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PatternEffect_XX_Plasma.h
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/*
* Aurora: https://github.com/pixelmatix/aurora
* Copyright (c) 2014 Jason Coon
*
* 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.
*/
#ifndef PatternEffectPlasma_H
#define PatternEffectPlasma_H
class PatternEffectPlasma : public Drawable {
private:
int time = 0;
int cycles = 0;
uint8_t brightness;
public:
PatternEffectPlasma() {
name = (char *)"Plasma";
id = "P";
enabled = true;
}
// ------------------ start -------------------
void start(uint8_t _pattern) {
// do some randomsing here sometimes
brightness = 8;
}
// --------------------- draw frame -------------------------
unsigned int drawFrame(uint8_t _pattern, uint8_t _total) {
if (brightness < 255) brightness++;
for (int x = 0; x < MATRIX_WIDTH; x++) {
for (int y = 0; y < MATRIX_HEIGHT; y++) {
int16_t v = 0;
uint8_t wibble = sin8(time);
v += sin16(x * wibble * 2 + time);
v += cos16(y * (128 - wibble) * 2 + time);
v += sin16(y * x * cos8(-time) / 2);
// fade plasma effect in gently
effects.Pixel(x, y, (v >> 8) + 127, brightness);
}
}
//effects.Caleidoscope3(); // not bad
//effects.Caleidoscope1();
effects.Caleidoscope2(); // not bad
//effects.Caleidoscope1_BottomRight(); // needs work
time += 1;
cycles++;
if (cycles >= 2048) {
time = 0;
cycles = 0;
}
//effects.ShowFrame();
return 0; //was 30
}
};
#endif