/* * 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[XY16(x1, x2)] = effects.ColorFromCurrentPalette(patternNoiseSmearingHue); effects.leds[XY16(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[XY16(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue); xx = 8 + sin8(millis() / 10) / 16; yy = 8 + cos8(millis() / 7) / 16; effects.leds[XY16(xx, yy)] += effects.ColorFromCurrentPalette(patternNoiseSmearingHue + 80); effects.leds[XY16(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[XY16(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[XY16(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[XY16(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[XY16(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 < VPANEL_H; y++) { for (uint8_t x = 0; x < VPANEL_W; x++) { effects.leds[XY16(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 < VPANEL_W; x++) { effects.leds[XY16(x, y)] += rainbow[c]; } y++; if (y >= VPANEL_H) 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