Make AuroraDemo great again.
And test out ChatGPT's attempt to create some effects as well.
This commit is contained in:
parent
e2f856d713
commit
f77a5cac9c
44 changed files with 790 additions and 1219 deletions
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@ -24,7 +24,7 @@
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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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#include "Vector.h"
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#include "Vector2.hpp"
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class Attractor {
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public:
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@ -33,7 +33,7 @@ public:
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PVector location; // Location
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Attractor() {
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location = PVector(VPANEL_W/2, VPANEL_H/2);
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location = PVector(effects.getCenterX(), effects.getCenterY());
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mass = 10;
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G = .5;
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}
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@ -21,6 +21,10 @@
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- "GFX_Lite" to provide a simple graphics library for drawing on the virtual display.
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GFX_Lite is a fork of AdaFruitGFX and FastLED library combined together, with a focus on simplicity and ease of use.
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Instructions:
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* Use the serial input to advance through the patterns, or to toggle auto advance. Sending 'n' will advance to the next
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pattern, 'p' will go to the previous pattern. Sending 'a' will toggle auto advance on and off.
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*/
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#define USE_GFX_LITE 1
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@ -59,21 +63,21 @@ MatrixPanel_I2S_DMA *matrix = nullptr;
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// placeholder for the virtual display object
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VirtualMatrixPanel *virtualDisp = nullptr;
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// Aurora related
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#include "Effects.h"
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Effects effects(VPANEL_W, VPANEL_H);
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#include "Drawable.h"
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#include "Playlist.h"
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#include "Geometry.h"
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#include "EffectsLayer.hpp" // FastLED CRGB Pixel Buffer for which the patterns are drawn
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EffectsLayer effects(VPANEL_W, VPANEL_H);
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#include "Patterns.h"
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#include "Drawable.hpp"
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#include "Geometry.hpp"
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#include "Patterns.hpp"
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Patterns patterns;
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/* -------------------------- Some variables -------------------------- */
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unsigned long ms_current = 0;
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unsigned long ms_previous = 0;
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unsigned long ms_animation_max_duration = 10000; // 10 seconds
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unsigned long ms_previous_palette = 0;
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unsigned long ms_animation_max_duration = 30000; // 10 seconds
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unsigned long next_frame = 0;
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void listPatterns();
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@ -121,50 +125,71 @@ void setup()
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Serial.println("VIRTUAL PANEL HEIGHT " + String(VPANEL_H));
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#endif
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// setup the effects generator
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effects.Setup();
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delay(500);
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Serial.println("Effects being loaded: ");
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listPatterns();
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Serial.println("LastPattern index: " + String(lastPattern));
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patterns.setPattern(lastPattern); // // simple noise
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patterns.setPattern(0);
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patterns.start();
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ms_previous = millis();
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Serial.print("Starting with pattern: ");
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Serial.println(patterns.getCurrentPatternName());
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}
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void patternAdvance(){
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// Go to next pattern in the list (se Patterns.h)
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patterns.stop();
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bool autoAdvance = true;
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char incomingByte = 0;
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void handleSerialRead()
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{
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if (Serial.available() > 0) {
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patterns.moveRandom(1);
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//patterns.move(1);
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patterns.start();
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// Select a random palette as well
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effects.RandomPalette();
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Serial.print("Changing pattern to: ");
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Serial.println(patterns.getCurrentPatternName());
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// read the incoming byte:
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incomingByte = Serial.read();
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if (incomingByte == 'n') {
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Serial.println("Going to next pattern");
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patterns.move(1);
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}
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if (incomingByte == 'p') {
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Serial.println("Going to previous pattern");
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patterns.move(-1);
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}
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if (incomingByte == 'a') {
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autoAdvance = !autoAdvance;
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if (autoAdvance)
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Serial.println("Auto pattern advance is ON");
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else
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Serial.println("Auto pattern advance is OFF");
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}
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ms_previous = millis();
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}
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} // end handleSerialRead
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void loop()
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{
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handleSerialRead();
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ms_current = millis();
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if ( (ms_current - ms_previous) > ms_animation_max_duration )
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if (ms_current - ms_previous_palette > 10000) // change colour palette evert 10 seconds
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{
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patternAdvance();
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// just auto-change the palette
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effects.RandomPalette();
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ms_previous_palette = ms_current;
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}
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if ( ((ms_current - ms_previous) > ms_animation_max_duration) && autoAdvance)
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{
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patterns.move(1);
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ms_previous = ms_current;
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}
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@ -322,5 +322,5 @@ class Boid {
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}
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};
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static const uint8_t AVAILABLE_BOID_COUNT = 40;
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static const uint8_t AVAILABLE_BOID_COUNT = VPANEL_W;
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Boid boids[AVAILABLE_BOID_COUNT];
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@ -61,7 +61,7 @@
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class Effects {
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class EffectsLayer : public GFX {
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public:
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int height;
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int num_leds = 0;
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Effects(int w, int h) : width(w), height(h) {
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EffectsLayer(int w, int h) : GFX(w, h), width(w), height(h) {
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// we do dynamic allocation for leds buffer, otherwise esp32 toolchain can't link static arrays of such a big size for 256+ matrices
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leds = (CRGB *)malloc((width * height + 1) * sizeof(CRGB));
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noise[i] = (uint8_t *)malloc(height * sizeof(uint8_t));
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}
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// Set starting palette
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currentPalette = RainbowColors_p;
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loadPalette(0);
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NoiseVariablesSetup();
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ClearFrame();
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}
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~Effects(){
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~EffectsLayer(){
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free(leds);
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for (int i = 0; i < width; ++i) {
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free(noise[i]);
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}
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}
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uint16_t getCenterX() {
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return width / 2;
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}
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uint16_t getCenterY() {
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return height / 2;
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}
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// scale the brightness of the screenbuffer down
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void DimAll(byte value) {
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for (int i = 0; i < num_leds; i++)
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static const int HeatColorsPaletteIndex = 6;
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static const int RandomPaletteIndex = 9;
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void Setup() {
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currentPalette = RainbowColors_p;
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loadPalette(0);
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NoiseVariablesSetup();
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}
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void CyclePalette(int offset = 1) {
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loadPalette(paletteIndex + offset);
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}
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}
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// write one pixel with the specified color from the current palette to coordinates
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/*
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void Pixel(int x, int y, uint8_t colorIndex) {
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leds[XY16(x, y)] = ColorFromCurrentPalette(colorIndex);
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matrix.drawBackgroundPixelRGB888(x,y, leds[XY16(x, y)]); // now draw it?
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}
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*/
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CRGB ColorFromCurrentPalette(uint8_t index = 0, uint8_t brightness = 255, TBlendType blendType = LINEARBLEND) {
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return ColorFromPalette(currentPalette, index, brightness, currentBlendType);
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} // end column loop
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} /// MoveY
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// Override GFX methods
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void drawPixel(int16_t x, int16_t y, uint16_t color) override {
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setPixel(x, y, CRGB(color));
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}
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// Override GFX methods
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void drawPixel(int16_t x, int16_t y, CRGB color) override {
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setPixel(x, y, color);
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}
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void fillScreen(uint16_t color) override {
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ClearFrame();
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}
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// Add any other GFX methods you want to override
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};
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class PatternAttract : public Drawable {
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private:
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const int count = 8;
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const int count = AVAILABLE_BOID_COUNT-1;
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Attractor attractor;
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public:
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direction = -1;
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for (int i = 0; i < count; i++) {
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Boid boid = Boid(15, 31 - i);
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Boid boid = Boid(VPANEL_W/2, VPANEL_H - i);
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boid.mass = 1; // random(0.1, 2);
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boid.velocity.x = ((float) random(40, 50)) / 100.0;
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boid.velocity.x *= direction;
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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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static const int count = VPANEL_W-1;
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PVector gravity = PVector(0, 0.0125);
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public:
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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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effects.setPixel(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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@ -35,7 +35,7 @@ class PatternCube : public Drawable {
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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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float Ox = VPANEL_W/2, Oy = VPANEL_H/2; // 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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public:
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PatternCube() {
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name = (char *)"Cube";
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make(cubeWidth);
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make(VPANEL_W);
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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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uint8_t blurAmount = beatsin8(2, 10, 128);
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#if FASTLED_VERSION >= 3001000
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blur2d(effects.leds, VPANEL_W, VPANEL_H, blurAmount);
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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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AngxSpeed = beatsin8(3, 1, 6) / 100.0f;
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AngySpeed = effects.beatcos8(5, 1, 6) / 100.0f;
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// Update values
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Angx += AngxSpeed;
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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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effects.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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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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effects.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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@ -1,118 +0,0 @@
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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 FastLED Fire2012 example by Mark Kriegsman: https://github.com/FastLED/FastLED/tree/master/examples/Fire2012WithPalette
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* Copyright (c) 2013 FastLED
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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 PatternFire_H
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#define PatternFire_H
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#ifndef Effects_H
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#include "Effects.h"
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#endif
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class PatternFire : public Drawable {
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private:
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public:
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PatternFire() {
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name = (char *)"Fire";
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}
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// There are two main parameters you can play with to control the look and
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// feel of your fire: COOLING (used in step 1 above), and SPARKING (used
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// in step 3 above).
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//
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// cooling: How much does the air cool as it rises?
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// Less cooling = taller flames. More cooling = shorter flames.
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// Default 55, suggested range 20-100
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int cooling = 100;
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// sparking: What chance (out of 255) is there that a new spark will be lit?
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// Higher chance = more roaring fire. Lower chance = more flickery fire.
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// Default 120, suggested range 50-200.
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unsigned int sparking = 100;
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unsigned int drawFrame() {
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// Add entropy to random number generator; we use a lot of it.
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random16_add_entropy( random16());
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effects.DimAll(235);
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for (int x = 0; x < VPANEL_W; x++) {
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// Step 1. Cool down every cell a little
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for (int y = 0; y < VPANEL_H; y++) {
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int xy = XY16(x, y);
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heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / VPANEL_H) + 2));
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}
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// Step 2. Heat from each cell drifts 'up' and diffuses a little
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for (int y = 0; y < VPANEL_H; y++) {
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heat[XY16(x, y)] = (heat[XY16(x, y + 1)] + heat[XY16(x, y + 2)] + heat[XY16(x, y + 2)]) / 3;
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}
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// Step 2. Randomly ignite new 'sparks' of heat
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if (random8() < sparking) {
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// int x = (p[0] + p[1] + p[2]) / 3;
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int xy = XY16(x, VPANEL_H - 1);
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heat[xy] = qadd8(heat[xy], random8(160, 255));
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}
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// Step 4. Map from heat cells to LED colors
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for (int y = 0; y < VPANEL_H; y++) {
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int xy = XY16(x, y);
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byte colorIndex = heat[xy];
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// Recommend that you use values 0-240 rather than
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// the usual 0-255, as the last 15 colors will be
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// 'wrapping around' from the hot end to the cold end,
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// which looks wrong.
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colorIndex = scale8(colorIndex, 200);
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// override color 0 to ensure a black background?
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if (colorIndex != 0)
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// effects.leds[xy] = CRGB::Black;
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// else
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effects.leds[xy] = effects.ColorFromCurrentPalette(colorIndex);
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}
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}
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// Noise
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noise_x += 1000;
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noise_y += 1000;
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noise_z += 1000;
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noise_scale_x = 4000;
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noise_scale_y = 4000;
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effects.FillNoise();
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effects.MoveX(2);
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effects.MoveFractionalNoiseX(2);
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effects.ShowFrame();
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return 15;
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}
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};
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#endif
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@ -1,109 +0,0 @@
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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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Added by @Kosso. Cobbled together from various places which I can't remember. I'll update this when I track it down.
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Requires PaletteFireKoz.h
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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 PatternFireKoz_H
|
||||
#define PatternFireKoz_H
|
||||
|
||||
class PatternFireKoz : public Drawable {
|
||||
private:
|
||||
|
||||
const int FIRE_HEIGHT = 800;
|
||||
|
||||
int Bit = 0, NBit = 1;
|
||||
float fire_c;
|
||||
// might not need this buffer here... there some led buffers set up in Effects.h
|
||||
uint8_t fireBuffer[VPANEL_W][VPANEL_H][2];
|
||||
|
||||
public:
|
||||
PatternFireKoz() {
|
||||
name = (char *)"FireKoz";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
for (int x = 1; x < VPANEL_W - 1; x++)
|
||||
{
|
||||
fireBuffer[x][VPANEL_H - 2][Bit] = random(0, FIRE_HEIGHT);
|
||||
if (random(0, 100) > 80)
|
||||
{
|
||||
fireBuffer[x][VPANEL_H - 2][Bit] = 0;
|
||||
fireBuffer[x][VPANEL_H - 3][Bit] = 0;
|
||||
}
|
||||
}
|
||||
for (int y = 1; y < VPANEL_H - 1; y++)
|
||||
{
|
||||
for (int x = 1; x < VPANEL_W - 1; x++)
|
||||
{
|
||||
fire_c = (fireBuffer[x - 1][y][Bit] +
|
||||
fireBuffer[x + 1][y][Bit] +
|
||||
fireBuffer[x][y - 1][Bit] +
|
||||
fireBuffer[x][y + 1][Bit] +
|
||||
fireBuffer[x][y][Bit]) /
|
||||
5.0;
|
||||
|
||||
fire_c = (fireBuffer[x - 1][y][Bit] +
|
||||
fireBuffer[x + 1][y][Bit] +
|
||||
fireBuffer[x][y - 1][Bit] +
|
||||
fireBuffer[x][y + 1][Bit] +
|
||||
fireBuffer[x][y][Bit]) /
|
||||
5.0;
|
||||
|
||||
if (fire_c > (FIRE_HEIGHT / 2) && fire_c < FIRE_HEIGHT) {
|
||||
fire_c -= 0.2;
|
||||
} else if (fire_c > (FIRE_HEIGHT / 4) && fire_c < (FIRE_HEIGHT / 2)) {
|
||||
fire_c -= 0.4;
|
||||
} else if (fire_c <= (FIRE_HEIGHT / 8)) {
|
||||
fire_c -= 0.7;
|
||||
} else {
|
||||
fire_c -= 1;
|
||||
}
|
||||
if (fire_c < 0)
|
||||
fire_c = 0;
|
||||
if (fire_c >= FIRE_HEIGHT + 1)
|
||||
fire_c = FIRE_HEIGHT - 1;
|
||||
fireBuffer[x][y - 1][NBit] = fire_c;
|
||||
int index = (int)fire_c * 3;
|
||||
if (fire_c == 0)
|
||||
{
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x, y, CRGB(0, 0, 0));
|
||||
}
|
||||
else
|
||||
{
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x, y, CRGB(palette_fire[index], palette_fire[index + 1], palette_fire[index + 2]));
|
||||
}
|
||||
}
|
||||
}
|
||||
//display.drawRect(0, 0, VPANEL_W, VPANEL_H, display.color565(25, 25, 25));
|
||||
|
||||
NBit = Bit;
|
||||
Bit = 1 - Bit;
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 30; // no idea what this is for...
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
|
@ -1,3 +1,117 @@
|
|||
/*
|
||||
Aurora: https://github.com/pixelmatix/aurora
|
||||
Copyright (c) 2014 Jason Coon
|
||||
|
||||
Added by @Kosso. Cobbled together from various places which I can't remember. I'll update this when I track it down.
|
||||
Requires PaletteFireKoz.h
|
||||
|
||||
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 PatternFireKoz_H
|
||||
#define PatternFireKoz_H
|
||||
|
||||
const uint8_t PROGMEM palette_fire[] = {/* RGB888 R,G,B,R,G,B,R,G,B,... */
|
||||
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x05,0x00,0x00,0x0a,0x00,0x00,0x10,0x00,0x00,0x15,0x00,0x00,0x1b,0x00,0x00,0x20,0x00,0x00,0x25,0x00,0x00,0x2b,0x00,0x00,0x31,0x00,0x00,0x36,0x00,0x00,0x3c,0x00,0x00,0x41,0x00,0x00,0x46,0x00,0x00,0x4c,0x00,0x00,0x52,0x00,0x00,0x57,0x00,0x00,0x5d,0x00,0x00,0x62,0x00,0x00,0x68,0x00,0x00,0x6d,0x00,0x00,0x73,0x00,0x00,0x79,0x00,0x00,0x7e,0x00,0x00,0x83,0x00,0x00,0x89,0x00,0x00,0x8e,0x00,0x00,0x94,0x00,0x00,0x9a,0x00,0x00,0x9f,0x00,0x00,0xa5,0x00,0x00,0xaa,0x00,0x00,0xb0,0x00,0x00,0xb5,0x00,0x00,0xbb,0x00,0x00,0xc0,0x00,0x00,0xc6,0x00,0x00,0xcb,0x00,0x00,0xd1,0x00,0x00,0xd7,0x00,0x00,0xdc,0x00,0x00,0xe1,0x00,0x00,0xe6,0x00,0x00,0xe8,0x02,0x00,0xe9,0x08,0x00,0xe9,0x0f,0x00,0xe9,0x13,0x00,0xe9,0x16,0x00,0xe9,0x1b,0x00,0xe9,0x21,0x00,0xe9,0x26,0x00,0xe9,0x2a,0x00,0xe9,0x2e,0x00,0xe9,0x32,0x00,0xe9,0x37,0x00,0xe9,0x3b,0x00,0xe9,0x3f,0x00,0xe9,0x44,0x00,0xe9,0x4a,0x00,0xe9,0x4e,0x00,0xe9,0x52,0x00,0xe9,0x56,0x00,0xe9,0x5a,0x00,0xe9,0x5d,0x00,0xe9,0x63,0x00,0xe9,0x67,0x00,0xe9,0x6b,0x00,0xe9,0x71,0x00,0xe9,0x77,0x00,0xe9,0x78,0x00,0xe9,0x7c,0x00,0xe9,0x81,0x00,0xe9,0x86,0x00,0xe9,0x8b,0x00,0xe9,0x8f,0x00,0xe9,0x93,0x00,0xe9,0x99,0x00,0xe9,0x9d,0x00,0xe9,0xa0,0x00,0xe9,0xa4,0x00,0xe9,0xaa,0x00,0xe9,0xb0,0x00,0xe9,0xb4,0x00,0xe9,0xb5,0x00,0xe9,0xb9,0x00,0xe9,0xbe,0x00,0xe9,0xc3,0x00,0xe9,0xc9,0x00,0xe9,0xce,0x00,0xe9,0xd2,0x00,0xe9,0xd6,0x00,0xe9,0xd9,0x00,0xe9,0xdd,0x00,0xe9,0xe2,0x00,0xe9,0xe7,0x02,0xe9,0xe9,0x0e,0xe9,0xe9,0x1c,0xe9,0xe9,0x28,0xe9,0xe9,0x38,0xe9,0xe9,0x48,0xe9,0xe9,0x57,0xe9,0xe9,0x67,0xe9,0xe9,0x73,0xe9,0xe9,0x81,0xe9,0xe9,0x90,0xe9,0xe9,0xa1,0xe9,0xe9,0xb1,0xe9,0xe9,0xbf,0xe9,0xe9,0xcb,0xe9,0xe9,0xcb,0xe9,0xe9,0xcd,0xe9,0xe9,0xd9,0xe9,0xe9,0xe5,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe9,0xe8,0xe8,0xe8,0xe8,0xe8,0xe8,0xe8,0xe8,0xe8,0xe8,0xe8,0xe8,0xe7,0xe7,0xe7,0xe7,0xe7,0xe7,0xe6,0xe6,0xe6,0xe4,0xe4,0xe4,0xe3,0xe3,0xe3,0xe0,0xe0,0xe0,0xdc,0xdc,0xdc,0xd8,0xd8,0xd8,0xd2,0xd2,0xd2,0xca,0xca,0xca,0xc1,0xc1,0xc1,0xb7,0xb7,0xb7,0xab,0xab,0xab,0x9d,0x9d,0x9d,0x8f,0x8f,0x8f,0x81,0x81,0x81,0x72,0x72,0x72,0x64,0x64,0x64,0x56,0x56,0x56,0x4a,0x4a,0x4a,0x3e,0x3e,0x3e,0x33,0x33,0x33,0x2a,0x2a,0x2a,0x22,0x22,0x22,0x1b,0x1b,0x1b,0x16,0x16,0x16,0x11,0x11,0x11,0x0d,0x0d,0x0d,0x0b,0x0b,0x0b,0x08,0x08,0x08,0x07,0x07,0x07,0x06,0x06,0x06,0x05,0x05,0x05,0x04,0x04,0x04,0x03,0x03,0x03,0x03,0x03,0x03,0x02,0x02,0x02,0x02,0x02,0x02,0x01,0x01,0x01,0x01,0x01,0x01,0x01,0x01,0x01,0x01,0x01,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
|
||||
};
|
||||
|
||||
class PatternFireKoz : public Drawable {
|
||||
private:
|
||||
|
||||
const int FIRE_HEIGHT = 800;
|
||||
|
||||
int Bit = 0, NBit = 1;
|
||||
float fire_c;
|
||||
// might not need this buffer here... there some led buffers set up in EffectsLayer.h
|
||||
uint8_t fireBuffer[VPANEL_W][VPANEL_H][2];
|
||||
|
||||
public:
|
||||
PatternFireKoz() {
|
||||
name = (char *)"FireKoz";
|
||||
}
|
||||
|
||||
void start(){
|
||||
effects.ClearFrame();
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
for (int x = 1; x < VPANEL_W - 1; x++)
|
||||
{
|
||||
fireBuffer[x][VPANEL_H - 2][Bit] = random(0, FIRE_HEIGHT);
|
||||
if (random(0, 100) > 80)
|
||||
{
|
||||
fireBuffer[x][VPANEL_H - 2][Bit] = 0;
|
||||
fireBuffer[x][VPANEL_H - 3][Bit] = 0;
|
||||
}
|
||||
}
|
||||
for (int y = 1; y < VPANEL_H - 1; y++)
|
||||
{
|
||||
for (int x = 1; x < VPANEL_W - 1; x++)
|
||||
{
|
||||
fire_c = (fireBuffer[x - 1][y][Bit] +
|
||||
fireBuffer[x + 1][y][Bit] +
|
||||
fireBuffer[x][y - 1][Bit] +
|
||||
fireBuffer[x][y + 1][Bit] +
|
||||
fireBuffer[x][y][Bit]) /
|
||||
5.0;
|
||||
|
||||
fire_c = (fireBuffer[x - 1][y][Bit] +
|
||||
fireBuffer[x + 1][y][Bit] +
|
||||
fireBuffer[x][y - 1][Bit] +
|
||||
fireBuffer[x][y + 1][Bit] +
|
||||
fireBuffer[x][y][Bit]) /
|
||||
5.0;
|
||||
|
||||
if (fire_c > (FIRE_HEIGHT / 2) && fire_c < FIRE_HEIGHT) {
|
||||
fire_c -= 0.2;
|
||||
} else if (fire_c > (FIRE_HEIGHT / 4) && fire_c < (FIRE_HEIGHT / 2)) {
|
||||
fire_c -= 0.4;
|
||||
} else if (fire_c <= (FIRE_HEIGHT / 8)) {
|
||||
fire_c -= 0.7;
|
||||
} else {
|
||||
fire_c -= 1;
|
||||
}
|
||||
if (fire_c < 0)
|
||||
fire_c = 0;
|
||||
if (fire_c >= FIRE_HEIGHT + 1)
|
||||
fire_c = FIRE_HEIGHT - 1;
|
||||
fireBuffer[x][y - 1][NBit] = fire_c;
|
||||
int index = (int)fire_c * 3;
|
||||
if (fire_c == 0)
|
||||
{
|
||||
effects.setPixel(x, y, CRGB(0, 0, 0));
|
||||
}
|
||||
else
|
||||
{
|
||||
effects.setPixel(x, y, CRGB(palette_fire[index], palette_fire[index + 1], palette_fire[index + 2]));
|
||||
}
|
||||
}
|
||||
}
|
||||
//display.drawRect(0, 0, VPANEL_W, VPANEL_H, display.color565(25, 25, 25));
|
||||
|
||||
NBit = Bit;
|
||||
Bit = 1 - Bit;
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 30; // no idea what this is for...
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
|
@ -46,7 +46,7 @@ class PatternFlock : public Drawable {
|
|||
name = (char *)"Flock";
|
||||
}
|
||||
|
||||
static const int boidCount = 10;
|
||||
static const int boidCount = VPANEL_W-1;
|
||||
Boid predator;
|
||||
|
||||
PVector wind;
|
|
@ -31,19 +31,21 @@ class PatternIncrementalDrift : public Drawable {
|
|||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
uint8_t dim = beatsin8(2, 230, 250);
|
||||
effects.DimAll(dim); effects.ShowFrame();
|
||||
//uint8_t dim = beatsin8(2, 230, 250);
|
||||
effects.DimAll(250);
|
||||
|
||||
for (int i = 2; i <= VPANEL_W / 2; i++)
|
||||
{
|
||||
CRGB color = effects.ColorFromCurrentPalette((i - 2) * (240 / (VPANEL_W / 2)));
|
||||
|
||||
uint8_t x = effects.beatcos8((17 - i) * 2, VPANEL_W/2 - i, VPANEL_W/2 + i);
|
||||
uint8_t y = beatsin8((17 - i) * 2, VPANEL_H/2 - i, VPANEL_H/2 + i);
|
||||
uint8_t x = effects.beatcos8((17 - i) * 2, effects.getCenterX() - i, effects.getCenterX() + i);
|
||||
uint8_t y = beatsin8((17 - i) * 2, effects.getCenterY() - i, effects.getCenterY() + i);
|
||||
|
||||
effects.setPixel(x, y, color);
|
||||
}
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
|
@ -28,30 +28,35 @@ public:
|
|||
name = (char *)"Infinity";
|
||||
}
|
||||
|
||||
void start() {
|
||||
effects.ClearFrame();
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
// dim all pixels on the display slightly
|
||||
// to 250/255 (98%) of their current brightness
|
||||
blur2d(effects.leds, VPANEL_W > 255 ? 255 : VPANEL_W, VPANEL_H > 255 ? 255 : VPANEL_H, 250);
|
||||
//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 EffectsLayer class has some sample oscillators
|
||||
// that move from 0 to 255 at different speeds
|
||||
effects.MoveOscillators();
|
||||
|
||||
// the horizontal position of the head of the infinity sign
|
||||
// oscillates from 0 to the maximum horizontal and back
|
||||
int x = (VPANEL_W - 1) - effects.p[1];
|
||||
int x = (VPANEL_W - 4) - effects.p[1];
|
||||
|
||||
// the vertical position of the head oscillates
|
||||
// from 8 to 23 and back (hard-coded for a 32x32 matrix)
|
||||
int y = map8(sin8(effects.osci[3]), 8, 23);
|
||||
int y = map8(sin8(effects.osci[3]), 8, VPANEL_H - 8);
|
||||
|
||||
// the hue oscillates from 0 to 255, overflowing back to 0
|
||||
byte hue = sin8(effects.osci[5]);
|
||||
|
||||
// draw a pixel at x,y using a color from the current palette
|
||||
effects.setPixelFromPaletteIndex(x, y, hue);
|
||||
effects.drawTriangle(x,y,x+1,y+1,x+2,y+2,effects.ColorFromCurrentPalette(hue));
|
||||
////effects.setPixelFromPaletteIndex(x, y, hue);
|
||||
|
||||
effects.ShowFrame();
|
||||
return 30;
|
|
@ -1,154 +0,0 @@
|
|||
/*
|
||||
* 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.setPixel(x + i, y + j, color);
|
||||
|
||||
if (i < 2)
|
||||
effects.setPixel(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;
|
||||
|
||||
effects.setPixel(x + (i * 2), y + (j * 2), color);
|
||||
|
||||
if (i < 2)
|
||||
effects.setPixel(x + (8 - i * 2), y + (j * 2), 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;
|
||||
}
|
||||
|
||||
effects.setPixel(1 + x * 6, 1 + y * 6, color);
|
||||
|
||||
if (x < 2)
|
||||
effects.setPixel(1 + (4 - x) * 6, 1 + y * 6, color);
|
||||
}
|
||||
}
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 2000;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
|
@ -1,129 +0,0 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Portions of this code are adapted from Andrew: http://pastebin.com/f22bfe94d
|
||||
* which, in turn, was "Adapted from the Life example on the Processing.org site"
|
||||
*
|
||||
* Made much more colorful by J.B. Langston: https://github.com/jblang/aurora/commit/6db5a884e3df5d686445c4f6b669f1668841929b
|
||||
*
|
||||
* 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 PatternLife_H
|
||||
#define PatternLife_H
|
||||
|
||||
class Cell {
|
||||
public:
|
||||
byte alive : 1;
|
||||
byte prev : 1;
|
||||
byte hue: 6;
|
||||
byte brightness;
|
||||
};
|
||||
|
||||
class PatternLife : public Drawable {
|
||||
private:
|
||||
Cell world[VPANEL_W][VPANEL_H];
|
||||
unsigned int density = 50;
|
||||
int generation = 0;
|
||||
|
||||
void randomFillWorld() {
|
||||
for (int i = 0; i < VPANEL_W; i++) {
|
||||
for (int j = 0; j < VPANEL_H; j++) {
|
||||
if (random(100) < density) {
|
||||
world[i][j].alive = 1;
|
||||
world[i][j].brightness = 255;
|
||||
}
|
||||
else {
|
||||
world[i][j].alive = 0;
|
||||
world[i][j].brightness = 0;
|
||||
}
|
||||
world[i][j].prev = world[i][j].alive;
|
||||
world[i][j].hue = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int neighbours(int x, int y) {
|
||||
return (world[(x + 1) % VPANEL_W][y].prev) +
|
||||
(world[x][(y + 1) % VPANEL_H].prev) +
|
||||
(world[(x + VPANEL_W - 1) % VPANEL_W][y].prev) +
|
||||
(world[x][(y + VPANEL_H - 1) % VPANEL_H].prev) +
|
||||
(world[(x + 1) % VPANEL_W][(y + 1) % VPANEL_H].prev) +
|
||||
(world[(x + VPANEL_W - 1) % VPANEL_W][(y + 1) % VPANEL_H].prev) +
|
||||
(world[(x + VPANEL_W - 1) % VPANEL_W][(y + VPANEL_H - 1) % VPANEL_H].prev) +
|
||||
(world[(x + 1) % VPANEL_W][(y + VPANEL_H - 1) % VPANEL_H].prev);
|
||||
}
|
||||
|
||||
public:
|
||||
PatternLife() {
|
||||
name = (char *)"Life";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
if (generation == 0) {
|
||||
effects.ClearFrame();
|
||||
|
||||
randomFillWorld();
|
||||
}
|
||||
|
||||
// Display current generation
|
||||
for (int i = 0; i < VPANEL_W; i++) {
|
||||
for (int j = 0; j < VPANEL_H; j++) {
|
||||
effects.leds[XY16(i, j)] = effects.ColorFromCurrentPalette(world[i][j].hue * 4, world[i][j].brightness);
|
||||
}
|
||||
}
|
||||
|
||||
// Birth and death cycle
|
||||
for (int x = 0; x < VPANEL_W; x++) {
|
||||
for (int y = 0; y < VPANEL_H; y++) {
|
||||
// Default is for cell to stay the same
|
||||
if (world[x][y].brightness > 0 && world[x][y].prev == 0)
|
||||
world[x][y].brightness *= 0.9;
|
||||
int count = neighbours(x, y);
|
||||
if (count == 3 && world[x][y].prev == 0) {
|
||||
// A new cell is born
|
||||
world[x][y].alive = 1;
|
||||
world[x][y].hue += 2;
|
||||
world[x][y].brightness = 255;
|
||||
} else if ((count < 2 || count > 3) && world[x][y].prev == 1) {
|
||||
// Cell dies
|
||||
world[x][y].alive = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Copy next generation into place
|
||||
for (int x = 0; x < VPANEL_W; x++) {
|
||||
for (int y = 0; y < VPANEL_H; y++) {
|
||||
world[x][y].prev = world[x][y].alive;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
generation++;
|
||||
if (generation >= 256)
|
||||
generation = 0;
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 60;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
|
@ -38,7 +38,7 @@
|
|||
#define AMP_BPM 2
|
||||
#define SKEW_BPM 4
|
||||
#define WAVE_TIMEMINSKEW VPANEL_W/8
|
||||
#define WAVE_TIMEMAXSKEW VPANEL_W/2
|
||||
#define WAVE_TIMEMAXSKEW effects.getCenterX()
|
||||
|
||||
class PatternPendulumWave : public Drawable {
|
||||
public:
|
||||
|
@ -46,8 +46,9 @@ class PatternPendulumWave : public Drawable {
|
|||
name = (char *)"Pendulum Wave";
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.ClearFrame();
|
||||
unsigned int drawFrame()
|
||||
{
|
||||
effects.DimAll(192);
|
||||
|
||||
for (int x = 0; x < VPANEL_W; ++x)
|
||||
{
|
|
@ -1,82 +0,0 @@
|
|||
/*
|
||||
* 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
|
|
@ -36,7 +36,7 @@ class PatternRadar : public Drawable {
|
|||
unsigned int drawFrame() {
|
||||
effects.DimAll(254); effects.ShowFrame();
|
||||
|
||||
for (int offset = 0; offset < VPANEL_W/2; offset++) {
|
||||
for (int offset = 0; offset < effects.getCenterX(); offset++) {
|
||||
byte hue = 255 - (offset * 16 + hueoffset);
|
||||
CRGB color = effects.ColorFromCurrentPalette(hue);
|
||||
uint8_t x = effects.mapcos8(theta, offset, (VPANEL_W - 1) - offset);
|
|
@ -28,7 +28,7 @@
|
|||
|
||||
class PatternSnake : public Drawable {
|
||||
private:
|
||||
static const byte SNAKE_LENGTH = 16;
|
||||
static const byte SNAKE_LENGTH = 8;
|
||||
|
||||
CRGB colors[SNAKE_LENGTH];
|
||||
uint8_t initialHue;
|
|
@ -1,113 +0,0 @@
|
|||
/*
|
||||
* 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 = XY16(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[XY16(x, y)] = (heat[XY16(x, y + 1)] + heat[XY16(x, y + 2)] + heat[XY16(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 = XY16(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 = XY16(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
|
103
examples/AuroraDemo/PatternSphereSpin.hpp
Normal file
103
examples/AuroraDemo/PatternSphereSpin.hpp
Normal file
|
@ -0,0 +1,103 @@
|
|||
// Codetastic 2024
|
||||
// ChatGPT was used to create this.
|
||||
|
||||
#ifndef PatternSphereSpin_H
|
||||
#define PatternSphereSpin_H
|
||||
|
||||
#include <vector>
|
||||
#include <cmath>
|
||||
|
||||
struct Point3D {
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
struct Point2D {
|
||||
int x, y;
|
||||
};
|
||||
|
||||
class PatternSphereSpin : public Drawable {
|
||||
|
||||
private:
|
||||
|
||||
std::vector<Point3D> points;
|
||||
|
||||
float angleX = 0.0f;
|
||||
float angleY = 0.0f;
|
||||
float distance = 3.0f;
|
||||
|
||||
|
||||
Point2D project(Point3D point, float distance) {
|
||||
Point2D projected;
|
||||
projected.x = static_cast<int>((point.x / (distance - point.z)) * VPANEL_W / 2 + VPANEL_W / 2);
|
||||
projected.y = static_cast<int>((point.y / (distance - point.z)) * VPANEL_H / 2 + VPANEL_H / 2);
|
||||
return projected;
|
||||
}
|
||||
|
||||
std::vector<Point3D> generateSpherePoints(int numPoints) {
|
||||
std::vector<Point3D> points;
|
||||
for (int i = 0; i < numPoints; ++i) {
|
||||
float theta = 2 * PI * (i / static_cast<float>(numPoints));
|
||||
for (int j = 0; j < numPoints / 2; ++j) {
|
||||
float phi = PI * (j / static_cast<float>(numPoints / 2));
|
||||
points.push_back({ cos(theta) * sin(phi), sin(theta) * sin(phi), cos(phi) });
|
||||
}
|
||||
}
|
||||
return points;
|
||||
}
|
||||
|
||||
void rotatePoints(std::vector<Point3D>& points, float angleX, float angleY) {
|
||||
for (auto& point : points) {
|
||||
// Rotate around the X axis
|
||||
float y = point.y * cos(angleX) - point.z * sin(angleX);
|
||||
float z = point.y * sin(angleX) + point.z * cos(angleX);
|
||||
point.y = y;
|
||||
point.z = z;
|
||||
|
||||
// Rotate around the Y axis
|
||||
float x = point.x * cos(angleY) + point.z * sin(angleY);
|
||||
z = -point.x * sin(angleY) + point.z * cos(angleY);
|
||||
point.x = x;
|
||||
point.z = z;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public:
|
||||
PatternSphereSpin() {
|
||||
name = (char *)"Sphere Spin";
|
||||
}
|
||||
|
||||
void start()
|
||||
{
|
||||
points = generateSpherePoints(30);
|
||||
angleX = 0.0f;
|
||||
angleY = 0.0f;
|
||||
distance = 3.0f;
|
||||
};
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
effects.ClearFrame();
|
||||
|
||||
// Rotate points
|
||||
rotatePoints(points, angleX, angleY);
|
||||
|
||||
// Project and draw lines between points
|
||||
for (size_t i = 0; i < points.size(); ++i) {
|
||||
Point2D p1 = project(points[i], distance);
|
||||
for (size_t j = i + 1; j < points.size(); ++j) {
|
||||
Point2D p2 = project(points[j], distance);
|
||||
effects.drawLine(p1.x, p1.y, p2.x, p2.y, CRGB(255,255,255));
|
||||
}
|
||||
}
|
||||
|
||||
// Update angles for rotation
|
||||
angleX += 0.05f;
|
||||
angleY += 0.05f;
|
||||
|
||||
effects.ShowFrame();
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
|
@ -48,7 +48,7 @@ public:
|
|||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
effects.DimAll(190); effects.ShowFrame();
|
||||
|
||||
|
||||
CRGB color = effects.ColorFromCurrentPalette(speed * 8);
|
||||
|
||||
|
@ -59,23 +59,26 @@ public:
|
|||
// 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));
|
||||
int targetX = (int) (effects.getCenterX() + radius * cos(targetRadians));
|
||||
int targetY = (int) (effects.getCenterY() - radius * sin(targetRadians));
|
||||
|
||||
float tempDegrees = degrees;
|
||||
|
||||
do{
|
||||
for (int i =0; i < 16; i++)
|
||||
{
|
||||
float radians = radians(tempDegrees);
|
||||
x = (int) (MATRIX_CENTER_X + radius * cos(radians));
|
||||
y = (int) (MATRIX_CENTER_Y - radius * sin(radians));
|
||||
x = (int) (effects.getCenterX() + radius * cos(radians));
|
||||
y = (int) (effects.getCenterY() - radius * sin(radians));
|
||||
|
||||
effects.drawBackgroundFastLEDPixelCRGB(x, y, color);
|
||||
effects.drawBackgroundFastLEDPixelCRGB(y, x, color);
|
||||
effects.setPixel(x, y, color);
|
||||
effects.setPixel(y, x, color);
|
||||
|
||||
tempDegrees += 1;
|
||||
if (tempDegrees >= 360)
|
||||
tempDegrees = 0;
|
||||
} while (x != targetX || y != targetY);
|
||||
|
||||
}
|
||||
|
||||
|
||||
degrees += speed;
|
||||
|
||||
|
@ -93,6 +96,8 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
|
@ -30,12 +30,12 @@ class PatternSpiro : public Drawable {
|
|||
|
||||
uint8_t radiusx = VPANEL_W / 4;
|
||||
uint8_t radiusy = VPANEL_H / 4;
|
||||
uint8_t minx = VPANEL_W/2 - radiusx;
|
||||
uint8_t maxx = VPANEL_W/2 + radiusx + 1;
|
||||
uint8_t miny = VPANEL_H/2 - radiusy;
|
||||
uint8_t maxy = VPANEL_H/2 + radiusy + 1;
|
||||
uint8_t minx = effects.getCenterX() - radiusx;
|
||||
uint8_t maxx = effects.getCenterX() + radiusx + 1;
|
||||
uint8_t miny = effects.getCenterY() - radiusy;
|
||||
uint8_t maxy = effects.getCenterY() + radiusy + 1;
|
||||
|
||||
uint8_t spirocount = 16;
|
||||
uint8_t spirocount = 64;
|
||||
uint8_t spirooffset = 256 / spirocount;
|
||||
boolean spiroincrement = true;
|
||||
|
||||
|
@ -55,7 +55,7 @@ class PatternSpiro : public Drawable {
|
|||
};
|
||||
|
||||
unsigned int drawFrame() {
|
||||
blur2d(effects.leds, VPANEL_W > 255 ? 255 : VPANEL_W, VPANEL_H > 255 ? 255 : VPANEL_H, 192);
|
||||
blur2d(effects.leds, VPANEL_W > 255 ? 255 : VPANEL_W, VPANEL_H > 255 ? 255 : VPANEL_H, 64);
|
||||
|
||||
boolean change = false;
|
||||
|
||||
|
@ -69,8 +69,8 @@ class PatternSpiro : public Drawable {
|
|||
CRGB color = effects.ColorFromCurrentPalette(hueoffset + i * spirooffset, 128);
|
||||
effects.leds[XY16(x2, y2)] += color;
|
||||
|
||||
if((x2 == VPANEL_W/2 && y2 == VPANEL_H/2) ||
|
||||
(x2 == VPANEL_W/2 && y2 == VPANEL_H/2)) change = true;
|
||||
if((x2 == effects.getCenterX() && y2 == effects.getCenterY()) ||
|
||||
(x2 == effects.getCenterX() && y2 == effects.getCenterY())) change = true;
|
||||
}
|
||||
|
||||
theta2 += 1;
|
77
examples/AuroraDemo/PatternStarfield.hpp
Normal file
77
examples/AuroraDemo/PatternStarfield.hpp
Normal file
|
@ -0,0 +1,77 @@
|
|||
// Codetastic 2024
|
||||
// ChatGPT was used to create this.
|
||||
|
||||
#ifndef PatternStarfield_H
|
||||
#define PatternStarfield_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
#define STAR_COUNT 128
|
||||
|
||||
// Star structure
|
||||
struct Star {
|
||||
float x, y, z;
|
||||
CRGB colour;
|
||||
};
|
||||
|
||||
|
||||
|
||||
class PatternStarfield : public Drawable {
|
||||
|
||||
private:
|
||||
|
||||
std::vector<Star> stars;
|
||||
float speed = 0.5f;
|
||||
|
||||
public:
|
||||
PatternStarfield() {
|
||||
name = (char *)"Starfield";
|
||||
}
|
||||
|
||||
void start()
|
||||
{
|
||||
|
||||
stars.resize(STAR_COUNT);
|
||||
|
||||
for (int i = 0; i < STAR_COUNT; ++i) {
|
||||
stars[i] = { static_cast<float>(rand() % VPANEL_W - VPANEL_W / 2),
|
||||
static_cast<float>(rand() % VPANEL_H - VPANEL_H / 2),
|
||||
static_cast<float>(rand() % VPANEL_W),
|
||||
effects.ColorFromCurrentPalette(rand()*255)
|
||||
};
|
||||
} // random positions
|
||||
};
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
effects.DimAll(250);
|
||||
|
||||
// Update star positions
|
||||
for (auto& star : stars) {
|
||||
star.z -= speed;
|
||||
if (star.z <= 0) {
|
||||
star.z = VPANEL_W;
|
||||
star.x = static_cast<float>(rand() % VPANEL_W - VPANEL_W / 2);
|
||||
star.y = static_cast<float>(rand() % VPANEL_H - VPANEL_H / 2);
|
||||
}
|
||||
}
|
||||
|
||||
// draw position
|
||||
for (const auto& star : stars) {
|
||||
float k = 128.0f / star.z;
|
||||
int x = static_cast<int>(star.x * k + VPANEL_W / 2);
|
||||
int y = static_cast<int>(star.y * k + VPANEL_H / 2);
|
||||
|
||||
if (x >= 0 && x < VPANEL_W && y >= 0 && y < VPANEL_H) {
|
||||
|
||||
// TODO: Get brighter as we get closer to edges?
|
||||
effects.setPixel(x, y, star.colour);
|
||||
}
|
||||
}
|
||||
|
||||
effects.ShowFrame();
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
|
@ -1,79 +0,0 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Portions of this code are adapted from SmartMatrixSwirl by Mark Kriegsman: https://gist.github.com/kriegsman/5adca44e14ad025e6d3b
|
||||
* https://www.youtube.com/watch?v=bsGBT-50cts
|
||||
* Copyright (c) 2014 Mark Kriegsman
|
||||
*
|
||||
* 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 PatternSwirl_H
|
||||
|
||||
class PatternSwirl : public Drawable {
|
||||
private:
|
||||
const uint8_t borderWidth = 2;
|
||||
|
||||
public:
|
||||
PatternSwirl() {
|
||||
name = (char *)"Swirl";
|
||||
}
|
||||
|
||||
void start() {
|
||||
effects.ClearFrame();
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
// Apply some blurring to whatever's already on the matrix
|
||||
// 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);
|
||||
|
||||
#if FASTLED_VERSION >= 3001000
|
||||
blur2d(effects.leds, VPANEL_W > 255 ? 255 : VPANEL_W, VPANEL_H > 255 ? 255 : VPANEL_H, blurAmount);
|
||||
#else
|
||||
effects.DimAll(blurAmount);
|
||||
#endif
|
||||
|
||||
// Use two out-of-sync sine waves
|
||||
uint8_t i = beatsin8(256/VPANEL_H, borderWidth, VPANEL_W - borderWidth);
|
||||
uint8_t j = beatsin8(2048/VPANEL_W, borderWidth, VPANEL_H - borderWidth);
|
||||
|
||||
// Also calculate some reflections
|
||||
uint8_t ni = (VPANEL_W - 1) - i;
|
||||
uint8_t nj = (VPANEL_H - 1) - j;
|
||||
|
||||
// The color of each point shifts over time, each at a different speed.
|
||||
uint16_t ms = millis();
|
||||
effects.leds[XY16(i, j)] += effects.ColorFromCurrentPalette(ms / 11);
|
||||
//effects.leds[XY16(j, i)] += effects.ColorFromCurrentPalette(ms / 13); // this doesn't work for non-square matrices
|
||||
effects.leds[XY16(ni, nj)] += effects.ColorFromCurrentPalette(ms / 17);
|
||||
//effects.leds[XY16(nj, ni)] += effects.ColorFromCurrentPalette(ms / 29); // this doesn't work for non-square matrices
|
||||
effects.leds[XY16(i, nj)] += effects.ColorFromCurrentPalette(ms / 37);
|
||||
effects.leds[XY16(ni, j)] += effects.ColorFromCurrentPalette(ms / 41);
|
||||
|
||||
|
||||
effects.ShowFrame();
|
||||
return 0;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
54
examples/AuroraDemo/PatternTheMatrix.hpp
Normal file
54
examples/AuroraDemo/PatternTheMatrix.hpp
Normal file
|
@ -0,0 +1,54 @@
|
|||
// Codetastic 2024
|
||||
// ChatGPT was used to create this.
|
||||
|
||||
#ifndef PatternTheMatrix_H
|
||||
#define PatternTheMatrix_H
|
||||
|
||||
// Function to generate a random greenish color for the digital rain
|
||||
CRGB generateRainColor() {
|
||||
return CHSV(96 + random(64), 255, 255); // Greenish colors
|
||||
}
|
||||
|
||||
|
||||
class PatternTheMatrix : public Drawable {
|
||||
|
||||
public:
|
||||
PatternTheMatrix() {
|
||||
name = (char *)"The Matrix";
|
||||
}
|
||||
|
||||
|
||||
// Function to draw the digital rain effect
|
||||
void drawDigitalRain() {
|
||||
// Shift all the LEDs down by one row
|
||||
for (int x = 0; x < VPANEL_W ; x++) {
|
||||
for (int y = VPANEL_H - 1; y > 0; y--) {
|
||||
effects.leds[XY(x, y)] = effects.leds[XY(x, y - 1)];
|
||||
}
|
||||
// Add a new drop at the top of the column randomly
|
||||
if (random(10) > 7) { // Adjust the probability to control density of rain
|
||||
effects.leds[XY(x, 0)] = generateRainColor();
|
||||
} else {
|
||||
effects.leds[XY(x, 0)] = CRGB::Black;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void start()
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
effects.DimAll(250);
|
||||
|
||||
drawDigitalRain();
|
||||
|
||||
effects.ShowFrame();
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
66
examples/AuroraDemo/PatternTunnel.hpp
Normal file
66
examples/AuroraDemo/PatternTunnel.hpp
Normal file
|
@ -0,0 +1,66 @@
|
|||
// Codetastic 2024
|
||||
// ChatGPT was used to create this.
|
||||
|
||||
#ifndef PatternTunnel_H
|
||||
#define PatternTunnel_H
|
||||
|
||||
class PatternTunnel : public Drawable {
|
||||
|
||||
private:
|
||||
|
||||
uint8_t circlePositions[5] = {0, 6, 12, 18, 24}; // Initial positions of circles
|
||||
|
||||
|
||||
public:
|
||||
PatternTunnel() {
|
||||
name = (char *)"Tunnel";
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Function to draw a circle on the matrix
|
||||
void drawCircle(int centerX, int centerY, int radius, CRGB color) {
|
||||
for (int y = -radius; y <= radius; y++) {
|
||||
for (int x = -radius; x <= radius; x++) {
|
||||
if (x*x + y*y <= radius*radius) {
|
||||
int drawX = centerX + x;
|
||||
int drawY = centerY + y;
|
||||
if (drawX >= 0 && drawX < VPANEL_W && drawY >= 0 && drawY < VPANEL_H) {
|
||||
effects.leds[XY(drawX, drawY)] = color;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void start()
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
unsigned int drawFrame() {
|
||||
|
||||
effects.DimAll(250);
|
||||
|
||||
|
||||
// Draw circles
|
||||
for (int i = 0; i < 5; i++) {
|
||||
int radius = circlePositions[i] % 32;
|
||||
CRGB color = CHSV(map(radius, 0, 31, 0, 255), 255, 255);
|
||||
drawCircle(VPANEL_W / 2, VPANEL_H / 2, radius, color);
|
||||
|
||||
// Move circles forward
|
||||
circlePositions[i]++;
|
||||
|
||||
// Reset the position if the circle is out of bounds
|
||||
if (circlePositions[i] >= 32) {
|
||||
circlePositions[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
effects.ShowFrame();
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
|
@ -94,8 +94,8 @@ public:
|
|||
break;
|
||||
}
|
||||
|
||||
effects.DimAll(254);
|
||||
effects.ShowFrame();
|
||||
effects.DimAll(220);
|
||||
|
||||
|
||||
if (thetaUpdate >= thetaUpdateFrequency) {
|
||||
thetaUpdate = 0;
|
||||
|
@ -113,6 +113,8 @@ public:
|
|||
hueUpdate++;
|
||||
}
|
||||
|
||||
effects.ShowFrame();
|
||||
|
||||
return 0;
|
||||
}
|
||||
};
|
|
@ -1,297 +0,0 @@
|
|||
/*
|
||||
* 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 Patterns_H
|
||||
#define Patterns_H
|
||||
|
||||
#define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0]))
|
||||
|
||||
#include "Vector.h"
|
||||
#include "Boid.h"
|
||||
#include "Attractor.h"
|
||||
|
||||
/*
|
||||
* Note from mrfaptastic:
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#include "PatternTest.h"
|
||||
//#include "PatternNoiseSmearing.h" // Doesn't seem to work, omitting.
|
||||
#include "PatternSpiro.h"
|
||||
#include "PatternRadar.h"
|
||||
#include "PatternSwirl.h"
|
||||
#include "PatternPendulumWave.h"
|
||||
#include "PatternFlowField.h"
|
||||
#include "PatternIncrementalDrift.h"
|
||||
#include "PatternIncrementalDrift2.h" // Doesn't seem to work, omitting.
|
||||
#include "PatternMunch.h"
|
||||
#include "PatternElectricMandala.h"
|
||||
//#include "PatternSpin.h" // Doesn't seem to work, omitting.
|
||||
#include "PatternSimplexNoise.h"
|
||||
#include "PatternWave.h"
|
||||
#include "PatternAttract.h"
|
||||
//#include "PatternBounce.h" // Doesn't seem to work, omitting.
|
||||
#include "PatternFlock.h"
|
||||
#include "PatternInfinity.h"
|
||||
#include "PatternPlasma.h"
|
||||
#include "PatternSnake.h"
|
||||
#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 "PatternMaze.h"
|
||||
//#include "PatternPulse.h" // Doesn't seem to work, omitting.
|
||||
//#include "PatternSpark.h" // Doesn't seem to work, omitting.
|
||||
#include "PatternSpiral.h"
|
||||
|
||||
class Patterns : public Playlist {
|
||||
private:
|
||||
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;
|
||||
// PatternRadar radar;
|
||||
PatternSwirl swirl;
|
||||
PatternPendulumWave pendulumWave;
|
||||
PatternFlowField flowField;
|
||||
PatternIncrementalDrift incrementalDrift;
|
||||
PatternIncrementalDrift2 incrementalDrift2;
|
||||
PatternMunch munch;
|
||||
PatternElectricMandala electricMandala;
|
||||
// PatternSpin spin;
|
||||
PatternSimplexNoise simplexNoise;
|
||||
PatternWave wave;
|
||||
PatternAttract attract;
|
||||
// PatternBounce bounce;
|
||||
PatternFlock flock;
|
||||
PatternInfinity infinity;
|
||||
PatternPlasma plasma;
|
||||
PatternInvadersSmall invadersSmall;
|
||||
// PatternInvadersMedium invadersMedium;
|
||||
// PatternInvadersLarge invadersLarge;
|
||||
PatternSnake snake;
|
||||
// PatternCube cube;
|
||||
// PatternFire fire;
|
||||
PatternLife life;
|
||||
PatternMaze maze;
|
||||
// PatternPulse pulse;
|
||||
// PatternSpark spark;
|
||||
PatternSpiral spiral;
|
||||
|
||||
int currentIndex = 0;
|
||||
Drawable* currentItem;
|
||||
|
||||
int getCurrentIndex() {
|
||||
return currentIndex;
|
||||
}
|
||||
|
||||
const static int PATTERN_COUNT = 14;
|
||||
|
||||
Drawable* shuffledItems[PATTERN_COUNT];
|
||||
|
||||
Drawable* items[PATTERN_COUNT] = {
|
||||
// &patternTest, // ok
|
||||
&spiro, // cool
|
||||
// &paletteSmear, // fail
|
||||
// &multipleStream, // fail
|
||||
// &multipleStream8,// fail
|
||||
// &multipleStream5,// fail
|
||||
// &multipleStream3,// fail
|
||||
// &radar, // fail
|
||||
// &multipleStream4, // fail
|
||||
// &multipleStream2, // fail
|
||||
&life, // ok
|
||||
&flowField,
|
||||
&pendulumWave, //11 ok
|
||||
|
||||
&incrementalDrift, //12 ok
|
||||
&incrementalDrift2, // 13 fail
|
||||
&munch, // 14 ok
|
||||
// &electricMandala, // 15 ok, but ugly (vortigont)
|
||||
// &spin, // 16 ok but repetitive
|
||||
// &simplexNoise, // 17 - cool!
|
||||
// &wave, // 18 ok (can't work with 256+ matrix due to uint8_t vars)
|
||||
// &rainbowFlag, //20 // fail
|
||||
&attract, // 21 ok
|
||||
// &swirl, // 22 ok, but ugly (vortigont)
|
||||
// &bounce, // bouncing line crap
|
||||
&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:
|
||||
Patterns() {
|
||||
// add the items to the shuffledItems array
|
||||
for (int a = 0; a < PATTERN_COUNT; a++) {
|
||||
shuffledItems[a] = items[a];
|
||||
}
|
||||
|
||||
shuffleItems();
|
||||
|
||||
this->currentItem = items[0];
|
||||
this->currentItem->start();
|
||||
}
|
||||
|
||||
char* Drawable::name = (char *)"Patterns";
|
||||
|
||||
void stop() {
|
||||
if (currentItem)
|
||||
currentItem->stop();
|
||||
}
|
||||
|
||||
void start() {
|
||||
if (currentItem)
|
||||
currentItem->start();
|
||||
}
|
||||
|
||||
void move(int step) {
|
||||
currentIndex += step;
|
||||
|
||||
if (currentIndex >= PATTERN_COUNT) currentIndex = 0;
|
||||
else if (currentIndex < 0) currentIndex = PATTERN_COUNT - 1;
|
||||
|
||||
if (effects.paletteIndex == effects.RandomPaletteIndex)
|
||||
effects.RandomPalette();
|
||||
|
||||
moveTo(currentIndex);
|
||||
|
||||
//if (!isTimeAvailable && currentItem == &analogClock)
|
||||
// move(step);
|
||||
}
|
||||
|
||||
void moveRandom(int step) {
|
||||
currentIndex += step;
|
||||
|
||||
if (currentIndex >= PATTERN_COUNT) currentIndex = 0;
|
||||
else if (currentIndex < 0) currentIndex = PATTERN_COUNT - 1;
|
||||
|
||||
if (effects.paletteIndex == effects.RandomPaletteIndex)
|
||||
effects.RandomPalette();
|
||||
|
||||
if (currentItem)
|
||||
currentItem->stop();
|
||||
|
||||
currentItem = shuffledItems[currentIndex];
|
||||
|
||||
if (currentItem)
|
||||
currentItem->start();
|
||||
|
||||
// if (!isTimeAvailable && currentItem == &analogClock)
|
||||
// moveRandom(step);
|
||||
}
|
||||
|
||||
void shuffleItems() {
|
||||
for (int a = 0; a < PATTERN_COUNT; a++)
|
||||
{
|
||||
int r = random(a, PATTERN_COUNT);
|
||||
Drawable* temp = shuffledItems[a];
|
||||
shuffledItems[a] = shuffledItems[r];
|
||||
shuffledItems[r] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
unsigned int drawFrame() {
|
||||
return currentItem->drawFrame();
|
||||
}
|
||||
|
||||
void listPatterns() {
|
||||
Serial.println(F("{"));
|
||||
Serial.print(F(" \"count\": "));
|
||||
Serial.print(PATTERN_COUNT);
|
||||
Serial.println(",");
|
||||
Serial.println(F(" \"results\": ["));
|
||||
|
||||
for (int i = 0; i < PATTERN_COUNT; i++) {
|
||||
Serial.print(F(" \""));
|
||||
Serial.print(i, DEC);
|
||||
Serial.print(F(": "));
|
||||
Serial.print(items[i]->name);
|
||||
if (i == PATTERN_COUNT - 1)
|
||||
Serial.println(F("\""));
|
||||
else
|
||||
Serial.println(F("\","));
|
||||
}
|
||||
|
||||
Serial.println(" ]");
|
||||
Serial.println("}");
|
||||
}
|
||||
|
||||
char * getCurrentPatternName()
|
||||
{
|
||||
return currentItem->name;
|
||||
}
|
||||
|
||||
void moveTo(int index) {
|
||||
if (currentItem)
|
||||
currentItem->stop();
|
||||
|
||||
currentIndex = index;
|
||||
|
||||
currentItem = items[currentIndex];
|
||||
|
||||
if (currentItem)
|
||||
currentItem->start();
|
||||
}
|
||||
|
||||
bool setPattern(String name) {
|
||||
for (int i = 0; i < PATTERN_COUNT; i++) {
|
||||
if (name.compareTo(items[i]->name) == 0) {
|
||||
moveTo(i);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool setPattern(int index) {
|
||||
if (index >= PATTERN_COUNT || index < 0)
|
||||
return false;
|
||||
|
||||
moveTo(index);
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
220
examples/AuroraDemo/Patterns.hpp
Normal file
220
examples/AuroraDemo/Patterns.hpp
Normal file
|
@ -0,0 +1,220 @@
|
|||
/*
|
||||
* Aurora: https://github.com/pixelmatix/aurora
|
||||
* Original Copyright (c) 2014 Jason Coon
|
||||
*
|
||||
* Modified by Codetastic 2024
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef Patterns_H
|
||||
#define Patterns_H
|
||||
|
||||
#define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0]))
|
||||
|
||||
#include "Vector2.hpp"
|
||||
#include "Boid.hpp"
|
||||
#include "Attractor.hpp"
|
||||
|
||||
/*
|
||||
* Note from mrfaptastic:
|
||||
*
|
||||
* 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.
|
||||
*/
|
||||
#include "PatternStarfield.hpp" // new 2024
|
||||
#include "PatternAttract.hpp"
|
||||
#include "PatternBounce.hpp" // Doesn't seem to work, omitting.
|
||||
#include "PatternCube.hpp" // Doesn't seem to work, omitting.
|
||||
#include "PatternElectricMandala.hpp"
|
||||
#include "PatternFireKoz.hpp" // Doesn't seem to work, omitting.
|
||||
#include "PatternFlock.hpp"
|
||||
#include "PatternFlowField.hpp"
|
||||
#include "PatternIncrementalDrift.hpp"
|
||||
#include "PatternIncrementalDrift2.hpp" // Doesn't seem to work, omitting.
|
||||
#include "PatternInfinity.hpp"
|
||||
#include "PatternMaze.hpp" // ??
|
||||
#include "PatternMunch.hpp"
|
||||
//#include "PatternNoiseSmearing.hpp"
|
||||
#include "PatternPendulumWave.hpp"
|
||||
#include "PatternPlasma.hpp"
|
||||
#include "PatternRadar.hpp"
|
||||
#include "PatternSimplexNoise.hpp"
|
||||
#include "PatternSnake.hpp"
|
||||
#include "PatternSpiral.hpp"
|
||||
#include "PatternSpiro.hpp"
|
||||
#include "PatternWave.hpp"
|
||||
#include "PatternTheMatrix.hpp"
|
||||
//#include "PatternTunnel.hpp" // fail
|
||||
//#include "PatternSphereSpin.hpp" // fail
|
||||
|
||||
|
||||
class Patterns {
|
||||
private:
|
||||
|
||||
PatternStarfield starfield;
|
||||
// PatternSphereSpin sspin;
|
||||
PatternAttract attract;
|
||||
PatternBounce bounce;
|
||||
PatternCube cube;
|
||||
PatternElectricMandala electricMandala;
|
||||
PatternFireKoz fire;
|
||||
PatternFlock flock;
|
||||
PatternFlowField flowField;
|
||||
PatternIncrementalDrift incrementalDrift;
|
||||
PatternIncrementalDrift2 incrementalDrift2;
|
||||
PatternInfinity infinity;
|
||||
PatternMaze maze;
|
||||
PatternMunch munch;
|
||||
PatternPendulumWave pendwave;
|
||||
PatternPlasma plasma;
|
||||
PatternRadar radar;
|
||||
PatternSimplexNoise simpnoise;
|
||||
PatternSnake snake;
|
||||
PatternSpiral spiral;
|
||||
PatternSpiro spiro;
|
||||
PatternWave wave;
|
||||
PatternTheMatrix matrix;
|
||||
// PatternTunnel tunnel;
|
||||
|
||||
std::vector<Drawable*> availablePatterns = {
|
||||
// &tunnel,
|
||||
&matrix,
|
||||
&starfield,
|
||||
// &sspin,
|
||||
&attract,
|
||||
&bounce,
|
||||
&cube,
|
||||
&electricMandala,
|
||||
&fire,
|
||||
&flock,
|
||||
&spiro,
|
||||
&radar,
|
||||
&flowField,
|
||||
&incrementalDrift,
|
||||
&incrementalDrift2,
|
||||
&infinity,
|
||||
&maze,
|
||||
&munch,
|
||||
&pendwave,
|
||||
&plasma,
|
||||
&radar,
|
||||
&simpnoise,
|
||||
//&snake, // a bit crap
|
||||
//&spiral, // a bit crap
|
||||
&spiro,
|
||||
&wave,
|
||||
};
|
||||
|
||||
int currentIndex = 0;
|
||||
Drawable* currentItem;
|
||||
|
||||
int getCurrentIndex() {
|
||||
return currentIndex;
|
||||
}
|
||||
|
||||
|
||||
public:
|
||||
Patterns() {
|
||||
this->currentItem = availablePatterns[0];
|
||||
this->currentItem->start();
|
||||
}
|
||||
|
||||
void stop() {
|
||||
if (currentItem)
|
||||
currentItem->stop();
|
||||
}
|
||||
|
||||
void start() {
|
||||
if (currentItem)
|
||||
currentItem->start();
|
||||
}
|
||||
|
||||
void moveTo(int index)
|
||||
{
|
||||
index = ((index >= availablePatterns.size()) || (index < 0)) ? 0 : index;
|
||||
|
||||
if (currentItem)
|
||||
currentItem->stop();
|
||||
|
||||
currentIndex = index;
|
||||
currentItem = availablePatterns[currentIndex];
|
||||
|
||||
Serial.print("Changing pattern to: ");
|
||||
Serial.println(getCurrentPatternName());
|
||||
|
||||
if (currentItem)
|
||||
currentItem->start();
|
||||
|
||||
} // index
|
||||
|
||||
|
||||
void move(int step) {
|
||||
|
||||
currentIndex += step;
|
||||
|
||||
if (currentIndex >= availablePatterns.size()) currentIndex = 0;
|
||||
else if (currentIndex < 0) currentIndex = 0;
|
||||
|
||||
moveTo(currentIndex);
|
||||
}
|
||||
|
||||
void moveRandom(int step) {
|
||||
int rand_index = random(0, availablePatterns.size()-1);
|
||||
moveTo(rand_index);
|
||||
}
|
||||
|
||||
unsigned int drawFrame() {
|
||||
return currentItem->drawFrame();
|
||||
}
|
||||
|
||||
void listPatterns() {
|
||||
Serial.println(F("{"));
|
||||
Serial.print(F(" \"count\": "));
|
||||
Serial.print(availablePatterns.size());
|
||||
Serial.println(",");
|
||||
Serial.println(F(" \"results\": ["));
|
||||
|
||||
for (size_t i = 0; i < availablePatterns.size(); i++) {
|
||||
Serial.print(F(" \""));
|
||||
Serial.print(i, DEC);
|
||||
Serial.print(F(": "));
|
||||
Serial.print(availablePatterns[i]->name);
|
||||
if (i == availablePatterns.size() - 1)
|
||||
Serial.println(F("\""));
|
||||
else
|
||||
Serial.println(F("\","));
|
||||
}
|
||||
|
||||
Serial.println(" ]");
|
||||
Serial.println("}");
|
||||
}
|
||||
|
||||
char * getCurrentPatternName()
|
||||
{
|
||||
return currentItem->name;
|
||||
}
|
||||
/*
|
||||
bool setPattern(String name) {
|
||||
|
||||
for (size_t i = 0; i < availablePatterns.size(); i++) {
|
||||
if (name.compareTo(availablePatterns[i]->name) == 0) {
|
||||
moveTo(i);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
*/
|
||||
bool setPattern(int index) {
|
||||
if (index >= availablePatterns.size() || index < 0)
|
||||
return false;
|
||||
|
||||
moveTo(index);
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
|
@ -1,39 +0,0 @@
|
|||
/*
|
||||
* 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 Playlist_H
|
||||
#define Playlist_H
|
||||
|
||||
class Playlist : public Drawable {
|
||||
public:
|
||||
virtual bool isPlaylist() {
|
||||
return true;
|
||||
}
|
||||
|
||||
boolean isCurrentItemFinished = true;
|
||||
|
||||
virtual void move(int step) = 0;
|
||||
virtual void moveRandom(int step) = 0;
|
||||
virtual int getCurrentIndex();
|
||||
};
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue