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Diffstat (limited to 'Библиотеки/FastLED-master/examples/Noise/Noise.ino')
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diff --git a/Библиотеки/FastLED-master/examples/Noise/Noise.ino b/Библиотеки/FastLED-master/examples/Noise/Noise.ino
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+++ b/Библиотеки/FastLED-master/examples/Noise/Noise.ino
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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);
+}