FastLED 3.9.3
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NoisePlusPalette.ino
#ifndef COMPILE_NOISEPLUSPALETTE
#if defined(__AVR__)
// This has grown too large for the AVR to handle.
#define COMPILE_NOISEPLUSPALETTE 0
#else
#define COMPILE_NOISEPLUSPALETTE 1
#endif
#endif // COMPILE_NOISEPLUSPALETTE
#if COMPILE_NOISEPLUSPALETTE
#include <FastLED.h>
#include "fx/2d/noisepalette.hpp"
#include "ui.h"
#define LED_PIN 3
#define BRIGHTNESS 96
#define LED_TYPE WS2811
#define COLOR_ORDER GRB
#define MATRIX_WIDTH 16
#define MATRIX_HEIGHT 16
#if __EMSCRIPTEN__
#define GRID_SERPENTINE 0
#else
#define GRID_SERPENTINE 1
#endif
#define NUM_LEDS (MATRIX_WIDTH * MATRIX_HEIGHT)
// 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.
// 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.
Slider SCALE("SCALE", 20, 1, 100, 1);
// 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.
Slider SPEED("SPEED", 30, 1, 60, 1);
CRGB leds[NUM_LEDS];
XYMap xyMap(MATRIX_WIDTH, MATRIX_HEIGHT, GRID_SERPENTINE);
NoisePaletteRef noisePalette = NoisePaletteRef::New(xyMap);
void setup() {
delay(1000); // sanity delay
FastLED.addLeds<LED_TYPE, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS)
.setCorrection(TypicalLEDStrip);
noisePalette->lazyInit();
noisePalette->setSpeed(SPEED);
noisePalette->setScale(SCALE);
}
void loop() {
noisePalette->setSpeed(SPEED);
noisePalette->setScale(SCALE);
EVERY_N_MILLISECONDS(5000) { noisePalette->changeToRandomPalette(); }
noisePalette->draw(Fx::DrawContext(millis(), leds));
}
#else
void setup() {}
void loop() {}
#endif // COMPILE_NOISEPLUSPALETTE
CFastLED FastLED
Global LED strip management instance.
Definition FastLED.cpp:33
central include file for FastLED, defines the CFastLED class/object
void setBrightness(uint8_t scale)
Set the global brightness scaling.
Definition FastLED.h:722
void show(uint8_t scale)
Update all our controllers with the current led colors, using the passed in brightness.
Definition FastLED.cpp:82
static CLEDController & addLeds(CLEDController *pLed, struct CRGB *data, int nLedsOrOffset, int nLedsIfOffset=0)
Add a CLEDController instance to the world.
Definition FastLED.cpp:67
void draw(DrawContext context) override
Definition ui.h:40
Definition xymap.h:39
@ TypicalLEDStrip
Typical values for SMD5050 LEDs.
Definition color.h:19
#define EVERY_N_MILLISECONDS(N)
Alias for EVERY_N_MILLIS.
Definition lib8tion.h:1323
Representation of an RGB pixel (Red, Green, Blue)
Definition crgb.h:39