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- #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);
- }
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