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@StefanPetrick
Last active September 11, 2023 14:05
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FastLED simplex noise and colormapping fully modulated by itself
void noise_noise1() {
CRGBPalette16 Pal( pit );
/* here is how the palette looks like:
DEFINE_GRADIENT_PALETTE( pit ) {
0, 3, 3, 3,
64, 13, 13, 255, // blue
128, 3, 3, 3,
192, 255, 130, 3, // orange
255, 3, 3, 3
};
*/
//modulate the position so that it increases/decreases x
//(here based on the top left pixel - it could be any position else)
x[0] = x[0] + (2 * noise[0][0][0]) - 255;
//modulate the position so that it increases/decreases y
//(here based on the top right pixel - it could be any position else)
y[0] = y[0] + (2 * noise[0][15][0]) - 255;
//z just in one direction but with the additional "1" to make sure to never get stuck
//(here based on the down left pixel - it could be any position else)
z[0] += 1 + ((noise[0][0][15]) / 4);
//set the scaling based on left and right pixel of the middle line
scale_x[0] = 8000 + (noise[0][0][7] * 16);
scale_y[0] = 8000 + (noise[0][15][7] * 16);
//calculate new noise data
uint8_t layer = 0;
for (uint8_t i = 0; i < Width; i++) {
uint32_t ioffset = scale_x[layer] * (i - CentreX);
for (uint8_t j = 0; j < Height; j++) {
uint32_t joffset = scale_y[layer] * (j - CentreY);
uint16_t data = inoise16(x[layer] + ioffset, y[layer] + joffset, z[layer]);
if (data < 11000) data = 11000;
if (data > 51000) data = 51000;
data = data - 11000;
data = data / 161;
noise[layer][i][j] = data;
}
}
//map the colors
for (uint8_t y = 0; y < Height; y++) {
for (uint8_t x = 0; x < Width; x++) {
//I will add this overlay CRGB later for more colors
//it´s basically a rainbow mapping with an inverted brightness mask
CRGB overlay = CHSV(noise[0][y][x], 255, noise[0][x][y]);
//here the actual colormapping happens - notice the additional colorshift caused by the down right pixel noise[0][15][15]
leds[XY(x, y)] = ColorFromPalette( Pal, noise[0][15][15] + noise[0][x][y]) + overlay;
}
}
//make it looking nice
adjust_gamma();
//and show it
FastLED.show();
}
// cheap correction with gamma 2.0
void adjust_gamma()
{
for (uint16_t i = 0; i < NUM_LEDS; i++)
{
leds[i].r = dim8_video(leds[i].r);
leds[i].g = dim8_video(leds[i].g);
leds[i].b = dim8_video(leds[i].b);
}
}
//find the right led index within a serpentine matrix
uint16_t XY( uint8_t x, uint8_t y) {
uint16_t i;
if ( y & 0x01) {
uint8_t reverseX = (Width - 1) - x;
i = (y * Width) + reverseX;
} else {
i = (y * Width) + x;
}
return i;
}
@TomFrost
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TomFrost commented Sep 11, 2023

Fantastic! Your Animartrix work is mindblowing and hugely educational. Thanks so much for open sourcing that! I'm working on a v1 ESP32 right now-- I have a couple S3s headed my way though, so I'll be interested to see how they perform with the implementation you linked.

Great thoughts on B and C as well-- B in particular might be the cause of some of my smoothing issues. If my calculations slow down the FPS enough, transitions that were normally smoother might start flashing without the FPS drop being entirely obvious yet. I hadn't considered that at all.

Really appreciate you taking the time to share your wisdom here -- thank you!

@StefanPetrick
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You're welcome! When you get some nice results please show it to the community in the r/FastLED subreddit.

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