FastLED 3.6.0
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NoisePlusPalette.ino
#include <FastLED.h>
#define LED_PIN 3
#define BRIGHTNESS 96
#define LED_TYPE WS2811
#define COLOR_ORDER GRB
// Params for width and height
const uint8_t kMatrixWidth = 16;
const uint8_t kMatrixHeight = 16;
// Param for different pixel layouts
const bool kMatrixSerpentineLayout = true;
// This example combines two features of FastLED to produce a remarkable range of
// effects from a relatively small amount of code. This example combines FastLED's
// color palette lookup functions with FastLED's Perlin noise generator, and
// the combination is extremely powerful.
//
// You might want to look at the "ColorPalette" and "Noise" examples separately
// if this example code seems daunting.
//
//
// The basic setup here is that for each frame, we generate a new array of
// 'noise' data, and then map it onto the LED matrix through a color palette.
//
// Periodically, the color palette is changed, and new noise-generation parameters
// are chosen at the same time. In this example, specific noise-generation
// values have been selected to match the given color palettes; some are faster,
// or slower, or larger, or smaller than others, but there's no reason these
// parameters can't be freely mixed-and-matched.
//
// In addition, this example includes some fast automatic 'data smoothing' at
// lower noise speeds to help produce smoother animations in those cases.
//
// The FastLED built-in color palettes (Forest, Clouds, Lava, Ocean, Party) are
// used, as well as some 'hand-defined' ones, and some proceedurally generated
// palettes.
#define NUM_LEDS (kMatrixWidth * kMatrixHeight)
#define MAX_DIMENSION ((kMatrixWidth>kMatrixHeight) ? kMatrixWidth : kMatrixHeight)
// The leds
CRGB leds[kMatrixWidth * kMatrixHeight];
// The 16 bit 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 = 20; // speed is set dynamically once we've started up
// 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 = 30; // scale is set dynamically once we've started up
// This is the array that we keep our computed noise values in
uint8_t noise[MAX_DIMENSION][MAX_DIMENSION];
CRGBPalette16 currentPalette( PartyColors_p );
uint8_t colorLoop = 1;
void setup() {
delay(3000);
FastLED.addLeds<LED_TYPE,LED_PIN,COLOR_ORDER>(leds,NUM_LEDS);
FastLED.setBrightness(BRIGHTNESS);
// 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() {
// If we're runing at a low "speed", some 8-bit artifacts become visible
// from frame-to-frame. In order to reduce this, we can do some fast data-smoothing.
// The amount of data smoothing we're doing depends on "speed".
uint8_t dataSmoothing = 0;
if( speed < 50) {
dataSmoothing = 200 - (speed * 4);
}
for(int i = 0; i < MAX_DIMENSION; i++) {
int ioffset = scale * i;
for(int j = 0; j < MAX_DIMENSION; j++) {
int joffset = scale * j;
uint8_t data = inoise8(x + ioffset,y + joffset,z);
// The range of the inoise8 function is roughly 16-238.
// These two operations expand those values out to roughly 0..255
// You can comment them out if you want the raw noise data.
data = qsub8(data,16);
data = qadd8(data,scale8(data,39));
if( dataSmoothing ) {
uint8_t olddata = noise[i][j];
uint8_t newdata = scale8( olddata, dataSmoothing) + scale8( data, 256 - dataSmoothing);
data = newdata;
}
noise[i][j] = data;
}
}
z += speed;
// apply slow drift to X and Y, just for visual variation.
x += speed / 8;
y -= speed / 16;
}
void mapNoiseToLEDsUsingPalette()
{
static uint8_t ihue=0;
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 index into the color palette.
uint8_t index = noise[j][i];
uint8_t bri = noise[i][j];
// if this palette is a 'loop', add a slowly-changing base value
if( colorLoop) {
index += ihue;
}
// brighten up, as the color palette itself often contains the
// light/dark dynamic range desired
if( bri > 127 ) {
bri = 255;
} else {
bri = dim8_raw( bri * 2);
}
CRGB color = ColorFromPalette( currentPalette, index, bri);
leds[XY(i,j)] = color;
}
}
ihue+=1;
}
void loop() {
// Periodically choose a new palette, speed, and scale
ChangePaletteAndSettingsPeriodically();
// generate noise data
fillnoise8();
// convert the noise data to colors in the LED array
// using the current palette
mapNoiseToLEDsUsingPalette();
// delay(10);
}
// There are several different palettes of colors demonstrated here.
//
// FastLED provides several 'preset' palettes: RainbowColors_p, RainbowStripeColors_p,
// OceanColors_p, CloudColors_p, LavaColors_p, ForestColors_p, and PartyColors_p.
//
// Additionally, you can manually define your own color palettes, or you can write
// code that creates color palettes on the fly.
// 1 = 5 sec per palette
// 2 = 10 sec per palette
// etc
#define HOLD_PALETTES_X_TIMES_AS_LONG 1
void ChangePaletteAndSettingsPeriodically()
{
uint8_t secondHand = ((millis() / 1000) / HOLD_PALETTES_X_TIMES_AS_LONG) % 60;
static uint8_t lastSecond = 99;
if( lastSecond != secondHand) {
lastSecond = secondHand;
if( secondHand == 0) { currentPalette = RainbowColors_p; speed = 20; scale = 30; colorLoop = 1; }
if( secondHand == 5) { SetupPurpleAndGreenPalette(); speed = 10; scale = 50; colorLoop = 1; }
if( secondHand == 10) { SetupBlackAndWhiteStripedPalette(); speed = 20; scale = 30; colorLoop = 1; }
if( secondHand == 15) { currentPalette = ForestColors_p; speed = 8; scale =120; colorLoop = 0; }
if( secondHand == 20) { currentPalette = CloudColors_p; speed = 4; scale = 30; colorLoop = 0; }
if( secondHand == 25) { currentPalette = LavaColors_p; speed = 8; scale = 50; colorLoop = 0; }
if( secondHand == 30) { currentPalette = OceanColors_p; speed = 20; scale = 90; colorLoop = 0; }
if( secondHand == 35) { currentPalette = PartyColors_p; speed = 20; scale = 30; colorLoop = 1; }
if( secondHand == 40) { SetupRandomPalette(); speed = 20; scale = 20; colorLoop = 1; }
if( secondHand == 45) { SetupRandomPalette(); speed = 50; scale = 50; colorLoop = 1; }
if( secondHand == 50) { SetupRandomPalette(); speed = 90; scale = 90; colorLoop = 1; }
if( secondHand == 55) { currentPalette = RainbowStripeColors_p; speed = 30; scale = 20; colorLoop = 1; }
}
}
// This function generates a random palette that's a gradient
// between four different colors. The first is a dim hue, the second is
// a bright hue, the third is a bright pastel, and the last is
// another bright hue. This gives some visual bright/dark variation
// which is more interesting than just a gradient of different hues.
void SetupRandomPalette()
{
currentPalette = CRGBPalette16(
CHSV( random8(), 255, 32),
CHSV( random8(), 255, 255),
CHSV( random8(), 128, 255),
CHSV( random8(), 255, 255));
}
// This function sets up a palette of black and white stripes,
// using code. Since the palette is effectively an array of
// sixteen CRGB colors, the various fill_* functions can be used
// to set them up.
void SetupBlackAndWhiteStripedPalette()
{
// 'black out' all 16 palette entries...
fill_solid( currentPalette, 16, CRGB::Black);
// and set every fourth one to white.
currentPalette[0] = CRGB::White;
currentPalette[4] = CRGB::White;
currentPalette[8] = CRGB::White;
currentPalette[12] = CRGB::White;
}
// This function sets up a palette of purple and green stripes.
void SetupPurpleAndGreenPalette()
{
CRGB purple = CHSV( HUE_PURPLE, 255, 255);
CRGB green = CHSV( HUE_GREEN, 255, 255);
CRGB black = CRGB::Black;
currentPalette = CRGBPalette16(
green, green, black, black,
purple, purple, black, black,
green, green, black, black,
purple, purple, black, black );
}
//
// Mark's xy coordinate mapping code. See the XYMatrix for more information on it.
//
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;
}
CFastLED FastLED
Global LED strip management instance.
Definition FastLED.cpp:17
central include file for FastLED, defines the CFastLED class/object
void setBrightness(uint8_t scale)
Set the global brightness scaling.
Definition FastLED.h:553
void show(uint8_t scale)
Update all our controllers with the current led colors, using the passed in brightness.
Definition FastLED.cpp:54
static CLEDController & addLeds(CLEDController *pLed, struct CRGB *data, int nLedsOrOffset, int nLedsIfOffset=0)
Add a CLEDController instance to the world.
Definition FastLED.cpp:42
RGB color palette with 16 discrete values.
Definition colorutils.h:904
uint16_t XY(uint8_t, uint8_t)
Forward declaration of the function "XY" which must be provided by the application for use in two-dim...
Definition Noise.ino:22
void fill_solid(struct CRGB *targetArray, int numToFill, const struct CRGB &color)
Fill a range of LEDs with a solid color.
LIB8STATIC uint8_t dim8_raw(uint8_t x)
Adjust a scaling value for dimming.
Definition scale8.h:724
LIB8STATIC_ALWAYS_INLINE uint8_t qadd8(uint8_t i, uint8_t j)
Add one byte to another, saturating at 0xFF.
Definition math8.h:28
LIB8STATIC_ALWAYS_INLINE uint8_t qsub8(uint8_t i, uint8_t j)
Subtract one byte from another, saturating at 0x00.
Definition math8.h:101
uint8_t inoise8(uint16_t x, uint16_t y, uint16_t z)
8-Bit, fixed point implementation of Perlin's noise.
Definition noise.cpp:479
CRGB ColorFromPalette(const CRGBPalette16 &pal, uint8_t index, uint8_t brightness, TBlendType blendType)
Get a color from a palette.
@ HUE_PURPLE
Purple (270°)
Definition pixeltypes.h:115
@ HUE_GREEN
Green (135°)
Definition pixeltypes.h:112
const TProgmemRGBPalette16 RainbowStripeColors_p
HSV Rainbow colors with alternatating stripes of black.
const TProgmemRGBPalette16 OceanColors_p
Ocean colors, blues and whites.
const TProgmemRGBPalette16 CloudColors_p
Cloudy color palette.
const TProgmemRGBPalette16 ForestColors_p
Forest colors, greens.
const TProgmemRGBPalette16 LavaColors_p
Lava color palette.
const TProgmemRGBPalette16 PartyColors_p
HSV color ramp: blue, purple, pink, red, orange, yellow (and back).
const TProgmemRGBPalette16 RainbowColors_p
HSV Rainbow.
LIB8STATIC uint16_t random16()
Generate a 16-bit random number.
Definition random8.h:52
LIB8STATIC uint8_t random8()
Generate an 8-bit random number.
Definition random8.h:41
LIB8STATIC_ALWAYS_INLINE uint8_t scale8(uint8_t i, fract8 scale)
Scale one byte by a second one, which is treated as the numerator of a fraction whose denominator is ...
Definition scale8.h:30
Representation of an HSV pixel (hue, saturation, value (aka brightness)).
Definition pixeltypes.h:27
Representation of an RGB pixel (Red, Green, Blue)
Definition pixeltypes.h:120
@ White
Definition pixeltypes.h:808
@ Black
Definition pixeltypes.h:672