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authorDaniel Garcia <danielgarcia@gmail.com>2014-07-01 11:32:31 +0400
committerDaniel Garcia <danielgarcia@gmail.com>2014-07-01 11:32:31 +0400
commitcfb8cdd19f46e06044af6ad1ca3cd934dacdcdc1 (patch)
tree8e1a1ccab4ba71ec625a065b1e501486669d676a /examples
parent7359aaf0fade264d600f5babe5a29818486c14c3 (diff)
parentff644ea5c57f637082b7ba30ab7fe9ba0a5396de (diff)
Merge branch 'FastLED2.1' into parallel
Diffstat (limited to 'examples')
-rw-r--r--examples/ColorPalette/ColorPalette.ino189
-rw-r--r--examples/Fire2012WithPalette/Fire2012WithPalette.ino155
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);
+ }
+}
+