408 lines
17 KiB
C
408 lines
17 KiB
C
/// @file NoisePlusPalette.ino
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/// @brief Demonstrates how to mix noise generation with color palettes on a 2D LED matrix
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/// @example NoisePlusPalette.ino
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///
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/// OVERVIEW:
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/// This sketch demonstrates combining Perlin noise with color palettes to create
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/// dynamic, flowing color patterns on an LED matrix. The noise function creates
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/// natural-looking patterns that change over time, while the color palettes
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/// determine which colors are used to visualize the noise values.
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#include <FastLED.h> // Main FastLED library for controlling LEDs
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#if !SKETCH_HAS_LOTS_OF_MEMORY
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// Don't compile this for AVR microcontrollers (like Arduino Uno) because they typically
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// don't have enough memory to handle this complex animation.
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// Instead, we provide empty setup/loop functions so the sketch will compile but do nothing.
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void setup() {}
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void loop() {}
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#else // For all other platforms with more memory (ESP32, Teensy, etc.)
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// LED hardware configuration
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#define LED_PIN 3 // Data pin connected to the LED strip
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#define BRIGHTNESS 96 // Default brightness level (0-255)
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#define LED_TYPE WS2811 // Type of LED strip being used
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#define COLOR_ORDER GRB // Color order of the LEDs (varies by strip type)
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// Matrix dimensions - defines the size of our virtual LED grid
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const uint8_t kMatrixWidth = 16; // Number of columns in the matrix
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const uint8_t kMatrixHeight = 16; // Number of rows in the matrix
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// LED strip layout configuration
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const bool kMatrixSerpentineLayout = true; // If true, every other row runs backwards
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// This is common in matrix setups to allow
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// for easier wiring
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// HOW THIS EXAMPLE WORKS:
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//
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// This example combines two features of FastLED to produce a remarkable range of
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// effects from a relatively small amount of code. This example combines FastLED's
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// color palette lookup functions with FastLED's Perlin noise generator, and
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// the combination is extremely powerful.
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//
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// You might want to look at the "ColorPalette" and "Noise" examples separately
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// if this example code seems daunting.
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//
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//
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// The basic setup here is that for each frame, we generate a new array of
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// 'noise' data, and then map it onto the LED matrix through a color palette.
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//
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// Periodically, the color palette is changed, and new noise-generation parameters
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// are chosen at the same time. In this example, specific noise-generation
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// values have been selected to match the given color palettes; some are faster,
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// or slower, or larger, or smaller than others, but there's no reason these
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// parameters can't be freely mixed-and-matched.
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//
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// In addition, this example includes some fast automatic 'data smoothing' at
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// lower noise speeds to help produce smoother animations in those cases.
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//
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// The FastLED built-in color palettes (Forest, Clouds, Lava, Ocean, Party) are
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// used, as well as some 'hand-defined' ones, and some procedurally generated
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// palettes.
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// Calculate the total number of LEDs in our matrix
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#define NUM_LEDS (kMatrixWidth * kMatrixHeight)
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// Find the larger dimension (width or height) for our noise array size
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#define MAX_DIMENSION ((kMatrixWidth>kMatrixHeight) ? kMatrixWidth : kMatrixHeight)
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// Array to hold all LED color values - one CRGB struct per LED
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CRGB leds[kMatrixWidth * kMatrixHeight];
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// The 16-bit version of our coordinates for the noise function
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// Using 16 bits gives us more resolution and smoother animations
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static uint16_t x; // x-coordinate in the noise space
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static uint16_t y; // y-coordinate in the noise space
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static uint16_t z; // z-coordinate (time dimension) in the noise space
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// ANIMATION PARAMETERS:
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// We're using the x/y dimensions to map to the x/y pixels on the matrix. We'll
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// use the z-axis for "time". speed determines how fast time moves forward. Try
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// 1 for a very slow moving effect, or 60 for something that ends up looking like
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// water.
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uint16_t speed = 20; // Speed is set dynamically once we've started up
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// Higher values = faster animation
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// Scale determines how far apart the pixels in our noise matrix are. Try
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// changing these values around to see how it affects the motion of the display. The
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// higher the value of scale, the more "zoomed out" the noise will be. A value
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// of 1 will be so zoomed in, you'll mostly see solid colors.
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uint16_t scale = 30; // Scale is set dynamically once we've started up
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// Higher values = more "zoomed out" pattern
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// This is the array that we keep our computed noise values in
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// Each position stores an 8-bit (0-255) noise value
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uint8_t noise[MAX_DIMENSION][MAX_DIMENSION];
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// The current color palette we're using to map noise values to colors
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CRGBPalette16 currentPalette( PartyColors_p ); // Start with party colors
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// If colorLoop is set to 1, we'll cycle through the colors in the palette
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// This creates an additional animation effect on top of the noise movement
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uint8_t colorLoop = 1; // 0 = no color cycling, 1 = cycle colors
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// Forward declare our functions so that we have maximum compatibility
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// with other build tools outside of ArduinoIDE. The *.ino files are
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// special in that Arduino will generate function prototypes for you.
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// For non-Arduino environments, we need these declarations.
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void SetupRandomPalette(); // Creates a random color palette
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void SetupPurpleAndGreenPalette(); // Creates a purple and green striped palette
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void SetupBlackAndWhiteStripedPalette(); // Creates a black and white striped palette
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void ChangePaletteAndSettingsPeriodically(); // Changes palettes and settings over time
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void mapNoiseToLEDsUsingPalette(); // Maps noise data to LED colors using the palette
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uint16_t XY( uint8_t x, uint8_t y); // Converts x,y coordinates to LED array index
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void setup() {
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delay(3000); // 3 second delay for recovery and to give time for the serial monitor to open
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// Initialize the LED strip:
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// - LED_TYPE specifies the chipset (WS2811, WS2812B, etc.)
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// - LED_PIN is the data pin number
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// - COLOR_ORDER specifies the RGB color ordering for your strip
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FastLED.addLeds<LED_TYPE,LED_PIN,COLOR_ORDER>(leds,NUM_LEDS);
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// NOTE - This does NOT have a ScreenMap (because it's a legacy sketch)
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// so it won't look that good on the web-compiler. But adding it is ONE LINE!
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// Set the overall brightness level (0-255)
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FastLED.setBrightness(BRIGHTNESS);
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// Initialize our noise coordinates to random values
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// This ensures the pattern starts from a different position each time
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x = random16(); // Random x starting position
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y = random16(); // Random y starting position
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z = random16(); // Random time starting position
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}
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// Fill the x/y array of 8-bit noise values using the inoise8 function.
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void fillnoise8() {
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// If we're running at a low "speed", some 8-bit artifacts become visible
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// from frame-to-frame. In order to reduce this, we can do some fast data-smoothing.
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// The amount of data smoothing we're doing depends on "speed".
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uint8_t dataSmoothing = 0;
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if( speed < 50) {
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// At lower speeds, apply more smoothing
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// This formula creates more smoothing at lower speeds:
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// speed=10 → smoothing=160, speed=30 → smoothing=80
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dataSmoothing = 200 - (speed * 4);
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}
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// Loop through each pixel in our noise array
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for(int i = 0; i < MAX_DIMENSION; i++) {
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// Calculate the offset for this pixel in the x dimension
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int ioffset = scale * i;
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for(int j = 0; j < MAX_DIMENSION; j++) {
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// Calculate the offset for this pixel in the y dimension
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int joffset = scale * j;
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// Generate the noise value for this pixel using 3D Perlin noise
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// The noise function takes x, y, and z (time) coordinates
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uint8_t data = inoise8(x + ioffset, y + joffset, z);
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// The range of the inoise8 function is roughly 16-238.
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// These two operations expand those values out to roughly 0..255
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// You can comment them out if you want the raw noise data.
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data = qsub8(data, 16); // Subtract 16 (with underflow protection)
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data = qadd8(data, scale8(data, 39)); // Add a scaled version of the data to itself
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// Apply data smoothing if enabled
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if( dataSmoothing ) {
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uint8_t olddata = noise[i][j]; // Get the previous frame's value
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// Blend between old and new data based on smoothing amount
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// Higher dataSmoothing = more of the old value is kept
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uint8_t newdata = scale8(olddata, dataSmoothing) +
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scale8(data, 256 - dataSmoothing);
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data = newdata;
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}
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// Store the final noise value in our array
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noise[i][j] = data;
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}
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}
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// Increment z to move through the noise space over time
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z += speed;
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// Apply slow drift to X and Y, just for visual variation
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// This creates a gentle shifting of the entire pattern
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x += speed / 8; // X drifts at 1/8 the speed of z
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y -= speed / 16; // Y drifts at 1/16 the speed of z in the opposite direction
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}
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// Map the noise data to LED colors using the current color palette
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void mapNoiseToLEDsUsingPalette()
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{
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// Static variable that slowly increases to cycle through colors when colorLoop is enabled
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static uint8_t ihue=0;
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// Loop through each pixel in our LED matrix
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for(int i = 0; i < kMatrixWidth; i++) {
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for(int j = 0; j < kMatrixHeight; j++) {
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// We use the value at the (i,j) coordinate in the noise
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// array for our brightness, and the flipped value from (j,i)
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// for our pixel's index into the color palette.
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// This creates interesting patterns with two different noise mappings.
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uint8_t index = noise[j][i]; // Color index from the flipped coordinate
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uint8_t bri = noise[i][j]; // Brightness from the normal coordinate
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// If color cycling is enabled, add a slowly-changing base value to the index
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// This makes the colors shift/rotate through the palette over time
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if( colorLoop) {
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index += ihue; // Add the slowly increasing hue offset
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}
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// Brighten up the colors, as the color palette itself often contains the
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// light/dark dynamic range desired
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if( bri > 127 ) {
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// If brightness is in the upper half, make it full brightness
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bri = 255;
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} else {
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// Otherwise, scale it to the full range (0-127 becomes 0-254)
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bri = dim8_raw( bri * 2);
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}
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// Get the final color by looking up the palette color at our index
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// and applying the brightness value
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CRGB color = ColorFromPalette( currentPalette, index, bri);
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// Set the LED color in our array, using the XY mapping function
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// to convert from x,y coordinates to the 1D array index
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leds[XY(i,j)] = color;
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}
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}
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// Increment the hue value for the next frame (for color cycling)
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ihue+=1;
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}
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void loop() {
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// The main program loop that runs continuously
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// Periodically choose a new palette, speed, and scale
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// This creates variety in the animation over time
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ChangePaletteAndSettingsPeriodically();
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// Generate new noise data for this frame
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fillnoise8();
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// Convert the noise data to colors in the LED array
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// using the current palette
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mapNoiseToLEDsUsingPalette();
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// Send the color data to the actual LEDs
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FastLED.show();
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// No delay is needed here as the calculations already take some time
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// Adding a delay would slow down the animation
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// delay(10);
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}
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// PALETTE MANAGEMENT:
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//
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// There are several different palettes of colors demonstrated here.
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//
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// FastLED provides several 'preset' palettes: RainbowColors_p, RainbowStripeColors_p,
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// OceanColors_p, CloudColors_p, LavaColors_p, ForestColors_p, and PartyColors_p.
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//
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// Additionally, you can manually define your own color palettes, or you can write
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// code that creates color palettes on the fly.
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// This controls how long each palette is displayed before changing
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// 1 = 5 sec per palette
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// 2 = 10 sec per palette
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// etc.
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#define HOLD_PALETTES_X_TIMES_AS_LONG 1 // Multiplier for palette duration
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// Periodically change the palette, speed, and scale settings
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void ChangePaletteAndSettingsPeriodically()
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{
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// Calculate which "second hand" we're on (0-59) based on elapsed time
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// We divide by HOLD_PALETTES_X_TIMES_AS_LONG to slow down the changes
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uint8_t secondHand = ((millis() / 1000) / HOLD_PALETTES_X_TIMES_AS_LONG) % 60;
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static uint8_t lastSecond = 99; // Track the last second to detect changes
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// Only update when the second hand changes
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if( lastSecond != secondHand) {
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lastSecond = secondHand;
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// Every 5 seconds, change to a different palette and settings
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// Each palette has specific speed and scale settings that work well with it
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if( secondHand == 0) { currentPalette = RainbowColors_p; speed = 20; scale = 30; colorLoop = 1; }
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if( secondHand == 5) { SetupPurpleAndGreenPalette(); speed = 10; scale = 50; colorLoop = 1; }
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if( secondHand == 10) { SetupBlackAndWhiteStripedPalette(); speed = 20; scale = 30; colorLoop = 1; }
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if( secondHand == 15) { currentPalette = ForestColors_p; speed = 8; scale =120; colorLoop = 0; }
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if( secondHand == 20) { currentPalette = CloudColors_p; speed = 4; scale = 30; colorLoop = 0; }
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if( secondHand == 25) { currentPalette = LavaColors_p; speed = 8; scale = 50; colorLoop = 0; }
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if( secondHand == 30) { currentPalette = OceanColors_p; speed = 20; scale = 90; colorLoop = 0; }
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if( secondHand == 35) { currentPalette = PartyColors_p; speed = 20; scale = 30; colorLoop = 1; }
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if( secondHand == 40) { SetupRandomPalette(); speed = 20; scale = 20; colorLoop = 1; }
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if( secondHand == 45) { SetupRandomPalette(); speed = 50; scale = 50; colorLoop = 1; }
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if( secondHand == 50) { SetupRandomPalette(); speed = 90; scale = 90; colorLoop = 1; }
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if( secondHand == 55) { currentPalette = RainbowStripeColors_p; speed = 30; scale = 20; colorLoop = 1; }
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}
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}
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// This function generates a random palette that's a gradient
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// between four different colors. The first is a dim hue, the second is
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// a bright hue, the third is a bright pastel, and the last is
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// another bright hue. This gives some visual bright/dark variation
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// which is more interesting than just a gradient of different hues.
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void SetupRandomPalette()
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{
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// Create a new palette with 4 random colors that blend together
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currentPalette = CRGBPalette16(
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CHSV( random8(), 255, 32), // Random dim hue (low value)
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CHSV( random8(), 255, 255), // Random bright hue (full saturation & value)
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CHSV( random8(), 128, 255), // Random pastel (medium saturation, full value)
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CHSV( random8(), 255, 255)); // Another random bright hue
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// The CRGBPalette16 constructor automatically creates a 16-color gradient
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// between these four colors, evenly distributed
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}
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// This function sets up a palette of black and white stripes,
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// using code. Since the palette is effectively an array of
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// sixteen CRGB colors, the various fill_* functions can be used
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// to set them up.
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void SetupBlackAndWhiteStripedPalette()
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{
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// 'black out' all 16 palette entries...
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fill_solid( currentPalette, 16, CRGB::Black);
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// and set every fourth one to white to create stripes
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// Positions 0, 4, 8, and 12 in the 16-color palette
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currentPalette[0] = CRGB::White;
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currentPalette[4] = CRGB::White;
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currentPalette[8] = CRGB::White;
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currentPalette[12] = CRGB::White;
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// The palette interpolation will create smooth transitions between these colors
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}
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// This function sets up a palette of purple and green stripes.
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void SetupPurpleAndGreenPalette()
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{
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// Define our colors using HSV color space for consistency
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CRGB purple = CHSV( HUE_PURPLE, 255, 255); // Bright purple
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CRGB green = CHSV( HUE_GREEN, 255, 255); // Bright green
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CRGB black = CRGB::Black; // Black
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// Create a 16-color palette with a specific pattern:
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// green-green-black-black-purple-purple-black-black, repeated twice
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// This creates alternating green and purple stripes with black in between
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currentPalette = CRGBPalette16(
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green, green, black, black, // First 4 colors
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purple, purple, black, black, // Next 4 colors
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green, green, black, black, // Repeat the pattern
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purple, purple, black, black ); // Last 4 colors
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}
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//
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// Mark's xy coordinate mapping code. See the XYMatrix for more information on it.
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//
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// This function converts x,y coordinates to a single array index
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// It handles both regular and serpentine matrix layouts
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uint16_t XY( uint8_t x, uint8_t y)
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{
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uint16_t i;
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// For a regular/sequential layout, it's just y * width + x
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if( kMatrixSerpentineLayout == false) {
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i = (y * kMatrixWidth) + x;
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}
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// For a serpentine layout (zigzag), odd rows run backwards
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if( kMatrixSerpentineLayout == true) {
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if( y & 0x01) { // Check if y is odd (bitwise AND with 1)
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// Odd rows run backwards
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uint8_t reverseX = (kMatrixWidth - 1) - x;
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i = (y * kMatrixWidth) + reverseX;
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} else {
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// Even rows run forwards
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i = (y * kMatrixWidth) + x;
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}
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}
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return i;
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}
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#endif // End of the non-AVR code section
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