/* WS2812FX.cpp contains all effect methods Harm Aldick - 2016 www.aldick.org LICENSE The MIT License (MIT) Copyright (c) 2016 Harm Aldick 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. Modified heavily for WLED */ #include "FX.h" #include "wled.h" #define IBN 5100 #define PALETTE_SOLID_WRAP (paletteBlend == 1 || paletteBlend == 3) /* * No blinking. Just plain old static light. */ uint16_t WS2812FX::mode_static(void) { fill(SEGCOLOR(0)); return (SEGMENT.getOption(SEG_OPTION_TRANSITIONAL)) ? FRAMETIME : 350; //update faster if in transition } /* * Blink/strobe function * Alternate between color1 and color2 * if(strobe == true) then create a strobe effect */ uint16_t WS2812FX::blink(uint32_t color1, uint32_t color2, bool strobe, bool do_palette) { uint32_t cycleTime = (255 - SEGMENT.speed)*20; uint32_t onTime = FRAMETIME; if (!strobe) onTime += ((cycleTime * SEGMENT.intensity) >> 8); cycleTime += FRAMETIME*2; uint32_t it = now / cycleTime; uint32_t rem = now % cycleTime; bool on = false; if (it != SEGENV.step //new iteration, force on state for one frame, even if set time is too brief || rem <= onTime) { on = true; } SEGENV.step = it; //save previous iteration uint32_t color = on ? color1 : color2; if (color == color1 && do_palette) { for(uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 0)); } } else fill(color); return FRAMETIME; } /* * Normal blinking. 50% on/off time. */ uint16_t WS2812FX::mode_blink(void) { return blink(SEGCOLOR(0), SEGCOLOR(1), false, true); } /* * Classic Blink effect. Cycling through the rainbow. */ uint16_t WS2812FX::mode_blink_rainbow(void) { return blink(color_wheel(SEGENV.call & 0xFF), SEGCOLOR(1), false, false); } /* * Classic Strobe effect. */ uint16_t WS2812FX::mode_strobe(void) { return blink(SEGCOLOR(0), SEGCOLOR(1), true, true); } /* * Classic Strobe effect. Cycling through the rainbow. */ uint16_t WS2812FX::mode_strobe_rainbow(void) { return blink(color_wheel(SEGENV.call & 0xFF), SEGCOLOR(1), true, false); } /* * Color wipe function * LEDs are turned on (color1) in sequence, then turned off (color2) in sequence. * if (bool rev == true) then LEDs are turned off in reverse order */ uint16_t WS2812FX::color_wipe(bool rev, bool useRandomColors) { uint32_t cycleTime = 750 + (255 - SEGMENT.speed)*150; uint32_t perc = now % cycleTime; uint16_t prog = (perc * 65535) / cycleTime; bool back = (prog > 32767); if (back) { prog -= 32767; if (SEGENV.step == 0) SEGENV.step = 1; } else { if (SEGENV.step == 2) SEGENV.step = 3; //trigger color change } if (useRandomColors) { if (SEGENV.call == 0) { SEGENV.aux0 = random8(); SEGENV.step = 3; } if (SEGENV.step == 1) { //if flag set, change to new random color SEGENV.aux1 = get_random_wheel_index(SEGENV.aux0); SEGENV.step = 2; } if (SEGENV.step == 3) { SEGENV.aux0 = get_random_wheel_index(SEGENV.aux1); SEGENV.step = 0; } } uint16_t ledIndex = (prog * SEGLEN) >> 15; uint16_t rem = 0; rem = (prog * SEGLEN) * 2; //mod 0xFFFF rem /= (SEGMENT.intensity +1); if (rem > 255) rem = 255; uint32_t col1 = useRandomColors? color_wheel(SEGENV.aux1) : SEGCOLOR(1); for (uint16_t i = 0; i < SEGLEN; i++) { uint16_t index = (rev && back)? SEGLEN -1 -i : i; uint32_t col0 = useRandomColors? color_wheel(SEGENV.aux0) : color_from_palette(index, true, PALETTE_SOLID_WRAP, 0); if (i < ledIndex) { setPixelColor(index, back? col1 : col0); } else { setPixelColor(index, back? col0 : col1); if (i == ledIndex) setPixelColor(index, color_blend(back? col0 : col1, back? col1 : col0, rem)); } } return FRAMETIME; } /* * Lights all LEDs one after another. */ uint16_t WS2812FX::mode_color_wipe(void) { return color_wipe(false, false); } /* * Lights all LEDs one after another. Turns off opposite */ uint16_t WS2812FX::mode_color_sweep(void) { return color_wipe(true, false); } /* * Turns all LEDs after each other to a random color. * Then starts over with another color. */ uint16_t WS2812FX::mode_color_wipe_random(void) { return color_wipe(false, true); } /* * Random color introduced alternating from start and end of strip. */ uint16_t WS2812FX::mode_color_sweep_random(void) { return color_wipe(true, true); } /* * Lights all LEDs in one random color up. Then switches them * to the next random color. */ uint16_t WS2812FX::mode_random_color(void) { uint32_t cycleTime = 200 + (255 - SEGMENT.speed)*50; uint32_t it = now / cycleTime; uint32_t rem = now % cycleTime; uint16_t fadedur = (cycleTime * SEGMENT.intensity) >> 8; uint32_t fade = 255; if (fadedur) { fade = (rem * 255) / fadedur; if (fade > 255) fade = 255; } if (SEGENV.call == 0) { SEGENV.aux0 = random8(); SEGENV.step = 2; } if (it != SEGENV.step) //new color { SEGENV.aux1 = SEGENV.aux0; SEGENV.aux0 = get_random_wheel_index(SEGENV.aux0); //aux0 will store our random color wheel index SEGENV.step = it; } fill(color_blend(color_wheel(SEGENV.aux1), color_wheel(SEGENV.aux0), fade)); return FRAMETIME; } /* * Lights every LED in a random color. Changes all LED at the same time * to new random colors. */ uint16_t WS2812FX::dynamic(boolean smooth=false) { if (!SEGENV.allocateData(SEGLEN)) return mode_static(); //allocation failed if(SEGENV.call == 0) { for (uint16_t i = 0; i < SEGLEN; i++) SEGENV.data[i] = random8(); } uint32_t cycleTime = 50 + (255 - SEGMENT.speed)*15; uint32_t it = now / cycleTime; if (it != SEGENV.step && SEGMENT.speed != 0) //new color { for (uint16_t i = 0; i < SEGLEN; i++) { if (random8() <= SEGMENT.intensity) SEGENV.data[i] = random8(); } SEGENV.step = it; } if (smooth) { for (uint16_t i = 0; i < SEGLEN; i++) { blendPixelColor(i, color_wheel(SEGENV.data[i]),16); } } else { for (uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_wheel(SEGENV.data[i])); } } return FRAMETIME; } /* * Original effect "Dynamic" */ uint16_t WS2812FX::mode_dynamic(void) { return dynamic(false); } /* * effect "Dynamic" with smoth color-fading */ uint16_t WS2812FX::mode_dynamic_smooth(void) { return dynamic(true); } /* * Does the "standby-breathing" of well known i-Devices. */ uint16_t WS2812FX::mode_breath(void) { uint16_t var = 0; uint16_t counter = (now * ((SEGMENT.speed >> 3) +10)); counter = (counter >> 2) + (counter >> 4); //0-16384 + 0-2048 if (counter < 16384) { if (counter > 8192) counter = 8192 - (counter - 8192); var = sin16(counter) / 103; //close to parabolic in range 0-8192, max val. 23170 } uint8_t lum = 30 + var; for(uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_blend(SEGCOLOR(1), color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), lum)); } return FRAMETIME; } /* * Fades the LEDs between two colors */ uint16_t WS2812FX::mode_fade(void) { uint16_t counter = (now * ((SEGMENT.speed >> 3) +10)); uint8_t lum = triwave16(counter) >> 8; for(uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_blend(SEGCOLOR(1), color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), lum)); } return FRAMETIME; } /* * Scan mode parent function */ uint16_t WS2812FX::scan(bool dual) { uint32_t cycleTime = 750 + (255 - SEGMENT.speed)*150; uint32_t perc = now % cycleTime; uint16_t prog = (perc * 65535) / cycleTime; uint16_t size = 1 + ((SEGMENT.intensity * SEGLEN) >> 9); uint16_t ledIndex = (prog * ((SEGLEN *2) - size *2)) >> 16; fill(SEGCOLOR(1)); int led_offset = ledIndex - (SEGLEN - size); led_offset = abs(led_offset); if (dual) { for (uint16_t j = led_offset; j < led_offset + size; j++) { uint16_t i2 = SEGLEN -1 -j; setPixelColor(i2, color_from_palette(i2, true, PALETTE_SOLID_WRAP, (SEGCOLOR(2))? 2:0)); } } for (uint16_t j = led_offset; j < led_offset + size; j++) { setPixelColor(j, color_from_palette(j, true, PALETTE_SOLID_WRAP, 0)); } return FRAMETIME; } /* * Runs a single pixel back and forth. */ uint16_t WS2812FX::mode_scan(void) { return scan(false); } /* * Runs two pixel back and forth in opposite directions. */ uint16_t WS2812FX::mode_dual_scan(void) { return scan(true); } /* * Cycles all LEDs at once through a rainbow. */ uint16_t WS2812FX::mode_rainbow(void) { uint16_t counter = (now * ((SEGMENT.speed >> 2) +2)) & 0xFFFF; counter = counter >> 8; if (SEGMENT.intensity < 128){ fill(color_blend(color_wheel(counter),WHITE,128-SEGMENT.intensity)); } else { fill(color_wheel(counter)); } return FRAMETIME; } /* * Cycles a rainbow over the entire string of LEDs. */ uint16_t WS2812FX::mode_rainbow_cycle(void) { uint16_t counter = (now * ((SEGMENT.speed >> 2) +2)) & 0xFFFF; counter = counter >> 8; for(uint16_t i = 0; i < SEGLEN; i++) { //intensity/29 = 0 (1/16) 1 (1/8) 2 (1/4) 3 (1/2) 4 (1) 5 (2) 6 (4) 7 (8) 8 (16) uint8_t index = (i * (16 << (SEGMENT.intensity /29)) / SEGLEN) + counter; setPixelColor(i, color_wheel(index)); } return FRAMETIME; } /* * Theatre-style crawling lights. * Inspired by the Adafruit examples. */ uint16_t WS2812FX::mode_theater_chase(void) { return running(SEGCOLOR(0), SEGCOLOR(1), true); } /* * Theatre-style crawling lights with rainbow effect. * Inspired by the Adafruit examples. */ uint16_t WS2812FX::mode_theater_chase_rainbow(void) { return running(color_wheel(SEGENV.step), SEGCOLOR(1), true); } /* * Running lights effect with smooth sine transition base. */ uint16_t WS2812FX::running_base(bool saw, bool dual=false) { uint8_t x_scale = SEGMENT.intensity >> 2; uint32_t counter = (now * SEGMENT.speed) >> 9; for(uint16_t i = 0; i < SEGLEN; i++) { uint16_t a = i*x_scale - counter; if (saw) { a &= 0xFF; if (a < 16) { a = 192 + a*8; } else { a = map(a,16,255,64,192); } a = 255 - a; } uint8_t s = dual ? sin_gap(a) : sin8(a); uint32_t ca = color_blend(SEGCOLOR(1), color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), s); if (dual) { uint16_t b = (SEGLEN-1-i)*x_scale - counter; uint8_t t = sin_gap(b); uint32_t cb = color_blend(SEGCOLOR(1), color_from_palette(i, true, PALETTE_SOLID_WRAP, 2), t); ca = color_blend(ca, cb, 127); } setPixelColor(i, ca); } return FRAMETIME; } /* * Running lights in opposite directions. * Idea: Make the gap width controllable with a third slider in the future */ uint16_t WS2812FX::mode_running_dual(void) { return running_base(false, true); } /* * Running lights effect with smooth sine transition. */ uint16_t WS2812FX::mode_running_lights(void) { return running_base(false); } /* * Running lights effect with sawtooth transition. */ uint16_t WS2812FX::mode_saw(void) { return running_base(true); } /* * Blink several LEDs in random colors on, reset, repeat. * Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/ */ uint16_t WS2812FX::mode_twinkle(void) { fill(SEGCOLOR(1)); uint32_t cycleTime = 20 + (255 - SEGMENT.speed)*5; uint32_t it = now / cycleTime; if (it != SEGENV.step) { uint16_t maxOn = map(SEGMENT.intensity, 0, 255, 1, SEGLEN); // make sure at least one LED is on if (SEGENV.aux0 >= maxOn) { SEGENV.aux0 = 0; SEGENV.aux1 = random16(); //new seed for our PRNG } SEGENV.aux0++; SEGENV.step = it; } uint16_t PRNG16 = SEGENV.aux1; for (uint16_t i = 0; i < SEGENV.aux0; i++) { PRNG16 = (uint16_t)(PRNG16 * 2053) + 13849; // next 'random' number uint32_t p = (uint32_t)SEGLEN * (uint32_t)PRNG16; uint16_t j = p >> 16; setPixelColor(j, color_from_palette(j, true, PALETTE_SOLID_WRAP, 0)); } return FRAMETIME; } /* * Dissolve function */ uint16_t WS2812FX::dissolve(uint32_t color) { bool wa = (SEGCOLOR(1) != 0 && _brightness < 255); //workaround, can't compare getPixel to color if not full brightness for (uint16_t j = 0; j <= SEGLEN / 15; j++) { if (random8() <= SEGMENT.intensity) { for (uint8_t times = 0; times < 10; times++) //attempt to spawn a new pixel 5 times { uint16_t i = random16(SEGLEN); if (SEGENV.aux0) { //dissolve to primary/palette if (getPixelColor(i) == SEGCOLOR(1) || wa) { if (color == SEGCOLOR(0)) { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 0)); } else { setPixelColor(i, color); } break; //only spawn 1 new pixel per frame per 50 LEDs } } else { //dissolve to secondary if (getPixelColor(i) != SEGCOLOR(1)) { setPixelColor(i, SEGCOLOR(1)); break; } } } } } if (SEGENV.call > (255 - SEGMENT.speed) + 15U) { SEGENV.aux0 = !SEGENV.aux0; SEGENV.call = 0; } return FRAMETIME; } /* * Blink several LEDs on and then off */ uint16_t WS2812FX::mode_dissolve(void) { return dissolve(SEGCOLOR(0)); } /* * Blink several LEDs on and then off in random colors */ uint16_t WS2812FX::mode_dissolve_random(void) { return dissolve(color_wheel(random8())); } /* * Blinks one LED at a time. * Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/ */ uint16_t WS2812FX::mode_sparkle(void) { for(uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 1)); } uint32_t cycleTime = 10 + (255 - SEGMENT.speed)*2; uint32_t it = now / cycleTime; if (it != SEGENV.step) { SEGENV.aux0 = random16(SEGLEN); // aux0 stores the random led index SEGENV.step = it; } setPixelColor(SEGENV.aux0, SEGCOLOR(0)); return FRAMETIME; } /* * Lights all LEDs in the color. Flashes single col 1 pixels randomly. (List name: Sparkle Dark) * Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/ */ uint16_t WS2812FX::mode_flash_sparkle(void) { for(uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 0)); } if (now - SEGENV.aux0 > SEGENV.step) { if(random8((255-SEGMENT.intensity) >> 4) == 0) { setPixelColor(random16(SEGLEN), SEGCOLOR(1)); //flash } SEGENV.step = now; SEGENV.aux0 = 255-SEGMENT.speed; } return FRAMETIME; } /* * Like flash sparkle. With more flash. * Inspired by www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/ */ uint16_t WS2812FX::mode_hyper_sparkle(void) { for(uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 0)); } if (now - SEGENV.aux0 > SEGENV.step) { if(random8((255-SEGMENT.intensity) >> 4) == 0) { for(uint16_t i = 0; i < MAX(1, SEGLEN/3); i++) { setPixelColor(random16(SEGLEN), SEGCOLOR(1)); } } SEGENV.step = now; SEGENV.aux0 = 255-SEGMENT.speed; } return FRAMETIME; } /* * Strobe effect with different strobe count and pause, controlled by speed. */ uint16_t WS2812FX::mode_multi_strobe(void) { for(uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 1)); } SEGENV.aux0 = 50 + 20*(uint16_t)(255-SEGMENT.speed); uint16_t count = 2 * ((SEGMENT.intensity / 10) + 1); if(SEGENV.aux1 < count) { if((SEGENV.aux1 & 1) == 0) { fill(SEGCOLOR(0)); SEGENV.aux0 = 15; } else { SEGENV.aux0 = 50; } } if (now - SEGENV.aux0 > SEGENV.step) { SEGENV.aux1++; if (SEGENV.aux1 > count) SEGENV.aux1 = 0; SEGENV.step = now; } return FRAMETIME; } /* * Android loading circle */ uint16_t WS2812FX::mode_android(void) { for(uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 1)); } if (SEGENV.aux1 > ((float)SEGMENT.intensity/255.0)*(float)SEGLEN) { SEGENV.aux0 = 1; } else { if (SEGENV.aux1 < 2) SEGENV.aux0 = 0; } uint16_t a = SEGENV.step; if (SEGENV.aux0 == 0) { if (SEGENV.call %3 == 1) {a++;} else {SEGENV.aux1++;} } else { a++; if (SEGENV.call %3 != 1) SEGENV.aux1--; } if (a >= SEGLEN) a = 0; if (a + SEGENV.aux1 < SEGLEN) { for(int i = a; i < a+SEGENV.aux1; i++) { setPixelColor(i, SEGCOLOR(0)); } } else { for(int i = a; i < SEGLEN; i++) { setPixelColor(i, SEGCOLOR(0)); } for(int i = 0; i < SEGENV.aux1 - (SEGLEN -a); i++) { setPixelColor(i, SEGCOLOR(0)); } } SEGENV.step = a; return 3 + ((8 * (uint32_t)(255 - SEGMENT.speed)) / SEGLEN); } /* * color chase function. * color1 = background color * color2 and color3 = colors of two adjacent leds */ uint16_t WS2812FX::chase(uint32_t color1, uint32_t color2, uint32_t color3, bool do_palette) { uint16_t counter = now * ((SEGMENT.speed >> 2) + 1); uint16_t a = counter * SEGLEN >> 16; bool chase_random = (SEGMENT.mode == FX_MODE_CHASE_RANDOM); if (chase_random) { if (a < SEGENV.step) //we hit the start again, choose new color for Chase random { SEGENV.aux1 = SEGENV.aux0; //store previous random color SEGENV.aux0 = get_random_wheel_index(SEGENV.aux0); } color1 = color_wheel(SEGENV.aux0); } SEGENV.step = a; // Use intensity setting to vary chase up to 1/2 string length uint8_t size = 1 + (SEGMENT.intensity * SEGLEN >> 10); uint16_t b = a + size; //"trail" of chase, filled with color1 if (b > SEGLEN) b -= SEGLEN; uint16_t c = b + size; if (c > SEGLEN) c -= SEGLEN; //background if (do_palette) { for(uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 1)); } } else fill(color1); //if random, fill old background between a and end if (chase_random) { color1 = color_wheel(SEGENV.aux1); for (uint16_t i = a; i < SEGLEN; i++) setPixelColor(i, color1); } //fill between points a and b with color2 if (a < b) { for (uint16_t i = a; i < b; i++) setPixelColor(i, color2); } else { for (uint16_t i = a; i < SEGLEN; i++) //fill until end setPixelColor(i, color2); for (uint16_t i = 0; i < b; i++) //fill from start until b setPixelColor(i, color2); } //fill between points b and c with color2 if (b < c) { for (uint16_t i = b; i < c; i++) setPixelColor(i, color3); } else { for (uint16_t i = b; i < SEGLEN; i++) //fill until end setPixelColor(i, color3); for (uint16_t i = 0; i < c; i++) //fill from start until c setPixelColor(i, color3); } return FRAMETIME; } /* * Bicolor chase, more primary color. */ uint16_t WS2812FX::mode_chase_color(void) { return chase(SEGCOLOR(1), (SEGCOLOR(2)) ? SEGCOLOR(2) : SEGCOLOR(0), SEGCOLOR(0), true); } /* * Primary running followed by random color. */ uint16_t WS2812FX::mode_chase_random(void) { return chase(SEGCOLOR(1), (SEGCOLOR(2)) ? SEGCOLOR(2) : SEGCOLOR(0), SEGCOLOR(0), false); } /* * Primary, secondary running on rainbow. */ uint16_t WS2812FX::mode_chase_rainbow(void) { uint8_t color_sep = 256 / SEGLEN; if (color_sep == 0) color_sep = 1; // correction for segments longer than 256 LEDs uint8_t color_index = SEGENV.call & 0xFF; uint32_t color = color_wheel(((SEGENV.step * color_sep) + color_index) & 0xFF); return chase(color, SEGCOLOR(0), SEGCOLOR(1), false); } /* * Primary running on rainbow. */ uint16_t WS2812FX::mode_chase_rainbow_white(void) { uint16_t n = SEGENV.step; uint16_t m = (SEGENV.step + 1) % SEGLEN; uint32_t color2 = color_wheel(((n * 256 / SEGLEN) + (SEGENV.call & 0xFF)) & 0xFF); uint32_t color3 = color_wheel(((m * 256 / SEGLEN) + (SEGENV.call & 0xFF)) & 0xFF); return chase(SEGCOLOR(0), color2, color3, false); } /* * Red - Amber - Green - Blue lights running */ uint16_t WS2812FX::mode_colorful(void) { uint8_t numColors = 4; //3, 4, or 5 uint32_t cols[9]{0x00FF0000,0x00EEBB00,0x0000EE00,0x000077CC}; if (SEGMENT.intensity > 160 || SEGMENT.palette) { //palette or color if (!SEGMENT.palette) { numColors = 3; for (uint8_t i = 0; i < 3; i++) cols[i] = SEGCOLOR(i); } else { uint16_t fac = 80; if (SEGMENT.palette == 52) {numColors = 5; fac = 61;} //C9 2 has 5 colors for (uint8_t i = 0; i < numColors; i++) { cols[i] = color_from_palette(i*fac, false, true, 255); } } } else if (SEGMENT.intensity < 80) //pastel (easter) colors { cols[0] = 0x00FF8040; cols[1] = 0x00E5D241; cols[2] = 0x0077FF77; cols[3] = 0x0077F0F0; } for (uint8_t i = numColors; i < numColors*2 -1; i++) cols[i] = cols[i-numColors]; uint32_t cycleTime = 50 + (8 * (uint32_t)(255 - SEGMENT.speed)); uint32_t it = now / cycleTime; if (it != SEGENV.step) { if (SEGMENT.speed > 0) SEGENV.aux0++; if (SEGENV.aux0 >= numColors) SEGENV.aux0 = 0; SEGENV.step = it; } for (uint16_t i = 0; i < SEGLEN; i+= numColors) { for (uint16_t j = 0; j < numColors; j++) setPixelColor(i + j, cols[SEGENV.aux0 + j]); } return FRAMETIME; } /* * Emulates a traffic light. */ uint16_t WS2812FX::mode_traffic_light(void) { for(uint16_t i=0; i < SEGLEN; i++) setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 1)); uint32_t mdelay = 500; for (int i = 0; i < SEGLEN-2 ; i+=3) { switch (SEGENV.aux0) { case 0: setPixelColor(i, 0x00FF0000); mdelay = 150 + (100 * (uint32_t)(255 - SEGMENT.speed));break; case 1: setPixelColor(i, 0x00FF0000); mdelay = 150 + (20 * (uint32_t)(255 - SEGMENT.speed)); setPixelColor(i+1, 0x00EECC00); break; case 2: setPixelColor(i+2, 0x0000FF00); mdelay = 150 + (100 * (uint32_t)(255 - SEGMENT.speed));break; case 3: setPixelColor(i+1, 0x00EECC00); mdelay = 150 + (20 * (uint32_t)(255 - SEGMENT.speed));break; } } if (now - SEGENV.step > mdelay) { SEGENV.aux0++; if (SEGENV.aux0 == 1 && SEGMENT.intensity > 140) SEGENV.aux0 = 2; //skip Red + Amber, to get US-style sequence if (SEGENV.aux0 > 3) SEGENV.aux0 = 0; SEGENV.step = now; } return FRAMETIME; } /* * Sec flashes running on prim. */ #define FLASH_COUNT 4 uint16_t WS2812FX::mode_chase_flash(void) { uint8_t flash_step = SEGENV.call % ((FLASH_COUNT * 2) + 1); for(uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 0)); } uint16_t delay = 10 + ((30 * (uint16_t)(255 - SEGMENT.speed)) / SEGLEN); if(flash_step < (FLASH_COUNT * 2)) { if(flash_step % 2 == 0) { uint16_t n = SEGENV.step; uint16_t m = (SEGENV.step + 1) % SEGLEN; setPixelColor( n, SEGCOLOR(1)); setPixelColor( m, SEGCOLOR(1)); delay = 20; } else { delay = 30; } } else { SEGENV.step = (SEGENV.step + 1) % SEGLEN; } return delay; } /* * Prim flashes running, followed by random color. */ uint16_t WS2812FX::mode_chase_flash_random(void) { uint8_t flash_step = SEGENV.call % ((FLASH_COUNT * 2) + 1); for(uint16_t i = 0; i < SEGENV.step; i++) { setPixelColor(i, color_wheel(SEGENV.aux0)); } uint16_t delay = 1 + ((10 * (uint16_t)(255 - SEGMENT.speed)) / SEGLEN); if(flash_step < (FLASH_COUNT * 2)) { uint16_t n = SEGENV.step; uint16_t m = (SEGENV.step + 1) % SEGLEN; if(flash_step % 2 == 0) { setPixelColor( n, SEGCOLOR(0)); setPixelColor( m, SEGCOLOR(0)); delay = 20; } else { setPixelColor( n, color_wheel(SEGENV.aux0)); setPixelColor( m, SEGCOLOR(1)); delay = 30; } } else { SEGENV.step = (SEGENV.step + 1) % SEGLEN; if (SEGENV.step == 0) { SEGENV.aux0 = get_random_wheel_index(SEGENV.aux0); } } return delay; } /* * Alternating pixels running function. */ uint16_t WS2812FX::running(uint32_t color1, uint32_t color2, bool theatre) { uint8_t width = (theatre ? 3 : 1) + (SEGMENT.intensity >> 4); // window uint32_t cycleTime = 50 + (255 - SEGMENT.speed); uint32_t it = now / cycleTime; bool usePalette = color1 == SEGCOLOR(0); for(uint16_t i = 0; i < SEGLEN; i++) { uint32_t col = color2; if (usePalette) color1 = color_from_palette(i, true, PALETTE_SOLID_WRAP, 0); if (theatre) { if ((i % width) == SEGENV.aux0) col = color1; } else { int8_t pos = (i % (width<<1)); if ((pos < SEGENV.aux0-width) || ((pos >= SEGENV.aux0) && (pos < SEGENV.aux0+width))) col = color1; } setPixelColor(i,col); } if (it != SEGENV.step) { SEGENV.aux0 = (SEGENV.aux0 +1) % (theatre ? width : (width<<1)); SEGENV.step = it; } return FRAMETIME; } /* * Alternating color/sec pixels running. */ uint16_t WS2812FX::mode_running_color(void) { return running(SEGCOLOR(0), SEGCOLOR(1)); } /* * Alternating red/white pixels running. */ uint16_t WS2812FX::mode_candy_cane(void) { return running(RED, WHITE); } /* * Alternating orange/purple pixels running. */ uint16_t WS2812FX::mode_halloween(void) { return running(PURPLE, ORANGE); } /* * Random colored pixels running. ("Stream") */ uint16_t WS2812FX::mode_running_random(void) { uint32_t cycleTime = 25 + (3 * (uint32_t)(255 - SEGMENT.speed)); uint32_t it = now / cycleTime; if (SEGENV.call == 0) SEGENV.aux0 = random16(); // random seed for PRNG on start uint8_t zoneSize = ((255-SEGMENT.intensity) >> 4) +1; uint16_t PRNG16 = SEGENV.aux0; uint8_t z = it % zoneSize; bool nzone = (!z && it != SEGENV.aux1); for (uint16_t i=SEGLEN-1; i > 0; i--) { if (nzone || z >= zoneSize) { uint8_t lastrand = PRNG16 >> 8; int16_t diff = 0; while (abs(diff) < 42) { // make sure the difference between adjacent colors is big enough PRNG16 = (uint16_t)(PRNG16 * 2053) + 13849; // next zone, next 'random' number diff = (PRNG16 >> 8) - lastrand; } if (nzone) { SEGENV.aux0 = PRNG16; // save next starting seed nzone = false; } z = 0; } setPixelColor(i, color_wheel(PRNG16 >> 8)); z++; } SEGENV.aux1 = it; return FRAMETIME; } /* * K.I.T.T. */ uint16_t WS2812FX::mode_larson_scanner(void){ return larson_scanner(false); } uint16_t WS2812FX::larson_scanner(bool dual) { uint16_t counter = now * ((SEGMENT.speed >> 2) +8); uint16_t index = counter * SEGLEN >> 16; fade_out(SEGMENT.intensity); if (SEGENV.step > index && SEGENV.step - index > SEGLEN/2) { SEGENV.aux0 = !SEGENV.aux0; } for (uint16_t i = SEGENV.step; i < index; i++) { uint16_t j = (SEGENV.aux0)?i:SEGLEN-1-i; setPixelColor( j, color_from_palette(j, true, PALETTE_SOLID_WRAP, 0)); } if (dual) { uint32_t c; if (SEGCOLOR(2) != 0) { c = SEGCOLOR(2); } else { c = color_from_palette(index, true, PALETTE_SOLID_WRAP, 0); } for (uint16_t i = SEGENV.step; i < index; i++) { uint16_t j = (SEGENV.aux0)?SEGLEN-1-i:i; setPixelColor(j, c); } } SEGENV.step = index; return FRAMETIME; } /* * Firing comets from one end. "Lighthouse" */ uint16_t WS2812FX::mode_comet(void) { uint16_t counter = now * ((SEGMENT.speed >>2) +1); uint16_t index = counter * SEGLEN >> 16; if (SEGENV.call == 0) SEGENV.aux0 = index; fade_out(SEGMENT.intensity); setPixelColor( index, color_from_palette(index, true, PALETTE_SOLID_WRAP, 0)); if (index > SEGENV.aux0) { for (uint16_t i = SEGENV.aux0; i < index ; i++) { setPixelColor( i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 0)); } } else if (index < SEGENV.aux0 && index < 10) { for (uint16_t i = 0; i < index ; i++) { setPixelColor( i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 0)); } } SEGENV.aux0 = index++; return FRAMETIME; } /* * Fireworks function. */ uint16_t WS2812FX::mode_fireworks() { fade_out(0); if (SEGENV.call == 0) { SEGENV.aux0 = UINT16_MAX; SEGENV.aux1 = UINT16_MAX; } bool valid1 = (SEGENV.aux0 < SEGLEN); bool valid2 = (SEGENV.aux1 < SEGLEN); uint32_t sv1 = 0, sv2 = 0; if (valid1) sv1 = getPixelColor(SEGENV.aux0); // get spark color if (valid2) sv2 = getPixelColor(SEGENV.aux1); blur(255-SEGMENT.speed); if (valid1) setPixelColor(SEGENV.aux0, sv1); // restore spark color after blur if (valid2) setPixelColor(SEGENV.aux1, sv2); // restore old spark color after blur for (uint16_t i=0; i> 1)) == 0) { uint16_t index = random16(SEGLEN); setPixelColor(index, color_from_palette(random8(), false, false, 0)); SEGENV.aux1 = SEGENV.aux0; // old spark SEGENV.aux0 = index; // remember where spark occured } } return FRAMETIME; } //Twinkling LEDs running. Inspired by https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/Rain.h uint16_t WS2812FX::mode_rain() { SEGENV.step += FRAMETIME; if (SEGENV.step > SPEED_FORMULA_L) { SEGENV.step = 0; //shift all leds left uint32_t ctemp = getPixelColor(0); for(uint16_t i = 0; i < SEGLEN - 1; i++) { setPixelColor(i, getPixelColor(i+1)); } setPixelColor(SEGLEN -1, ctemp); // wrap around SEGENV.aux0++; // increase spark index SEGENV.aux1++; if (SEGENV.aux0 == 0) SEGENV.aux0 = UINT16_MAX; // reset previous spark positiom if (SEGENV.aux1 == 0) SEGENV.aux0 = UINT16_MAX; // reset previous spark positiom if (SEGENV.aux0 == SEGLEN) SEGENV.aux0 = 0; // ignore if (SEGENV.aux1 == SEGLEN) SEGENV.aux1 = 0; } return mode_fireworks(); } /* * Fire flicker function */ uint16_t WS2812FX::mode_fire_flicker(void) { uint32_t cycleTime = 40 + (255 - SEGMENT.speed); uint32_t it = now / cycleTime; if (SEGENV.step == it) return FRAMETIME; byte w = (SEGCOLOR(0) >> 24); byte r = (SEGCOLOR(0) >> 16); byte g = (SEGCOLOR(0) >> 8); byte b = (SEGCOLOR(0) ); byte lum = (SEGMENT.palette == 0) ? MAX(w, MAX(r, MAX(g, b))) : 255; lum /= (((256-SEGMENT.intensity)/16)+1); for(uint16_t i = 0; i < SEGLEN; i++) { byte flicker = random8(lum); if (SEGMENT.palette == 0) { setPixelColor(i, MAX(r - flicker, 0), MAX(g - flicker, 0), MAX(b - flicker, 0), MAX(w - flicker, 0)); } else { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 0, 255 - flicker)); } } SEGENV.step = it; return FRAMETIME; } /* * Gradient run base function */ uint16_t WS2812FX::gradient_base(bool loading) { uint16_t counter = now * ((SEGMENT.speed >> 2) + 1); uint16_t pp = counter * SEGLEN >> 16; if (SEGENV.call == 0) pp = 0; float val; //0.0 = sec 1.0 = pri float brd = loading ? SEGMENT.intensity : SEGMENT.intensity/2; if (brd <1.0) brd = 1.0; int p1 = pp-SEGLEN; int p2 = pp+SEGLEN; for(uint16_t i = 0; i < SEGLEN; i++) { if (loading) { val = abs(((i>pp) ? p2:pp) -i); } else { val = MIN(abs(pp-i),MIN(abs(p1-i),abs(p2-i))); } val = (brd > val) ? val/brd * 255 : 255; setPixelColor(i, color_blend(SEGCOLOR(0), color_from_palette(i, true, PALETTE_SOLID_WRAP, 1), val)); } return FRAMETIME; } /* * Gradient run */ uint16_t WS2812FX::mode_gradient(void) { return gradient_base(false); } /* * Gradient run with hard transition */ uint16_t WS2812FX::mode_loading(void) { return gradient_base(true); } //American Police Light with all LEDs Red and Blue uint16_t WS2812FX::police_base(uint32_t color1, uint32_t color2) { uint16_t delay = 1 + (FRAMETIME<<3) / SEGLEN; // longer segments should change faster uint32_t it = now / map(SEGMENT.speed, 0, 255, delay<<4, delay); uint16_t offset = it % SEGLEN; uint16_t width = ((SEGLEN*(SEGMENT.intensity+1))>>9); //max width is half the strip if (!width) width = 1; for (uint16_t i = 0; i < width; i++) { uint16_t indexR = (offset + i) % SEGLEN; uint16_t indexB = (offset + i + (SEGLEN>>1)) % SEGLEN; setPixelColor(indexR, color1); setPixelColor(indexB, color2); } return FRAMETIME; } //Police Lights Red and Blue uint16_t WS2812FX::mode_police() { fill(SEGCOLOR(1)); return police_base(RED, BLUE); } //Police Lights with custom colors uint16_t WS2812FX::mode_two_dots() { fill(SEGCOLOR(2)); uint32_t color2 = (SEGCOLOR(1) == SEGCOLOR(2)) ? SEGCOLOR(0) : SEGCOLOR(1); return police_base(SEGCOLOR(0), color2); } /* * Fairy, inspired by https://www.youtube.com/watch?v=zeOw5MZWq24 */ //4 bytes typedef struct Flasher { uint16_t stateStart; uint8_t stateDur; bool stateOn; } flasher; #define FLASHERS_PER_ZONE 6 #define MAX_SHIMMER 92 uint16_t WS2812FX::mode_fairy() { //set every pixel to a 'random' color from palette (using seed so it doesn't change between frames) uint16_t PRNG16 = 5100 + _segment_index; for (uint16_t i = 0; i < SEGLEN; i++) { PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number setPixelColor(i, color_from_palette(PRNG16 >> 8, false, false, 0)); } //amount of flasher pixels depending on intensity (0: none, 255: every LED) if (SEGMENT.intensity == 0) return FRAMETIME; uint8_t flasherDistance = ((255 - SEGMENT.intensity) / 28) +1; //1-10 uint16_t numFlashers = (SEGLEN / flasherDistance) +1; uint16_t dataSize = sizeof(flasher) * numFlashers; if (!SEGENV.allocateData(dataSize)) return FRAMETIME; //allocation failed Flasher* flashers = reinterpret_cast(SEGENV.data); uint16_t now16 = now & 0xFFFF; //Up to 11 flashers in one brightness zone, afterwards a new zone for every 6 flashers uint16_t zones = numFlashers/FLASHERS_PER_ZONE; if (!zones) zones = 1; uint8_t flashersInZone = numFlashers/zones; uint8_t flasherBri[FLASHERS_PER_ZONE*2 -1]; for (uint16_t z = 0; z < zones; z++) { uint16_t flasherBriSum = 0; uint16_t firstFlasher = z*flashersInZone; if (z == zones-1) flashersInZone = numFlashers-(flashersInZone*(zones-1)); for (uint16_t f = firstFlasher; f < firstFlasher + flashersInZone; f++) { uint16_t stateTime = now16 - flashers[f].stateStart; //random on/off time reached, switch state if (stateTime > flashers[f].stateDur * 10) { flashers[f].stateOn = !flashers[f].stateOn; if (flashers[f].stateOn) { flashers[f].stateDur = 12 + random8(12 + ((255 - SEGMENT.speed) >> 2)); //*10, 250ms to 1250ms } else { flashers[f].stateDur = 20 + random8(6 + ((255 - SEGMENT.speed) >> 2)); //*10, 250ms to 1250ms } //flashers[f].stateDur = 51 + random8(2 + ((255 - SEGMENT.speed) >> 1)); flashers[f].stateStart = now16; if (stateTime < 255) { flashers[f].stateStart -= 255 -stateTime; //start early to get correct bri flashers[f].stateDur += 26 - stateTime/10; stateTime = 255 - stateTime; } else { stateTime = 0; } } if (stateTime > 255) stateTime = 255; //for flasher brightness calculation, fades in first 255 ms of state //flasherBri[f - firstFlasher] = (flashers[f].stateOn) ? 255-gamma8((510 - stateTime) >> 1) : gamma8((510 - stateTime) >> 1); flasherBri[f - firstFlasher] = (flashers[f].stateOn) ? stateTime : 255 - (stateTime >> 0); flasherBriSum += flasherBri[f - firstFlasher]; } //dim factor, to create "shimmer" as other pixels get less voltage if a lot of flashers are on uint8_t avgFlasherBri = flasherBriSum / flashersInZone; uint8_t globalPeakBri = 255 - ((avgFlasherBri * MAX_SHIMMER) >> 8); //183-255, suitable for 1/5th of LEDs flashers for (uint16_t f = firstFlasher; f < firstFlasher + flashersInZone; f++) { uint8_t bri = (flasherBri[f - firstFlasher] * globalPeakBri) / 255; PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number uint16_t flasherPos = f*flasherDistance; setPixelColor(flasherPos, color_blend(SEGCOLOR(1), color_from_palette(PRNG16 >> 8, false, false, 0), bri)); for (uint16_t i = flasherPos+1; i < flasherPos+flasherDistance && i < SEGLEN; i++) { PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number setPixelColor(i, color_from_palette(PRNG16 >> 8, false, false, 0, globalPeakBri)); } } } return FRAMETIME; } /* * Fairytwinkle. Like Colortwinkle, but starting from all lit and not relying on getPixelColor * Warning: Uses 4 bytes of segment data per pixel */ uint16_t WS2812FX::mode_fairytwinkle() { uint16_t dataSize = sizeof(flasher) * SEGLEN; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed Flasher* flashers = reinterpret_cast(SEGENV.data); uint16_t now16 = now & 0xFFFF; uint16_t PRNG16 = 5100 + _segment_index; uint16_t riseFallTime = 400 + (255-SEGMENT.speed)*3; uint16_t maxDur = riseFallTime/100 + ((255 - SEGMENT.intensity) >> 2) + 13 + ((255 - SEGMENT.intensity) >> 1); for (uint16_t f = 0; f < SEGLEN; f++) { uint16_t stateTime = now16 - flashers[f].stateStart; //random on/off time reached, switch state if (stateTime > flashers[f].stateDur * 100) { flashers[f].stateOn = !flashers[f].stateOn; bool init = !flashers[f].stateDur; if (flashers[f].stateOn) { flashers[f].stateDur = riseFallTime/100 + ((255 - SEGMENT.intensity) >> 2) + random8(12 + ((255 - SEGMENT.intensity) >> 1)) +1; } else { flashers[f].stateDur = riseFallTime/100 + random8(3 + ((255 - SEGMENT.speed) >> 6)) +1; } flashers[f].stateStart = now16; stateTime = 0; if (init) { flashers[f].stateStart -= riseFallTime; //start lit flashers[f].stateDur = riseFallTime/100 + random8(12 + ((255 - SEGMENT.intensity) >> 1)) +5; //fire up a little quicker stateTime = riseFallTime; } } if (flashers[f].stateOn && flashers[f].stateDur > maxDur) flashers[f].stateDur = maxDur; //react more quickly on intensity change if (stateTime > riseFallTime) stateTime = riseFallTime; //for flasher brightness calculation, fades in first 255 ms of state uint8_t fadeprog = 255 - ((stateTime * 255) / riseFallTime); uint8_t flasherBri = (flashers[f].stateOn) ? 255-gamma8(fadeprog) : gamma8(fadeprog); uint16_t lastR = PRNG16; uint16_t diff = 0; while (diff < 0x4000) { //make sure colors of two adjacent LEDs differ enough PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; //next 'random' number diff = (PRNG16 > lastR) ? PRNG16 - lastR : lastR - PRNG16; } setPixelColor(f, color_blend(SEGCOLOR(1), color_from_palette(PRNG16 >> 8, false, false, 0), flasherBri)); } return FRAMETIME; } /* * Tricolor chase function */ uint16_t WS2812FX::tricolor_chase(uint32_t color1, uint32_t color2) { uint32_t cycleTime = 50 + ((255 - SEGMENT.speed)<<1); uint32_t it = now / cycleTime; // iterator uint8_t width = (1 + (SEGMENT.intensity>>4)); // value of 1-16 for each colour uint8_t index = it % (width*3); for (uint16_t i = 0; i < SEGLEN; i++, index++) { if (index > (width*3)-1) index = 0; uint32_t color = color1; if (index > (width<<1)-1) color = color_from_palette(i, true, PALETTE_SOLID_WRAP, 1); else if (index > width-1) color = color2; setPixelColor(SEGLEN - i -1, color); } return FRAMETIME; } /* * Tricolor chase mode */ uint16_t WS2812FX::mode_tricolor_chase(void) { return tricolor_chase(SEGCOLOR(2), SEGCOLOR(0)); } /* * ICU mode */ uint16_t WS2812FX::mode_icu(void) { uint16_t dest = SEGENV.step & 0xFFFF; uint8_t space = (SEGMENT.intensity >> 3) +2; fill(SEGCOLOR(1)); byte pindex = map(dest, 0, SEGLEN-SEGLEN/space, 0, 255); uint32_t col = color_from_palette(pindex, false, false, 0); setPixelColor(dest, col); setPixelColor(dest + SEGLEN/space, col); if(SEGENV.aux0 == dest) { // pause between eye movements if(random8(6) == 0) { // blink once in a while setPixelColor(dest, SEGCOLOR(1)); setPixelColor(dest + SEGLEN/space, SEGCOLOR(1)); return 200; } SEGENV.aux0 = random16(SEGLEN-SEGLEN/space); return 1000 + random16(2000); } if(SEGENV.aux0 > SEGENV.step) { SEGENV.step++; dest++; } else if (SEGENV.aux0 < SEGENV.step) { SEGENV.step--; dest--; } setPixelColor(dest, col); setPixelColor(dest + SEGLEN/space, col); return SPEED_FORMULA_L; } /* * Custom mode by Aircoookie. Color Wipe, but with 3 colors */ uint16_t WS2812FX::mode_tricolor_wipe(void) { uint32_t cycleTime = 1000 + (255 - SEGMENT.speed)*200; uint32_t perc = now % cycleTime; uint16_t prog = (perc * 65535) / cycleTime; uint16_t ledIndex = (prog * SEGLEN * 3) >> 16; uint16_t ledOffset = ledIndex; for (uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 2)); } if(ledIndex < SEGLEN) { //wipe from 0 to 1 for (uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, (i > ledOffset)? SEGCOLOR(0) : SEGCOLOR(1)); } } else if (ledIndex < SEGLEN*2) { //wipe from 1 to 2 ledOffset = ledIndex - SEGLEN; for (uint16_t i = ledOffset +1; i < SEGLEN; i++) { setPixelColor(i, SEGCOLOR(1)); } } else //wipe from 2 to 0 { ledOffset = ledIndex - SEGLEN*2; for (uint16_t i = 0; i <= ledOffset; i++) { setPixelColor(i, SEGCOLOR(0)); } } return FRAMETIME; } /* * Fades between 3 colors * Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/TriFade.h * Modified by Aircoookie */ uint16_t WS2812FX::mode_tricolor_fade(void) { uint16_t counter = now * ((SEGMENT.speed >> 3) +1); uint32_t prog = (counter * 768) >> 16; uint32_t color1 = 0, color2 = 0; byte stage = 0; if(prog < 256) { color1 = SEGCOLOR(0); color2 = SEGCOLOR(1); stage = 0; } else if(prog < 512) { color1 = SEGCOLOR(1); color2 = SEGCOLOR(2); stage = 1; } else { color1 = SEGCOLOR(2); color2 = SEGCOLOR(0); stage = 2; } byte stp = prog; // % 256 for(uint16_t i = 0; i < SEGLEN; i++) { uint32_t color; if (stage == 2) { color = color_blend(color_from_palette(i, true, PALETTE_SOLID_WRAP, 2), color2, stp); } else if (stage == 1) { color = color_blend(color1, color_from_palette(i, true, PALETTE_SOLID_WRAP, 2), stp); } else { color = color_blend(color1, color2, stp); } setPixelColor(i, color); } return FRAMETIME; } /* * Creates random comets * Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/MultiComet.h */ uint16_t WS2812FX::mode_multi_comet(void) { uint32_t cycleTime = 10 + (uint32_t)(255 - SEGMENT.speed); uint32_t it = now / cycleTime; if (SEGENV.step == it) return FRAMETIME; if (!SEGENV.allocateData(sizeof(uint16_t) * 8)) return mode_static(); //allocation failed fade_out(SEGMENT.intensity); uint16_t* comets = reinterpret_cast(SEGENV.data); for(uint8_t i=0; i < 8; i++) { if(comets[i] < SEGLEN) { uint16_t index = comets[i]; if (SEGCOLOR(2) != 0) { setPixelColor(index, i % 2 ? color_from_palette(index, true, PALETTE_SOLID_WRAP, 0) : SEGCOLOR(2)); } else { setPixelColor(index, color_from_palette(index, true, PALETTE_SOLID_WRAP, 0)); } comets[i]++; } else { if(!random(SEGLEN)) { comets[i] = 0; } } } SEGENV.step = it; return FRAMETIME; } /* * Creates two Larson scanners moving in opposite directions * Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/DualLarson.h */ uint16_t WS2812FX::mode_dual_larson_scanner(void){ return larson_scanner(true); } /* * Running random pixels ("Stream 2") * Custom mode by Keith Lord: https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/RandomChase.h */ uint16_t WS2812FX::mode_random_chase(void) { if (SEGENV.call == 0) { SEGENV.step = RGBW32(random8(), random8(), random8(), 0); SEGENV.aux0 = random16(); } uint16_t prevSeed = random16_get_seed(); // save seed so we can restore it at the end of the function uint32_t cycleTime = 25 + (3 * (uint32_t)(255 - SEGMENT.speed)); uint32_t it = now / cycleTime; uint32_t color = SEGENV.step; random16_set_seed(SEGENV.aux0); for(uint16_t i = SEGLEN -1; i > 0; i--) { uint8_t r = random8(6) != 0 ? (color >> 16 & 0xFF) : random8(); uint8_t g = random8(6) != 0 ? (color >> 8 & 0xFF) : random8(); uint8_t b = random8(6) != 0 ? (color & 0xFF) : random8(); color = RGBW32(r, g, b, 0); setPixelColor(i, r, g, b); if (i == SEGLEN -1 && SEGENV.aux1 != (it & 0xFFFF)) { //new first color in next frame SEGENV.step = color; SEGENV.aux0 = random16_get_seed(); } } SEGENV.aux1 = it & 0xFFFF; random16_set_seed(prevSeed); // restore original seed so other effects can use "random" PRNG return FRAMETIME; } //7 bytes typedef struct Oscillator { int16_t pos; int8_t size; int8_t dir; int8_t speed; } oscillator; /* / Oscillating bars of color, updated with standard framerate */ uint16_t WS2812FX::mode_oscillate(void) { uint8_t numOscillators = 3; uint16_t dataSize = sizeof(oscillator) * numOscillators; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed Oscillator* oscillators = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) { oscillators[0] = {(int16_t)(SEGLEN/4), (int8_t)(SEGLEN/8), 1, 1}; oscillators[1] = {(int16_t)(SEGLEN/4*3), (int8_t)(SEGLEN/8), 1, 2}; oscillators[2] = {(int16_t)(SEGLEN/4*2), (int8_t)(SEGLEN/8), -1, 1}; } uint32_t cycleTime = 20 + (2 * (uint32_t)(255 - SEGMENT.speed)); uint32_t it = now / cycleTime; for(uint8_t i = 0; i < numOscillators; i++) { // if the counter has increased, move the oscillator by the random step if (it != SEGENV.step) oscillators[i].pos += oscillators[i].dir * oscillators[i].speed; oscillators[i].size = SEGLEN/(3+SEGMENT.intensity/8); if((oscillators[i].dir == -1) && (oscillators[i].pos <= 0)) { oscillators[i].pos = 0; oscillators[i].dir = 1; // make bigger steps for faster speeds oscillators[i].speed = SEGMENT.speed > 100 ? random8(2, 4):random8(1, 3); } if((oscillators[i].dir == 1) && (oscillators[i].pos >= (SEGLEN - 1))) { oscillators[i].pos = SEGLEN - 1; oscillators[i].dir = -1; oscillators[i].speed = SEGMENT.speed > 100 ? random8(2, 4):random8(1, 3); } } for(uint16_t i=0; i < SEGLEN; i++) { uint32_t color = BLACK; for(uint8_t j=0; j < numOscillators; j++) { if(i >= oscillators[j].pos - oscillators[j].size && i <= oscillators[j].pos + oscillators[j].size) { color = (color == BLACK) ? SEGCOLOR(j) : color_blend(color, SEGCOLOR(j), 128); } } setPixelColor(i, color); } SEGENV.step = it; return FRAMETIME; } uint16_t WS2812FX::mode_lightning(void) { uint16_t ledstart = random16(SEGLEN); // Determine starting location of flash uint16_t ledlen = 1 + random16(SEGLEN -ledstart); // Determine length of flash (not to go beyond NUM_LEDS-1) uint8_t bri = 255/random8(1, 3); if (SEGENV.aux1 == 0) //init, leader flash { SEGENV.aux1 = random8(4, 4 + SEGMENT.intensity/20); //number of flashes SEGENV.aux1 *= 2; bri = 52; //leader has lower brightness SEGENV.aux0 = 200; //200ms delay after leader } fill(SEGCOLOR(1)); if (SEGENV.aux1 > 3 && !(SEGENV.aux1 & 0x01)) { //flash on even number >2 for (int i = ledstart; i < ledstart + ledlen; i++) { setPixelColor(i,color_from_palette(i, true, PALETTE_SOLID_WRAP, 0, bri)); } SEGENV.aux1--; SEGENV.step = millis(); //return random8(4, 10); // each flash only lasts one frame/every 24ms... originally 4-10 milliseconds } else { if (millis() - SEGENV.step > SEGENV.aux0) { SEGENV.aux1--; if (SEGENV.aux1 < 2) SEGENV.aux1 = 0; SEGENV.aux0 = (50 + random8(100)); //delay between flashes if (SEGENV.aux1 == 2) { SEGENV.aux0 = (random8(255 - SEGMENT.speed) * 100); // delay between strikes } SEGENV.step = millis(); } } return FRAMETIME; } // Pride2015 // Animated, ever-changing rainbows. // by Mark Kriegsman: https://gist.github.com/kriegsman/964de772d64c502760e5 uint16_t WS2812FX::mode_pride_2015(void) { uint16_t duration = 10 + SEGMENT.speed; uint16_t sPseudotime = SEGENV.step; uint16_t sHue16 = SEGENV.aux0; uint8_t sat8 = beatsin88( 87, 220, 250); uint8_t brightdepth = beatsin88( 341, 96, 224); uint16_t brightnessthetainc16 = beatsin88( 203, (25 * 256), (40 * 256)); uint8_t msmultiplier = beatsin88(147, 23, 60); uint16_t hue16 = sHue16;//gHue * 256; uint16_t hueinc16 = beatsin88(113, 1, 3000); sPseudotime += duration * msmultiplier; sHue16 += duration * beatsin88( 400, 5,9); uint16_t brightnesstheta16 = sPseudotime; CRGB fastled_col; for (uint16_t i = 0 ; i < SEGLEN; i++) { hue16 += hueinc16; uint8_t hue8 = hue16 >> 8; brightnesstheta16 += brightnessthetainc16; uint16_t b16 = sin16( brightnesstheta16 ) + 32768; uint16_t bri16 = (uint32_t)((uint32_t)b16 * (uint32_t)b16) / 65536; uint8_t bri8 = (uint32_t)(((uint32_t)bri16) * brightdepth) / 65536; bri8 += (255 - brightdepth); CRGB newcolor = CHSV( hue8, sat8, bri8); fastled_col = col_to_crgb(getPixelColor(i)); nblend(fastled_col, newcolor, 64); setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); } SEGENV.step = sPseudotime; SEGENV.aux0 = sHue16; return FRAMETIME; } //eight colored dots, weaving in and out of sync with each other uint16_t WS2812FX::mode_juggle(void){ fade_out(SEGMENT.intensity); CRGB fastled_col; byte dothue = 0; for ( byte i = 0; i < 8; i++) { uint16_t index = 0 + beatsin88((128 + SEGMENT.speed)*(i + 7), 0, SEGLEN -1); fastled_col = col_to_crgb(getPixelColor(index)); fastled_col |= (SEGMENT.palette==0)?CHSV(dothue, 220, 255):ColorFromPalette(currentPalette, dothue, 255); setPixelColor(index, fastled_col.red, fastled_col.green, fastled_col.blue); dothue += 32; } return FRAMETIME; } uint16_t WS2812FX::mode_palette() { uint16_t counter = 0; if (SEGMENT.speed != 0) { counter = (now * ((SEGMENT.speed >> 3) +1)) & 0xFFFF; counter = counter >> 8; } bool noWrap = (paletteBlend == 2 || (paletteBlend == 0 && SEGMENT.speed == 0)); for (uint16_t i = 0; i < SEGLEN; i++) { uint8_t colorIndex = (i * 255 / SEGLEN) - counter; if (noWrap) colorIndex = map(colorIndex, 0, 255, 0, 240); //cut off blend at palette "end" setPixelColor(i, color_from_palette(colorIndex, false, true, 255)); } return FRAMETIME; } // WLED limitation: Analog Clock overlay will NOT work when Fire2012 is active // Fire2012 by Mark Kriegsman, July 2012 // as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY //// // This basic one-dimensional 'fire' simulation works roughly as follows: // There's a underlying array of 'heat' cells, that model the temperature // at each point along the line. Every cycle through the simulation, // four steps are performed: // 1) All cells cool down a little bit, losing heat to the air // 2) The heat from each cell drifts 'up' and diffuses a little // 3) Sometimes randomly new 'sparks' of heat are added at the bottom // 4) The heat from each cell is rendered as a color into the leds array // The heat-to-color mapping uses a black-body radiation approximation. // // Temperature is in arbitrary units from 0 (cold black) to 255 (white hot). // // This simulation scales it self a bit depending on NUM_LEDS; it should look // "OK" on anywhere from 20 to 100 LEDs without too much tweaking. // // I recommend running this simulation at anywhere from 30-100 frames per second, // meaning an interframe delay of about 10-35 milliseconds. // // Looks best on a high-density LED setup (60+ pixels/meter). // // // There are two main parameters you can play with to control the look and // feel of your fire: COOLING (used in step 1 above) (Speed = COOLING), and SPARKING (used // in step 3 above) (Effect Intensity = Sparking). uint16_t WS2812FX::mode_fire_2012() { uint32_t it = now >> 5; //div 32 uint16_t nFlames = SEGMENT.virtualHeight(); uint16_t q = nFlames>>2; // a quarter of segment height if (!SEGENV.allocateData(SEGLEN*nFlames)) return mode_static(); //allocation failed byte* heat = SEGENV.data; if (it != SEGENV.step) { SEGENV.step = it; uint8_t ignition = max(3,SEGLEN/10); // ignition area: 10% of segment length or minimum 3 pixels for (uint16_t f = 0; f < nFlames; f++) { // Step 1. Cool down every cell a little for (uint16_t i = 0; i < SEGLEN; i++) { uint8_t cool = (((20 + SEGMENT.speed /3) * 10) / SEGLEN); // 2D enhancement: cool sides of the flame a bit more if (nFlames>5) { if (f < q) qadd8(cool, (uint16_t)((cool * (q-f))/nFlames)); // cool segment sides a bit more if (f > 3*q) qadd8(cool, (uint16_t)((cool * (nFlames-f))/nFlames)); // cool segment sides a bit more } uint8_t temp = qsub8(heat[i+SEGLEN*f], random8(0, cool + 2)); heat[i+SEGLEN*f] = (temp==0 && i 1; k--) { heat[k+SEGLEN*f] = (heat[k+SEGLEN*f - 1] + (heat[k+SEGLEN*f - 2]<<1) ) / 3; // heat[k-2] multiplied by 2 } // Step 3. Randomly ignite new 'sparks' of heat near the bottom if (random8() <= SEGMENT.intensity) { uint8_t y = random8(ignition); if (y < SEGLEN) heat[y+SEGLEN*f] = qadd8(heat[y+SEGLEN*f], random8(160,255)); } // Step 4. Map from heat cells to LED colors for (uint16_t j = 0; j < SEGLEN; j++) { CRGB color = ColorFromPalette(currentPalette, MIN(heat[j+SEGLEN*f],240), 255, LINEARBLEND); if (isMatrix) setPixelColorXY(j, f, color); else setPixelColor(j, color); } } } return FRAMETIME; } // ColorWavesWithPalettes by Mark Kriegsman: https://gist.github.com/kriegsman/8281905786e8b2632aeb // This function draws color waves with an ever-changing, // widely-varying set of parameters, using a color palette. uint16_t WS2812FX::mode_colorwaves() { uint16_t duration = 10 + SEGMENT.speed; uint16_t sPseudotime = SEGENV.step; uint16_t sHue16 = SEGENV.aux0; uint8_t brightdepth = beatsin88(341, 96, 224); uint16_t brightnessthetainc16 = beatsin88( 203, (25 * 256), (40 * 256)); uint8_t msmultiplier = beatsin88(147, 23, 60); uint16_t hue16 = sHue16;//gHue * 256; // uint16_t hueinc16 = beatsin88(113, 300, 1500); uint16_t hueinc16 = beatsin88(113, 60, 300)*SEGMENT.intensity*10/255; // Use the Intensity Slider for the hues sPseudotime += duration * msmultiplier; sHue16 += duration * beatsin88(400, 5, 9); uint16_t brightnesstheta16 = sPseudotime; CRGB fastled_col; for ( uint16_t i = 0 ; i < SEGLEN; i++) { hue16 += hueinc16; uint8_t hue8 = hue16 >> 8; uint16_t h16_128 = hue16 >> 7; if ( h16_128 & 0x100) { hue8 = 255 - (h16_128 >> 1); } else { hue8 = h16_128 >> 1; } brightnesstheta16 += brightnessthetainc16; uint16_t b16 = sin16( brightnesstheta16 ) + 32768; uint16_t bri16 = (uint32_t)((uint32_t)b16 * (uint32_t)b16) / 65536; uint8_t bri8 = (uint32_t)(((uint32_t)bri16) * brightdepth) / 65536; bri8 += (255 - brightdepth); CRGB newcolor = ColorFromPalette(currentPalette, hue8, bri8); fastled_col = col_to_crgb(getPixelColor(i)); nblend(fastled_col, newcolor, 128); setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); } SEGENV.step = sPseudotime; SEGENV.aux0 = sHue16; return FRAMETIME; } // colored stripes pulsing at a defined Beats-Per-Minute (BPM) uint16_t WS2812FX::mode_bpm() { CRGB fastled_col; uint32_t stp = (now / 20) & 0xFF; uint8_t beat = beatsin8(SEGMENT.speed, 64, 255); for (uint16_t i = 0; i < SEGLEN; i++) { fastled_col = ColorFromPalette(currentPalette, stp + (i * 2), beat - stp + (i * 10)); setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); } return FRAMETIME; } uint16_t WS2812FX::mode_fillnoise8() { if (SEGENV.call == 0) SEGENV.step = random16(12345); CRGB fastled_col; for (uint16_t i = 0; i < SEGLEN; i++) { uint8_t index = inoise8(i * SEGLEN, SEGENV.step + i * SEGLEN); fastled_col = ColorFromPalette(currentPalette, index, 255, LINEARBLEND); setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); } SEGENV.step += beatsin8(SEGMENT.speed, 1, 6); //10,1,4 return FRAMETIME; } uint16_t WS2812FX::mode_noise16_1() { uint16_t scale = 320; // the "zoom factor" for the noise CRGB fastled_col; SEGENV.step += (1 + SEGMENT.speed/16); for (uint16_t i = 0; i < SEGLEN; i++) { uint16_t shift_x = beatsin8(11); // the x position of the noise field swings @ 17 bpm uint16_t shift_y = SEGENV.step/42; // the y position becomes slowly incremented uint16_t real_x = (i + shift_x) * scale; // the x position of the noise field swings @ 17 bpm uint16_t real_y = (i + shift_y) * scale; // the y position becomes slowly incremented uint32_t real_z = SEGENV.step; // the z position becomes quickly incremented uint8_t noise = inoise16(real_x, real_y, real_z) >> 8; // get the noise data and scale it down uint8_t index = sin8(noise * 3); // map LED color based on noise data fastled_col = ColorFromPalette(currentPalette, index, 255, LINEARBLEND); // With that value, look up the 8 bit colour palette value and assign it to the current LED. setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); } return FRAMETIME; } uint16_t WS2812FX::mode_noise16_2() { uint16_t scale = 1000; // the "zoom factor" for the noise CRGB fastled_col; SEGENV.step += (1 + (SEGMENT.speed >> 1)); for (uint16_t i = 0; i < SEGLEN; i++) { uint16_t shift_x = SEGENV.step >> 6; // x as a function of time uint32_t real_x = (i + shift_x) * scale; // calculate the coordinates within the noise field uint8_t noise = inoise16(real_x, 0, 4223) >> 8; // get the noise data and scale it down uint8_t index = sin8(noise * 3); // map led color based on noise data fastled_col = ColorFromPalette(currentPalette, index, noise, LINEARBLEND); // With that value, look up the 8 bit colour palette value and assign it to the current LED. setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); } return FRAMETIME; } uint16_t WS2812FX::mode_noise16_3() { uint16_t scale = 800; // the "zoom factor" for the noise CRGB fastled_col; SEGENV.step += (1 + SEGMENT.speed); for (uint16_t i = 0; i < SEGLEN; i++) { uint16_t shift_x = 4223; // no movement along x and y uint16_t shift_y = 1234; uint32_t real_x = (i + shift_x) * scale; // calculate the coordinates within the noise field uint32_t real_y = (i + shift_y) * scale; // based on the precalculated positions uint32_t real_z = SEGENV.step*8; uint8_t noise = inoise16(real_x, real_y, real_z) >> 8; // get the noise data and scale it down uint8_t index = sin8(noise * 3); // map led color based on noise data fastled_col = ColorFromPalette(currentPalette, index, noise, LINEARBLEND); // With that value, look up the 8 bit colour palette value and assign it to the current LED. setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); } return FRAMETIME; } //https://github.com/aykevl/ledstrip-spark/blob/master/ledstrip.ino uint16_t WS2812FX::mode_noise16_4() { CRGB fastled_col; uint32_t stp = (now * SEGMENT.speed) >> 7; for (uint16_t i = 0; i < SEGLEN; i++) { int16_t index = inoise16(uint32_t(i) << 12, stp); fastled_col = ColorFromPalette(currentPalette, index); setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); } return FRAMETIME; } //based on https://gist.github.com/kriegsman/5408ecd397744ba0393e uint16_t WS2812FX::mode_colortwinkle() { uint16_t dataSize = (SEGLEN+7) >> 3; //1 bit per LED if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB fastled_col, prev; fract8 fadeUpAmount = _brightness>28 ? 8 + (SEGMENT.speed>>2) : 68-_brightness, fadeDownAmount = _brightness>28 ? 8 + (SEGMENT.speed>>3) : 68-_brightness; for (uint16_t i = 0; i < SEGLEN; i++) { fastled_col = col_to_crgb(getPixelColor(i)); prev = fastled_col; uint16_t index = i >> 3; uint8_t bitNum = i & 0x07; bool fadeUp = bitRead(SEGENV.data[index], bitNum); if (fadeUp) { CRGB incrementalColor = fastled_col; incrementalColor.nscale8_video(fadeUpAmount); fastled_col += incrementalColor; if (fastled_col.red == 255 || fastled_col.green == 255 || fastled_col.blue == 255) { bitWrite(SEGENV.data[index], bitNum, false); } setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); if (col_to_crgb(getPixelColor(i)) == prev) { //fix "stuck" pixels fastled_col += fastled_col; setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); } } else { fastled_col.nscale8(255 - fadeDownAmount); setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); } } for (uint16_t j = 0; j <= SEGLEN / 50; j++) { if (random8() <= SEGMENT.intensity) { for (uint8_t times = 0; times < 5; times++) { //attempt to spawn a new pixel 5 times int i = random16(SEGLEN); if (getPixelColor(i) == 0) { fastled_col = ColorFromPalette(currentPalette, random8(), 64, NOBLEND); uint16_t index = i >> 3; uint8_t bitNum = i & 0x07; bitWrite(SEGENV.data[index], bitNum, true); setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); break; //only spawn 1 new pixel per frame per 50 LEDs } } } } return FRAMETIME_FIXED; } //Calm effect, like a lake at night uint16_t WS2812FX::mode_lake() { uint8_t sp = SEGMENT.speed/10; int wave1 = beatsin8(sp +2, -64,64); int wave2 = beatsin8(sp +1, -64,64); uint8_t wave3 = beatsin8(sp +2, 0,80); CRGB fastled_col; for (uint16_t i = 0; i < SEGLEN; i++) { int index = cos8((i*15)+ wave1)/2 + cubicwave8((i*23)+ wave2)/2; uint8_t lum = (index > wave3) ? index - wave3 : 0; fastled_col = ColorFromPalette(currentPalette, map(index,0,255,0,240), lum, LINEARBLEND); setPixelColor(i, fastled_col.red, fastled_col.green, fastled_col.blue); } return FRAMETIME; } // meteor effect // send a meteor from begining to to the end of the strip with a trail that randomly decays. // adapted from https://www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/#LEDStripEffectMeteorRain uint16_t WS2812FX::mode_meteor() { if (!SEGENV.allocateData(SEGLEN)) return mode_static(); //allocation failed byte* trail = SEGENV.data; byte meteorSize= 1+ SEGLEN / 10; uint16_t counter = now * ((SEGMENT.speed >> 2) +8); uint16_t in = counter * SEGLEN >> 16; // fade all leds to colors[1] in LEDs one step for (uint16_t i = 0; i < SEGLEN; i++) { if (random8() <= 255 - SEGMENT.intensity) { byte meteorTrailDecay = 128 + random8(127); trail[i] = scale8(trail[i], meteorTrailDecay); setPixelColor(i, color_from_palette(trail[i], false, true, 255)); } } // draw meteor for(int j = 0; j < meteorSize; j++) { uint16_t index = in + j; if(index >= SEGLEN) { index = (in + j - SEGLEN); } trail[index] = 240; setPixelColor(index, color_from_palette(trail[index], false, true, 255)); } return FRAMETIME; } // smooth meteor effect // send a meteor from begining to to the end of the strip with a trail that randomly decays. // adapted from https://www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/#LEDStripEffectMeteorRain uint16_t WS2812FX::mode_meteor_smooth() { if (!SEGENV.allocateData(SEGLEN)) return mode_static(); //allocation failed byte* trail = SEGENV.data; byte meteorSize= 1+ SEGLEN / 10; uint16_t in = map((SEGENV.step >> 6 & 0xFF), 0, 255, 0, SEGLEN -1); // fade all leds to colors[1] in LEDs one step for (uint16_t i = 0; i < SEGLEN; i++) { if (trail[i] != 0 && random8() <= 255 - SEGMENT.intensity) { int change = 3 - random8(12); //change each time between -8 and +3 trail[i] += change; if (trail[i] > 245) trail[i] = 0; if (trail[i] > 240) trail[i] = 240; setPixelColor(i, color_from_palette(trail[i], false, true, 255)); } } // draw meteor for(int j = 0; j < meteorSize; j++) { uint16_t index = in + j; if(in + j >= SEGLEN) { index = (in + j - SEGLEN); } setPixelColor(index, color_blend(getPixelColor(index), color_from_palette(240, false, true, 255), 48)); trail[index] = 240; } SEGENV.step += SEGMENT.speed +1; return FRAMETIME; } //Railway Crossing / Christmas Fairy lights uint16_t WS2812FX::mode_railway() { uint16_t dur = 40 + (255 - SEGMENT.speed) * 10; uint16_t rampdur = (dur * SEGMENT.intensity) >> 8; if (SEGENV.step > dur) { //reverse direction SEGENV.step = 0; SEGENV.aux0 = !SEGENV.aux0; } uint8_t pos = 255; if (rampdur != 0) { uint16_t p0 = (SEGENV.step * 255) / rampdur; if (p0 < 255) pos = p0; } if (SEGENV.aux0) pos = 255 - pos; for (uint16_t i = 0; i < SEGLEN; i += 2) { setPixelColor(i, color_from_palette(255 - pos, false, false, 255)); if (i < SEGLEN -1) { setPixelColor(i + 1, color_from_palette(pos, false, false, 255)); } } SEGENV.step += FRAMETIME; return FRAMETIME; } //Water ripple //propagation velocity from speed //drop rate from intensity //4 bytes typedef struct Ripple { uint8_t state; uint8_t color; uint16_t pos; } ripple; #ifdef ESP8266 #define MAX_RIPPLES 56 #else #define MAX_RIPPLES 100 #endif uint16_t WS2812FX::ripple_base(bool rainbow) { uint16_t maxRipples = min(1 + (SEGLEN >> 2), MAX_RIPPLES); // 56 max for 16 segment ESP8266 uint16_t dataSize = sizeof(ripple) * maxRipples; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed Ripple* ripples = reinterpret_cast(SEGENV.data); // ranbow background or chosen background, all very dim. if (rainbow) { if (SEGENV.call ==0) { SEGENV.aux0 = random8(); SEGENV.aux1 = random8(); } if (SEGENV.aux0 == SEGENV.aux1) { SEGENV.aux1 = random8(); } else if (SEGENV.aux1 > SEGENV.aux0) { SEGENV.aux0++; } else { SEGENV.aux0--; } fill(color_blend(color_wheel(SEGENV.aux0),BLACK,235)); } else { fill(SEGCOLOR(1)); } //draw wave for (uint16_t i = 0; i < maxRipples; i++) { uint16_t ripplestate = ripples[i].state; if (ripplestate) { uint8_t rippledecay = (SEGMENT.speed >> 4) +1; //faster decay if faster propagation uint16_t rippleorigin = ripples[i].pos; uint32_t col = color_from_palette(ripples[i].color, false, false, 255); uint16_t propagation = ((ripplestate/rippledecay -1) * SEGMENT.speed); int16_t propI = propagation >> 8; uint8_t propF = propagation & 0xFF; int16_t left = rippleorigin - propI -1; uint8_t amp = (ripplestate < 17) ? triwave8((ripplestate-1)*8) : map(ripplestate,17,255,255,2); for (int16_t v = left; v < left +4; v++) { uint8_t mag = scale8(cubicwave8((propF>>2)+(v-left)*64), amp); if (v < SEGLEN && v >= 0) { setPixelColor(v, color_blend(getPixelColor(v), col, mag)); } int16_t w = left + propI*2 + 3 -(v-left); if (w < SEGLEN && w >= 0) { setPixelColor(w, color_blend(getPixelColor(w), col, mag)); } } ripplestate += rippledecay; ripples[i].state = (ripplestate > 254) ? 0 : ripplestate; } else //randomly create new wave { if (random16(IBN + 10000) <= SEGMENT.intensity) { ripples[i].state = 1; ripples[i].pos = random16(SEGLEN); ripples[i].color = random8(); //color } } } return FRAMETIME; } #undef MAX_RIPPLES uint16_t WS2812FX::mode_ripple(void) { return ripple_base(false); } uint16_t WS2812FX::mode_ripple_rainbow(void) { return ripple_base(true); } // TwinkleFOX by Mark Kriegsman: https://gist.github.com/kriegsman/756ea6dcae8e30845b5a // // TwinkleFOX: Twinkling 'holiday' lights that fade in and out. // Colors are chosen from a palette. Read more about this effect using the link above! // If COOL_LIKE_INCANDESCENT is set to 1, colors will // fade out slighted 'reddened', similar to how // incandescent bulbs change color as they get dim down. #define COOL_LIKE_INCANDESCENT 1 CRGB WS2812FX::twinklefox_one_twinkle(uint32_t ms, uint8_t salt, bool cat) { // Overall twinkle speed (changed) uint16_t ticks = ms / SEGENV.aux0; uint8_t fastcycle8 = ticks; uint16_t slowcycle16 = (ticks >> 8) + salt; slowcycle16 += sin8(slowcycle16); slowcycle16 = (slowcycle16 * 2053) + 1384; uint8_t slowcycle8 = (slowcycle16 & 0xFF) + (slowcycle16 >> 8); // Overall twinkle density. // 0 (NONE lit) to 8 (ALL lit at once). // Default is 5. uint8_t twinkleDensity = (SEGMENT.intensity >> 5) +1; uint8_t bright = 0; if (((slowcycle8 & 0x0E)/2) < twinkleDensity) { uint8_t ph = fastcycle8; // This is like 'triwave8', which produces a // symmetrical up-and-down triangle sawtooth waveform, except that this // function produces a triangle wave with a faster attack and a slower decay if (cat) //twinklecat, variant where the leds instantly turn on { bright = 255 - ph; } else { //vanilla twinklefox if (ph < 86) { bright = ph * 3; } else { ph -= 86; bright = 255 - (ph + (ph/2)); } } } uint8_t hue = slowcycle8 - salt; CRGB c; if (bright > 0) { c = ColorFromPalette(currentPalette, hue, bright, NOBLEND); if(COOL_LIKE_INCANDESCENT == 1) { // This code takes a pixel, and if its in the 'fading down' // part of the cycle, it adjusts the color a little bit like the // way that incandescent bulbs fade toward 'red' as they dim. if (fastcycle8 >= 128) { uint8_t cooling = (fastcycle8 - 128) >> 4; c.g = qsub8(c.g, cooling); c.b = qsub8(c.b, cooling * 2); } } } else { c = CRGB::Black; } return c; } // This function loops over each pixel, calculates the // adjusted 'clock' that this pixel should use, and calls // "CalculateOneTwinkle" on each pixel. It then displays // either the twinkle color of the background color, // whichever is brighter. uint16_t WS2812FX::twinklefox_base(bool cat) { // "PRNG16" is the pseudorandom number generator // It MUST be reset to the same starting value each time // this function is called, so that the sequence of 'random' // numbers that it generates is (paradoxically) stable. uint16_t PRNG16 = 11337; // Calculate speed if (SEGMENT.speed > 100) SEGENV.aux0 = 3 + ((255 - SEGMENT.speed) >> 3); else SEGENV.aux0 = 22 + ((100 - SEGMENT.speed) >> 1); // Set up the background color, "bg". CRGB bg; bg = col_to_crgb(SEGCOLOR(1)); uint8_t bglight = bg.getAverageLight(); if (bglight > 64) { bg.nscale8_video(16); // very bright, so scale to 1/16th } else if (bglight > 16) { bg.nscale8_video(64); // not that bright, so scale to 1/4th } else { bg.nscale8_video(86); // dim, scale to 1/3rd. } uint8_t backgroundBrightness = bg.getAverageLight(); for (uint16_t i = 0; i < SEGLEN; i++) { PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; // next 'random' number uint16_t myclockoffset16= PRNG16; // use that number as clock offset PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; // next 'random' number // use that number as clock speed adjustment factor (in 8ths, from 8/8ths to 23/8ths) uint8_t myspeedmultiplierQ5_3 = ((((PRNG16 & 0xFF)>>4) + (PRNG16 & 0x0F)) & 0x0F) + 0x08; uint32_t myclock30 = (uint32_t)((now * myspeedmultiplierQ5_3) >> 3) + myclockoffset16; uint8_t myunique8 = PRNG16 >> 8; // get 'salt' value for this pixel // We now have the adjusted 'clock' for this pixel, now we call // the function that computes what color the pixel should be based // on the "brightness = f( time )" idea. CRGB c = twinklefox_one_twinkle(myclock30, myunique8, cat); uint8_t cbright = c.getAverageLight(); int16_t deltabright = cbright - backgroundBrightness; if (deltabright >= 32 || (!bg)) { // If the new pixel is significantly brighter than the background color, // use the new color. setPixelColor(i, c.red, c.green, c.blue); } else if (deltabright > 0) { // If the new pixel is just slightly brighter than the background color, // mix a blend of the new color and the background color setPixelColor(i, color_blend(crgb_to_col(bg), crgb_to_col(c), deltabright * 8)); } else { // if the new pixel is not at all brighter than the background color, // just use the background color. setPixelColor(i, bg.r, bg.g, bg.b); } } return FRAMETIME; } uint16_t WS2812FX::mode_twinklefox() { return twinklefox_base(false); } uint16_t WS2812FX::mode_twinklecat() { return twinklefox_base(true); } //inspired by https://www.tweaking4all.com/hardware/arduino/adruino-led-strip-effects/#LEDStripEffectBlinkingHalloweenEyes #define HALLOWEEN_EYE_SPACE (2*MAX(1,SEGLEN>>5)) #define HALLOWEEN_EYE_WIDTH MAX(1,SEGLEN>>5) uint16_t WS2812FX::mode_halloween_eyes() { uint16_t eyeLength = (2*HALLOWEEN_EYE_WIDTH) + HALLOWEEN_EYE_SPACE; if (eyeLength > SEGLEN) return mode_static(); //bail if segment too short fill(SEGCOLOR(1)); //fill background uint8_t state = SEGENV.aux1 >> 8; uint16_t stateTime = SEGENV.call; if (stateTime == 0) stateTime = 2000; if (state == 0) { //spawn eyes SEGENV.aux0 = random16(0, SEGLEN - eyeLength); //start pos SEGENV.aux1 = random8(); //color if (isMatrix) SEGMENT.offset = random16(SEGMENT.virtualHeight()-1); // a hack: reuse offset since it is not used in matrices state = 1; } if (state < 2) { //fade eyes uint16_t startPos = SEGENV.aux0; uint16_t start2ndEye = startPos + HALLOWEEN_EYE_WIDTH + HALLOWEEN_EYE_SPACE; uint32_t fadestage = (now - SEGENV.step)*255 / stateTime; if (fadestage > 255) fadestage = 255; uint32_t c = color_blend(color_from_palette(SEGENV.aux1 & 0xFF, false, false, 0), SEGCOLOR(1), fadestage); for (uint16_t i = 0; i < HALLOWEEN_EYE_WIDTH; i++) { if (isMatrix) { setPixelColorXY(startPos + i, SEGMENT.offset, c); setPixelColorXY(start2ndEye + i, SEGMENT.offset, c); } else { setPixelColor(startPos + i, c); setPixelColor(start2ndEye + i, c); } } } if (now - SEGENV.step > stateTime) { state++; if (state > 2) state = 0; if (state < 2) { stateTime = 100 + (255 - SEGMENT.intensity)*10; //eye fade time } else { uint16_t eyeOffTimeBase = (255 - SEGMENT.speed)*10; stateTime = eyeOffTimeBase + random16(eyeOffTimeBase); } SEGENV.step = now; SEGENV.call = stateTime; } SEGENV.aux1 = (SEGENV.aux1 & 0xFF) + (state << 8); //save state return FRAMETIME; } //Speed slider sets amount of LEDs lit, intensity sets unlit uint16_t WS2812FX::mode_static_pattern() { uint16_t lit = 1 + SEGMENT.speed; uint16_t unlit = 1 + SEGMENT.intensity; bool drawingLit = true; uint16_t cnt = 0; for (uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, (drawingLit) ? color_from_palette(i, true, PALETTE_SOLID_WRAP, 0) : SEGCOLOR(1)); cnt++; if (cnt >= ((drawingLit) ? lit : unlit)) { cnt = 0; drawingLit = !drawingLit; } } return FRAMETIME; } uint16_t WS2812FX::mode_tri_static_pattern() { uint8_t segSize = (SEGMENT.intensity >> 5) +1; uint8_t currSeg = 0; uint16_t currSegCount = 0; for (uint16_t i = 0; i < SEGLEN; i++) { if ( currSeg % 3 == 0 ) { setPixelColor(i, SEGCOLOR(0)); } else if( currSeg % 3 == 1) { setPixelColor(i, SEGCOLOR(1)); } else { setPixelColor(i, (SEGCOLOR(2) > 0 ? SEGCOLOR(2) : WHITE)); } currSegCount += 1; if (currSegCount >= segSize) { currSeg +=1; currSegCount = 0; } } return FRAMETIME; } uint16_t WS2812FX::spots_base(uint16_t threshold) { fill(SEGCOLOR(1)); uint16_t maxZones = SEGLEN >> 2; uint16_t zones = 1 + ((SEGMENT.intensity * maxZones) >> 8); uint16_t zoneLen = SEGLEN / zones; uint16_t offset = (SEGLEN - zones * zoneLen) >> 1; for (uint16_t z = 0; z < zones; z++) { uint16_t pos = offset + z * zoneLen; for (uint16_t i = 0; i < zoneLen; i++) { uint16_t wave = triwave16((i * 0xFFFF) / zoneLen); if (wave > threshold) { uint16_t index = 0 + pos + i; uint8_t s = (wave - threshold)*255 / (0xFFFF - threshold); setPixelColor(index, color_blend(color_from_palette(index, true, PALETTE_SOLID_WRAP, 0), SEGCOLOR(1), 255-s)); } } } return FRAMETIME; } //Intensity slider sets number of "lights", speed sets LEDs per light uint16_t WS2812FX::mode_spots() { return spots_base((255 - SEGMENT.speed) << 8); } //Intensity slider sets number of "lights", LEDs per light fade in and out uint16_t WS2812FX::mode_spots_fade() { uint16_t counter = now * ((SEGMENT.speed >> 2) +8); uint16_t t = triwave16(counter); uint16_t tr = (t >> 1) + (t >> 2); return spots_base(tr); } //each needs 12 bytes typedef struct Ball { unsigned long lastBounceTime; float impactVelocity; float height; } ball; /* * Bouncing Balls Effect */ uint16_t WS2812FX::mode_bouncing_balls(void) { //allocate segment data uint16_t maxNumBalls = 16; uint16_t dataSize = sizeof(ball) * maxNumBalls; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed Ball* balls = reinterpret_cast(SEGENV.data); // number of balls based on intensity setting to max of 7 (cycles colors) // non-chosen color is a random color uint8_t numBalls = int(((SEGMENT.intensity * (maxNumBalls - 0.8f)) / 255) + 1); float gravity = -9.81; // standard value of gravity float impactVelocityStart = sqrt( -2 * gravity); unsigned long time = millis(); if (SEGENV.call == 0) { for (uint8_t i = 0; i < maxNumBalls; i++) balls[i].lastBounceTime = time; } bool hasCol2 = SEGCOLOR(2); fill(hasCol2 ? BLACK : SEGCOLOR(1)); for (uint8_t i = 0; i < numBalls; i++) { float timeSinceLastBounce = (time - balls[i].lastBounceTime)/((255-SEGMENT.speed)*8/256 +1); balls[i].height = 0.5 * gravity * pow(timeSinceLastBounce/1000 , 2.0) + balls[i].impactVelocity * timeSinceLastBounce/1000; if (balls[i].height < 0) { //start bounce balls[i].height = 0; //damping for better effect using multiple balls float dampening = 0.90 - float(i)/pow(numBalls,2); balls[i].impactVelocity = dampening * balls[i].impactVelocity; balls[i].lastBounceTime = time; if (balls[i].impactVelocity < 0.015) { balls[i].impactVelocity = impactVelocityStart; } } uint32_t color = SEGCOLOR(0); if (SEGMENT.palette) { color = color_wheel(i*(256/MAX(numBalls, 8))); } else if (hasCol2) { color = SEGCOLOR(i % NUM_COLORS); } uint16_t pos = round(balls[i].height * (SEGLEN - 1)); setPixelColor(pos, color); } return FRAMETIME; } /* * Sinelon stolen from FASTLED examples */ uint16_t WS2812FX::sinelon_base(bool dual, bool rainbow=false) { fade_out(SEGMENT.intensity); uint16_t pos = beatsin16(SEGMENT.speed/10,0,SEGLEN-1); if (SEGENV.call == 0) SEGENV.aux0 = pos; uint32_t color1 = color_from_palette(pos, true, false, 0); uint32_t color2 = SEGCOLOR(2); if (rainbow) { color1 = color_wheel((pos & 0x07) * 32); } setPixelColor(pos, color1); if (dual) { if (!color2) color2 = color_from_palette(pos, true, false, 0); if (rainbow) color2 = color1; //rainbow setPixelColor(SEGLEN-1-pos, color2); } if (SEGENV.aux0 != pos) { if (SEGENV.aux0 < pos) { for (uint16_t i = SEGENV.aux0; i < pos ; i++) { setPixelColor(i, color1); if (dual) setPixelColor(SEGLEN-1-i, color2); } } else { for (uint16_t i = SEGENV.aux0; i > pos ; i--) { setPixelColor(i, color1); if (dual) setPixelColor(SEGLEN-1-i, color2); } } SEGENV.aux0 = pos; } return FRAMETIME; } uint16_t WS2812FX::mode_sinelon(void) { return sinelon_base(false); } uint16_t WS2812FX::mode_sinelon_dual(void) { return sinelon_base(true); } uint16_t WS2812FX::mode_sinelon_rainbow(void) { return sinelon_base(false, true); } //Rainbow with glitter, inspired by https://gist.github.com/kriegsman/062e10f7f07ba8518af6 uint16_t WS2812FX::mode_glitter() { mode_palette(); if (SEGMENT.intensity > random8()) { setPixelColor(random16(SEGLEN), ULTRAWHITE); } return FRAMETIME; } //each needs 11 bytes //Spark type is used for popcorn, 1D fireworks, and drip typedef struct Spark { float pos; float vel; uint16_t col; uint8_t colIndex; } spark; /* * POPCORN * modified from https://github.com/kitesurfer1404/WS2812FX/blob/master/src/custom/Popcorn.h */ uint16_t WS2812FX::mode_popcorn(void) { //allocate segment data uint16_t maxNumPopcorn = 21; // max 21 on 16 segment ESP8266 uint16_t dataSize = sizeof(spark) * maxNumPopcorn; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed Spark* popcorn = reinterpret_cast(SEGENV.data); float gravity = -0.0001 - (SEGMENT.speed/200000.0); // m/s/s gravity *= SEGLEN; bool hasCol2 = SEGCOLOR(2); fill(hasCol2 ? BLACK : SEGCOLOR(1)); uint8_t numPopcorn = SEGMENT.intensity*maxNumPopcorn/255; if (numPopcorn == 0) numPopcorn = 1; for(uint8_t i = 0; i < numPopcorn; i++) { if (popcorn[i].pos >= 0.0f) { // if kernel is active, update its position popcorn[i].pos += popcorn[i].vel; popcorn[i].vel += gravity; } else { // if kernel is inactive, randomly pop it if (random8() < 2) { // POP!!! popcorn[i].pos = 0.01f; uint16_t peakHeight = 128 + random8(128); //0-255 peakHeight = (peakHeight * (SEGLEN -1)) >> 8; popcorn[i].vel = sqrt(-2.0 * gravity * peakHeight); if (SEGMENT.palette) { popcorn[i].colIndex = random8(); } else { byte col = random8(0, NUM_COLORS); if (!hasCol2 || !SEGCOLOR(col)) col = 0; popcorn[i].colIndex = col; } } } if (popcorn[i].pos >= 0.0f) { // draw now active popcorn (either active before or just popped) uint32_t col = color_wheel(popcorn[i].colIndex); if (!SEGMENT.palette && popcorn[i].colIndex < NUM_COLORS) col = SEGCOLOR(popcorn[i].colIndex); uint16_t ledIndex = popcorn[i].pos; if (ledIndex < SEGLEN) setPixelColor(ledIndex, col); } } return FRAMETIME; } //values close to 100 produce 5Hz flicker, which looks very candle-y //Inspired by https://github.com/avanhanegem/ArduinoCandleEffectNeoPixel //and https://cpldcpu.wordpress.com/2016/01/05/reverse-engineering-a-real-candle/ uint16_t WS2812FX::candle(bool multi) { if (multi) { //allocate segment data uint16_t dataSize = (SEGLEN -1) *3; //max. 1365 pixels (ESP8266) if (!SEGENV.allocateData(dataSize)) return candle(false); //allocation failed } //max. flicker range controlled by intensity uint8_t valrange = SEGMENT.intensity; uint8_t rndval = valrange >> 1; //max 127 //step (how much to move closer to target per frame) coarsely set by speed uint8_t speedFactor = 4; if (SEGMENT.speed > 252) { //epilepsy speedFactor = 1; } else if (SEGMENT.speed > 99) { //regular candle (mode called every ~25 ms, so 4 frames to have a new target every 100ms) speedFactor = 2; } else if (SEGMENT.speed > 49) { //slower fade speedFactor = 3; } //else 4 (slowest) uint16_t numCandles = (multi) ? SEGLEN : 1; for (uint16_t i = 0; i < numCandles; i++) { uint16_t d = 0; //data location uint8_t s = SEGENV.aux0, s_target = SEGENV.aux1, fadeStep = SEGENV.step; if (i > 0) { d = (i-1) *3; s = SEGENV.data[d]; s_target = SEGENV.data[d+1]; fadeStep = SEGENV.data[d+2]; } if (fadeStep == 0) { //init vals s = 128; s_target = 130 + random8(4); fadeStep = 1; } bool newTarget = false; if (s_target > s) { //fade up s = qadd8(s, fadeStep); if (s >= s_target) newTarget = true; } else { s = qsub8(s, fadeStep); if (s <= s_target) newTarget = true; } if (newTarget) { s_target = random8(rndval) + random8(rndval); //between 0 and rndval*2 -2 = 252 if (s_target < (rndval >> 1)) s_target = (rndval >> 1) + random8(rndval); uint8_t offset = (255 - valrange); s_target += offset; uint8_t dif = (s_target > s) ? s_target - s : s - s_target; fadeStep = dif >> speedFactor; if (fadeStep == 0) fadeStep = 1; } if (i > 0) { setPixelColor(i, color_blend(SEGCOLOR(1), color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), s)); SEGENV.data[d] = s; SEGENV.data[d+1] = s_target; SEGENV.data[d+2] = fadeStep; } else { for (uint16_t j = 0; j < SEGLEN; j++) { setPixelColor(j, color_blend(SEGCOLOR(1), color_from_palette(j, true, PALETTE_SOLID_WRAP, 0), s)); } SEGENV.aux0 = s; SEGENV.aux1 = s_target; SEGENV.step = fadeStep; } } return FRAMETIME_FIXED; } uint16_t WS2812FX::mode_candle() { return candle(false); } uint16_t WS2812FX::mode_candle_multi() { return candle(true); } /* / Fireworks in starburst effect / based on the video: https://www.reddit.com/r/arduino/comments/c3sd46/i_made_this_fireworks_effect_for_my_led_strips/ / Speed sets frequency of new starbursts, intensity is the intensity of the burst */ #ifdef ESP8266 #define STARBURST_MAX_FRAG 8 //52 bytes / star #else #define STARBURST_MAX_FRAG 10 //60 bytes / star #endif //each needs 20+STARBURST_MAX_FRAG*4 bytes typedef struct particle { CRGB color; uint32_t birth =0; uint32_t last =0; float vel =0; uint16_t pos =-1; float fragment[STARBURST_MAX_FRAG]; } star; uint16_t WS2812FX::mode_starburst(void) { uint16_t maxData = FAIR_DATA_PER_SEG; //ESP8266: 256 ESP32: 640 uint8_t segs = getActiveSegmentsNum(); if (segs <= (MAX_NUM_SEGMENTS /2)) maxData *= 2; //ESP8266: 512 if <= 8 segs ESP32: 1280 if <= 16 segs if (segs <= (MAX_NUM_SEGMENTS /4)) maxData *= 2; //ESP8266: 1024 if <= 4 segs ESP32: 2560 if <= 8 segs uint16_t maxStars = maxData / sizeof(star); //ESP8266: max. 4/9/19 stars/seg, ESP32: max. 10/21/42 stars/seg uint8_t numStars = 1 + (SEGLEN >> 3); if (numStars > maxStars) numStars = maxStars; uint16_t dataSize = sizeof(star) * numStars; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed uint32_t it = millis(); star* stars = reinterpret_cast(SEGENV.data); float maxSpeed = 375.0f; // Max velocity float particleIgnition = 250.0f; // How long to "flash" float particleFadeTime = 1500.0f; // Fade out time for (int j = 0; j < numStars; j++) { // speed to adjust chance of a burst, max is nearly always. if (random8((144-(SEGMENT.speed >> 1))) == 0 && stars[j].birth == 0) { // Pick a random color and location. uint16_t startPos = random16(SEGLEN-1); float multiplier = (float)(random8())/255.0 * 1.0; stars[j].color = col_to_crgb(color_wheel(random8())); stars[j].pos = startPos; stars[j].vel = maxSpeed * (float)(random8())/255.0 * multiplier; stars[j].birth = it; stars[j].last = it; // more fragments means larger burst effect int num = random8(3,6 + (SEGMENT.intensity >> 5)); for (int i=0; i < STARBURST_MAX_FRAG; i++) { if (i < num) stars[j].fragment[i] = startPos; else stars[j].fragment[i] = -1; } } } fill(SEGCOLOR(1)); for (int j=0; j> 1; if (stars[j].fragment[i] > 0) { //all fragments travel right, will be mirrored on other side stars[j].fragment[i] += stars[j].vel * dt * (float)var/3.0; } } stars[j].last = it; stars[j].vel -= 3*stars[j].vel*dt; } CRGB c = stars[j].color; // If the star is brand new, it flashes white briefly. // Otherwise it just fades over time. float fade = 0.0f; float age = it-stars[j].birth; if (age < particleIgnition) { c = col_to_crgb(color_blend(WHITE, crgb_to_col(c), 254.5f*((age / particleIgnition)))); } else { // Figure out how much to fade and shrink the star based on // its age relative to its lifetime if (age > particleIgnition + particleFadeTime) { fade = 1.0f; // Black hole, all faded out stars[j].birth = 0; c = col_to_crgb(SEGCOLOR(1)); } else { age -= particleIgnition; fade = (age / particleFadeTime); // Fading star byte f = 254.5f*fade; c = col_to_crgb(color_blend(crgb_to_col(c), SEGCOLOR(1), f)); } } float particleSize = (1.0 - fade) * 2; for (uint8_t index=0; index < STARBURST_MAX_FRAG*2; index++) { bool mirrored = index & 0x1; uint8_t i = index >> 1; if (stars[j].fragment[i] > 0) { float loc = stars[j].fragment[i]; if (mirrored) loc -= (loc-stars[j].pos)*2; int start = loc - particleSize; int end = loc + particleSize; if (start < 0) start = 0; if (start == end) end++; if (end > SEGLEN) end = SEGLEN; for (int p = start; p < end; p++) { setPixelColor(p, c.r, c.g, c.b); } } } } return FRAMETIME; } #undef STARBURST_MAX_FRAG /* * Exploding fireworks effect * adapted from: http://www.anirama.com/1000leds/1d-fireworks/ */ uint16_t WS2812FX::mode_exploding_fireworks(void) { //allocate segment data uint16_t maxData = FAIR_DATA_PER_SEG; //ESP8266: 256 ESP32: 640 uint8_t segs = getActiveSegmentsNum(); if (segs <= (MAX_NUM_SEGMENTS /2)) maxData *= 2; //ESP8266: 512 if <= 8 segs ESP32: 1280 if <= 16 segs if (segs <= (MAX_NUM_SEGMENTS /4)) maxData *= 2; //ESP8266: 1024 if <= 4 segs ESP32: 2560 if <= 8 segs int maxSparks = maxData / sizeof(spark); //ESP8266: max. 21/42/85 sparks/seg, ESP32: max. 53/106/213 sparks/seg uint16_t numSparks = min(2 + (SEGLEN >> 1), maxSparks); uint16_t dataSize = sizeof(spark) * numSparks; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed if (dataSize != SEGENV.aux1) { //reset to flare if sparks were reallocated SEGENV.aux0 = 0; SEGENV.aux1 = dataSize; } fill(BLACK); bool actuallyReverse = SEGMENT.getOption(SEG_OPTION_REVERSED); //have fireworks start in either direction based on intensity SEGMENT.setOption(SEG_OPTION_REVERSED, SEGENV.step); Spark* sparks = reinterpret_cast(SEGENV.data); Spark* flare = sparks; //first spark is flare data float gravity = -0.0004 - (SEGMENT.speed/800000.0); // m/s/s gravity *= SEGLEN; if (SEGENV.aux0 < 2) { //FLARE if (SEGENV.aux0 == 0) { //init flare flare->pos = 0; uint16_t peakHeight = 75 + random8(180); //0-255 peakHeight = (peakHeight * (SEGLEN -1)) >> 8; flare->vel = sqrt(-2.0 * gravity * peakHeight); flare->col = 255; //brightness SEGENV.aux0 = 1; } // launch if (flare->vel > 12 * gravity) { // flare setPixelColor(int(flare->pos),flare->col,flare->col,flare->col); flare->pos += flare->vel; flare->pos = constrain(flare->pos, 0, SEGLEN-1); flare->vel += gravity; flare->col -= 2; } else { SEGENV.aux0 = 2; // ready to explode } } else if (SEGENV.aux0 < 4) { /* * Explode! * * Explosion happens where the flare ended. * Size is proportional to the height. */ int nSparks = flare->pos; nSparks = constrain(nSparks, 0, numSparks); static float dying_gravity; // initialize sparks if (SEGENV.aux0 == 2) { for (int i = 1; i < nSparks; i++) { sparks[i].pos = flare->pos; sparks[i].vel = (float(random16(0, 20000)) / 10000.0) - 0.9; // from -0.9 to 1.1 sparks[i].col = 345;//abs(sparks[i].vel * 750.0); // set colors before scaling velocity to keep them bright //sparks[i].col = constrain(sparks[i].col, 0, 345); sparks[i].colIndex = random8(); sparks[i].vel *= flare->pos/SEGLEN; // proportional to height sparks[i].vel *= -gravity *50; } //sparks[1].col = 345; // this will be our known spark dying_gravity = gravity/2; SEGENV.aux0 = 3; } if (sparks[1].col > 4) {//&& sparks[1].pos > 0) { // as long as our known spark is lit, work with all the sparks for (int i = 1; i < nSparks; i++) { sparks[i].pos += sparks[i].vel; sparks[i].vel += dying_gravity; if (sparks[i].col > 3) sparks[i].col -= 4; if (sparks[i].pos > 0 && sparks[i].pos < SEGLEN) { uint16_t prog = sparks[i].col; uint32_t spColor = (SEGMENT.palette) ? color_wheel(sparks[i].colIndex) : SEGCOLOR(0); CRGB c = CRGB::Black; //HeatColor(sparks[i].col); if (prog > 300) { //fade from white to spark color c = col_to_crgb(color_blend(spColor, WHITE, (prog - 300)*5)); } else if (prog > 45) { //fade from spark color to black c = col_to_crgb(color_blend(BLACK, spColor, prog - 45)); uint8_t cooling = (300 - prog) >> 5; c.g = qsub8(c.g, cooling); c.b = qsub8(c.b, cooling * 2); } setPixelColor(int(sparks[i].pos), c.red, c.green, c.blue); } } dying_gravity *= .99; // as sparks burn out they fall slower } else { SEGENV.aux0 = 6 + random8(10); //wait for this many frames } } else { SEGENV.aux0--; if (SEGENV.aux0 < 4) { SEGENV.aux0 = 0; //back to flare SEGENV.step = actuallyReverse ^ (SEGMENT.intensity > random8()); //decide firing side } } SEGMENT.setOption(SEG_OPTION_REVERSED, actuallyReverse); return FRAMETIME; } #undef MAX_SPARKS /* * Drip Effect * ported of: https://www.youtube.com/watch?v=sru2fXh4r7k */ uint16_t WS2812FX::mode_drip(void) { //allocate segment data uint8_t numDrops = 4; uint16_t dataSize = sizeof(spark) * numDrops; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed fill(SEGCOLOR(1)); Spark* drops = reinterpret_cast(SEGENV.data); numDrops = 1 + (SEGMENT.intensity >> 6); // 255>>6 = 3 float gravity = -0.0005 - (SEGMENT.speed/50000.0); gravity *= SEGLEN; int sourcedrop = 12; for (uint8_t j=0;j255) drops[j].col=255; setPixelColor(uint16_t(drops[j].pos),color_blend(BLACK,SEGCOLOR(0),drops[j].col)); drops[j].col += map(SEGMENT.speed, 0, 255, 1, 6); // swelling if (random8() < drops[j].col/10) { // random drop drops[j].colIndex=2; //fall drops[j].col=255; } } if (drops[j].colIndex > 1) { // falling if (drops[j].pos > 0) { // fall until end of segment drops[j].pos += drops[j].vel; if (drops[j].pos < 0) drops[j].pos = 0; drops[j].vel += gravity; // gravity is negative for (uint16_t i=1;i<7-drops[j].colIndex;i++) { // some minor math so we don't expand bouncing droplets uint16_t pos = constrain(uint16_t(drops[j].pos) +i, 0, SEGLEN-1); //this is BAD, returns a pos >= SEGLEN occasionally setPixelColor(pos,color_blend(BLACK,SEGCOLOR(0),drops[j].col/i)); //spread pixel with fade while falling } if (drops[j].colIndex > 2) { // during bounce, some water is on the floor setPixelColor(0,color_blend(SEGCOLOR(0),BLACK,drops[j].col)); } } else { // we hit bottom if (drops[j].colIndex > 2) { // already hit once, so back to forming drops[j].colIndex = 0; drops[j].col = sourcedrop; } else { if (drops[j].colIndex==2) { // init bounce drops[j].vel = -drops[j].vel/4;// reverse velocity with damping drops[j].pos += drops[j].vel; } drops[j].col = sourcedrop*2; drops[j].colIndex = 5; // bouncing } } } } return FRAMETIME; } /* * Tetris or Stacking (falling bricks) Effect * by Blaz Kristan (https://github.com/blazoncek, https://blaz.at/home) */ //12 bytes typedef struct Tetris { float pos; float speed; uint32_t col; } tetris; uint16_t WS2812FX::mode_tetrix(void) { uint16_t dataSize = sizeof(tetris); if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed Tetris* drop = reinterpret_cast(SEGENV.data); // initialize dropping on first call or segment full if (SEGENV.call == 0 || SEGENV.aux1 >= SEGLEN) { SEGENV.aux1 = 0; // reset brick stack size SEGENV.step = 0; fill(SEGCOLOR(1)); return 250; // short wait } if (SEGENV.step == 0) { //init drop->speed = 0.0238 * (SEGMENT.speed ? (SEGMENT.speed>>2)+1 : random8(6,64)); // set speed drop->pos = SEGLEN; // start at end of segment (no need to subtract 1) drop->col = color_from_palette(random8(0,15)<<4,false,false,0); // limit color choices so there is enough HUE gap SEGENV.step = 1; // drop state (0 init, 1 forming, 2 falling) SEGENV.aux0 = (SEGMENT.intensity ? (SEGMENT.intensity>>5)+1 : random8(1,5)) * (1+(SEGLEN>>6)); // size of brick } if (SEGENV.step == 1) { // forming if (random8()>>6) { // random drop SEGENV.step = 2; // fall } } if (SEGENV.step > 1) { // falling if (drop->pos > SEGENV.aux1) { // fall until top of stack drop->pos -= drop->speed; // may add gravity as: speed += gravity if (int(drop->pos) < SEGENV.aux1) drop->pos = SEGENV.aux1; for (uint16_t i=int(drop->pos); ipos)+SEGENV.aux0 ? drop->col : SEGCOLOR(1)); } else { // we hit bottom SEGENV.step = 0; // go back to init SEGENV.aux1 += SEGENV.aux0; // increase the stack size if (SEGENV.aux1 >= SEGLEN) return 1000; // wait for a second } } return FRAMETIME; } /* / Plasma Effect / adapted from https://github.com/atuline/FastLED-Demos/blob/master/plasma/plasma.ino */ uint16_t WS2812FX::mode_plasma(void) { // initialize phases on start if (SEGENV.call == 0) { SEGENV.aux0 = random8(0,2); // add a bit of randomness } uint8_t thisPhase = beatsin8(6+SEGENV.aux0,-64,64); uint8_t thatPhase = beatsin8(7+SEGENV.aux0,-64,64); for (int i = 0; i < SEGLEN; i++) { // For each of the LED's in the strand, set color & brightness based on a wave as follows: uint8_t colorIndex = cubicwave8((i*(2+ 3*(SEGMENT.speed >> 5))+thisPhase) & 0xFF)/2 // factor=23 // Create a wave and add a phase change and add another wave with its own phase change. + cos8((i*(1+ 2*(SEGMENT.speed >> 5))+thatPhase) & 0xFF)/2; // factor=15 // Hey, you can even change the frequencies if you wish. uint8_t thisBright = qsub8(colorIndex, beatsin8(7,0, (128 - (SEGMENT.intensity>>1)))); CRGB color = ColorFromPalette(currentPalette, colorIndex, thisBright, LINEARBLEND); setPixelColor(i, color.red, color.green, color.blue); } return FRAMETIME; } /* * Percentage display * Intesity values from 0-100 turn on the leds. */ uint16_t WS2812FX::mode_percent(void) { uint8_t percent = MAX(0, MIN(200, SEGMENT.intensity)); uint16_t active_leds = (percent < 100) ? SEGLEN * percent / 100.0 : SEGLEN * (200 - percent) / 100.0; uint8_t size = (1 + ((SEGMENT.speed * SEGLEN) >> 11)); if (SEGMENT.speed == 255) size = 255; if (percent < 100) { for (uint16_t i = 0; i < SEGLEN; i++) { if (i < SEGENV.step) { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 0)); } else { setPixelColor(i, SEGCOLOR(1)); } } } else { for (uint16_t i = 0; i < SEGLEN; i++) { if (i < (SEGLEN - SEGENV.step)) { setPixelColor(i, SEGCOLOR(1)); } else { setPixelColor(i, color_from_palette(i, true, PALETTE_SOLID_WRAP, 0)); } } } if(active_leds > SEGENV.step) { // smooth transition to the target value SEGENV.step += size; if (SEGENV.step > active_leds) SEGENV.step = active_leds; } else if (active_leds < SEGENV.step) { if (SEGENV.step > size) SEGENV.step -= size; else SEGENV.step = 0; if (SEGENV.step < active_leds) SEGENV.step = active_leds; } return FRAMETIME; } /* * Modulates the brightness similar to a heartbeat * tries to draw an ECG aproximation on a 2D matrix */ uint16_t WS2812FX::mode_heartbeat(void) { uint8_t bpm = 40 + (SEGMENT.speed >> 3); uint32_t msPerBeat = (60000L / bpm); uint32_t secondBeat = (msPerBeat / 3); uint32_t bri_lower = SEGENV.aux1; unsigned long beatTimer = now - SEGENV.step; if (isMatrix) { if (beatTimer > secondBeat-100 && beatTimer <= secondBeat) { bri_lower = (UINT16_MAX*3L/4) * (secondBeat - beatTimer) / 100; } else if (beatTimer > msPerBeat-100 && beatTimer <= msPerBeat) { bri_lower = UINT16_MAX * (msPerBeat - beatTimer) / 100; } else bri_lower = bri_lower * 9 / 10; // reduce 10% each pass } else bri_lower = bri_lower * 2042 / (2048 + SEGMENT.intensity); SEGENV.aux1 = bri_lower; if ((beatTimer > secondBeat) && !SEGENV.aux0) { // time for the second beat? SEGENV.aux1 = isMatrix ? UINT16_MAX*3L/4 : UINT16_MAX; //3/4 bri SEGENV.aux0 = 1; } if (beatTimer > msPerBeat) { // time to reset the beat timer? SEGENV.aux1 = UINT16_MAX; //full bri SEGENV.aux0 = 0; SEGENV.step = now; } if (isMatrix) { uint16_t w = SEGMENT.virtualWidth(); // same as SEGLEN uint16_t h = SEGMENT.virtualHeight(); uint16_t tb = now & 0x000007FF; uint16_t x = tb * w/2048; // ~2s per width float y = h * 0.5625f; if (SEGENV.aux0) { // we are in second beat y += (SEGENV.aux1 * 0.4375f * h) / UINT16_MAX; } else { // we are drawing 1st beat y -= (SEGENV.aux1 * 0.5625f * h) / UINT16_MAX; } fade_out(SEGMENT.intensity>>4); setPixelColorXY(x, (uint16_t)y, color_from_palette(x, true, PALETTE_SOLID_WRAP, 0)); } else { for (uint16_t i = 0; i < SEGLEN; i++) { setPixelColor(i, color_blend(color_from_palette(i, true, PALETTE_SOLID_WRAP, 0), SEGCOLOR(1), 255 - (SEGENV.aux1 >> 8))); } } return FRAMETIME; } // "Pacifica" // Gentle, blue-green ocean waves. // December 2019, Mark Kriegsman and Mary Corey March. // For Dan. // // // In this animation, there are four "layers" of waves of light. // // Each layer moves independently, and each is scaled separately. // // All four wave layers are added together on top of each other, and then // another filter is applied that adds "whitecaps" of brightness where the // waves line up with each other more. Finally, another pass is taken // over the led array to 'deepen' (dim) the blues and greens. // // The speed and scale and motion each layer varies slowly within independent // hand-chosen ranges, which is why the code has a lot of low-speed 'beatsin8' functions // with a lot of oddly specific numeric ranges. // // These three custom blue-green color palettes were inspired by the colors found in // the waters off the southern coast of California, https://goo.gl/maps/QQgd97jjHesHZVxQ7 // // Modified for WLED, based on https://github.com/FastLED/FastLED/blob/master/examples/Pacifica/Pacifica.ino // uint16_t WS2812FX::mode_pacifica() { uint32_t nowOld = now; CRGBPalette16 pacifica_palette_1 = { 0x000507, 0x000409, 0x00030B, 0x00030D, 0x000210, 0x000212, 0x000114, 0x000117, 0x000019, 0x00001C, 0x000026, 0x000031, 0x00003B, 0x000046, 0x14554B, 0x28AA50 }; CRGBPalette16 pacifica_palette_2 = { 0x000507, 0x000409, 0x00030B, 0x00030D, 0x000210, 0x000212, 0x000114, 0x000117, 0x000019, 0x00001C, 0x000026, 0x000031, 0x00003B, 0x000046, 0x0C5F52, 0x19BE5F }; CRGBPalette16 pacifica_palette_3 = { 0x000208, 0x00030E, 0x000514, 0x00061A, 0x000820, 0x000927, 0x000B2D, 0x000C33, 0x000E39, 0x001040, 0x001450, 0x001860, 0x001C70, 0x002080, 0x1040BF, 0x2060FF }; if (SEGMENT.palette) { pacifica_palette_1 = currentPalette; pacifica_palette_2 = currentPalette; pacifica_palette_3 = currentPalette; } // Increment the four "color index start" counters, one for each wave layer. // Each is incremented at a different speed, and the speeds vary over time. uint16_t sCIStart1 = SEGENV.aux0, sCIStart2 = SEGENV.aux1, sCIStart3 = SEGENV.step, sCIStart4 = SEGENV.step >> 16; //static uint16_t sCIStart1, sCIStart2, sCIStart3, sCIStart4; //uint32_t deltams = 26 + (SEGMENT.speed >> 3); uint32_t deltams = (FRAMETIME >> 2) + ((FRAMETIME * SEGMENT.speed) >> 7); uint64_t deltat = (now >> 2) + ((now * SEGMENT.speed) >> 7); now = deltat; uint16_t speedfactor1 = beatsin16(3, 179, 269); uint16_t speedfactor2 = beatsin16(4, 179, 269); uint32_t deltams1 = (deltams * speedfactor1) / 256; uint32_t deltams2 = (deltams * speedfactor2) / 256; uint32_t deltams21 = (deltams1 + deltams2) / 2; sCIStart1 += (deltams1 * beatsin88(1011,10,13)); sCIStart2 -= (deltams21 * beatsin88(777,8,11)); sCIStart3 -= (deltams1 * beatsin88(501,5,7)); sCIStart4 -= (deltams2 * beatsin88(257,4,6)); SEGENV.aux0 = sCIStart1; SEGENV.aux1 = sCIStart2; SEGENV.step = sCIStart4; SEGENV.step = (SEGENV.step << 16) + sCIStart3; // Clear out the LED array to a dim background blue-green //fill(132618); uint8_t basethreshold = beatsin8( 9, 55, 65); uint8_t wave = beat8( 7 ); for( uint16_t i = 0; i < SEGLEN; i++) { CRGB c = CRGB(2, 6, 10); // Render each of four layers, with different scales and speeds, that vary over time c += pacifica_one_layer(i, pacifica_palette_1, sCIStart1, beatsin16(3, 11 * 256, 14 * 256), beatsin8(10, 70, 130), 0-beat16(301)); c += pacifica_one_layer(i, pacifica_palette_2, sCIStart2, beatsin16(4, 6 * 256, 9 * 256), beatsin8(17, 40, 80), beat16(401)); c += pacifica_one_layer(i, pacifica_palette_3, sCIStart3, 6 * 256 , beatsin8(9, 10,38) , 0-beat16(503)); c += pacifica_one_layer(i, pacifica_palette_3, sCIStart4, 5 * 256 , beatsin8(8, 10,28) , beat16(601)); // Add extra 'white' to areas where the four layers of light have lined up brightly uint8_t threshold = scale8( sin8( wave), 20) + basethreshold; wave += 7; uint8_t l = c.getAverageLight(); if (l > threshold) { uint8_t overage = l - threshold; uint8_t overage2 = qadd8(overage, overage); c += CRGB(overage, overage2, qadd8(overage2, overage2)); } //deepen the blues and greens c.blue = scale8(c.blue, 145); c.green = scale8(c.green, 200); c |= CRGB( 2, 5, 7); setPixelColor(i, c.red, c.green, c.blue); } now = nowOld; return FRAMETIME; } // Add one layer of waves into the led array CRGB WS2812FX::pacifica_one_layer(uint16_t i, CRGBPalette16& p, uint16_t cistart, uint16_t wavescale, uint8_t bri, uint16_t ioff) { uint16_t ci = cistart; uint16_t waveangle = ioff; uint16_t wavescale_half = (wavescale >> 1) + 20; waveangle += ((120 + SEGMENT.intensity) * i); //original 250 * i uint16_t s16 = sin16(waveangle) + 32768; uint16_t cs = scale16(s16, wavescale_half) + wavescale_half; ci += (cs * i); uint16_t sindex16 = sin16(ci) + 32768; uint8_t sindex8 = scale16(sindex16, 240); return ColorFromPalette(p, sindex8, bri, LINEARBLEND); } //Solid colour background with glitter uint16_t WS2812FX::mode_solid_glitter() { fill(SEGCOLOR(0)); if (SEGMENT.intensity > random8()) { setPixelColor(random16(SEGLEN), ULTRAWHITE); } return FRAMETIME; } /* * Mode simulates a gradual sunrise */ uint16_t WS2812FX::mode_sunrise() { //speed 0 - static sun //speed 1 - 60: sunrise time in minutes //speed 60 - 120 : sunset time in minutes - 60; //speed above: "breathing" rise and set if (SEGENV.call == 0 || SEGMENT.speed != SEGENV.aux0) { SEGENV.step = millis(); //save starting time, millis() because now can change from sync SEGENV.aux0 = SEGMENT.speed; } fill(0); uint16_t stage = 0xFFFF; uint32_t s10SinceStart = (millis() - SEGENV.step) /100; //tenths of seconds if (SEGMENT.speed > 120) { //quick sunrise and sunset uint16_t counter = (now >> 1) * (((SEGMENT.speed -120) >> 1) +1); stage = triwave16(counter); } else if (SEGMENT.speed) { //sunrise uint8_t durMins = SEGMENT.speed; if (durMins > 60) durMins -= 60; uint32_t s10Target = durMins * 600; if (s10SinceStart > s10Target) s10SinceStart = s10Target; stage = map(s10SinceStart, 0, s10Target, 0, 0xFFFF); if (SEGMENT.speed > 60) stage = 0xFFFF - stage; //sunset } for (uint16_t i = 0; i <= SEGLEN/2; i++) { //default palette is Fire uint32_t c = color_from_palette(0, false, true, 255); //background uint16_t wave = triwave16((i * stage) / SEGLEN); wave = (wave >> 8) + ((wave * SEGMENT.intensity) >> 15); if (wave > 240) { //clipped, full white sun c = color_from_palette( 240, false, true, 255); } else { //transition c = color_from_palette(wave, false, true, 255); } setPixelColor(i, c); setPixelColor(SEGLEN - i - 1, c); } return FRAMETIME; } /* * Effects by Andrew Tuline */ uint16_t WS2812FX::phased_base(uint8_t moder) { // We're making sine waves here. By Andrew Tuline. uint8_t allfreq = 16; // Base frequency. //float* phasePtr = reinterpret_cast(SEGENV.step); // Phase change value gets calculated. static float phase = 0;//phasePtr[0]; uint8_t cutOff = (255-SEGMENT.intensity); // You can change the number of pixels. AKA INTENSITY (was 192). uint8_t modVal = 5;//SEGMENT.fft1/8+1; // You can change the modulus. AKA FFT1 (was 5). uint8_t index = now/64; // Set color rotation speed phase += SEGMENT.speed/32.0; // You can change the speed of the wave. AKA SPEED (was .4) //phasePtr[0] = phase; for (int i = 0; i < SEGLEN; i++) { if (moder == 1) modVal = (inoise8(i*10 + i*10) /16); // Let's randomize our mod length with some Perlin noise. uint16_t val = (i+1) * allfreq; // This sets the frequency of the waves. The +1 makes sure that leds[0] is used. if (modVal == 0) modVal = 1; val += phase * (i % modVal +1) /2; // This sets the varying phase change of the waves. By Andrew Tuline. uint8_t b = cubicwave8(val); // Now we make an 8 bit sinewave. b = (b > cutOff) ? (b - cutOff) : 0; // A ternary operator to cutoff the light. setPixelColor(i, color_blend(SEGCOLOR(1), color_from_palette(index, false, false, 0), b)); index += 256 / SEGLEN; if (SEGLEN > 256) index ++; // Correction for segments longer than 256 LEDs } return FRAMETIME; } uint16_t WS2812FX::mode_phased(void) { return phased_base(0); } uint16_t WS2812FX::mode_phased_noise(void) { return phased_base(1); } uint16_t WS2812FX::mode_twinkleup(void) { // A very short twinkle routine with fade-in and dual controls. By Andrew Tuline. random16_set_seed(535); // The randomizer needs to be re-set each time through the loop in order for the same 'random' numbers to be the same each time through. for (int i = 0; i SEGMENT.intensity) pixBri = 0; setPixelColor(i, color_blend(SEGCOLOR(1), color_from_palette(random8()+now/100, false, PALETTE_SOLID_WRAP, 0), pixBri)); } return FRAMETIME; } // Peaceful noise that's slow and with gradually changing palettes. Does not support WLED palettes or default colours or controls. uint16_t WS2812FX::mode_noisepal(void) { // Slow noise palette by Andrew Tuline. uint16_t scale = 15 + (SEGMENT.intensity >> 2); //default was 30 //#define scale 30 uint16_t dataSize = sizeof(CRGBPalette16) * 2; //allocate space for 2 Palettes (2 * 16 * 3 = 96 bytes) if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGBPalette16* palettes = reinterpret_cast(SEGENV.data); uint16_t changePaletteMs = 4000 + SEGMENT.speed *10; //between 4 - 6.5sec if (millis() - SEGENV.step > changePaletteMs) { SEGENV.step = millis(); uint8_t baseI = random8(); palettes[1] = CRGBPalette16(CHSV(baseI+random8(64), 255, random8(128,255)), CHSV(baseI+128, 255, random8(128,255)), CHSV(baseI+random8(92), 192, random8(128,255)), CHSV(baseI+random8(92), 255, random8(128,255))); } CRGB color; //EVERY_N_MILLIS(10) { //(don't have to time this, effect function is only called every 24ms) nblendPaletteTowardPalette(palettes[0], palettes[1], 48); // Blend towards the target palette over 48 iterations. if (SEGMENT.palette > 0) palettes[0] = currentPalette; for(int i = 0; i < SEGLEN; i++) { uint8_t index = inoise8(i*scale, SEGENV.aux0+i*scale); // Get a value from the noise function. I'm using both x and y axis. color = ColorFromPalette(palettes[0], index, 255, LINEARBLEND); // Use the my own palette. setPixelColor(i, color.red, color.green, color.blue); } SEGENV.aux0 += beatsin8(10,1,4); // Moving along the distance. Vary it a bit with a sine wave. return FRAMETIME; } // Sine waves that have controllable phase change speed, frequency and cutoff. By Andrew Tuline. // SEGMENT.speed ->Speed, SEGMENT.intensity -> Frequency (SEGMENT.fft1 -> Color change, SEGMENT.fft2 -> PWM cutoff) // uint16_t WS2812FX::mode_sinewave(void) { // Adjustable sinewave. By Andrew Tuline //#define qsuba(x, b) ((x>b)?x-b:0) // Analog Unsigned subtraction macro. if result <0, then => 0 uint16_t colorIndex = now /32;//(256 - SEGMENT.fft1); // Amount of colour change. SEGENV.step += SEGMENT.speed/16; // Speed of animation. uint16_t freq = SEGMENT.intensity/4;//SEGMENT.fft2/8; // Frequency of the signal. for (int i=0; i> 2) +1); counter = counter >> 8; } uint16_t maxZones = SEGLEN / 6; //only looks good if each zone has at least 6 LEDs uint16_t zones = (SEGMENT.intensity * maxZones) >> 8; if (zones & 0x01) zones++; //zones must be even if (zones < 2) zones = 2; uint16_t zoneLen = SEGLEN / zones; uint16_t offset = (SEGLEN - zones * zoneLen) >> 1; fill(color_from_palette(-counter, false, true, 255)); for (uint16_t z = 0; z < zones; z++) { uint16_t pos = offset + z * zoneLen; for (uint16_t i = 0; i < zoneLen; i++) { uint8_t colorIndex = (i * 255 / zoneLen) - counter; uint16_t led = (z & 0x01) ? i : (zoneLen -1) -i; if (SEGMENT.getOption(SEG_OPTION_REVERSED)) led = (zoneLen -1) -led; setPixelColor(pos + led, color_from_palette(colorIndex, false, true, 255)); } } return FRAMETIME; } /* * Dots waving around in a sine/pendulum motion. * Little pixel birds flying in a circle. By Aircoookie */ uint16_t WS2812FX::mode_chunchun(void) { fill(SEGCOLOR(1)); uint16_t counter = now*(6 + (SEGMENT.speed >> 4)); uint16_t numBirds = 2 + (SEGLEN >> 3); // 2 + 1/8 of a segment uint16_t span = (SEGMENT.intensity << 8) / numBirds; for (uint16_t i = 0; i < numBirds; i++) { counter -= span; uint16_t megumin = sin16(counter) + 0x8000; uint32_t bird = (megumin * SEGLEN) >> 16; uint32_t c = color_from_palette((i * 255)/ numBirds, false, false, 0); // no palette wrapping setPixelColor(bird, c); } return FRAMETIME; } //13 bytes typedef struct Spotlight { float speed; uint8_t colorIdx; int16_t position; unsigned long lastUpdateTime; uint8_t width; uint8_t type; } spotlight; #define SPOT_TYPE_SOLID 0 #define SPOT_TYPE_GRADIENT 1 #define SPOT_TYPE_2X_GRADIENT 2 #define SPOT_TYPE_2X_DOT 3 #define SPOT_TYPE_3X_DOT 4 #define SPOT_TYPE_4X_DOT 5 #define SPOT_TYPES_COUNT 6 #ifdef ESP8266 #define SPOT_MAX_COUNT 17 //Number of simultaneous waves #else #define SPOT_MAX_COUNT 49 //Number of simultaneous waves #endif /* * Spotlights moving back and forth that cast dancing shadows. * Shine this through tree branches/leaves or other close-up objects that cast * interesting shadows onto a ceiling or tarp. * * By Steve Pomeroy @xxv */ uint16_t WS2812FX::mode_dancing_shadows(void) { uint8_t numSpotlights = map(SEGMENT.intensity, 0, 255, 2, SPOT_MAX_COUNT); // 49 on 32 segment ESP32, 17 on 16 segment ESP8266 bool initialize = SEGENV.aux0 != numSpotlights; SEGENV.aux0 = numSpotlights; uint16_t dataSize = sizeof(spotlight) * numSpotlights; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed Spotlight* spotlights = reinterpret_cast(SEGENV.data); fill(BLACK); unsigned long time = millis(); bool respawn = false; for (uint8_t i = 0; i < numSpotlights; i++) { if (!initialize) { // advance the position of the spotlight int16_t delta = (float)(time - spotlights[i].lastUpdateTime) * (spotlights[i].speed * ((1.0 + SEGMENT.speed)/100.0)); if (abs(delta) >= 1) { spotlights[i].position += delta; spotlights[i].lastUpdateTime = time; } respawn = (spotlights[i].speed > 0.0 && spotlights[i].position > (SEGLEN + 2)) || (spotlights[i].speed < 0.0 && spotlights[i].position < -(spotlights[i].width + 2)); } if (initialize || respawn) { spotlights[i].colorIdx = random8(); spotlights[i].width = random8(1, 10); spotlights[i].speed = 1.0/random8(4, 50); if (initialize) { spotlights[i].position = random16(SEGLEN); spotlights[i].speed *= random8(2) ? 1.0 : -1.0; } else { if (random8(2)) { spotlights[i].position = SEGLEN + spotlights[i].width; spotlights[i].speed *= -1.0; }else { spotlights[i].position = -spotlights[i].width; } } spotlights[i].lastUpdateTime = time; spotlights[i].type = random8(SPOT_TYPES_COUNT); } uint32_t color = color_from_palette(spotlights[i].colorIdx, false, false, 0); int start = spotlights[i].position; if (spotlights[i].width <= 1) { if (start >= 0 && start < SEGLEN) { blendPixelColor(start, color, 128); } } else { switch (spotlights[i].type) { case SPOT_TYPE_SOLID: for (uint8_t j = 0; j < spotlights[i].width; j++) { if ((start + j) >= 0 && (start + j) < SEGLEN) { blendPixelColor(start + j, color, 128); } } break; case SPOT_TYPE_GRADIENT: for (uint8_t j = 0; j < spotlights[i].width; j++) { if ((start + j) >= 0 && (start + j) < SEGLEN) { blendPixelColor(start + j, color, cubicwave8(map(j, 0, spotlights[i].width - 1, 0, 255))); } } break; case SPOT_TYPE_2X_GRADIENT: for (uint8_t j = 0; j < spotlights[i].width; j++) { if ((start + j) >= 0 && (start + j) < SEGLEN) { blendPixelColor(start + j, color, cubicwave8(2 * map(j, 0, spotlights[i].width - 1, 0, 255))); } } break; case SPOT_TYPE_2X_DOT: for (uint8_t j = 0; j < spotlights[i].width; j += 2) { if ((start + j) >= 0 && (start + j) < SEGLEN) { blendPixelColor(start + j, color, 128); } } break; case SPOT_TYPE_3X_DOT: for (uint8_t j = 0; j < spotlights[i].width; j += 3) { if ((start + j) >= 0 && (start + j) < SEGLEN) { blendPixelColor(start + j, color, 128); } } break; case SPOT_TYPE_4X_DOT: for (uint8_t j = 0; j < spotlights[i].width; j += 4) { if ((start + j) >= 0 && (start + j) < SEGLEN) { blendPixelColor(start + j, color, 128); } } break; } } } return FRAMETIME; } /* Imitates a washing machine, rotating same waves forward, then pause, then backward. By Stefan Seegel */ uint16_t WS2812FX::mode_washing_machine(void) { float speed = tristate_square8(now >> 7, 90, 15); float quot = 32.0f - ((float)SEGMENT.speed / 16.0f); speed /= quot; SEGENV.step += (speed * 128.0f); for (int i=0; i> 7)); setPixelColor(i, color_from_palette(col, false, PALETTE_SOLID_WRAP, 3)); } return FRAMETIME; } /* Blends random colors across palette Modified, originally by Mark Kriegsman https://gist.github.com/kriegsman/1f7ccbbfa492a73c015e */ uint16_t WS2812FX::mode_blends(void) { uint16_t pixelLen = SEGLEN > UINT8_MAX ? UINT8_MAX : SEGLEN; uint16_t dataSize = sizeof(uint32_t) * (pixelLen + 1); // max segment length of 56 pixels on 16 segment ESP8266 if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed uint32_t* pixels = reinterpret_cast(SEGENV.data); uint8_t blendSpeed = map(SEGMENT.intensity, 0, UINT8_MAX, 10, 128); uint8_t shift = (now * ((SEGMENT.speed >> 3) +1)) >> 8; for (int i = 0; i < pixelLen; i++) { pixels[i] = color_blend(pixels[i], color_from_palette(shift + quadwave8((i + 1) * 16), false, PALETTE_SOLID_WRAP, 255), blendSpeed); shift += 3; } uint16_t offset = 0; for (int i = 0; i < SEGLEN; i++) { setPixelColor(i, pixels[offset++]); if (offset > pixelLen) offset = 0; } return FRAMETIME; } /* TV Simulator Modified and adapted to WLED by Def3nder, based on "Fake TV Light for Engineers" by Phillip Burgess https://learn.adafruit.com/fake-tv-light-for-engineers/arduino-sketch */ //43 bytes typedef struct TvSim { uint32_t totalTime = 0; uint32_t fadeTime = 0; uint32_t startTime = 0; uint32_t elapsed = 0; uint32_t pixelNum = 0; uint16_t sliderValues = 0; uint32_t sceeneStart = 0; uint32_t sceeneDuration = 0; uint16_t sceeneColorHue = 0; uint8_t sceeneColorSat = 0; uint8_t sceeneColorBri = 0; uint8_t actualColorR = 0; uint8_t actualColorG = 0; uint8_t actualColorB = 0; uint16_t pr = 0; // Prev R, G, B uint16_t pg = 0; uint16_t pb = 0; } tvSim; uint16_t WS2812FX::mode_tv_simulator(void) { uint16_t nr, ng, nb, r, g, b, i, hue; uint8_t sat, bri, j; if (!SEGENV.allocateData(sizeof(tvSim))) return mode_static(); //allocation failed TvSim* tvSimulator = reinterpret_cast(SEGENV.data); uint8_t colorSpeed = map(SEGMENT.speed, 0, UINT8_MAX, 1, 20); uint8_t colorIntensity = map(SEGMENT.intensity, 0, UINT8_MAX, 10, 30); i = SEGMENT.speed << 8 | SEGMENT.intensity; if (i != tvSimulator->sliderValues) { tvSimulator->sliderValues = i; SEGENV.aux1 = 0; } // create a new sceene if (((millis() - tvSimulator->sceeneStart) >= tvSimulator->sceeneDuration) || SEGENV.aux1 == 0) { tvSimulator->sceeneStart = millis(); // remember the start of the new sceene tvSimulator->sceeneDuration = random16(60* 250* colorSpeed, 60* 750 * colorSpeed); // duration of a "movie sceene" which has similar colors (5 to 15 minutes with max speed slider) tvSimulator->sceeneColorHue = random16( 0, 768); // random start color-tone for the sceene tvSimulator->sceeneColorSat = random8 ( 100, 130 + colorIntensity); // random start color-saturation for the sceene tvSimulator->sceeneColorBri = random8 ( 200, 240); // random start color-brightness for the sceene SEGENV.aux1 = 1; SEGENV.aux0 = 0; } // slightly change the color-tone in this sceene if ( SEGENV.aux0 == 0) { // hue change in both directions j = random8(4 * colorIntensity); hue = (random8() < 128) ? ((j < tvSimulator->sceeneColorHue) ? tvSimulator->sceeneColorHue - j : 767 - tvSimulator->sceeneColorHue - j) : // negative ((j + tvSimulator->sceeneColorHue) < 767 ? tvSimulator->sceeneColorHue + j : tvSimulator->sceeneColorHue + j - 767) ; // positive // saturation j = random8(2 * colorIntensity); sat = (tvSimulator->sceeneColorSat - j) < 0 ? 0 : tvSimulator->sceeneColorSat - j; // brightness j = random8(100); bri = (tvSimulator->sceeneColorBri - j) < 0 ? 0 : tvSimulator->sceeneColorBri - j; // calculate R,G,B from HSV // Source: https://blog.adafruit.com/2012/03/14/constant-brightness-hsb-to-rgb-algorithm/ { // just to create a local scope for the variables uint8_t temp[5], n = (hue >> 8) % 3; uint8_t x = ((((hue & 255) * sat) >> 8) * bri) >> 8; uint8_t s = ( (256 - sat) * bri) >> 8; temp[0] = temp[3] = s; temp[1] = temp[4] = x + s; temp[2] = bri - x; tvSimulator->actualColorR = temp[n + 2]; tvSimulator->actualColorG = temp[n + 1]; tvSimulator->actualColorB = temp[n ]; } } // Apply gamma correction, further expand to 16/16/16 nr = (uint8_t)gamma8(tvSimulator->actualColorR) * 257; // New R/G/B ng = (uint8_t)gamma8(tvSimulator->actualColorG) * 257; nb = (uint8_t)gamma8(tvSimulator->actualColorB) * 257; if (SEGENV.aux0 == 0) { // initialize next iteration SEGENV.aux0 = 1; // randomize total duration and fade duration for the actual color tvSimulator->totalTime = random16(250, 2500); // Semi-random pixel-to-pixel time tvSimulator->fadeTime = random16(0, tvSimulator->totalTime); // Pixel-to-pixel transition time if (random8(10) < 3) tvSimulator->fadeTime = 0; // Force scene cut 30% of time tvSimulator->startTime = millis(); } // end of initialization // how much time is elapsed ? tvSimulator->elapsed = millis() - tvSimulator->startTime; // fade from prev volor to next color if (tvSimulator->elapsed < tvSimulator->fadeTime) { r = map(tvSimulator->elapsed, 0, tvSimulator->fadeTime, tvSimulator->pr, nr); g = map(tvSimulator->elapsed, 0, tvSimulator->fadeTime, tvSimulator->pg, ng); b = map(tvSimulator->elapsed, 0, tvSimulator->fadeTime, tvSimulator->pb, nb); } else { // Avoid divide-by-zero in map() r = nr; g = ng; b = nb; } // set strip color for (i = 0; i < SEGLEN; i++) { setPixelColor(i, r >> 8, g >> 8, b >> 8); // Quantize to 8-bit } // if total duration has passed, remember last color and restart the loop if ( tvSimulator->elapsed >= tvSimulator->totalTime) { tvSimulator->pr = nr; // Prev RGB = new RGB tvSimulator->pg = ng; tvSimulator->pb = nb; SEGENV.aux0 = 0; } return FRAMETIME; } /* Aurora effect */ //CONFIG #ifdef ESP8266 #define W_MAX_COUNT 9 //Number of simultaneous waves #else #define W_MAX_COUNT 20 //Number of simultaneous waves #endif #define W_MAX_SPEED 6 //Higher number, higher speed #define W_WIDTH_FACTOR 6 //Higher number, smaller waves //24 bytes class AuroraWave { private: uint16_t ttl; CRGB basecolor; float basealpha; uint16_t age; uint16_t width; float center; bool goingleft; float speed_factor; bool alive = true; public: void init(uint32_t segment_length, CRGB color) { ttl = random(500, 1501); basecolor = color; basealpha = random(60, 101) / (float)100; age = 0; width = random(segment_length / 20, segment_length / W_WIDTH_FACTOR); //half of width to make math easier if (!width) width = 1; center = random(101) / (float)100 * segment_length; goingleft = random(0, 2) == 0; speed_factor = (random(10, 31) / (float)100 * W_MAX_SPEED / 255); alive = true; } CRGB getColorForLED(int ledIndex) { if(ledIndex < center - width || ledIndex > center + width) return 0; //Position out of range of this wave CRGB rgb; //Offset of this led from center of wave //The further away from the center, the dimmer the LED float offset = ledIndex - center; if (offset < 0) offset = -offset; float offsetFactor = offset / width; //The age of the wave determines it brightness. //At half its maximum age it will be the brightest. float ageFactor = 0.1; if((float)age / ttl < 0.5) { ageFactor = (float)age / (ttl / 2); } else { ageFactor = (float)(ttl - age) / ((float)ttl * 0.5); } //Calculate color based on above factors and basealpha value float factor = (1 - offsetFactor) * ageFactor * basealpha; rgb.r = basecolor.r * factor; rgb.g = basecolor.g * factor; rgb.b = basecolor.b * factor; return rgb; }; //Change position and age of wave //Determine if its sill "alive" void update(uint32_t segment_length, uint32_t speed) { if(goingleft) { center -= speed_factor * speed; } else { center += speed_factor * speed; } age++; if(age > ttl) { alive = false; } else { if(goingleft) { if(center + width < 0) { alive = false; } } else { if(center - width > segment_length) { alive = false; } } } }; bool stillAlive() { return alive; }; }; uint16_t WS2812FX::mode_aurora(void) { //aux1 = Wavecount //aux2 = Intensity in last loop AuroraWave* waves; if(SEGENV.aux0 != SEGMENT.intensity || SEGENV.call == 0) { //Intensity slider changed or first call SEGENV.aux1 = map(SEGMENT.intensity, 0, 255, 2, W_MAX_COUNT); SEGENV.aux0 = SEGMENT.intensity; if(!SEGENV.allocateData(sizeof(AuroraWave) * SEGENV.aux1)) { // 26 on 32 segment ESP32, 9 on 16 segment ESP8266 return mode_static(); //allocation failed } waves = reinterpret_cast(SEGENV.data); for(int i = 0; i < SEGENV.aux1; i++) { waves[i].init(SEGLEN, col_to_crgb(color_from_palette(random8(), false, false, random(0, 3)))); } } else { waves = reinterpret_cast(SEGENV.data); } for(int i = 0; i < SEGENV.aux1; i++) { //Update values of wave waves[i].update(SEGLEN, SEGMENT.speed); if(!(waves[i].stillAlive())) { //If a wave dies, reinitialize it starts over. waves[i].init(SEGLEN, col_to_crgb(color_from_palette(random8(), false, false, random(0, 3)))); } } uint8_t backlight = 1; //dimmer backlight if less active colors if (SEGCOLOR(0)) backlight++; if (SEGCOLOR(1)) backlight++; if (SEGCOLOR(2)) backlight++; //Loop through LEDs to determine color for(int i = 0; i < SEGLEN; i++) { CRGB mixedRgb = CRGB(backlight, backlight, backlight); //For each LED we must check each wave if it is "active" at this position. //If there are multiple waves active on a LED we multiply their values. for(int j = 0; j < SEGENV.aux1; j++) { CRGB rgb = waves[j].getColorForLED(i); if(rgb != CRGB(0)) { mixedRgb += rgb; } } setPixelColor(i, mixedRgb[0], mixedRgb[1], mixedRgb[2]); } return FRAMETIME; } /////////////////////////////////////////////////////////////////////////////// //*************************** 2D routines *********************************** // Black hole uint16_t WS2812FX::mode_2DBlackHole(void) { // By: Stepko https://editor.soulmatelights.com/gallery/1012 , Modified by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t w = SEGMENT.virtualWidth(); uint16_t h = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * w * h; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); uint16_t x, y; // initialize on first call if (SEGENV.call == 0) { fill_solid(leds, CRGB::Black); //for (y = 0; y < h; y++) for (x = 0; x < w; x++) { // leds[XY(x,y)] = CRGB::Black; //} } fadeToBlackBy(leds, 16 + (SEGMENT.speed>>3)); // create fading trails float t = (float)(millis())/128; // timebase // outer stars for (byte i = 0; i < 8; i++) { x = beatsin8(SEGMENT.c1x>>3, 0, w - 1, 0, ((i % 2) ? 128 : 0) + t * i); y = beatsin8(SEGMENT.intensity>>3, 0, h - 1, 0, ((i % 2) ? 192 : 64) + t * i); leds[XY(x,y)] += CHSV(i*32, 255, 255); } // inner stars for (byte i = 0; i < 4; i++) { x = beatsin8(SEGMENT.c2x>>3, w/4, w - 1 - w/4, 0, ((i % 2) ? 128 : 0) + t * i); y = beatsin8(SEGMENT.c3x>>3, h/4, h - 1 - h/4, 0, ((i % 2) ? 192 : 64) + t * i); leds[XY(x,y)] += CHSV(i*32, 255, 255); } // central white dot leds[XY(w/2,h/2)] = CHSV(0,0,255); // blur everything a bit blur2d(leds, 16); // for (y = 0; y < h; y++) for (x = 0; x < w; x++) { // uint16_t o = x + y * w; // setPixelColorXY(x, y, leds[o]); // } setPixels(leds); return FRAMETIME; } // mode_2DBlackHole() //////////////////////////// // 2D Colored Bursts // //////////////////////////// uint16_t WS2812FX::mode_2DColoredBursts() { // By: ldirko https://editor.soulmatelights.com/gallery/819-colored-bursts , modified by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t w = SEGMENT.virtualWidth(); uint16_t h = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * w * h; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) { fill_solid(leds, CRGB::Black); //for (uint16_t i = 0; i < w*h; i++) leds[i] = CRGB::Black; SEGENV.aux0 = 0; // start with red hue } bool dot = false; bool grad = true; byte numLines = SEGMENT.intensity/16 + 1; SEGENV.aux0++; // hue fadeToBlackBy(leds, 40); for (byte i = 0; i < numLines; i++) { byte x1 = beatsin8(2 + SEGMENT.speed/16, 0, (w - 1)); byte x2 = beatsin8(1 + SEGMENT.speed/16, 0, (w - 1)); byte y1 = beatsin8(5 + SEGMENT.speed/16, 0, (h - 1), 0, i * 24); byte y2 = beatsin8(3 + SEGMENT.speed/16, 0, (h - 1), 0, i * 48 + 64); CRGB color = ColorFromPalette(currentPalette, i * 255 / numLines + (SEGENV.aux0&0xFF), 255, LINEARBLEND); byte xsteps = abs8(x1 - y1) + 1; byte ysteps = abs8(x2 - y2) + 1; byte steps = xsteps >= ysteps ? xsteps : ysteps; for (byte i = 1; i <= steps; i++) { byte dx = lerp8by8(x1, y1, i * 255 / steps); byte dy = lerp8by8(x2, y2, i * 255 / steps); int index = XY(dx, dy); leds[index] += color; // change to += for brightness look if (grad) leds[index] %= (i * 255 / steps); //Draw gradient line } if (dot) { //add white point at the ends of line leds[XY(x1, x2)] += CRGB::White; leds[XY(y1, y2)] += CRGB::White; } } blur2d(leds, 4); setPixels(leds); // Use this ONLY if we're going to display via leds[x] method. return FRAMETIME; } // mode_2DColoredBursts() ///////////////////// // 2D DNA // ///////////////////// uint16_t WS2812FX::mode_2Ddna(void) { // dna originally by by ldirko at https://pastebin.com/pCkkkzcs. Updated by Preyy. WLED conversion by Andrew Tuline. if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, 0); fadeToBlackBy(leds, 64); for(int i = 0; i < width; i++) { // change to height if you want to re-orient, and swap the 4 lines below. leds[XY(i, beatsin8(SEGMENT.speed/8, 0, height-1, 0, i*4))] = ColorFromPalette(currentPalette, i*5+millis()/17, beatsin8(5, 55, 255, 0, i*10), LINEARBLEND); leds[XY(i, beatsin8(SEGMENT.speed/8, 0, height-1, 0, i*4+128))] = ColorFromPalette(currentPalette,i*5+128+millis()/17, beatsin8(5, 55, 255, 0, i*10+128), LINEARBLEND); // 180 degrees (128) out of phase } blur2d(leds, SEGMENT.intensity/8); setPixels(leds); return FRAMETIME; } // mode_2Ddna() ///////////////////////// // 2D DNA Spiral // ///////////////////////// uint16_t WS2812FX::mode_2DDNASpiral() { // By: ldirko https://editor.soulmatelights.com/gallery/810 , modified by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) { fill_solid(leds, CRGB::Black); SEGENV.aux0 = 0; // hue } uint8_t speeds = SEGMENT.speed/2; uint8_t freq = SEGMENT.intensity/8; uint32_t ms = millis() / 20; nscale8(leds, 120); for (uint16_t i = 0; i < height; i++) { uint16_t x = beatsin8(speeds, 0, width - 1, 0, i * freq) + beatsin8(speeds - 7, 0, width - 1, 0, i * freq + 128); uint16_t x1 = beatsin8(speeds, 0, width - 1, 0, 128 + i * freq) + beatsin8(speeds - 7, 0, width - 1, 0, 128 + 64 + i * freq); SEGENV.aux0 = i * 128 / width + ms; //ewowi20210629: not width - 1 to avoid crash if width = 1 if ((i + ms / 8) & 3) { x = x / 2; x1 = x1 / 2; byte steps = abs8(x - x1) + 1; for (byte k = 1; k <= steps; k++) { byte dx = lerp8by8(x, x1, k * 255 / steps); uint16_t index = XY(dx, i); leds[index] += ColorFromPalette(currentPalette, SEGENV.aux0, 255, LINEARBLEND); leds[index] %= (k * 255 / steps); //for draw gradient line } leds[XY(x, i)] += CRGB::DarkSlateGray; leds[XY(x1, i)] += CRGB::White; } } setPixels(leds); // Use this ONLY if we're going to display via leds[x] method. return FRAMETIME; } // mode_2DDNASpiral() ///////////////////////// // 2D Drift // ///////////////////////// uint16_t WS2812FX::mode_2DDrift() { // By: Stepko https://editor.soulmatelights.com/gallery/884-drift , Modified by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (width<8 || height<8) return mode_static(); if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); fadeToBlackBy(leds, 128); const uint16_t maxDim = MAX(width, height)/2; unsigned long t = millis() / (32 - (SEGMENT.speed>>3)); for (float i = 1; i < maxDim; i += 0.25) { float angle = radians(t * (maxDim - i)); uint16_t myX = (width>>1) + (uint16_t)(sin_t(angle) * i) + (width%2); uint16_t myY = (height>>1) + (uint16_t)(cos_t(angle) * i) + (height%2); leds[XY(myX,myY)] = ColorFromPalette(currentPalette, (i * 20) + (t / 20), 255, LINEARBLEND); } blur2d(leds, SEGMENT.intensity>>3); setPixels(leds); return FRAMETIME; } // mode_2DDrift() ////////////////////////// // 2D Firenoise // ////////////////////////// uint16_t WS2812FX::mode_2Dfirenoise(void) { // firenoise2d. By Andrew Tuline. Yet another short routine. if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); uint16_t xscale = SEGMENT.intensity*4; uint32_t yscale = SEGMENT.speed*8; uint8_t indexx = 0; currentPalette = CRGBPalette16( CRGB(0,0,0), CRGB(0,0,0), CRGB(0,0,0), CRGB(0,0,0), CRGB::Red, CRGB::Red, CRGB::Red, CRGB::DarkOrange, CRGB::DarkOrange,CRGB::DarkOrange, CRGB::Orange, CRGB::Orange, CRGB::Yellow, CRGB::Orange, CRGB::Yellow, CRGB::Yellow); for (uint16_t j=0; j < width; j++) { for (uint16_t i=0; i < height; i++) { indexx = inoise8(j*yscale*height/255, i*xscale+millis()/4); // We're moving along our Perlin map. leds[XY(j,i)] = ColorFromPalette(currentPalette, min(i*(indexx)>>4, 255), i*255/width, LINEARBLEND); // With that value, look up the 8 bit colour palette value and assign it to the current LED. } // for i } // for j setPixels(leds); return FRAMETIME; } // mode_2Dfirenoise() ////////////////////////////// // 2D Frizzles // ////////////////////////////// uint16_t WS2812FX::mode_2DFrizzles(void) { // By: Stepko https://editor.soulmatelights.com/gallery/640-color-frizzles , Modified by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); fadeToBlackBy(leds, 16); for (byte i = 8; i > 0; i--) { leds[XY(beatsin8(SEGMENT.speed/8 + i, 0, width - 1), beatsin8(SEGMENT.intensity/8 - i, 0, height - 1))] += ColorFromPalette(currentPalette, beatsin8(12, 0, 255), 255, LINEARBLEND); } blur2d(leds, 16); setPixels(leds); return FRAMETIME; } // mode_2DFrizzles() /////////////////////////////////////////// // 2D Cellular Automata Game of life // /////////////////////////////////////////// typedef struct ColorCount { CRGB color; int8_t count; } colorCount; static unsigned long resetMillis; //triggers reset if more than 3 seconds from now uint16_t WS2812FX::mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https://natureofcode.com/book/chapter-7-cellular-automata/ and https://github.com/DougHaber/nlife-color if (!isMatrix) return mode_static(); // not a 2D set-up const uint16_t width = SEGMENT.virtualWidth(); const uint16_t height = SEGMENT.virtualHeight(); const uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize*2)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); CRGB *prevLeds = reinterpret_cast(SEGENV.data) + dataSize; CRGB backgroundColor = SEGCOLOR(1); if (SEGENV.call == 0 || now - resetMillis > 20000) { resetMillis = now; random16_set_seed(now); //seed the random generator //give the leds random state and colors (based on intensity, colors from palette or all posible colors are chosen) for (int x = 0; x < width; x++) for (int y = 0; y < height; y++) { uint8_t state = random8()%2; if (state == 0) leds[XY(x,y)] = backgroundColor; else leds[XY(x,y)] = (CRGB)color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0); } fill_solid(prevLeds, CRGB::Black); SEGENV.aux1 = 0; SEGENV.aux0 = 0xFFFF; } //copy previous leds (save previous generation) for (int x = 0; x < width; x++) for (int y = 0; y < height; y++) prevLeds[XY(x,y)] = leds[XY(x,y)]; //calculate new leds for (int x = 0; x < width; x++) for (int y = 0; y < height; y++) { colorCount colorsCount[9];//count the different colors in the 9*9 matrix for (int i=0; i<9; i++) colorsCount[i] = {backgroundColor, 0}; //init colorsCount //iterate through neighbors and count them and their different colors int neighbors = 0; for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) { //iterate through 9*9 matrix // wrap around segment int16_t xx = x+i, yy = y+j; if (x+i < 0) xx = width-1; else if (x+i >= width) xx = 0; if (y+j < 0) yy = height-1; else if (y+j >= height) yy = 0; uint16_t xy = XY(xx, yy); // previous cell xy to check // count different neighbours and colors, except the centre cell if (xy != XY(x,y) && prevLeds[xy] != backgroundColor) { neighbors++; bool colorFound = false; int k; for (k=0; k<9 && colorsCount[i].count != 0; k++) if (colorsCount[k].color == prevLeds[xy]) { colorsCount[k].count++; colorFound = true; } if (!colorFound) colorsCount[k] = {prevLeds[xy], 1}; //add new color found in the array } } // i,j // Rules of Life if ((leds[XY(x,y)] != backgroundColor) && (neighbors < 2)) leds[XY(x,y)] = backgroundColor; // Loneliness else if ((leds[XY(x,y)] != backgroundColor) && (neighbors > 3)) leds[XY(x,y)] = backgroundColor; // Overpopulation else if ((leds[XY(x,y)] == backgroundColor) && (neighbors == 3)) { // Reproduction //find dominantcolor and assign to cell colorCount dominantColorCount = {backgroundColor, 0}; for (int i=0; i<9 && colorsCount[i].count != 0; i++) if (colorsCount[i].count > dominantColorCount.count) dominantColorCount = colorsCount[i]; if (dominantColorCount.count > 0) leds[XY(x,y)] = dominantColorCount.color; //assign the dominant color } // else do nothing! } //x,y // calculate CRC16 of leds[] uint16_t crc = crc16((const unsigned char*)leds, dataSize); // check if we had same CRC and reset if needed if (!(crc == SEGENV.aux0 || crc == SEGENV.aux1)) resetMillis = now; //if no repetition avoid reset // remeber last two SEGENV.aux1 = SEGENV.aux0; SEGENV.aux0 = crc; setPixels(leds); return FRAMETIME_FIXED * (128-(SEGMENT.speed>>1)); // update only when appropriate time passes (in 42 FPS slots) } // mode_2Dgameoflife() ///////////////////////// // 2D Hiphotic // ///////////////////////// uint16_t WS2812FX::mode_2DHiphotic() { // By: ldirko https://editor.soulmatelights.com/gallery/810 , Modified by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); //uint16_t dataSize = sizeof(CRGB) * width * height; //if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed //CRGB *leds = reinterpret_cast(SEGENV.data); //if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); uint32_t a = now / 8; for (uint16_t x = 0; x < width; x++) { for (uint16_t y = 0; y < height; y++) { //leds[XY(x,y)] = ColorFromPalette(currentPalette, sin8(cos8(x * SEGMENT.speed/16 + a / 3) + sin8(y * SEGMENT.intensity/16 + a / 4) + a), 255, LINEARBLEND); //setPixelColorXY(x, y, ColorFromPalette(currentPalette, sin8(cos8(x * SEGMENT.speed/16 + a / 3) + sin8(y * SEGMENT.intensity/16 + a / 4) + a), 255, LINEARBLEND)); setPixelColorXY(x, y, color_from_palette(sin8(cos8(x * SEGMENT.speed/16 + a / 3) + sin8(y * SEGMENT.intensity/16 + a / 4) + a), false, PALETTE_SOLID_WRAP, 0)); } } //setPixels(leds); // Use this ONLY if we're going to display via leds[x] method. return FRAMETIME; } // mode_2DHiphotic() ///////////////////////// // 2D Julia // ///////////////////////// // Sliders are: // intensity = Maximum number of iterations per pixel. // Custom1 = Location of X centerpoint // Custom2 = Location of Y centerpoint // Custom3 = Size of the area (small value = smaller area) typedef struct Julia { float xcen; float ycen; float xymag; } julia; uint16_t WS2812FX::mode_2DJulia(void) { // An animated Julia set by Andrew Tuline. if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); if (!SEGENV.allocateData(sizeof(julia))) return mode_static(); // We use this method for allocating memory for static variables. Julia* julias = reinterpret_cast(SEGENV.data); // Because 'static' doesn't work with SEGMENTS. float reAl; float imAg; if (SEGENV.call == 0) { // Reset the center if we've just re-started this animation. julias->xcen = 0.; julias->ycen = 0.; julias->xymag = 1.0; SEGMENT.c1x = 128; // Make sure the location widgets are centered to start. SEGMENT.c2x = 128; SEGMENT.c3x = 128; SEGMENT.intensity = 24; } julias->xcen = julias->xcen + (float)(SEGMENT.c1x - 128)/100000.; julias->ycen = julias->ycen + (float)(SEGMENT.c2x - 128)/100000.; julias->xymag = julias->xymag + (float)(SEGMENT.c3x-128)/100000.; if (julias->xymag < 0.01) julias->xymag = 0.01; if (julias->xymag > 1.0) julias->xymag = 1.0; float xmin = julias->xcen - julias->xymag; float xmax = julias->xcen + julias->xymag; float ymin = julias->ycen - julias->xymag; float ymax = julias->ycen + julias->xymag; // Whole set should be within -1.2,1.2 to -.8 to 1. xmin = constrain(xmin,-1.2,1.2); xmax = constrain(xmax,-1.2,1.2); ymin = constrain(ymin,-.8,1.0); ymax = constrain(ymax,-.8,1.0); float dx; // Delta x is mapped to the matrix size. float dy; // Delta y is mapped to the matrix size. int maxIterations = 15; // How many iterations per pixel before we give up. Make it 8 bits to match our range of colours. float maxCalc = 16.0; // How big is each calculation allowed to be before we give up. maxIterations = SEGMENT.intensity/2; // Resize section on the fly for some animaton. reAl = -0.94299; // PixelBlaze example imAg = 0.3162; reAl += sin((float)millis()/305.)/20.; imAg += sin((float)millis()/405.)/20.; dx = (xmax - xmin) / (width); // Scale the delta x and y values to our matrix size. dy = (ymax - ymin) / (height); // Start y float y = ymin; for (int j = 0; j < height; j++) { // Start x float x = xmin; for (int i = 0; i < width; i++) { // Now we test, as we iterate z = z^2 + c does z tend towards infinity? float a = x; float b = y; int iter = 0; while (iter < maxIterations) { // Here we determine whether or not we're out of bounds. float aa = a * a; float bb = b * b; float len = aa + bb; if (len > maxCalc) { // |z| = sqrt(a^2+b^2) OR z^2 = a^2+b^2 to save on having to perform a square root. break; // Bail } // This operation corresponds to z -> z^2+c where z=a+ib c=(x,y). Remember to use 'foil'. b = 2*a*b + imAg; a = aa - bb + reAl; iter++; } // while // We color each pixel based on how long it takes to get to infinity, or black if it never gets there. if (iter == maxIterations) { setPixelColorXY(i, j, 0); } else { setPixelColorXY(i, j, color_from_palette(iter*255/maxIterations, false, PALETTE_SOLID_WRAP, 0)); } x += dx; } y += dy; } // blur2d( leds, 64); return FRAMETIME; } // mode_2DJulia() ////////////////////////////// // 2D Lissajous // ////////////////////////////// uint16_t WS2812FX::mode_2DLissajous(void) { // By: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); //uint16_t dataSize = sizeof(CRGB) * width * height; //if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed //CRGB *leds = reinterpret_cast(SEGENV.data); //if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); //fadeToBlackBy(leds, SEGMENT.intensity); fade_out(SEGMENT.intensity); for (int i=0; i < 256; i ++) { uint8_t xlocn = sin8(now/2+i*SEGMENT.speed/64); uint8_t ylocn = cos8(now/2+i*128/64); xlocn = map(xlocn,0,255,0,width-1); ylocn = map(ylocn,0,255,0,height-1); //leds[XY(xlocn,ylocn)] = ColorFromPalette(currentPalette, now/100+i, 255, LINEARBLEND); //setPixelColorXY(xlocn, ylocn, crgb_to_col(ColorFromPalette(currentPalette, now/100+i, 255, LINEARBLEND))); setPixelColorXY(xlocn, ylocn, color_from_palette(now/100+i, false, PALETTE_SOLID_WRAP, 0)); } //setPixels(leds); return FRAMETIME; } // mode_2DLissajous() /////////////////////// // 2D Matrix // /////////////////////// uint16_t WS2812FX::mode_2Dmatrix(void) { // Matrix2D. By Jeremy Williams. Adapted by Andrew Tuline & improved by merkisoft and ewowi. if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); uint8_t fade = map(SEGMENT.c1x, 0, 255, 50, 250); // equals trail size uint8_t speed = (256-SEGMENT.speed) >> map(MIN(height, 150), 0, 150, 0, 3); // slower speeds for small displays CRGB spawnColor; CRGB trailColor; if (SEGMENT.c2x > 128) { spawnColor = SEGCOLOR(0); trailColor = SEGCOLOR(1); } else { spawnColor = CRGB(175,255,175); trailColor = CRGB(27,130,39); } if (now - SEGENV.step >= speed) { SEGENV.step = now; for (int16_t row=height-1; row>=0; row--) { for (int16_t col=0; col(SEGENV.data); //if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); float speed = 0.25f * (1+(SEGMENT.speed>>6)); // get some 2 random moving points uint8_t x2 = inoise8(now * speed, 25355, 685 ) / 16; uint8_t y2 = inoise8(now * speed, 355, 11685 ) / 16; uint8_t x3 = inoise8(now * speed, 55355, 6685 ) / 16; uint8_t y3 = inoise8(now * speed, 25355, 22685 ) / 16; // and one Lissajou function uint8_t x1 = beatsin8(23 * speed, 0, 15); uint8_t y1 = beatsin8(28 * speed, 0, 15); for (uint16_t y = 0; y < height; y++) { for (uint16_t x = 0; x < width; x++) { // calculate distances of the 3 points from actual pixel // and add them together with weightening uint16_t dx = abs(x - x1); uint16_t dy = abs(y - y1); uint16_t dist = 2 * sqrt16((dx * dx) + (dy * dy)); dx = abs(x - x2); dy = abs(y - y2); dist += sqrt16((dx * dx) + (dy * dy)); dx = abs(x - x3); dy = abs(y - y3); dist += sqrt16((dx * dx) + (dy * dy)); // inverse result byte color = 1000 / dist; // map color between thresholds if (color > 0 and color < 60) { //leds[XY(x, y)] = ColorFromPalette(currentPalette, color * 9, 255); //setPixelColorXY(x, y, ColorFromPalette(currentPalette, color * 9, 255)); setPixelColorXY(x, y, color_from_palette(map(color * 9, 9, 531, 0, 255), false, PALETTE_SOLID_WRAP, 0)); } else { //leds[XY(x, y)] = ColorFromPalette(currentPalette, 0, 255); //setPixelColorXY(x, y, ColorFromPalette(currentPalette, 0, 255)); setPixelColorXY(x, y, color_from_palette(0, false, PALETTE_SOLID_WRAP, 0)); } // show the 3 points, too //leds[XY(x1,y1)] = CRGB(255, 255,255); //leds[XY(x2,y2)] = CRGB(255, 255,255); //leds[XY(x3,y3)] = CRGB(255, 255,255); setPixelColorXY(x1, y1, CRGB::White); setPixelColorXY(x2, y2, CRGB::White); setPixelColorXY(x3, y3, CRGB::White); } } //setPixels(leds); return FRAMETIME; } // mode_2Dmetaballs() ////////////////////// // 2D Noise // ////////////////////// uint16_t WS2812FX::mode_2Dnoise(void) { // By Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t scale = SEGMENT.intensity+2; for (uint16_t y = 0; y < height; y++) { for (uint16_t x = 0; x < width; x++) { uint8_t pixelHue8 = inoise8(x * scale, y * scale, millis() / (16 - SEGMENT.speed/16)); setPixelColorXY(x, y, crgb_to_col(ColorFromPalette(currentPalette, pixelHue8))); } } return FRAMETIME; } // mode_2Dnoise() ////////////////////////////// // 2D Plasma Ball // ////////////////////////////// uint16_t WS2812FX::mode_2DPlasmaball(void) { // By: Stepko https://editor.soulmatelights.com/gallery/659-plasm-ball , Modified by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); fadeToBlackBy(leds, 64); double t = millis() / (33 - SEGMENT.speed/8); for (uint16_t i = 0; i < width; i++) { uint16_t thisVal = inoise8(i * 30, t, t); uint16_t thisMax = map(thisVal, 0, 255, 0, width); for (uint16_t j = 0; j < height; j++) { uint16_t thisVal_ = inoise8(t, j * 30, t); uint16_t thisMax_ = map(thisVal_, 0, 255, 0, height); uint16_t x = (i + thisMax_ - (width * 2 - width) / 2); uint16_t y = (j + thisMax - (width * 2 - width) / 2); uint16_t cx = (i + thisMax_); uint16_t cy = (j + thisMax); leds[XY(i, j)] += ((x - y > -2) && (x - y < 2)) || ((width - 1 - x - y) > -2 && (width - 1 - x - y < 2)) || (width - cx == 0) || (width - 1 - cx == 0) || ((height - cy == 0) || (height - 1 - cy == 0)) ? ColorFromPalette(currentPalette, beat8(5), thisVal, LINEARBLEND) : CHSV(0, 0, 0); } } blur2d(leds, 4); setPixels(leds); return FRAMETIME; } // mode_2DPlasmaball() //////////////////////////////// // 2D Polar Lights // //////////////////////////////// static float fmap(const float x, const float in_min, const float in_max, const float out_min, const float out_max) { return (out_max - out_min) * (x - in_min) / (in_max - in_min) + out_min; } // TODO: uses static vars uint16_t WS2812FX::mode_2DPolarLights(void) { // By: Kostyantyn Matviyevskyy https://editor.soulmatelights.com/gallery/762-polar-lights , Modified by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); //CRGBPalette16 currentPalette = {0x000000, 0x003300, 0x006600, 0x009900, 0x00cc00, 0x00ff00, 0x33ff00, 0x66ff00, 0x99ff00, 0xccff00, 0xffff00, 0xffcc00, 0xff9900, 0xff6600, 0xff3300, 0xff0000}; float adjustHeight = fmap(height, 8, 32, 28, 12); uint16_t adjScale = map(width, 8, 64, 310, 63); static unsigned long timer; // Cannot be uint16_t value (aka aux0) if (SEGENV.aux1 != SEGMENT.c1x/12) { // Hacky palette rotation. We need that black. SEGENV.aux1 = SEGMENT.c1x; for (int i = 0; i < 16; i++) { long ilk; ilk = (long)currentPalette[i].r << 16; ilk += (long)currentPalette[i].g << 8; ilk += (long)currentPalette[i].b; ilk = (ilk << SEGENV.aux1) | (ilk >> (24 - SEGENV.aux1)); currentPalette[i].r = ilk >> 16; currentPalette[i].g = ilk >> 8; currentPalette[i].b = ilk; } } uint16_t _scale = map(SEGMENT.intensity, 1, 255, 30, adjScale); byte _speed = map(SEGMENT.speed, 1, 255, 128, 16); for (uint16_t x = 0; x < width; x++) { for (uint16_t y = 0; y < height; y++) { timer++; leds[XY(x, y)] = ColorFromPalette(currentPalette, qsub8( inoise8(SEGENV.aux0 % 2 + x * _scale, y * 16 +timer % 16, timer / _speed), fabs((float)height / 2 - (float)y) * adjustHeight)); } } setPixels(leds); return FRAMETIME; } // mode_2DPolarLights() ///////////////////////// // 2D Pulser // ///////////////////////// uint16_t WS2812FX::mode_2DPulser(void) { // By: ldirko https://editor.soulmatelights.com/gallery/878-pulse-test , modifed by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); byte r = 16; uint16_t a = now / (18 - SEGMENT.speed / 16); uint16_t x = (a / 14); uint16_t y = (sin8(a * 5) + sin8(a * 4) + sin8(a * 2)) / 3 * r / 255; uint16_t index = XY(x, (height / 2 - r / 2 + y)); leds[index] = ColorFromPalette(currentPalette, y * 16 - 100, 255, LINEARBLEND); blur2d(leds, SEGMENT.intensity / 16); setPixels(leds); // Use this ONLY if we're going to display via leds[x] method. return FRAMETIME; } // mode_2DPulser() ///////////////////////// // 2D Sindots // ///////////////////////// uint16_t WS2812FX::mode_2DSindots(void) { // By: ldirko https://editor.soulmatelights.com/gallery/597-sin-dots , modified by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); fadeToBlackBy(leds, 15); byte t1 = millis() / (257 - SEGMENT.speed); // 20; byte t2 = sin8(t1) / 4 * 2; for (uint16_t i = 0; i < 13; i++) { byte x = sin8(t1 + i * SEGMENT.intensity/8)*(width-1)/255; // max index now 255x15/255=15! byte y = sin8(t2 + i * SEGMENT.intensity/8)*(height-1)/255; // max index now 255x15/255=15! leds[XY(x, y)] = ColorFromPalette(currentPalette, i * 255 / 13, 255, LINEARBLEND); } blur2d(leds, 16); setPixels(leds); // Use this ONLY if we're going to display via leds[x] method. return FRAMETIME; } // mode_2DSindots() ////////////////////////////// // 2D Squared Swirl // ////////////////////////////// // custom3 affects the blur amount. uint16_t WS2812FX::mode_2Dsquaredswirl(void) { // By: Mark Kriegsman. https://gist.github.com/kriegsman/368b316c55221134b160 // Modifed by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); const uint8_t kBorderWidth = 2; fadeToBlackBy(leds, 24); uint8_t blurAmount = SEGMENT.c3x>>4; blur2d(leds, blurAmount); // Use two out-of-sync sine waves uint8_t i = beatsin8(19, kBorderWidth, width-kBorderWidth); uint8_t j = beatsin8(22, kBorderWidth, width-kBorderWidth); uint8_t k = beatsin8(17, kBorderWidth, width-kBorderWidth); uint8_t m = beatsin8(18, kBorderWidth, height-kBorderWidth); uint8_t n = beatsin8(15, kBorderWidth, height-kBorderWidth); uint8_t p = beatsin8(20, kBorderWidth, height-kBorderWidth); uint16_t ms = millis(); leds[XY(i, m)] += ColorFromPalette(currentPalette, ms/29, 255, LINEARBLEND); leds[XY(j, n)] += ColorFromPalette(currentPalette, ms/41, 255, LINEARBLEND); leds[XY(k, p)] += ColorFromPalette(currentPalette, ms/73, 255, LINEARBLEND); setPixels(leds); return FRAMETIME; } // mode_2Dsquaredswirl() ////////////////////////////// // 2D Sun Radiation // ////////////////////////////// // TODO: uses static vars, Does not yet support segment uint16_t WS2812FX::mode_2DSunradiation(void) { // By: ldirko https://editor.soulmatelights.com/gallery/599-sun-radiation , modified by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); static CRGB chsvLut[256]; static byte bump[1156]; // Don't go beyond a 32x32 matrix!!! or (width+2) * (mtrixHeight+2) if (SEGMENT.intensity != SEGENV.aux0) { SEGENV.aux0 = SEGMENT.intensity; for (int j = 0; j < 256; j++) { chsvLut[j] = HeatColor(j /( 3.0-(float)(SEGMENT.intensity)/128.)); //256 pallette color } } unsigned long t = millis() / 4; int index = 0; uint8_t someVal = SEGMENT.speed/4; // Was 25. for (uint16_t j = 0; j < (height + 2); j++) { for (uint16_t i = 0; i < (width + 2); i++) { byte col = (inoise8_raw(i * someVal, j * someVal, t)) / 2; bump[index++] = col; } } int yindex = width + 3; int16_t vly = -(height / 2 + 1); for (uint16_t y = 0; y < height; y++) { ++vly; int16_t vlx = -(width / 2 + 1); for (uint16_t x = 0; x < width; x++) { ++vlx; int8_t nx = bump[x + yindex + 1] - bump[x + yindex - 1]; int8_t ny = bump[x + yindex + (width + 2)] - bump[x + yindex - (width + 2)]; byte difx = abs8(vlx * 7 - nx); byte dify = abs8(vly * 7 - ny); int temp = difx * difx + dify * dify; int col = 255 - temp / 8; //8 its a size of effect if (col < 0) col = 0; leds[XY(x, y)] = chsvLut[col]; //thx sutubarosu )) } yindex += (width + 2); } setPixels(leds); return FRAMETIME; } // mode_2DSunradiation() ///////////////////////// // 2D Tartan // ///////////////////////// uint16_t WS2812FX::mode_2Dtartan(void) { // By: Elliott Kember https://editor.soulmatelights.com/gallery/3-tartan , Modified by: Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); uint8_t hue; int offsetX = beatsin16(3, -360, 360); int offsetY = beatsin16(2, -360, 360); for (uint16_t x = 0; x < width; x++) { for (uint16_t y = 0; y < height; y++) { uint16_t index = XY(x, y); hue = x * beatsin16(10, 1, 10) + offsetY; leds[index] = ColorFromPalette(currentPalette, hue, sin8(x * SEGMENT.speed + offsetX) * sin8(x * SEGMENT.speed + offsetX) / 255, LINEARBLEND); hue = y * 3 + offsetX; leds[index] += ColorFromPalette(currentPalette, hue, sin8(y * SEGMENT.intensity + offsetY) * sin8(y * SEGMENT.intensity + offsetY) / 255, LINEARBLEND); } } setPixels(leds); // Use this ONLY if we're going to display via leds[x] method. return FRAMETIME; } // mode_2DTartan() ///////////////////////// // * 2D Waverly // ///////////////////////// uint16_t WS2812FX::mode_2DWaverly(void) { // By: Stepko, https://editor.soulmatelights.com/gallery/652-wave , modified by Andrew Tuline if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); fadeToBlackBy(leds, SEGMENT.speed); long t = now / 2; for (uint16_t i = 0; i < width; i++) { //uint8_t tmpSound = (soundAgc) ? sampleAgc : sampleAvg; uint16_t thisVal = /*tmpSound*/((SEGMENT.intensity>>2)+1) * inoise8(i * 45 , t , t)/64; uint16_t thisMax = map(thisVal, 0, 512, 0, height); for (uint16_t j = 0; j < thisMax; j++) { leds[XY(i, j)] += ColorFromPalette(currentPalette, map(j, 0, thisMax, 250, 0), 255, LINEARBLEND); leds[XY((width - 1) - i, (height - 1) - j)] += ColorFromPalette(currentPalette, map(j, 0, thisMax, 250, 0), 255, LINEARBLEND); } } blur2d(leds, 16); setPixels(leds); return FRAMETIME; } // mode_2DWaverly() ///////////////////////// // 2D Akemi // ///////////////////////// uint16_t WS2812FX::mode_2DAkemi(void) { if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t counter = (now * ((SEGMENT.speed >> 2) +2)) & 0xFFFF; counter = counter >> 8; //Akemi uint8_t akemi[32][32]={ {0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,2,2,3,3,3,3,3,3,2,2,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,2,3,3,0,0,0,0,0,0,3,3,2,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,2,3,0,0,0,6,5,5,4,0,0,0,3,2,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,2,3,0,0,6,6,5,5,5,5,4,4,0,0,3,2,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,2,3,0,6,5,5,5,5,5,5,5,5,4,0,3,2,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,2,3,0,6,5,5,5,5,5,5,5,5,5,5,4,0,3,2,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,3,2,0,6,5,5,5,5,5,5,5,5,5,5,4,0,2,3,0,0,0,0,0,0,0}, {0,0,0,0,0,0,3,2,3,6,5,5,7,7,5,5,5,5,7,7,5,5,4,3,2,3,0,0,0,0,0,0}, {0,0,0,0,0,2,3,1,3,6,5,1,7,7,7,5,5,1,7,7,7,5,4,3,1,3,2,0,0,0,0,0}, {0,0,0,0,0,8,3,1,3,6,5,1,7,7,7,5,5,1,7,7,7,5,4,3,1,3,8,9,0,0,0,0}, {0,0,0,0,0,8,3,1,3,6,5,5,1,1,5,5,5,5,1,1,5,5,4,3,1,3,8,0,0,0,0,0}, {0,0,0,0,0,2,3,1,3,6,5,5,5,5,5,5,5,5,5,5,5,5,4,3,1,3,2,0,0,0,0,0}, {0,0,0,0,0,0,3,2,3,6,5,5,5,5,5,5,5,5,5,5,5,5,4,3,2,3,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,6,5,5,5,5,5,7,7,5,5,5,5,5,4,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,0,0,0,0,0,0}, {1,0,0,0,0,0,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,0,0,0,0,0,2}, {0,2,2,2,0,0,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,0,0,2,2,2,0}, {0,0,0,3,2,0,0,0,6,5,4,4,4,4,4,4,4,4,4,4,4,4,4,4,0,0,0,2,2,0,0,0}, {0,0,0,3,2,0,0,0,6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4,0,0,0,2,3,0,0,0}, {0,0,0,0,3,2,0,0,0,0,3,3,0,3,3,0,0,3,3,0,3,3,0,0,0,0,2,2,0,0,0,0}, {0,0,0,0,3,2,0,0,0,0,3,2,0,3,2,0,0,3,2,0,3,2,0,0,0,0,2,3,0,0,0,0}, {0,0,0,0,0,3,2,0,0,3,2,0,0,3,2,0,0,3,2,0,0,3,2,0,0,2,3,0,0,0,0,0}, {0,0,0,0,0,3,2,2,2,2,0,0,0,3,2,0,0,3,2,0,0,0,3,2,2,2,3,0,0,0,0,0}, {0,0,0,0,0,0,3,3,3,0,0,0,0,3,2,0,0,3,2,0,0,0,0,3,3,3,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, }; //draw and color Akemi for (uint16_t y=0; y < height; y++) for (uint16_t x=0; x < width; x++) { CRGB color = BLACK; CRGB faceColor = color_wheel(counter); CRGB armsAndLegsColor = SEGCOLOR(1) > 0 ? SEGCOLOR(1) : 0xFFE0A0; //default warmish white 0xABA8FF; //0xFF52e5;// CRGB soundColor = ORANGE; float lightFactor = 0.15; float normalFactor = 0.4; float base = 0.0; //fftResult[0]/255.0; switch (akemi[(y * 32)/height][(x * 32)/width]) { case 0: color = BLACK; break; case 3: armsAndLegsColor.r *= lightFactor; armsAndLegsColor.g *= lightFactor; armsAndLegsColor.b *= lightFactor; color = armsAndLegsColor; break; //light arms and legs 0x9B9B9B case 2: armsAndLegsColor.r *= normalFactor; armsAndLegsColor.g *= normalFactor; armsAndLegsColor.b *= normalFactor; color = armsAndLegsColor; break; //normal arms and legs 0x888888 case 1: color = armsAndLegsColor; break; //dark arms and legs 0x686868 case 6: faceColor.r *= lightFactor; faceColor.g *= lightFactor; faceColor.b *= lightFactor; color=faceColor; break; //light face 0x31AAFF case 5: faceColor.r *= normalFactor; faceColor.g *= normalFactor; faceColor.b *= normalFactor; color=faceColor; break; //normal face 0x0094FF case 4: color = faceColor; break; //dark face 0x007DC6 case 7: color = SEGCOLOR(2) > 0 ? SEGCOLOR(2) : 0xFFFFFF; break; //eyes and mouth default white case 8: if (base > 0.4) {soundColor.r *= base; soundColor.g *= base; soundColor.b *= base; color=soundColor;} else color = armsAndLegsColor; break; default: color = BLACK; } if (SEGMENT.intensity > 128 /*&& fftResult[0] > 128*/) { //dance if base is high setPixelColorXY(x, 0, BLACK); setPixelColorXY(x, y+1, color); } else setPixelColorXY(x, y, color); } //add geq left and right /* for (uint16_t x=0; x < width/8; x++) { uint16_t band = x * width/8; uint16_t barHeight = map(fftResult[band], 0, 255, 0, 17*height/32); CRGB color = color_from_palette((band * 35), false, PALETTE_SOLID_WRAP, 0); for (uint16_t y=0; y < barHeight; y++) { setPixelColorXY(x, height/2-y, color); setPixelColorXY(width-1-x, height/2-y, color); } } */ return FRAMETIME; } // mode_2DAkemi ///////////////////////// // 2D spaceships // ///////////////////////// uint16_t WS2812FX::mode_2Dspaceships(void) { //// Space ships by stepko (c)05.02.21 [https://editor.soulmatelights.com/gallery/639-space-ships], adapted by Blaz Kristan if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); if (SEGENV.call == 0) fill_solid(leds, CRGB::Black); uint32_t tb = now >> 12; // every ~4s if (tb != SEGENV.step) { if (SEGENV.aux0 >= 7) SEGENV.aux0 = 0; else SEGENV.aux0++; SEGENV.step = tb; } fadeToBlackBy(leds, SEGMENT.speed>>4); switch (SEGENV.aux0) { case 0: moveX(leds, 1); break; case 1: moveX(leds, 1); moveY(leds, -1); break; case 2: moveY(leds, -1); break; case 3: moveX(leds, -1); moveY(leds, -1); break; case 4: moveX(leds, -1); break; case 5: moveX(leds, -1); moveY(leds, 1); break; case 6: moveY(leds, 1); break; case 7: moveX(leds, 1); moveY(leds, 1); break; } for (byte i = 0; i < 8; i++) { byte x = beatsin8(12 + i, 2, width - 3); byte y = beatsin8(15 + i, 2, height - 3); CRGB color = ColorFromPalette(currentPalette, beatsin8(12 + i, 0, 255), 255); leds[XY(x, y)] += color; if (width > 24 || height > 24) { leds[XY(x + 1, y)] += color; leds[XY(x - 1, y)] += color; leds[XY(x, y + 1)] += color; leds[XY(x, y - 1)] += color; } } blur2d(leds, SEGMENT.intensity>>3); setPixels(leds); return FRAMETIME; } ///////////////////////// // 2D Crazy Bees // ///////////////////////// //// Crazy bees by stepko (c)12.02.21 [https://editor.soulmatelights.com/gallery/651-crazy-bees], adapted by Blaz Kristan #define MAX_BEES 5 uint16_t WS2812FX::mode_2Dcrazybees(void) { if (!isMatrix) return mode_static(); // not a 2D set-up uint16_t width = SEGMENT.virtualWidth(); uint16_t height = SEGMENT.virtualHeight(); uint16_t dataSize = sizeof(CRGB) * width * height; byte n = MIN(MAX_BEES, (width * height) / 256 + 1); if (!SEGENV.allocateData(dataSize)) return mode_static(); //allocation failed CRGB *leds = reinterpret_cast(SEGENV.data); static struct { uint8_t posX, posY, aimX, aimY, hue; int8_t deltaX, deltaY, signX, signY, error; void aimed(uint16_t width, uint16_t height) { randomSeed(millis()); aimX = random8(0, width); aimY = random8(0, height); hue = random8(); deltaX = abs(aimX - posX); deltaY = abs(aimY - posY); signX = posX < aimX ? 1 : -1; signY = posY < aimY ? 1 : -1; error = deltaX - deltaY; }; } bee[MAX_BEES]; if (SEGENV.call == 0) { fill_solid(leds, CRGB::Black); for (byte i = 0; i < n; i++) { bee[i].posX = random8(0, width); bee[i].posY = random8(0, height); bee[i].aimed(width, height); } } fadeToBlackBy(leds, SEGMENT.speed>>4); for (byte i = 0; i < n; i++) { leds[XY(bee[i].aimX + 1, bee[i].aimY)] += CHSV(bee[i].hue, 255, 255); leds[XY(bee[i].aimX, bee[i].aimY + 1)] += CHSV(bee[i].hue, 255, 255); leds[XY(bee[i].aimX - 1, bee[i].aimY)] += CHSV(bee[i].hue, 255, 255); leds[XY(bee[i].aimX, bee[i].aimY - 1)] += CHSV(bee[i].hue, 255, 255); if (bee[i].posX != bee[i].aimX || bee[i].posY != bee[i].aimY) { leds[XY(bee[i].posX, bee[i].posY)] = CHSV(bee[i].hue, 60, 255); int8_t error2 = bee[i].error * 2; if (error2 > -bee[i].deltaY) { bee[i].error -= bee[i].deltaY; bee[i].posX += bee[i].signX; } if (error2 < bee[i].deltaX) { bee[i].error += bee[i].deltaX; bee[i].posY += bee[i].signY; } } else { bee[i].aimed(width, height); } } blur2d(leds, SEGMENT.intensity>>3); setPixels(leds); return FRAMETIME; }