diff options
author | Daniel Garcia <danielgarcia@gmail.com> | 2014-07-01 11:32:31 +0400 |
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committer | Daniel Garcia <danielgarcia@gmail.com> | 2014-07-01 11:32:31 +0400 |
commit | cfb8cdd19f46e06044af6ad1ca3cd934dacdcdc1 (patch) | |
tree | 8e1a1ccab4ba71ec625a065b1e501486669d676a /examples | |
parent | 7359aaf0fade264d600f5babe5a29818486c14c3 (diff) | |
parent | ff644ea5c57f637082b7ba30ab7fe9ba0a5396de (diff) |
Merge branch 'FastLED2.1' into parallel
Diffstat (limited to 'examples')
-rw-r--r-- | examples/ColorPalette/ColorPalette.ino | 189 | ||||
-rw-r--r-- | examples/Fire2012WithPalette/Fire2012WithPalette.ino | 155 |
2 files changed, 344 insertions, 0 deletions
diff --git a/examples/ColorPalette/ColorPalette.ino b/examples/ColorPalette/ColorPalette.ino new file mode 100644 index 00000000..93318998 --- /dev/null +++ b/examples/ColorPalette/ColorPalette.ino @@ -0,0 +1,189 @@ +#include <FastLED.h> + +#define LED_PIN 5 +#define NUM_LEDS 50 +#define BRIGHTNESS 64 +#define LED_TYPE WS2811 +#define COLOR_ORDER GRB +CRGB leds[NUM_LEDS]; + +#define UPDATES_PER_SECOND 100 + +// This example shows several ways to set up and use 'palettes' of colors +// with FastLED. +// +// These compact palettes provide an easy way to re-colorize your +// animation on the fly, quickly, easily, and with low overhead. +// +// USING palettes is MUCH simpler in practice than in theory, so first just +// run this sketch, and watch the pretty lights as you then read through +// the code. Although this sketch has eight (or more) different color schemes, +// the entire sketch compiles down to about 6.5K on AVR. +// +// FastLED provides a few pre-configured color palettes, and makes it +// extremely easy to make up your own color schemes with palettes. +// +// Some notes on the more abstract 'theory and practice' of +// FastLED compact palettes are at the bottom of this file. + + + +CRGBPalette16 currentPalette; +TBlendType currentBlending; + +extern CRGBPalette16 myRedWhiteBluePalette; +extern const TProgmemPalette16 myRedWhiteBluePalette_p PROGMEM; + + +void setup() { + delay( 3000 ); // power-up safety delay + FastLED.addLeds<LED_TYPE, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip ); + FastLED.setBrightness( BRIGHTNESS ); + + currentPalette = RainbowColors_p; + currentBlending = BLEND; +} + + +void loop() +{ + ChangePalettePeriodically(); + + static uint8_t startIndex = 0; + startIndex = startIndex + 1; /* motion speed */ + + FillLEDsFromPaletteColors( startIndex); + + FastLED.show(); + FastLED.delay(1000 / UPDATES_PER_SECOND); +} + +void FillLEDsFromPaletteColors( uint8_t colorIndex) +{ + uint8_t brightness = 255; + + for( int i = 0; i < NUM_LEDS; i++) { + leds[i] = ColorFromPalette( currentPalette, colorIndex, brightness, currentBlending); + colorIndex += 3; + } +} + + +// There are several different palettes of colors demonstrated here. +// +// FastLED provides several 'preset' palettes: RainbowColors_p, RainbowStripeColors_p, +// OceanColors_p, CloudColors_p, LavaColors_p, ForestColors_p, and PartyColors_p. +// +// Additionally, you can manually define your own color palettes, or you can write +// code that creates color palettes on the fly. All are shown here. + +void ChangePalettePeriodically() +{ + uint8_t secondHand = (millis() / 1000) % 60; + static uint8_t lastSecond = 99; + + if( lastSecond != secondHand) { + lastSecond = secondHand; + if( secondHand == 0) { currentPalette = RainbowColors_p; currentBlending = BLEND; } + if( secondHand == 10) { currentPalette = RainbowStripeColors_p; currentBlending = NOBLEND; } + if( secondHand == 15) { currentPalette = RainbowStripeColors_p; currentBlending = BLEND; } + if( secondHand == 20) { SetupPurpleAndGreenPalette(); currentBlending = BLEND; } + if( secondHand == 25) { SetupTotallyRandomPalette(); currentBlending = BLEND; } + if( secondHand == 30) { SetupBlackAndWhiteStripedPalette(); currentBlending = NOBLEND; } + if( secondHand == 35) { SetupBlackAndWhiteStripedPalette(); currentBlending = BLEND; } + if( secondHand == 40) { currentPalette = CloudColors_p; currentBlending = BLEND; } + if( secondHand == 45) { currentPalette = PartyColors_p; currentBlending = BLEND; } + if( secondHand == 50) { currentPalette = myRedWhiteBluePalette_p; currentBlending = NOBLEND; } + if( secondHand == 55) { currentPalette = myRedWhiteBluePalette_p; currentBlending = BLEND; } + } +} + +// This function fills the palette with totally random colors. +void SetupTotallyRandomPalette() +{ + for( int i = 0; i < 16; i++) { + currentPalette[i] = CHSV( random8(), 255, random8()); + } +} + +// This function sets up a palette of black and white stripes, +// using code. Since the palette is effectively an array of +// sixteen CRGB colors, the various fill_* functions can be used +// to set them up. +void SetupBlackAndWhiteStripedPalette() +{ + // 'black out' all 16 palette entries... + fill_solid( currentPalette, 16, CRGB::Black); + // and set every fourth one to white. + currentPalette[0] = CRGB::White; + currentPalette[4] = CRGB::White; + currentPalette[8] = CRGB::White; + currentPalette[12] = CRGB::White; + +} + +// This function sets up a palette of purple and green stripes. +void SetupPurpleAndGreenPalette() +{ + CRGB purple = CHSV( HUE_PURPLE, 255, 255); + CRGB green = CHSV( HUE_GREEN, 255, 255); + CRGB black = CRGB::Black; + + currentPalette = CRGBPalette16( + green, green, black, black, + purple, purple, black, black, + green, green, black, black, + purple, purple, black, black ); +} + + +// This example shows how to set up a static color palette +// which is stored in PROGMEM (flash), which is almost always more +// plentiful than RAM. A static PROGMEM palette like this +// takes up 64 bytes of flash. +const TProgmemPalette16 myRedWhiteBluePalette_p PROGMEM = +{ + CRGB::Red, + CRGB::Gray, // 'white' is too bright compared to red and blue + CRGB::Blue, + CRGB::Black, + + CRGB::Red, + CRGB::Gray, + CRGB::Blue, + CRGB::Black, + + CRGB::Red, + CRGB::Red, + CRGB::Gray, + CRGB::Gray, + CRGB::Blue, + CRGB::Blue, + CRGB::Black, + CRGB::Black +}; + + + +// Additionl notes on FastLED compact palettes: +// +// Normally, in computer graphics, the palette (or "color lookup table") +// has 256 entries, each containing a specific 24-bit RGB color. You can then +// index into the color palette using a simple 8-bit (one byte) value. +// A 256-entry color palette takes up 768 bytes of RAM, which on Arduino +// is quite possibly "too many" bytes. +// +// FastLED does offer traditional 256-element palettes, for setups that +// can afford the 768-byte cost in RAM. +// +// However, FastLED also offers a compact alternative. FastLED offers +// palettes that store 16 distinct entries, but can be accessed AS IF +// they actually have 256 entries; this is accomplished by interpolating +// between the 16 explicit entries to create fifteen intermediate palette +// entries between each pair. +// +// So for example, if you set the first two explicit entries of a compact +// palette to Green (0,255,0) and Blue (0,0,255), and then retrieved +// the first sixteen entries from the virtual palette (of 256), you'd get +// Green, followed by a smooth gradient from green-to-blue, and then Blue. + diff --git a/examples/Fire2012WithPalette/Fire2012WithPalette.ino b/examples/Fire2012WithPalette/Fire2012WithPalette.ino new file mode 100644 index 00000000..1208a589 --- /dev/null +++ b/examples/Fire2012WithPalette/Fire2012WithPalette.ino @@ -0,0 +1,155 @@ +#include <FastLED.h> + +#define LED_PIN 5 +#define COLOR_ORDER GRB +#define CHIPSET WS2811 +#define NUM_LEDS 30 + +#define BRIGHTNESS 200 +#define FRAMES_PER_SECOND 60 + +CRGB leds[NUM_LEDS]; + +// Fire2012 with programmable Color Palette +// +// This code is the same fire simulation as the original "Fire2012", +// but each heat cell's temperature is translated to color through a FastLED +// programmable color palette, instead of through the "HeatColor(...)" function. +// +// Four different static color palettes are provided here, plus one dynamic one. +// +// The three static ones are: +// 1. the FastLED built-in HeatColors_p -- this is the default, and it looks +// pretty much exactly like the original Fire2012. +// +// To use any of the other palettes below, just "uncomment" the corresponding code. +// +// 2. a gradient from black to red to yellow to white, which is +// visually similar to the HeatColors_p, and helps to illustrate +// what the 'heat colors' palette is actually doing, +// 3. a similar gradient, but in blue colors rather than red ones, +// i.e. from black to blue to aqua to white, which results in +// an "icy blue" fire effect, +// 4. a simplified three-step gradient, from black to red to white, just to show +// that these gradients need not have four components; two or +// three are possible, too, even if they don't look quite as nice for fire. +// +// The dynamic palette shows how you can change the basic 'hue' of the +// color palette every time through the loop, producing "rainbow fire". + +CRGBPalette16 gPal; + +void setup() { + delay(3000); // sanity delay + FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip ); + FastLED.setBrightness( BRIGHTNESS ); + + // This first palette is the basic 'black body radiation' colors, + // which run from black to red to bright yellow to white. + gPal = HeatColors_p; + + // These are other ways to set up the color palette for the 'fire'. + // First, a gradient from black to red to yellow to white -- similar to HeatColors_p + // gPal = CRGBPalette16( CRGB::Black, CRGB::Red, CRGB::Yellow, CRGB::White); + + // Second, this palette is like the heat colors, but blue/aqua instead of red/yellow + // gPal = CRGBPalette16( CRGB::Black, CRGB::Blue, CRGB::Aqua, CRGB::White); + + // Third, here's a simpler, three-step gradient, from black to red to white + // gPal = CRGBPalette16( CRGB::Black, CRGB::Red, CRGB::White); + +} + +void loop() +{ + // Add entropy to random number generator; we use a lot of it. + random16_add_entropy( random()); + + // Fourth, the most sophisticated: this one sets up a new palette every + // time through the loop, based on a hue that changes every time. + // The palette is a gradient from black, to a dark color based on the hue, + // to a light color based on the hue, to white. + // + // static uint8_t hue = 0; + // hue++; + // CRGB darkcolor = CHSV(hue,255,192); // pure hue, three-quarters brightness + // CRGB lightcolor = CHSV(hue,128,255); // half 'whitened', full brightness + // gPal = CRGBPalette16( CRGB::Black, darkcolor, lightcolor, CRGB::White); + + + Fire2012WithPalette(); // run simulation frame, using palette colors + + FastLED.show(); // display this frame + FastLED.delay(1000 / FRAMES_PER_SECOND); +} + + +// Fire2012 by Mark Kriegsman, July 2012 +// as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY +//// +// This basic one-dimensional 'fire' simulation works roughly as follows: +// There's a underlying array of 'heat' cells, that model the temperature +// at each point along the line. Every cycle through the simulation, +// four steps are performed: +// 1) All cells cool down a little bit, losing heat to the air +// 2) The heat from each cell drifts 'up' and diffuses a little +// 3) Sometimes randomly new 'sparks' of heat are added at the bottom +// 4) The heat from each cell is rendered as a color into the leds array +// The heat-to-color mapping uses a black-body radiation approximation. +// +// Temperature is in arbitrary units from 0 (cold black) to 255 (white hot). +// +// This simulation scales it self a bit depending on NUM_LEDS; it should look +// "OK" on anywhere from 20 to 100 LEDs without too much tweaking. +// +// I recommend running this simulation at anywhere from 30-100 frames per second, +// meaning an interframe delay of about 10-35 milliseconds. +// +// Looks best on a high-density LED setup (60+ pixels/meter). +// +// +// There are two main parameters you can play with to control the look and +// feel of your fire: COOLING (used in step 1 above), and SPARKING (used +// in step 3 above). +// +// COOLING: How much does the air cool as it rises? +// Less cooling = taller flames. More cooling = shorter flames. +// Default 55, suggested range 20-100 +#define COOLING 55 + +// SPARKING: What chance (out of 255) is there that a new spark will be lit? +// Higher chance = more roaring fire. Lower chance = more flickery fire. +// Default 120, suggested range 50-200. +#define SPARKING 120 + + +void Fire2012WithPalette() +{ +// Array of temperature readings at each simulation cell + static byte heat[NUM_LEDS]; + + // Step 1. Cool down every cell a little + for( int i = 0; i < NUM_LEDS; i++) { + heat[i] = qsub8( heat[i], random8(0, ((COOLING * 10) / NUM_LEDS) + 2)); + } + + // Step 2. Heat from each cell drifts 'up' and diffuses a little + for( int k= NUM_LEDS - 3; k > 0; k--) { + heat[k] = (heat[k - 1] + heat[k - 2] + heat[k - 2] ) / 3; + } + + // Step 3. Randomly ignite new 'sparks' of heat near the bottom + if( random8() < SPARKING ) { + int y = random8(7); + heat[y] = qadd8( heat[y], random8(160,255) ); + } + + // Step 4. Map from heat cells to LED colors + for( int j = 0; j < NUM_LEDS; j++) { + // Scale the heat value from 0-255 down to 0-240 + // for best results with color palettes. + byte colorindex = scale8( heat[j], 240); + leds[j] = ColorFromPalette( gPal, colorindex); + } +} + |