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41 commits

Author SHA1 Message Date
mrcodetastic
8bc420da0e
Update PatternStarfield.hpp 2024-08-14 23:42:11 +01:00
mrcodetastic
ad3337b3a3 Add some more patterns 2024-08-07 19:16:13 +01:00
mrcodetastic
27a319157d Update gdma_lcd_parallel16.cpp 2024-08-07 18:29:58 +01:00
mrcodetastic
ebd8e7d589
Create README.md 2024-07-29 17:51:21 +01:00
mrcodetastic
807dd4cf9b Make AuroraDemo great again
Add Julia set to Aurora as well. Remove as stand-alone.
2024-07-29 17:43:22 +01:00
mrcodetastic
f77a5cac9c Make AuroraDemo great again.
And test out ChatGPT's attempt to create some effects as well.
2024-07-29 17:23:53 +01:00
mrcodetastic
e2f856d713 Merge branch 'master' of https://github.com/mrcodetastic/ESP32-HUB75-MatrixPanel-DMA 2024-07-28 23:40:32 +01:00
mrcodetastic
3960bbed88 updates 2024-07-28 23:40:30 +01:00
mrcodetastic
d27901565c
Update library.json 2024-07-28 22:02:37 +01:00
mrcodetastic
5454854b53
Update library.properties 2024-07-28 22:02:29 +01:00
mrcodetastic
f2634319ab Clean-up and fix some examples 2024-07-28 22:00:45 +01:00
mrcodetastic
aa28e2a93b Update gdma_lcd_parallel16.cpp 2024-07-26 11:23:16 +01:00
mrcodetastic
c4ecdcfeeb
Update gdma_lcd_parallel16.cpp 2024-07-22 16:54:51 +01:00
mrcodetastic
16f3566137
Update library.json 2024-07-22 16:51:17 +01:00
mrcodetastic
23853ce216
Update library.properties 2024-07-22 16:50:58 +01:00
mrcodetastic
756002c8fa
Update library.json 2024-07-22 16:50:40 +01:00
mrcodetastic
96ee0204e7
Merge pull request #659 from mrcodetastic/dev
Dev
2024-07-22 13:52:20 +01:00
mrcodetastic
9be1c37da2 Update ESP32-HUB75-MatrixPanel-I2S-DMA.h 2024-07-22 13:51:00 +01:00
mrcodetastic
fdc9019d99 Enhance GFX_LITE support 2024-07-22 13:47:02 +01:00
mrcodetastic
2f7de5b01c
Update gdma_lcd_parallel16.cpp 2024-07-22 00:31:36 +01:00
mrcodetastic
1c4d64aa15
Update gdma_lcd_parallel16.cpp 2024-07-22 00:31:09 +01:00
mrcodetastic
1cccb7f3a3
Merge pull request #657 from mrcodetastic/dev
Better align clocks across SoCs
2024-07-22 00:21:52 +01:00
mrcodetastic
628ffa8c33 Update esp32_i2s_parallel_dma.cpp 2024-07-21 22:32:05 +01:00
mrcodetastic
95cda9dbb2 minor fixes 2024-07-21 13:55:28 +01:00
mrcodetastic
04a1727b23 Update esp32_i2s_parallel_dma.cpp 2024-07-21 12:18:55 +01:00
mrcodetastic
c55ea57458 revert 2024-07-19 07:27:54 +01:00
mrcodetastic
41cff62e42 Update esp32_i2s_parallel_dma.cpp 2024-07-17 23:40:18 +01:00
mrcodetastic
fb9a99339b Update esp32_i2s_parallel_dma.cpp 2024-07-17 23:38:35 +01:00
mrcodetastic
cee3dca28c clock speed fixes 2024-07-17 23:15:56 +01:00
mrcodetastic
e8d92c3ff8
Merge pull request #640 from Lukaswnd/master
Add support for ESP32C6
2024-07-04 01:33:10 +01:00
mrcodetastic
89dc02998f
Merge pull request #638 from board707/virtual_16px_high
Fix incorrect getCoords() for 16px_high panels, as mentioned in issue #635
2024-07-04 01:32:57 +01:00
board707
459516b6db Fix incorrect virtual Y coordinate for second and next rows of panels 2024-06-18 00:59:44 +03:00
Lukaswnd
0829a284bd final calculations 2024-06-10 23:08:00 +02:00
Lukaswnd
249325d532 test max sizes 2024-06-10 22:44:16 +02:00
Lukaswnd
9b2dd8f3d2 Kinda works 2024-06-10 19:58:57 +02:00
Lukaswnd
f0b4a6d081 add first re-try of C6 2024-06-10 17:08:58 +02:00
board707
228e742702 Fix incorrect getCoords() for 16px_high panels 2024-06-04 10:41:26 +03:00
mrcodetastic
54ef607166
Update library.properties 2024-05-01 23:27:29 +01:00
mrcodetastic
b7447b4930
Update library.json 2024-05-01 23:27:11 +01:00
mrcodetastic
eb755514cd
Merge pull request #626 from njh/patch-1
Fix url in library.properties
2024-05-01 11:36:48 +01:00
Nicholas Humfrey
f69fb3ec3a
Fix url in library.properties 2024-05-01 11:18:35 +01:00
109 changed files with 2211 additions and 7211 deletions

View file

@ -204,7 +204,7 @@ Yes!
For example: If you want to chain two of these horizontally to make a 128x32 panel you can do so by connecting the panels in series using the HUB75 ribbon cable. Than you must provide proper configuration structure to the class constructor letting it know that you use "one long virtual matrix chain". Refer to [Pattern Plasma](/examples/2_PatternPlasma/) example for all the details about configuration setup.
Finally, if you wanted to chain 4 x (64x32px) panels to make 128x64px display (essentially a 2x2 grid of 64x32 LED Matrix modules), a little more magic will be required. Refer to the [Chained Panels](examples/ChainedPanels/) example.
Finally, if you wanted to chain 4 x (64x32px) panels to make 128x64px display (essentially a 2x2 grid of 64x32 LED Matrix modules), a little more magic will be required. Refer to the [VirtualMatrixPanel](examples/VirtualMatrixPanel/) example and the [AuroraDemo](examples/AuroraDemo/) example of its practical use.
Resolutions beyond 128x64 are more likely to result in crashes due to [memory](/doc/i2s_memcalc.md) constraints etc. You are on your own after this point - PLEASE do not raise issues about this, the library can't magically defeat the SRAM memory constraints of the ESP32.

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@ -138,7 +138,7 @@ void setup() {
dma_display = new MatrixPanel_I2S_DMA(mxconfig);
// let's adjust default brightness to about 75%
dma_display->setBrightness8(192); // range is 0-255, 0 - 0%, 255 - 100%
dma_display->setBrightness8(255); // range is 0-255, 0 - 0%, 255 - 100%
// Allocate memory and start DMA display
if( not dma_display->begin() )
@ -176,13 +176,13 @@ void loop() {
for (int x = 0; x < PANE_WIDTH; x++) {
for (int y = 0; y < PANE_HEIGHT; y++) {
int16_t v = 0;
int16_t v = 128;
uint8_t wibble = sin8(time_counter);
v += sin16(x * wibble * 3 + time_counter);
v += cos16(y * (128 - wibble) + time_counter);
v += sin16(y * x * cos8(-time_counter) / 8);
currentColor = ColorFromPalette(currentPalette, (v >> 8) + 127); //, brightness, currentBlendType);
currentColor = ColorFromPalette(currentPalette, (v >> 8)); //, brightness, currentBlendType);
dma_display->drawPixelRGB888(x, y, currentColor.r, currentColor.g, currentColor.b);
}
}

View file

@ -18,26 +18,17 @@
* 3. Have fun.
*/
#define FILESYSTEM SPIFFS
#include <SPIFFS.h>
#include "FS.h"
#include <LittleFS.h>
#include <AnimatedGIF.h>
#include <ESP32-HUB75-MatrixPanel-I2S-DMA.h>
// ----------------------------
#define FILESYSTEM LittleFS
#define FORMAT_LITTLEFS_IF_FAILED true
/*
* Below is an is the 'legacy' way of initialising the MatrixPanel_I2S_DMA class.
* i.e. MATRIX_WIDTH and MATRIX_HEIGHT are modified by compile-time directives.
* By default the library assumes a single 64x32 pixel panel is connected.
*
* Refer to the example '2_PatternPlasma' on the new / correct way to setup this library
* for different resolutions / panel chain lengths within the sketch 'setup()'.
*
*/
#define PANEL_RES_X 64 // Number of pixels wide of each INDIVIDUAL panel module.
#define PANEL_RES_X 64 // Number of pixels wide of each INDIVIDUAL panel module.
#define PANEL_RES_Y 32 // Number of pixels tall of each INDIVIDUAL panel module.
#define PANEL_CHAIN 1 // Total number of panels chained one to another
#define PANEL_CHAIN 1 // Total number of panels chained one to another horizontally only.
//MatrixPanel_I2S_DMA dma_display;
MatrixPanel_I2S_DMA *dma_display = nullptr;
@ -48,7 +39,6 @@ uint16_t myRED = dma_display->color565(255, 0, 0);
uint16_t myGREEN = dma_display->color565(0, 255, 0);
uint16_t myBLUE = dma_display->color565(0, 0, 255);
AnimatedGIF gif;
File f;
int x_offset, y_offset;
@ -63,8 +53,8 @@ void GIFDraw(GIFDRAW *pDraw)
int x, y, iWidth;
iWidth = pDraw->iWidth;
if (iWidth > MATRIX_WIDTH)
iWidth = MATRIX_WIDTH;
if (iWidth > dma_display->width())
iWidth = dma_display->width();
usPalette = pDraw->pPalette;
y = pDraw->iY + pDraw->y; // current line
@ -195,9 +185,9 @@ void ShowGIF(char *name)
if (gif.open(name, GIFOpenFile, GIFCloseFile, GIFReadFile, GIFSeekFile, GIFDraw))
{
x_offset = (MATRIX_WIDTH - gif.getCanvasWidth())/2;
x_offset = (dma_display->width() - gif.getCanvasWidth())/2;
if (x_offset < 0) x_offset = 0;
y_offset = (MATRIX_HEIGHT - gif.getCanvasHeight())/2;
y_offset = (dma_display->height() - gif.getCanvasHeight())/2;
if (y_offset < 0) y_offset = 0;
Serial.printf("Successfully opened GIF; Canvas size = %d x %d\n", gif.getCanvasWidth(), gif.getCanvasHeight());
Serial.flush();
@ -217,17 +207,21 @@ void ShowGIF(char *name)
/************************* Arduino Sketch Setup and Loop() *******************************/
void setup() {
Serial.begin(115200);
delay(1000);
if(!LittleFS.begin(FORMAT_LITTLEFS_IF_FAILED)){
Serial.println("LittleFS Mount Failed");
return;
}
HUB75_I2S_CFG mxconfig(
PANEL_RES_X, // module width
PANEL_RES_Y, // module height
PANEL_CHAIN // Chain length
PANEL_CHAIN // Chain of panels - Horizontal width only.
);
// mxconfig.gpio.e = 18;
// mxconfig.clkphase = false;
//mxconfig.driver = HUB75_I2S_CFG::FM6126A;
// mxconfig.gpio.e = 18;
// mxconfig.clkphase = false;
// mxconfig.driver = HUB75_I2S_CFG::FM6126A;
// Display Setup
dma_display = new MatrixPanel_I2S_DMA(mxconfig);
@ -236,18 +230,7 @@ void setup() {
dma_display->clearScreen();
dma_display->fillScreen(myWHITE);
Serial.println("Starting AnimatedGIFs Sketch");
// Start filesystem
Serial.println(" * Loading SPIFFS");
if(!SPIFFS.begin()){
Serial.println("SPIFFS Mount Failed");
}
dma_display->begin();
/* all other pixel drawing functions can only be called after .begin() */
dma_display->fillScreen(dma_display->color565(0, 0, 0));
// Start going through GIFS
gif.begin(LITTLE_ENDIAN_PIXELS);
}
@ -287,4 +270,7 @@ void loop()
delay(1000); // pause before restarting
} // while
}
}
// Other LittleFS filesystem function examples available at:
// https://randomnerdtutorials.com/esp32-write-data-littlefs-arduino/

View file

@ -0,0 +1,13 @@
## Animated GIF Decoding Example
### Prerequisites
1. The excellent 'AnimatedGIF' library by Larry Bank needs to be installed: https://github.com/bitbank2/AnimatedGIF
2. The files in the 'data' folder are written to the ESP32's SPIFFS file system. In order to be able to do this using the Arduino 2.0 IDE, you need to install the ESP32 LittleFS plugin: https://github.com/lorol/arduino-esp32littlefs-plugin
Follow the instructions in the link to install the plugin: https://randomnerdtutorials.com/arduino-ide-2-install-esp32-littlefs/
## Credits
https://github.com/bitbank2/AnimatedGIF

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@ -1,13 +0,0 @@
## Animated GIF Decoding Example
### Prerequisites
1. The excellent 'AnimatedGIF' library by Larry Bank needs to be installed: https://github.com/bitbank2/AnimatedGIF
This is available via the Arduino Library manager, or can be placed in the 'libs' directory with PlatformIO.
2. The files in the 'data' folder are written to the ESP32's SPIFFS file system.
## Credits
https://github.com/bitbank2/AnimatedGIF

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@ -1,50 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from "Attractor" in "The Nature of Code" by Daniel Shiffman: http://natureofcode.com/
* Copyright (c) 2014 Daniel Shiffman
* http://www.shiffman.net
*
* 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.
*/
#include "Vector.h"
class Attractor {
public:
float mass; // Mass, tied to size
float G; // Gravitational Constant
PVector location; // Location
Attractor() {
location = PVector(MATRIX_CENTRE_X, MATRIX_CENTRE_Y);
mass = 10;
G = .5;
}
PVector attract(Boid m) {
PVector force = location - m.location; // Calculate direction of force
float d = force.mag(); // Distance between objects
d = constrain(d, 5.0, 32.0); // Limiting the distance to eliminate "extreme" results for very close or very far objects
force.normalize(); // Normalize vector (distance doesn't matter here, we just want this vector for direction)
float strength = (G * mass * m.mass) / (d * d); // Calculate gravitational force magnitude
force *= strength; // Get force vector --> magnitude * direction
return force;
}
};

View file

@ -24,7 +24,7 @@
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "Vector.h"
#include "Vector2.hpp"
class Attractor {
public:
@ -33,7 +33,7 @@ public:
PVector location; // Location
Attractor() {
location = PVector(MATRIX_CENTRE_X, MATRIX_CENTRE_Y);
location = PVector(effects.getCenterX(), effects.getCenterY());
mass = 10;
G = .5;
}

View file

@ -1,150 +1,204 @@
#include <ESP32-HUB75-MatrixPanel-I2S-DMA.h>
/*--------------------- MATRIX GPIO CONFIG -------------------------*/
#define R1_PIN 25
#define G1_PIN 26
#define B1_PIN 27
#define R2_PIN 14
#define G2_PIN 12
#define B2_PIN 13
#define A_PIN 23
#define B_PIN 19 // Changed from library default
#define C_PIN 5
#define D_PIN 17
#define E_PIN -1
#define LAT_PIN 4
#define OE_PIN 15
#define CLK_PIN 16
/*--------------------- MATRIX PANEL CONFIG -------------------------*/
#define PANEL_RES_X 64 // Number of pixels wide of each INDIVIDUAL panel module.
#define PANEL_RES_Y 32 // Number of pixels tall of each INDIVIDUAL panel module.
#define PANEL_CHAIN 1 // Total number of panels chained one to another
/*
//Another way of creating config structure
//Custom pin mapping for all pins
HUB75_I2S_CFG::i2s_pins _pins={R1, G1, BL1, R2, G2, BL2, CH_A, CH_B, CH_C, CH_D, CH_E, LAT, OE, CLK};
HUB75_I2S_CFG mxconfig(
64, // width
64, // height
4, // chain length
_pins, // pin mapping
HUB75_I2S_CFG::FM6126A // driver chip
);
_ _ _ ____ ___ ____ _
/ \ | | | | _ \ / _ \| _ \ / \
/ _ \ | | | | |_) | | | | |_) | / _ \
/ ___ \| |_| | _ <| |_| | _ < / ___ \
/_/ \_\\___/|_| \_\\___/|_| \_\/_/ \_\
____ _____ __ __ ___
| _ \| ____| \/ |/ _ \
| | | | _| | |\/| | | | |
| |_| | |___| | | | |_| |
|____/|_____|_| |_|\___/
Description:
* This demonstrates a combination of the following libraries two:
- "ESP32-HUB75-MatrixPanel-DMA" to send pixel data to the physical panels in combination with its
in-built "VirtualMatrix" class which used to create a virtual display of chained panels, so the
graphical effects of the Aurora demonstration can be shown on a 'bigger' grid of physical panels
acting as one big display.
- "GFX_Lite" to provide a simple graphics library for drawing on the virtual display.
GFX_Lite is a fork of AdaFruitGFX and FastLED library combined together, with a focus on simplicity and ease of use.
Instructions:
* Use the serial input to advance through the patterns, or to toggle auto advance. Sending 'n' will advance to the next
pattern, 'p' will go to the previous pattern. Sending 'a' will toggle auto advance on and off.
*/
MatrixPanel_I2S_DMA *dma_display = nullptr;
// Module configuration
HUB75_I2S_CFG mxconfig(
PANEL_RES_X, // module width
PANEL_RES_Y, // module height
PANEL_CHAIN // Chain length
);
#define USE_GFX_LITE 1
#include <ESP32-VirtualMatrixPanel-I2S-DMA.h>
/***************************************************************************************************************************/
// Step 1) Provide the size of each individual physical panel LED Matrix panel that is chained (or not) together
#define PANEL_RES_X 64 // Number of pixels wide of each INDIVIDUAL panel module.
#define PANEL_RES_Y 32 // Number of pixels tall of each INDIVIDUAL panel module.
// Step 2) Provide details of the physical panel chaining that is in place.
#define NUM_ROWS 2 // Number of rows of chained INDIVIDUAL PANELS
#define NUM_COLS 1 // Number of INDIVIDUAL PANELS per ROW
#define PANEL_CHAIN NUM_ROWS*NUM_COLS // total number of panels chained one to another
// Step 3) How are the panels chained together?
#define PANEL_CHAIN_TYPE CHAIN_TOP_RIGHT_DOWN
// Refer to: https://github.com/mrcodetastic/ESP32-HUB75-MatrixPanel-DMA/tree/master/examples/VirtualMatrixPanel
// and: https://github.com/mrcodetastic/ESP32-HUB75-MatrixPanel-DMA/blob/master/doc/VirtualMatrixPanel.pdf
// Virtual Panel dimensions - our combined panel would be a square 4x4 modules with a combined resolution of 128x128 pixels
#define VPANEL_W PANEL_RES_X*NUM_COLS // Kosso: All Pattern files have had the MATRIX_WIDTH and MATRIX_HEIGHT replaced by these.
#define VPANEL_H PANEL_RES_Y*NUM_ROWS //
/***************************************************************************************************************************/
// The palettes are set to change every 60 seconds.
int lastPattern = 0;
//mxconfig.gpio.e = -1; // Assign a pin if you have a 64x64 panel
//mxconfig.clkphase = false; // Change this if you have issues with ghosting.
//mxconfig.driver = HUB75_I2S_CFG::FM6126A; // Change this according to your pane.
// placeholder for the matrix object
MatrixPanel_I2S_DMA *matrix = nullptr;
// placeholder for the virtual display object
VirtualMatrixPanel *virtualDisp = nullptr;
#include "EffectsLayer.hpp" // FastLED CRGB Pixel Buffer for which the patterns are drawn
EffectsLayer effects(VPANEL_W, VPANEL_H);
#include <FastLED.h>
#include "Drawable.hpp"
#include "Geometry.hpp"
#include "Effects.h"
Effects effects;
#include "Drawable.h"
#include "Playlist.h"
//#include "Geometry.h"
#include "Patterns.h"
#include "Patterns.hpp"
Patterns patterns;
/* -------------------------- Some variables -------------------------- */
unsigned long fps = 0, fps_timer; // fps (this is NOT a matrix refresh rate!)
unsigned int default_fps = 30, pattern_fps = 30; // default fps limit (this is not a matrix refresh counter!)
unsigned long ms_animation_max_duration = 20000; // 20 seconds
unsigned long last_frame=0, ms_previous=0;
unsigned long ms_current = 0;
unsigned long ms_previous = 0;
unsigned long ms_previous_palette = 0;
unsigned long ms_animation_max_duration = 30000; // 10 seconds
unsigned long next_frame = 0;
void listPatterns();
void setup()
{
/************** SERIAL **************/
// Setup serial interface
Serial.begin(115200);
delay(250);
/************** DISPLAY **************/
Serial.println("...Starting Display");
dma_display = new MatrixPanel_I2S_DMA(mxconfig);
dma_display->begin();
dma_display->setBrightness8(90); //0-255
dma_display->fillScreenRGB888(128,0,0);
delay(1000);
dma_display->fillScreenRGB888(0,0,128);
delay(1000);
dma_display->clearScreen();
delay(1000);
// Configure your matrix setup here
HUB75_I2S_CFG mxconfig(PANEL_RES_X, PANEL_RES_Y, PANEL_CHAIN);
// custom pin mapping (if required)
//HUB75_I2S_CFG::i2s_pins _pins={R1, G1, BL1, R2, G2, BL2, CH_A, CH_B, CH_C, CH_D, CH_E, LAT, OE, CLK};
//mxconfig.gpio = _pins;
// in case that we use panels based on FM6126A chip, we can change that
//mxconfig.driver = HUB75_I2S_CFG::FM6126A;
// FM6126A panels could be cloked at 20MHz with no visual artefacts
// mxconfig.i2sspeed = HUB75_I2S_CFG::HZ_20M;
// OK, now we can create our matrix object
matrix = new MatrixPanel_I2S_DMA(mxconfig);
// Allocate memory and start DMA display
if( not matrix->begin() )
Serial.println("****** !KABOOM! I2S memory allocation failed ***********");
// let's adjust default brightness to about 75%
matrix->setBrightness8(192); // range is 0-255, 0 - 0%, 255 - 100%
// create VirtualDisplay object based on our newly created dma_display object
virtualDisp = new VirtualMatrixPanel((*matrix), NUM_ROWS, NUM_COLS, PANEL_RES_X, PANEL_RES_Y, PANEL_CHAIN_TYPE);
Serial.println("**************** Starting Aurora Effects Demo ****************");
Serial.print("MATRIX_WIDTH: "); Serial.println(PANEL_RES_X*PANEL_CHAIN);
Serial.print("MATRIX_HEIGHT: "); Serial.println(PANEL_RES_Y);
#ifdef VPANEL_W
Serial.println("VIRTUAL PANEL WIDTH " + String(VPANEL_W));
Serial.println("VIRTUAL PANEL HEIGHT " + String(VPANEL_H));
#endif
// setup the effects generator
effects.Setup();
delay(500);
Serial.println("Effects being loaded: ");
listPatterns();
patterns.moveRandom(1); // start from a random pattern
patterns.setPattern(0);
patterns.start();
ms_previous = millis();
Serial.print("Starting with pattern: ");
Serial.println(patterns.getCurrentPatternName());
patterns.start();
ms_previous = millis();
fps_timer = millis();
}
bool autoAdvance = true;
char incomingByte = 0;
void handleSerialRead()
{
if (Serial.available() > 0) {
// read the incoming byte:
incomingByte = Serial.read();
if (incomingByte == 'n') {
Serial.println("Going to next pattern");
patterns.move(1);
}
if (incomingByte == 'p') {
Serial.println("Going to previous pattern");
patterns.move(-1);
}
if (incomingByte == 'a') {
autoAdvance = !autoAdvance;
if (autoAdvance)
Serial.println("Auto pattern advance is ON");
else
Serial.println("Auto pattern advance is OFF");
}
ms_previous = millis();
}
} // end handleSerialRead
void loop()
{
// menu.run(mainMenuItems, mainMenuItemCount);
if ( (millis() - ms_previous) > ms_animation_max_duration )
{
patterns.stop();
patterns.moveRandom(1);
//patterns.move(1);
patterns.start();
Serial.print("Changing pattern to: ");
Serial.println(patterns.getCurrentPatternName());
ms_previous = millis();
handleSerialRead();
// Select a random palette as well
//effects.RandomPalette();
ms_current = millis();
if (ms_current - ms_previous_palette > 10000) // change colour palette evert 10 seconds
{
effects.RandomPalette();
ms_previous_palette = ms_current;
}
if ( ((ms_current - ms_previous) > ms_animation_max_duration) && autoAdvance)
{
patterns.move(1);
ms_previous = ms_current;
}
if ( 1000 / pattern_fps + last_frame < millis()){
last_frame = millis();
pattern_fps = patterns.drawFrame();
if (!pattern_fps)
pattern_fps = default_fps;
++fps;
}
if (fps_timer + 1000 < millis()){
Serial.printf_P(PSTR("Effect fps: %ld\n"), fps);
fps_timer = millis();
fps = 0;
}
if ( next_frame < ms_current)
next_frame = patterns.drawFrame() + ms_current;
}
void listPatterns() {
patterns.listPatterns();
}
}

View file

@ -1,326 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from "Flocking" in "The Nature of Code" by Daniel Shiffman: http://natureofcode.com/
* Copyright (c) 2014 Daniel Shiffman
* http://www.shiffman.net
*
* 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.
*/
// Flocking
// Daniel Shiffman <http://www.shiffman.net>
// The Nature of Code, Spring 2009
// Boid class
// Methods for Separation, Cohesion, Alignment added
class Boid {
public:
PVector location;
PVector velocity;
PVector acceleration;
float maxforce; // Maximum steering force
float maxspeed; // Maximum speed
float desiredseparation = 4;
float neighbordist = 8;
byte colorIndex = 0;
float mass;
boolean enabled = true;
Boid() {}
Boid(float x, float y) {
acceleration = PVector(0, 0);
velocity = PVector(randomf(), randomf());
location = PVector(x, y);
maxspeed = 1.5;
maxforce = 0.05;
}
static float randomf() {
return mapfloat(random(0, 255), 0, 255, -.5, .5);
}
static float mapfloat(float x, float in_min, float in_max, float out_min, float out_max) {
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}
void run(Boid boids [], uint8_t boidCount) {
flock(boids, boidCount);
update();
// wrapAroundBorders();
// render();
}
// Method to update location
void update() {
// Update velocity
velocity += acceleration;
// Limit speed
velocity.limit(maxspeed);
location += velocity;
// Reset acceleration to 0 each cycle
acceleration *= 0;
}
void applyForce(PVector force) {
// We could add mass here if we want A = F / M
acceleration += force;
}
void repelForce(PVector obstacle, float radius) {
//Force that drives boid away from obstacle.
PVector futPos = location + velocity; //Calculate future position for more effective behavior.
PVector dist = obstacle - futPos;
float d = dist.mag();
if (d <= radius) {
PVector repelVec = location - obstacle;
repelVec.normalize();
if (d != 0) { //Don't divide by zero.
// float scale = 1.0 / d; //The closer to the obstacle, the stronger the force.
repelVec.normalize();
repelVec *= (maxforce * 7);
if (repelVec.mag() < 0) { //Don't let the boids turn around to avoid the obstacle.
repelVec.y = 0;
}
}
applyForce(repelVec);
}
}
// We accumulate a new acceleration each time based on three rules
void flock(Boid boids [], uint8_t boidCount) {
PVector sep = separate(boids, boidCount); // Separation
PVector ali = align(boids, boidCount); // Alignment
PVector coh = cohesion(boids, boidCount); // Cohesion
// Arbitrarily weight these forces
sep *= 1.5;
ali *= 1.0;
coh *= 1.0;
// Add the force vectors to acceleration
applyForce(sep);
applyForce(ali);
applyForce(coh);
}
// Separation
// Method checks for nearby boids and steers away
PVector separate(Boid boids [], uint8_t boidCount) {
PVector steer = PVector(0, 0);
int count = 0;
// For every boid in the system, check if it's too close
for (int i = 0; i < boidCount; i++) {
Boid other = boids[i];
if (!other.enabled)
continue;
float d = location.dist(other.location);
// If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
if ((d > 0) && (d < desiredseparation)) {
// Calculate vector pointing away from neighbor
PVector diff = location - other.location;
diff.normalize();
diff /= d; // Weight by distance
steer += diff;
count++; // Keep track of how many
}
}
// Average -- divide by how many
if (count > 0) {
steer /= (float) count;
}
// As long as the vector is greater than 0
if (steer.mag() > 0) {
// Implement Reynolds: Steering = Desired - Velocity
steer.normalize();
steer *= maxspeed;
steer -= velocity;
steer.limit(maxforce);
}
return steer;
}
// Alignment
// For every nearby boid in the system, calculate the average velocity
PVector align(Boid boids [], uint8_t boidCount) {
PVector sum = PVector(0, 0);
int count = 0;
for (int i = 0; i < boidCount; i++) {
Boid other = boids[i];
if (!other.enabled)
continue;
float d = location.dist(other.location);
if ((d > 0) && (d < neighbordist)) {
sum += other.velocity;
count++;
}
}
if (count > 0) {
sum /= (float) count;
sum.normalize();
sum *= maxspeed;
PVector steer = sum - velocity;
steer.limit(maxforce);
return steer;
}
else {
return PVector(0, 0);
}
}
// Cohesion
// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
PVector cohesion(Boid boids [], uint8_t boidCount) {
PVector sum = PVector(0, 0); // Start with empty vector to accumulate all locations
int count = 0;
for (int i = 0; i < boidCount; i++) {
Boid other = boids[i];
if (!other.enabled)
continue;
float d = location.dist(other.location);
if ((d > 0) && (d < neighbordist)) {
sum += other.location; // Add location
count++;
}
}
if (count > 0) {
sum /= count;
return seek(sum); // Steer towards the location
}
else {
return PVector(0, 0);
}
}
// A method that calculates and applies a steering force towards a target
// STEER = DESIRED MINUS VELOCITY
PVector seek(PVector target) {
PVector desired = target - location; // A vector pointing from the location to the target
// Normalize desired and scale to maximum speed
desired.normalize();
desired *= maxspeed;
// Steering = Desired minus Velocity
PVector steer = desired - velocity;
steer.limit(maxforce); // Limit to maximum steering force
return steer;
}
// A method that calculates a steering force towards a target
// STEER = DESIRED MINUS VELOCITY
void arrive(PVector target) {
PVector desired = target - location; // A vector pointing from the location to the target
float d = desired.mag();
// Normalize desired and scale with arbitrary damping within 100 pixels
desired.normalize();
if (d < 4) {
float m = map(d, 0, 100, 0, maxspeed);
desired *= m;
}
else {
desired *= maxspeed;
}
// Steering = Desired minus Velocity
PVector steer = desired - velocity;
steer.limit(maxforce); // Limit to maximum steering force
applyForce(steer);
//Serial.println(d);
}
void wrapAroundBorders() {
if (location.x < 0) location.x = MATRIX_WIDTH - 1;
if (location.y < 0) location.y = MATRIX_HEIGHT - 1;
if (location.x >= MATRIX_WIDTH) location.x = 0;
if (location.y >= MATRIX_HEIGHT) location.y = 0;
}
void avoidBorders() {
PVector desired = velocity;
if (location.x < 8) desired = PVector(maxspeed, velocity.y);
if (location.x >= MATRIX_WIDTH - 8) desired = PVector(-maxspeed, velocity.y);
if (location.y < 8) desired = PVector(velocity.x, maxspeed);
if (location.y >= MATRIX_HEIGHT - 8) desired = PVector(velocity.x, -maxspeed);
if (desired != velocity) {
PVector steer = desired - velocity;
steer.limit(maxforce);
applyForce(steer);
}
if (location.x < 0) location.x = 0;
if (location.y < 0) location.y = 0;
if (location.x >= MATRIX_WIDTH) location.x = MATRIX_WIDTH - 1;
if (location.y >= MATRIX_HEIGHT) location.y = MATRIX_HEIGHT - 1;
}
bool bounceOffBorders(float bounce) {
bool bounced = false;
if (location.x >= MATRIX_WIDTH) {
location.x = MATRIX_WIDTH - 1;
velocity.x *= -bounce;
bounced = true;
}
else if (location.x < 0) {
location.x = 0;
velocity.x *= -bounce;
bounced = true;
}
if (location.y >= MATRIX_HEIGHT) {
location.y = MATRIX_HEIGHT - 1;
velocity.y *= -bounce;
bounced = true;
}
else if (location.y < 0) {
location.y = 0;
velocity.y *= -bounce;
bounced = true;
}
return bounced;
}
void render() {
//// Draw a triangle rotated in the direction of velocity
//float theta = velocity.heading2D() + radians(90);
//fill(175);
//stroke(0);
//pushMatrix();
//translate(location.x,location.y);
//rotate(theta);
//beginShape(TRIANGLES);
//vertex(0, -r*2);
//vertex(-r, r*2);
//vertex(r, r*2);
//endShape();
//popMatrix();
//dma_display->drawBackgroundPixelRGB888(location.x, location.y, CRGB::Blue);
}
};
static const uint8_t AVAILABLE_BOID_COUNT = 40;
Boid boids[AVAILABLE_BOID_COUNT];

View file

@ -322,5 +322,5 @@ class Boid {
}
};
static const uint8_t AVAILABLE_BOID_COUNT = 40;
static const uint8_t AVAILABLE_BOID_COUNT = VPANEL_W;
Boid boids[AVAILABLE_BOID_COUNT];

View file

@ -1,55 +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 Drawable_H
#define Drawable_H
class Drawable{
public:
char* name;
virtual bool isRunnable() {
return false;
}
virtual bool isPlaylist() {
return false;
}
// a single frame should be drawn as fast as possible, without any delay or blocking
// return how many millisecond delay is requested before the next call to drawFrame()
virtual unsigned int drawFrame() {
dma_display->fillScreen(0);
//backgroundLayer.fillScreen({ 0, 0, 0 });
return 0;
};
virtual void printTesting()
{
Serial.println("Testing...");
}
virtual void start() {};
virtual void stop() {};
};
#endif

View file

@ -1,848 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from "Funky Clouds" by Stefan Petrick: https://gist.github.com/anonymous/876f908333cd95315c35
* Portions of this code are adapted from "NoiseSmearing" by Stefan Petrick: https://gist.github.com/StefanPetrick/9ee2f677dbff64e3ba7a
* Copyright (c) 2014 Stefan Petrick
* http://www.stefan-petrick.de/wordpress_beta
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef Effects_H
#define Effects_H
/* ---------------------------- GLOBAL CONSTANTS ----------------------------- */
const int MATRIX_CENTER_X = MATRIX_WIDTH / 2;
const int MATRIX_CENTER_Y = MATRIX_HEIGHT / 2;
// US vs GB, huh? :)
//const byte MATRIX_CENTRE_X = MATRIX_CENTER_X - 1;
//const byte MATRIX_CENTRE_Y = MATRIX_CENTER_Y - 1;
#define MATRIX_CENTRE_X MATRIX_CENTER_X
#define MATRIX_CENTRE_Y MATRIX_CENTER_Y
const uint16_t NUM_LEDS = (MATRIX_WIDTH * MATRIX_HEIGHT) + 1; // one led spare to capture out of bounds
// forward declaration
uint16_t XY16( uint16_t x, uint16_t y);
/* Convert x,y co-ordinate to flat array index.
* x and y positions start from 0, so must not be >= 'real' panel width or height
* (i.e. 64 pixels or 32 pixels.). Max value: MATRIX_WIDTH-1 etc.
* Ugh... uint8_t - really??? this weak method can't cope with 256+ pixel matrices :(
*/
uint16_t XY( uint8_t x, uint8_t y)
{
return XY16(x, y);
}
/**
* The one for 256+ matrices
* otherwise this:
* for (uint8_t i = 0; i < MATRIX_WIDTH; i++) {}
* turns into an infinite loop
*/
uint16_t XY16( uint16_t x, uint16_t y)
{
if( x >= MATRIX_WIDTH) return 0;
if( y >= MATRIX_HEIGHT) return 0;
return (y * MATRIX_WIDTH) + x + 1; // everything offset by one to compute out of bounds stuff - never displayed by ShowFrame()
}
uint8_t beatcos8(accum88 beats_per_minute, uint8_t lowest = 0, uint8_t highest = 255, uint32_t timebase = 0, uint8_t phase_offset = 0)
{
uint8_t beat = beat8(beats_per_minute, timebase);
uint8_t beatcos = cos8(beat + phase_offset);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatcos, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
uint8_t mapsin8(uint8_t theta, uint8_t lowest = 0, uint8_t highest = 255) {
uint8_t beatsin = sin8(theta);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatsin, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
uint8_t mapcos8(uint8_t theta, uint8_t lowest = 0, uint8_t highest = 255) {
uint8_t beatcos = cos8(theta);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatcos, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
// Array of temperature readings at each simulation cell
//byte heat[NUM_LEDS]; // none of the currently enabled effects uses this
uint32_t noise_x;
uint32_t noise_y;
uint32_t noise_z;
uint32_t noise_scale_x;
uint32_t noise_scale_y;
//uint8_t noise[MATRIX_WIDTH][MATRIX_HEIGHT];
uint8_t **noise = nullptr; // we will allocate mem later
uint8_t noisesmoothing;
class Effects {
public:
CRGB *leds;
//CRGB leds[NUM_LEDS];
//CRGB leds2[NUM_LEDS]; // Faptastic: getting rid of this and any dependant effects or algos. to save memory 24*64*32 bytes of ram (50k).
Effects(){
// we do dynamic allocation for leds buffer, otherwise esp32 toolchain can't link static arrays of such a big size for 256+ matrices
leds = (CRGB *)malloc(NUM_LEDS * sizeof(CRGB));
// allocate mem for noise effect
// (there should be some guards for malloc errors eventually)
noise = (uint8_t **)malloc(MATRIX_WIDTH * sizeof(uint8_t *));
for (int i = 0; i < MATRIX_WIDTH; ++i) {
noise[i] = (uint8_t *)malloc(MATRIX_HEIGHT * sizeof(uint8_t));
}
ClearFrame();
//dma_display->clearScreen();
}
~Effects(){
free(leds);
for (int i = 0; i < MATRIX_WIDTH; ++i) {
free(noise[i]);
}
free(noise);
}
/* The only 'framebuffer' we have is what is contained in the leds and leds2 variables.
* We don't store what the color a particular pixel might be, other than when it's turned
* into raw electrical signal output gobbly-gook (i.e. the DMA matrix buffer), but this * is not reversible.
*
* As such, any time these effects want to write a pixel color, we first have to update
* the leds or leds2 array, and THEN write it to the RGB panel. This enables us to 'look up' the array to see what a pixel color was previously, each drawFrame().
*/
void drawBackgroundFastLEDPixelCRGB(int16_t x, int16_t y, CRGB color)
{
leds[XY(x, y)] = color;
//dma_display->drawPixelRGB888(x, y, color.r, color.g, color.b);
}
// write one pixel with the specified color from the current palette to coordinates
void Pixel(int x, int y, uint8_t colorIndex) {
leds[XY(x, y)] = ColorFromCurrentPalette(colorIndex);
//dma_display->drawPixelRGB888(x, y, temp.r, temp.g, temp.b); // now draw it?
}
void PrepareFrame() {
// leds = (CRGB*) backgroundLayer.backBuffer();
}
void ShowFrame() {
//#if (FASTLED_VERSION >= 3001000)
// nblendPaletteTowardPalette(currentPalette, targetPalette, 24);
//#else
currentPalette = targetPalette;
//#endif
// backgroundLayer.swapBuffers();
// leds = (CRGB*) backgroundLayer.backBuffer();
// LEDS.countFPS();
for (int y=0; y<MATRIX_HEIGHT; ++y){
for (int x=0; x<MATRIX_WIDTH; ++x){
//Serial.printf("Flushing x, y coord %d, %d\n", x, y);
uint16_t _pixel = XY16(x,y);
dma_display->drawPixelRGB888( x, y, leds[_pixel].r, leds[_pixel].g, leds[_pixel].b);
} // end loop to copy fast led to the dma matrix
}
}
// scale the brightness of the screenbuffer down
void DimAll(byte value)
{
for (int i = 0; i < NUM_LEDS; i++)
{
leds[i].nscale8(value);
}
}
void ClearFrame()
{
memset(leds, 0x00, NUM_LEDS * sizeof(CRGB)); // flush
}
/*
void CircleStream(uint8_t value) {
DimAll(value); ShowFrame();
for (uint8_t offset = 0; offset < MATRIX_CENTER_X; offset++) {
boolean hasprev = false;
uint16_t prevxy = 0;
for (uint8_t theta = 0; theta < 255; theta++) {
uint8_t x = mapcos8(theta, offset, (MATRIX_WIDTH - 1) - offset);
uint8_t y = mapsin8(theta, offset, (MATRIX_HEIGHT - 1) - offset);
uint16_t xy = XY(x, y);
if (hasprev) {
leds[prevxy] += leds[xy];
}
prevxy = xy;
hasprev = true;
}
}
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
for (uint8_t y = 0; y < MATRIX_HEIGHT; y++) {
uint16_t xy = XY(x, y);
leds[xy] = leds2[xy];
leds[xy].nscale8(value);
leds2[xy].nscale8(value);
}
}
}
*/
// palettes
static const int paletteCount = 10;
int paletteIndex = -1;
TBlendType currentBlendType = LINEARBLEND;
CRGBPalette16 currentPalette;
CRGBPalette16 targetPalette;
char* currentPaletteName;
static const int HeatColorsPaletteIndex = 6;
static const int RandomPaletteIndex = 9;
void Setup() {
currentPalette = RainbowColors_p;
loadPalette(0);
NoiseVariablesSetup();
}
void CyclePalette(int offset = 1) {
loadPalette(paletteIndex + offset);
}
void RandomPalette() {
loadPalette(RandomPaletteIndex);
}
void loadPalette(int index) {
paletteIndex = index;
if (paletteIndex >= paletteCount)
paletteIndex = 0;
else if (paletteIndex < 0)
paletteIndex = paletteCount - 1;
switch (paletteIndex) {
case 0:
targetPalette = RainbowColors_p;
currentPaletteName = (char *)"Rainbow";
break;
//case 1:
// targetPalette = RainbowStripeColors_p;
// currentPaletteName = (char *)"RainbowStripe";
// break;
case 1:
targetPalette = OceanColors_p;
currentPaletteName = (char *)"Ocean";
break;
case 2:
targetPalette = CloudColors_p;
currentPaletteName = (char *)"Cloud";
break;
case 3:
targetPalette = ForestColors_p;
currentPaletteName = (char *)"Forest";
break;
case 4:
targetPalette = PartyColors_p;
currentPaletteName = (char *)"Party";
break;
case 5:
setupGrayscalePalette();
currentPaletteName = (char *)"Grey";
break;
case HeatColorsPaletteIndex:
targetPalette = HeatColors_p;
currentPaletteName = (char *)"Heat";
break;
case 7:
targetPalette = LavaColors_p;
currentPaletteName = (char *)"Lava";
break;
case 8:
setupIcePalette();
currentPaletteName = (char *)"Ice";
break;
case RandomPaletteIndex:
loadPalette(random(0, paletteCount - 1));
paletteIndex = RandomPaletteIndex;
currentPaletteName = (char *)"Random";
break;
}
}
void setPalette(String paletteName) {
if (paletteName == "Rainbow")
loadPalette(0);
//else if (paletteName == "RainbowStripe")
// loadPalette(1);
else if (paletteName == "Ocean")
loadPalette(1);
else if (paletteName == "Cloud")
loadPalette(2);
else if (paletteName == "Forest")
loadPalette(3);
else if (paletteName == "Party")
loadPalette(4);
else if (paletteName == "Grayscale")
loadPalette(5);
else if (paletteName == "Heat")
loadPalette(6);
else if (paletteName == "Lava")
loadPalette(7);
else if (paletteName == "Ice")
loadPalette(8);
else if (paletteName == "Random")
RandomPalette();
}
void listPalettes() {
Serial.println(F("{"));
Serial.print(F(" \"count\": "));
Serial.print(paletteCount);
Serial.println(",");
Serial.println(F(" \"results\": ["));
String paletteNames [] = {
"Rainbow",
// "RainbowStripe",
"Ocean",
"Cloud",
"Forest",
"Party",
"Grayscale",
"Heat",
"Lava",
"Ice",
"Random"
};
for (int i = 0; i < paletteCount; i++) {
Serial.print(F(" \""));
Serial.print(paletteNames[i]);
if (i == paletteCount - 1)
Serial.println(F("\""));
else
Serial.println(F("\","));
}
Serial.println(" ]");
Serial.println("}");
}
void setupGrayscalePalette() {
targetPalette = CRGBPalette16(CRGB::Black, CRGB::White);
}
void setupIcePalette() {
targetPalette = CRGBPalette16(CRGB::Black, CRGB::Blue, CRGB::Aqua, CRGB::White);
}
// Oscillators and Emitters
// the oscillators: linear ramps 0-255
byte osci[6];
// sin8(osci) swinging between 0 to MATRIX_WIDTH - 1
byte p[6];
// set the speeds (and by that ratios) of the oscillators here
void MoveOscillators() {
osci[0] = osci[0] + 5;
osci[1] = osci[1] + 2;
osci[2] = osci[2] + 3;
osci[3] = osci[3] + 4;
osci[4] = osci[4] + 1;
if (osci[4] % 2 == 0)
osci[5] = osci[5] + 1; // .5
for (int i = 0; i < 4; i++) {
p[i] = map8(sin8(osci[i]), 0, MATRIX_WIDTH - 1); //why? to keep the result in the range of 0-MATRIX_WIDTH (matrix size)
}
}
// All the caleidoscope functions work directly within the screenbuffer (leds array).
// Draw whatever you like in the area x(0-15) and y (0-15) and then copy it arround.
// rotates the first 16x16 quadrant 3 times onto a 32x32 (+90 degrees rotation for each one)
void Caleidoscope1() {
for (int x = 0; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < MATRIX_CENTER_Y; y++) {
leds[XY16(MATRIX_WIDTH - 1 - x, y)] = leds[XY16(x, y)];
leds[XY16(MATRIX_WIDTH - 1 - x, MATRIX_HEIGHT - 1 - y)] = leds[XY16(x, y)];
leds[XY16(x, MATRIX_HEIGHT - 1 - y)] = leds[XY16(x, y)];
}
}
}
// mirror the first 16x16 quadrant 3 times onto a 32x32
void Caleidoscope2() {
for (int x = 0; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < MATRIX_CENTER_Y; y++) {
leds[XY16(MATRIX_WIDTH - 1 - x, y)] = leds[XY16(y, x)];
leds[XY16(x, MATRIX_HEIGHT - 1 - y)] = leds[XY16(y, x)];
leds[XY16(MATRIX_WIDTH - 1 - x, MATRIX_HEIGHT - 1 - y)] = leds[XY16(x, y)];
}
}
}
// copy one diagonal triangle into the other one within a 16x16
void Caleidoscope3() {
for (int x = 0; x <= MATRIX_CENTRE_X && x < MATRIX_HEIGHT; x++) {
for (int y = 0; y <= x && y<MATRIX_HEIGHT; y++) {
leds[XY16(x, y)] = leds[XY16(y, x)];
}
}
}
// copy one diagonal triangle into the other one within a 16x16 (90 degrees rotated compared to Caleidoscope3)
void Caleidoscope4() {
for (int x = 0; x <= MATRIX_CENTRE_X; x++) {
for (int y = 0; y <= MATRIX_CENTRE_Y - x; y++) {
leds[XY16(MATRIX_CENTRE_Y - y, MATRIX_CENTRE_X - x)] = leds[XY16(x, y)];
}
}
}
// copy one diagonal triangle into the other one within a 8x8
void Caleidoscope5() {
for (int x = 0; x < MATRIX_WIDTH / 4; x++) {
for (int y = 0; y <= x && y<=MATRIX_HEIGHT; y++) {
leds[XY16(x, y)] = leds[XY16(y, x)];
}
}
for (int x = MATRIX_WIDTH / 4; x < MATRIX_WIDTH / 2; x++) {
for (int y = MATRIX_HEIGHT / 4; y >= 0; y--) {
leds[XY16(x, y)] = leds[XY16(y, x)];
}
}
}
void Caleidoscope6() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 7)] = leds[XY16(x, 0)];
} //a
for (int x = 2; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 6)] = leds[XY16(x, 1)];
} //b
for (int x = 3; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 5)] = leds[XY16(x, 2)];
} //c
for (int x = 4; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 4)] = leds[XY16(x, 3)];
} //d
for (int x = 5; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 3)] = leds[XY16(x, 4)];
} //e
for (int x = 6; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 2)] = leds[XY16(x, 5)];
} //f
for (int x = 7; x < MATRIX_CENTER_X; x++) {
leds[XY16(7 - x, 1)] = leds[XY16(x, 6)];
} //g
}
// create a square twister to the left or counter-clockwise
// x and y for center, r for radius
void SpiralStream(int x, int y, int r, byte dimm) {
for (int d = r; d >= 0; d--) { // from the outside to the inside
for (int i = x - d; i <= x + d; i++) {
leds[XY16(i, y - d)] += leds[XY16(i + 1, y - d)]; // lowest row to the right
leds[XY16(i, y - d)].nscale8(dimm);
}
for (int i = y - d; i <= y + d; i++) {
leds[XY16(x + d, i)] += leds[XY16(x + d, i + 1)]; // right column up
leds[XY16(x + d, i)].nscale8(dimm);
}
for (int i = x + d; i >= x - d; i--) {
leds[XY16(i, y + d)] += leds[XY16(i - 1, y + d)]; // upper row to the left
leds[XY16(i, y + d)].nscale8(dimm);
}
for (int i = y + d; i >= y - d; i--) {
leds[XY16(x - d, i)] += leds[XY16(x - d, i - 1)]; // left column down
leds[XY16(x - d, i)].nscale8(dimm);
}
}
}
// expand everything within a circle
void Expand(int centerX, int centerY, int radius, byte dimm) {
if (radius == 0)
return;
int currentRadius = radius;
while (currentRadius > 0) {
int a = radius, b = 0;
int radiusError = 1 - a;
int nextRadius = currentRadius - 1;
int nextA = nextRadius - 1, nextB = 0;
int nextRadiusError = 1 - nextA;
while (a >= b)
{
// move them out one pixel on the radius
leds[XY16(a + centerX, b + centerY)] = leds[XY16(nextA + centerX, nextB + centerY)];
leds[XY16(b + centerX, a + centerY)] = leds[XY16(nextB + centerX, nextA + centerY)];
leds[XY16(-a + centerX, b + centerY)] = leds[XY16(-nextA + centerX, nextB + centerY)];
leds[XY16(-b + centerX, a + centerY)] = leds[XY16(-nextB + centerX, nextA + centerY)];
leds[XY16(-a + centerX, -b + centerY)] = leds[XY16(-nextA + centerX, -nextB + centerY)];
leds[XY16(-b + centerX, -a + centerY)] = leds[XY16(-nextB + centerX, -nextA + centerY)];
leds[XY16(a + centerX, -b + centerY)] = leds[XY16(nextA + centerX, -nextB + centerY)];
leds[XY16(b + centerX, -a + centerY)] = leds[XY16(nextB + centerX, -nextA + centerY)];
// dim them
leds[XY16(a + centerX, b + centerY)].nscale8(dimm);
leds[XY16(b + centerX, a + centerY)].nscale8(dimm);
leds[XY16(-a + centerX, b + centerY)].nscale8(dimm);
leds[XY16(-b + centerX, a + centerY)].nscale8(dimm);
leds[XY16(-a + centerX, -b + centerY)].nscale8(dimm);
leds[XY16(-b + centerX, -a + centerY)].nscale8(dimm);
leds[XY16(a + centerX, -b + centerY)].nscale8(dimm);
leds[XY16(b + centerX, -a + centerY)].nscale8(dimm);
b++;
if (radiusError < 0)
radiusError += 2 * b + 1;
else
{
a--;
radiusError += 2 * (b - a + 1);
}
nextB++;
if (nextRadiusError < 0)
nextRadiusError += 2 * nextB + 1;
else
{
nextA--;
nextRadiusError += 2 * (nextB - nextA + 1);
}
}
currentRadius--;
}
}
// give it a linear tail to the right
void StreamRight(byte scale, int fromX = 0, int toX = MATRIX_WIDTH, int fromY = 0, int toY = MATRIX_HEIGHT)
{
for (int x = fromX + 1; x < toX; x++) {
for (int y = fromY; y < toY; y++) {
leds[XY16(x, y)] += leds[XY16(x - 1, y)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int y = fromY; y < toY; y++)
leds[XY16(0, y)].nscale8(scale);
}
// give it a linear tail to the left
void StreamLeft(byte scale, int fromX = MATRIX_WIDTH, int toX = 0, int fromY = 0, int toY = MATRIX_HEIGHT)
{
for (int x = toX; x < fromX; x++) {
for (int y = fromY; y < toY; y++) {
leds[XY16(x, y)] += leds[XY16(x + 1, y)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int y = fromY; y < toY; y++)
leds[XY16(0, y)].nscale8(scale);
}
// give it a linear tail downwards
void StreamDown(byte scale)
{
for (int x = 0; x < MATRIX_WIDTH; x++) {
for (int y = 1; y < MATRIX_HEIGHT; y++) {
leds[XY16(x, y)] += leds[XY16(x, y - 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY16(x, 0)].nscale8(scale);
}
// give it a linear tail upwards
void StreamUp(byte scale)
{
for (int x = 0; x < MATRIX_WIDTH; x++) {
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
leds[XY16(x, y)] += leds[XY16(x, y + 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY16(x, MATRIX_HEIGHT - 1)].nscale8(scale);
}
// give it a linear tail up and to the left
void StreamUpAndLeft(byte scale)
{
for (int x = 0; x < MATRIX_WIDTH - 1; x++) {
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
leds[XY16(x, y)] += leds[XY16(x + 1, y + 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY16(x, MATRIX_HEIGHT - 1)].nscale8(scale);
for (int y = 0; y < MATRIX_HEIGHT; y++)
leds[XY16(MATRIX_WIDTH - 1, y)].nscale8(scale);
}
// give it a linear tail up and to the right
void StreamUpAndRight(byte scale)
{
for (int x = 0; x < MATRIX_WIDTH - 1; x++) {
for (int y = MATRIX_HEIGHT - 2; y >= 0; y--) {
leds[XY16(x + 1, y)] += leds[XY16(x, y + 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
// fade the bottom row
for (int x = 0; x < MATRIX_WIDTH; x++)
leds[XY16(x, MATRIX_HEIGHT - 1)].nscale8(scale);
// fade the right column
for (int y = 0; y < MATRIX_HEIGHT; y++)
leds[XY16(MATRIX_WIDTH - 1, y)].nscale8(scale);
}
// just move everything one line down
void MoveDown() {
for (int y = MATRIX_HEIGHT - 1; y > 0; y--) {
for (int x = 0; x < MATRIX_WIDTH; x++) {
leds[XY16(x, y)] = leds[XY16(x, y - 1)];
}
}
}
// just move everything one line down
void VerticalMoveFrom(int start, int end) {
for (int y = end; y > start; y--) {
for (int x = 0; x < MATRIX_WIDTH; x++) {
leds[XY16(x, y)] = leds[XY16(x, y - 1)];
}
}
}
// copy the rectangle defined with 2 points x0, y0, x1, y1
// to the rectangle beginning at x2, x3
void Copy(byte x0, byte y0, byte x1, byte y1, byte x2, byte y2) {
for (int y = y0; y < y1 + 1; y++) {
for (int x = x0; x < x1 + 1; x++) {
leds[XY16(x + x2 - x0, y + y2 - y0)] = leds[XY16(x, y)];
}
}
}
// rotate + copy triangle (MATRIX_CENTER_X*MATRIX_CENTER_X)
void RotateTriangle() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < x; y++) {
leds[XY16(x, 7 - y)] = leds[XY16(7 - x, y)];
}
}
}
// mirror + copy triangle (MATRIX_CENTER_X*MATRIX_CENTER_X)
void MirrorTriangle() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < x; y++) {
leds[XY16(7 - y, x)] = leds[XY16(7 - x, y)];
}
}
}
// draw static rainbow triangle pattern (MATRIX_CENTER_XxWIDTH / 2)
// (just for debugging)
void RainbowTriangle() {
for (int i = 0; i < MATRIX_CENTER_X; i++) {
for (int j = 0; j <= i; j++) {
Pixel(7 - i, j, i * j * 4);
}
}
}
void BresenhamLine(int x0, int y0, int x1, int y1, byte colorIndex)
{
BresenhamLine(x0, y0, x1, y1, ColorFromCurrentPalette(colorIndex));
}
void BresenhamLine(int x0, int y0, int x1, int y1, CRGB color)
{
int dx = abs(x1 - x0), sx = x0 < x1 ? 1 : -1;
int dy = -abs(y1 - y0), sy = y0 < y1 ? 1 : -1;
int err = dx + dy, e2;
for (;;) {
leds[XY16(x0, y0)] += color;
if (x0 == x1 && y0 == y1) break;
e2 = 2 * err;
if (e2 > dy) {
err += dy;
x0 += sx;
}
if (e2 < dx) {
err += dx;
y0 += sy;
}
}
}
CRGB ColorFromCurrentPalette(uint8_t index = 0, uint8_t brightness = 255, TBlendType blendType = LINEARBLEND) {
return ColorFromPalette(currentPalette, index, brightness, currentBlendType);
}
CRGB HsvToRgb(uint8_t h, uint8_t s, uint8_t v) {
CHSV hsv = CHSV(h, s, v);
CRGB rgb;
hsv2rgb_spectrum(hsv, rgb);
return rgb;
}
void NoiseVariablesSetup() {
noisesmoothing = 200;
noise_x = random16();
noise_y = random16();
noise_z = random16();
noise_scale_x = 6000;
noise_scale_y = 6000;
}
void FillNoise() {
for (uint16_t i = 0; i < MATRIX_WIDTH; i++) {
uint32_t ioffset = noise_scale_x * (i - MATRIX_CENTRE_Y);
for (uint16_t j = 0; j < MATRIX_HEIGHT; j++) {
uint32_t joffset = noise_scale_y * (j - MATRIX_CENTRE_Y);
byte data = inoise16(noise_x + ioffset, noise_y + joffset, noise_z) >> 8;
uint8_t olddata = noise[i][j];
uint8_t newdata = scale8(olddata, noisesmoothing) + scale8(data, 256 - noisesmoothing);
data = newdata;
noise[i][j] = data;
}
}
}
// non leds2 memory version.
void MoveX(byte delta)
{
CRGB tmp = 0;
for (int y = 0; y < MATRIX_HEIGHT; y++)
{
// Shift Left: https://codedost.com/c/arraypointers-in-c/c-program-shift-elements-array-left-direction/
// Computationally heavier but doesn't need an entire leds2 array
tmp = leds[XY16(0, y)];
for (int m = 0; m < delta; m++)
{
// Do this delta time for each row... computationally expensive potentially.
for(int x = 0; x < MATRIX_WIDTH; x++)
{
leds[XY16(x, y)] = leds [XY16(x+1, y)];
}
leds[XY16(MATRIX_WIDTH-1, y)] = tmp;
}
/*
// Shift
for (int x = 0; x < MATRIX_WIDTH - delta; x++) {
leds2[XY(x, y)] = leds[XY(x + delta, y)];
}
// Wrap around
for (int x = MATRIX_WIDTH - delta; x < MATRIX_WIDTH; x++) {
leds2[XY(x, y)] = leds[XY(x + delta - MATRIX_WIDTH, y)];
}
*/
} // end row loop
/*
// write back to leds
for (uint8_t y = 0; y < MATRIX_HEIGHT; y++) {
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
leds[XY(x, y)] = leds2[XY(x, y)];
}
}
*/
}
void MoveY(byte delta)
{
CRGB tmp = 0;
for (int x = 0; x < MATRIX_WIDTH; x++)
{
tmp = leds[XY16(x, 0)];
for (int m = 0; m < delta; m++) // moves
{
// Do this delta time for each row... computationally expensive potentially.
for(int y = 0; y < MATRIX_HEIGHT; y++)
{
leds[XY16(x, y)] = leds [XY16(x, y+1)];
}
leds[XY16(x, MATRIX_HEIGHT-1)] = tmp;
}
} // end column loop
} /// MoveY
};
#endif

View file

@ -7,6 +7,8 @@
* Portions of this code are adapted from "NoiseSmearing" by Stefan Petrick: https://gist.github.com/StefanPetrick/9ee2f677dbff64e3ba7a
* Copyright (c) 2014 Stefan Petrick
* http://www.stefan-petrick.de/wordpress_beta
*
* Modified by Codetastic 2024
*
* 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
@ -29,106 +31,79 @@
#ifndef Effects_H
#define Effects_H
/* ---------------------------- GLOBAL CONSTANTS ----------------------------- */
const int MATRIX_CENTER_X = VPANEL_W / 2;
const int MATRIX_CENTER_Y = VPANEL_H / 2;
// US vs GB, huh? :)
//const byte MATRIX_CENTRE_X = MATRIX_CENTER_X - 1;
//const byte MATRIX_CENTRE_Y = MATRIX_CENTER_Y - 1;
#define MATRIX_CENTRE_X MATRIX_CENTER_X
#define MATRIX_CENTRE_Y MATRIX_CENTER_Y
const uint16_t NUM_LEDS = (VPANEL_W * VPANEL_H) + 1; // one led spare to capture out of bounds
/**
* The one for 256+ matrices
* otherwise this:
* for (uint8_t i = 0; i < VPANEL_W; i++) {}
* turns into an infinite loop
*/
uint16_t XY16( uint16_t x, uint16_t y)
{
if( x >= VPANEL_W) return 0;
if( y >= VPANEL_H) return 0;
// forward declaration
uint16_t XY16( uint16_t x, uint16_t y);
/* Convert x,y co-ordinate to flat array index.
* x and y positions start from 0, so must not be >= 'real' panel width or height
* (i.e. 64 pixels or 32 pixels.). Max value: VPANEL_W-1 etc.
* Ugh... uint8_t - really??? this weak method can't cope with 256+ pixel matrices :(
*/
uint16_t XY( uint8_t x, uint8_t y)
{
return XY16(x, y);
}
/**
* The one for 256+ matrices
* otherwise this:
* for (uint8_t i = 0; i < VPANEL_W; i++) {}
* turns into an infinite loop
*/
uint16_t XY16( uint16_t x, uint16_t y)
{
if( x >= VPANEL_W) return 0;
if( y >= VPANEL_H) return 0;
return (y * VPANEL_W) + x + 1; // everything offset by one to compute out of bounds stuff - never displayed by ShowFrame()
}
return (y * VPANEL_W) + x;
}
uint8_t beatcos8(accum88 beats_per_minute, uint8_t lowest = 0, uint8_t highest = 255, uint32_t timebase = 0, uint8_t phase_offset = 0)
{
uint8_t beat = beat8(beats_per_minute, timebase);
uint8_t beatcos = cos8(beat + phase_offset);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatcos, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
/* Convert x,y co-ordinate to flat array index.
* x and y positions start from 0, so must not be >= 'real' panel width or height
* (i.e. 64 pixels or 32 pixels.). Max value: VPANEL_W-1 etc.
* Ugh... uint8_t - really??? this weak method can't cope with 256+ pixel matrices :(
*/
uint16_t XY( uint16_t x, uint16_t y)
{
return XY16(x, y);
}
uint8_t mapsin8(uint8_t theta, uint8_t lowest = 0, uint8_t highest = 255) {
uint8_t beatsin = sin8(theta);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatsin, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
uint8_t mapcos8(uint8_t theta, uint8_t lowest = 0, uint8_t highest = 255) {
uint8_t beatcos = cos8(theta);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatcos, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
// Array of temperature readings at each simulation cell
//byte heat[NUM_LEDS]; // none of the currently enabled effects uses this
uint32_t noise_x;
uint32_t noise_y;
uint32_t noise_z;
uint32_t noise_scale_x;
uint32_t noise_scale_y;
class EffectsLayer : public GFX {
//uint8_t noise[VPANEL_W][VPANEL_H];
uint8_t **noise = nullptr; // we will allocate mem later
uint8_t noisesmoothing;
class Effects {
public:
CRGB *leds;
Effects(){
uint32_t noise_x;
uint32_t noise_y;
uint32_t noise_z;
uint32_t noise_scale_x;
uint32_t noise_scale_y;
uint8_t **noise = nullptr; // we will allocate mem later
uint8_t noisesmoothing;
CRGB *leds;
int width;
int height;
int num_leds = 0;
EffectsLayer(int w, int h) : GFX(w, h), width(w), height(h) {
// we do dynamic allocation for leds buffer, otherwise esp32 toolchain can't link static arrays of such a big size for 256+ matrices
leds = (CRGB *)malloc(NUM_LEDS * sizeof(CRGB));
leds = (CRGB *)malloc((width * height + 1) * sizeof(CRGB));
num_leds = width * height;
// allocate mem for noise effect
// (there should be some guards for malloc errors eventually)
noise = (uint8_t **)malloc(VPANEL_W * sizeof(uint8_t *));
for (int i = 0; i < VPANEL_W; ++i) {
noise[i] = (uint8_t *)malloc(VPANEL_H * sizeof(uint8_t));
noise = (uint8_t **)malloc(width * sizeof(uint8_t *));
for (int i = 0; i < width; ++i) {
noise[i] = (uint8_t *)malloc(height * sizeof(uint8_t));
}
// Set starting palette
currentPalette = RainbowColors_p;
loadPalette(0);
NoiseVariablesSetup();
ClearFrame();
}
~Effects(){
~EffectsLayer(){
free(leds);
for (int i = 0; i < VPANEL_W; ++i) {
for (int i = 0; i < width; ++i) {
free(noise[i]);
}
free(noise);
@ -141,91 +116,78 @@ public:
* As such, any time these effects want to write a pixel color, we first have to update
* the leds or leds2 array, and THEN write it to the RGB panel. This enables us to 'look up' the array to see what a pixel color was previously, each drawFrame().
*/
void drawBackgroundFastLEDPixelCRGB(int16_t x, int16_t y, CRGB color)
void setPixel(int16_t x, int16_t y, CRGB color)
{
leds[XY(x, y)] = color;
//matrix.drawPixelRGB888(x, y, color.r, color.g, color.b);
leds[XY16(x, y)] = color;
}
// write one pixel with the specified color from the current palette to coordinates
void Pixel(int x, int y, uint8_t colorIndex) {
leds[XY(x, y)] = ColorFromCurrentPalette(colorIndex);
//matrix.drawPixelRGB888(x, y, temp.r, temp.g, temp.b); // now draw it?
void setPixelFromPaletteIndex(int x, int y, uint8_t colorIndex) {
leds[XY16(x, y)] = ColorFromCurrentPalette(colorIndex);
}
void PrepareFrame() {
// leds = (CRGB*) backgroundLayer.backBuffer();
}
void PrepareFrame() { }
void ShowFrame() {
//#if (FASTLED_VERSION >= 3001000)
// nblendPaletteTowardPalette(currentPalette, targetPalette, 24);
//#else
void ShowFrame() { // send to display
currentPalette = targetPalette;
//#endif
// backgroundLayer.swapBuffers();
// leds = (CRGB*) backgroundLayer.backBuffer();
// LEDS.countFPS();
for (int y=0; y<VPANEL_H; ++y){
for (int x=0; x<VPANEL_W; ++x){
//Serial.printf("Flushing x, y coord %d, %d\n", x, y);
uint16_t _pixel = XY16(x,y);
virtualDisp->drawPixelRGB888( x, y, leds[_pixel].r, leds[_pixel].g, leds[_pixel].b);
} // end loop to copy fast led to the dma matrix
}
for (int y=0; y<height; ++y){
for (int x=0; x<width; ++x){
uint16_t _pixel = XY16(x,y);
virtualDisp->drawPixelRGB888( x, y, leds[_pixel].r, leds[_pixel].g, leds[_pixel].b);
} // end loop to copy fast led to the dma matrix
}
}
uint16_t getCenterX() {
return width / 2;
}
uint16_t getCenterY() {
return height / 2;
}
// scale the brightness of the screenbuffer down
void DimAll(byte value)
{
for (int i = 0; i < NUM_LEDS; i++)
{
leds[i].nscale8(value);
}
void DimAll(byte value) {
for (int i = 0; i < num_leds; i++)
leds[i].nscale8(value);
}
void ClearFrame()
void ClearFrame() {
for (int i = 0; i < num_leds; i++)
leds[i]= CRGB(0,0,0);
}
uint8_t beatcos8(accum88 beats_per_minute, uint8_t lowest = 0, uint8_t highest = 255, uint32_t timebase = 0, uint8_t phase_offset = 0)
{
memset(leds, 0x00, NUM_LEDS * sizeof(CRGB)); // flush
uint8_t beat = beat8(beats_per_minute, timebase);
uint8_t beatcos = cos8(beat + phase_offset);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatcos, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
uint8_t mapsin8(uint8_t theta, uint8_t lowest = 0, uint8_t highest = 255) {
uint8_t beatsin = sin8(theta);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatsin, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
uint8_t mapcos8(uint8_t theta, uint8_t lowest = 0, uint8_t highest = 255) {
uint8_t beatcos = cos8(theta);
uint8_t rangewidth = highest - lowest;
uint8_t scaledbeat = scale8(beatcos, rangewidth);
uint8_t result = lowest + scaledbeat;
return result;
}
/*
void CircleStream(uint8_t value) {
DimAll(value); ShowFrame();
for (uint8_t offset = 0; offset < MATRIX_CENTER_X; offset++) {
boolean hasprev = false;
uint16_t prevxy = 0;
for (uint8_t theta = 0; theta < 255; theta++) {
uint8_t x = mapcos8(theta, offset, (VPANEL_W - 1) - offset);
uint8_t y = mapsin8(theta, offset, (VPANEL_H - 1) - offset);
uint16_t xy = XY(x, y);
if (hasprev) {
leds[prevxy] += leds[xy];
}
prevxy = xy;
hasprev = true;
}
}
for (uint8_t x = 0; x < VPANEL_W; x++) {
for (uint8_t y = 0; y < VPANEL_H; y++) {
uint16_t xy = XY(x, y);
leds[xy] = leds2[xy];
leds[xy].nscale8(value);
leds2[xy].nscale8(value);
}
}
}
*/
// palettes
static const int paletteCount = 10;
@ -238,11 +200,6 @@ public:
static const int HeatColorsPaletteIndex = 6;
static const int RandomPaletteIndex = 9;
void Setup() {
currentPalette = RainbowColors_p;
loadPalette(0);
NoiseVariablesSetup();
}
void CyclePalette(int offset = 1) {
loadPalette(paletteIndex + offset);
@ -394,7 +351,7 @@ public:
if (osci[4] % 2 == 0)
osci[5] = osci[5] + 1; // .5
for (int i = 0; i < 4; i++) {
p[i] = map8(sin8(osci[i]), 0, VPANEL_W - 1); //why? to keep the result in the range of 0-VPANEL_W (matrix size)
p[i] = map8(sin8(osci[i]), 0, width - 1); //why? to keep the result in the range of 0-VPANEL_W (matrix size)
}
}
@ -404,11 +361,11 @@ public:
// rotates the first 16x16 quadrant 3 times onto a 32x32 (+90 degrees rotation for each one)
void Caleidoscope1() {
for (int x = 0; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < MATRIX_CENTER_Y; y++) {
leds[XY16(VPANEL_W - 1 - x, y)] = leds[XY16(x, y)];
leds[XY16(VPANEL_W - 1 - x, VPANEL_H - 1 - y)] = leds[XY16(x, y)];
leds[XY16(x, VPANEL_H - 1 - y)] = leds[XY16(x, y)];
for (int x = 0; x < width / 2; x++) {
for (int y = 0; y < height / 2; y++) {
leds[XY16(width - 1 - x, y)] = leds[XY16(x, y)];
leds[XY16(width - 1 - x, height - 1 - y)] = leds[XY16(x, y)];
leds[XY16(x, height - 1 - y)] = leds[XY16(x, y)];
}
}
}
@ -416,19 +373,19 @@ public:
// mirror the first 16x16 quadrant 3 times onto a 32x32
void Caleidoscope2() {
for (int x = 0; x < MATRIX_CENTER_X; x++) {
for (int y = 0; y < MATRIX_CENTER_Y; y++) {
leds[XY16(VPANEL_W - 1 - x, y)] = leds[XY16(y, x)];
leds[XY16(x, VPANEL_H - 1 - y)] = leds[XY16(y, x)];
leds[XY16(VPANEL_W - 1 - x, VPANEL_H - 1 - y)] = leds[XY16(x, y)];
for (int x = 0; x < width / 2; x++) {
for (int y = 0; y < height / 2; y++) {
leds[XY16(width - 1 - x, y)] = leds[XY16(y, x)];
leds[XY16(x, height - 1 - y)] = leds[XY16(y, x)];
leds[XY16(width - 1 - x, height - 1 - y)] = leds[XY16(x, y)];
}
}
}
// copy one diagonal triangle into the other one within a 16x16
void Caleidoscope3() {
for (int x = 0; x <= MATRIX_CENTRE_X && x < VPANEL_H; x++) {
for (int y = 0; y <= x && y<VPANEL_H; y++) {
for (int x = 0; x <= width / 2 - 1 && x < height; x++) {
for (int y = 0; y <= x && y<height; y++) {
leds[XY16(x, y)] = leds[XY16(y, x)];
}
}
@ -436,48 +393,48 @@ public:
// copy one diagonal triangle into the other one within a 16x16 (90 degrees rotated compared to Caleidoscope3)
void Caleidoscope4() {
for (int x = 0; x <= MATRIX_CENTRE_X; x++) {
for (int y = 0; y <= MATRIX_CENTRE_Y - x; y++) {
leds[XY16(MATRIX_CENTRE_Y - y, MATRIX_CENTRE_X - x)] = leds[XY16(x, y)];
for (int x = 0; x <= width / 2 - 1; x++) {
for (int y = 0; y <= height / 2 - 1 - x; y++) {
leds[XY16(height / 2 - 1 - y, width / 2 - 1 - x)] = leds[XY16(x, y)];
}
}
}
// copy one diagonal triangle into the other one within a 8x8
void Caleidoscope5() {
for (int x = 0; x < VPANEL_W / 4; x++) {
for (int y = 0; y <= x && y<=VPANEL_H; y++) {
for (int x = 0; x < width / 4; x++) {
for (int y = 0; y <= x && y<=height; y++) {
leds[XY16(x, y)] = leds[XY16(y, x)];
}
}
for (int x = VPANEL_W / 4; x < VPANEL_W / 2; x++) {
for (int y = VPANEL_H / 4; y >= 0; y--) {
for (int x = width / 4; x < width / 2; x++) {
for (int y = height / 4; y >= 0; y--) {
leds[XY16(x, y)] = leds[XY16(y, x)];
}
}
}
void Caleidoscope6() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
for (int x = 1; x < width / 2; x++) {
leds[XY16(7 - x, 7)] = leds[XY16(x, 0)];
} //a
for (int x = 2; x < MATRIX_CENTER_X; x++) {
for (int x = 2; x < width / 2; x++) {
leds[XY16(7 - x, 6)] = leds[XY16(x, 1)];
} //b
for (int x = 3; x < MATRIX_CENTER_X; x++) {
for (int x = 3; x < width / 2; x++) {
leds[XY16(7 - x, 5)] = leds[XY16(x, 2)];
} //c
for (int x = 4; x < MATRIX_CENTER_X; x++) {
for (int x = 4; x < width / 2; x++) {
leds[XY16(7 - x, 4)] = leds[XY16(x, 3)];
} //d
for (int x = 5; x < MATRIX_CENTER_X; x++) {
for (int x = 5; x < width / 2; x++) {
leds[XY16(7 - x, 3)] = leds[XY16(x, 4)];
} //e
for (int x = 6; x < MATRIX_CENTER_X; x++) {
for (int x = 6; x < width / 2; x++) {
leds[XY16(7 - x, 2)] = leds[XY16(x, 5)];
} //f
for (int x = 7; x < MATRIX_CENTER_X; x++) {
for (int x = 7; x < width / 2; x++) {
leds[XY16(7 - x, 1)] = leds[XY16(x, 6)];
} //g
}
@ -566,7 +523,7 @@ public:
}
// give it a linear tail to the right
void StreamRight(byte scale, int fromX = 0, int toX = VPANEL_W, int fromY = 0, int toY = VPANEL_H)
void StreamRight(byte scale, int fromX = 0, int toX = 0, int fromY = 0, int toY = 0)
{
for (int x = fromX + 1; x < toX; x++) {
for (int y = fromY; y < toY; y++) {
@ -579,7 +536,7 @@ public:
}
// give it a linear tail to the left
void StreamLeft(byte scale, int fromX = VPANEL_W, int toX = 0, int fromY = 0, int toY = VPANEL_H)
void StreamLeft(byte scale, int fromX = 0, int toX = 0, int fromY = 0, int toY = 0)
{
for (int x = toX; x < fromX; x++) {
for (int y = fromY; y < toY; y++) {
@ -594,66 +551,66 @@ public:
// give it a linear tail downwards
void StreamDown(byte scale)
{
for (int x = 0; x < VPANEL_W; x++) {
for (int y = 1; y < VPANEL_H; y++) {
for (int x = 0; x < width; x++) {
for (int y = 1; y < height; y++) {
leds[XY16(x, y)] += leds[XY16(x, y - 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int x = 0; x < VPANEL_W; x++)
for (int x = 0; x < width; x++)
leds[XY16(x, 0)].nscale8(scale);
}
// give it a linear tail upwards
void StreamUp(byte scale)
{
for (int x = 0; x < VPANEL_W; x++) {
for (int y = VPANEL_H - 2; y >= 0; y--) {
for (int x = 0; x < width; x++) {
for (int y = height - 2; y >= 0; y--) {
leds[XY16(x, y)] += leds[XY16(x, y + 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int x = 0; x < VPANEL_W; x++)
leds[XY16(x, VPANEL_H - 1)].nscale8(scale);
for (int x = 0; x < width; x++)
leds[XY16(x, height - 1)].nscale8(scale);
}
// give it a linear tail up and to the left
void StreamUpAndLeft(byte scale)
{
for (int x = 0; x < VPANEL_W - 1; x++) {
for (int y = VPANEL_H - 2; y >= 0; y--) {
for (int x = 0; x < width - 1; x++) {
for (int y = height - 2; y >= 0; y--) {
leds[XY16(x, y)] += leds[XY16(x + 1, y + 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
for (int x = 0; x < VPANEL_W; x++)
leds[XY16(x, VPANEL_H - 1)].nscale8(scale);
for (int y = 0; y < VPANEL_H; y++)
leds[XY16(VPANEL_W - 1, y)].nscale8(scale);
for (int x = 0; x < width; x++)
leds[XY16(x, height - 1)].nscale8(scale);
for (int y = 0; y < height; y++)
leds[XY16(width - 1, y)].nscale8(scale);
}
// give it a linear tail up and to the right
void StreamUpAndRight(byte scale)
{
for (int x = 0; x < VPANEL_W - 1; x++) {
for (int y = VPANEL_H - 2; y >= 0; y--) {
for (int x = 0; x < width - 1; x++) {
for (int y = height - 2; y >= 0; y--) {
leds[XY16(x + 1, y)] += leds[XY16(x, y + 1)];
leds[XY16(x, y)].nscale8(scale);
}
}
// fade the bottom row
for (int x = 0; x < VPANEL_W; x++)
leds[XY16(x, VPANEL_H - 1)].nscale8(scale);
for (int x = 0; x < width; x++)
leds[XY16(x, height - 1)].nscale8(scale);
// fade the right column
for (int y = 0; y < VPANEL_H; y++)
leds[XY16(VPANEL_W - 1, y)].nscale8(scale);
for (int y = 0; y < height; y++)
leds[XY16(width - 1, y)].nscale8(scale);
}
// just move everything one line down
void MoveDown() {
for (int y = VPANEL_H - 1; y > 0; y--) {
for (int x = 0; x < VPANEL_W; x++) {
for (int y = height - 1; y > 0; y--) {
for (int x = 0; x < width; x++) {
leds[XY16(x, y)] = leds[XY16(x, y - 1)];
}
}
@ -662,7 +619,7 @@ public:
// just move everything one line down
void VerticalMoveFrom(int start, int end) {
for (int y = end; y > start; y--) {
for (int x = 0; x < VPANEL_W; x++) {
for (int x = 0; x < width; x++) {
leds[XY16(x, y)] = leds[XY16(x, y - 1)];
}
}
@ -680,18 +637,18 @@ public:
// rotate + copy triangle (MATRIX_CENTER_X*MATRIX_CENTER_X)
void RotateTriangle() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
for (int x = 1; x < width / 2; x++) {
for (int y = 0; y < x; y++) {
leds[XY16(x, 7 - y)] = leds[XY16(7 - x, y)];
leds[XY16(x, height / 2 - 1 - y)] = leds[XY16(width / 2 - 1 - x, y)];
}
}
}
// mirror + copy triangle (MATRIX_CENTER_X*MATRIX_CENTER_X)
void MirrorTriangle() {
for (int x = 1; x < MATRIX_CENTER_X; x++) {
for (int x = 1; x < width / 2; x++) {
for (int y = 0; y < x; y++) {
leds[XY16(7 - y, x)] = leds[XY16(7 - x, y)];
leds[XY16(height / 2 - 1 - y, x)] = leds[XY16(width / 2 - 1 - x, y)];
}
}
}
@ -699,9 +656,9 @@ public:
// draw static rainbow triangle pattern (MATRIX_CENTER_XxWIDTH / 2)
// (just for debugging)
void RainbowTriangle() {
for (int i = 0; i < MATRIX_CENTER_X; i++) {
for (int i = 0; i < width / 2; i++) {
for (int j = 0; j <= i; j++) {
Pixel(7 - i, j, i * j * 4);
setPixelFromPaletteIndex(height / 2 - 1 - i, j, i * j * 4);
}
}
}
@ -731,13 +688,6 @@ public:
}
}
// write one pixel with the specified color from the current palette to coordinates
/*
void Pixel(int x, int y, uint8_t colorIndex) {
leds[XY(x, y)] = ColorFromCurrentPalette(colorIndex);
matrix.drawBackgroundPixelRGB888(x,y, leds[XY(x, y)]); // now draw it?
}
*/
CRGB ColorFromCurrentPalette(uint8_t index = 0, uint8_t brightness = 255, TBlendType blendType = LINEARBLEND) {
return ColorFromPalette(currentPalette, index, brightness, currentBlendType);
@ -761,11 +711,11 @@ public:
}
void FillNoise() {
for (uint16_t i = 0; i < VPANEL_W; i++) {
uint32_t ioffset = noise_scale_x * (i - MATRIX_CENTRE_Y);
for (uint16_t i = 0; i < width; i++) {
uint32_t ioffset = noise_scale_x * (i - width / 2);
for (uint16_t j = 0; j < VPANEL_H; j++) {
uint32_t joffset = noise_scale_y * (j - MATRIX_CENTRE_Y);
for (uint16_t j = 0; j < height; j++) {
uint32_t joffset = noise_scale_y * (j - height / 2);
byte data = inoise16(noise_x + ioffset, noise_y + joffset, noise_z) >> 8;
@ -784,7 +734,7 @@ public:
CRGB tmp = 0;
for (int y = 0; y < VPANEL_H; y++)
for (int y = 0; y < height; y++)
{
// Shift Left: https://codedost.com/c/arraypointers-in-c/c-program-shift-elements-array-left-direction/
@ -794,24 +744,24 @@ public:
for (int m = 0; m < delta; m++)
{
// Do this delta time for each row... computationally expensive potentially.
for(int x = 0; x < VPANEL_W; x++)
for(int x = 0; x < width; x++)
{
leds[XY16(x, y)] = leds [XY16(x+1, y)];
}
leds[XY16(VPANEL_W-1, y)] = tmp;
leds[XY16(width-1, y)] = tmp;
}
/*
// Shift
for (int x = 0; x < VPANEL_W - delta; x++) {
leds2[XY(x, y)] = leds[XY(x + delta, y)];
leds2[XY16(x, y)] = leds[XY16(x + delta, y)];
}
// Wrap around
for (int x = VPANEL_W - delta; x < VPANEL_W; x++) {
leds2[XY(x, y)] = leds[XY(x + delta - VPANEL_W, y)];
leds2[XY16(x, y)] = leds[XY16(x + delta - VPANEL_W, y)];
}
*/
} // end row loop
@ -820,7 +770,7 @@ public:
// write back to leds
for (uint8_t y = 0; y < VPANEL_H; y++) {
for (uint8_t x = 0; x < VPANEL_W; x++) {
leds[XY(x, y)] = leds2[XY(x, y)];
leds[XY16(x, y)] = leds2[XY16(x, y)];
}
}
*/
@ -830,23 +780,38 @@ public:
{
CRGB tmp = 0;
for (int x = 0; x < VPANEL_W; x++)
for (int x = 0; x < width; x++)
{
tmp = leds[XY16(x, 0)];
for (int m = 0; m < delta; m++) // moves
{
// Do this delta time for each row... computationally expensive potentially.
for(int y = 0; y < VPANEL_H; y++)
for(int y = 0; y < height; y++)
{
leds[XY16(x, y)] = leds [XY16(x, y+1)];
}
leds[XY16(x, VPANEL_H-1)] = tmp;
leds[XY16(x, height-1)] = tmp;
}
} // end column loop
} /// MoveY
// Override GFX methods
void drawPixel(int16_t x, int16_t y, uint16_t color) override {
setPixel(x, y, CRGB(color));
}
// Override GFX methods
void drawPixel(int16_t x, int16_t y, CRGB color) override {
setPixel(x, y, color);
}
void fillScreen(uint16_t color) override {
ClearFrame();
}
// Add any other GFX methods you want to override
};
#endif

View file

@ -1,74 +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 PatternAttract_H
class PatternAttract : public Drawable {
private:
const int count = 8;
Attractor attractor;
public:
PatternAttract() {
name = (char *)"Attract";
}
void start() {
int direction = random(0, 2);
if (direction == 0)
direction = -1;
for (int i = 0; i < count; i++) {
Boid boid = Boid(15, 31 - i);
boid.mass = 1; // random(0.1, 2);
boid.velocity.x = ((float) random(40, 50)) / 100.0;
boid.velocity.x *= direction;
boid.velocity.y = 0;
boid.colorIndex = i * 32;
boids[i] = boid;
//dim = random(170, 250);
}
}
unsigned int drawFrame() {
// dim all pixels on the display
uint8_t dim = beatsin8(2, 170, 250);
effects.DimAll(dim);
for (int i = 0; i < count; i++) {
Boid boid = boids[i];
PVector force = attractor.attract(boid);
boid.applyForce(force);
boid.update();
effects.drawBackgroundFastLEDPixelCRGB(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex));
boids[i] = boid;
}
effects.ShowFrame();
return 0;
}
};
#endif

View file

@ -24,7 +24,7 @@
class PatternAttract : public Drawable {
private:
const int count = 8;
const int count = AVAILABLE_BOID_COUNT-1;
Attractor attractor;
public:
@ -38,7 +38,7 @@ public:
direction = -1;
for (int i = 0; i < count; i++) {
Boid boid = Boid(15, 31 - i);
Boid boid = Boid(VPANEL_W/2, VPANEL_H - i);
boid.mass = 1; // random(0.1, 2);
boid.velocity.x = ((float) random(40, 50)) / 100.0;
boid.velocity.x *= direction;
@ -61,7 +61,7 @@ public:
boid.applyForce(force);
boid.update();
effects.drawBackgroundFastLEDPixelCRGB(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex));
effects.setPixel(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex));
boids[i] = boid;
}

View file

@ -1,73 +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 PatternBounce_H
class PatternBounce : public Drawable {
private:
static const int count = 32;
PVector gravity = PVector(0, 0.0125);
public:
PatternBounce() {
name = (char *)"Bounce";
}
void start() {
unsigned int colorWidth = 256 / count;
for (int i = 0; i < count; i++) {
Boid boid = Boid(i, 0);
boid.velocity.x = 0;
boid.velocity.y = i * -0.01;
boid.colorIndex = colorWidth * i;
boid.maxforce = 10;
boid.maxspeed = 10;
boids[i] = boid;
}
}
unsigned int drawFrame() {
// dim all pixels on the display
effects.DimAll(170); effects.ShowFrame();
for (int i = 0; i < count; i++) {
Boid boid = boids[i];
boid.applyForce(gravity);
boid.update();
effects.drawBackgroundFastLEDPixelCRGB(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex));
if (boid.location.y >= MATRIX_HEIGHT - 1) {
boid.location.y = MATRIX_HEIGHT - 1;
boid.velocity.y *= -1.0;
}
boids[i] = boid;
}
return 15;
}
};
#endif

View file

@ -24,7 +24,7 @@
class PatternBounce : public Drawable {
private:
static const int count = 32;
static const int count = VPANEL_W-1;
PVector gravity = PVector(0, 0.0125);
public:
@ -56,7 +56,7 @@ public:
boid.update();
effects.drawBackgroundFastLEDPixelCRGB(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex));
effects.setPixel(boid.location.x, boid.location.y, effects.ColorFromCurrentPalette(boid.colorIndex));
if (boid.location.y >= VPANEL_H - 1) {
boid.location.y = VPANEL_H - 1;

View file

@ -1,219 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from Noel Bundy's work: https://github.com/TwystNeko/Object3d
* Copyright (c) 2014 Noel Bundy
*
* Portions of this code are adapted from the Petty library: https://code.google.com/p/peggy/
* Copyright (c) 2008 Windell H Oskay. All right reserved.
*
* 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 PatternCube_H
#define PatternCube_H
class PatternCube : public Drawable {
private:
float focal = 30; // Focal of the camera
int cubeWidth = 28; // Cube size
float Angx = 20.0, AngxSpeed = 0.05; // rotation (angle+speed) around X-axis
float Angy = 10.0, AngySpeed = 0.05; // rotation (angle+speed) around Y-axis
float Ox = 15.5, Oy = 15.5; // position (x,y) of the frame center
int zCamera = 110; // distance from cube to the eye of the camera
// Local vertices
Vertex local[8];
// Camera aligned vertices
Vertex aligned[8];
// On-screen projected vertices
Point screen[8];
// Faces
squareFace face[6];
// Edges
EdgePoint edge[12];
int nbEdges;
// ModelView matrix
float m00, m01, m02, m10, m11, m12, m20, m21, m22;
// constructs the cube
void make(int w)
{
nbEdges = 0;
local[0].set(-w, w, w);
local[1].set(w, w, w);
local[2].set(w, -w, w);
local[3].set(-w, -w, w);
local[4].set(-w, w, -w);
local[5].set(w, w, -w);
local[6].set(w, -w, -w);
local[7].set(-w, -w, -w);
face[0].set(1, 0, 3, 2);
face[1].set(0, 4, 7, 3);
face[2].set(4, 0, 1, 5);
face[3].set(4, 5, 6, 7);
face[4].set(1, 2, 6, 5);
face[5].set(2, 3, 7, 6);
int f, i;
for (f = 0; f < 6; f++)
{
for (i = 0; i < face[f].length; i++)
{
face[f].ed[i] = this->findEdge(face[f].sommets[i], face[f].sommets[i ? i - 1 : face[f].length - 1]);
}
}
}
// finds edges from faces
int findEdge(int a, int b)
{
int i;
for (i = 0; i < nbEdges; i++)
if ((edge[i].x == a && edge[i].y == b) || (edge[i].x == b && edge[i].y == a))
return i;
edge[nbEdges++].set(a, b);
return i;
}
// rotates according to angle x&y
void rotate(float angx, float angy)
{
int i;
float cx = cos(angx);
float sx = sin(angx);
float cy = cos(angy);
float sy = sin(angy);
m00 = cy;
m01 = 0;
m02 = -sy;
m10 = sx * sy;
m11 = cx;
m12 = sx * cy;
m20 = cx * sy;
m21 = -sx;
m22 = cx * cy;
for (i = 0; i < 8; i++)
{
aligned[i].x = m00 * local[i].x + m01 * local[i].y + m02 * local[i].z;
aligned[i].y = m10 * local[i].x + m11 * local[i].y + m12 * local[i].z;
aligned[i].z = m20 * local[i].x + m21 * local[i].y + m22 * local[i].z + zCamera;
screen[i].x = floor((Ox + focal * aligned[i].x / aligned[i].z));
screen[i].y = floor((Oy - focal * aligned[i].y / aligned[i].z));
}
for (i = 0; i < 12; i++)
edge[i].visible = false;
Point *pa, *pb, *pc;
for (i = 0; i < 6; i++)
{
pa = screen + face[i].sommets[0];
pb = screen + face[i].sommets[1];
pc = screen + face[i].sommets[2];
boolean back = ((pb->x - pa->x) * (pc->y - pa->y) - (pb->y - pa->y) * (pc->x - pa->x)) < 0;
if (!back)
{
int j;
for (j = 0; j < 4; j++)
{
edge[face[i].ed[j]].visible = true;
}
}
}
}
byte hue = 0;
int step = 0;
public:
PatternCube() {
name = (char *)"Cube";
make(cubeWidth);
}
unsigned int drawFrame() {
uint8_t blurAmount = beatsin8(2, 10, 255);
#if FASTLED_VERSION >= 3001000
blur2d(effects.leds, MATRIX_WIDTH, MATRIX_HEIGHT, blurAmount);
#else
effects.DimAll(blurAmount); effects.ShowFrame();
#endif
zCamera = beatsin8(2, 100, 140);
AngxSpeed = beatsin8(3, 1, 10) / 100.0f;
AngySpeed = beatcos8(5, 1, 10) / 100.0f;
// Update values
Angx += AngxSpeed;
Angy += AngySpeed;
if (Angx >= TWO_PI)
Angx -= TWO_PI;
if (Angy >= TWO_PI)
Angy -= TWO_PI;
rotate(Angx, Angy);
// Draw cube
int i;
CRGB color = effects.ColorFromCurrentPalette(hue, 128);
// Backface
EdgePoint *e;
for (i = 0; i < 12; i++)
{
e = edge + i;
if (!e->visible) {
dma_display->drawLine(screen[e->x].x, screen[e->x].y, screen[e->y].x, screen[e->y].y, color);
}
}
color = effects.ColorFromCurrentPalette(hue, 255);
// Frontface
for (i = 0; i < 12; i++)
{
e = edge + i;
if (e->visible)
{
dma_display->drawLine(screen[e->x].x, screen[e->x].y, screen[e->y].x, screen[e->y].y, color);
}
}
step++;
if (step == 8) {
step = 0;
hue++;
}
effects.ShowFrame();
return 20;
}
};
#endif

View file

@ -35,7 +35,7 @@ class PatternCube : public Drawable {
int cubeWidth = 28; // Cube size
float Angx = 20.0, AngxSpeed = 0.05; // rotation (angle+speed) around X-axis
float Angy = 10.0, AngySpeed = 0.05; // rotation (angle+speed) around Y-axis
float Ox = 15.5, Oy = 15.5; // position (x,y) of the frame center
float Ox = VPANEL_W/2, Oy = VPANEL_H/2; // position (x,y) of the frame center
int zCamera = 110; // distance from cube to the eye of the camera
// Local vertices
@ -151,11 +151,11 @@ class PatternCube : public Drawable {
public:
PatternCube() {
name = (char *)"Cube";
make(cubeWidth);
make(VPANEL_W);
}
unsigned int drawFrame() {
uint8_t blurAmount = beatsin8(2, 10, 255);
uint8_t blurAmount = beatsin8(2, 10, 128);
#if FASTLED_VERSION >= 3001000
blur2d(effects.leds, VPANEL_W, VPANEL_H, blurAmount);
@ -164,8 +164,8 @@ class PatternCube : public Drawable {
#endif
zCamera = beatsin8(2, 100, 140);
AngxSpeed = beatsin8(3, 1, 10) / 100.0f;
AngySpeed = beatcos8(5, 1, 10) / 100.0f;
AngxSpeed = beatsin8(3, 1, 6) / 100.0f;
AngySpeed = effects.beatcos8(5, 1, 6) / 100.0f;
// Update values
Angx += AngxSpeed;
@ -188,7 +188,7 @@ class PatternCube : public Drawable {
{
e = edge + i;
if (!e->visible) {
matrix.drawLine(screen[e->x].x, screen[e->x].y, screen[e->y].x, screen[e->y].y, color);
effects.drawLine(screen[e->x].x, screen[e->x].y, screen[e->y].x, screen[e->y].y, color);
}
}
@ -200,7 +200,7 @@ class PatternCube : public Drawable {
e = edge + i;
if (e->visible)
{
matrix.drawLine(screen[e->x].x, screen[e->x].y, screen[e->y].x, screen[e->y].y, color);
effects.drawLine(screen[e->x].x, screen[e->x].y, screen[e->y].x, screen[e->y].y, color);
}
}

View file

@ -1,116 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from "Funky Noise" by Stefan Petrick: https://github.com/StefanPetrick/FunkyNoise
* Copyright (c) 2014 Stefan Petrick
* http://www.stefan-petrick.de/wordpress_beta
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef PatternElectricMandala_H
class PatternElectricMandala : public Drawable {
private:
// The coordinates for 16-bit noise spaces.
#define NUM_LAYERS 1
// used for the random based animations
int16_t dx;
int16_t dy;
int16_t dz;
int16_t dsx;
int16_t dsy;
public:
PatternElectricMandala() {
name = (char *)"ElectricMandala";
}
void start() {
// set to reasonable values to avoid a black out
noisesmoothing = 200;
// just any free input pin
//random16_add_entropy(analogRead(18));
// fill coordinates with random values
// set zoom levels
noise_x = random16();
noise_y = random16();
noise_z = random16();
noise_scale_x = 6000;
noise_scale_y = 6000;
// for the random movement
dx = random8();
dy = random8();
dz = random8();
dsx = random8();
dsy = random8();
}
unsigned int drawFrame() {
#if FASTLED_VERSION >= 3001000
// a new parameter set every 15 seconds
EVERY_N_SECONDS(15) {
//SetupRandomPalette3();
dy = random16(500) - 250; // random16(2000) - 1000 is pretty fast but works fine, too
dx = random16(500) - 250;
dz = random16(500) - 250;
noise_scale_x = random16(10000) + 2000;
noise_scale_y = random16(10000) + 2000;
}
#endif
noise_y += dy;
noise_x += dx;
noise_z += dz;
effects.FillNoise();
ShowNoiseLayer(0, 1, 0);
effects.Caleidoscope3();
effects.Caleidoscope1();
effects.ShowFrame();
return 30;
}
// show just one layer
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
for (uint16_t i = 0; i < MATRIX_WIDTH; i++) {
for (uint16_t j = 0; j < MATRIX_HEIGHT; j++) {
uint8_t color = noise[i][j];
uint8_t bri = color;
// assign a color depending on the actual palette
CRGB pixel = ColorFromPalette(effects.currentPalette, colorrepeat * (color + colorshift), bri);
effects.leds[XY16(i, j)] = pixel;
}
}
}
};
#endif

View file

@ -39,6 +39,9 @@ class PatternElectricMandala : public Drawable {
int16_t dsx;
int16_t dsy;
unsigned int last_parameter_change_ms = 0;
public:
PatternElectricMandala() {
name = (char *)"ElectricMandala";
@ -46,18 +49,18 @@ class PatternElectricMandala : public Drawable {
void start() {
// set to reasonable values to avoid a black out
noisesmoothing = 200;
effects.noisesmoothing = 200;
// just any free input pin
//random16_add_entropy(analogRead(18));
// fill coordinates with random values
// set zoom levels
noise_x = random16();
noise_y = random16();
noise_z = random16();
noise_scale_x = 6000;
noise_scale_y = 6000;
effects.noise_x = random16();
effects.noise_y = random16();
effects.noise_z = random16();
effects.noise_scale_x = 6000;
effects.noise_scale_y = 6000;
// for the random movement
dx = random8();
@ -70,19 +73,20 @@ class PatternElectricMandala : public Drawable {
unsigned int drawFrame() {
#if FASTLED_VERSION >= 3001000
// a new parameter set every 15 seconds
EVERY_N_SECONDS(15) {
if(millis() - last_parameter_change_ms > 15000) {
last_parameter_change_ms = millis();
//SetupRandomPalette3();
dy = random16(500) - 250; // random16(2000) - 1000 is pretty fast but works fine, too
dx = random16(500) - 250;
dz = random16(500) - 250;
noise_scale_x = random16(10000) + 2000;
noise_scale_y = random16(10000) + 2000;
effects.noise_scale_x = random16(10000) + 2000;
effects.noise_scale_y = random16(10000) + 2000;
}
#endif
noise_y += dy;
noise_x += dx;
noise_z += dz;
effects.noise_y += dy;
effects.noise_x += dx;
effects.noise_z += dz;
effects.FillNoise();
ShowNoiseLayer(0, 1, 0);
@ -100,7 +104,7 @@ class PatternElectricMandala : public Drawable {
for (uint16_t i = 0; i < VPANEL_W; i++) {
for (uint16_t j = 0; j < VPANEL_H; j++) {
uint8_t color = noise[i][j];
uint8_t color = effects.noise[i][j];
uint8_t bri = color;

View file

@ -1,118 +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 PatternFire_H
#define PatternFire_H
#ifndef Effects_H
#include "Effects.h"
#endif
class PatternFire : public Drawable {
private:
public:
PatternFire() {
name = (char *)"Fire";
}
// 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
int 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.
unsigned int sparking = 100;
unsigned int drawFrame() {
// Add entropy to random number generator; we use a lot of it.
random16_add_entropy( random16());
effects.DimAll(235);
for (int x = 0; x < MATRIX_WIDTH; x++) {
// Step 1. Cool down every cell a little
for (int y = 0; y < MATRIX_HEIGHT; y++) {
int xy = XY(x, y);
heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / MATRIX_HEIGHT) + 2));
}
// Step 2. Heat from each cell drifts 'up' and diffuses a little
for (int y = 0; y < MATRIX_HEIGHT; y++) {
heat[XY(x, y)] = (heat[XY(x, y + 1)] + heat[XY(x, y + 2)] + heat[XY(x, y + 2)]) / 3;
}
// Step 2. Randomly ignite new 'sparks' of heat
if (random8() < sparking) {
// int x = (p[0] + p[1] + p[2]) / 3;
int xy = XY(x, MATRIX_HEIGHT - 1);
heat[xy] = qadd8(heat[xy], random8(160, 255));
}
// Step 4. Map from heat cells to LED colors
for (int y = 0; y < MATRIX_HEIGHT; y++) {
int xy = XY(x, y);
byte colorIndex = heat[xy];
// Recommend that you use values 0-240 rather than
// the usual 0-255, as the last 15 colors will be
// 'wrapping around' from the hot end to the cold end,
// which looks wrong.
colorIndex = scale8(colorIndex, 200);
// 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(2);
effects.MoveFractionalNoiseX(2);
effects.ShowFrame();
return 15;
}
};
#endif

View file

@ -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

View file

@ -0,0 +1,235 @@
#ifndef FireWork_H
#define FireWork_H
/****************************************************************
* Fireworks Class
****************************************************************/
// Ripped from: https://github.com/lmirel/MorphingClockRemix
const int FIREWORKS = 4; // Number of fireworks
const int FIREWORK_PARTICLES = 32; // Number of particles per firework
const float GRAVITY = 0.03f;
const float baselineSpeed = -1.2f;
const float maxSpeed = -2.0f;
class Firework
{
public:
float x[FIREWORK_PARTICLES];
float y[FIREWORK_PARTICLES];
char lx[FIREWORK_PARTICLES], ly[FIREWORK_PARTICLES];
float xSpeed[FIREWORK_PARTICLES];
float ySpeed[FIREWORK_PARTICLES];
char red;
char blue;
char green;
char alpha;
int framesUntilLaunch;
char particleSize;
bool hasExploded;
Firework(); // Constructor declaration
void initialise();
void move();
void explode();
};
// Constructor implementation
Firework::Firework()
{
initialise();
for (int loop = 0; loop < FIREWORK_PARTICLES; loop++)
{
lx[loop] = 0;
ly[loop] = VPANEL_H + 1; // Push the particle location down off the bottom of the screen
}
}
void Firework::initialise()
{
// Pick an initial x location and random x/y speeds
float xLoc = (rand() % VPANEL_W);
float xSpeedVal = baselineSpeed + (rand() % (int)maxSpeed);
float ySpeedVal = baselineSpeed + (rand() % (int)maxSpeed);
// Set initial x/y location and speeds
for (int loop = 0; loop < FIREWORK_PARTICLES; loop++)
{
x[loop] = xLoc;
y[loop] = VPANEL_H + 1; // Push the particle location down off the bottom of the screen
xSpeed[loop] = xSpeedVal;
ySpeed[loop] = ySpeedVal;
//don't reset these otherwise particles won't be removed
//lx[loop] = 0;
//ly[loop] = LAYER_HEIGHT + 1; // Push the particle location down off the bottom of the screen
}
// Assign a random colour and full alpha (i.e. particle is completely opaque)
red = (rand() % 255);/// (float)RAND_MAX);
green = (rand() % 255); /// (float)RAND_MAX);
blue = (rand() % 255); /// (float)RAND_MAX);
alpha = 50;//max particle frames
// Firework will launch after a random amount of frames between 0 and 400
framesUntilLaunch = ((int)rand() % (VPANEL_H));
// Size of the particle (as thrown to glPointSize) - range is 1.0f to 4.0f
particleSize = 1.0f + ((float)rand() / (float)RAND_MAX) * 3.0f;
// Flag to keep trackof whether the firework has exploded or not
hasExploded = false;
//cout << "Initialised a firework." << endl;
}
void Firework::move()
{
for (int loop = 0; loop < FIREWORK_PARTICLES; loop++)
{
// Once the firework is ready to launch start moving the particles
if (framesUntilLaunch <= 0)
{
//draw black on last known position
//tl->drawPixel (x[loop], y[loop], cc_blk);
lx[loop] = x[loop];
ly[loop] = y[loop];
//
x[loop] += xSpeed[loop];
y[loop] += ySpeed[loop];
ySpeed[loop] += GRAVITY;
}
}
framesUntilLaunch--;
// Once a fireworks speed turns positive (i.e. at top of arc) - blow it up!
if (ySpeed[0] > 0.0f)
{
for (int loop2 = 0; loop2 < FIREWORK_PARTICLES; loop2++)
{
// Set a random x and y speed beteen -4 and + 4
xSpeed[loop2] = -2 + (rand() / (float)RAND_MAX) * 4;
ySpeed[loop2] = -2 + (rand() / (float)RAND_MAX) * 4;
}
//cout << "Boom!" << endl;
hasExploded = true;
}
}
void Firework::explode()
{
for (int loop = 0; loop < FIREWORK_PARTICLES; loop++)
{
// Dampen the horizontal speed by 1% per frame
xSpeed[loop] *= 0.99;
//draw black on last known position (NO LONGER USED tl->dim used instead)
//tl->drawPixel (x[loop], y[loop], cc_blk);
lx[loop] = x[loop];
ly[loop] = y[loop];
//
// Move the particle
x[loop] += xSpeed[loop];
y[loop] += ySpeed[loop];
// Apply gravity to the particle's speed
ySpeed[loop] += GRAVITY;
}
// Fade out the particles (alpha is stored per firework, not per particle)
if (alpha > 0)
{
alpha -= 1;
}
else // Once the alpha hits zero reset the firework
{
initialise();
}
}
/*********************** */
class PatternFirework : public Drawable {
public:
PatternFirework() {
name = (char *)"PatternFirework";
}
void start();
unsigned int drawFrame();
void stop();
private:
// Create our array of fireworks
Firework fw[FIREWORKS];
};
void PatternFirework::start() { }
void PatternFirework::stop() { }
unsigned int PatternFirework::drawFrame()
{
effects.DimAll(250);
CRGB cc_frw;
//display.fillScreen (0);
// Draw fireworks
//cout << "Firework count is: " << Firework::fireworkCount << endl;
for (int loop = 0; loop < FIREWORKS; loop++)
{
for (int particleLoop = 0; particleLoop < FIREWORK_PARTICLES; particleLoop++)
{
// Set colour to yellow on way up, then whatever colour firework should be when exploded
if (fw[loop].hasExploded == false)
{
//glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
cc_frw = CRGB (255, 255, 0);
}
else
{
//glColor4f(fw[loop].red, fw[loop].green, fw[loop].blue, fw[loop].alpha);
//glVertex2f(fw[loop].x[particleLoop], fw[loop].y[particleLoop]);
cc_frw = CRGB (fw[loop].red, fw[loop].green, fw[loop].blue);
}
// Draw the point
//glVertex2f(fw[loop].x[particleLoop], fw[loop].y[particleLoop]);
effects.setPixel (fw[loop].x[particleLoop], fw[loop].y[particleLoop], cc_frw);
// effects.setPixel (fw[loop].lx[particleLoop], fw[loop].ly[particleLoop], 0);
}
// Move the firework appropriately depending on its explosion state
if (fw[loop].hasExploded == false)
{
fw[loop].move();
}
else
{
fw[loop].explode();
}
//
//delay (10);
} // end loop
effects.ShowFrame();
return 20;
} // end drawframe
#endif

View file

@ -1,125 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from "Flocking" in "The Nature of Code" by Daniel Shiffman: http://natureofcode.com/
* Copyright (c) 2014 Daniel Shiffman
* http://www.shiffman.net
*
* 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.
*/
// Flocking
// Daniel Shiffman <http://www.shiffman.net>
// The Nature of Code, Spring 2009
// Demonstration of Craig Reynolds' "Flocking" behavior
// See: http://www.red3d.com/cwr/
// Rules: Cohesion, Separation, Alignment
#ifndef PatternFlock_H
#define PatternFlock_H
class PatternFlock : public Drawable {
public:
PatternFlock() {
name = (char *)"Flock";
}
static const int boidCount = 10;
Boid predator;
PVector wind;
byte hue = 0;
bool predatorPresent = true;
void start() {
for (int i = 0; i < boidCount; i++) {
boids[i] = Boid(15, 15);
boids[i].maxspeed = 0.380;
boids[i].maxforce = 0.015;
}
predatorPresent = random(0, 2) >= 1;
if (predatorPresent) {
predator = Boid(31, 31);
predatorPresent = true;
predator.maxspeed = 0.385;
predator.maxforce = 0.020;
predator.neighbordist = 16.0;
predator.desiredseparation = 0.0;
}
}
unsigned int drawFrame() {
effects.DimAll(230); effects.ShowFrame();
bool applyWind = random(0, 255) > 250;
if (applyWind) {
wind.x = Boid::randomf() * .015;
wind.y = Boid::randomf() * .015;
}
CRGB color = effects.ColorFromCurrentPalette(hue);
for (int i = 0; i < boidCount; i++) {
Boid * boid = &boids[i];
if (predatorPresent) {
// flee from predator
boid->repelForce(predator.location, 10);
}
boid->run(boids, boidCount);
boid->wrapAroundBorders();
PVector location = boid->location;
// PVector velocity = boid->velocity;
// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
// effects.leds[XY(location.x, location.y)] += color;
effects.drawBackgroundFastLEDPixelCRGB(location.x, location.y, color);
if (applyWind) {
boid->applyForce(wind);
applyWind = false;
}
}
if (predatorPresent) {
predator.run(boids, boidCount);
predator.wrapAroundBorders();
color = effects.ColorFromCurrentPalette(hue + 128);
PVector location = predator.location;
// PVector velocity = predator.velocity;
// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
// effects.leds[XY(location.x, location.y)] += color;
effects.drawBackgroundFastLEDPixelCRGB(location.x, location.y, color);
}
EVERY_N_MILLIS(200) {
hue++;
}
EVERY_N_SECONDS(30) {
predatorPresent = !predatorPresent;
}
return 0;
}
};
#endif

View file

@ -36,12 +36,17 @@
#define PatternFlock_H
class PatternFlock : public Drawable {
private:
unsigned long last_update_hue_ms = 0;
unsigned long last_update_predator_ms = 0;
public:
PatternFlock() {
name = (char *)"Flock";
}
static const int boidCount = 10;
static const int boidCount = VPANEL_W-1;
Boid predator;
PVector wind;
@ -90,8 +95,8 @@ class PatternFlock : public Drawable {
PVector location = boid->location;
// PVector velocity = boid->velocity;
// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
// effects.leds[XY(location.x, location.y)] += color;
effects.drawBackgroundFastLEDPixelCRGB(location.x, location.y, color);
// effects.leds[XY16(location.x, location.y)] += color;
effects.setPixel(location.x, location.y, color);
if (applyWind) {
boid->applyForce(wind);
@ -106,15 +111,17 @@ class PatternFlock : public Drawable {
PVector location = predator.location;
// PVector velocity = predator.velocity;
// backgroundLayer.drawLine(location.x, location.y, location.x - velocity.x, location.y - velocity.y, color);
// effects.leds[XY(location.x, location.y)] += color;
effects.drawBackgroundFastLEDPixelCRGB(location.x, location.y, color);
// effects.leds[XY16(location.x, location.y)] += color;
effects.setPixel(location.x, location.y, color);
}
EVERY_N_MILLIS(200) {
if (millis() - last_update_hue_ms > 200) {
last_update_hue_ms = millis();
hue++;
}
EVERY_N_SECONDS(30) {
if (millis() - last_update_predator_ms > 30000) {
last_update_predator_ms = millis();
predatorPresent = !predatorPresent;
}

View file

@ -1,92 +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 PatternFlowField_H
class PatternFlowField : public Drawable {
public:
PatternFlowField() {
name = (char *)"FlowField";
}
uint16_t x;
uint16_t y;
uint16_t z;
uint16_t speed = 1;
uint16_t scale = 26;
static const int count = 40;
byte hue = 0;
void start() {
x = random16();
y = random16();
z = random16();
for (int i = 0; i < count; i++) {
boids[i] = Boid(random(MATRIX_WIDTH), 0);
}
}
unsigned int drawFrame() {
effects.DimAll(240);
// CRGB color = effects.ColorFromCurrentPalette(hue);
for (int i = 0; i < count; i++) {
Boid * boid = &boids[i];
int ioffset = scale * boid->location.x;
int joffset = scale * boid->location.y;
byte angle = inoise8(x + ioffset, y + joffset, z);
boid->velocity.x = (float) sin8(angle) * 0.0078125 - 1.0;
boid->velocity.y = -((float)cos8(angle) * 0.0078125 - 1.0);
boid->update();
effects.drawBackgroundFastLEDPixelCRGB(boid->location.x, boid->location.y, effects.ColorFromCurrentPalette(angle + hue)); // color
if (boid->location.x < 0 || boid->location.x >= MATRIX_WIDTH ||
boid->location.y < 0 || boid->location.y >= MATRIX_HEIGHT) {
boid->location.x = random(MATRIX_WIDTH);
boid->location.y = 0;
}
}
EVERY_N_MILLIS(200) {
hue++;
}
x += speed;
y += speed;
z += speed;
effects.ShowFrame();
return 50;
}
};
#endif

View file

@ -37,6 +37,7 @@ class PatternFlowField : public Drawable {
static const int count = 40;
unsigned long last_update_hue_ms = 0;
byte hue = 0;
void start() {
@ -66,7 +67,7 @@ class PatternFlowField : public Drawable {
boid->velocity.y = -((float)cos8(angle) * 0.0078125 - 1.0);
boid->update();
effects.drawBackgroundFastLEDPixelCRGB(boid->location.x, boid->location.y, effects.ColorFromCurrentPalette(angle + hue)); // color
effects.setPixel(boid->location.x, boid->location.y, effects.ColorFromCurrentPalette(angle + hue)); // color
if (boid->location.x < 0 || boid->location.x >= VPANEL_W ||
boid->location.y < 0 || boid->location.y >= VPANEL_H) {
@ -75,7 +76,8 @@ class PatternFlowField : public Drawable {
}
}
EVERY_N_MILLIS(200) {
if (millis() - last_update_hue_ms > 200) {
last_update_hue_ms = millis();
hue++;
}

View file

@ -0,0 +1,55 @@
// Codetastic 2024
// ChatGPT was used to create this.
// It sucks.
#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

View file

@ -1,51 +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 PatternIncrementalDrift_H
#define PatternIncrementalDrift_H
class PatternIncrementalDrift : public Drawable {
public:
PatternIncrementalDrift() {
name = (char *)"Incremental Drift";
}
unsigned int drawFrame() {
uint8_t dim = beatsin8(2, 230, 250);
effects.DimAll(dim); effects.ShowFrame();
for (int i = 2; i <= MATRIX_WIDTH / 2; i++)
{
CRGB color = effects.ColorFromCurrentPalette((i - 2) * (240 / (MATRIX_WIDTH / 2)));
uint8_t x = beatcos8((17 - i) * 2, MATRIX_CENTER_X - i, MATRIX_CENTER_X + i);
uint8_t y = beatsin8((17 - i) * 2, MATRIX_CENTER_Y - i, MATRIX_CENTER_Y + i);
effects.drawBackgroundFastLEDPixelCRGB(x, y, color);
}
return 0;
}
};
#endif

View file

@ -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 = beatcos8((17 - i) * 2, MATRIX_CENTER_X - i, MATRIX_CENTER_X + i);
uint8_t y = beatsin8((17 - i) * 2, MATRIX_CENTER_Y - i, MATRIX_CENTER_Y + 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.drawBackgroundFastLEDPixelCRGB(x, y, color);
effects.setPixel(x, y, color);
}
effects.ShowFrame();
return 0;
}
};

View file

@ -1,63 +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 PatternIncrementalDrift2_H
#define PatternIncrementalDrift2_H
class PatternIncrementalDrift2 : public Drawable {
public:
PatternIncrementalDrift2() {
name = (char *)"Incremental Drift Rose";
}
unsigned int drawFrame() {
uint8_t dim = beatsin8(2, 170, 250);
effects.DimAll(dim); effects.ShowFrame();
for (uint8_t i = 0; i < 32; i++)
{
CRGB color;
uint8_t x = 0;
uint8_t y = 0;
if (i < 16) {
x = beatcos8((i + 1) * 2, i, MATRIX_WIDTH - i);
y = beatsin8((i + 1) * 2, i, MATRIX_HEIGHT - i);
color = effects.ColorFromCurrentPalette(i * 14);
}
else
{
x = beatsin8((32 - i) * 2, MATRIX_WIDTH - i, i + 1);
y = beatcos8((32 - i) * 2, MATRIX_HEIGHT - i, i + 1);
color = effects.ColorFromCurrentPalette((31 - i) * 14);
}
effects.drawBackgroundFastLEDPixelCRGB(x, y, color);
}
return 0;
}
};
#endif

View file

@ -43,18 +43,18 @@ class PatternIncrementalDrift2 : public Drawable {
uint8_t y = 0;
if (i < 16) {
x = beatcos8((i + 1) * 2, i, VPANEL_W - i);
x = effects.beatcos8((i + 1) * 2, i, VPANEL_W - i);
y = beatsin8((i + 1) * 2, i, VPANEL_H - i);
color = effects.ColorFromCurrentPalette(i * 14);
}
else
{
x = beatsin8((32 - i) * 2, VPANEL_W - i, i + 1);
y = beatcos8((32 - i) * 2, VPANEL_H - i, i + 1);
y = effects.beatcos8((32 - i) * 2, VPANEL_H - i, i + 1);
color = effects.ColorFromCurrentPalette((31 - i) * 14);
}
effects.drawBackgroundFastLEDPixelCRGB(x, y, color);
effects.setPixel(x, y, color);
}
return 0;

View file

@ -1,61 +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 PatternInfinity_H
class PatternInfinity : public Drawable {
public:
PatternInfinity() {
name = (char *)"Infinity";
}
unsigned int drawFrame() {
// dim all pixels on the display slightly
// to 250/255 (98%) of their current brightness
blur2d(effects.leds, MATRIX_WIDTH > 255 ? 255 : MATRIX_WIDTH, MATRIX_HEIGHT > 255 ? 255 : MATRIX_HEIGHT, 250);
// effects.DimAll(250); effects.ShowFrame();
// the Effects class has some sample oscillators
// that move from 0 to 255 at different speeds
effects.MoveOscillators();
// the horizontal position of the head of the infinity sign
// oscillates from 0 to the maximum horizontal and back
int x = (MATRIX_WIDTH - 1) - 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);
// 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.Pixel(x, y, hue);
effects.ShowFrame();
return 30;
}
};
#endif

View file

@ -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.Pixel(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;

View file

@ -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() {
dma_display->fillScreen(0);
}
unsigned int drawFrame() {
CRGB color1 = effects.ColorFromCurrentPalette(random(0, 255));
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 5; j++) {
CRGB color = CRGB::Black;
if (random(0, 2) == 1) color = color1;
effects.drawBackgroundFastLEDPixelCRGB(x + i, y + j, color);
if (i < 2)
effects.drawBackgroundFastLEDPixelCRGB(x + (4 - i), y + j, color);
}
}
x += 6;
if (x > 25) {
x = 1;
y += 6;
}
if (y > 25) y = x = 1;
effects.ShowFrame();
return 125;
}
};
class PatternInvadersMedium : public Drawable {
private:
uint8_t x = 0;
uint8_t y = 0;
public:
PatternInvadersMedium() {
name = (char *)"Invaders Medium";
}
void start() {
dma_display->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;
dma_display->fillRect(x + (i * 2), y + (j * 2), x + (i * 2 + 1), y + (j * 2 + 1), color);
if (i < 2)
dma_display->fillRect(x + (8 - i * 2), y + (j * 2), x + (9 - i * 2), y + (j * 2 + 1), color);
}
}
x += 11;
if (x > 22) {
x = 0;
y += 11;
}
if (y > 22) y = x = 0;
effects.ShowFrame();
return 500;
}
};
class PatternInvadersLarge : public Drawable {
private:
public:
PatternInvadersLarge() {
name = (char *)"Invaders Large";
}
void start() {
dma_display->fillScreen(0);
}
unsigned int drawFrame() {
dma_display->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;
}
dma_display->fillRect(1 + x * 6, 1 + y * 6, 5 + x * 6, 5 + y * 6, color);
if (x < 2)
dma_display->fillRect(1 + (4 - x) * 6, 1 + y * 6, 5 + (4 - x) * 6, 5 + y * 6, color);
}
}
effects.ShowFrame();
return 2000;
}
};
#endif

View file

@ -0,0 +1,129 @@
#ifndef JuliaSet_H
#define JuliaSet_H
// Codetastic 2024
#define USE_FLOATHACK // To boost float performance, comment if this doesn't work.
// inspired by
// https://en.wikipedia.org/wiki/Fast_inverse_square_root
#ifdef USE_FLOATHACK
// cast float as int32_t
int32_t intfloat(float n){ return *(int32_t *)&n; }
// cast int32_t as float
float floatint(int32_t n){ return *(float *)&n; }
// fast approx sqrt(x)
float floatsqrt(float n){ return floatint(0x1fbb4000+(intfloat(n)>>1)); }
// fast approx 1/x
float floatinv(float n){ return floatint(0x7f000000-intfloat(n)); }
// fast approx log2(x)
float floatlog2(float n){ return (float)((intfloat(n)<<1)-0x7f000000)*5.9604645e-08f; }
#else
float floatinv(float n){ return 1.f/n;}
float floatsqrt(float n){ return std::sqrt(n); }
float floatlog2(float n){ return std::log2f(n); }
#endif
////////////////////////////////////////
// Escape time mandelbrot set function,
// with arbitrary start point zx, zy
// and arbitrary seed point ax, ay
//
// For julia set
// zx = pos_x, zy = pos_y;
// ax = seed_x, ay = seed_y;
//
// For mandelbrot set
// zx = 0, zy = 0;
// ax = pos_x, ay = pos_y;
//
const float bailOut = 4; // Escape radius
const int32_t itmult = 1<<10; // Color speed
//
// https://en.wikipedia.org/wiki/Mandelbrot_set
int32_t iteratefloat(float ax, float ay, float zx, float zy, uint16_t mxIT) {
float zzl = 0;
for (int it = 0; it<mxIT; it++) {
float zzx = zx * zx;
float zzy = zy * zy;
// is the point is escaped?
if(zzx+zzy>=bailOut){
if(it>0){
// calculate smooth coloring
float zza = floatlog2(zzl);
float zzb = floatlog2(zzx+zzy);
float zzc = floatlog2(bailOut);
float zzd = (zzc-zza)*floatinv(zzb-zza);
return it*itmult+zzd*itmult;
}
};
// z -> z*z + c
zy = 2.f*zx*zy+ay;
zx = zzx-zzy+ax;
zzl = zzx+zzy;
}
return 0;
}
class PatternJuliaSet : public Drawable {
private:
float sint[256]; // precalculated sin table, for performance reasons
public:
PatternJuliaSet() {
name = (char *)"Julia Set";
}
void start() {
for(int i=0;i<256;i++){
sint[i] = sinf(i/256.f*2.f*PI);
}
}
// Palette color taken from:
// https://editor.p5js.org/Kouzerumatsukite/sketches/DwTiq9D01
// color palette originally made by piano_miles, written in p5js
// hsv2rgb(IT, cos(4096*it)/2+0.5, 1-sin(2048*it)/2-0.5)
void drawPixelPalette(int x, int y, uint32_t m){
float r = 0.f, g = 0.f, b = 0.f;
if(m){
char n = m>> 4 ;
float l =abs(sint[m>> 2&255] )*255.f ;
float s = (sint[m &255]+ 1.f)*0.5f ;
r = (max(min(sint[n &255]+0.5f,1.f),0.f)*s+(1-s))*l;
g = (max(min(sint[n+ 85&255]+0.5f,1.f),0.f)*s+(1-s))*l;
b = (max(min(sint[n+170&255]+0.5f,1.f),0.f)*s+(1-s))*l;
}
effects.setPixel(x,y,CRGB(r,g,b));
}
unsigned int drawFrame() {
uint32_t lastMicros = micros();
double t = (double)lastMicros/8000000;
double k = sin(t*3.212/2)*sin(t*3.212/2)/16+1;
float cosk = (k-cos(t))/2;
float xoff = (cos(t)*cosk+k/2-0.25);
float yoff = (sin(t)*cosk );
for(uint8_t y=0;y<VPANEL_H;y++){
for(uint8_t x=0;x<VPANEL_W;x++){
uint32_t itcount = iteratefloat(xoff,yoff,((x-64)+1)/64.f,(y)/64.f,64);
uint32_t itcolor = itcount?floatsqrt(itcount)*4+t*1024:0;
drawPixelPalette(x,y,itcolor);
}
}
blur2d(effects.leds, VPANEL_W, VPANEL_H, 64);
effects.ShowFrame();
return 0;
}
};
#endif

View file

@ -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[MATRIX_WIDTH][MATRIX_HEIGHT];
unsigned int density = 50;
int generation = 0;
void randomFillWorld() {
for (int i = 0; i < MATRIX_WIDTH; i++) {
for (int j = 0; j < MATRIX_HEIGHT; 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) % MATRIX_WIDTH][y].prev) +
(world[x][(y + 1) % MATRIX_HEIGHT].prev) +
(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][y].prev) +
(world[x][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev) +
(world[(x + 1) % MATRIX_WIDTH][(y + 1) % MATRIX_HEIGHT].prev) +
(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][(y + 1) % MATRIX_HEIGHT].prev) +
(world[(x + MATRIX_WIDTH - 1) % MATRIX_WIDTH][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev) +
(world[(x + 1) % MATRIX_WIDTH][(y + MATRIX_HEIGHT - 1) % MATRIX_HEIGHT].prev);
}
public:
PatternLife() {
name = (char *)"Life";
}
unsigned int drawFrame() {
if (generation == 0) {
effects.ClearFrame();
randomFillWorld();
}
// Display current generation
for (int i = 0; i < MATRIX_WIDTH; i++) {
for (int j = 0; j < MATRIX_HEIGHT; j++) {
effects.leds[XY(i, j)] = effects.ColorFromCurrentPalette(world[i][j].hue * 4, world[i][j].brightness);
}
}
// Birth and death cycle
for (int x = 0; x < MATRIX_WIDTH; x++) {
for (int y = 0; y < MATRIX_HEIGHT; 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 < MATRIX_WIDTH; x++) {
for (int y = 0; y < MATRIX_HEIGHT; y++) {
world[x][y].prev = world[x][y].alive;
}
}
generation++;
if (generation >= 256)
generation = 0;
effects.ShowFrame();
return 60;
}
};
#endif

View file

@ -1,264 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Many thanks to Jamis Buck for the documentation of the Growing Tree maze generation algorithm: http://weblog.jamisbuck.org/2011/1/27/maze-generation-growing-tree-algorithm
*
* 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 PatternMaze_H
#define PatternMaze_H
class PatternMaze : public Drawable {
private:
enum Directions {
None = 0,
Up = 1,
Down = 2,
Left = 4,
Right = 8,
};
struct Point{
int x;
int y;
static Point New(int x, int y) {
Point point;
point.x = x;
point.y = y;
return point;
}
Point Move(Directions direction) {
switch (direction)
{
case Up:
return New(x, y - 1);
case Down:
return New(x, y + 1);
case Left:
return New(x - 1, y);
case Right:
default:
return New(x + 1, y);
}
}
static Directions Opposite(Directions direction) {
switch (direction) {
case Up:
return Down;
case Down:
return Up;
case Left:
return Right;
case Right:
default:
return Left;
}
}
};
// int width = 16;
// int height = 16;
static const int width = MATRIX_WIDTH / 2;
static const int height = MATRIX_HEIGHT / 2;
Directions grid[width][height];
Point point;
Point cells[256];
int cellCount = 0;
int algorithm = 0;
int algorithmCount = 1;
byte hue = 0;
byte hueOffset = 0;
Directions directions[4] = { Up, Down, Left, Right };
void removeCell(int index) {// shift cells after index down one
for (int i = index; i < cellCount - 1; i++) {
cells[i] = cells[i + 1];
}
cellCount--;
}
void shuffleDirections() {
for (int a = 0; a < 4; a++)
{
int r = random(a, 4);
Directions temp = directions[a];
directions[a] = directions[r];
directions[r] = temp;
}
}
Point createPoint(int x, int y) {
Point point;
point.x = x;
point.y = y;
return point;
}
CRGB chooseColor(int index) {
byte h = index + hueOffset;
switch (algorithm) {
case 0:
default:
return effects.ColorFromCurrentPalette(h);
case 1:
return effects.ColorFromCurrentPalette(hue++);
}
}
int chooseIndex(int max) {
switch (algorithm) {
case 0:
default:
// choose newest (recursive backtracker)
return max - 1;
case 1:
// choose random(Prim's)
return random(max);
// case 2:
// // choose oldest (not good, so disabling)
// return 0;
}
}
void generateMaze() {
while (cellCount > 1) {
drawNextCell();
}
}
void drawNextCell() {
int index = chooseIndex(cellCount);
if (index < 0)
return;
point = cells[index];
Point imagePoint = createPoint(point.x * 2, point.y * 2);
//effects.drawBackgroundFastLEDPixelCRGB(imagePoint.x, imagePoint.y, CRGB(CRGB::Gray));
shuffleDirections();
CRGB color = chooseColor(index);
for (int i = 0; i < 4; i++) {
Directions direction = directions[i];
Point newPoint = point.Move(direction);
if (newPoint.x >= 0 && newPoint.y >= 0 && newPoint.x < width && newPoint.y < height && grid[newPoint.y][newPoint.x] == None) {
grid[point.y][point.x] = (Directions) ((int) grid[point.y][point.x] | (int) direction);
grid[newPoint.y][newPoint.x] = (Directions) ((int) grid[newPoint.y][newPoint.x] | (int) point.Opposite(direction));
Point newImagePoint = imagePoint.Move(direction);
effects.drawBackgroundFastLEDPixelCRGB(newImagePoint.x, newImagePoint.y, color);
cellCount++;
cells[cellCount - 1] = newPoint;
index = -1;
break;
}
}
if (index > -1) {
Point finishedPoint = cells[index];
imagePoint = createPoint(finishedPoint.x * 2, finishedPoint.y * 2);
effects.drawBackgroundFastLEDPixelCRGB(imagePoint.x, imagePoint.y, color);
removeCell(index);
}
}
public:
PatternMaze() {
name = (char *)"Maze";
}
unsigned int drawFrame() {
if (cellCount < 1) {
effects.ClearFrame();
// reset the maze grid
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
grid[y][x] = None;
}
}
int x = random(width);
int y = random(height);
cells[0] = createPoint(x, y);
cellCount = 1;
hue = 0;
hueOffset = random(0, 256);
}
drawNextCell();
if (cellCount < 1) {
algorithm++;
if (algorithm >= algorithmCount)
algorithm = 0;
return 0;
}
effects.ShowFrame();
return 0;
}
void start() {
effects.ClearFrame();
cellCount = 0;
hue = 0;
}
};
#endif

View file

@ -175,7 +175,7 @@ private:
Point imagePoint = createPoint(point.x * 2, point.y * 2);
//effects.drawBackgroundFastLEDPixelCRGB(imagePoint.x, imagePoint.y, CRGB(CRGB::Gray));
//effects.setPixel(imagePoint.x, imagePoint.y, CRGB(CRGB::Gray));
shuffleDirections();
@ -191,7 +191,7 @@ private:
Point newImagePoint = imagePoint.Move(direction);
effects.drawBackgroundFastLEDPixelCRGB(newImagePoint.x, newImagePoint.y, color);
effects.setPixel(newImagePoint.x, newImagePoint.y, color);
cellCount++;
cells[cellCount - 1] = newPoint;
@ -204,7 +204,7 @@ private:
if (index > -1) {
Point finishedPoint = cells[index];
imagePoint = createPoint(finishedPoint.x * 2, finishedPoint.y * 2);
effects.drawBackgroundFastLEDPixelCRGB(imagePoint.x, imagePoint.y, color);
effects.setPixel(imagePoint.x, imagePoint.y, color);
removeCell(index);
}

View file

@ -1,73 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Munch pattern created by J.B. Langston: https://github.com/jblang/aurora/blob/master/PatternMunch.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 PatternMunch_H
#define PatternMunch_H
class PatternMunch : public Drawable {
private:
byte count = 0;
byte dir = 1;
byte flip = 0;
byte generation = 0;
public:
PatternMunch() {
name = (char *)"Munch";
}
unsigned int drawFrame() {
for (uint16_t x = 0; x < MATRIX_WIDTH; x++) {
for (uint16_t y = 0; y < MATRIX_HEIGHT; y++) {
effects.leds[XY16(x, y)] = (x ^ y ^ flip) < count ? effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) : CRGB::Black;
// The below is more pleasant
// effects.leds[XY(x, y)] = effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) ;
}
}
count += dir;
if (count <= 0 || count >= MATRIX_WIDTH) {
dir = -dir;
}
if (count <= 0) {
if (flip == 0)
flip = MATRIX_WIDTH-1;
else
flip = 0;
}
generation++;
// show it ffs!
effects.ShowFrame();
return 60;
}
};
#endif

View file

@ -45,7 +45,7 @@ public:
effects.leds[XY16(x, y)] = (x ^ y ^ flip) < count ? effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) : CRGB::Black;
// The below is more pleasant
// effects.leds[XY(x, y)] = effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) ;
// effects.leds[XY16(x, y)] = effects.ColorFromCurrentPalette(((x ^ y) << 2) + generation) ;
}
}

View file

@ -1,338 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from "Noise Smearing" by Stefan Petrick: https://gist.githubusercontent.com/embedded-creations/5cd47d83cb0e04f4574d/raw/ebf6a82b4755d55cfba3bf6598f7b19047f89daf/NoiseSmearing.ino
* Copyright (c) 2014 Stefan Petrick
* http://www.stefan-petrick.de/wordpress_beta
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef PatternNoiseSmearing_H
#define PatternNoiseSmearing_H
byte patternNoiseSmearingHue = 0;
class PatternMultipleStream : public Drawable {
public:
PatternMultipleStream() {
name = (char *)"MultipleStream";
}
// this pattern draws two points to the screen based on sin/cos if a counter
// (comment out NoiseSmearWithRadius to see pattern of pixels)
// these pixels are smeared by a large radius, giving a lot of movement
// the image is dimmed before each drawing to not saturate the screen with color
// the smear has an offset so the pixels usually have a trail leading toward the upper left
unsigned int drawFrame() {
static unsigned long counter = 0;
#if 0
// this counter lets put delays between each frame and still get the same animation
counter++;
#else
// this counter updates in real time and can't be slowed down for debugging
counter = millis() / 10;
#endif
byte x1 = 4 + sin8(counter * 2) / 10;
byte x2 = 8 + sin8(counter * 2) / 16;
byte y2 = 8 + cos8((counter * 2) / 3) / 16;
effects.leds[XY(x1, x2)] = effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
effects.leds[XY(x2, y2)] = effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 128);
// Noise
noise_x += 1000;
noise_y += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(8);
effects.MoveFractionalNoiseX();
effects.MoveY(8);
effects.MoveFractionalNoiseY();
patternNoiseSmearingHue++;
return 0;
}
};
class PatternMultipleStream2 : public Drawable {
public:
PatternMultipleStream2() {
name = (char *)"MultipleStream2";
}
unsigned int drawFrame() {
effects.DimAll(230); effects.ShowFrame();
byte xx = 4 + sin8(millis() / 9) / 10;
byte yy = 4 + cos8(millis() / 10) / 10;
effects.leds[XY(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
xx = 8 + sin8(millis() / 10) / 16;
yy = 8 + cos8(millis() / 7) / 16;
effects.leds[XY(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 80);
effects.leds[XY(15, 15)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 160);
noise_x += 1000;
noise_y += 1000;
noise_z += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseY(4);
effects.MoveY(3);
effects.MoveFractionalNoiseX(4);
patternNoiseSmearingHue++;
return 0;
}
};
class PatternMultipleStream3 : public Drawable {
public:
PatternMultipleStream3() {
name = (char *)"MultipleStream3";
}
unsigned int drawFrame() {
//CLS();
effects.DimAll(235); effects.ShowFrame();
for (uint8_t i = 3; i < 32; i = i + 4) {
effects.leds[XY(i, 15)] += effects.ColorFromCurrentPalette(i * 8);
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_z += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseY(4);
effects.MoveY(3);
effects.MoveFractionalNoiseX(4);
effects.ShowFrame();
return 1;
}
};
class PatternMultipleStream4 : public Drawable {
public:
PatternMultipleStream4() {
name = (char *)"MultipleStream4";
}
unsigned int drawFrame() {
//CLS();
effects.DimAll(235); effects.ShowFrame();
effects.leds[XY(15, 15)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
// Noise
noise_x += 1000;
noise_y += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(8);
effects.MoveFractionalNoiseX();
effects.MoveY(8);
effects.MoveFractionalNoiseY();
patternNoiseSmearingHue++;
return 0;
}
};
class PatternMultipleStream5 : public Drawable {
public:
PatternMultipleStream5() {
name = (char *)"MultipleStream5";
}
unsigned int drawFrame() {
//CLS();
effects.DimAll(235); effects.ShowFrame();
for (uint8_t i = 3; i < 32; i = i + 4) {
effects.leds[XY(i, 31)] += effects.ColorFromCurrentPalette(i * 8);
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_z += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseY(4);
effects.MoveY(4);
effects.MoveFractionalNoiseX(4);
return 0;
}
};
class PatternMultipleStream8 : public Drawable {
public:
PatternMultipleStream8() {
name = (char *)"MultipleStream8";
}
unsigned int drawFrame() {
effects.DimAll(230); effects.ShowFrame();
// draw grid of rainbow dots on top of the dimmed image
for (uint8_t y = 1; y < 32; y = y + 6) {
for (uint8_t x = 1; x < 32; x = x + 6) {
effects.leds[XY(x, y)] += effects.ColorFromCurrentPalette((x * y) / 4);
}
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_z += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseX(4);
effects.MoveY(3);
effects.MoveFractionalNoiseY(4);
return 0;
}
};
class PatternPaletteSmear : public Drawable {
public:
PatternPaletteSmear() {
name = (char *)"PaletteSmear";
}
unsigned int drawFrame() {
effects.DimAll(170); effects.ShowFrame();
// draw a rainbow color palette
for (uint8_t y = 0; y < MATRIX_HEIGHT; y++) {
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
effects.leds[XY(x, y)] += effects.ColorFromCurrentPalette(x * 8, y * 8 + 7);
}
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
//effects.MoveFractionalNoiseY(4);
effects.MoveY(3);
effects.MoveFractionalNoiseX(4);
effects.ShowFrame();
return 0;
}
};
class PatternRainbowFlag : public Drawable {
public:
PatternRainbowFlag() {
name = (char *)"RainbowFlag";
}
unsigned int drawFrame() {
effects.DimAll(10); effects.ShowFrame();
CRGB rainbow[7] = {
CRGB::Red,
CRGB::Orange,
CRGB::Yellow,
CRGB::Green,
CRGB::Blue,
CRGB::Violet
};
uint8_t y = 2;
for (uint8_t c = 0; c < 6; c++) {
for (uint8_t j = 0; j < 5; j++) {
for (uint8_t x = 0; x < MATRIX_WIDTH; x++) {
effects.leds[XY(x, y)] += rainbow[c];
}
y++;
if (y >= MATRIX_HEIGHT)
break;
}
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseY(4);
effects.MoveY(3);
effects.MoveFractionalNoiseX(4);
return 0;
}
};
#endif

View file

@ -54,8 +54,8 @@ public:
byte x2 = 8 + sin8(counter * 2) / 16;
byte y2 = 8 + cos8((counter * 2) / 3) / 16;
effects.leds[XY(x1, x2)] = effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
effects.leds[XY(x2, y2)] = effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 128);
effects.leds[XY16(x1, x2)] = effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
effects.leds[XY16(x2, y2)] = effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 128);
// Noise
noise_x += 1000;
@ -87,13 +87,13 @@ public:
byte xx = 4 + sin8(millis() / 9) / 10;
byte yy = 4 + cos8(millis() / 10) / 10;
effects.leds[XY(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
effects.leds[XY16(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
xx = 8 + sin8(millis() / 10) / 16;
yy = 8 + cos8(millis() / 7) / 16;
effects.leds[XY(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 80);
effects.leds[XY16(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 80);
effects.leds[XY(15, 15)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 160);
effects.leds[XY16(15, 15)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 160);
noise_x += 1000;
noise_y += 1000;
@ -125,7 +125,7 @@ public:
effects.DimAll(235); effects.ShowFrame();
for (uint8_t i = 3; i < 32; i = i + 4) {
effects.leds[XY(i, 15)] += effects.ColorFromCurrentPalette(i * 8);
effects.leds[XY16(i, 15)] += effects.ColorFromCurrentPalette(i * 8);
}
// Noise
@ -159,7 +159,7 @@ public:
//CLS();
effects.DimAll(235); effects.ShowFrame();
effects.leds[XY(15, 15)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
effects.leds[XY16(15, 15)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue);
// Noise
@ -194,7 +194,7 @@ public:
for (uint8_t i = 3; i < 32; i = i + 4) {
effects.leds[XY(i, 31)] += effects.ColorFromCurrentPalette(i * 8);
effects.leds[XY16(i, 31)] += effects.ColorFromCurrentPalette(i * 8);
}
// Noise
@ -228,7 +228,7 @@ public:
for (uint8_t y = 1; y < 32; y = y + 6) {
for (uint8_t x = 1; x < 32; x = x + 6) {
effects.leds[XY(x, y)] += effects.ColorFromCurrentPalette((x * y) / 4);
effects.leds[XY16(x, y)] += effects.ColorFromCurrentPalette((x * y) / 4);
}
}
@ -263,7 +263,7 @@ public:
// draw a rainbow color palette
for (uint8_t y = 0; y < VPANEL_H; y++) {
for (uint8_t x = 0; x < VPANEL_W; x++) {
effects.leds[XY(x, y)] += effects.ColorFromCurrentPalette(x * 8, y * 8 + 7);
effects.leds[XY16(x, y)] += effects.ColorFromCurrentPalette(x * 8, y * 8 + 7);
}
}
@ -310,7 +310,7 @@ public:
for (uint8_t c = 0; c < 6; c++) {
for (uint8_t j = 0; j < 5; j++) {
for (uint8_t x = 0; x < VPANEL_W; x++) {
effects.leds[XY(x, y)] += rainbow[c];
effects.leds[XY16(x, y)] += rainbow[c];
}
y++;

View file

@ -1,66 +0,0 @@
/*
*
* Inspired by and based on a loading animation for Prismata by Lunarch Studios:
* http://www.reddit.com/r/gifs/comments/2on8si/connecting_to_server_so_mesmerizing/cmow0sz
*
* Lunarch Studios Inc. hereby publishes the Actionscript 3 source code pasted in this
* comment under the Creative Commons CC0 1.0 Universal Public Domain Dedication.
* Lunarch Studios Inc. waives all rights to the work worldwide under copyright law,
* including all related and neighboring rights, to the extent allowed by law.
* You can copy, modify, distribute and perform the work, even for commercial purposes,
* all without asking permission.
*
* 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 PatternPendulumWave_H
#define PatternPendulumWave_H
#define WAVE_BPM 25
#define AMP_BPM 2
#define SKEW_BPM 4
#define WAVE_TIMEMINSKEW MATRIX_WIDTH/8
#define WAVE_TIMEMAXSKEW MATRIX_WIDTH/2
class PatternPendulumWave : public Drawable {
public:
PatternPendulumWave() {
name = (char *)"Pendulum Wave";
}
unsigned int drawFrame() {
effects.ClearFrame();
for (int x = 0; x < MATRIX_WIDTH; ++x)
{
uint16_t amp = beatsin16(AMP_BPM, MATRIX_HEIGHT/8, MATRIX_HEIGHT-1);
uint16_t offset = (MATRIX_HEIGHT - beatsin16(AMP_BPM, 0, MATRIX_HEIGHT))/2;
uint8_t y = beatsin16(WAVE_BPM, 0, amp, x*beatsin16(SKEW_BPM, WAVE_TIMEMINSKEW, WAVE_TIMEMAXSKEW)) + offset;
effects.drawBackgroundFastLEDPixelCRGB(x, y, effects.ColorFromCurrentPalette(x * 7));
}
effects.ShowFrame();
return 20;
}
};
#endif

View file

@ -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)
{
@ -56,7 +57,7 @@ class PatternPendulumWave : public Drawable {
uint8_t y = beatsin16(WAVE_BPM, 0, amp, x*beatsin16(SKEW_BPM, WAVE_TIMEMINSKEW, WAVE_TIMEMAXSKEW)) + offset;
effects.drawBackgroundFastLEDPixelCRGB(x, y, effects.ColorFromCurrentPalette(x * 7));
effects.setPixel(x, y, effects.ColorFromCurrentPalette(x * 7));
}
effects.ShowFrame();
return 20;

View file

@ -1,66 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from LedEffects Plasma by Robert Atkins: https://bitbucket.org/ratkins/ledeffects/src/26ed3c51912af6fac5f1304629c7b4ab7ac8ca4b/Plasma.cpp?at=default
* Copyright (c) 2013 Robert Atkins
*
* 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 PatternPlasma_H
#define PatternPlasma_H
class PatternPlasma : public Drawable {
private:
int time = 0;
int cycles = 0;
public:
PatternPlasma() {
name = (char *)"Plasma";
}
unsigned int drawFrame() {
for (int x = 0; x < MATRIX_WIDTH; x++) {
for (int y = 0; y < MATRIX_HEIGHT; y++) {
int16_t v = 0;
uint8_t wibble = sin8(time);
v += sin16(x * wibble * 2 + time);
v += cos16(y * (128 - wibble) * 2 + time);
v += sin16(y * x * cos8(-time) / 2);
effects.Pixel(x, y, (v >> 8) + 127);
}
}
time += 1;
cycles++;
if (cycles >= 2048) {
time = 0;
cycles = 0;
}
effects.ShowFrame();
return 30;
}
};
#endif

View file

@ -45,7 +45,7 @@ public:
v += cos16(y * (128 - wibble) * 6 + time);
v += sin16(y * x * cos8(-time) / 8);
effects.Pixel(x, y, (v >> 8) + 127);
effects.setPixelFromPaletteIndex(x, y, (v >> 8) + 127);
}
}

View file

@ -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) {
dma_display->drawCircle(centerX, centerY, step, effects.ColorFromCurrentPalette(hue));
step++;
}
else {
if (step < maxSteps) {
// initial pulse
dma_display->drawCircle(centerX, centerY, step, effects.ColorFromCurrentPalette(hue, pow(fadeRate, step - 2) * 255));
// secondary pulse
if (step > 3) {
dma_display->drawCircle(centerX, centerY, step - 3, effects.ColorFromCurrentPalette(hue, pow(fadeRate, step - 2) * 255));
}
step++;
}
else {
step = -1;
}
}
effects.standardNoiseSmearing();
effects.ShowFrame();
return 30;
}
};
#endif

View file

@ -1,56 +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 PatternRadar_H
class PatternRadar : public Drawable {
private:
byte theta = 0;
byte hueoffset = 0;
public:
PatternRadar() {
name = (char *)"Radar";
}
unsigned int drawFrame() {
effects.DimAll(254); effects.ShowFrame();
for (int offset = 0; offset < MATRIX_CENTER_X; offset++) {
byte hue = 255 - (offset * 16 + hueoffset);
CRGB color = effects.ColorFromCurrentPalette(hue);
uint8_t x = mapcos8(theta, offset, (MATRIX_WIDTH - 1) - offset);
uint8_t y = mapsin8(theta, offset, (MATRIX_HEIGHT - 1) - offset);
uint16_t xy = XY(x, y);
effects.leds[xy] = color;
EVERY_N_MILLIS(25) {
theta += 2;
hueoffset += 1;
}
}
return 0;
}
};
#endif

View file

@ -26,6 +26,7 @@ class PatternRadar : public Drawable {
private:
byte theta = 0;
byte hueoffset = 0;
unsigned long last_update_hue_ms = 0;
public:
PatternRadar() {
@ -35,15 +36,16 @@ class PatternRadar : public Drawable {
unsigned int drawFrame() {
effects.DimAll(254); effects.ShowFrame();
for (int offset = 0; offset < MATRIX_CENTER_X; offset++) {
for (int offset = 0; offset < effects.getCenterX(); offset++) {
byte hue = 255 - (offset * 16 + hueoffset);
CRGB color = effects.ColorFromCurrentPalette(hue);
uint8_t x = mapcos8(theta, offset, (VPANEL_W - 1) - offset);
uint8_t y = mapsin8(theta, offset, (VPANEL_H - 1) - offset);
uint16_t xy = XY(x, y);
uint8_t x = effects.mapcos8(theta, offset, (VPANEL_W - 1) - offset);
uint8_t y = effects.mapsin8(theta, offset, (VPANEL_H - 1) - offset);
uint16_t xy = XY16(x, y);
effects.leds[xy] = color;
EVERY_N_MILLIS(25) {
if (millis() - last_update_hue_ms > 25) {
last_update_hue_ms = millis();
theta += 2;
hueoffset += 1;
}

View file

@ -0,0 +1,93 @@
#ifndef PatternRain_H
#define PatternRain_H
// Codetastic 2024
struct rainDrop {
uint8_t x;
uint8_t y;
CRGB colour;
};
#define MAX_RAINDROPS 128
class PatternRain : public Drawable {
public:
PatternRain()
{
name = (char *)"PatternRain";
}
void start() {
buffer = (uint16_t *) malloc(((VPANEL_W*VPANEL_H)+1)*sizeof(uint16_t)); // always alloc an extra amount for XY
}
void stop() {
free(buffer);
}
unsigned int drawFrame()
{
rain(32, 255, 224, 240, CRGB::Green);
effects.ShowFrame();
return 45; // 1000/45 frames per secton
}
private:
struct rainDrop rainDrops[MAX_RAINDROPS];
int rainDropPos = 0;
uint16_t* buffer = NULL; // buffer of number
void rain(byte backgroundDepth, byte maxBrightness, byte spawnFreq, byte tailLength, CRGB rainColor)
{
CRGBPalette16 rain_p( CRGB::Black, rainColor );
// Dim routine
for (int16_t i = 0; i < VPANEL_W; i++) {
for (int16_t j = 0; j < VPANEL_H; j++) {
uint16_t xy = XY16(i, j);
effects.leds[xy].nscale8(tailLength);
}
}
// Genrate a new raindrop if the randomness says we should
if (random(255) < spawnFreq) {
// Find a spare raindrop slot
for (int d = 0; d < MAX_RAINDROPS; d++) {
// This raindrop is done with, it has... dropped
if (rainDrops[d].y >= VPANEL_H ) // not currently in use
{
rainDrops[d].colour = ColorFromPalette(rain_p, random(backgroundDepth, maxBrightness));
rainDrops[d].x = random(VPANEL_W-1);
rainDrops[d].y = 0;
break; // exit until next time.
}
}
} // end random spawn
// Iterate through all the rainDrops, draw the drop pixel on the layer
for (int d = 0; d < MAX_RAINDROPS; d++) {
effects.setPixel(rainDrops[d].x, rainDrops[d].y++, rainDrops[d].colour);
}
}
};
#endif

View file

@ -1,79 +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/blob/master/examples/Noise/Noise.ino
* 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 PatternSimplexNoise_H
#define PatternSimplexNoise_H
class PatternSimplexNoise : public Drawable {
public:
PatternSimplexNoise() {
name = (char *)"Noise";
}
void start() {
// Initialize our coordinates to some random values
noise_x = random16();
noise_y = random16();
noise_z = random16();
}
unsigned int drawFrame() {
#if FASTLED_VERSION >= 3001000
// a new parameter set every 15 seconds
EVERY_N_SECONDS(15) {
noise_x = random16();
noise_y = random16();
noise_z = random16();
}
#endif
uint32_t speed = 100;
effects.FillNoise();
ShowNoiseLayer(0, 1, 0);
// noise_x += speed;
noise_y += speed;
noise_z += speed;
effects.ShowFrame();
return 30;
}
// show just one layer
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
for (uint16_t i = 0; i < MATRIX_WIDTH; i++) {
for (uint16_t j = 0; j < MATRIX_HEIGHT; j++) {
uint8_t pixel = noise[i][j];
// assign a color depending on the actual palette
effects.leds[XY16(i, j)] = effects.ColorFromCurrentPalette(colorrepeat * (pixel + colorshift), pixel);
}
}
}
};
#endif

View file

@ -27,6 +27,10 @@
#define PatternSimplexNoise_H
class PatternSimplexNoise : public Drawable {
private:
unsigned int last_update_ms = 0;
public:
PatternSimplexNoise() {
name = (char *)"Noise";
@ -34,18 +38,19 @@ class PatternSimplexNoise : public Drawable {
void start() {
// Initialize our coordinates to some random values
noise_x = random16();
noise_y = random16();
noise_z = random16();
effects.noise_x = random16();
effects.noise_y = random16();
effects.noise_z = random16();
}
unsigned int drawFrame() {
#if FASTLED_VERSION >= 3001000
// a new parameter set every 15 seconds
EVERY_N_SECONDS(15) {
noise_x = random16();
noise_y = random16();
noise_z = random16();
if(millis() - last_update_ms > 15000) {
last_update_ms = millis();
effects.noise_x = random16();
effects.noise_y = random16();
effects.noise_z = random16();
}
#endif
@ -55,8 +60,8 @@ class PatternSimplexNoise : public Drawable {
ShowNoiseLayer(0, 1, 0);
// noise_x += speed;
noise_y += speed;
noise_z += speed;
effects.noise_y += speed;
effects.noise_z += speed;
effects.ShowFrame();
@ -67,7 +72,7 @@ class PatternSimplexNoise : public Drawable {
void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
for (uint16_t i = 0; i < VPANEL_W; i++) {
for (uint16_t j = 0; j < VPANEL_H; j++) {
uint8_t pixel = noise[i][j];
uint8_t pixel = effects.noise[i][j];
// assign a color depending on the actual palette
effects.leds[XY16(i, j)] = effects.ColorFromCurrentPalette(colorrepeat * (pixel + colorshift), pixel);

View file

@ -1,145 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from LedEffects Snake by Robert Atkins: https://bitbucket.org/ratkins/ledeffects/src/26ed3c51912af6fac5f1304629c7b4ab7ac8ca4b/Snake.cpp?at=default
* Copyright (c) 2013 Robert Atkins
*
* 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 PatternSnake_H
#define PatternSnake_H
class PatternSnake : public Drawable {
private:
static const byte SNAKE_LENGTH = 16;
CRGB colors[SNAKE_LENGTH];
uint8_t initialHue;
enum Direction {
UP, DOWN, LEFT, RIGHT
};
struct Pixel {
uint8_t x;
uint8_t y;
};
struct Snake {
Pixel pixels[SNAKE_LENGTH];
Direction direction;
void newDirection() {
switch (direction) {
case UP:
case DOWN:
direction = random(0, 2) == 1 ? RIGHT : LEFT;
break;
case LEFT:
case RIGHT:
direction = random(0, 2) == 1 ? DOWN : UP;
default:
break;
}
}
void shuffleDown() {
for (byte i = SNAKE_LENGTH - 1; i > 0; i--) {
pixels[i] = pixels[i - 1];
}
}
void reset() {
direction = UP;
for (int i = 0; i < SNAKE_LENGTH; i++) {
pixels[i].x = 0;
pixels[i].y = 0;
}
}
void move() {
switch (direction) {
case UP:
pixels[0].y = (pixels[0].y + 1) % MATRIX_HEIGHT;
break;
case LEFT:
pixels[0].x = (pixels[0].x + 1) % MATRIX_WIDTH;
break;
case DOWN:
pixels[0].y = pixels[0].y == 0 ? MATRIX_HEIGHT - 1 : pixels[0].y - 1;
break;
case RIGHT:
pixels[0].x = pixels[0].x == 0 ? MATRIX_WIDTH - 1 : pixels[0].x - 1;
break;
}
}
void draw(CRGB colors[SNAKE_LENGTH]) {
for (byte i = 0; i < SNAKE_LENGTH; i++) {
effects.leds[XY(pixels[i].x, pixels[i].y)] = colors[i] %= (255 - i * (255 / SNAKE_LENGTH));
}
}
};
static const int snakeCount = 6;
Snake snakes[snakeCount];
public:
PatternSnake() {
name = (char *)"Snake";
for (int i = 0; i < snakeCount; i++) {
Snake* snake = &snakes[i];
snake->reset();
}
}
void start()
{
effects.ClearFrame();
}
unsigned int drawFrame() {
fill_palette(colors, SNAKE_LENGTH, initialHue++, 5, effects.currentPalette, 255, LINEARBLEND);
for (int i = 0; i < snakeCount; i++) {
Snake* snake = &snakes[i];
snake->shuffleDown();
if (random(10) > 7) {
snake->newDirection();
}
snake->move();
snake->draw(colors);
}
effects.ShowFrame();
return 30;
}
};
#endif

View file

@ -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;
@ -96,7 +96,7 @@ private:
void draw(CRGB colors[SNAKE_LENGTH]) {
for (byte i = 0; i < SNAKE_LENGTH; i++) {
effects.leds[XY(pixels[i].x, pixels[i].y)] = colors[i] %= (255 - i * (255 / SNAKE_LENGTH));
effects.leds[XY16(pixels[i].x, pixels[i].y)] = colors[i] %= (255 - i * (255 / SNAKE_LENGTH));
}
}
};

View file

@ -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 < MATRIX_WIDTH; x++) {
// Step 1. Cool down every cell a little
for (int y = 0; y < MATRIX_HEIGHT; y++) {
int xy = XY(x, y);
heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / MATRIX_HEIGHT) + 2));
}
// Step 2. Heat from each cell drifts 'up' and diffuses a little
for (int y = 0; y < MATRIX_HEIGHT; y++) {
heat[XY(x, y)] = (heat[XY(x, y + 1)] + heat[XY(x, y + 2)] + heat[XY(x, y + 2)]) / 3;
}
// Step 2. Randomly ignite new 'sparks' of heat
if (random8() < sparking) {
uint8_t xt = random8(MATRIX_CENTRE_X - 2, MATRIX_CENTER_X + 3);
int xy = XY(xt, MATRIX_HEIGHT - 1);
heat[xy] = qadd8(heat[xy], random8(160, 255));
}
// Step 4. Map from heat cells to LED colors
for (int y = 0; y < MATRIX_HEIGHT; y++) {
int xy = XY(x, y);
byte colorIndex = heat[xy];
// Recommend that you use values 0-240 rather than
// the usual 0-255, as the last 15 colors will be
// 'wrapping around' from the hot end to the cold end,
// which looks wrong.
colorIndex = scale8(colorIndex, 240);
// override color 0 to ensure a black background?
if (colorIndex != 0)
// effects.leds[xy] = CRGB::Black;
// else
effects.leds[xy] = effects.ColorFromCurrentPalette(colorIndex);
}
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_z += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseX(4);
effects.ShowFrame();
return 15;
}
};
#endif

View file

@ -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;
}
};

View file

@ -1,138 +0,0 @@
/*
* Portions of this code are adapted from "Funky Clouds" by Stefan Petrick:
* https://gist.github.com/anonymous/876f908333cd95315c35
*
* Copyright (c) 2014 Stefan Petrick
* http://www.stefan-petrick.de/wordpress_beta
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef PatternSpiral_H
#define PatternSpiral_H
class PatternSpiral : public Drawable {
private:
// Timer stuff (Oscillators)
struct timer {
unsigned long takt;
unsigned long lastMillis;
unsigned long count;
int delta;
byte up;
byte down;
};
timer multiTimer[5];
int timers = sizeof(multiTimer) / sizeof(multiTimer[0]);
// counts all variables with different speeds linear up and down
void UpdateTimers()
{
unsigned long now = millis();
for (int i = 0; i < timers; i++)
{
while (now - multiTimer[i].lastMillis >= multiTimer[i].takt)
{
multiTimer[i].lastMillis += multiTimer[i].takt;
multiTimer[i].count = multiTimer[i].count + multiTimer[i].delta;
if ((multiTimer[i].count == multiTimer[i].up) || (multiTimer[i].count == multiTimer[i].down))
{
multiTimer[i].delta = -multiTimer[i].delta;
}
}
}
}
public:
PatternSpiral() {
name = (char *)"Spiral";
}
void start() {
// set all counting directions positive for the beginning
for (int i = 0; i < timers; i++) multiTimer[i].delta = 1;
// set range (up/down), speed (takt=ms between steps) and starting point of all oscillators
unsigned long now = millis();
multiTimer[0].lastMillis = now;
multiTimer[0].takt = 42; //x1
multiTimer[0].up = MATRIX_WIDTH - 1;
multiTimer[0].down = 0;
multiTimer[0].count = 0;
multiTimer[1].lastMillis = now;
multiTimer[1].takt = 55; //y1
multiTimer[1].up = MATRIX_HEIGHT - 1;
multiTimer[1].down = 0;
multiTimer[1].count = 0;
multiTimer[2].lastMillis = now;
multiTimer[2].takt = 3; //color
multiTimer[2].up = 255;
multiTimer[2].down = 0;
multiTimer[2].count = 0;
multiTimer[3].lastMillis = now;
multiTimer[3].takt = 71; //x2
multiTimer[3].up = MATRIX_WIDTH - 1;
multiTimer[3].down = 0;
multiTimer[3].count = 0;
multiTimer[4].lastMillis = now;
multiTimer[4].takt = 89; //y2
multiTimer[4].up = MATRIX_HEIGHT - 1;
multiTimer[4].down = 0;
multiTimer[4].count = 0;
}
unsigned int drawFrame() {
// manage the Oscillators
UpdateTimers();
// draw just a line defined by 5 oscillators
effects.BresenhamLine(
multiTimer[3].count, // x1
multiTimer[4].count, // y1
multiTimer[0].count, // x2
multiTimer[1].count, // y2
multiTimer[2].count); // color
// manipulate the screen buffer
// with fixed parameters (could be oscillators too)
// Params: center x, y, radius, scale color down
// --> NOTE: Affects always a SQUARE with an odd length
// effects.SpiralStream(15, 15, 10, 128);
effects.SpiralStream(31, 15, 64, 128); // for 64 pixel wide matrix!
// effects.SpiralStream(47, 15, 10, 128); // for 64 pixel wide matrix!
// why not several times?!
// effects.SpiralStream(16, 6, 6, 128);
// effects.SpiralStream(10, 24, 10, 128);
// increase the contrast
effects.DimAll(250); effects.ShowFrame();
return 0;
}
};
#endif

View file

@ -1,112 +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 PatternSpiro_H
class PatternSpiro : public Drawable {
private:
byte theta1 = 0;
byte theta2 = 0;
byte hueoffset = 0;
uint8_t radiusx = MATRIX_WIDTH / 4;
uint8_t radiusy = MATRIX_HEIGHT / 4;
uint8_t minx = MATRIX_CENTER_X - radiusx;
uint8_t maxx = MATRIX_CENTER_X + radiusx + 1;
uint8_t miny = MATRIX_CENTER_Y - radiusy;
uint8_t maxy = MATRIX_CENTER_Y + radiusy + 1;
uint8_t spirocount = 1;
uint8_t spirooffset = 256 / spirocount;
boolean spiroincrement = true;
boolean handledChange = false;
public:
PatternSpiro() {
name = (char *)"Spiro";
}
void start(){
effects.ClearFrame();
};
unsigned int drawFrame() {
blur2d(effects.leds, MATRIX_WIDTH > 255 ? 255 : MATRIX_WIDTH, MATRIX_HEIGHT > 255 ? 255 : MATRIX_HEIGHT, 192);
boolean change = false;
for (int i = 0; i < spirocount; i++) {
uint8_t x = mapsin8(theta1 + i * spirooffset, minx, maxx);
uint8_t y = mapcos8(theta1 + i * spirooffset, miny, maxy);
uint8_t x2 = mapsin8(theta2 + i * spirooffset, x - radiusx, x + radiusx);
uint8_t y2 = mapcos8(theta2 + i * spirooffset, y - radiusy, y + radiusy);
CRGB color = effects.ColorFromCurrentPalette(hueoffset + i * spirooffset, 128);
effects.leds[XY(x2, y2)] += color;
if((x2 == MATRIX_CENTER_X && y2 == MATRIX_CENTER_Y) ||
(x2 == MATRIX_CENTRE_X && y2 == MATRIX_CENTRE_Y)) change = true;
}
theta2 += 1;
EVERY_N_MILLIS(25) {
theta1 += 1;
}
EVERY_N_MILLIS(100) {
if (change && !handledChange) {
handledChange = true;
if (spirocount >= MATRIX_WIDTH || spirocount == 1) spiroincrement = !spiroincrement;
if (spiroincrement) {
if(spirocount >= 4)
spirocount *= 2;
else
spirocount += 1;
}
else {
if(spirocount > 4)
spirocount /= 2;
else
spirocount -= 1;
}
spirooffset = 256 / spirocount;
}
if(!change) handledChange = false;
}
EVERY_N_MILLIS(33) {
hueoffset += 1;
}
effects.ShowFrame();
return 0;
}
};
#endif

View file

@ -30,17 +30,21 @@ class PatternSpiro : public Drawable {
uint8_t radiusx = VPANEL_W / 4;
uint8_t radiusy = VPANEL_H / 4;
uint8_t minx = MATRIX_CENTER_X - radiusx;
uint8_t maxx = MATRIX_CENTER_X + radiusx + 1;
uint8_t miny = MATRIX_CENTER_Y - radiusy;
uint8_t maxy = MATRIX_CENTER_Y + 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 = 1;
uint8_t spirocount = 64;
uint8_t spirooffset = 256 / spirocount;
boolean spiroincrement = true;
boolean handledChange = false;
unsigned long last_update_theta1_ms = 0;
unsigned long last_update_hue_ms = 0;
unsigned long last_update_frame_ms = 0;
public:
PatternSpiro() {
name = (char *)"Spiro";
@ -51,31 +55,34 @@ 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;
for (int i = 0; i < spirocount; i++) {
uint8_t x = mapsin8(theta1 + i * spirooffset, minx, maxx);
uint8_t y = mapcos8(theta1 + i * spirooffset, miny, maxy);
uint8_t x = effects.mapsin8(theta1 + i * spirooffset, minx, maxx);
uint8_t y = effects.mapcos8(theta1 + i * spirooffset, miny, maxy);
uint8_t x2 = mapsin8(theta2 + i * spirooffset, x - radiusx, x + radiusx);
uint8_t y2 = mapcos8(theta2 + i * spirooffset, y - radiusy, y + radiusy);
uint8_t x2 = effects.mapsin8(theta2 + i * spirooffset, x - radiusx, x + radiusx);
uint8_t y2 = effects.mapcos8(theta2 + i * spirooffset, y - radiusy, y + radiusy);
CRGB color = effects.ColorFromCurrentPalette(hueoffset + i * spirooffset, 128);
effects.leds[XY(x2, y2)] += color;
effects.leds[XY16(x2, y2)] += color;
if((x2 == MATRIX_CENTER_X && y2 == MATRIX_CENTER_Y) ||
(x2 == MATRIX_CENTRE_X && y2 == MATRIX_CENTRE_Y)) change = true;
if((x2 == effects.getCenterX() && y2 == effects.getCenterY()) ||
(x2 == effects.getCenterX() && y2 == effects.getCenterY())) change = true;
}
theta2 += 1;
EVERY_N_MILLIS(25) {
if (millis() - last_update_theta1_ms > 25) {
last_update_theta1_ms = millis();
theta1 += 1;
}
EVERY_N_MILLIS(100) {
if (millis() - last_update_frame_ms > 100) {
last_update_frame_ms = millis();
if (change && !handledChange) {
handledChange = true;
@ -100,7 +107,8 @@ class PatternSpiro : public Drawable {
if(!change) handledChange = false;
}
EVERY_N_MILLIS(33) {
if (millis() - last_update_hue_ms > 33) {
last_update_hue_ms = millis();
hueoffset += 1;
}

View file

@ -0,0 +1,130 @@
#ifndef PatternStarfield_H
#define PatternStarfield_H
struct Star
{
Star() {
x = y = z = 0;
colour = CRGB::White;
}
float x;
float y;
float z;
CRGB colour;
};
// Based on https://github.com/sinoia/oled-starfield/blob/master/src/starfield.cpp
class PatternStarfield : public Drawable {
private:
const int starCount = 100; // number of stars in the star field
const int maxDepth = 32; // maximum distance away for a star
// the star field - starCount stars represented as x, y and z co-ordinates
// https://www.cplusplus.com/doc/tutorial/dynamic/
Star * stars;
//CRGBPalette16 currentPalette;
unsigned int drawFrame() { // aka drawStars
// Dim routine
for (int16_t i = 0; i < VPANEL_W; i++) {
for (int16_t j = 0; j < VPANEL_H; j++) {
uint16_t xy = XY16(i, j);
effects.leds[xy].nscale8(250);
}
}
int origin_x = VPANEL_W / 2;
int origin_y = VPANEL_H / 2;
// Iterate through the stars reducing the z co-ordinate in order to move the
// star closer.
for (int i = 0; i < starCount; ++i) {
stars[i].z -= 0.1;
// if the star has moved past the screen (z < 0) reposition it far away
// with random x and y positions.
if (stars[i].z <= 0)
{
stars[i].x = getRandom(-25, 25);
stars[i].y = getRandom(-25, 25);
stars[i].z = maxDepth;
}
// Convert the 3D coordinates to 2D using perspective projection.
float k = VPANEL_W / stars[i].z;
int x = static_cast<int>(stars[i].x * k + origin_x);
int y = static_cast<int>(stars[i].y * k + origin_y);
// Draw the star (if it is visible in the screen).
// Distant stars are smaller than closer stars.
if ((0 <= x and x < VPANEL_H)
and (0 <= y and y < VPANEL_H)) {
CRGB tmp = stars[i].colour;
//CRGB tmp = CRGB::White;
byte scale = 255 -(stars[i].z*7);
tmp.nscale8(scale);
effects.setPixel(x,y, CRGB(tmp.r,tmp.g,tmp.b));
}
else
{
stars[i].z = -1; // set to -1 so it gets re-popualted
}
}
effects.ShowFrame();
return 5;
}
int getRandom(int lower, int upper) {
/* Generate and return a random number between lower and upper bound */
return lower + static_cast<int>(rand() % (upper - lower + 1));
}
/*
CRGB ColorFromCurrentPalette(uint8_t index = 0, uint8_t brightness = 255, TBlendType blendType = LINEARBLEND) {
return ColorFromPalette(currentPalette, index, brightness, blendType);
}
*/
public:
PatternStarfield()
{
name = (char *)"PatternStarfield";
}
void start() {
//currentPalette = RainbowColors_p;
//currentPalette = CloudColors_p;
// Allocate memory
stars = new Star[starCount];
// Initialise the star field with random stars
for (int i = 0; i < starCount; i++) {
stars[i].x = getRandom(-25, 25);
stars[i].y = getRandom(-25, 25);
stars[i].z = getRandom(0, maxDepth);
//stars[i].colour = ColorFromCurrentPalette(random(0, 128));
stars[i].colour = effects.ColorFromCurrentPalette(random(0, 128));
}
} // end start
void stop() {
delete[] stars;
}
};
#endif

View file

@ -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, MATRIX_WIDTH > 255 ? 255 : MATRIX_WIDTH, MATRIX_HEIGHT > 255 ? 255 : MATRIX_HEIGHT, blurAmount);
#else
effects.DimAll(blurAmount);
#endif
// Use two out-of-sync sine waves
uint8_t i = beatsin8(256/MATRIX_HEIGHT, borderWidth, MATRIX_WIDTH - borderWidth);
uint8_t j = beatsin8(2048/MATRIX_WIDTH, borderWidth, MATRIX_HEIGHT - borderWidth);
// Also calculate some reflections
uint8_t ni = (MATRIX_WIDTH - 1) - i;
uint8_t nj = (MATRIX_HEIGHT - 1) - j;
// The color of each point shifts over time, each at a different speed.
uint16_t ms = millis();
effects.leds[XY(i, j)] += effects.ColorFromCurrentPalette(ms / 11);
//effects.leds[XY(j, i)] += effects.ColorFromCurrentPalette(ms / 13); // this doesn't work for non-square matrices
effects.leds[XY(ni, nj)] += effects.ColorFromCurrentPalette(ms / 17);
//effects.leds[XY(nj, ni)] += effects.ColorFromCurrentPalette(ms / 29); // this doesn't work for non-square matrices
effects.leds[XY(i, nj)] += effects.ColorFromCurrentPalette(ms / 37);
effects.leds[XY(ni, j)] += effects.ColorFromCurrentPalette(ms / 41);
effects.ShowFrame();
return 0;
}
};
#endif

View file

@ -1,20 +0,0 @@
#ifndef PatternTest_H
#define PatternTest_H
class PatternTest : public Drawable {
private:
public:
PatternTest() {
name = (char *)"Test Pattern";
}
unsigned int drawFrame() {
dma_display->fillScreen(dma_display->color565(128, 0, 0));
return 1000;
}
};
#endif

View file

@ -1,120 +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 PatternWave_H
#define PatternWave_H
class PatternWave : public Drawable {
private:
byte thetaUpdate = 0;
byte thetaUpdateFrequency = 0;
byte theta = 0;
byte hueUpdate = 0;
byte hueUpdateFrequency = 0;
byte hue = 0;
byte rotation = 0;
uint8_t scale = 256 / MATRIX_WIDTH;
uint8_t maxX = MATRIX_WIDTH - 1;
uint8_t maxY = MATRIX_HEIGHT - 1;
uint8_t waveCount = 1;
public:
PatternWave() {
name = (char *)"Wave";
}
void start() {
rotation = random(0, 4);
waveCount = random(1, 3);
}
unsigned int drawFrame() {
int n = 0;
switch (rotation) {
case 0:
for (int x = 0; x < MATRIX_WIDTH; x++) {
n = quadwave8(x * 2 + theta) / scale;
effects.drawBackgroundFastLEDPixelCRGB(x, n, effects.ColorFromCurrentPalette(x + hue));
if (waveCount == 2)
effects.drawBackgroundFastLEDPixelCRGB(x, maxY - n, effects.ColorFromCurrentPalette(x + hue));
}
break;
case 1:
for (int y = 0; y < MATRIX_HEIGHT; y++) {
n = quadwave8(y * 2 + theta) / scale;
effects.drawBackgroundFastLEDPixelCRGB(n, y, effects.ColorFromCurrentPalette(y + hue));
if (waveCount == 2)
effects.drawBackgroundFastLEDPixelCRGB(maxX - n, y, effects.ColorFromCurrentPalette(y + hue));
}
break;
case 2:
for (int x = 0; x < MATRIX_WIDTH; x++) {
n = quadwave8(x * 2 - theta) / scale;
effects.drawBackgroundFastLEDPixelCRGB(x, n, effects.ColorFromCurrentPalette(x + hue));
if (waveCount == 2)
effects.drawBackgroundFastLEDPixelCRGB(x, maxY - n, effects.ColorFromCurrentPalette(x + hue));
}
break;
case 3:
for (int y = 0; y < MATRIX_HEIGHT; y++) {
n = quadwave8(y * 2 - theta) / scale;
effects.drawBackgroundFastLEDPixelCRGB(n, y, effects.ColorFromCurrentPalette(y + hue));
if (waveCount == 2)
effects.drawBackgroundFastLEDPixelCRGB(maxX - n, y, effects.ColorFromCurrentPalette(y + hue));
}
break;
}
effects.DimAll(254);
effects.ShowFrame();
if (thetaUpdate >= thetaUpdateFrequency) {
thetaUpdate = 0;
theta++;
}
else {
thetaUpdate++;
}
if (hueUpdate >= hueUpdateFrequency) {
hueUpdate = 0;
hue++;
}
else {
hueUpdate++;
}
return 0;
}
};
#endif

View file

@ -60,42 +60,42 @@ public:
case 0:
for (int x = 0; x < VPANEL_W; x++) {
n = quadwave8(x * 2 + theta) / scale;
effects.drawBackgroundFastLEDPixelCRGB(x, n, effects.ColorFromCurrentPalette(x + hue));
effects.setPixel(x, n, effects.ColorFromCurrentPalette(x + hue));
if (waveCount == 2)
effects.drawBackgroundFastLEDPixelCRGB(x, maxY - n, effects.ColorFromCurrentPalette(x + hue));
effects.setPixel(x, maxY - n, effects.ColorFromCurrentPalette(x + hue));
}
break;
case 1:
for (int y = 0; y < VPANEL_H; y++) {
n = quadwave8(y * 2 + theta) / scale;
effects.drawBackgroundFastLEDPixelCRGB(n, y, effects.ColorFromCurrentPalette(y + hue));
effects.setPixel(n, y, effects.ColorFromCurrentPalette(y + hue));
if (waveCount == 2)
effects.drawBackgroundFastLEDPixelCRGB(maxX - n, y, effects.ColorFromCurrentPalette(y + hue));
effects.setPixel(maxX - n, y, effects.ColorFromCurrentPalette(y + hue));
}
break;
case 2:
for (int x = 0; x < VPANEL_W; x++) {
n = quadwave8(x * 2 - theta) / scale;
effects.drawBackgroundFastLEDPixelCRGB(x, n, effects.ColorFromCurrentPalette(x + hue));
effects.setPixel(x, n, effects.ColorFromCurrentPalette(x + hue));
if (waveCount == 2)
effects.drawBackgroundFastLEDPixelCRGB(x, maxY - n, effects.ColorFromCurrentPalette(x + hue));
effects.setPixel(x, maxY - n, effects.ColorFromCurrentPalette(x + hue));
}
break;
case 3:
for (int y = 0; y < VPANEL_H; y++) {
n = quadwave8(y * 2 - theta) / scale;
effects.drawBackgroundFastLEDPixelCRGB(n, y, effects.ColorFromCurrentPalette(y + hue));
effects.setPixel(n, y, effects.ColorFromCurrentPalette(y + hue));
if (waveCount == 2)
effects.drawBackgroundFastLEDPixelCRGB(maxX - n, y, effects.ColorFromCurrentPalette(y + hue));
effects.setPixel(maxX - n, y, effects.ColorFromCurrentPalette(y + hue));
}
break;
}
effects.DimAll(254);
effects.ShowFrame();
effects.DimAll(220);
if (thetaUpdate >= thetaUpdateFrequency) {
thetaUpdate = 0;
@ -113,6 +113,8 @@ public:
hueUpdate++;
}
effects.ShowFrame();
return 0;
}
};

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@ -1,299 +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 = 37;
const static int PATTERN_COUNT = 17;
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
// &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
// &bounce, // bouncing line crap
&flock, // works
&infinity, // works
&plasma, // works
&invadersSmall, // works ish
// &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

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@ -0,0 +1,222 @@
/*
* 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 "PatternRain.hpp"
#include "PatternJuliaSetFractal.hpp"
#include "PatternRain.hpp"
#include "PatternFireworks.hpp"
class Patterns {
private:
PatternStarfield starfield;
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;
PatternJuliaSet juliaSet;
PatternRain rain;
PatternFirework fireworks;
std::vector<Drawable*> availablePatterns = {
&juliaSet,
&starfield,
&attract,
&bounce,
&cube,
&electricMandala,
&fire,
&flock,
&spiro,
&radar,
&flowField,
&incrementalDrift,
&incrementalDrift2,
&infinity,
&maze,
&munch,
&pendwave,
&plasma,
&radar,
&simpnoise,
&spiro,
&wave,
&rain,
&fireworks
};
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

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@ -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

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@ -1,6 +1,9 @@
A port of Aurora visualisations
======
## Aurora Demo
* This demonstrates a combination of the following libraries:
- "ESP32-HUB75-MatrixPanel-DMA" to send pixel data to the physical panels in combination with its in-built "VirtualMatrix" class to create a virtual display of chained panels, so the graphical effects of the Aurora demonstrations can be shown over a 'bigger' grid of physical panels acting as one big display.
- "GFX_Lite" to provide a simple graphics library for drawing on the virtual display.
- Note: GFX_Lite is a fork of AdaFruitGFX and FastLED library combined together, with a focus on simplicity and ease of use.
Not all of the visualisations have been ported. About 17 of 37 work, or have been included as I think they look best.
Original source: https://github.com/pixelmatix/aurora
## Instructions
* Use the serial input to advance through the patterns, or to toggle auto advance.
* Sending 'n' will advance to the next pattern, 'p' will go to the previous pattern. Sending 'a' will toggle auto advance on and off.

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@ -1,209 +0,0 @@
#include <Arduino.h>
/* Default library pin configuration for the reference
you can redefine only ones you need later on object creation
#define R1 25
#define G1 26
#define BL1 27
#define R2 14
#define G2 12
#define BL2 13
#define CH_A 23
#define CH_B 19
#define CH_C 5
#define CH_D 17
#define CH_E -1 // assign to any available pin if using two panels or 64x64 panels with 1/32 scan
#define CLK 16
#define LAT 4
#define OE 15
*/
/* -------------------------- Display Config Initialisation -------------------- */
// Assume we have four 64x32 panels daisy-chained and ESP32 attached to the bottom right corner
#define PANEL_RES_X 64 // Number of pixels wide of each INDIVIDUAL panel module.
#define PANEL_RES_Y 32 // Number of pixels tall of each INDIVIDUAL panel module.
#define NUM_ROWS 2 // Number of rows of chained INDIVIDUAL PANELS
#define NUM_COLS 2 // Number of INDIVIDUAL PANELS per ROW
#define PANEL_CHAIN NUM_ROWS*NUM_COLS // total number of panels chained one to another
// Change this to your needs, for details on VirtualPanel pls see ChainedPanels example
#define SERPENT false
#define TOPDOWN false
// Virtual Panel dimensions - our combined panel would be a square 4x4 modules with a combined resolution of 128x128 pixels
#define VPANEL_W PANEL_RES_X*NUM_COLS // Kosso: All Pattern files have had the MATRIX_WIDTH and MATRIX_HEIGHT replaced by these.
#define VPANEL_H PANEL_RES_Y*NUM_ROWS //
// Kosso added: Button with debounce
#define BTN_PIN 0 // Pattern advance. Using EPS32 Boot button.
int buttonState; // the current reading from the input pin
int lastButtonState = LOW; // the previous reading from the input pin
unsigned long lastDebounceTime = 0; // the last time the output pin was toggled
unsigned long debounceDelay = 50; // the debounce time; increase if the output flickers
// The palettes are set to change every 60 seconds.
// Kosso added: Non-volatile memory to save last pattern index.
#include <Preferences.h>
Preferences preferences;
int lastPattern = 0;
/* -------------------------- Class Initialisation -------------------------- */
#include <ESP32-VirtualMatrixPanel-I2S-DMA.h>
#include <FastLED.h> // Used for some mathematics calculations and effects.
// placeholder for the matrix object
MatrixPanel_I2S_DMA *matrix = nullptr;
// placeholder for the virtual display object
VirtualMatrixPanel *virtualDisp = nullptr;
// Aurora related
#include "Effects.h"
Effects effects;
#include "Drawable.h"
#include "Playlist.h"
//#include "Geometry.h"
#include "Patterns.h"
Patterns patterns;
/* -------------------------- Some variables -------------------------- */
unsigned long ms_current = 0;
unsigned long ms_previous = 0;
unsigned long ms_animation_max_duration = 20000; // 10 seconds
unsigned long next_frame = 0;
void listPatterns();
void setup()
{
// Setup serial interface
Serial.begin(115200);
delay(250);
// Added a button to manually advance the pattern index.
pinMode(BTN_PIN, INPUT);
// For saving last pattern index. TO reboot with same.
preferences.begin("RGBMATRIX", false);
lastPattern = preferences.getInt("lastPattern", 0);
// Configure your matrix setup here
HUB75_I2S_CFG mxconfig(PANEL_RES_X, PANEL_RES_Y, PANEL_CHAIN);
// custom pin mapping (if required)
//HUB75_I2S_CFG::i2s_pins _pins={R1, G1, BL1, R2, G2, BL2, CH_A, CH_B, CH_C, CH_D, CH_E, LAT, OE, CLK};
//mxconfig.gpio = _pins;
// in case that we use panels based on FM6126A chip, we can change that
//mxconfig.driver = HUB75_I2S_CFG::FM6126A;
// FM6126A panels could be cloked at 20MHz with no visual artefacts
// mxconfig.i2sspeed = HUB75_I2S_CFG::HZ_20M;
// OK, now we can create our matrix object
matrix = new MatrixPanel_I2S_DMA(mxconfig);
// Allocate memory and start DMA display
if( not matrix->begin() )
Serial.println("****** !KABOOM! I2S memory allocation failed ***********");
// let's adjust default brightness to about 75%
matrix->setBrightness8(96); // range is 0-255, 0 - 0%, 255 - 100%
// create VirtualDisplay object based on our newly created dma_display object
virtualDisp = new VirtualMatrixPanel((*matrix), NUM_ROWS, NUM_COLS, PANEL_RES_X, PANEL_RES_Y, CHAIN_TOP_LEFT_DOWN);
Serial.println("**************** Starting Aurora Effects Demo ****************");
Serial.print("MATRIX_WIDTH: "); Serial.println(PANEL_RES_X*PANEL_CHAIN);
Serial.print("MATRIX_HEIGHT: "); Serial.println(PANEL_RES_Y);
#ifdef VPANEL_W
Serial.println("VIRTUAL PANEL WIDTH " + String(VPANEL_W));
Serial.println("VIRTUAL PANEL HEIGHT " + String(VPANEL_H));
#endif
// setup the effects generator
effects.Setup();
delay(500);
Serial.println("Effects being loaded: ");
listPatterns();
Serial.println("LastPattern index: " + String(lastPattern));
patterns.setPattern(lastPattern); // // simple noise
patterns.start();
Serial.print("Starting with pattern: ");
Serial.println(patterns.getCurrentPatternName());
preferences.end();
}
void patternAdvance(){
// Go to next pattern in the list (se Patterns.h)
patterns.stop();
patterns.moveRandom(1);
//patterns.move(1);
patterns.start();
// Select a random palette as well
effects.RandomPalette();
Serial.print("Changing pattern to: ");
Serial.println(patterns.getCurrentPatternName());
//Serial.println(patterns.getPatternIndex());
//lastPattern = patterns.getPatternIndex();
// Save last index.
preferences.begin("RGBMATRIX", false);
preferences.putInt("lastPattern", lastPattern);
preferences.end();
}
void loop()
{
// Boot button Pattern advance with debounce
int reading = digitalRead(BTN_PIN);
if (reading != lastButtonState) {
lastDebounceTime = millis();
}
if ((millis() - lastDebounceTime) > debounceDelay) {
if (reading != buttonState) {
buttonState = reading;
if (buttonState == LOW) {
Serial.println("NEXT PATTERN ...");
patternAdvance();
}
}
}
lastButtonState = reading;
// end button debounce
ms_current = millis();
if ( (ms_current - ms_previous) > ms_animation_max_duration )
{
patternAdvance();
// just auto-change the palette
effects.RandomPalette();
ms_previous = ms_current;
}
if ( next_frame < ms_current)
next_frame = patterns.drawFrame() + ms_current;
}
void listPatterns() {
patterns.listPatterns();
}

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@ -1,150 +0,0 @@
/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Portions of this code are adapted from Noel Bundy's work: https://github.com/TwystNeko/Object3d
* Copyright (c) 2014 Noel Bundy
*
* Portions of this code are adapted from the Petty library: https://code.google.com/p/peggy/
* Copyright (c) 2008 Windell H Oskay. All right reserved.
*
* 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 Geometry_H
#define Geometry_H
struct Vertex
{
float x, y, z;
Vertex()
{
this->set(0, 0, 0);
}
Vertex(float x, float y, float z)
{
this->set(x, y, z);
}
void set(float x, float y, float z)
{
this->x = x;
this->y = y;
this->z = z;
}
};
struct EdgePoint
{
int x, y;
boolean visible;
EdgePoint()
{
this->set(0, 0);
this->visible = false;
}
void set(int a, int b)
{
this->x = a;
this->y = b;
}
};
struct Point
{
float x, y;
Point()
{
set(0, 0);
}
Point(float x, float y)
{
set(x, y);
}
void set(float x, float y)
{
this->x = x;
this->y = y;
}
};
struct squareFace
{
int length;
int sommets[4];
int ed[4];
squareFace()
{
set(-1, -1, -1, -1);
}
squareFace(int a, int b, int c, int d)
{
this->length = 4;
this->sommets[0] = a;
this->sommets[1] = b;
this->sommets[2] = c;
this->sommets[3] = d;
}
void set(int a, int b, int c, int d)
{
this->length = 4;
this->sommets[0] = a;
this->sommets[1] = b;
this->sommets[2] = c;
this->sommets[3] = d;
}
};
struct triFace
{
int length;
int sommets[3];
int ed[3];
triFace()
{
set(-1,-1,-1);
}
triFace(int a, int b, int c)
{
this->length =3;
this->sommets[0]=a;
this->sommets[1]=b;
this->sommets[2]=c;
}
void set(int a, int b, int c)
{
this->length =3;
this->sommets[0]=a;
this->sommets[1]=b;
this->sommets[2]=c;
}
};
#endif

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@ -1,118 +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 PatternFire_H
#define PatternFire_H
#ifndef Effects_H
#include "Effects.h"
#endif
class PatternFire : public Drawable {
private:
public:
PatternFire() {
name = (char *)"Fire";
}
// 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
int 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.
unsigned int sparking = 100;
unsigned int drawFrame() {
// Add entropy to random number generator; we use a lot of it.
random16_add_entropy( random16());
effects.DimAll(235);
for (int x = 0; x < VPANEL_W; x++) {
// Step 1. Cool down every cell a little
for (int y = 0; y < VPANEL_H; y++) {
int xy = XY(x, y);
heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / VPANEL_H) + 2));
}
// Step 2. Heat from each cell drifts 'up' and diffuses a little
for (int y = 0; y < VPANEL_H; y++) {
heat[XY(x, y)] = (heat[XY(x, y + 1)] + heat[XY(x, y + 2)] + heat[XY(x, y + 2)]) / 3;
}
// Step 2. Randomly ignite new 'sparks' of heat
if (random8() < sparking) {
// int x = (p[0] + p[1] + p[2]) / 3;
int xy = XY(x, VPANEL_H - 1);
heat[xy] = qadd8(heat[xy], random8(160, 255));
}
// Step 4. Map from heat cells to LED colors
for (int y = 0; y < VPANEL_H; y++) {
int xy = XY(x, y);
byte colorIndex = heat[xy];
// Recommend that you use values 0-240 rather than
// the usual 0-255, as the last 15 colors will be
// 'wrapping around' from the hot end to the cold end,
// which looks wrong.
colorIndex = scale8(colorIndex, 200);
// 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(2);
effects.MoveFractionalNoiseX(2);
effects.ShowFrame();
return 15;
}
};
#endif

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/*
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
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

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/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* Inspired by 'Space Invader Generator': https://the8bitpimp.wordpress.com/2013/05/07/space-invader-generator
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef PatternInvaders_H
#define PatternInvaders_H
class PatternInvadersSmall : public Drawable {
private:
uint8_t x = 1;
uint8_t y = 1;
public:
PatternInvadersSmall() {
name = (char *)"Invaders Small";
}
void start() {
matrix->fillScreen(0);
}
unsigned int drawFrame() {
CRGB color1 = effects.ColorFromCurrentPalette(random(0, 255));
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 5; j++) {
CRGB color = CRGB::Black;
if (random(0, 2) == 1) color = color1;
effects.drawBackgroundFastLEDPixelCRGB(x + i, y + j, color);
if (i < 2)
effects.drawBackgroundFastLEDPixelCRGB(x + (4 - i), y + j, color);
}
}
x += 6;
if (x > 25) {
x = 1;
y += 6;
}
if (y > 25) y = x = 1;
effects.ShowFrame();
return 125;
}
};
class PatternInvadersMedium : public Drawable {
private:
uint8_t x = 0;
uint8_t y = 0;
public:
PatternInvadersMedium() {
name = (char *)"Invaders Medium";
}
void start() {
matrix->fillScreen(0);
}
unsigned int drawFrame() {
CRGB color1 = effects.ColorFromCurrentPalette(random(0, 255));
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 5; j++) {
CRGB color = CRGB::Black;
if (random(0, 2) == 1) color = color1;
matrix->fillRect(x + (i * 2), y + (j * 2), x + (i * 2 + 1), y + (j * 2 + 1), color);
if (i < 2)
matrix->fillRect(x + (8 - i * 2), y + (j * 2), x + (9 - i * 2), y + (j * 2 + 1), color);
}
}
x += 11;
if (x > 22) {
x = 0;
y += 11;
}
if (y > 22) y = x = 0;
effects.ShowFrame();
return 500;
}
};
class PatternInvadersLarge : public Drawable {
private:
public:
PatternInvadersLarge() {
name = (char *)"Invaders Large";
}
void start() {
matrix->fillScreen(0);
}
unsigned int drawFrame() {
matrix->fillScreen(0);
CRGB color1 = effects.ColorFromCurrentPalette(random(0, 255));
for (int x = 0; x < 3; x++) {
for (int y = 0; y < 5; y++) {
CRGB color = CRGB::Black;
if (random(0, 2) == 1) {
color = color1;
}
matrix->fillRect(1 + x * 6, 1 + y * 6, 5 + x * 6, 5 + y * 6, color);
if (x < 2)
matrix->fillRect(1 + (4 - x) * 6, 1 + y * 6, 5 + (4 - x) * 6, 5 + y * 6, color);
}
}
effects.ShowFrame();
return 2000;
}
};
#endif

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/*
* 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[XY(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

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@ -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

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@ -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 = XY(x, y);
heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / VPANEL_H) + 2));
}
// Step 2. Heat from each cell drifts 'up' and diffuses a little
for (int y = 0; y < VPANEL_H; y++) {
heat[XY(x, y)] = (heat[XY(x, y + 1)] + heat[XY(x, y + 2)] + heat[XY(x, y + 2)]) / 3;
}
// Step 2. Randomly ignite new 'sparks' of heat
if (random8() < sparking) {
uint8_t xt = random8(MATRIX_CENTRE_X - 2, MATRIX_CENTER_X + 3);
int xy = XY(xt, VPANEL_H - 1);
heat[xy] = qadd8(heat[xy], random8(160, 255));
}
// Step 4. Map from heat cells to LED colors
for (int y = 0; y < VPANEL_H; y++) {
int xy = XY(x, y);
byte colorIndex = heat[xy];
// Recommend that you use values 0-240 rather than
// the usual 0-255, as the last 15 colors will be
// 'wrapping around' from the hot end to the cold end,
// which looks wrong.
colorIndex = scale8(colorIndex, 240);
// override color 0 to ensure a black background?
if (colorIndex != 0)
// effects.leds[xy] = CRGB::Black;
// else
effects.leds[xy] = effects.ColorFromCurrentPalette(colorIndex);
}
}
// Noise
noise_x += 1000;
noise_y += 1000;
noise_z += 1000;
noise_scale_x = 4000;
noise_scale_y = 4000;
effects.FillNoise();
effects.MoveX(3);
effects.MoveFractionalNoiseX(4);
effects.ShowFrame();
return 15;
}
};
#endif

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@ -1,100 +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 PatternSpin_H
class PatternSpin : public Drawable {
public:
PatternSpin() {
name = (char *)"Spin";
}
float degrees = 0;
float radius = 16;
float speedStart = 1;
float velocityStart = 0.6;
float maxSpeed = 30;
float speed = speedStart;
float velocity = velocityStart;
void start() {
speed = speedStart;
velocity = velocityStart;
degrees = 0;
}
unsigned int drawFrame() {
effects.DimAll(190); effects.ShowFrame();
CRGB color = effects.ColorFromCurrentPalette(speed * 8);
// start position
int x;
int y;
// target position
float targetDegrees = degrees + speed;
float targetRadians = radians(targetDegrees);
int targetX = (int) (MATRIX_CENTER_X + radius * cos(targetRadians));
int targetY = (int) (MATRIX_CENTER_Y - radius * sin(targetRadians));
float tempDegrees = degrees;
do{
float radians = radians(tempDegrees);
x = (int) (MATRIX_CENTER_X + radius * cos(radians));
y = (int) (MATRIX_CENTER_Y - radius * sin(radians));
effects.drawBackgroundFastLEDPixelCRGB(x, y, color);
effects.drawBackgroundFastLEDPixelCRGB(y, x, color);
tempDegrees += 1;
if (tempDegrees >= 360)
tempDegrees = 0;
} while (x != targetX || y != targetY);
degrees += speed;
// add velocity to the particle each pass around the accelerator
if (degrees >= 360) {
degrees = 0;
speed += velocity;
if (speed <= speedStart) {
speed = speedStart;
velocity *= -1;
}
else if (speed > maxSpeed){
speed = maxSpeed - velocity;
velocity *= -1;
}
}
return 0;
}
};
#endif

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@ -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[XY(i, j)] += effects.ColorFromCurrentPalette(ms / 11);
//effects.leds[XY(j, i)] += effects.ColorFromCurrentPalette(ms / 13); // this doesn't work for non-square matrices
effects.leds[XY(ni, nj)] += effects.ColorFromCurrentPalette(ms / 17);
//effects.leds[XY(nj, ni)] += effects.ColorFromCurrentPalette(ms / 29); // this doesn't work for non-square matrices
effects.leds[XY(i, nj)] += effects.ColorFromCurrentPalette(ms / 37);
effects.leds[XY(ni, j)] += effects.ColorFromCurrentPalette(ms / 41);
effects.ShowFrame();
return 0;
}
};
#endif

View file

@ -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

View file

@ -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

View file

@ -1,169 +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 Vector_H
#define Vector_H
template <class T>
class Vector2 {
public:
T x, y;
Vector2() :x(0), y(0) {}
Vector2(T x, T y) : x(x), y(y) {}
Vector2(const Vector2& v) : x(v.x), y(v.y) {}
Vector2& operator=(const Vector2& v) {
x = v.x;
y = v.y;
return *this;
}
bool isEmpty() {
return x == 0 && y == 0;
}
bool operator==(Vector2& v) {
return x == v.x && y == v.y;
}
bool operator!=(Vector2& v) {
return !(x == y);
}
Vector2 operator+(Vector2& v) {
return Vector2(x + v.x, y + v.y);
}
Vector2 operator-(Vector2& v) {
return Vector2(x - v.x, y - v.y);
}
Vector2& operator+=(Vector2& v) {
x += v.x;
y += v.y;
return *this;
}
Vector2& operator-=(Vector2& v) {
x -= v.x;
y -= v.y;
return *this;
}
Vector2 operator+(double s) {
return Vector2(x + s, y + s);
}
Vector2 operator-(double s) {
return Vector2(x - s, y - s);
}
Vector2 operator*(double s) {
return Vector2(x * s, y * s);
}
Vector2 operator/(double s) {
return Vector2(x / s, y / s);
}
Vector2& operator+=(double s) {
x += s;
y += s;
return *this;
}
Vector2& operator-=(double s) {
x -= s;
y -= s;
return *this;
}
Vector2& operator*=(double s) {
x *= s;
y *= s;
return *this;
}
Vector2& operator/=(double s) {
x /= s;
y /= s;
return *this;
}
void set(T x, T y) {
this->x = x;
this->y = y;
}
void rotate(double deg) {
double theta = deg / 180.0 * M_PI;
double c = cos(theta);
double s = sin(theta);
double tx = x * c - y * s;
double ty = x * s + y * c;
x = tx;
y = ty;
}
Vector2& normalize() {
if (length() == 0) return *this;
*this *= (1.0 / length());
return *this;
}
float dist(Vector2 v) const {
Vector2 d(v.x - x, v.y - y);
return d.length();
}
float length() const {
return sqrt(x * x + y * y);
}
float mag() const {
return length();
}
float magSq() {
return (x * x + y * y);
}
void truncate(double length) {
double angle = atan2f(y, x);
x = length * cos(angle);
y = length * sin(angle);
}
Vector2 ortho() const {
return Vector2(y, -x);
}
static float dot(Vector2 v1, Vector2 v2) {
return v1.x * v2.x + v1.y * v2.y;
}
static float cross(Vector2 v1, Vector2 v2) {
return (v1.x * v2.y) - (v1.y * v2.x);
}
void limit(float max) {
if (magSq() > max*max) {
normalize();
*this *= max;
}
}
};
typedef Vector2<float> PVector;
#endif

View file

@ -30,8 +30,8 @@ void setup() {
HUB75_I2S_CFG mxconfig(
PANEL_RES_X, // Module width
PANEL_RES_Y, // Module height
PANEL_CHAIN //, // chain length
//_pins // pin mapping -- uncomment if providing own custom pin mapping as per above.
PANEL_CHAIN // // chain length
//,_pins // pin mapping -- uncomment if providing own custom pin mapping as per above.
);
//mxconfig.clkphase = false;
//mxconfig.driver = HUB75_I2S_CFG::FM6126A;

View file

@ -1,158 +0,0 @@
#define PANEL_RES_X 128 // Number of pixels wide of each INDIVIDUAL panel module.
#define PANEL_RES_Y 64 // Number of pixels tall of each INDIVIDUAL panel module.
#define PANEL_CHAIN 1 // Total number of panels chained one to another
#define USE_FLOATHACK // To boost float performance, comment if this doesn't work.
#include <ESP32-HUB75-MatrixPanel-I2S-DMA.h>
MatrixPanel_I2S_DMA *dma_display = nullptr;
// inspired by
// https://en.wikipedia.org/wiki/Fast_inverse_square_root
#ifdef USE_FLOATHACK
// cast float as int32_t
int32_t intfloat(float n){ return *(int32_t *)&n; }
// cast int32_t as float
float floatint(int32_t n){ return *(float *)&n; }
// fast approx sqrt(x)
float floatsqrt(float n){ return floatint(0x1fbb4000+(intfloat(n)>>1)); }
// fast approx 1/x
float floatinv(float n){ return floatint(0x7f000000-intfloat(n)); }
// fast approx log2(x)
float floatlog2(float n){ return (float)((intfloat(n)<<1)-0x7f000000)*5.9604645e-08f; }
#else
float floatinv(float n){ return 1.f/n;}
float floatsqrt(float n){ return std::sqrt(n); }
float floatlog2(float n){ return std::log2f(n); }
#endif
////////////////////////////////////////
// Escape time mandelbrot set function,
// with arbitrary start point zx, zy
// and arbitrary seed point ax, ay
//
// For julia set
// zx = pos_x, zy = pos_y;
// ax = seed_x, ay = seed_y;
//
// For mandelbrot set
// zx = 0, zy = 0;
// ax = pos_x, ay = pos_y;
//
const float bailOut = 4; // Escape radius
const int32_t itmult = 1<<10; // Color speed
//
// https://en.wikipedia.org/wiki/Mandelbrot_set
int32_t iteratefloat(float ax, float ay, float zx, float zy, uint16_t mxIT) {
float zzl = 0;
for (int it = 0; it<mxIT; it++) {
float zzx = zx * zx;
float zzy = zy * zy;
// is the point is escaped?
if(zzx+zzy>=bailOut){
if(it>0){
// calculate smooth coloring
float zza = floatlog2(zzl);
float zzb = floatlog2(zzx+zzy);
float zzc = floatlog2(bailOut);
float zzd = (zzc-zza)*floatinv(zzb-zza);
return it*itmult+zzd*itmult;
}
};
// z -> z*z + c
zy = 2.f*zx*zy+ay;
zx = zzx-zzy+ax;
zzl = zzx+zzy;
}
return 0;
}
float sint[256]; // precalculated sin table, for performance reasons
// Palette color taken from:
// https://editor.p5js.org/Kouzerumatsukite/sketches/DwTiq9D01
// color palette originally made by piano_miles, written in p5js
// hsv2rgb(IT, cos(4096*it)/2+0.5, 1-sin(2048*it)/2-0.5)
void drawPixelPalette(int x, int y, uint32_t m){
float r = 0.f, g = 0.f, b = 0.f;
if(m){
char n = m>> 4 ;
float l =abs(sint[m>> 2&255] )*255.f ;
float s = (sint[m &255]+ 1.f)*0.5f ;
r = (max(min(sint[n &255]+0.5f,1.f),0.f)*s+(1-s))*l;
g = (max(min(sint[n+ 85&255]+0.5f,1.f),0.f)*s+(1-s))*l;
b = (max(min(sint[n+170&255]+0.5f,1.f),0.f)*s+(1-s))*l;
}
dma_display->drawPixelRGB888(x,y,r,g,b);
}
void drawCanvas() {
uint32_t lastMicros = micros();
double t = (double)lastMicros/8000000;
double k = sin(t*3.212/2)*sin(t*3.212/2)/16+1;
float cosk = (k-cos(t))/2;
float xoff = (cos(t)*cosk+k/2-0.25);
float yoff = (sin(t)*cosk );
for(uint8_t y=0;y<PANEL_RES_Y;y++){
for(uint8_t x=0;x<PANEL_RES_X;x++){
uint32_t itcount = iteratefloat(xoff,yoff,((x-64)+1)/64.f,(y)/64.f,64);
uint32_t itcolor = itcount?floatsqrt(itcount)*4+t*1024:0;
drawPixelPalette(x,y,itcolor);
}
}
}
volatile int frameCounts=0;
void Task1code(void *parameter){
while(true){
drawCanvas();
delay(1);
frameCounts++;
}
}
void setup() {
HUB75_I2S_CFG::i2s_pins _pins={
// R1, G1, B1, R2, G2, B2, A, B, C, D, E,LAT, OE,CLK,
25, 26, 27, 14, 12, 13, 23, 19, 5, 17, 18, 4, 15, 16,
};
HUB75_I2S_CFG mxconfig(
PANEL_RES_X, // Module width
PANEL_RES_Y, // Module height
PANEL_CHAIN, // chain length
_pins
);
// Display Setup
dma_display = new MatrixPanel_I2S_DMA(mxconfig);
dma_display->begin();
dma_display->clearScreen();
dma_display->setBrightness(64);
setCpuFrequencyMhz(240);
for(int i=0;i<256;i++){
sint[i] = sinf(i/256.f*2.f*PI);
}
xTaskCreatePinnedToCore(\
Task1code, /* Function to implement the task */\
"Task1", /* Name of the task */\
10000, /* Stack size in words */\
NULL, /* Task input parameter */\
4, /* Priority of the task */\
NULL, /* Task handle. */\
0); /* Core where the task should run */
Serial.begin(115200);
}
uint64_t lastMillis=0;
void loop() {
if(millis()-lastMillis>=1000){
// log frame rate to serial
Serial.print("fps: ");
Serial.println(frameCounts);
lastMillis += 1000;
frameCounts=0;
}
}

View file

@ -1,15 +1,15 @@
{
"name": "ESP32 HUB75 LED MATRIX PANEL DMA Display",
"version": "3.0.10",
"version": "3.0.12",
"description": "An Adafruit GFX compatible library for LED matrix modules which uses DMA for ultra-fast refresh rates and therefore very low CPU usage.",
"keywords": "hub75, esp32, esp32s2, esp32s3, display, dma, rgb matrix",
"repository": {
"type": "git",
"url": "https://github.com/mrfaptastic/ESP32-HUB75-MatrixPanel-DMA.git"
"url": "https://github.com/mrcodetastic/ESP32-HUB75-MatrixPanel-DMA.git"
},
"authors": {
"name": "Mr Faptastic",
"url": "https://github.com/mrfaptastic/"
"name": "MrCodetastic",
"url": "https://github.com/mrcodetastic/"
},
"frameworks": [
"arduino",

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