, 3)];
} //d
for (int x = 5; x < MATRIX_CENTER_X; x++) {
leds[XY(7 - x, 3)] = leds[XY(x, 4)];
leds[XY16(7 - x, 3)] = leds[XY16(x, 4)];
} //e
for (int x = 6; x < MATRIX_CENTER_X; x++) {
leds[XY(7 - x, 2)] = leds[XY(x, 5)];
leds[XY16(7 - x, 2)] = leds[XY16(x, 5)];
} //f
for (int x = 7; x < MATRIX_CENTER_X; x++) {
leds[XY(7 - x, 1)] = leds[XY(x, 6)];
leds[XY16(7 - x, 1)] = leds[XY16(x, 6)];
} //g
}
@ -458,20 +490,20 @@ public:
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[XY(i, y - d)] += leds[XY(i + 1, y - d)]; // lowest row to the right
leds[XY(i, y - d)].nscale8(dimm);
leds[XY16(i, y - d)] += leds[XY16(i + 1, y - d)]; // lowest row to the right
leds[XY16(i, y - d)].nscale8(dimm);
}
for (int i = y - d; i <= y + d; i++) {
leds[XY(x + d, i)] += leds[XY(x + d, i + 1)]; // right colum up
leds[XY(x + d, i)].nscale8(dimm);
leds[XY16(x + d, i)] += leds[XY16(x + d, i + 1)]; // right colum up
leds[XY16(x + d, i)].nscale8(dimm);
}
for (int i = x + d; i >= x - d; i--) {
leds[XY(i, y + d)] += leds[XY(i - 1, y + d)]; // upper row to the left
leds[XY(i, y + d)].nscale8(dimm);
leds[XY16(i, y + d)] += leds[XY16(i - 1, y + d)]; // upper row to the left
leds[XY16(i, y + d)].nscale8(dimm);
}
for (int i = y + d; i >= y - d; i--) {
leds[XY(x - d, i)] += leds[XY(x - d, i - 1)]; // left colum down
leds[XY(x - d, i)].nscale8(dimm);
leds[XY16(x - d, i)] += leds[XY16(x - d, i - 1)]; // left colum down
leds[XY16(x - d, i)].nscale8(dimm);
}
}
}
@ -494,24 +526,24 @@ public:
while (a >= b)
{
// move them out one pixel on the radius
leds[XY(a + centerX, b + centerY)] = leds[XY(nextA + centerX, nextB + centerY)];
leds[XY(b + centerX, a + centerY)] = leds[XY(nextB + centerX, nextA + centerY)];
leds[XY(-a + centerX, b + centerY)] = leds[XY(-nextA + centerX, nextB + centerY)];
leds[XY(-b + centerX, a + centerY)] = leds[XY(-nextB + centerX, nextA + centerY)];
leds[XY(-a + centerX, -b + centerY)] = leds[XY(-nextA + centerX, -nextB + centerY)];
leds[XY(-b + centerX, -a + centerY)] = leds[XY(-nextB + centerX, -nextA + centerY)];
leds[XY(a + centerX, -b + centerY)] = leds[XY(nextA + centerX, -nextB + centerY)];
leds[XY(b + centerX, -a + centerY)] = leds[XY(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)];
leds[XY16(a + centerX, -b + centerY)] = leds[XY16(nextA + centerX, -nextB + centerY)];
leds[XY16(b + centerX, -a + centerY)] = leds[XY16(nextB + centerX, -nextA + centerY)];
// dim them
leds[XY(a + centerX, b + centerY)].nscale8(dimm);
leds[XY(b + centerX, a + centerY)].nscale8(dimm);
leds[XY(-a + centerX, b + centerY)].nscale8(dimm);
leds[XY(-b + centerX, a + centerY)].nscale8(dimm);
leds[XY(-a + centerX, -b + centerY)].nscale8(dimm);
leds[XY(-b + centerX, -a + centerY)].nscale8(dimm);
leds[XY(a + centerX, -b + centerY)].nscale8(dimm);
leds[XY(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);
leds[XY16(a + centerX, -b + centerY)].nscale8(dimm);
leds[XY16(b + centerX, -a + centerY)].nscale8(dimm);
b++;
if (radiusError < 0)
@ -541,12 +573,12 @@ public:
{
for (int x = fromX + 1; x < toX; x++) {
for (int y = fromY; y < toY; y++) {
leds[XY(x, y)] += leds[XY(x - 1, y)];
leds[XY(x, y)].nscale8(scale);
leds[XY16(x, y)] += leds[XY16(x - 1, y)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int y = fromY; y < toY; y++)
leds[XY(0, y)].nscale8(scale);
leds[XY16(0, y)].nscale8(scale);
}
// give it a linear tail to the left
@ -554,12 +586,12 @@ public:
{
for (int x = toX; x < fromX; x++) {
for (int y = fromY; y < toY; y++) {
leds[XY(x, y)] += leds[XY(x + 1, y)];
leds[XY(x, y)].nscale8(scale);
leds[XY16(x, y)] += leds[XY16(x + 1, y)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int y = fromY; y < toY; y++)
leds[XY(0, y)].nscale8(scale);
leds[XY16(0, y)].nscale8(scale);
}
// give it a linear tail downwards
@ -567,12 +599,12 @@ public:
{
for (int x = 0; x < MATRIX_WIDTH; x++) {
for (int y = 1; y < MATRIX_HEIGHT; y++) {
leds[XY(x, y)] += leds[XY(x, y - 1)];
leds[XY(x, y)].nscale8(scale);
leds[XY16(x, y)] += leds[XY16(x, y - 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY(x, 0)].nscale8(scale);
leds[XY16(x, 0)].nscale8(scale);
}
// give it a linear tail upwards
@ -580,12 +612,12 @@ public:
{
for (int x = 0; x < MATRIX_WIDTH; x++) {
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
leds[XY(x, y)] += leds[XY(x, y + 1)];
leds[XY(x, y)].nscale8(scale);
leds[XY16(x, y)] += leds[XY16(x, y + 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY(x, MATRIX_HEIGHT - 1)].nscale8(scale);
leds[XY16(x, MATRIX_HEIGHT - 1)].nscale8(scale);
}
// give it a linear tail up and to the left
@ -593,14 +625,14 @@ public:
{
for (int x = 0; x < MATRIX_WIDTH - 1; x++) {
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
leds[XY(x, y)] += leds[XY(x + 1, y + 1)];
leds[XY(x, y)].nscale8(scale);
leds[XY16(x, y)] += leds[XY16(x + 1, y + 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY(x, MATRIX_HEIGHT - 1)].nscale8(scale);
leds[XY16(x, MATRIX_HEIGHT - 1)].nscale8(scale);
for (int y = 0; y < MATRIX_HEIGHT; y++)
leds[XY(MATRIX_WIDTH - 1, y)].nscale8(scale);
leds[XY16(MATRIX_WIDTH - 1, y)].nscale8(scale);
}
// give it a linear tail up and to the right
@ -608,24 +640,24 @@ public:
{
for (int x = 0; x < MATRIX_WIDTH - 1; x++) {
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
leds[XY(x + 1, y)] += leds[XY(x, y + 1)];
leds[XY(x, y)].nscale8(scale);
leds[XY16(x + 1, y)] += leds[XY16(x, y + 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
// fade the bottom row
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY(x, MATRIX_HEIGHT - 1)].nscale8(scale);
leds[XY16(x, MATRIX_HEIGHT - 1)].nscale8(scale);
// fade the right column
for (int y = 0; y < MATRIX_HEIGHT; y++)
leds[XY(MATRIX_WIDTH - 1, y)].nscale8(scale);
leds[XY16(MATRIX_WIDTH - 1, y)].nscale8(scale);
}
// 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[XY(x, y)] = leds[XY(x, y - 1)];
leds[XY16(x, y)] = leds[XY16(x, y - 1)];
}
}
}
@ -634,7 +666,7 @@ public:
void VerticalMoveFrom(int start, int end) {
for (int y = end; y > start; y--) {
for (int x = 0; x < MATRIX_WIDTH; x++) {
leds[XY(x, y)] = leds[XY(x, y - 1)];
leds[XY16(x, y)] = leds[XY16(x, y - 1)];
}
}
}
@ -644,7 +676,7 @@ public:
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[XY(x + x2 - x0, y + y2 - y0)] = leds[XY(x, y)];
leds[XY16(x + x2 - x0, y + y2 - y0)] = leds[XY16(x, y)];
}
}
}
@ -653,7 +685,7 @@ public:
void RotateTriangle() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < x; y++) {
leds[XY(x, 7 - y)] = leds[XY(7 - x, y)];
leds[XY16(x, 7 - y)] = leds[XY16(7 - x, y)];
}
}
}
@ -662,7 +694,7 @@ public:
void MirrorTriangle() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < x; y++) {
leds[XY(7 - y, x)] = leds[XY(7 - x, y)];
leds[XY16(7 - y, x)] = leds[XY16(7 - x, y)];
}
}
}
@ -688,7 +720,7 @@ public:
int dy = -abs(y1 - y0), sy = y0 < y1 ? 1 : -1;
int err = dx + dy, e2;
for (;;) {
leds[XY(x0, y0)] += color;
leds[XY16(x0, y0)] += color;
if (x0 == x1 && y0 == y1) break;
e2 = 2 * err;
if (e2 > dy) {
@ -732,10 +764,10 @@ public:
}
void FillNoise() {
for (uint8_t i = 0; i < MATRIX_WIDTH; i++) {
for (uint16_t i = 0; i < MATRIX_WIDTH; i++) {
uint32_t ioffset = noise_scale_x * (i - MATRIX_CENTRE_Y);
for (uint8_t j = 0; j < MATRIX_HEIGHT; j++) {
for (uint16_t j = 0; j < MATRIX_HEIGHT; j++) {
uint32_t joffset = noise_scale_y * (j - MATRIX_CENTRE_Y);
byte data = inoise16(noise_x + ioffset, noise_y + joffset, noise_z) >> 8;
@ -761,16 +793,16 @@ public:
// 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[XY(0, y)];
tmp = leds[XY16(0, y)];
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[XY(x, y)] = leds [XY(x+1, y)];
leds[XY16(x, y)] = leds [XY16(x+1, y)];
}
leds[XY(MATRIX_WIDTH-1, y)] = tmp;
leds[XY16(MATRIX_WIDTH-1, y)] = tmp;
}
@ -803,16 +835,16 @@ public:
CRGB tmp = 0;
for (int x = 0; x < MATRIX_WIDTH; x++)
{
tmp = leds[XY(x, 0)];
tmp = leds[XY16(x, 0)];
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[XY(x, y)] = leds [XY(x, y+1)];
leds[XY16(x, y)] = leds [XY16(x, y+1)];
}
leds[XY(x, MATRIX_HEIGHT-1)] = tmp;
leds[XY16(x, MATRIX_HEIGHT-1)] = tmp;
}
} // end column loop
} /// MoveY

View file

@ -52,7 +52,7 @@ public:
unsigned int drawFrame() {
// dim all pixels on the display
uint8_t dim = beatsin8(2, 170, 250);
effects.DimAll(dim); effects.ShowFrame();
effects.DimAll(dim);
for (int i = 0; i < count; i++) {
Boid boid = boids[i];
@ -66,7 +66,8 @@ public:
boids[i] = boid;
}
return 15;
effects.ShowFrame();
return 0;
}
};

View file

@ -92,13 +92,13 @@ class PatternElectricMandala : public Drawable {
effects.ShowFrame();
return 0;
return 30;
}
// show just one layer
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
for (uint8_t i = 0; i < MATRIX_WIDTH; i++) {
for (uint8_t j = 0; j < MATRIX_HEIGHT; j++) {
for (uint16_t i = 0; i < MATRIX_WIDTH; i++) {
for (uint16_t j = 0; j < MATRIX_HEIGHT; j++) {
uint8_t color = noise[i][j];
@ -107,7 +107,7 @@ class PatternElectricMandala : public Drawable {
// assign a color depending on the actual palette
CRGB pixel = ColorFromPalette(effects.currentPalette, colorrepeat * (color + colorshift), bri);
effects.leds[XY(i, j)] = pixel;
effects.leds[XY16(i, j)] = pixel;
}
}
}

View file

@ -31,7 +31,9 @@ public:
unsigned int drawFrame() {
// dim all pixels on the display slightly
// to 250/255 (98%) of their current brightness
effects.DimAll(250); effects.ShowFrame();
blur2d(effects.leds, MATRIX_WIDTH > 255 ? 255 : MATRIX_WIDTH, MATRIX_HEIGHT > 255 ? 255 : MATRIX_HEIGHT, 250);
// effects.DimAll(250); effects.ShowFrame();
// the Effects class has some sample oscillators
// that move from 0 to 255 at different speeds
@ -51,7 +53,8 @@ public:
// draw a pixel at x,y using a color from the current palette
effects.Pixel(x, y, hue);
return 15;
effects.ShowFrame();
return 30;
}
};

View file

@ -246,7 +246,7 @@ public:
if (algorithm >= algorithmCount)
algorithm = 0;
return 1000;
return 0;
}
effects.ShowFrame();
@ -255,7 +255,7 @@ public:
}
void start() {
matrix.fillScreen(0);
effects.ClearFrame();
cellCount = 0;
hue = 0;
}

View file

@ -40,9 +40,9 @@ public:
unsigned int drawFrame() {
for (byte x = 0; x < MATRIX_WIDTH; x++) {
for (byte y = 0; y < MATRIX_HEIGHT; y++) {
effects.leds[XY(x, y)] = (x ^ y ^ flip) < count ? effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) : CRGB::Black;
for (uint16_t x = 0; x < MATRIX_WIDTH; x++) {
for (uint16_t y = 0; y < MATRIX_HEIGHT; y++) {
effects.leds[XY16(x, y)] = (x ^ y ^ flip) < count ? effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) : CRGB::Black;
// The below is more pleasant
// effects.leds[XY(x, y)] = effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) ;
@ -66,7 +66,6 @@ public:
// show it ffs!
effects.ShowFrame();
return 60;
}
};

View file

@ -34,6 +34,12 @@
#ifndef PatternPendulumWave_H
#define PatternPendulumWave_H
#define WAVE_BPM 25
#define AMP_BPM 2
#define SKEW_BPM 4
#define WAVE_TIMEMINSKEW MATRIX_WIDTH/8
#define WAVE_TIMEMAXSKEW MATRIX_WIDTH/2
class PatternPendulumWave : public Drawable {
public:
PatternPendulumWave() {
@ -41,15 +47,19 @@ class PatternPendulumWave : public Drawable {
}
unsigned int drawFrame() {
effects.DimAll(170); effects.ShowFrame();
effects.ClearFrame();
for (int x = 0; x < MATRIX_WIDTH; x++)
for (int x = 0; x < MATRIX_WIDTH; ++x)
{
uint8_t y = beatsin8(x + MATRIX_WIDTH, 0, MATRIX_HEIGHT);
uint16_t amp = beatsin16(AMP_BPM, MATRIX_HEIGHT/8, MATRIX_HEIGHT-1);
uint16_t offset = (MATRIX_HEIGHT - beatsin16(AMP_BPM, 0, MATRIX_HEIGHT))/2;
uint8_t y = beatsin16(WAVE_BPM, 0, amp, x*beatsin16(SKEW_BPM, WAVE_TIMEMINSKEW, WAVE_TIMEMAXSKEW)) + offset;
effects.drawBackgroundFastLEDPixelCRGB(x, y, effects.ColorFromCurrentPalette(x * 7));
}
return 15;
effects.ShowFrame();
return 20;
}
};

View file

@ -60,17 +60,17 @@ class PatternSimplexNoise : public Drawable {
effects.ShowFrame();
return 0;
return 30;
}
// show just one layer
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
for (uint8_t i = 0; i < MATRIX_WIDTH; i++) {
for (uint8_t j = 0; j < MATRIX_HEIGHT; j++) {
for (uint16_t i = 0; i < MATRIX_WIDTH; i++) {
for (uint16_t j = 0; j < MATRIX_HEIGHT; j++) {
uint8_t pixel = noise[i][j];
// assign a color depending on the actual palette
effects.leds[XY(i, j)] = effects.ColorFromCurrentPalette(colorrepeat * (pixel + colorshift), pixel);
effects.leds[XY16(i, j)] = effects.ColorFromCurrentPalette(colorrepeat * (pixel + colorshift), pixel);
}
}
}

View file

@ -37,7 +37,7 @@ class PatternSpiro : public Drawable {
uint8_t spirocount = 1;
uint8_t spirooffset = 256 / spirocount;
boolean spiroincrement = false;
boolean spiroincrement = true;
boolean handledChange = false;
@ -46,8 +46,12 @@ class PatternSpiro : public Drawable {
name = (char *)"Spiro";
}
void start(){
effects.ClearFrame();
};
unsigned int drawFrame() {
effects.DimAll(254); effects.ShowFrame();
blur2d(effects.leds, MATRIX_WIDTH > 255 ? 255 : MATRIX_WIDTH, MATRIX_HEIGHT > 255 ? 255 : MATRIX_HEIGHT, 192);
boolean change = false;
@ -100,6 +104,7 @@ class PatternSpiro : public Drawable {
hueoffset += 1;
}
effects.ShowFrame();
return 0;
}
};

View file

@ -36,6 +36,7 @@ class PatternSwirl : public Drawable {
}
void start() {
effects.ClearFrame();
}
unsigned int drawFrame() {
@ -43,27 +44,28 @@ class PatternSwirl : public Drawable {
// Note that we never actually clear the matrix, we just constantly
// blur it repeatedly. Since the blurring is 'lossy', there's
// an automatic trend toward black -- by design.
uint8_t blurAmount = beatsin8(2, 10, 255);
uint8_t blurAmount = beatsin8(2, 10, 255)
#if FASTLED_VERSION >= 3001000
blur2d(effects.leds, MATRIX_WIDTH, MATRIX_HEIGHT, blurAmount);
blur2d(effects.leds, MATRIX_WIDTH > 255 ? 255 : MATRIX_WIDTH, MATRIX_HEIGHT > 255 ? 255 : MATRIX_HEIGHT, blurAmount);
#else
effects.DimAll(blurAmount);
#endif
// Use two out-of-sync sine waves
uint8_t i = beatsin8(27, borderWidth, MATRIX_HEIGHT - borderWidth);
uint8_t j = beatsin8(41, borderWidth, MATRIX_WIDTH - borderWidth);
uint8_t i = beatsin8(256/MATRIX_HEIGHT, borderWidth, MATRIX_WIDTH - borderWidth);
uint8_t j = beatsin8(2048/MATRIX_WIDTH, borderWidth, MATRIX_HEIGHT - borderWidth);
// Also calculate some reflections
uint8_t ni = (MATRIX_WIDTH - 1) - i;
uint8_t nj = (MATRIX_WIDTH - 1) - j;
uint8_t nj = (MATRIX_HEIGHT - 1) - j;
// The color of each point shifts over time, each at a different speed.
uint16_t ms = millis();
effects.leds[XY(i, j)] += effects.ColorFromCurrentPalette(ms / 11);
effects.leds[XY(j, i)] += effects.ColorFromCurrentPalette(ms / 13);
//effects.leds[XY(j, i)] += effects.ColorFromCurrentPalette(ms / 13); // this doesn't work for non-square matrixes
effects.leds[XY(ni, nj)] += effects.ColorFromCurrentPalette(ms / 17);
effects.leds[XY(nj, ni)] += effects.ColorFromCurrentPalette(ms / 29);
//effects.leds[XY(nj, ni)] += effects.ColorFromCurrentPalette(ms / 29); // this doesn't work for non-square matrixes
effects.leds[XY(i, nj)] += effects.ColorFromCurrentPalette(ms / 37);
effects.leds[XY(ni, j)] += effects.ColorFromCurrentPalette(ms / 41);

View file

@ -13,7 +13,7 @@ class PatternTest : public Drawable {
unsigned int drawFrame() {
matrix.fillScreen(matrix.color565(128, 0, 0));
return 1000;
}
};

View file

@ -56,7 +56,7 @@
#include "PatternInfinity.h"
#include "PatternPlasma.h"
#include "PatternSnake.h"
//#include "PatternInvaders.h" // Doesn't seem to work, omitting.
#include "PatternInvaders.h"
//#include "PatternCube.h" // Doesn't seem to work, omitting.
//#include "PatternFire.h" // Doesn't seem to work, omitting.
#include "PatternLife.h"
@ -93,7 +93,7 @@ class Patterns : public Playlist {
PatternFlock flock;
PatternInfinity infinity;
PatternPlasma plasma;
// PatternInvadersSmall invadersSmall;
PatternInvadersSmall invadersSmall;
// PatternInvadersMedium invadersMedium;
// PatternInvadersLarge invadersLarge;
PatternSnake snake;
@ -132,13 +132,14 @@ class Patterns : public Playlist {
&life, // ok
&flowField,
&pendulumWave, //11 ok
&incrementalDrift, //12 ok
// &incrementalDrift2, // 13 fail
&munch, // 14 ok
&electricMandala, // 15 ok
// &spin, // 16 ok but repeditivev
&simplexNoise, // 17 - cool!
&wave, // 18 ok
// &wave, // 18 ok (can't work with 256+ matrix due to uint8_t vars)
// &rainbowFlag, //20 // fail
&attract, // 21 ok
&swirl, // 22
@ -146,7 +147,7 @@ class Patterns : public Playlist {
&flock, // works
&infinity, // works
&plasma, // works
// &invadersSmall, // works ish
&invadersSmall, // works ish
// &invadersMedium, // fail
// &invadersLarge, // fail
&snake, // ok

View file

@ -36,7 +36,7 @@ MatrixPanel_I2S_DMA dma_display;
#define CH_B 19
#define CH_C 5
#define CH_D 17
#define CH_E 32 // assign to any available pin if using two panels or 64x64 panels with 1/32 scan
#define CH_E -1 // assign to any available pin if using two panels or 64x64 panels with 1/32 scan (i.e. 32 works fine)
#define CLK 16
#define LAT 4
#define OE 15
@ -91,6 +91,6 @@ void loop(){
if (cycles >= 1024) {
time_counter = 0;
cycles = 0;
currentPalette = palettes[random(0,sizeof(palettes))];
currentPalette = palettes[random(0,sizeof(palettes)/sizeof(palettes[0]))];
}
}