85d0d44891
Based on Aurora code.
79 lines
2.5 KiB
C++
79 lines
2.5 KiB
C++
/*
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* Aurora: https://github.com/pixelmatix/aurora
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* Copyright (c) 2014 Jason Coon
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*
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* Portions of this code are adapted from FastLED Fire2012 example by Mark Kriegsman: https://github.com/FastLED/FastLED/blob/master/examples/Noise/Noise.ino
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* Copyright (c) 2013 FastLED
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef PatternSimplexNoise_H
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#define PatternSimplexNoise_H
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class PatternSimplexNoise : public Drawable {
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public:
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PatternSimplexNoise() {
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name = (char *)"Noise";
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}
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void start() {
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// Initialize our coordinates to some random values
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noise_x = random16();
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noise_y = random16();
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noise_z = random16();
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}
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unsigned int drawFrame() {
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#if FASTLED_VERSION >= 3001000
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// a new parameter set every 15 seconds
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EVERY_N_SECONDS(15) {
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noise_x = random16();
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noise_y = random16();
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noise_z = random16();
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}
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#endif
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uint32_t speed = 100;
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effects.FillNoise();
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ShowNoiseLayer(0, 1, 0);
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// noise_x += speed;
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noise_y += speed;
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noise_z += speed;
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effects.ShowFrame();
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return 0;
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}
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// show just one layer
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void ShowNoiseLayer(byte layer, byte colorrepeat, byte colorshift) {
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for (uint8_t i = 0; i < MATRIX_WIDTH; i++) {
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for (uint8_t j = 0; j < MATRIX_HEIGHT; j++) {
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uint8_t pixel = noise[i][j];
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// assign a color depending on the actual palette
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effects.leds[XY(i, j)] = effects.ColorFromCurrentPalette(colorrepeat * (pixel + colorshift), pixel);
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}
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}
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}
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};
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#endif
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