diff options
| author | Kosso <kosso1@gmail.com> | 2020-09-13 15:56:29 +0100 |
|---|---|---|
| committer | Kosso <kosso1@gmail.com> | 2020-09-13 15:56:29 +0100 |
| commit | 0e4e9738b6ecbffa260cc8e5e8e4c4d9f1bf6499 (patch) | |
| tree | ff2a812bd892cef0ec792b583df3fbab07d67f2b /examples/ChainedPanelsAuroraDemo/PatternFire.h | |
| parent | a3aedaefb1326c5781646a8a51c5d83e61dc0a57 (diff) | |
Kosso: Updated Aurora demo for chained virtual displays. Added a better Fire demo. Removed some old Aurora demos which just didn't work and saves some memory.
Diffstat (limited to 'examples/ChainedPanelsAuroraDemo/PatternFire.h')
| -rw-r--r-- | examples/ChainedPanelsAuroraDemo/PatternFire.h | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/examples/ChainedPanelsAuroraDemo/PatternFire.h b/examples/ChainedPanelsAuroraDemo/PatternFire.h new file mode 100644 index 0000000..5d5d021 --- /dev/null +++ b/examples/ChainedPanelsAuroraDemo/PatternFire.h @@ -0,0 +1,121 @@ +/* + Aurora: https://github.com/pixelmatix/aurora + Copyright (c) 2014 Jason Coon + + Portions of this code are adapted from FastLED Fire2012 example by Mark Kriegsman: https://github.com/FastLED/FastLED/tree/master/examples/Fire2012WithPalette + Copyright (c) 2013 FastLED + + Permission is hereby granted, free of charge, to any person obtaining a copy of + this software and associated documentation files (the "Software"), to deal in + the Software without restriction, including without limitation the rights to + use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + the Software, and to permit persons to whom the Software is furnished to do so, + subject to the following conditions: + + The above copyright notice and this permission notice shall be included in all + copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +*/ + +// Note: (Kosso) : Doesn't look good with certain palettes. + +#ifndef PatternFire_H +#define PatternFire_H + +#ifndef Effects_H +#include "Effects.h" +#endif + +class PatternFire : public Drawable { + private: + + public: + PatternFire() { + name = (char *)"Fire"; + } + + // There are two main parameters you can play with to control the look and + // feel of your fire: COOLING (used in step 1 above), and SPARKING (used + // in step 3 above). + // + // cooling: How much does the air cool as it rises? + // Less cooling = taller flames. More cooling = shorter flames. + // Default 55, suggested range 20-100 + int cooling = 100; + + // sparking: What chance (out of 255) is there that a new spark will be lit? + // Higher chance = more roaring fire. Lower chance = more flickery fire. + // Default 120, suggested range 50-200. + unsigned int sparking = 100; + + unsigned int drawFrame() { + // Add entropy to random number generator; we use a lot of it. + random16_add_entropy( random16()); + + effects.DimAll(235); + + for (int x = 0; x < VPANEL_W; x++) { + // Step 1. Cool down every cell a little + for (int y = 0; y < VPANEL_H; y++) { + int xy = XY(x, y); + heat[xy] = qsub8(heat[xy], random8(0, ((cooling * 10) / VPANEL_H) + 2)); + } + + // Step 2. Heat from each cell drifts 'up' and diffuses a little + for (int y = 0; y < VPANEL_H; y++) { + heat[XY(x, y)] = (heat[XY(x, y + 1)] + heat[XY(x, y + 2)] + heat[XY(x, y + 2)]) / 3; + } + + // Step 2. Randomly ignite new 'sparks' of heat + if (random8() < sparking) { + // int x = (p[0] + p[1] + p[2]) / 3; + + int xy = XY(x, VPANEL_H - 1); + heat[xy] = qadd8(heat[xy], random8(160, 255)); + } + + // Step 4. Map from heat cells to LED colors + for (int y = 0; y < VPANEL_H; y++) { + int xy = XY(x, y); + byte colorIndex = heat[xy]; + + // Recommend that you use values 0-240 rather than + // the usual 0-255, as the last 15 colors will be + // 'wrapping around' from the hot end to the cold end, + // which looks wrong. + colorIndex = scale8(colorIndex, 200); + + // override color 0 to ensure a black background? + //if (colorIndex != 0) { + // effects.leds[xy] = CRGB::Black; + //} + //else { + effects.leds[xy] = effects.ColorFromCurrentPalette(colorIndex); + //} + } + } + + // Noise + noise_x += 1000; + noise_y += 1000; + noise_z += 1000; + noise_scale_x = 4000; + noise_scale_y = 4000; + effects.FillNoise(); + + // effects.MoveX(2); + effects.MoveFractionalNoiseX(2); + + effects.ShowFrame(); + + return 15; + } +}; + +#endif |
