avr/flame/main.c

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#include <avr/io.h>
#include <util/delay.h>
#include <base.h>
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#include <sk9822.h>
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#define FPS 60
#define FRAME_DELAY_MS 1000 / FPS
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uint8_t random_step(uint8_t value, uint8_t min, uint8_t max, rng_t *rng) {
int8_t step = (rng_sample(rng) % 32) - 16;
uint16_t new_value = value + step;
if (new_value > max) {
return max;
} else if (new_value < min) {
return min;
} else {
return new_value;
}
}
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typedef enum {
normal,
creepy,
} color_scheme_e;
typedef struct {
rgb_t lamp;
color_scheme_e color_scheme;
int8_t red_step;
int8_t green_step;
int8_t blue_step;
uint8_t frame;
uint8_t duration;
} animation_t;
animation_t animation_new() {
return (animation_t){
.lamp = (rgb_t){ .brightness = 9, .r = 212, .g = 50, .b = 0 },
.color_scheme = normal,
.red_step = 0,
.green_step = 0,
.blue_step = 0,
.frame = 0,
.duration = 0,
};
}
void animation_flicker(animation_t *animation, rng_t *rng) {
uint8_t rdest;
uint8_t gdest;
switch (animation->color_scheme) {
case normal:
rdest = random_step(animation->lamp.r, 180, 255, rng);
gdest = random_step(animation->lamp.g, 10, 40, rng);
animation->red_step = 60 / (rdest - animation->lamp.r);
animation->green_step = 60 / (gdest - animation->lamp.g);
animation->duration = 60;
break;
case creepy:
break;
}
}
void animation_step(animation_t *animation, rng_t *rng) {
if (animation->duration == 0) {
animation_flicker(animation, rng);
} else {
if (animation->frame == animation->duration) {
animation->frame = 0;
animation->duration = 0;
animation->red_step = 0;
animation->green_step = 0;
animation->blue_step = 0;
} else {
animation->frame++;
animation->lamp.r += animation->red_step;
animation->lamp.g += animation->green_step;
animation->lamp.b += animation->blue_step;
}
}
}
/*
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void flicker(rgb_t *pixel, rng_t *rng) {
pixel->r = random_step(pixel->r, 180, 255, rng);
pixel->g = random_step(pixel->g, 10, 40, rng);
}
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*/
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int main (void) {
DDRB = _BV(2) | _BV(1) | _BV(0);
PORTB = 0;
_delay_ms(50);
io_pin_t data_pin = { .port = &PORTB, .pin = 0 };
io_pin_t clock_pin = { .port = &PORTB, .pin = 2 };
rng_t rng = rng_new(0);
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animation_t animation = animation_new();
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while (1) {
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animation_step(&animation, &rng);
send_pixels(data_pin, clock_pin, &animation.lamp, 1);
_delay_ms(FRAME_DELAY_MS);
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}
}