ported changes from non-chained version of example.
Tested with 128x128 pane (four 64x64 panels) Signed-off-by: Emil Muratov <gpm@hotplug.ru>
This commit is contained in:
parent
445c0424f4
commit
33b95f534f
27 changed files with 1772 additions and 945 deletions
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@ -34,7 +34,7 @@ public:
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Attractor() {
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Attractor() {
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location = PVector(MATRIX_CENTRE_X, MATRIX_CENTRE_Y);
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location = PVector(MATRIX_CENTRE_X, MATRIX_CENTRE_Y);
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mass = 8;
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mass = 10;
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G = .5;
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G = .5;
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}
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}
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@ -124,15 +124,16 @@ void setup()
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void patternAdvance(){
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void patternAdvance(){
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// Go to next pattern in the list (se Patterns.h)
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// Go to next pattern in the list (se Patterns.h)
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patterns.stop();
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patterns.stop();
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patterns.move(1);
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patterns.moveRandom(1);
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//patterns.move(1);
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patterns.start();
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patterns.start();
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// Select a random palette as well
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// Select a random palette as well
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effects.RandomPalette();
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effects.RandomPalette();
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Serial.print("Changing pattern to: ");
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Serial.print("Changing pattern to: ");
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Serial.println(patterns.getCurrentPatternName());
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Serial.println(patterns.getCurrentPatternName());
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Serial.println(patterns.getPatternIndex());
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//Serial.println(patterns.getPatternIndex());
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lastPattern = patterns.getPatternIndex();
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//lastPattern = patterns.getPatternIndex();
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// Save last index.
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// Save last index.
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preferences.begin("RGBMATRIX", false);
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preferences.begin("RGBMATRIX", false);
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preferences.putInt("lastPattern", lastPattern);
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preferences.putInt("lastPattern", lastPattern);
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@ -43,6 +43,11 @@ public:
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return 0;
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return 0;
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};
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};
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virtual void printTesting()
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{
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Serial.println("Testing...");
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}
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virtual void start() {};
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virtual void start() {};
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virtual void stop() {};
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virtual void stop() {};
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};
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};
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File diff suppressed because it is too large
Load diff
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@ -147,4 +147,4 @@ struct triFace
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}
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}
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};
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};
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#endif
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#endif
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@ -52,7 +52,7 @@ public:
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unsigned int drawFrame() {
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unsigned int drawFrame() {
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// dim all pixels on the display
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// dim all pixels on the display
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uint8_t dim = beatsin8(2, 170, 250);
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uint8_t dim = beatsin8(2, 170, 250);
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effects.DimAll(dim); effects.ShowFrame();
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effects.DimAll(dim);
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for (int i = 0; i < count; i++) {
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for (int i = 0; i < count; i++) {
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Boid boid = boids[i];
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Boid boid = boids[i];
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@ -66,7 +66,8 @@ public:
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boids[i] = boid;
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boids[i] = boid;
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}
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}
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return 15;
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effects.ShowFrame();
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return 0;
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}
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}
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};
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};
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73
examples/ChainedPanelsAuroraDemo/PatternBounce.h
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73
examples/ChainedPanelsAuroraDemo/PatternBounce.h
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@ -0,0 +1,73 @@
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/*
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* Aurora: https://github.com/pixelmatix/aurora
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* Copyright (c) 2014 Jason Coon
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef PatternBounce_H
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class PatternBounce : public Drawable {
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private:
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static const int count = 32;
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PVector gravity = PVector(0, 0.0125);
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public:
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PatternBounce() {
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name = (char *)"Bounce";
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}
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void start() {
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unsigned int colorWidth = 256 / count;
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for (int i = 0; i < count; i++) {
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Boid boid = Boid(i, 0);
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boid.velocity.x = 0;
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boid.velocity.y = i * -0.01;
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boid.colorIndex = colorWidth * i;
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boid.maxforce = 10;
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boid.maxspeed = 10;
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boids[i] = boid;
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}
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}
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unsigned int drawFrame() {
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// dim all pixels on the display
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effects.DimAll(170); effects.ShowFrame();
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for (int i = 0; i < count; i++) {
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Boid boid = boids[i];
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boid.applyForce(gravity);
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boid.update();
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effects.drawBackgroundFastLEDPixelCRGB(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex));
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if (boid.location.y >= VPANEL_H - 1) {
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boid.location.y = VPANEL_H - 1;
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boid.velocity.y *= -1.0;
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}
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boids[i] = boid;
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}
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return 15;
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}
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};
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#endif
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219
examples/ChainedPanelsAuroraDemo/PatternCube.h
Normal file
219
examples/ChainedPanelsAuroraDemo/PatternCube.h
Normal file
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@ -0,0 +1,219 @@
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/*
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* Aurora: https://github.com/pixelmatix/aurora
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* Copyright (c) 2014 Jason Coon
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*
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* Portions of this code are adapted from Noel Bundy's work: https://github.com/TwystNeko/Object3d
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* Copyright (c) 2014 Noel Bundy
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*
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* Portions of this code are adapted from the Petty library: https://code.google.com/p/peggy/
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* Copyright (c) 2008 Windell H Oskay. All right reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef PatternCube_H
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#define PatternCube_H
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class PatternCube : public Drawable {
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private:
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float focal = 30; // Focal of the camera
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int cubeWidth = 28; // Cube size
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float Angx = 20.0, AngxSpeed = 0.05; // rotation (angle+speed) around X-axis
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float Angy = 10.0, AngySpeed = 0.05; // rotation (angle+speed) around Y-axis
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float Ox = 15.5, Oy = 15.5; // position (x,y) of the frame center
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int zCamera = 110; // distance from cube to the eye of the camera
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// Local vertices
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Vertex local[8];
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// Camera aligned vertices
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Vertex aligned[8];
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// On-screen projected vertices
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Point screen[8];
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// Faces
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squareFace face[6];
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// Edges
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EdgePoint edge[12];
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int nbEdges;
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// ModelView matrix
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float m00, m01, m02, m10, m11, m12, m20, m21, m22;
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// constructs the cube
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void make(int w)
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{
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nbEdges = 0;
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local[0].set(-w, w, w);
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local[1].set(w, w, w);
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local[2].set(w, -w, w);
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local[3].set(-w, -w, w);
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local[4].set(-w, w, -w);
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local[5].set(w, w, -w);
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local[6].set(w, -w, -w);
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local[7].set(-w, -w, -w);
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face[0].set(1, 0, 3, 2);
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face[1].set(0, 4, 7, 3);
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face[2].set(4, 0, 1, 5);
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face[3].set(4, 5, 6, 7);
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face[4].set(1, 2, 6, 5);
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face[5].set(2, 3, 7, 6);
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int f, i;
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for (f = 0; f < 6; f++)
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{
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for (i = 0; i < face[f].length; i++)
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{
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face[f].ed[i] = this->findEdge(face[f].sommets[i], face[f].sommets[i ? i - 1 : face[f].length - 1]);
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}
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}
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}
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// finds edges from faces
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int findEdge(int a, int b)
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{
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int i;
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for (i = 0; i < nbEdges; i++)
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if ((edge[i].x == a && edge[i].y == b) || (edge[i].x == b && edge[i].y == a))
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return i;
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edge[nbEdges++].set(a, b);
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return i;
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}
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// rotates according to angle x&y
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void rotate(float angx, float angy)
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{
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int i;
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float cx = cos(angx);
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float sx = sin(angx);
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float cy = cos(angy);
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float sy = sin(angy);
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m00 = cy;
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m01 = 0;
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m02 = -sy;
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m10 = sx * sy;
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m11 = cx;
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m12 = sx * cy;
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m20 = cx * sy;
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m21 = -sx;
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m22 = cx * cy;
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for (i = 0; i < 8; i++)
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{
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aligned[i].x = m00 * local[i].x + m01 * local[i].y + m02 * local[i].z;
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aligned[i].y = m10 * local[i].x + m11 * local[i].y + m12 * local[i].z;
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aligned[i].z = m20 * local[i].x + m21 * local[i].y + m22 * local[i].z + zCamera;
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screen[i].x = floor((Ox + focal * aligned[i].x / aligned[i].z));
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screen[i].y = floor((Oy - focal * aligned[i].y / aligned[i].z));
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}
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for (i = 0; i < 12; i++)
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edge[i].visible = false;
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Point *pa, *pb, *pc;
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for (i = 0; i < 6; i++)
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{
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pa = screen + face[i].sommets[0];
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pb = screen + face[i].sommets[1];
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pc = screen + face[i].sommets[2];
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boolean back = ((pb->x - pa->x) * (pc->y - pa->y) - (pb->y - pa->y) * (pc->x - pa->x)) < 0;
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if (!back)
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{
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int j;
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for (j = 0; j < 4; j++)
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{
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edge[face[i].ed[j]].visible = true;
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}
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}
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}
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}
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byte hue = 0;
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int step = 0;
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public:
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PatternCube() {
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name = (char *)"Cube";
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make(cubeWidth);
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}
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unsigned int drawFrame() {
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uint8_t blurAmount = beatsin8(2, 10, 255);
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#if FASTLED_VERSION >= 3001000
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blur2d(effects.leds, VPANEL_W, VPANEL_H, blurAmount);
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#else
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effects.DimAll(blurAmount); effects.ShowFrame();
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#endif
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zCamera = beatsin8(2, 100, 140);
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AngxSpeed = beatsin8(3, 1, 10) / 100.0f;
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AngySpeed = beatcos8(5, 1, 10) / 100.0f;
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// Update values
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Angx += AngxSpeed;
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Angy += AngySpeed;
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if (Angx >= TWO_PI)
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Angx -= TWO_PI;
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if (Angy >= TWO_PI)
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Angy -= TWO_PI;
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rotate(Angx, Angy);
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// Draw cube
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int i;
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CRGB color = effects.ColorFromCurrentPalette(hue, 128);
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// Backface
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EdgePoint *e;
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for (i = 0; i < 12; i++)
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{
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e = edge + i;
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if (!e->visible) {
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matrix.drawLine(screen[e->x].x, screen[e->x].y, screen[e->y].x, screen[e->y].y, color);
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}
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}
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color = effects.ColorFromCurrentPalette(hue, 255);
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// Frontface
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for (i = 0; i < 12; i++)
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{
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e = edge + i;
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if (e->visible)
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{
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matrix.drawLine(screen[e->x].x, screen[e->x].y, screen[e->y].x, screen[e->y].y, color);
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}
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}
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step++;
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if (step == 8) {
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step = 0;
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hue++;
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}
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effects.ShowFrame();
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return 20;
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}
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};
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#endif
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|
@ -70,7 +70,7 @@ class PatternElectricMandala : public Drawable {
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unsigned int drawFrame() {
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unsigned int drawFrame() {
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#if FASTLED_VERSION >= 3001000
|
#if FASTLED_VERSION >= 3001000
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// a new parameter set every 15 seconds
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// a new parameter set every 15 seconds
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EVERY_N_SECONDS(25) {
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EVERY_N_SECONDS(15) {
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//SetupRandomPalette3();
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//SetupRandomPalette3();
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dy = random16(500) - 250; // random16(2000) - 1000 is pretty fast but works fine, too
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dy = random16(500) - 250; // random16(2000) - 1000 is pretty fast but works fine, too
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dx = random16(500) - 250;
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dx = random16(500) - 250;
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@ -92,13 +92,13 @@ class PatternElectricMandala : public Drawable {
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|
|
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effects.ShowFrame();
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effects.ShowFrame();
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|
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return 0;
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return 30;
|
||||||
}
|
}
|
||||||
|
|
||||||
// show just one layer
|
// show just one layer
|
||||||
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
|
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
|
||||||
for (uint8_t i = 0; i < VPANEL_W; i++) {
|
for (uint16_t i = 0; i < VPANEL_W; i++) {
|
||||||
for (uint8_t j = 0; j < VPANEL_H; j++) {
|
for (uint16_t j = 0; j < VPANEL_H; j++) {
|
||||||
|
|
||||||
uint8_t color = noise[i][j];
|
uint8_t color = noise[i][j];
|
||||||
|
|
||||||
|
@ -107,7 +107,7 @@ class PatternElectricMandala : public Drawable {
|
||||||
// assign a color depending on the actual palette
|
// assign a color depending on the actual palette
|
||||||
CRGB pixel = ColorFromPalette(effects.currentPalette, colorrepeat * (color + colorshift), bri);
|
CRGB pixel = ColorFromPalette(effects.currentPalette, colorrepeat * (color + colorshift), bri);
|
||||||
|
|
||||||
effects.leds[XY(i, j)] = pixel;
|
effects.leds[XY16(i, j)] = pixel;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,29 +1,27 @@
|
||||||
/*
|
/*
|
||||||
Aurora: https://github.com/pixelmatix/aurora
|
* Aurora: https://github.com/pixelmatix/aurora
|
||||||
Copyright (c) 2014 Jason Coon
|
* Copyright (c) 2014 Jason Coon
|
||||||
|
*
|
||||||
Portions of this code are adapted from FastLED Fire2012 example by Mark Kriegsman: https://github.com/FastLED/FastLED/tree/master/examples/Fire2012WithPalette
|
* Portions of this code are adapted from FastLED Fire2012 example by Mark Kriegsman: https://github.com/FastLED/FastLED/tree/master/examples/Fire2012WithPalette
|
||||||
Copyright (c) 2013 FastLED
|
* Copyright (c) 2013 FastLED
|
||||||
|
*
|
||||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
* 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
|
* this software and associated documentation files (the "Software"), to deal in
|
||||||
the Software without restriction, including without limitation the rights to
|
* the Software without restriction, including without limitation the rights to
|
||||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
|
* 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,
|
* the Software, and to permit persons to whom the Software is furnished to do so,
|
||||||
subject to the following conditions:
|
* subject to the following conditions:
|
||||||
|
*
|
||||||
The above copyright notice and this permission notice shall be included in all
|
* The above copyright notice and this permission notice shall be included in all
|
||||||
copies or substantial portions of the Software.
|
* copies or substantial portions of the Software.
|
||||||
|
*
|
||||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
||||||
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
* 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
|
* 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
|
* 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.
|
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
// Note: (Kosso) : Doesn't look good with certain palettes.
|
|
||||||
|
|
||||||
#ifndef PatternFire_H
|
#ifndef PatternFire_H
|
||||||
#define PatternFire_H
|
#define PatternFire_H
|
||||||
|
@ -58,7 +56,7 @@ class PatternFire : public Drawable {
|
||||||
// Add entropy to random number generator; we use a lot of it.
|
// Add entropy to random number generator; we use a lot of it.
|
||||||
random16_add_entropy( random16());
|
random16_add_entropy( random16());
|
||||||
|
|
||||||
effects.DimAll(235);
|
effects.DimAll(235);
|
||||||
|
|
||||||
for (int x = 0; x < VPANEL_W; x++) {
|
for (int x = 0; x < VPANEL_W; x++) {
|
||||||
// Step 1. Cool down every cell a little
|
// Step 1. Cool down every cell a little
|
||||||
|
@ -92,12 +90,10 @@ class PatternFire : public Drawable {
|
||||||
colorIndex = scale8(colorIndex, 200);
|
colorIndex = scale8(colorIndex, 200);
|
||||||
|
|
||||||
// override color 0 to ensure a black background?
|
// override color 0 to ensure a black background?
|
||||||
//if (colorIndex != 0) {
|
if (colorIndex != 0)
|
||||||
// effects.leds[xy] = CRGB::Black;
|
// effects.leds[xy] = CRGB::Black;
|
||||||
//}
|
// else
|
||||||
//else {
|
|
||||||
effects.leds[xy] = effects.ColorFromCurrentPalette(colorIndex);
|
effects.leds[xy] = effects.ColorFromCurrentPalette(colorIndex);
|
||||||
//}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -109,9 +105,10 @@ class PatternFire : public Drawable {
|
||||||
noise_scale_y = 4000;
|
noise_scale_y = 4000;
|
||||||
effects.FillNoise();
|
effects.FillNoise();
|
||||||
|
|
||||||
// effects.MoveX(2);
|
effects.MoveX(2);
|
||||||
effects.MoveFractionalNoiseX(2);
|
effects.MoveFractionalNoiseX(2);
|
||||||
|
|
||||||
|
|
||||||
effects.ShowFrame();
|
effects.ShowFrame();
|
||||||
|
|
||||||
return 15;
|
return 15;
|
||||||
|
|
|
@ -26,7 +26,7 @@
|
||||||
|
|
||||||
class PatternIncrementalDrift : public Drawable {
|
class PatternIncrementalDrift : public Drawable {
|
||||||
public:
|
public:
|
||||||
PatternIncrementalDrift() {
|
PatternIncrementalDrift() {
|
||||||
name = (char *)"Incremental Drift";
|
name = (char *)"Incremental Drift";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
64
examples/ChainedPanelsAuroraDemo/PatternIncrementalDrift2.h
Normal file
64
examples/ChainedPanelsAuroraDemo/PatternIncrementalDrift2.h
Normal file
|
@ -0,0 +1,64 @@
|
||||||
|
/*
|
||||||
|
*
|
||||||
|
* Aurora: https://github.com/pixelmatix/aurora
|
||||||
|
* Copyright (c) 2014 Jason Coon
|
||||||
|
*
|
||||||
|
* 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 PatternIncrementalDrift2_H
|
||||||
|
#define PatternIncrementalDrift2_H
|
||||||
|
|
||||||
|
class PatternIncrementalDrift2 : public Drawable {
|
||||||
|
public:
|
||||||
|
PatternIncrementalDrift2() {
|
||||||
|
name = (char *)"Incremental Drift Rose";
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int drawFrame() {
|
||||||
|
uint8_t dim = beatsin8(2, 170, 250);
|
||||||
|
effects.DimAll(dim); effects.ShowFrame();
|
||||||
|
|
||||||
|
for (int i = 2; i < VPANEL_H / 2; ++i)
|
||||||
|
//for (uint8_t i = 0; i < 32; i++)
|
||||||
|
{
|
||||||
|
CRGB color;
|
||||||
|
|
||||||
|
uint8_t x = 0;
|
||||||
|
uint8_t y = 0;
|
||||||
|
|
||||||
|
if (i < 16) {
|
||||||
|
x = beatcos8((i + 1) * 2, i, VPANEL_W - i);
|
||||||
|
y = beatsin8((i + 1) * 2, i, VPANEL_H - i);
|
||||||
|
color = effects.ColorFromCurrentPalette(i * 14);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
x = beatsin8((32 - i) * 2, VPANEL_W - i, i + 1);
|
||||||
|
y = beatcos8((32 - i) * 2, VPANEL_H - i, i + 1);
|
||||||
|
color = effects.ColorFromCurrentPalette((31 - i) * 14);
|
||||||
|
}
|
||||||
|
|
||||||
|
effects.drawBackgroundFastLEDPixelCRGB(x, y, color);
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
|
@ -31,7 +31,9 @@ public:
|
||||||
unsigned int drawFrame() {
|
unsigned int drawFrame() {
|
||||||
// dim all pixels on the display slightly
|
// dim all pixels on the display slightly
|
||||||
// to 250/255 (98%) of their current brightness
|
// to 250/255 (98%) of their current brightness
|
||||||
effects.DimAll(250); effects.ShowFrame();
|
blur2d(effects.leds, VPANEL_W > 255 ? 255 : VPANEL_W, VPANEL_H > 255 ? 255 : VPANEL_H, 250);
|
||||||
|
// effects.DimAll(250); effects.ShowFrame();
|
||||||
|
|
||||||
|
|
||||||
// the Effects class has some sample oscillators
|
// the Effects class has some sample oscillators
|
||||||
// that move from 0 to 255 at different speeds
|
// 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
|
// draw a pixel at x,y using a color from the current palette
|
||||||
effects.Pixel(x, y, hue);
|
effects.Pixel(x, y, hue);
|
||||||
|
|
||||||
return 15;
|
effects.ShowFrame();
|
||||||
|
return 30;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
154
examples/ChainedPanelsAuroraDemo/PatternInvaders.h
Normal file
154
examples/ChainedPanelsAuroraDemo/PatternInvaders.h
Normal file
|
@ -0,0 +1,154 @@
|
||||||
|
/*
|
||||||
|
* Aurora: https://github.com/pixelmatix/aurora
|
||||||
|
* Copyright (c) 2014 Jason Coon
|
||||||
|
*
|
||||||
|
* Inspired by 'Space Invader Generator': https://the8bitpimp.wordpress.com/2013/05/07/space-invader-generator
|
||||||
|
*
|
||||||
|
* 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 PatternInvaders_H
|
||||||
|
#define PatternInvaders_H
|
||||||
|
|
||||||
|
class PatternInvadersSmall : public Drawable {
|
||||||
|
private:
|
||||||
|
uint8_t x = 1;
|
||||||
|
uint8_t y = 1;
|
||||||
|
|
||||||
|
public:
|
||||||
|
PatternInvadersSmall() {
|
||||||
|
name = (char *)"Invaders Small";
|
||||||
|
}
|
||||||
|
|
||||||
|
void start() {
|
||||||
|
matrix.fillScreen(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int drawFrame() {
|
||||||
|
CRGB color1 = effects.ColorFromCurrentPalette(random(0, 255));
|
||||||
|
|
||||||
|
for (int i = 0; i < 3; i++) {
|
||||||
|
for (int j = 0; j < 5; j++) {
|
||||||
|
CRGB color = CRGB::Black;
|
||||||
|
|
||||||
|
if (random(0, 2) == 1) color = color1;
|
||||||
|
|
||||||
|
effects.drawBackgroundFastLEDPixelCRGB(x + i, y + j, color);
|
||||||
|
|
||||||
|
if (i < 2)
|
||||||
|
effects.drawBackgroundFastLEDPixelCRGB(x + (4 - i), y + j, color);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
x += 6;
|
||||||
|
if (x > 25) {
|
||||||
|
x = 1;
|
||||||
|
y += 6;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (y > 25) y = x = 1;
|
||||||
|
|
||||||
|
effects.ShowFrame();
|
||||||
|
|
||||||
|
return 125;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
class PatternInvadersMedium : public Drawable {
|
||||||
|
private:
|
||||||
|
uint8_t x = 0;
|
||||||
|
uint8_t y = 0;
|
||||||
|
|
||||||
|
public:
|
||||||
|
PatternInvadersMedium() {
|
||||||
|
name = (char *)"Invaders Medium";
|
||||||
|
}
|
||||||
|
|
||||||
|
void start() {
|
||||||
|
matrix.fillScreen(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int drawFrame() {
|
||||||
|
CRGB color1 = effects.ColorFromCurrentPalette(random(0, 255));
|
||||||
|
|
||||||
|
for (int i = 0; i < 3; i++) {
|
||||||
|
for (int j = 0; j < 5; j++) {
|
||||||
|
CRGB color = CRGB::Black;
|
||||||
|
|
||||||
|
if (random(0, 2) == 1) color = color1;
|
||||||
|
|
||||||
|
matrix.fillRect(x + (i * 2), y + (j * 2), x + (i * 2 + 1), y + (j * 2 + 1), color);
|
||||||
|
|
||||||
|
if (i < 2)
|
||||||
|
matrix.fillRect(x + (8 - i * 2), y + (j * 2), x + (9 - i * 2), y + (j * 2 + 1), color);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
x += 11;
|
||||||
|
if (x > 22) {
|
||||||
|
x = 0;
|
||||||
|
y += 11;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (y > 22) y = x = 0;
|
||||||
|
|
||||||
|
effects.ShowFrame();
|
||||||
|
|
||||||
|
return 500;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
class PatternInvadersLarge : public Drawable {
|
||||||
|
private:
|
||||||
|
|
||||||
|
public:
|
||||||
|
PatternInvadersLarge() {
|
||||||
|
name = (char *)"Invaders Large";
|
||||||
|
}
|
||||||
|
|
||||||
|
void start() {
|
||||||
|
matrix.fillScreen(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int drawFrame() {
|
||||||
|
matrix.fillScreen(0);
|
||||||
|
|
||||||
|
CRGB color1 = effects.ColorFromCurrentPalette(random(0, 255));
|
||||||
|
|
||||||
|
for (int x = 0; x < 3; x++) {
|
||||||
|
for (int y = 0; y < 5; y++) {
|
||||||
|
CRGB color = CRGB::Black;
|
||||||
|
|
||||||
|
if (random(0, 2) == 1) {
|
||||||
|
color = color1;
|
||||||
|
}
|
||||||
|
|
||||||
|
matrix.fillRect(1 + x * 6, 1 + y * 6, 5 + x * 6, 5 + y * 6, color);
|
||||||
|
|
||||||
|
if (x < 2)
|
||||||
|
matrix.fillRect(1 + (4 - x) * 6, 1 + y * 6, 5 + (4 - x) * 6, 5 + y * 6, color);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
effects.ShowFrame();
|
||||||
|
|
||||||
|
return 2000;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
|
@ -246,7 +246,7 @@ public:
|
||||||
if (algorithm >= algorithmCount)
|
if (algorithm >= algorithmCount)
|
||||||
algorithm = 0;
|
algorithm = 0;
|
||||||
|
|
||||||
return 1000;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
effects.ShowFrame();
|
effects.ShowFrame();
|
||||||
|
@ -255,7 +255,7 @@ public:
|
||||||
}
|
}
|
||||||
|
|
||||||
void start() {
|
void start() {
|
||||||
matrix.fillScreen(0);
|
effects.ClearFrame();
|
||||||
cellCount = 0;
|
cellCount = 0;
|
||||||
hue = 0;
|
hue = 0;
|
||||||
}
|
}
|
||||||
|
|
|
@ -40,9 +40,9 @@ public:
|
||||||
|
|
||||||
unsigned int drawFrame() {
|
unsigned int drawFrame() {
|
||||||
|
|
||||||
for (byte x = 0; x < VPANEL_W; x++) {
|
for (uint16_t x = 0; x < VPANEL_W; x++) {
|
||||||
for (byte y = 0; y < VPANEL_H; y++) {
|
for (uint16_t y = 0; y < VPANEL_H; y++) {
|
||||||
effects.leds[XY(x, y)] = (x ^ y ^ flip) < count ? effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) : CRGB::Black;
|
effects.leds[XY16(x, y)] = (x ^ y ^ flip) < count ? effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) : CRGB::Black;
|
||||||
|
|
||||||
// The below is more pleasant
|
// The below is more pleasant
|
||||||
// effects.leds[XY(x, y)] = effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) ;
|
// effects.leds[XY(x, y)] = effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) ;
|
||||||
|
@ -66,7 +66,6 @@ public:
|
||||||
|
|
||||||
// show it ffs!
|
// show it ffs!
|
||||||
effects.ShowFrame();
|
effects.ShowFrame();
|
||||||
|
|
||||||
return 60;
|
return 60;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
|
@ -65,10 +65,10 @@ public:
|
||||||
effects.FillNoise();
|
effects.FillNoise();
|
||||||
|
|
||||||
effects.MoveX(8);
|
effects.MoveX(8);
|
||||||
// effects.MoveFractionalNoiseX();
|
effects.MoveFractionalNoiseX();
|
||||||
|
|
||||||
effects.MoveY(8);
|
effects.MoveY(8);
|
||||||
// effects.MoveFractionalNoiseY();
|
effects.MoveFractionalNoiseY();
|
||||||
|
|
||||||
patternNoiseSmearingHue++;
|
patternNoiseSmearingHue++;
|
||||||
|
|
||||||
|
@ -103,10 +103,10 @@ public:
|
||||||
effects.FillNoise();
|
effects.FillNoise();
|
||||||
|
|
||||||
effects.MoveX(3);
|
effects.MoveX(3);
|
||||||
// effects.MoveFractionalNoiseY(4);
|
effects.MoveFractionalNoiseY(4);
|
||||||
|
|
||||||
effects.MoveY(3);
|
effects.MoveY(3);
|
||||||
//effects.MoveFractionalNoiseX(4);
|
effects.MoveFractionalNoiseX(4);
|
||||||
|
|
||||||
patternNoiseSmearingHue++;
|
patternNoiseSmearingHue++;
|
||||||
|
|
||||||
|
@ -137,10 +137,10 @@ public:
|
||||||
effects.FillNoise();
|
effects.FillNoise();
|
||||||
|
|
||||||
effects.MoveX(3);
|
effects.MoveX(3);
|
||||||
// effects.MoveFractionalNoiseY(4);
|
effects.MoveFractionalNoiseY(4);
|
||||||
|
|
||||||
effects.MoveY(3);
|
effects.MoveY(3);
|
||||||
// effects.MoveFractionalNoiseX(4);
|
effects.MoveFractionalNoiseX(4);
|
||||||
|
|
||||||
effects.ShowFrame();
|
effects.ShowFrame();
|
||||||
|
|
||||||
|
@ -170,10 +170,10 @@ public:
|
||||||
effects.FillNoise();
|
effects.FillNoise();
|
||||||
|
|
||||||
effects.MoveX(8);
|
effects.MoveX(8);
|
||||||
// effects.MoveFractionalNoiseX();
|
effects.MoveFractionalNoiseX();
|
||||||
|
|
||||||
effects.MoveY(8);
|
effects.MoveY(8);
|
||||||
// effects.MoveFractionalNoiseY();
|
effects.MoveFractionalNoiseY();
|
||||||
|
|
||||||
patternNoiseSmearingHue++;
|
patternNoiseSmearingHue++;
|
||||||
|
|
||||||
|
@ -206,10 +206,10 @@ public:
|
||||||
effects.FillNoise();
|
effects.FillNoise();
|
||||||
|
|
||||||
effects.MoveX(3);
|
effects.MoveX(3);
|
||||||
// effects.MoveFractionalNoiseY(4);
|
effects.MoveFractionalNoiseY(4);
|
||||||
|
|
||||||
effects.MoveY(4);
|
effects.MoveY(4);
|
||||||
// effects.MoveFractionalNoiseX(4);
|
effects.MoveFractionalNoiseX(4);
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -241,10 +241,10 @@ public:
|
||||||
effects.FillNoise();
|
effects.FillNoise();
|
||||||
|
|
||||||
effects.MoveX(3);
|
effects.MoveX(3);
|
||||||
// effects.MoveFractionalNoiseX(4);
|
effects.MoveFractionalNoiseX(4);
|
||||||
|
|
||||||
effects.MoveY(3);
|
effects.MoveY(3);
|
||||||
//effects.MoveFractionalNoiseY(4);
|
effects.MoveFractionalNoiseY(4);
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -261,8 +261,8 @@ public:
|
||||||
effects.DimAll(170); effects.ShowFrame();
|
effects.DimAll(170); effects.ShowFrame();
|
||||||
|
|
||||||
// draw a rainbow color palette
|
// draw a rainbow color palette
|
||||||
for (uint8_t y = 0; y < MATRIX_HEIGHT; y++) {
|
for (uint8_t y = 0; y < VPANEL_H; y++) {
|
||||||
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
|
for (uint8_t x = 0; x < VPANEL_W; x++) {
|
||||||
effects.leds[XY(x, y)] += effects.ColorFromCurrentPalette(x * 8, y * 8 + 7);
|
effects.leds[XY(x, y)] += effects.ColorFromCurrentPalette(x * 8, y * 8 + 7);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -280,7 +280,7 @@ public:
|
||||||
//effects.MoveFractionalNoiseY(4);
|
//effects.MoveFractionalNoiseY(4);
|
||||||
|
|
||||||
effects.MoveY(3);
|
effects.MoveY(3);
|
||||||
// effects.MoveFractionalNoiseX(4);
|
effects.MoveFractionalNoiseX(4);
|
||||||
effects.ShowFrame();
|
effects.ShowFrame();
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -327,10 +327,10 @@ public:
|
||||||
effects.FillNoise();
|
effects.FillNoise();
|
||||||
|
|
||||||
effects.MoveX(3);
|
effects.MoveX(3);
|
||||||
// effects.MoveFractionalNoiseY(4);
|
effects.MoveFractionalNoiseY(4);
|
||||||
|
|
||||||
effects.MoveY(3);
|
effects.MoveY(3);
|
||||||
// effects.MoveFractionalNoiseX(4);
|
effects.MoveFractionalNoiseX(4);
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
|
@ -34,6 +34,12 @@
|
||||||
#ifndef PatternPendulumWave_H
|
#ifndef PatternPendulumWave_H
|
||||||
#define PatternPendulumWave_H
|
#define PatternPendulumWave_H
|
||||||
|
|
||||||
|
#define WAVE_BPM 25
|
||||||
|
#define AMP_BPM 2
|
||||||
|
#define SKEW_BPM 4
|
||||||
|
#define WAVE_TIMEMINSKEW VPANEL_W/8
|
||||||
|
#define WAVE_TIMEMAXSKEW VPANEL_W/2
|
||||||
|
|
||||||
class PatternPendulumWave : public Drawable {
|
class PatternPendulumWave : public Drawable {
|
||||||
public:
|
public:
|
||||||
PatternPendulumWave() {
|
PatternPendulumWave() {
|
||||||
|
@ -41,15 +47,19 @@ class PatternPendulumWave : public Drawable {
|
||||||
}
|
}
|
||||||
|
|
||||||
unsigned int drawFrame() {
|
unsigned int drawFrame() {
|
||||||
effects.DimAll(170); effects.ShowFrame();
|
effects.ClearFrame();
|
||||||
|
|
||||||
for (int x = 0; x < VPANEL_W; x++)
|
for (int x = 0; x < VPANEL_W; ++x)
|
||||||
{
|
{
|
||||||
uint8_t y = beatsin8(x + VPANEL_W, 0, VPANEL_H);
|
uint16_t amp = beatsin16(AMP_BPM, VPANEL_H/8, VPANEL_H-1);
|
||||||
|
uint16_t offset = (VPANEL_H - beatsin16(AMP_BPM, 0, VPANEL_H))/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));
|
effects.drawBackgroundFastLEDPixelCRGB(x, y, effects.ColorFromCurrentPalette(x * 7));
|
||||||
}
|
}
|
||||||
|
effects.ShowFrame();
|
||||||
return 15;
|
return 20;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
82
examples/ChainedPanelsAuroraDemo/PatternPulse.h
Normal file
82
examples/ChainedPanelsAuroraDemo/PatternPulse.h
Normal file
|
@ -0,0 +1,82 @@
|
||||||
|
/*
|
||||||
|
* Aurora: https://github.com/pixelmatix/aurora
|
||||||
|
* Copyright (c) 2014 Jason Coon
|
||||||
|
*
|
||||||
|
* Based at least in part on someone else's work that I can no longer find.
|
||||||
|
* Please let me know if you recognize any of this code!
|
||||||
|
*
|
||||||
|
* 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 PatternPulse_H
|
||||||
|
#define PatternPulse_H
|
||||||
|
|
||||||
|
class PatternPulse : public Drawable {
|
||||||
|
private:
|
||||||
|
int hue;
|
||||||
|
int centerX = 0;
|
||||||
|
int centerY = 0;
|
||||||
|
int step = -1;
|
||||||
|
int maxSteps = 16;
|
||||||
|
float fadeRate = 0.8;
|
||||||
|
int diff;
|
||||||
|
|
||||||
|
public:
|
||||||
|
PatternPulse() {
|
||||||
|
name = (char *)"Pulse";
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int drawFrame() {
|
||||||
|
effects.DimAll(235);
|
||||||
|
|
||||||
|
if (step == -1) {
|
||||||
|
centerX = random(32);
|
||||||
|
centerY = random(32);
|
||||||
|
hue = random(256); // 170;
|
||||||
|
step = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (step == 0) {
|
||||||
|
matrix.drawCircle(centerX, centerY, step, effects.ColorFromCurrentPalette(hue));
|
||||||
|
step++;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
if (step < maxSteps) {
|
||||||
|
// initial pulse
|
||||||
|
matrix.drawCircle(centerX, centerY, step, effects.ColorFromCurrentPalette(hue, pow(fadeRate, step - 2) * 255));
|
||||||
|
|
||||||
|
// secondary pulse
|
||||||
|
if (step > 3) {
|
||||||
|
matrix.drawCircle(centerX, centerY, step - 3, effects.ColorFromCurrentPalette(hue, pow(fadeRate, step - 2) * 255));
|
||||||
|
}
|
||||||
|
step++;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
step = -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
effects.standardNoiseSmearing();
|
||||||
|
|
||||||
|
effects.ShowFrame();
|
||||||
|
|
||||||
|
return 30;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
|
@ -60,17 +60,17 @@ class PatternSimplexNoise : public Drawable {
|
||||||
|
|
||||||
effects.ShowFrame();
|
effects.ShowFrame();
|
||||||
|
|
||||||
return 0;
|
return 30;
|
||||||
}
|
}
|
||||||
|
|
||||||
// show just one layer
|
// show just one layer
|
||||||
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
|
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
|
||||||
for (uint8_t i = 0; i < VPANEL_W; i++) {
|
for (uint16_t i = 0; i < VPANEL_W; i++) {
|
||||||
for (uint8_t j = 0; j < VPANEL_H; j++) {
|
for (uint16_t j = 0; j < VPANEL_H; j++) {
|
||||||
uint8_t pixel = noise[i][j];
|
uint8_t pixel = noise[i][j];
|
||||||
|
|
||||||
// assign a color depending on the actual palette
|
// 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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -101,7 +101,7 @@ private:
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
static const int snakeCount = 40;
|
static const int snakeCount = 6;
|
||||||
Snake snakes[snakeCount];
|
Snake snakes[snakeCount];
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
113
examples/ChainedPanelsAuroraDemo/PatternSpark.h
Normal file
113
examples/ChainedPanelsAuroraDemo/PatternSpark.h
Normal file
|
@ -0,0 +1,113 @@
|
||||||
|
/*
|
||||||
|
* Aurora: https://github.com/pixelmatix/aurora
|
||||||
|
* Copyright (c) 2014 Jason Coon
|
||||||
|
*
|
||||||
|
* Portions of this code are adapted from FastLED Fire2012 example by Mark Kriegsman: https://github.com/FastLED/FastLED/tree/master/examples/Fire2012WithPalette
|
||||||
|
* Copyright (c) 2013 FastLED
|
||||||
|
*
|
||||||
|
* 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 PatternSpark_H
|
||||||
|
#define PatternSpark_H
|
||||||
|
|
||||||
|
class PatternSpark : public Drawable {
|
||||||
|
private:
|
||||||
|
|
||||||
|
public:
|
||||||
|
PatternSpark() {
|
||||||
|
name = (char *)"Spark";
|
||||||
|
}
|
||||||
|
|
||||||
|
// There are two main parameters you can play with to control the look and
|
||||||
|
// feel of your fire: COOLING (used in step 1 above), and SPARKING (used
|
||||||
|
// in step 3 above).
|
||||||
|
//
|
||||||
|
// COOLING: How much does the air cool as it rises?
|
||||||
|
// Less cooling = taller flames. More cooling = shorter flames.
|
||||||
|
// Default 55, suggested range 20-100
|
||||||
|
uint8_t cooling = 100;
|
||||||
|
|
||||||
|
// SPARKING: What chance (out of 255) is there that a new spark will be lit?
|
||||||
|
// Higher chance = more roaring fire. Lower chance = more flickery fire.
|
||||||
|
// Default 120, suggested range 50-200.
|
||||||
|
uint8_t sparking = 50;
|
||||||
|
|
||||||
|
unsigned int drawFrame() {
|
||||||
|
// Add entropy to random number generator; we use a lot of it.
|
||||||
|
random16_add_entropy( random16());
|
||||||
|
|
||||||
|
effects.DimAll(235); effects.ShowFrame();
|
||||||
|
|
||||||
|
for (uint8_t x = 0; x < VPANEL_W; x++) {
|
||||||
|
// Step 1. Cool down every cell a little
|
||||||
|
for (int y = 0; y < VPANEL_H; y++) {
|
||||||
|
int xy = XY(x, y);
|
||||||
|
heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / VPANEL_H) + 2));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Step 2. Heat from each cell drifts 'up' and diffuses a little
|
||||||
|
for (int y = 0; y < VPANEL_H; y++) {
|
||||||
|
heat[XY(x, y)] = (heat[XY(x, y + 1)] + heat[XY(x, y + 2)] + heat[XY(x, y + 2)]) / 3;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Step 2. Randomly ignite new 'sparks' of heat
|
||||||
|
if (random8() < sparking) {
|
||||||
|
uint8_t xt = random8(MATRIX_CENTRE_X - 2, MATRIX_CENTER_X + 3);
|
||||||
|
|
||||||
|
int xy = XY(xt, VPANEL_H - 1);
|
||||||
|
heat[xy] = qadd8(heat[xy], random8(160, 255));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Step 4. Map from heat cells to LED colors
|
||||||
|
for (int y = 0; y < VPANEL_H; y++) {
|
||||||
|
int xy = XY(x, y);
|
||||||
|
byte colorIndex = heat[xy];
|
||||||
|
|
||||||
|
// Recommend that you use values 0-240 rather than
|
||||||
|
// the usual 0-255, as the last 15 colors will be
|
||||||
|
// 'wrapping around' from the hot end to the cold end,
|
||||||
|
// which looks wrong.
|
||||||
|
colorIndex = scale8(colorIndex, 240);
|
||||||
|
|
||||||
|
// override color 0 to ensure a black background?
|
||||||
|
if (colorIndex != 0)
|
||||||
|
// effects.leds[xy] = CRGB::Black;
|
||||||
|
// else
|
||||||
|
effects.leds[xy] = effects.ColorFromCurrentPalette(colorIndex);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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.ShowFrame();
|
||||||
|
|
||||||
|
return 15;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
100
examples/ChainedPanelsAuroraDemo/PatternSpin.h
Normal file
100
examples/ChainedPanelsAuroraDemo/PatternSpin.h
Normal file
|
@ -0,0 +1,100 @@
|
||||||
|
/*
|
||||||
|
* Aurora: https://github.com/pixelmatix/aurora
|
||||||
|
* Copyright (c) 2014 Jason Coon
|
||||||
|
*
|
||||||
|
* 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 PatternSpin_H
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
class PatternSpin : public Drawable {
|
||||||
|
public:
|
||||||
|
PatternSpin() {
|
||||||
|
name = (char *)"Spin";
|
||||||
|
}
|
||||||
|
|
||||||
|
float degrees = 0;
|
||||||
|
float radius = 16;
|
||||||
|
|
||||||
|
float speedStart = 1;
|
||||||
|
float velocityStart = 0.6;
|
||||||
|
|
||||||
|
float maxSpeed = 30;
|
||||||
|
|
||||||
|
float speed = speedStart;
|
||||||
|
float velocity = velocityStart;
|
||||||
|
|
||||||
|
void start() {
|
||||||
|
speed = speedStart;
|
||||||
|
velocity = velocityStart;
|
||||||
|
degrees = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int drawFrame() {
|
||||||
|
effects.DimAll(190); effects.ShowFrame();
|
||||||
|
|
||||||
|
CRGB color = effects.ColorFromCurrentPalette(speed * 8);
|
||||||
|
|
||||||
|
// start position
|
||||||
|
int x;
|
||||||
|
int y;
|
||||||
|
|
||||||
|
// target position
|
||||||
|
float targetDegrees = degrees + speed;
|
||||||
|
float targetRadians = radians(targetDegrees);
|
||||||
|
int targetX = (int) (MATRIX_CENTER_X + radius * cos(targetRadians));
|
||||||
|
int targetY = (int) (MATRIX_CENTER_Y - radius * sin(targetRadians));
|
||||||
|
|
||||||
|
float tempDegrees = degrees;
|
||||||
|
|
||||||
|
do{
|
||||||
|
float radians = radians(tempDegrees);
|
||||||
|
x = (int) (MATRIX_CENTER_X + radius * cos(radians));
|
||||||
|
y = (int) (MATRIX_CENTER_Y - radius * sin(radians));
|
||||||
|
|
||||||
|
effects.drawBackgroundFastLEDPixelCRGB(x, y, color);
|
||||||
|
effects.drawBackgroundFastLEDPixelCRGB(y, x, color);
|
||||||
|
|
||||||
|
tempDegrees += 1;
|
||||||
|
if (tempDegrees >= 360)
|
||||||
|
tempDegrees = 0;
|
||||||
|
} while (x != targetX || y != targetY);
|
||||||
|
|
||||||
|
degrees += speed;
|
||||||
|
|
||||||
|
// add velocity to the particle each pass around the accelerator
|
||||||
|
if (degrees >= 360) {
|
||||||
|
degrees = 0;
|
||||||
|
speed += velocity;
|
||||||
|
if (speed <= speedStart) {
|
||||||
|
speed = speedStart;
|
||||||
|
velocity *= -1;
|
||||||
|
}
|
||||||
|
else if (speed > maxSpeed){
|
||||||
|
speed = maxSpeed - velocity;
|
||||||
|
velocity *= -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
|
@ -37,7 +37,7 @@ class PatternSpiro : public Drawable {
|
||||||
|
|
||||||
uint8_t spirocount = 1;
|
uint8_t spirocount = 1;
|
||||||
uint8_t spirooffset = 256 / spirocount;
|
uint8_t spirooffset = 256 / spirocount;
|
||||||
boolean spiroincrement = false;
|
boolean spiroincrement = true;
|
||||||
|
|
||||||
boolean handledChange = false;
|
boolean handledChange = false;
|
||||||
|
|
||||||
|
@ -46,8 +46,12 @@ class PatternSpiro : public Drawable {
|
||||||
name = (char *)"Spiro";
|
name = (char *)"Spiro";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void start(){
|
||||||
|
effects.ClearFrame();
|
||||||
|
};
|
||||||
|
|
||||||
unsigned int drawFrame() {
|
unsigned int drawFrame() {
|
||||||
effects.DimAll(254); effects.ShowFrame();
|
blur2d(effects.leds, VPANEL_W > 255 ? 255 : VPANEL_W, VPANEL_H > 255 ? 255 : VPANEL_H, 192);
|
||||||
|
|
||||||
boolean change = false;
|
boolean change = false;
|
||||||
|
|
||||||
|
@ -100,6 +104,7 @@ class PatternSpiro : public Drawable {
|
||||||
hueoffset += 1;
|
hueoffset += 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
effects.ShowFrame();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
|
@ -36,6 +36,7 @@ class PatternSwirl : public Drawable {
|
||||||
}
|
}
|
||||||
|
|
||||||
void start() {
|
void start() {
|
||||||
|
effects.ClearFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
unsigned int drawFrame() {
|
unsigned int drawFrame() {
|
||||||
|
@ -46,24 +47,25 @@ class PatternSwirl : public Drawable {
|
||||||
uint8_t blurAmount = beatsin8(2, 10, 255);
|
uint8_t blurAmount = beatsin8(2, 10, 255);
|
||||||
|
|
||||||
#if FASTLED_VERSION >= 3001000
|
#if FASTLED_VERSION >= 3001000
|
||||||
blur2d(effects.leds, VPANEL_W, VPANEL_H, blurAmount);
|
blur2d(effects.leds, VPANEL_W > 255 ? 255 : VPANEL_W, VPANEL_H > 255 ? 255 : VPANEL_H, blurAmount);
|
||||||
#else
|
#else
|
||||||
effects.DimAll(blurAmount);
|
effects.DimAll(blurAmount);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Use two out-of-sync sine waves
|
// Use two out-of-sync sine waves
|
||||||
uint8_t i = beatsin8(27, borderWidth, VPANEL_H - borderWidth);
|
uint8_t i = beatsin8(256/VPANEL_H, borderWidth, VPANEL_W - borderWidth);
|
||||||
uint8_t j = beatsin8(41, borderWidth, VPANEL_W - borderWidth);
|
uint8_t j = beatsin8(2048/VPANEL_W, borderWidth, VPANEL_H - borderWidth);
|
||||||
|
|
||||||
// Also calculate some reflections
|
// Also calculate some reflections
|
||||||
uint8_t ni = (VPANEL_W - 1) - i;
|
uint8_t ni = (VPANEL_W - 1) - i;
|
||||||
uint8_t nj = (VPANEL_W - 1) - j;
|
uint8_t nj = (VPANEL_H - 1) - j;
|
||||||
|
|
||||||
// The color of each point shifts over time, each at a different speed.
|
// The color of each point shifts over time, each at a different speed.
|
||||||
uint16_t ms = millis();
|
uint16_t ms = millis();
|
||||||
effects.leds[XY(i, j)] += effects.ColorFromCurrentPalette(ms / 11);
|
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(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(i, nj)] += effects.ColorFromCurrentPalette(ms / 37);
|
||||||
effects.leds[XY(ni, j)] += effects.ColorFromCurrentPalette(ms / 41);
|
effects.leds[XY(ni, j)] += effects.ColorFromCurrentPalette(ms / 41);
|
||||||
|
|
||||||
|
|
20
examples/ChainedPanelsAuroraDemo/PatternTest.h
Normal file
20
examples/ChainedPanelsAuroraDemo/PatternTest.h
Normal file
|
@ -0,0 +1,20 @@
|
||||||
|
|
||||||
|
#ifndef PatternTest_H
|
||||||
|
#define PatternTest_H
|
||||||
|
|
||||||
|
class PatternTest : public Drawable {
|
||||||
|
private:
|
||||||
|
|
||||||
|
public:
|
||||||
|
PatternTest() {
|
||||||
|
name = (char *)"Test Pattern";
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int drawFrame() {
|
||||||
|
|
||||||
|
matrix.fillScreen(matrix.color565(128, 0, 0));
|
||||||
|
return 1000;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif
|
|
@ -34,52 +34,75 @@
|
||||||
*
|
*
|
||||||
* Commented out patterns are due to the fact they either didn't work properly with a non-square display,
|
* Commented out patterns are due to the fact they either didn't work properly with a non-square display,
|
||||||
* or from my personal opinion, are crap.
|
* or from my personal opinion, are crap.
|
||||||
*
|
|
||||||
* Kosso: I have removed the crappy ones and added a less crappy (and working!) Fire demo ;)
|
|
||||||
*
|
|
||||||
*/
|
*/
|
||||||
#include "PaletteFireKoz.h" // Added by Kosso
|
|
||||||
#include "PatternFireKoz.h" // Added by Kosso
|
#include "PatternTest.h"
|
||||||
|
//#include "PatternNoiseSmearing.h" // Doesn't seem to work, omitting.
|
||||||
#include "PatternSpiro.h"
|
#include "PatternSpiro.h"
|
||||||
#include "PatternRadar.h"
|
#include "PatternRadar.h"
|
||||||
#include "PatternSwirl.h"
|
#include "PatternSwirl.h"
|
||||||
#include "PatternPendulumWave.h"
|
#include "PatternPendulumWave.h"
|
||||||
#include "PatternFlowField.h"
|
#include "PatternFlowField.h"
|
||||||
#include "PatternIncrementalDrift.h"
|
#include "PatternIncrementalDrift.h"
|
||||||
|
#include "PatternIncrementalDrift2.h" // Doesn't seem to work, omitting.
|
||||||
#include "PatternMunch.h"
|
#include "PatternMunch.h"
|
||||||
#include "PatternElectricMandala.h"
|
#include "PatternElectricMandala.h"
|
||||||
|
//#include "PatternSpin.h" // Doesn't seem to work, omitting.
|
||||||
#include "PatternSimplexNoise.h"
|
#include "PatternSimplexNoise.h"
|
||||||
#include "PatternWave.h"
|
#include "PatternWave.h"
|
||||||
#include "PatternAttract.h"
|
#include "PatternAttract.h"
|
||||||
|
//#include "PatternBounce.h" // Doesn't seem to work, omitting.
|
||||||
#include "PatternFlock.h"
|
#include "PatternFlock.h"
|
||||||
#include "PatternInfinity.h"
|
#include "PatternInfinity.h"
|
||||||
#include "PatternPlasma.h"
|
#include "PatternPlasma.h"
|
||||||
#include "PatternSnake.h"
|
#include "PatternSnake.h"
|
||||||
#include "PatternFire.h" // Not very good.
|
#include "PatternInvaders.h"
|
||||||
|
//#include "PatternCube.h" // Doesn't seem to work, omitting.
|
||||||
|
//#include "PatternFire.h" // Doesn't seem to work, omitting.
|
||||||
#include "PatternLife.h"
|
#include "PatternLife.h"
|
||||||
#include "PatternMaze.h"
|
#include "PatternMaze.h"
|
||||||
|
//#include "PatternPulse.h" // Doesn't seem to work, omitting.
|
||||||
|
//#include "PatternSpark.h" // Doesn't seem to work, omitting.
|
||||||
#include "PatternSpiral.h"
|
#include "PatternSpiral.h"
|
||||||
|
|
||||||
|
|
||||||
class Patterns : public Playlist {
|
class Patterns : public Playlist {
|
||||||
private:
|
private:
|
||||||
PatternFireKoz fireKoz;
|
PatternTest patternTest;
|
||||||
|
// PatternRainbowFlag rainbowFlag; // doesn't work
|
||||||
|
// PatternPaletteSmear paletteSmear;
|
||||||
|
// PatternMultipleStream multipleStream; // doesn't work
|
||||||
|
// PatternMultipleStream2 multipleStream2; // doesn't work
|
||||||
|
// PatternMultipleStream3 multipleStream3; // doesn't work
|
||||||
|
// PatternMultipleStream4 multipleStream4; // doesn't work
|
||||||
|
// PatternMultipleStream5 multipleStream5; // doesn't work
|
||||||
|
// PatternMultipleStream8 multipleStream8; // doesn't work
|
||||||
PatternSpiro spiro;
|
PatternSpiro spiro;
|
||||||
|
// PatternRadar radar;
|
||||||
PatternSwirl swirl;
|
PatternSwirl swirl;
|
||||||
PatternPendulumWave pendulumWave;
|
PatternPendulumWave pendulumWave;
|
||||||
PatternFlowField flowField;
|
PatternFlowField flowField;
|
||||||
PatternIncrementalDrift incrementalDrift;
|
PatternIncrementalDrift incrementalDrift;
|
||||||
|
PatternIncrementalDrift2 incrementalDrift2;
|
||||||
PatternMunch munch;
|
PatternMunch munch;
|
||||||
PatternElectricMandala electricMandala;
|
PatternElectricMandala electricMandala;
|
||||||
|
// PatternSpin spin;
|
||||||
PatternSimplexNoise simplexNoise;
|
PatternSimplexNoise simplexNoise;
|
||||||
PatternWave wave;
|
PatternWave wave;
|
||||||
PatternAttract attract;
|
PatternAttract attract;
|
||||||
|
// PatternBounce bounce;
|
||||||
PatternFlock flock;
|
PatternFlock flock;
|
||||||
|
PatternInfinity infinity;
|
||||||
PatternPlasma plasma;
|
PatternPlasma plasma;
|
||||||
|
PatternInvadersSmall invadersSmall;
|
||||||
|
// PatternInvadersMedium invadersMedium;
|
||||||
|
// PatternInvadersLarge invadersLarge;
|
||||||
PatternSnake snake;
|
PatternSnake snake;
|
||||||
PatternFire fire;
|
// PatternCube cube;
|
||||||
|
// PatternFire fire;
|
||||||
PatternLife life;
|
PatternLife life;
|
||||||
PatternMaze maze;
|
PatternMaze maze;
|
||||||
|
// PatternPulse pulse;
|
||||||
|
// PatternSpark spark;
|
||||||
PatternSpiral spiral;
|
PatternSpiral spiral;
|
||||||
|
|
||||||
int currentIndex = 0;
|
int currentIndex = 0;
|
||||||
|
@ -89,29 +112,49 @@ class Patterns : public Playlist {
|
||||||
return currentIndex;
|
return currentIndex;
|
||||||
}
|
}
|
||||||
|
|
||||||
const static int PATTERN_COUNT = 18;
|
const static int PATTERN_COUNT = 14;
|
||||||
|
|
||||||
Drawable* shuffledItems[PATTERN_COUNT];
|
Drawable* shuffledItems[PATTERN_COUNT];
|
||||||
|
|
||||||
Drawable* items[PATTERN_COUNT] = {
|
Drawable* items[PATTERN_COUNT] = {
|
||||||
&fireKoz, // added by Kosso
|
// &patternTest, // ok
|
||||||
&spiro,
|
&spiro, // cool
|
||||||
&life,
|
// &paletteSmear, // fail
|
||||||
|
// &multipleStream, // fail
|
||||||
|
// &multipleStream8,// fail
|
||||||
|
// &multipleStream5,// fail
|
||||||
|
// &multipleStream3,// fail
|
||||||
|
// &radar, // fail
|
||||||
|
// &multipleStream4, // fail
|
||||||
|
// &multipleStream2, // fail
|
||||||
|
&life, // ok
|
||||||
&flowField,
|
&flowField,
|
||||||
&pendulumWave,
|
&pendulumWave, //11 ok
|
||||||
&incrementalDrift,
|
|
||||||
&munch,
|
&incrementalDrift, //12 ok
|
||||||
&electricMandala,
|
&incrementalDrift2, // 13 fail
|
||||||
&simplexNoise,
|
&munch, // 14 ok
|
||||||
&wave,
|
// &electricMandala, // 15 ok, but ugly (vortigont)
|
||||||
&attract,
|
// &spin, // 16 ok but repeditivev
|
||||||
&swirl,
|
// &simplexNoise, // 17 - cool!
|
||||||
&flock,
|
// &wave, // 18 ok (can't work with 256+ matrix due to uint8_t vars)
|
||||||
&plasma,
|
// &rainbowFlag, //20 // fail
|
||||||
&snake,
|
&attract, // 21 ok
|
||||||
&fire,
|
// &swirl, // 22 ok, but ugly (vortigont)
|
||||||
&maze,
|
// &bounce, // boncing line crap
|
||||||
&spiral,
|
&flock, // works
|
||||||
|
&infinity, // works
|
||||||
|
&plasma, // works
|
||||||
|
// &invadersSmall, // works ish, but ugly (vortigont)
|
||||||
|
// &invadersMedium, // fail
|
||||||
|
// &invadersLarge, // fail
|
||||||
|
&snake, // ok
|
||||||
|
// &cube, // works ish
|
||||||
|
// &fire, // ok ish
|
||||||
|
&maze, // ok
|
||||||
|
// &pulse,// fail
|
||||||
|
// &spark, // same as fire
|
||||||
|
&spiral, // ok
|
||||||
};
|
};
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
@ -212,11 +255,6 @@ class Patterns : public Playlist {
|
||||||
Serial.println("}");
|
Serial.println("}");
|
||||||
}
|
}
|
||||||
|
|
||||||
int getPatternIndex()
|
|
||||||
{
|
|
||||||
return currentIndex;
|
|
||||||
}
|
|
||||||
|
|
||||||
char * getCurrentPatternName()
|
char * getCurrentPatternName()
|
||||||
{
|
{
|
||||||
return currentItem->name;
|
return currentItem->name;
|
||||||
|
|
Loading…
Reference in a new issue