/* * 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 0; } // show just one layer void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) { for (uint8_t i = 0; i < MATRIX_WIDTH; i++) { for (uint8_t j = 0; j < MATRIX_HEIGHT; j++) { uint8_t pixel = noise[i][j]; // assign a color depending on the actual palette effects.leds[XY(i, j)] = effects.ColorFromCurrentPalette(colorrepeat * (pixel + colorshift), pixel); } } } }; #endif