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  • /*
     * A simple grid sequencer, launching several effects in rhythm.
     */
    
    float BPM = 120;
    int[][] pattern = {
      {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, 0, 0},
      {0, 0, 0, 0, 0, 0, 0, 1},
      {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, 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, 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}
    };
    
    OPC opc;
    
    // Grid coordinates
    int gridX = 20;
    int gridY = 20;
    int gridSquareSize = 15;
    int gridSquareSpacing = 20;
    
    // Timing info
    float rowsPerSecond = 2 * BPM / 60.0;
    float rowDuration = 1.0 / rowsPerSecond;
    float patternDuration = pattern.length / rowsPerSecond;
    
    // LED array coordinates
    int ledX = 400;
    int ledY = 360/2;
    int ledSpacing = 15;
    int ledBottom = int(ledY + 3.5 * ledSpacing);
    
    // Images
    PImage imgGreenDot;
    PImage imgOrangeDot;
    PImage imgPinkDot;
    PImage imgPurpleDot;
    PImage imgCheckers;
    
    
    void setup()
    {
      size(640, 360);
    
      imgGreenDot = loadImage("greenDot.png");
      imgOrangeDot = loadImage("orangeDot.png");
      imgPinkDot = loadImage("pinkDot.png");
      imgPurpleDot = loadImage("purpleDot.png");
      imgCheckers = loadImage("checkers.png");
    
      // Connect to the local instance of fcserver. You can change this line to connect to another computer's fcserver
      opc = new OPC(this, "127.0.0.1", 7890);
    
      // Three 8x8 grids side by side
      opc.ledGrid8x8(0, ledX, ledY, ledSpacing, 0);
      opc.ledGrid8x8(64, ledX - ledSpacing * 8, ledY, ledSpacing, 0);
      opc.ledGrid8x8(128, ledX + ledSpacing * 8, ledY, ledSpacing, 0);
      opc.showLocations(true);
    
      /*
       * Set up custom color management settings. We want all of the dynamic range we can
       * get, and it's okay if the very darkest parts of the display flicker a little due to
       * the dithering. We can get this effect by setting linearCutoff to zero, to disable
       * the linear portion of the gamma curve. This makes our "flash" effect roll off very
       * smoothly, instead of stuttering right before it completely shuts off.
       *
       * For more information about these settings, see the fcserver README. This is a JSON
       * blob in the same format as used by fcserver's config file.
       */
      opc.setColorCorrection("{ \"gamma\": 2.5, \"linearCutoff\": 0.0 }");
    
      // If the Fadecandy board's status LED is bothersome, it's easy to turn off or repurpose.
      opc.setStatusLed(false);
    }
    
    void draw()
    {
      background(0);
    
      float now = millis() * 1e-3;
      drawEffects(now);
      drawGrid(now);
    }
    
    void mousePressed()
    {
      int gx = (mouseX - gridX) / gridSquareSpacing;
      int gy = (mouseY - gridY) / gridSquareSpacing;
      if (gx >= 0 && gx < pattern[0].length && gy >= 0 && gy < pattern.length) {
        pattern[gy][gx] ^= 1;
      }
    } 
    
    void drawGrid(float now)
    {
      int currentRow = int(rowsPerSecond * now) % pattern.length;
      blendMode(BLEND);
    
      for (int row = 0; row < pattern.length; row++) {
        for (int col = 0; col < pattern[0].length; col++) {
          fill(pattern[row][col] != 0 ? 190 : 64);
          rect(gridX + gridSquareSpacing * col, gridY + gridSquareSpacing * row, gridSquareSize, gridSquareSize);
        }
        
        if (row == currentRow) {
          // Highlight the current row
          fill(255, 255, 0, 32);
          rect(gridX, gridY + gridSquareSpacing * row,
            gridSquareSpacing * (pattern[0].length - 1) + gridSquareSize, gridSquareSize);
        }
      }
    }
    
    void drawEffects(float now)
    {
      // To keep this simple and flexible, we'll calculate every possible effect that
      // could be in progress: every grid square, and the previous/next loop of the pattern.
      // Each effect is rendered according to the time difference between the present and
      // when that grid square would fire.
    
      // When did the current loop of the pattern begin?
      float patternStartTime = now - (now % patternDuration);
    
      for (int whichPattern = -1; whichPattern <= 1; whichPattern++) {
        for (int row = 0; row < pattern.length; row++) {
          for (int col = 0; col < pattern[0].length; col++) {
            if (pattern[row][col] != 0) {
              float firingTime = patternStartTime + patternDuration * whichPattern + rowDuration * row;
              drawSingleEffect(col, now - firingTime);
            }
          }
        }
      }
    }
    
    void drawSingleEffect(int column, float time)
    {
      switch (column) {
    
        // First four tracks: Colored dots rising from below
        case 0: drawDotEffect(column, time, imgOrangeDot); break;
        case 1: drawDotEffect(column, time, imgPinkDot); break;
        case 2: drawDotEffect(column, time, imgPurpleDot); break;
        case 3: drawDotEffect(column, time, imgGreenDot); break;
    
        // Spinner overlay
        case 6: drawSpinnerEffect(time, imgCheckers); break;
    
        // Full-frame flash effect
        case 7: drawFlashEffect(time); break;
      }
    }
    
    void drawDotEffect(int column, float time, PImage im)
    {
      // Draw an image dot that hits the bottom of the array at the beat,
      // then quickly shrinks and fades.
    
      float motionSpeed = rowsPerSecond * 90.0;
      float fadeSpeed = motionSpeed * 1.0;
      float shrinkSpeed = motionSpeed * 1.2;
      float size = 200 - max(0, time * shrinkSpeed);
      float centerX = ledX + (column - 1.5) * 75.0;
      float topY = ledBottom - time * motionSpeed;
      int brightness = int(255 - max(0, fadeSpeed * time));
    
      // Adjust the 'top' position so the dot seems to appear on-time
      topY -= size * 0.4;
     
      if (brightness > 0) {
        blendMode(ADD);
        tint(brightness);
        image(im, centerX - size/2, topY, size, size);
      }
    }
    
    void drawSpinnerEffect(float time, PImage im)
    {
      float t = time / (rowDuration * 8.0);
      if (t < 0 || t > 1) return;
    
      float angle = t * 2.5;
      float size = 400;
      int alpha = int(100 * sin(t * PI));
    
      pushMatrix();
      translate(ledX, ledY);
      rotate(angle);
      blendMode(ADD);
      tint(alpha);
      image(im, -size/2, -size/2, size, size);
      popMatrix();
    }
    
    void drawFlashEffect(float time)
    {
      float t = time / (rowDuration * 2.0);
      if (t < 0 || t > 1) return;
    
      // Not super-bright, and with a pleasing falloff
      blendMode(ADD);
      fill(64 * pow(1.0 - t, 1.5));
      rect(0, 0, width, height);
    }