LED-Mesh/libraries/FastLED/examples/Noise/Noise.ino

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2019-02-13 22:27:19 +01:00
#include <FastLED.h>
//
// Mark's xy coordinate mapping code. See the XYMatrix for more information on it.
//
// Params for width and height
const uint8_t kMatrixWidth = 16;
const uint8_t kMatrixHeight = 16;
#define MAX_DIMENSION ((kMatrixWidth>kMatrixHeight) ? kMatrixWidth : kMatrixHeight)
#define NUM_LEDS (kMatrixWidth * kMatrixHeight)
// Param for different pixel layouts
const bool kMatrixSerpentineLayout = true;
uint16_t XY( uint8_t x, uint8_t y)
{
uint16_t i;
if( kMatrixSerpentineLayout == false) {
i = (y * kMatrixWidth) + x;
}
if( kMatrixSerpentineLayout == true) {
if( y & 0x01) {
// Odd rows run backwards
uint8_t reverseX = (kMatrixWidth - 1) - x;
i = (y * kMatrixWidth) + reverseX;
} else {
// Even rows run forwards
i = (y * kMatrixWidth) + x;
}
}
return i;
}
// The leds
CRGB leds[kMatrixWidth * kMatrixHeight];
// The 32bit version of our coordinates
static uint16_t x;
static uint16_t y;
static uint16_t z;
// We're using the x/y dimensions to map to the x/y pixels on the matrix. We'll
// use the z-axis for "time". speed determines how fast time moves forward. Try
// 1 for a very slow moving effect, or 60 for something that ends up looking like
// water.
// uint16_t speed = 1; // almost looks like a painting, moves very slowly
uint16_t speed = 20; // a nice starting speed, mixes well with a scale of 100
// uint16_t speed = 33;
// uint16_t speed = 100; // wicked fast!
// Scale determines how far apart the pixels in our noise matrix are. Try
// changing these values around to see how it affects the motion of the display. The
// higher the value of scale, the more "zoomed out" the noise iwll be. A value
// of 1 will be so zoomed in, you'll mostly see solid colors.
// uint16_t scale = 1; // mostly just solid colors
// uint16_t scale = 4011; // very zoomed out and shimmery
uint16_t scale = 311;
// This is the array that we keep our computed noise values in
uint8_t noise[MAX_DIMENSION][MAX_DIMENSION];
void setup() {
// uncomment the following lines if you want to see FPS count information
// Serial.begin(38400);
// Serial.println("resetting!");
delay(3000);
LEDS.addLeds<WS2811,5,RGB>(leds,NUM_LEDS);
LEDS.setBrightness(96);
// Initialize our coordinates to some random values
x = random16();
y = random16();
z = random16();
}
// Fill the x/y array of 8-bit noise values using the inoise8 function.
void fillnoise8() {
for(int i = 0; i < MAX_DIMENSION; i++) {
int ioffset = scale * i;
for(int j = 0; j < MAX_DIMENSION; j++) {
int joffset = scale * j;
noise[i][j] = inoise8(x + ioffset,y + joffset,z);
}
}
z += speed;
}
void loop() {
static uint8_t ihue=0;
fillnoise8();
for(int i = 0; i < kMatrixWidth; i++) {
for(int j = 0; j < kMatrixHeight; j++) {
// We use the value at the (i,j) coordinate in the noise
// array for our brightness, and the flipped value from (j,i)
// for our pixel's hue.
leds[XY(i,j)] = CHSV(noise[j][i],255,noise[i][j]);
// You can also explore other ways to constrain the hue used, like below
// leds[XY(i,j)] = CHSV(ihue + (noise[j][i]>>2),255,noise[i][j]);
}
}
ihue+=1;
LEDS.show();
// delay(10);
}