COOLDOWN_FACTOR = 0.9998 MAX_ENERGY_PROPAGATION = 0.4 RM_ENERGY=0.0100 EXPONENT=1.5 W_EXPONENT=2.2 OVERDRIVE=1.5 num_modules = 1 num_strips = 1 -- maximum energy values for each band maxRedEnergy = 1 maxGreenEnergy = 1 maxBlueEnergy = 1 maxWhiteEnergy = 1 -- array storing the flameā€™s energy for each pixel fireRedEnergy = {} fireGreenEnergy = {} fireBlueEnergy = {} fireWhiteEnergy = {} -- output color buffers red = {} green = {} blue = {} white = {} function limit(val) if val > 1 then return 1 elseif val < 0 then return 0 else return val end end function updateFire(newEnergy, energyArray) avgEnergyPerStrip = newEnergy for s = 1,num_strips do -- Add new energy in the bottom row i = idx(s, 1) energyArray[i] = energyArray[i] + math.random() * avgEnergyPerStrip -- remove energy at the top i = idx(s, num_modules) energyArray[i] = energyArray[i] * (1.0 - math.random() * MAX_ENERGY_PROPAGATION) -- move energy upwards for m_out = num_modules,2,-1 do i_out = idx(s, m_out) i_in = idx(s, m_out - 1) energyMoved = energyArray[i_in] * math.random() * MAX_ENERGY_PROPAGATION energyArray[i_in] = energyArray[i_in] - energyMoved energyArray[i_out] = energyArray[i_out] + energyMoved end -- globally remove energy for m = 1,num_modules do i = idx(s, m) if energyArray[i] > RM_ENERGY then energyArray[i] = energyArray[i] - RM_ENERGY else energyArray[i] = 0 end end end end function periodic() local redEnergy = get_energy_in_band(0, 400); local greenEnergy = get_energy_in_band(400, 4000); local blueEnergy = get_energy_in_band(4000, 12000); local whiteEnergy = get_energy_in_band(12000, 22000); maxRedEnergy = maxRedEnergy * COOLDOWN_FACTOR if redEnergy > maxRedEnergy then maxRedEnergy = redEnergy end maxGreenEnergy = maxGreenEnergy * COOLDOWN_FACTOR if greenEnergy > maxGreenEnergy then maxGreenEnergy = greenEnergy end maxBlueEnergy = maxBlueEnergy * COOLDOWN_FACTOR if blueEnergy > maxBlueEnergy then maxBlueEnergy = blueEnergy end maxWhiteEnergy = maxWhiteEnergy * COOLDOWN_FACTOR if whiteEnergy > maxWhiteEnergy then maxWhiteEnergy = whiteEnergy end updateFire((redEnergy / maxRedEnergy)^EXPONENT, fireRedEnergy) updateFire((greenEnergy / maxGreenEnergy)^EXPONENT, fireGreenEnergy) updateFire((blueEnergy / maxBlueEnergy)^EXPONENT, fireBlueEnergy) updateFire((whiteEnergy / maxWhiteEnergy)^W_EXPONENT, fireWhiteEnergy) -- make colors more exciting + remove the first (flickering) mass for m = 1,num_modules do for s = 1,num_strips do i = idx(s, m) rval = limit(OVERDRIVE * fireRedEnergy[i])--^EXPONENT) gval = limit(OVERDRIVE * fireGreenEnergy[i])--^EXPONENT) bval = limit(OVERDRIVE * fireBlueEnergy[i])--^EXPONENT) wval = limit(OVERDRIVE * fireWhiteEnergy[i])--^W_EXPONENT) red[i] = rval green[i] = gval blue[i] = bval white[i] = wval end end -- return the 4 color arrays return red, green, blue, white end function init(nstrip, nmod, cmod) num_strips = nstrip num_modules = nmod for i = 1,(nmod*nstrip) do red[i] = 0 green[i] = 0 blue[i] = 0 white[i] = 0 fireRedEnergy[i] = 0 fireGreenEnergy[i] = 0 fireBlueEnergy[i] = 0 fireWhiteEnergy[i] = 0 end -- don't use fading return 0 end