wallart/wallart.ino

95 lines
1.9 KiB
C++

#include <FastLED.h>
#define NEOPIXEL_PIN 2
#define GRIDLEN 50
#define MILLISECOND 1
#define SECOND (1000 * MILLISECOND)
CRGB grid[GRIDLEN];
void fade() {
int reps = 300 + random(GRIDLEN);
int hue = random(256);
for (int i = 0; i < reps; i++) {
FastLED.clear();
for (int pos = 0; pos < 8; pos++) {
grid[(i+pos) % GRIDLEN] = CHSV(hue, 255, pos * 32);
}
FastLED.show();
delay(80);
}
}
void singleCursor() {
for (int i = 0; i < 80; i++) {
grid[20] = CHSV(0, 210, 127 * (i%2));
FastLED.show();
delay(120);
}
}
#define NUM_SPARKS 3
void sparkle() {
int pos[NUM_SPARKS] = {0};
for (int i = 0; i < 50; i++) {
for (int j = 0; j < NUM_SPARKS; j++) {
pos[j] = random(GRIDLEN);
grid[pos[j]] = CRGB::Gray;
}
FastLED.show();
for (int j = 0; j < NUM_SPARKS; j++) {
grid[pos[j]] = CRGB::Black;
}
delay(40);
}
}
#define NUM_GLITCH 4
#define GLITCH_FRAMES 64
void glitchPulse() {
int steps[NUM_GLITCH] = {0};
int pos[NUM_GLITCH] = {0};
CRGB color[NUM_GLITCH];
for (int i = 0; i < NUM_GLITCH; i++) {
steps[i] = GLITCH_FRAMES / NUM_GLITCH * i;
color[i] = CRGB::Brown;
}
for (int frame = 0; frame < 1000; frame++) {
for (int i = 0; i < NUM_GLITCH; i++) {
if (steps[i] == 0) {
steps[i] = GLITCH_FRAMES;
pos[i] = random(GRIDLEN);
color[i] = CHSV(random(256), 64 + random(64), 255);
}
CRGB c = color[i];
int bmask = (0xff * steps[i] / 32) & 0xff;
if (steps[i] == GLITCH_FRAMES/2) {
bmask = 0xff - bmask;
}
c.red &= bmask;
c.green &= bmask;
c.blue &= bmask;
grid[pos[i]] = c;
steps[i]--;
}
FastLED.show();
delay(100);
}
}
void setup() {
FastLED.addLeds<WS2812, NEOPIXEL_PIN, RGB>(grid, GRIDLEN);
FastLED.setBrightness(52);
pinMode(LED_BUILTIN, OUTPUT);
}
void loop() {
fade();
singleCursor();
sparkle();
glitchPulse();
}