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/// @file AnalogOutput.ino
/// @brief Demonstrates how to use FastLED color functions even without a "pixel-addressible" smart LED strip.
/// @example AnalogOutput.ino
#include <FastLED.h>
// Example showing how to use FastLED color functions
// even when you're NOT using a "pixel-addressible" smart LED strip.
//
// This example is designed to control an "analog" RGB LED strip
// (or a single RGB LED) being driven by Arduino PWM output pins.
// So this code never calls FastLED.addLEDs() or FastLED.show().
//
// This example illustrates one way you can use just the portions
// of FastLED that you need. In this case, this code uses just the
// fast HSV color conversion code.
//
// In this example, the RGB values are output on three separate
// 'analog' PWM pins, one for red, one for green, and one for blue.
#define REDPIN 5
#define GREENPIN 6
#define BLUEPIN 3
// showAnalogRGB: this is like FastLED.show(), but outputs on
// analog PWM output pins instead of sending data to an intelligent,
// pixel-addressable LED strip.
//
// This function takes the incoming RGB values and outputs the values
// on three analog PWM output pins to the r, g, and b values respectively.
void showAnalogRGB( const CRGB& rgb)
{
analogWrite(REDPIN, rgb.r );
analogWrite(GREENPIN, rgb.g );
analogWrite(BLUEPIN, rgb.b );
}
// colorBars: flashes Red, then Green, then Blue, then Black.
// Helpful for diagnosing if you've mis-wired which is which.
void colorBars()
{
showAnalogRGB( CRGB::Red ); delay(500);
showAnalogRGB( CRGB::Green ); delay(500);
showAnalogRGB( CRGB::Blue ); delay(500);
showAnalogRGB( CRGB::Black ); delay(500);
}
void loop()
{
static uint8_t hue;
hue = hue + 1;
// Use FastLED automatic HSV->RGB conversion
showAnalogRGB( CHSV( hue, 255, 255) );
delay(20);
}
void setup() {
pinMode(REDPIN, OUTPUT);
pinMode(GREENPIN, OUTPUT);
pinMode(BLUEPIN, OUTPUT);
// Flash the "hello" color sequence: R, G, B, black.
colorBars();
}

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/// @file Apa102HD.ino
/// @brief Example showing how to use the APA102HD gamma correction.
///
/// In this example we compare two strips of LEDs.
/// One strip is in HD mode, the other is in software gamma mode.
///
/// Each strip is a linear ramp of brightnesses, from 0 to 255.
/// Showcasing all the different brightnesses.
///
/// Why do we love gamma correction? Gamma correction more closely
/// matches how humans see light. Led values are measured in fractions
/// of max power output (1/255, 2/255, etc.), while humans see light
/// in a logarithmic way. Gamma correction converts to this eye friendly
/// curve. Gamma correction wants a LED with a high bit depth. The APA102
/// gives us the standard 3 components (red, green, blue) with 8 bits each, it
/// *also* has a 5 bit brightness component. This gives us a total of 13 bits,
/// which allows us to achieve a higher dynamic range. This means deeper fades.
///
/// Example:
/// CRGB leds[NUM_LEDS] = {0};
/// void setup() {
/// FastLED.addLeds<
/// APA102HD, // <--- This selects HD mode.
/// STRIP_0_DATA_PIN,
/// STRIP_0_CLOCK_PIN,
/// RGB
/// >(leds, NUM_LEDS);
/// }
#include <Arduino.h>
#include <FastLED.h>
#include <lib8tion.h>
#define NUM_LEDS 20
// uint8_t DATA_PIN, uint8_t CLOCK_PIN,
#define STRIP_0_DATA_PIN 1
#define STRIP_0_CLOCK_PIN 2
#define STRIP_1_DATA_PIN 3
#define STRIP_1_CLOCK_PIN 4
CRGB leds_hd[NUM_LEDS] = {0}; // HD mode implies gamma.
CRGB leds[NUM_LEDS] = {0}; // Software gamma mode.
// This is the regular gamma correction function that we used to have
// to do. It's used here to showcase the difference between APA102HD
// mode which does the gamma correction for you.
CRGB software_gamma(const CRGB& in) {
CRGB out;
// dim8_raw are the old gamma correction functions.
out.r = dim8_raw(in.r);
out.g = dim8_raw(in.g);
out.b = dim8_raw(in.b);
return out;
}
void setup() {
delay(500); // power-up safety delay
// Two strips of LEDs, one in HD mode, one in software gamma mode.
FastLED.addLeds<APA102HD, STRIP_0_DATA_PIN, STRIP_0_CLOCK_PIN, RGB>(leds_hd, NUM_LEDS);
FastLED.addLeds<APA102, STRIP_1_DATA_PIN, STRIP_1_CLOCK_PIN, RGB>(leds, NUM_LEDS);
}
uint8_t wrap_8bit(int i) {
// Module % operator here wraps a large "i" so that it is
// always in [0, 255] range when returned. For example, if
// "i" is 256, then this will return 0. If "i" is 257
// then this will return 1. No matter how big the "i" is, the
// output range will always be [0, 255]
return i % 256;
}
void loop() {
// Draw a a linear ramp of brightnesses to showcase the difference between
// the HD and non-HD mode.
for (int i = 0; i < NUM_LEDS; i++) {
uint8_t brightness = map(i, 0, NUM_LEDS - 1, 0, 255);
CRGB c(brightness, brightness, brightness); // Just make a shade of white.
leds_hd[i] = c; // The APA102HD leds do their own gamma correction.
CRGB c_gamma_corrected = software_gamma(c);
leds[i] = c_gamma_corrected; // Set the software gamma corrected
// values to the other strip.
}
FastLED.show(); // All leds are now written out.
delay(8); // Wait 8 milliseconds until the next frame.
}

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/// @file Blink.ino
/// @brief Blink the first LED of an LED strip
/// @example Blink.ino
#include <FastLED.h>
// How many leds in your strip?
#define NUM_LEDS 1
// For led chips like WS2812, which have a data line, ground, and power, you just
// need to define DATA_PIN. For led chipsets that are SPI based (four wires - data, clock,
// ground, and power), like the LPD8806 define both DATA_PIN and CLOCK_PIN
// Clock pin only needed for SPI based chipsets when not using hardware SPI
#define DATA_PIN 3
#define CLOCK_PIN 13
// Define the array of leds
CRGB leds[NUM_LEDS];
void setup() {
// Uncomment/edit one of the following lines for your leds arrangement.
// ## Clockless types ##
FastLED.addLeds<NEOPIXEL, DATA_PIN>(leds, NUM_LEDS); // GRB ordering is assumed
// FastLED.addLeds<SM16703, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1829, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1812, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1809, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1804, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1803, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS1903, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS1903B, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS1904, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS2903, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2812, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<WS2852, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<WS2812B, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<GS1903, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<SK6812, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<SK6822, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<APA106, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<PL9823, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<SK6822, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2811, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2813, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<APA104, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2811_400, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<GE8822, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<GW6205, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<GW6205_400, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<LPD1886, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<LPD1886_8BIT, DATA_PIN, RGB>(leds, NUM_LEDS);
// ## Clocked (SPI) types ##
// FastLED.addLeds<LPD6803, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<LPD8806, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<WS2801, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2803, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<SM16716, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<P9813, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
// FastLED.addLeds<DOTSTAR, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
// FastLED.addLeds<APA102, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
// FastLED.addLeds<SK9822, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
}
void loop() {
// Turn the LED on, then pause
leds[0] = CRGB::Red;
FastLED.show();
delay(500);
// Now turn the LED off, then pause
leds[0] = CRGB::Black;
FastLED.show();
delay(500);
}

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/// @file ColorPalette.ino
/// @brief Demonstrates how to use @ref ColorPalettes
/// @example ColorPalette.ino
#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 = LINEARBLEND;
}
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 = LINEARBLEND; }
if( secondHand == 10) { currentPalette = RainbowStripeColors_p; currentBlending = NOBLEND; }
if( secondHand == 15) { currentPalette = RainbowStripeColors_p; currentBlending = LINEARBLEND; }
if( secondHand == 20) { SetupPurpleAndGreenPalette(); currentBlending = LINEARBLEND; }
if( secondHand == 25) { SetupTotallyRandomPalette(); currentBlending = LINEARBLEND; }
if( secondHand == 30) { SetupBlackAndWhiteStripedPalette(); currentBlending = NOBLEND; }
if( secondHand == 35) { SetupBlackAndWhiteStripedPalette(); currentBlending = LINEARBLEND; }
if( secondHand == 40) { currentPalette = CloudColors_p; currentBlending = LINEARBLEND; }
if( secondHand == 45) { currentPalette = PartyColors_p; currentBlending = LINEARBLEND; }
if( secondHand == 50) { currentPalette = myRedWhiteBluePalette_p; currentBlending = NOBLEND; }
if( secondHand == 55) { currentPalette = myRedWhiteBluePalette_p; currentBlending = LINEARBLEND; }
}
}
// 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
};
// Additional 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.

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/// @file ColorTemperature.ino
/// @brief Demonstrates how to use @ref ColorTemperature based color correction
/// @example ColorTemperature.ino
#include <FastLED.h>
#define LED_PIN 3
// Information about the LED strip itself
#define NUM_LEDS 60
#define CHIPSET WS2811
#define COLOR_ORDER GRB
CRGB leds[NUM_LEDS];
#define BRIGHTNESS 128
// FastLED provides two color-management controls:
// (1) color correction settings for each LED strip, and
// (2) master control of the overall output 'color temperature'
//
// THIS EXAMPLE demonstrates the second, "color temperature" control.
// It shows a simple rainbow animation first with one temperature profile,
// and a few seconds later, with a different temperature profile.
//
// The first pixel of the strip will show the color temperature.
//
// HELPFUL HINTS for "seeing" the effect in this demo:
// * Don't look directly at the LED pixels. Shine the LEDs aganst
// a white wall, table, or piece of paper, and look at the reflected light.
//
// * If you watch it for a bit, and then walk away, and then come back
// to it, you'll probably be able to "see" whether it's currently using
// the 'redder' or the 'bluer' temperature profile, even not counting
// the lowest 'indicator' pixel.
//
//
// FastLED provides these pre-conigured incandescent color profiles:
// Candle, Tungsten40W, Tungsten100W, Halogen, CarbonArc,
// HighNoonSun, DirectSunlight, OvercastSky, ClearBlueSky,
// FastLED provides these pre-configured gaseous-light color profiles:
// WarmFluorescent, StandardFluorescent, CoolWhiteFluorescent,
// FullSpectrumFluorescent, GrowLightFluorescent, BlackLightFluorescent,
// MercuryVapor, SodiumVapor, MetalHalide, HighPressureSodium,
// FastLED also provides an "Uncorrected temperature" profile
// UncorrectedTemperature;
#define TEMPERATURE_1 Tungsten100W
#define TEMPERATURE_2 OvercastSky
// How many seconds to show each temperature before switching
#define DISPLAYTIME 20
// How many seconds to show black between switches
#define BLACKTIME 3
void loop()
{
// draw a generic, no-name rainbow
static uint8_t starthue = 0;
fill_rainbow( leds + 5, NUM_LEDS - 5, --starthue, 20);
// Choose which 'color temperature' profile to enable.
uint8_t secs = (millis() / 1000) % (DISPLAYTIME * 2);
if( secs < DISPLAYTIME) {
FastLED.setTemperature( TEMPERATURE_1 ); // first temperature
leds[0] = TEMPERATURE_1; // show indicator pixel
} else {
FastLED.setTemperature( TEMPERATURE_2 ); // second temperature
leds[0] = TEMPERATURE_2; // show indicator pixel
}
// Black out the LEDs for a few secnds between color changes
// to let the eyes and brains adjust
if( (secs % DISPLAYTIME) < BLACKTIME) {
memset8( leds, 0, NUM_LEDS * sizeof(CRGB));
}
FastLED.show();
FastLED.delay(8);
}
void setup() {
delay( 3000 ); // power-up safety delay
// It's important to set the color correction for your LED strip here,
// so that colors can be more accurately rendered through the 'temperature' profiles
FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalSMD5050 );
FastLED.setBrightness( BRIGHTNESS );
}

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/// @file Cylon.ino
/// @brief An animation that moves a single LED back and forth (Larson Scanner effect)
/// @example Cylon.ino
#include <FastLED.h>
// How many leds in your strip?
#define NUM_LEDS 64
// For led chips like Neopixels, which have a data line, ground, and power, you just
// need to define DATA_PIN. For led chipsets that are SPI based (four wires - data, clock,
// ground, and power), like the LPD8806, define both DATA_PIN and CLOCK_PIN
#define DATA_PIN 2
#define CLOCK_PIN 13
// Define the array of leds
CRGB leds[NUM_LEDS];
void setup() {
Serial.begin(57600);
Serial.println("resetting");
FastLED.addLeds<WS2812,DATA_PIN,RGB>(leds,NUM_LEDS);
FastLED.setBrightness(84);
}
void fadeall() { for(int i = 0; i < NUM_LEDS; i++) { leds[i].nscale8(250); } }
void loop() {
static uint8_t hue = 0;
Serial.print("x");
// First slide the led in one direction
for(int i = 0; i < NUM_LEDS; i++) {
// Set the i'th led to red
leds[i] = CHSV(hue++, 255, 255);
// Show the leds
FastLED.show();
// now that we've shown the leds, reset the i'th led to black
// leds[i] = CRGB::Black;
fadeall();
// Wait a little bit before we loop around and do it again
delay(10);
}
Serial.print("x");
// Now go in the other direction.
for(int i = (NUM_LEDS)-1; i >= 0; i--) {
// Set the i'th led to red
leds[i] = CHSV(hue++, 255, 255);
// Show the leds
FastLED.show();
// now that we've shown the leds, reset the i'th led to black
// leds[i] = CRGB::Black;
fadeall();
// Wait a little bit before we loop around and do it again
delay(10);
}
}

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/// @file DemoReel100.ino
/// @brief FastLED "100 lines of code" demo reel, showing off some effects
/// @example DemoReel100.ino
#include <FastLED.h>
FASTLED_USING_NAMESPACE
// FastLED "100-lines-of-code" demo reel, showing just a few
// of the kinds of animation patterns you can quickly and easily
// compose using FastLED.
//
// This example also shows one easy way to define multiple
// animations patterns and have them automatically rotate.
//
// -Mark Kriegsman, December 2014
#define DATA_PIN 3
//#define CLK_PIN 4
#define LED_TYPE WS2811
#define COLOR_ORDER GRB
#define NUM_LEDS 64
CRGB leds[NUM_LEDS];
#define BRIGHTNESS 96
#define FRAMES_PER_SECOND 120
void setup() {
delay(3000); // 3 second delay for recovery
// tell FastLED about the LED strip configuration
FastLED.addLeds<LED_TYPE,DATA_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip);
//FastLED.addLeds<LED_TYPE,DATA_PIN,CLK_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip);
// set master brightness control
FastLED.setBrightness(BRIGHTNESS);
}
// List of patterns to cycle through. Each is defined as a separate function below.
typedef void (*SimplePatternList[])();
SimplePatternList gPatterns = { rainbow, rainbowWithGlitter, confetti, sinelon, juggle, bpm };
uint8_t gCurrentPatternNumber = 0; // Index number of which pattern is current
uint8_t gHue = 0; // rotating "base color" used by many of the patterns
void loop()
{
// Call the current pattern function once, updating the 'leds' array
gPatterns[gCurrentPatternNumber]();
// send the 'leds' array out to the actual LED strip
FastLED.show();
// insert a delay to keep the framerate modest
FastLED.delay(1000/FRAMES_PER_SECOND);
// do some periodic updates
EVERY_N_MILLISECONDS( 20 ) { gHue++; } // slowly cycle the "base color" through the rainbow
EVERY_N_SECONDS( 10 ) { nextPattern(); } // change patterns periodically
}
#define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0]))
void nextPattern()
{
// add one to the current pattern number, and wrap around at the end
gCurrentPatternNumber = (gCurrentPatternNumber + 1) % ARRAY_SIZE( gPatterns);
}
void rainbow()
{
// FastLED's built-in rainbow generator
fill_rainbow( leds, NUM_LEDS, gHue, 7);
}
void rainbowWithGlitter()
{
// built-in FastLED rainbow, plus some random sparkly glitter
rainbow();
addGlitter(80);
}
void addGlitter( fract8 chanceOfGlitter)
{
if( random8() < chanceOfGlitter) {
leds[ random16(NUM_LEDS) ] += CRGB::White;
}
}
void confetti()
{
// random colored speckles that blink in and fade smoothly
fadeToBlackBy( leds, NUM_LEDS, 10);
int pos = random16(NUM_LEDS);
leds[pos] += CHSV( gHue + random8(64), 200, 255);
}
void sinelon()
{
// a colored dot sweeping back and forth, with fading trails
fadeToBlackBy( leds, NUM_LEDS, 20);
int pos = beatsin16( 13, 0, NUM_LEDS-1 );
leds[pos] += CHSV( gHue, 255, 192);
}
void bpm()
{
// colored stripes pulsing at a defined Beats-Per-Minute (BPM)
uint8_t BeatsPerMinute = 62;
CRGBPalette16 palette = PartyColors_p;
uint8_t beat = beatsin8( BeatsPerMinute, 64, 255);
for( int i = 0; i < NUM_LEDS; i++) { //9948
leds[i] = ColorFromPalette(palette, gHue+(i*2), beat-gHue+(i*10));
}
}
void juggle() {
// eight colored dots, weaving in and out of sync with each other
fadeToBlackBy( leds, NUM_LEDS, 20);
uint8_t dothue = 0;
for( int i = 0; i < 8; i++) {
leds[beatsin16( i+7, 0, NUM_LEDS-1 )] |= CHSV(dothue, 200, 255);
dothue += 32;
}
}

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/// @file Fire2012.ino
/// @brief Simple one-dimensional fire animation
/// @example Fire2012.ino
#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
bool gReverseDirection = false;
CRGB leds[NUM_LEDS];
void setup() {
delay(3000); // sanity delay
FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip );
FastLED.setBrightness( BRIGHTNESS );
}
void loop()
{
// Add entropy to random number generator; we use a lot of it.
// random16_add_entropy( random());
Fire2012(); // run simulation frame
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 50, 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 Fire2012()
{
// Array of temperature readings at each simulation cell
static uint8_t 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 - 1; k >= 2; 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++) {
CRGB color = HeatColor( heat[j]);
int pixelnumber;
if( gReverseDirection ) {
pixelnumber = (NUM_LEDS-1) - j;
} else {
pixelnumber = j;
}
leds[pixelnumber] = color;
}
}

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/// @file Fire2012WithPalette.ino
/// @brief Simple one-dimensional fire animation with a programmable color palette
/// @example Fire2012WithPalette.ino
#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
bool gReverseDirection = false;
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 uint8_t 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 - 1; k >= 2; 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.
uint8_t colorindex = scale8( heat[j], 240);
CRGB color = ColorFromPalette( gPal, colorindex);
int pixelnumber;
if( gReverseDirection ) {
pixelnumber = (NUM_LEDS-1) - j;
} else {
pixelnumber = j;
}
leds[pixelnumber] = color;
}
}

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/// @file FirstLight.ino
/// @brief Animate a white dot moving along a strip of LEDs
/// @example FirstLight.ino
// Use if you want to force the software SPI subsystem to be used for some reason (generally, you don't)
// #define FASTLED_FORCE_SOFTWARE_SPI
// Use if you want to force non-accelerated pin access (hint: you really don't, it breaks lots of things)
// #define FASTLED_FORCE_SOFTWARE_SPI
// #define FASTLED_FORCE_SOFTWARE_PINS
#include <FastLED.h>
///////////////////////////////////////////////////////////////////////////////////////////
//
// Move a white dot along the strip of leds. This program simply shows how to configure the leds,
// and then how to turn a single pixel white and then off, moving down the line of pixels.
//
// How many leds are in the strip?
#define NUM_LEDS 60
// For led chips like WS2812, which have a data line, ground, and power, you just
// need to define DATA_PIN. For led chipsets that are SPI based (four wires - data, clock,
// ground, and power), like the LPD8806 define both DATA_PIN and CLOCK_PIN
// Clock pin only needed for SPI based chipsets when not using hardware SPI
#define DATA_PIN 3
#define CLOCK_PIN 13
// This is an array of leds. One item for each led in your strip.
CRGB leds[NUM_LEDS];
// This function sets up the ledsand tells the controller about them
void setup() {
// sanity check delay - allows reprogramming if accidently blowing power w/leds
delay(2000);
// Uncomment/edit one of the following lines for your leds arrangement.
// ## Clockless types ##
// FastLED.addLeds<NEOPIXEL, DATA_PIN>(leds, NUM_LEDS); // GRB ordering is assumed
// FastLED.addLeds<SM16703, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1829, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1812, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1809, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1804, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1803, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS1903, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS1903B, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS1904, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS2903, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2812, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<WS2852, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<WS2812B, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<GS1903, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<SK6812, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<SK6822, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<APA106, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<PL9823, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<SK6822, DATA_PIN, RGB>(leds, NUM_LEDS);
FastLED.addLeds<WS2811, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2813, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<APA104, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2811_400, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<GE8822, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<GW6205, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<GW6205_400, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<LPD1886, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<LPD1886_8BIT, DATA_PIN, RGB>(leds, NUM_LEDS);
// ## Clocked (SPI) types ##
// FastLED.addLeds<LPD6803, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<LPD8806, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<WS2801, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2803, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<SM16716, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<P9813, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
// FastLED.addLeds<DOTSTAR, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
// FastLED.addLeds<APA102, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
// FastLED.addLeds<SK9822, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
}
// This function runs over and over, and is where you do the magic to light
// your leds.
void loop() {
// Move a single white led
for(int whiteLed = 0; whiteLed < NUM_LEDS; whiteLed = whiteLed + 1) {
// Turn our current led on to white, then show the leds
leds[whiteLed] = CRGB::White;
// Show the leds (only one of which is set to white, from above)
FastLED.show();
// Wait a little bit
delay(100);
// Turn our current led back to black for the next loop around
leds[whiteLed] = CRGB::Black;
}
}

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/// @file ArrayOfLedArrays.ino
/// @brief Set up three LED strips, all running from an array of arrays
/// @example ArrayOfLedArrays.ino
// ArrayOfLedArrays - see https://github.com/FastLED/FastLED/wiki/Multiple-Controller-Examples for more info on
// using multiple controllers. In this example, we're going to set up three NEOPIXEL strips on three
// different pins, each strip getting its own CRGB array to be played with, only this time they're going
// to be all parts of an array of arrays.
#include <FastLED.h>
#define NUM_STRIPS 3
#define NUM_LEDS_PER_STRIP 60
CRGB leds[NUM_STRIPS][NUM_LEDS_PER_STRIP];
// For mirroring strips, all the "special" stuff happens just in setup. We
// just addLeds multiple times, once for each strip
void setup() {
// tell FastLED there's 60 NEOPIXEL leds on pin 2
FastLED.addLeds<NEOPIXEL, 2>(leds[0], NUM_LEDS_PER_STRIP);
// tell FastLED there's 60 NEOPIXEL leds on pin 3
FastLED.addLeds<NEOPIXEL, 3>(leds[1], NUM_LEDS_PER_STRIP);
// tell FastLED there's 60 NEOPIXEL leds on pin 4
FastLED.addLeds<NEOPIXEL, 4>(leds[2], NUM_LEDS_PER_STRIP);
}
void loop() {
// This outer loop will go over each strip, one at a time
for(int x = 0; x < NUM_STRIPS; x++) {
// This inner loop will go over each led in the current strip, one at a time
for(int i = 0; i < NUM_LEDS_PER_STRIP; i++) {
leds[x][i] = CRGB::Red;
FastLED.show();
leds[x][i] = CRGB::Black;
delay(100);
}
}
}

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/// @file MirroringSample.ino
/// @brief Demonstrates how to use multiple LED strips, each with the same data
/// @example MirroringSample.ino
// MirroringSample - see https://github.com/FastLED/FastLED/wiki/Multiple-Controller-Examples for more info on
// using multiple controllers. In this example, we're going to set up four NEOPIXEL strips on four
// different pins, and show the same thing on all four of them, a simple bouncing dot/cyclon type pattern
#include <FastLED.h>
#define NUM_LEDS_PER_STRIP 60
CRGB leds[NUM_LEDS_PER_STRIP];
// For mirroring strips, all the "special" stuff happens just in setup. We
// just addLeds multiple times, once for each strip
void setup() {
// tell FastLED there's 60 NEOPIXEL leds on pin 4
FastLED.addLeds<NEOPIXEL, 4>(leds, NUM_LEDS_PER_STRIP);
// tell FastLED there's 60 NEOPIXEL leds on pin 5
FastLED.addLeds<NEOPIXEL, 5>(leds, NUM_LEDS_PER_STRIP);
// tell FastLED there's 60 NEOPIXEL leds on pin 6
FastLED.addLeds<NEOPIXEL, 6>(leds, NUM_LEDS_PER_STRIP);
// tell FastLED there's 60 NEOPIXEL leds on pin 7
FastLED.addLeds<NEOPIXEL, 7>(leds, NUM_LEDS_PER_STRIP);
}
void loop() {
for(int i = 0; i < NUM_LEDS_PER_STRIP; i++) {
// set our current dot to red
leds[i] = CRGB::Red;
FastLED.show();
// clear our current dot before we move on
leds[i] = CRGB::Black;
delay(100);
}
for(int i = NUM_LEDS_PER_STRIP-1; i >= 0; i--) {
// set our current dot to red
leds[i] = CRGB::Red;
FastLED.show();
// clear our current dot before we move on
leds[i] = CRGB::Black;
delay(100);
}
}

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/// @file MultiArrays.ino
/// @brief Demonstrates how to use multiple LED strips, each with their own data
/// @example MultiArrays.ino
// MultiArrays - see https://github.com/FastLED/FastLED/wiki/Multiple-Controller-Examples for more info on
// using multiple controllers. In this example, we're going to set up three NEOPIXEL strips on three
// different pins, each strip getting its own CRGB array to be played with
#include <FastLED.h>
#define NUM_LEDS_PER_STRIP 60
CRGB redLeds[NUM_LEDS_PER_STRIP];
CRGB greenLeds[NUM_LEDS_PER_STRIP];
CRGB blueLeds[NUM_LEDS_PER_STRIP];
// For mirroring strips, all the "special" stuff happens just in setup. We
// just addLeds multiple times, once for each strip
void setup() {
// tell FastLED there's 60 NEOPIXEL leds on pin 10
FastLED.addLeds<NEOPIXEL, 10>(redLeds, NUM_LEDS_PER_STRIP);
// tell FastLED there's 60 NEOPIXEL leds on pin 11
FastLED.addLeds<NEOPIXEL, 11>(greenLeds, NUM_LEDS_PER_STRIP);
// tell FastLED there's 60 NEOPIXEL leds on pin 12
FastLED.addLeds<NEOPIXEL, 12>(blueLeds, NUM_LEDS_PER_STRIP);
}
void loop() {
for(int i = 0; i < NUM_LEDS_PER_STRIP; i++) {
// set our current dot to red, green, and blue
redLeds[i] = CRGB::Red;
greenLeds[i] = CRGB::Green;
blueLeds[i] = CRGB::Blue;
FastLED.show();
// clear our current dot before we move on
redLeds[i] = CRGB::Black;
greenLeds[i] = CRGB::Black;
blueLeds[i] = CRGB::Black;
delay(100);
}
for(int i = NUM_LEDS_PER_STRIP-1; i >= 0; i--) {
// set our current dot to red, green, and blue
redLeds[i] = CRGB::Red;
greenLeds[i] = CRGB::Green;
blueLeds[i] = CRGB::Blue;
FastLED.show();
// clear our current dot before we move on
redLeds[i] = CRGB::Black;
greenLeds[i] = CRGB::Black;
blueLeds[i] = CRGB::Black;
delay(100);
}
}

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/// @file MultipleStripsInOneArray.ino
/// @brief Demonstrates how to use multiple LED strips, each with their own data in one shared array
/// @example MultipleStripsInOneArray.ino
// MultipleStripsInOneArray - see https://github.com/FastLED/FastLED/wiki/Multiple-Controller-Examples for more info on
// using multiple controllers. In this example, we're going to set up four NEOPIXEL strips on three
// different pins, each strip will be referring to a different part of the single led array
#include <FastLED.h>
#define NUM_STRIPS 3
#define NUM_LEDS_PER_STRIP 60
#define NUM_LEDS NUM_LEDS_PER_STRIP * NUM_STRIPS
CRGB leds[NUM_STRIPS * NUM_LEDS_PER_STRIP];
// For mirroring strips, all the "special" stuff happens just in setup. We
// just addLeds multiple times, once for each strip
void setup() {
// tell FastLED there's 60 NEOPIXEL leds on pin 2, starting at index 0 in the led array
FastLED.addLeds<NEOPIXEL, 2>(leds, 0, NUM_LEDS_PER_STRIP);
// tell FastLED there's 60 NEOPIXEL leds on pin 3, starting at index 60 in the led array
FastLED.addLeds<NEOPIXEL, 3>(leds, NUM_LEDS_PER_STRIP, NUM_LEDS_PER_STRIP);
// tell FastLED there's 60 NEOPIXEL leds on pin 4, starting at index 120 in the led array
FastLED.addLeds<NEOPIXEL, 4>(leds, 2 * NUM_LEDS_PER_STRIP, NUM_LEDS_PER_STRIP);
}
void loop() {
for(int i = 0; i < NUM_LEDS; i++) {
leds[i] = CRGB::Red;
FastLED.show();
leds[i] = CRGB::Black;
delay(100);
}
}

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/// @file OctoWS2811Demo.ino
/// @brief Demonstrates how to use OctoWS2811 output
/// @example OctoWS2811Demo.ino
#define USE_OCTOWS2811
#include <OctoWS2811.h>
#include <FastLED.h>
#define NUM_LEDS_PER_STRIP 64
#define NUM_STRIPS 8
CRGB leds[NUM_STRIPS * NUM_LEDS_PER_STRIP];
// Pin layouts on the teensy 3:
// OctoWS2811: 2,14,7,8,6,20,21,5
void setup() {
FastLED.addLeds<OCTOWS2811>(leds, NUM_LEDS_PER_STRIP);
FastLED.setBrightness(32);
}
void loop() {
static uint8_t hue = 0;
for(int i = 0; i < NUM_STRIPS; i++) {
for(int j = 0; j < NUM_LEDS_PER_STRIP; j++) {
leds[(i*NUM_LEDS_PER_STRIP) + j] = CHSV((32*i) + hue+j,192,255);
}
}
// Set the first n leds on each strip to show which strip it is
for(int i = 0; i < NUM_STRIPS; i++) {
for(int j = 0; j <= i; j++) {
leds[(i*NUM_LEDS_PER_STRIP) + j] = CRGB::Red;
}
}
hue++;
FastLED.show();
FastLED.delay(10);
}

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/// @file ParallelOutputDemo.ino
/// @brief Demonstrates how to write to multiple strips simultaneously
/// @example ParallelOutputDemo.ino
#include <FastLED.h>
#define NUM_LEDS_PER_STRIP 16
// Note: this can be 12 if you're using a teensy 3 and don't mind soldering the pads on the back
#define NUM_STRIPS 16
CRGB leds[NUM_STRIPS * NUM_LEDS_PER_STRIP];
// Pin layouts on the teensy 3/3.1:
// WS2811_PORTD: 2,14,7,8,6,20,21,5
// WS2811_PORTC: 15,22,23,9,10,13,11,12,28,27,29,30 (these last 4 are pads on the bottom of the teensy)
// WS2811_PORTDC: 2,14,7,8,6,20,21,5,15,22,23,9,10,13,11,12 - 16 way parallel
//
// Pin layouts on the due
// WS2811_PORTA: 69,68,61,60,59,100,58,31 (note: pin 100 only available on the digix)
// WS2811_PORTB: 90,91,92,93,94,95,96,97 (note: only available on the digix)
// WS2811_PORTD: 25,26,27,28,14,15,29,11
//
// IBCC<WS2811, 1, 16> outputs;
void setup() {
delay(5000);
Serial.begin(57600);
Serial.println("Starting...");
// FastLED.addLeds<WS2811_PORTA,NUM_STRIPS>(leds, NUM_LEDS_PER_STRIP);
// FastLED.addLeds<WS2811_PORTB,NUM_STRIPS>(leds, NUM_LEDS_PER_STRIP);
// FastLED.addLeds<WS2811_PORTD,NUM_STRIPS>(leds, NUM_LEDS_PER_STRIP).setCorrection(TypicalLEDStrip);
FastLED.addLeds<WS2811_PORTDC,NUM_STRIPS>(leds, NUM_LEDS_PER_STRIP);
// Teensy 4 parallel output example
// FastLED.addLeds<NUM_STRIPS, WS2811, 1>(leds,NUM_LEDS_PER_STRIP);
}
void loop() {
Serial.println("Loop....");
static uint8_t hue = 0;
for(int i = 0; i < NUM_STRIPS; i++) {
for(int j = 0; j < NUM_LEDS_PER_STRIP; j++) {
leds[(i*NUM_LEDS_PER_STRIP) + j] = CHSV((32*i) + hue+j,192,255);
}
}
// Set the first n leds on each strip to show which strip it is
for(int i = 0; i < NUM_STRIPS; i++) {
for(int j = 0; j <= i; j++) {
leds[(i*NUM_LEDS_PER_STRIP) + j] = CRGB::Red;
}
}
hue++;
FastLED.show();
// FastLED.delay(100);
}

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/// @file Noise.ino
/// @brief Demonstrates how to use noise generation on a 2D LED matrix
/// @example Noise.ino
#include <FastLED.h>
//
// Mark's xy coordinate mapping code. See the XYMatrix for more information on it.
//
// Params for width and height
const uint8_t kMatrixWidth = 16;
const uint8_t kMatrixHeight = 16;
#define MAX_DIMENSION ((kMatrixWidth>kMatrixHeight) ? kMatrixWidth : kMatrixHeight)
#define NUM_LEDS (kMatrixWidth * kMatrixHeight)
// Param for different pixel layouts
const bool kMatrixSerpentineLayout = true;
uint16_t XY( uint8_t x, uint8_t y)
{
uint16_t i;
if( kMatrixSerpentineLayout == false) {
i = (y * kMatrixWidth) + x;
}
if( kMatrixSerpentineLayout == true) {
if( y & 0x01) {
// Odd rows run backwards
uint8_t reverseX = (kMatrixWidth - 1) - x;
i = (y * kMatrixWidth) + reverseX;
} else {
// Even rows run forwards
i = (y * kMatrixWidth) + x;
}
}
return i;
}
// The leds
CRGB leds[kMatrixWidth * kMatrixHeight];
// The 32bit version of our coordinates
static uint16_t x;
static uint16_t y;
static uint16_t z;
// We're using the x/y dimensions to map to the x/y pixels on the matrix. We'll
// use the z-axis for "time". speed determines how fast time moves forward. Try
// 1 for a very slow moving effect, or 60 for something that ends up looking like
// water.
// uint16_t speed = 1; // almost looks like a painting, moves very slowly
uint16_t speed = 20; // a nice starting speed, mixes well with a scale of 100
// uint16_t speed = 33;
// uint16_t speed = 100; // wicked fast!
// Scale determines how far apart the pixels in our noise matrix are. Try
// changing these values around to see how it affects the motion of the display. The
// higher the value of scale, the more "zoomed out" the noise iwll be. A value
// of 1 will be so zoomed in, you'll mostly see solid colors.
// uint16_t scale = 1; // mostly just solid colors
// uint16_t scale = 4011; // very zoomed out and shimmery
uint16_t scale = 311;
// This is the array that we keep our computed noise values in
uint16_t noise[MAX_DIMENSION][MAX_DIMENSION];
void setup() {
// uncomment the following lines if you want to see FPS count information
// Serial.begin(38400);
// Serial.println("resetting!");
delay(3000);
FastLED.addLeds<WS2811,2,RGB>(leds,NUM_LEDS);
FastLED.setBrightness(96);
// Initialize our coordinates to some random values
x = random16();
y = random16();
z = random16();
}
// Fill the x/y array of 8-bit noise values using the inoise8 function.
void fillnoise8() {
for(int i = 0; i < MAX_DIMENSION; i++) {
int ioffset = scale * i;
for(int j = 0; j < MAX_DIMENSION; j++) {
int joffset = scale * j;
noise[i][j] = inoise8(x + ioffset,y + joffset,z);
}
}
z += speed;
}
void loop() {
static uint8_t ihue=0;
fillnoise8();
for(int i = 0; i < kMatrixWidth; i++) {
for(int j = 0; j < kMatrixHeight; j++) {
// We use the value at the (i,j) coordinate in the noise
// array for our brightness, and the flipped value from (j,i)
// for our pixel's hue.
leds[XY(i,j)] = CHSV(noise[j][i],255,noise[i][j]);
// You can also explore other ways to constrain the hue used, like below
// leds[XY(i,j)] = CHSV(ihue + (noise[j][i]>>2),255,noise[i][j]);
}
}
ihue+=1;
FastLED.show();
// delay(10);
}

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/// @file NoisePlayground.ino
/// @brief Demonstrates how to use noise generation on a 2D LED matrix
/// @example NoisePlayground.ino
#include <FastLED.h>
// Params for width and height
const uint8_t kMatrixWidth = 16;
const uint8_t kMatrixHeight = 16;
#define NUM_LEDS (kMatrixWidth * kMatrixHeight)
// Param for different pixel layouts
#define kMatrixSerpentineLayout true
// led array
CRGB leds[kMatrixWidth * kMatrixHeight];
// x,y, & time values
uint32_t x,y,v_time,hue_time,hxy;
// Play with the values of the variables below and see what kinds of effects they
// have! More octaves will make things slower.
// how many octaves to use for the brightness and hue functions
uint8_t octaves=1;
uint8_t hue_octaves=3;
// the 'distance' between points on the x and y axis
int xscale=57771;
int yscale=57771;
// the 'distance' between x/y points for the hue noise
int hue_scale=1;
// how fast we move through time & hue noise
int time_speed=1111;
int hue_speed=31;
// adjust these values to move along the x or y axis between frames
int x_speed=331;
int y_speed=1111;
void loop() {
// fill the led array 2/16-bit noise values
fill_2dnoise16(leds, kMatrixWidth, kMatrixHeight, kMatrixSerpentineLayout,
octaves,x,xscale,y,yscale,v_time,
hue_octaves,hxy,hue_scale,hxy,hue_scale,hue_time, false);
FastLED.show();
// adjust the intra-frame time values
x += x_speed;
y += y_speed;
v_time += time_speed;
hue_time += hue_speed;
// delay(50);
}
void setup() {
// initialize the x/y and time values
random16_set_seed(8934);
random16_add_entropy(analogRead(3));
Serial.begin(57600);
Serial.println("resetting!");
delay(3000);
FastLED.addLeds<WS2811,2,GRB>(leds,NUM_LEDS);
FastLED.setBrightness(96);
hxy = (uint32_t)((uint32_t)random16() << 16) + (uint32_t)random16();
x = (uint32_t)((uint32_t)random16() << 16) + (uint32_t)random16();
y = (uint32_t)((uint32_t)random16() << 16) + (uint32_t)random16();
v_time = (uint32_t)((uint32_t)random16() << 16) + (uint32_t)random16();
hue_time = (uint32_t)((uint32_t)random16() << 16) + (uint32_t)random16();
}

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/// @file NoisePlusPalette.ino
/// @brief Demonstrates how to mix noise generation with color palettes on a 2D LED matrix
/// @example NoisePlusPalette.ino
#include <FastLED.h>
#define LED_PIN 3
#define BRIGHTNESS 96
#define LED_TYPE WS2811
#define COLOR_ORDER GRB
// Params for width and height
const uint8_t kMatrixWidth = 16;
const uint8_t kMatrixHeight = 16;
// Param for different pixel layouts
const bool kMatrixSerpentineLayout = true;
// This example combines two features of FastLED to produce a remarkable range of
// effects from a relatively small amount of code. This example combines FastLED's
// color palette lookup functions with FastLED's Perlin noise generator, and
// the combination is extremely powerful.
//
// You might want to look at the "ColorPalette" and "Noise" examples separately
// if this example code seems daunting.
//
//
// The basic setup here is that for each frame, we generate a new array of
// 'noise' data, and then map it onto the LED matrix through a color palette.
//
// Periodically, the color palette is changed, and new noise-generation parameters
// are chosen at the same time. In this example, specific noise-generation
// values have been selected to match the given color palettes; some are faster,
// or slower, or larger, or smaller than others, but there's no reason these
// parameters can't be freely mixed-and-matched.
//
// In addition, this example includes some fast automatic 'data smoothing' at
// lower noise speeds to help produce smoother animations in those cases.
//
// The FastLED built-in color palettes (Forest, Clouds, Lava, Ocean, Party) are
// used, as well as some 'hand-defined' ones, and some proceedurally generated
// palettes.
#define NUM_LEDS (kMatrixWidth * kMatrixHeight)
#define MAX_DIMENSION ((kMatrixWidth>kMatrixHeight) ? kMatrixWidth : kMatrixHeight)
// The leds
CRGB leds[kMatrixWidth * kMatrixHeight];
// The 16 bit version of our coordinates
static uint16_t x;
static uint16_t y;
static uint16_t z;
// We're using the x/y dimensions to map to the x/y pixels on the matrix. We'll
// use the z-axis for "time". speed determines how fast time moves forward. Try
// 1 for a very slow moving effect, or 60 for something that ends up looking like
// water.
uint16_t speed = 20; // speed is set dynamically once we've started up
// Scale determines how far apart the pixels in our noise matrix are. Try
// changing these values around to see how it affects the motion of the display. The
// higher the value of scale, the more "zoomed out" the noise iwll be. A value
// of 1 will be so zoomed in, you'll mostly see solid colors.
uint16_t scale = 30; // scale is set dynamically once we've started up
// This is the array that we keep our computed noise values in
uint8_t noise[MAX_DIMENSION][MAX_DIMENSION];
CRGBPalette16 currentPalette( PartyColors_p );
uint8_t colorLoop = 1;
void setup() {
delay(3000);
FastLED.addLeds<LED_TYPE,LED_PIN,COLOR_ORDER>(leds,NUM_LEDS);
FastLED.setBrightness(BRIGHTNESS);
// Initialize our coordinates to some random values
x = random16();
y = random16();
z = random16();
}
// Fill the x/y array of 8-bit noise values using the inoise8 function.
void fillnoise8() {
// If we're runing at a low "speed", some 8-bit artifacts become visible
// from frame-to-frame. In order to reduce this, we can do some fast data-smoothing.
// The amount of data smoothing we're doing depends on "speed".
uint8_t dataSmoothing = 0;
if( speed < 50) {
dataSmoothing = 200 - (speed * 4);
}
for(int i = 0; i < MAX_DIMENSION; i++) {
int ioffset = scale * i;
for(int j = 0; j < MAX_DIMENSION; j++) {
int joffset = scale * j;
uint8_t data = inoise8(x + ioffset,y + joffset,z);
// The range of the inoise8 function is roughly 16-238.
// These two operations expand those values out to roughly 0..255
// You can comment them out if you want the raw noise data.
data = qsub8(data,16);
data = qadd8(data,scale8(data,39));
if( dataSmoothing ) {
uint8_t olddata = noise[i][j];
uint8_t newdata = scale8( olddata, dataSmoothing) + scale8( data, 256 - dataSmoothing);
data = newdata;
}
noise[i][j] = data;
}
}
z += speed;
// apply slow drift to X and Y, just for visual variation.
x += speed / 8;
y -= speed / 16;
}
void mapNoiseToLEDsUsingPalette()
{
static uint8_t ihue=0;
for(int i = 0; i < kMatrixWidth; i++) {
for(int j = 0; j < kMatrixHeight; j++) {
// We use the value at the (i,j) coordinate in the noise
// array for our brightness, and the flipped value from (j,i)
// for our pixel's index into the color palette.
uint8_t index = noise[j][i];
uint8_t bri = noise[i][j];
// if this palette is a 'loop', add a slowly-changing base value
if( colorLoop) {
index += ihue;
}
// brighten up, as the color palette itself often contains the
// light/dark dynamic range desired
if( bri > 127 ) {
bri = 255;
} else {
bri = dim8_raw( bri * 2);
}
CRGB color = ColorFromPalette( currentPalette, index, bri);
leds[XY(i,j)] = color;
}
}
ihue+=1;
}
void loop() {
// Periodically choose a new palette, speed, and scale
ChangePaletteAndSettingsPeriodically();
// generate noise data
fillnoise8();
// convert the noise data to colors in the LED array
// using the current palette
mapNoiseToLEDsUsingPalette();
FastLED.show();
// delay(10);
}
// 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.
// 1 = 5 sec per palette
// 2 = 10 sec per palette
// etc
#define HOLD_PALETTES_X_TIMES_AS_LONG 1
void ChangePaletteAndSettingsPeriodically()
{
uint8_t secondHand = ((millis() / 1000) / HOLD_PALETTES_X_TIMES_AS_LONG) % 60;
static uint8_t lastSecond = 99;
if( lastSecond != secondHand) {
lastSecond = secondHand;
if( secondHand == 0) { currentPalette = RainbowColors_p; speed = 20; scale = 30; colorLoop = 1; }
if( secondHand == 5) { SetupPurpleAndGreenPalette(); speed = 10; scale = 50; colorLoop = 1; }
if( secondHand == 10) { SetupBlackAndWhiteStripedPalette(); speed = 20; scale = 30; colorLoop = 1; }
if( secondHand == 15) { currentPalette = ForestColors_p; speed = 8; scale =120; colorLoop = 0; }
if( secondHand == 20) { currentPalette = CloudColors_p; speed = 4; scale = 30; colorLoop = 0; }
if( secondHand == 25) { currentPalette = LavaColors_p; speed = 8; scale = 50; colorLoop = 0; }
if( secondHand == 30) { currentPalette = OceanColors_p; speed = 20; scale = 90; colorLoop = 0; }
if( secondHand == 35) { currentPalette = PartyColors_p; speed = 20; scale = 30; colorLoop = 1; }
if( secondHand == 40) { SetupRandomPalette(); speed = 20; scale = 20; colorLoop = 1; }
if( secondHand == 45) { SetupRandomPalette(); speed = 50; scale = 50; colorLoop = 1; }
if( secondHand == 50) { SetupRandomPalette(); speed = 90; scale = 90; colorLoop = 1; }
if( secondHand == 55) { currentPalette = RainbowStripeColors_p; speed = 30; scale = 20; colorLoop = 1; }
}
}
// This function generates a random palette that's a gradient
// between four different colors. The first is a dim hue, the second is
// a bright hue, the third is a bright pastel, and the last is
// another bright hue. This gives some visual bright/dark variation
// which is more interesting than just a gradient of different hues.
void SetupRandomPalette()
{
currentPalette = CRGBPalette16(
CHSV( random8(), 255, 32),
CHSV( random8(), 255, 255),
CHSV( random8(), 128, 255),
CHSV( random8(), 255, 255));
}
// 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 );
}
//
// Mark's xy coordinate mapping code. See the XYMatrix for more information on it.
//
uint16_t XY( uint8_t x, uint8_t y)
{
uint16_t i;
if( kMatrixSerpentineLayout == false) {
i = (y * kMatrixWidth) + x;
}
if( kMatrixSerpentineLayout == true) {
if( y & 0x01) {
// Odd rows run backwards
uint8_t reverseX = (kMatrixWidth - 1) - x;
i = (y * kMatrixWidth) + reverseX;
} else {
// Even rows run forwards
i = (y * kMatrixWidth) + x;
}
}
return i;
}

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/// @file Pacifica.ino
/// @brief Gentle, blue-green ocean wave animation
/// @example Pacifica.ino
//
// "Pacifica"
// Gentle, blue-green ocean waves.
// December 2019, Mark Kriegsman and Mary Corey March.
// For Dan.
//
#define FASTLED_ALLOW_INTERRUPTS 0
#include <FastLED.h>
FASTLED_USING_NAMESPACE
#define DATA_PIN 3
#define NUM_LEDS 60
#define MAX_POWER_MILLIAMPS 500
#define LED_TYPE WS2812B
#define COLOR_ORDER GRB
//////////////////////////////////////////////////////////////////////////
CRGB leds[NUM_LEDS];
void setup() {
delay( 3000); // 3 second delay for boot recovery, and a moment of silence
FastLED.addLeds<LED_TYPE,DATA_PIN,COLOR_ORDER>(leds, NUM_LEDS)
.setCorrection( TypicalLEDStrip );
FastLED.setMaxPowerInVoltsAndMilliamps( 5, MAX_POWER_MILLIAMPS);
}
void loop()
{
EVERY_N_MILLISECONDS( 20) {
pacifica_loop();
FastLED.show();
}
}
//////////////////////////////////////////////////////////////////////////
//
// The code for this animation is more complicated than other examples, and
// while it is "ready to run", and documented in general, it is probably not
// the best starting point for learning. Nevertheless, it does illustrate some
// useful techniques.
//
//////////////////////////////////////////////////////////////////////////
//
// In this animation, there are four "layers" of waves of light.
//
// Each layer moves independently, and each is scaled separately.
//
// All four wave layers are added together on top of each other, and then
// another filter is applied that adds "whitecaps" of brightness where the
// waves line up with each other more. Finally, another pass is taken
// over the led array to 'deepen' (dim) the blues and greens.
//
// The speed and scale and motion each layer varies slowly within independent
// hand-chosen ranges, which is why the code has a lot of low-speed 'beatsin8' functions
// with a lot of oddly specific numeric ranges.
//
// These three custom blue-green color palettes were inspired by the colors found in
// the waters off the southern coast of California, https://goo.gl/maps/QQgd97jjHesHZVxQ7
//
CRGBPalette16 pacifica_palette_1 =
{ 0x000507, 0x000409, 0x00030B, 0x00030D, 0x000210, 0x000212, 0x000114, 0x000117,
0x000019, 0x00001C, 0x000026, 0x000031, 0x00003B, 0x000046, 0x14554B, 0x28AA50 };
CRGBPalette16 pacifica_palette_2 =
{ 0x000507, 0x000409, 0x00030B, 0x00030D, 0x000210, 0x000212, 0x000114, 0x000117,
0x000019, 0x00001C, 0x000026, 0x000031, 0x00003B, 0x000046, 0x0C5F52, 0x19BE5F };
CRGBPalette16 pacifica_palette_3 =
{ 0x000208, 0x00030E, 0x000514, 0x00061A, 0x000820, 0x000927, 0x000B2D, 0x000C33,
0x000E39, 0x001040, 0x001450, 0x001860, 0x001C70, 0x002080, 0x1040BF, 0x2060FF };
void pacifica_loop()
{
// Increment the four "color index start" counters, one for each wave layer.
// Each is incremented at a different speed, and the speeds vary over time.
static uint16_t sCIStart1, sCIStart2, sCIStart3, sCIStart4;
static uint32_t sLastms = 0;
uint32_t ms = GET_MILLIS();
uint32_t deltams = ms - sLastms;
sLastms = ms;
uint16_t speedfactor1 = beatsin16(3, 179, 269);
uint16_t speedfactor2 = beatsin16(4, 179, 269);
uint32_t deltams1 = (deltams * speedfactor1) / 256;
uint32_t deltams2 = (deltams * speedfactor2) / 256;
uint32_t deltams21 = (deltams1 + deltams2) / 2;
sCIStart1 += (deltams1 * beatsin88(1011,10,13));
sCIStart2 -= (deltams21 * beatsin88(777,8,11));
sCIStart3 -= (deltams1 * beatsin88(501,5,7));
sCIStart4 -= (deltams2 * beatsin88(257,4,6));
// Clear out the LED array to a dim background blue-green
fill_solid( leds, NUM_LEDS, CRGB( 2, 6, 10));
// Render each of four layers, with different scales and speeds, that vary over time
pacifica_one_layer( pacifica_palette_1, sCIStart1, beatsin16( 3, 11 * 256, 14 * 256), beatsin8( 10, 70, 130), 0-beat16( 301) );
pacifica_one_layer( pacifica_palette_2, sCIStart2, beatsin16( 4, 6 * 256, 9 * 256), beatsin8( 17, 40, 80), beat16( 401) );
pacifica_one_layer( pacifica_palette_3, sCIStart3, 6 * 256, beatsin8( 9, 10,38), 0-beat16(503));
pacifica_one_layer( pacifica_palette_3, sCIStart4, 5 * 256, beatsin8( 8, 10,28), beat16(601));
// Add brighter 'whitecaps' where the waves lines up more
pacifica_add_whitecaps();
// Deepen the blues and greens a bit
pacifica_deepen_colors();
}
// Add one layer of waves into the led array
void pacifica_one_layer( CRGBPalette16& p, uint16_t cistart, uint16_t wavescale, uint8_t bri, uint16_t ioff)
{
uint16_t ci = cistart;
uint16_t waveangle = ioff;
uint16_t wavescale_half = (wavescale / 2) + 20;
for( uint16_t i = 0; i < NUM_LEDS; i++) {
waveangle += 250;
uint16_t s16 = sin16( waveangle ) + 32768;
uint16_t cs = scale16( s16 , wavescale_half ) + wavescale_half;
ci += cs;
uint16_t sindex16 = sin16( ci) + 32768;
uint8_t sindex8 = scale16( sindex16, 240);
CRGB c = ColorFromPalette( p, sindex8, bri, LINEARBLEND);
leds[i] += c;
}
}
// Add extra 'white' to areas where the four layers of light have lined up brightly
void pacifica_add_whitecaps()
{
uint8_t basethreshold = beatsin8( 9, 55, 65);
uint8_t wave = beat8( 7 );
for( uint16_t i = 0; i < NUM_LEDS; i++) {
uint8_t threshold = scale8( sin8( wave), 20) + basethreshold;
wave += 7;
uint8_t l = leds[i].getAverageLight();
if( l > threshold) {
uint8_t overage = l - threshold;
uint8_t overage2 = qadd8( overage, overage);
leds[i] += CRGB( overage, overage2, qadd8( overage2, overage2));
}
}
}
// Deepen the blues and greens
void pacifica_deepen_colors()
{
for( uint16_t i = 0; i < NUM_LEDS; i++) {
leds[i].blue = scale8( leds[i].blue, 145);
leds[i].green= scale8( leds[i].green, 200);
leds[i] |= CRGB( 2, 5, 7);
}
}

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/// @file Pintest.ino
/// @brief Checks available pin outputs (for debugging)
/// @example Pintest.ino
#include <FastLED.h>
char fullstrBuffer[64];
const char *getPort(void *portPtr) {
// AVR port checks
#ifdef PORTA
if(portPtr == (void*)&PORTA) { return "PORTA"; }
#endif
#ifdef PORTB
if(portPtr == (void*)&PORTB) { return "PORTB"; }
#endif
#ifdef PORTC
if(portPtr == (void*)&PORTC) { return "PORTC"; }
#endif
#ifdef PORTD
if(portPtr == (void*)&PORTD) { return "PORTD"; }
#endif
#ifdef PORTE
if(portPtr == (void*)&PORTE) { return "PORTE"; }
#endif
#ifdef PORTF
if(portPtr == (void*)&PORTF) { return "PORTF"; }
#endif
#ifdef PORTG
if(portPtr == (void*)&PORTG) { return "PORTG"; }
#endif
#ifdef PORTH
if(portPtr == (void*)&PORTH) { return "PORTH"; }
#endif
#ifdef PORTI
if(portPtr == (void*)&PORTI) { return "PORTI"; }
#endif
#ifdef PORTJ
if(portPtr == (void*)&PORTJ) { return "PORTJ"; }
#endif
#ifdef PORTK
if(portPtr == (void*)&PORTK) { return "PORTK"; }
#endif
#ifdef PORTL
if(portPtr == (void*)&PORTL) { return "PORTL"; }
#endif
// Teensy 3.x port checks
#ifdef GPIO_A_PDOR
if(portPtr == (void*)&GPIO_A_PDOR) { return "GPIO_A_PDOR"; }
#endif
#ifdef GPIO_B_PDOR
if(portPtr == (void*)&GPIO_B_PDOR) { return "GPIO_B_PDOR"; }
#endif
#ifdef GPIO_C_PDOR
if(portPtr == (void*)&GPIO_C_PDOR) { return "GPIO_C_PDOR"; }
#endif
#ifdef GPIO_D_PDOR
if(portPtr == (void*)&GPIO_D_PDOR) { return "GPIO_D_PDOR"; }
#endif
#ifdef GPIO_E_PDOR
if(portPtr == (void*)&GPIO_E_PDOR) { return "GPIO_E_PDOR"; }
#endif
#ifdef REG_PIO_A_ODSR
if(portPtr == (void*)&REG_PIO_A_ODSR) { return "REG_PIO_A_ODSR"; }
#endif
#ifdef REG_PIO_B_ODSR
if(portPtr == (void*)&REG_PIO_B_ODSR) { return "REG_PIO_B_ODSR"; }
#endif
#ifdef REG_PIO_C_ODSR
if(portPtr == (void*)&REG_PIO_C_ODSR) { return "REG_PIO_C_ODSR"; }
#endif
#ifdef REG_PIO_D_ODSR
if(portPtr == (void*)&REG_PIO_D_ODSR) { return "REG_PIO_D_ODSR"; }
#endif
// Teensy 4 port checks
#ifdef GPIO1_DR
if(portPtr == (void*)&GPIO1_DR) { return "GPIO1_DR"; }
#endif
#ifdef GPIO2_DR
if(portPtr == (void*)&GPIO2_DR) { return "GPIO21_DR"; }
#endif
#ifdef GPIO3_DR
if(portPtr == (void*)&GPIO3_DR) { return "GPIO3_DR"; }
#endif
#ifdef GPIO4_DR
if(portPtr == (void*)&GPIO4_DR) { return "GPIO4_DR"; }
#endif
String unknown_str = "Unknown: " + String((size_t)portPtr, HEX);
strncpy(fullstrBuffer, unknown_str.c_str(), unknown_str.length());
fullstrBuffer[sizeof(fullstrBuffer)-1] = '\0';
return fullstrBuffer;
}
template<uint8_t PIN> void CheckPin()
{
CheckPin<PIN - 1>();
void *systemThinksPortIs = (void*)portOutputRegister(digitalPinToPort(PIN));
RwReg systemThinksMaskIs = digitalPinToBitMask(PIN);
Serial.print("Pin "); Serial.print(PIN); Serial.print(": Port ");
if(systemThinksPortIs == (void*)FastPin<PIN>::port()) {
Serial.print("valid & mask ");
} else {
Serial.print("invalid, is "); Serial.print(getPort((void*)FastPin<PIN>::port())); Serial.print(" should be ");
Serial.print(getPort((void*)systemThinksPortIs));
Serial.print(" & mask ");
}
if(systemThinksMaskIs == FastPin<PIN>::mask()) {
Serial.println("valid.");
} else {
Serial.print("invalid, is "); Serial.print(FastPin<PIN>::mask()); Serial.print(" should be "); Serial.println(systemThinksMaskIs);
}
}
template<> void CheckPin<255> () {}
template<uint8_t _PORT> const char *_GetPinPort(void *ptr) {
if (__FL_PORT_INFO<_PORT>::hasPort() && (ptr == (void*)__FL_PORT_INFO<_PORT>::portAddr())) {
return __FL_PORT_INFO<_PORT>::portName();
} else {
return _GetPinPort<_PORT - 1>(ptr);
}
}
template<> const char *_GetPinPort<-1>(void *ptr) {
return NULL;
}
const char *GetPinPort(void *ptr) {
return _GetPinPort<'Z'>(ptr);
}
static uint8_t pcount = 0;
template<uint8_t PIN> void PrintPins() {
PrintPins<PIN - 1>();
RwReg *systemThinksPortIs = portOutputRegister(digitalPinToPort(PIN));
RwReg systemThinksMaskIs = digitalPinToBitMask(PIN);
int maskBit = 0;
while(systemThinksMaskIs > 1) { systemThinksMaskIs >>= 1; maskBit++; }
const char *pinport = GetPinPort((void*)systemThinksPortIs);
if (pinport) {
Serial.print("__FL_DEFPIN("); Serial.print(PIN);
Serial.print(","); Serial.print(maskBit);
Serial.print(","); Serial.print(pinport);
Serial.print("); ");
pcount++;
if(pcount == 4) { pcount = 0; Serial.println(""); }
} else {
// Serial.print("Not found for pin "); Serial.println(PIN);
}
}
template<> void PrintPins<0>() {
RwReg *systemThinksPortIs = portOutputRegister(digitalPinToPort(0));
RwReg systemThinksMaskIs = digitalPinToBitMask(0);
int maskBit = 0;
while(systemThinksMaskIs > 1) { systemThinksMaskIs >>= 1; maskBit++; }
const char *pinport = GetPinPort((void*)systemThinksPortIs);
if (pinport) {
Serial.print("__FL_DEFPIN("); Serial.print(0);
Serial.print(","); Serial.print(maskBit);
Serial.print(","); Serial.print(pinport);
Serial.print("); ");
pcount++;
if(pcount == 4) { pcount = 0; Serial.println(""); }
}
}
int counter = 0;
void setup() {
delay(5000);
Serial.begin(38400);
Serial.println("resetting!");
}
void loop() {
Serial.println(counter);
#ifdef MAX_PIN
CheckPin<MAX_PIN>();
#endif
Serial.println("-----");
#ifdef NUM_DIGITAL_PINS
PrintPins<NUM_DIGITAL_PINS>();
#endif
Serial.println("------");
delay(100000);
}

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/// @file PJRCSpectrumAnalyzer.ino
/// @brief Creates an impressive LED light show to music input on the Teensy
/// @example PJRCSpectrumAnalyzer.ino
// LED Audio Spectrum Analyzer Display
//
// Creates an impressive LED light show to music input
// using Teensy 3.1 with the OctoWS2811 adaptor board
// http://www.pjrc.com/store/teensy31.html
// http://www.pjrc.com/store/octo28_adaptor.html
//
// Line Level Audio Input connects to analog pin A3
// Recommended input circuit:
// http://www.pjrc.com/teensy/gui/?info=AudioInputAnalog
//
// This example code is in the public domain.
#define USE_OCTOWS2811
#include <OctoWS2811.h>
#include <FastLED.h>
#include <Audio.h>
#include <Wire.h>
#include <SD.h>
#include <SPI.h>
// The display size and color to use
const unsigned int matrix_width = 60;
const unsigned int matrix_height = 32;
const unsigned int myColor = 0x400020;
// These parameters adjust the vertical thresholds
const float maxLevel = 0.5; // 1.0 = max, lower is more "sensitive"
const float dynamicRange = 40.0; // total range to display, in decibels
const float linearBlend = 0.3; // useful range is 0 to 0.7
CRGB leds[matrix_width * matrix_height];
// Audio library objects
AudioInputAnalog adc1(A3); //xy=99,55
AudioAnalyzeFFT1024 fft; //xy=265,75
AudioConnection patchCord1(adc1, fft);
// This array holds the volume level (0 to 1.0) for each
// vertical pixel to turn on. Computed in setup() using
// the 3 parameters above.
float thresholdVertical[matrix_height];
// This array specifies how many of the FFT frequency bin
// to use for each horizontal pixel. Because humans hear
// in octaves and FFT bins are linear, the low frequencies
// use a small number of bins, higher frequencies use more.
int frequencyBinsHorizontal[matrix_width] = {
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 2, 2, 2, 2, 2, 2, 2, 3,
3, 3, 3, 3, 4, 4, 4, 4, 4, 5,
5, 5, 6, 6, 6, 7, 7, 7, 8, 8,
9, 9, 10, 10, 11, 12, 12, 13, 14, 15,
15, 16, 17, 18, 19, 20, 22, 23, 24, 25
};
// Run setup once
void setup() {
// the audio library needs to be given memory to start working
AudioMemory(12);
// compute the vertical thresholds before starting
computeVerticalLevels();
// turn on the display
FastLED.addLeds<OCTOWS2811>(leds,(matrix_width * matrix_height) / 8);
}
// A simple xy() function to turn display matrix coordinates
// into the index numbers OctoWS2811 requires. If your LEDs
// are arranged differently, edit this code...
unsigned int xy(unsigned int x, unsigned int y) {
if ((y & 1) == 0) {
// even numbered rows (0, 2, 4...) are left to right
return y * matrix_width + x;
} else {
// odd numbered rows (1, 3, 5...) are right to left
return y * matrix_width + matrix_width - 1 - x;
}
}
// Run repetitively
void loop() {
unsigned int x, y, freqBin;
float level;
if (fft.available()) {
// freqBin counts which FFT frequency data has been used,
// starting at low frequency
freqBin = 0;
for (x=0; x < matrix_width; x++) {
// get the volume for each horizontal pixel position
level = fft.read(freqBin, freqBin + frequencyBinsHorizontal[x] - 1);
// uncomment to see the spectrum in Arduino's Serial Monitor
// Serial.print(level);
// Serial.print(" ");
for (y=0; y < matrix_height; y++) {
// for each vertical pixel, check if above the threshold
// and turn the LED on or off
if (level >= thresholdVertical[y]) {
leds[xy(x,y)] = CRGB(myColor);
} else {
leds[xy(x,y)] = CRGB::Black;
}
}
// increment the frequency bin count, so we display
// low to higher frequency from left to right
freqBin = freqBin + frequencyBinsHorizontal[x];
}
// after all pixels set, show them all at the same instant
FastLED.show();
// Serial.println();
}
}
// Run once from setup, the compute the vertical levels
void computeVerticalLevels() {
unsigned int y;
float n, logLevel, linearLevel;
for (y=0; y < matrix_height; y++) {
n = (float)y / (float)(matrix_height - 1);
logLevel = pow10f(n * -1.0 * (dynamicRange / 20.0));
linearLevel = 1.0 - n;
linearLevel = linearLevel * linearBlend;
logLevel = logLevel * (1.0 - linearBlend);
thresholdVertical[y] = (logLevel + linearLevel) * maxLevel;
}
}

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/// @file Pride2015.ino
/// @brief Animated, ever-changing rainbows.
/// @example Pride2015.ino
#include "FastLED.h"
// Pride2015
// Animated, ever-changing rainbows.
// by Mark Kriegsman
#if FASTLED_VERSION < 3001000
#error "Requires FastLED 3.1 or later; check github for latest code."
#endif
#define DATA_PIN 3
//#define CLK_PIN 4
#define LED_TYPE WS2811
#define COLOR_ORDER GRB
#define NUM_LEDS 200
#define BRIGHTNESS 255
CRGB leds[NUM_LEDS];
void setup() {
delay(3000); // 3 second delay for recovery
// tell FastLED about the LED strip configuration
FastLED.addLeds<LED_TYPE,DATA_PIN,COLOR_ORDER>(leds, NUM_LEDS)
.setCorrection(TypicalLEDStrip)
.setDither(BRIGHTNESS < 255);
// set master brightness control
FastLED.setBrightness(BRIGHTNESS);
}
void loop()
{
pride();
FastLED.show();
}
// This function draws rainbows with an ever-changing,
// widely-varying set of parameters.
void pride()
{
static uint16_t sPseudotime = 0;
static uint16_t sLastMillis = 0;
static uint16_t sHue16 = 0;
uint8_t sat8 = beatsin88( 87, 220, 250);
uint8_t brightdepth = beatsin88( 341, 96, 224);
uint16_t brightnessthetainc16 = beatsin88( 203, (25 * 256), (40 * 256));
uint8_t msmultiplier = beatsin88(147, 23, 60);
uint16_t hue16 = sHue16;//gHue * 256;
uint16_t hueinc16 = beatsin88(113, 1, 3000);
uint16_t ms = millis();
uint16_t deltams = ms - sLastMillis ;
sLastMillis = ms;
sPseudotime += deltams * msmultiplier;
sHue16 += deltams * beatsin88( 400, 5,9);
uint16_t brightnesstheta16 = sPseudotime;
for( uint16_t i = 0 ; i < NUM_LEDS; i++) {
hue16 += hueinc16;
uint8_t hue8 = hue16 / 256;
brightnesstheta16 += brightnessthetainc16;
uint16_t b16 = sin16( brightnesstheta16 ) + 32768;
uint16_t bri16 = (uint32_t)((uint32_t)b16 * (uint32_t)b16) / 65536;
uint8_t bri8 = (uint32_t)(((uint32_t)bri16) * brightdepth) / 65536;
bri8 += (255 - brightdepth);
CRGB newcolor = CHSV( hue8, sat8, bri8);
uint16_t pixelnumber = i;
pixelnumber = (NUM_LEDS-1) - pixelnumber;
nblend( leds[pixelnumber], newcolor, 64);
}
}

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/// @file RGBCalibrate.ino
/// @brief Use this to determine what the RGB ordering for your LEDs should be
/// @example RGBCalibrate.ino
#include "FastLED.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
//
// RGB Calibration code
//
// Use this sketch to determine what the RGB ordering for your chipset should be. Steps for setting up to use:
// * Uncomment the line in setup that corresponds to the LED chipset that you are using. (Note that they
// all explicitly specify the RGB order as RGB)
// * Define DATA_PIN to the pin that data is connected to.
// * (Optional) if using software SPI for chipsets that are SPI based, define CLOCK_PIN to the clock pin
// * Compile/upload/run the sketch
// You should see six leds on. If the RGB ordering is correct, you should see 1 red led, 2 green
// leds, and 3 blue leds. If you see different colors, the count of each color tells you what the
// position for that color in the rgb orering should be. So, for example, if you see 1 Blue, and 2
// Red, and 3 Green leds then the rgb ordering should be BRG (Blue, Red, Green).
// You can then test this ordering by setting the RGB ordering in the addLeds line below to the new ordering
// and it should come out correctly, 1 red, 2 green, and 3 blue.
//
//////////////////////////////////////////////////
#define NUM_LEDS 7
// For led chips like WS2812, which have a data line, ground, and power, you just
// need to define DATA_PIN. For led chipsets that are SPI based (four wires - data, clock,
// ground, and power), like the LPD8806 define both DATA_PIN and CLOCK_PIN
// Clock pin only needed for SPI based chipsets when not using hardware SPI
#define DATA_PIN 3
#define CLOCK_PIN 13
CRGB leds[NUM_LEDS];
void setup() {
// sanity check delay - allows reprogramming if accidently blowing power w/leds
delay(2000);
// Uncomment/edit one of the following lines for your leds arrangement.
// ## Clockless types ##
// FastLED.addLeds<SM16703, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1829, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1812, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1809, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1804, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<TM1803, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS1903, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS1903B, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS1904, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<UCS2903, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2812, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<WS2852, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<WS2812B, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<GS1903, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<SK6812, DATA_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<SK6822, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<APA106, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<PL9823, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<SK6822, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2811, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2813, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<APA104, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2811_400, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<GE8822, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<GW6205, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<GW6205_400, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<LPD1886, DATA_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<LPD1886_8BIT, DATA_PIN, RGB>(leds, NUM_LEDS);
// ## Clocked (SPI) types ##
// FastLED.addLeds<LPD6803, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<LPD8806, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // GRB ordering is typical
// FastLED.addLeds<WS2801, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<WS2803, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<SM16716, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS);
// FastLED.addLeds<P9813, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
// FastLED.addLeds<DOTSTAR, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
// FastLED.addLeds<APA102, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
// FastLED.addLeds<SK9822, DATA_PIN, CLOCK_PIN, RGB>(leds, NUM_LEDS); // BGR ordering is typical
// FastLED.setBrightness(CRGB(255,255,255));
}
void loop() {
leds[0] = CRGB(255,0,0);
leds[1] = CRGB(0,255,0);
leds[2] = CRGB(0,255,0);
leds[3] = CRGB(0,0,255);
leds[4] = CRGB(0,0,255);
leds[5] = CRGB(0,0,255);
leds[6] = CRGB(0,0,0);
FastLED.show();
delay(1000);
}

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/// @file RGBSetDemo.ino
/// @brief Demonstrates how to create an LED group with CRGBArray
/// @example RGBSetDemo.ino
#include <FastLED.h>
#define NUM_LEDS 40
CRGBArray<NUM_LEDS> leds;
void setup() { FastLED.addLeds<NEOPIXEL,2>(leds, NUM_LEDS); }
void loop(){
static uint8_t hue;
for(int i = 0; i < NUM_LEDS/2; i++) {
// fade everything out
leds.fadeToBlackBy(40);
// let's set an led value
leds[i] = CHSV(hue++,255,255);
// now, let's first 20 leds to the top 20 leds,
leds(NUM_LEDS/2,NUM_LEDS-1) = leds(NUM_LEDS/2 - 1 ,0);
FastLED.delay(33);
}
}

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/// @file SmartMatrix.ino
/// @brief Demonstrates how to use FastLED with the SmartMatrix library
/// @example SmartMatrix.ino
/* This example demos a rectangular LED matrix with moving noise.
It requires the SmartMatrix library in addition to FastLED.
This SmartMatrix library is only available on Teensy boards at the moment.
It can be found at https://github.com/pixelmatix/SmartMatrix
*/
#include <SmartMatrix.h>
#include <FastLED.h>
#define kMatrixWidth 32
#define kMatrixHeight 32
const bool kMatrixSerpentineLayout = false;
#define NUM_LEDS (kMatrixWidth * kMatrixHeight)
CRGB leds[kMatrixWidth * kMatrixHeight];
uint16_t XY( uint8_t x, uint8_t y)
{
uint16_t i;
if( kMatrixSerpentineLayout == false) {
i = (y * kMatrixWidth) + x;
}
if( kMatrixSerpentineLayout == true) {
if( y & 0x01) {
// Odd rows run backwards
uint8_t reverseX = (kMatrixWidth - 1) - x;
i = (y * kMatrixWidth) + reverseX;
} else {
// Even rows run forwards
i = (y * kMatrixWidth) + x;
}
}
return i;
}
// The 32bit version of our coordinates
static uint16_t x;
static uint16_t y;
static uint16_t z;
// We're using the x/y dimensions to map to the x/y pixels on the matrix. We'll
// use the z-axis for "time". speed determines how fast time moves forward. Try
// 1 for a very slow moving effect, or 60 for something that ends up looking like
// water.
// uint16_t speed = 1; // almost looks like a painting, moves very slowly
uint16_t speed = 20; // a nice starting speed, mixes well with a scale of 100
// uint16_t speed = 33;
// uint16_t speed = 100; // wicked fast!
// Scale determines how far apart the pixels in our noise matrix are. Try
// changing these values around to see how it affects the motion of the display. The
// higher the value of scale, the more "zoomed out" the noise iwll be. A value
// of 1 will be so zoomed in, you'll mostly see solid colors.
// uint16_t scale = 1; // mostly just solid colors
// uint16_t scale = 4011; // very zoomed out and shimmery
uint16_t scale = 31;
// This is the array that we keep our computed noise values in
uint8_t noise[kMatrixWidth][kMatrixHeight];
void setup() {
// uncomment the following lines if you want to see FPS count information
// Serial.begin(38400);
// Serial.println("resetting!");
delay(3000);
FastLED.addLeds<SMART_MATRIX>(leds,NUM_LEDS);
FastLED.setBrightness(96);
// Initialize our coordinates to some random values
x = random16();
y = random16();
z = random16();
// Show off smart matrix scrolling text
pSmartMatrix->setScrollMode(wrapForward);
pSmartMatrix->setScrollColor({0xff, 0xff, 0xff});
pSmartMatrix->setScrollSpeed(15);
pSmartMatrix->setScrollFont(font6x10);
pSmartMatrix->scrollText("Smart Matrix & FastLED", -1);
pSmartMatrix->setScrollOffsetFromEdge(10);
}
// Fill the x/y array of 8-bit noise values using the inoise8 function.
void fillnoise8() {
for(int i = 0; i < kMatrixWidth; i++) {
int ioffset = scale * i;
for(int j = 0; j < kMatrixHeight; j++) {
int joffset = scale * j;
noise[i][j] = inoise8(x + ioffset,y + joffset,z);
}
}
z += speed;
}
void loop() {
static uint8_t circlex = 0;
static uint8_t circley = 0;
static uint8_t ihue=0;
fillnoise8();
for(int i = 0; i < kMatrixWidth; i++) {
for(int j = 0; j < kMatrixHeight; j++) {
// We use the value at the (i,j) coordinate in the noise
// array for our brightness, and the flipped value from (j,i)
// for our pixel's hue.
leds[XY(i,j)] = CHSV(noise[j][i],255,noise[i][j]);
// You can also explore other ways to constrain the hue used, like below
// leds[XY(i,j)] = CHSV(ihue + (noise[j][i]>>2),255,noise[i][j]);
}
}
ihue+=1;
// N.B. this requires SmartMatrix modified w/triple buffering support
pSmartMatrix->fillCircle(circlex % 32,circley % 32,6,CRGB(CHSV(ihue+128,255,255)));
circlex += random16(2);
circley += random16(2);
FastLED.show();
// delay(10);
}

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/// @file TwinkleFox.ino
/// @brief Twinkling "holiday" lights that fade in and out.
/// @example TwinkleFox.ino
#include "FastLED.h"
#define NUM_LEDS 100
#define LED_TYPE WS2811
#define COLOR_ORDER GRB
#define DATA_PIN 3
//#define CLK_PIN 4
#define VOLTS 12
#define MAX_MA 4000
// TwinkleFOX: Twinkling 'holiday' lights that fade in and out.
// Colors are chosen from a palette; a few palettes are provided.
//
// This December 2015 implementation improves on the December 2014 version
// in several ways:
// - smoother fading, compatible with any colors and any palettes
// - easier control of twinkle speed and twinkle density
// - supports an optional 'background color'
// - takes even less RAM: zero RAM overhead per pixel
// - illustrates a couple of interesting techniques (uh oh...)
//
// The idea behind this (new) implementation is that there's one
// basic, repeating pattern that each pixel follows like a waveform:
// The brightness rises from 0..255 and then falls back down to 0.
// The brightness at any given point in time can be determined as
// as a function of time, for example:
// brightness = sine( time ); // a sine wave of brightness over time
//
// So the way this implementation works is that every pixel follows
// the exact same wave function over time. In this particular case,
// I chose a sawtooth triangle wave (triwave8) rather than a sine wave,
// but the idea is the same: brightness = triwave8( time ).
//
// Of course, if all the pixels used the exact same wave form, and
// if they all used the exact same 'clock' for their 'time base', all
// the pixels would brighten and dim at once -- which does not look
// like twinkling at all.
//
// So to achieve random-looking twinkling, each pixel is given a
// slightly different 'clock' signal. Some of the clocks run faster,
// some run slower, and each 'clock' also has a random offset from zero.
// The net result is that the 'clocks' for all the pixels are always out
// of sync from each other, producing a nice random distribution
// of twinkles.
//
// The 'clock speed adjustment' and 'time offset' for each pixel
// are generated randomly. One (normal) approach to implementing that
// would be to randomly generate the clock parameters for each pixel
// at startup, and store them in some arrays. However, that consumes
// a great deal of precious RAM, and it turns out to be totally
// unnessary! If the random number generate is 'seeded' with the
// same starting value every time, it will generate the same sequence
// of values every time. So the clock adjustment parameters for each
// pixel are 'stored' in a pseudo-random number generator! The PRNG
// is reset, and then the first numbers out of it are the clock
// adjustment parameters for the first pixel, the second numbers out
// of it are the parameters for the second pixel, and so on.
// In this way, we can 'store' a stable sequence of thousands of
// random clock adjustment parameters in literally two bytes of RAM.
//
// There's a little bit of fixed-point math involved in applying the
// clock speed adjustments, which are expressed in eighths. Each pixel's
// clock speed ranges from 8/8ths of the system clock (i.e. 1x) to
// 23/8ths of the system clock (i.e. nearly 3x).
//
// On a basic Arduino Uno or Leonardo, this code can twinkle 300+ pixels
// smoothly at over 50 updates per seond.
//
// -Mark Kriegsman, December 2015
CRGBArray<NUM_LEDS> leds;
// Overall twinkle speed.
// 0 (VERY slow) to 8 (VERY fast).
// 4, 5, and 6 are recommended, default is 4.
#define TWINKLE_SPEED 4
// Overall twinkle density.
// 0 (NONE lit) to 8 (ALL lit at once).
// Default is 5.
#define TWINKLE_DENSITY 5
// How often to change color palettes.
#define SECONDS_PER_PALETTE 30
// Also: toward the bottom of the file is an array
// called "ActivePaletteList" which controls which color
// palettes are used; you can add or remove color palettes
// from there freely.
// Background color for 'unlit' pixels
// Can be set to CRGB::Black if desired.
CRGB gBackgroundColor = CRGB::Black;
// Example of dim incandescent fairy light background color
// CRGB gBackgroundColor = CRGB(CRGB::FairyLight).nscale8_video(16);
// If AUTO_SELECT_BACKGROUND_COLOR is set to 1,
// then for any palette where the first two entries
// are the same, a dimmed version of that color will
// automatically be used as the background color.
#define AUTO_SELECT_BACKGROUND_COLOR 0
// If COOL_LIKE_INCANDESCENT is set to 1, colors will
// fade out slighted 'reddened', similar to how
// incandescent bulbs change color as they get dim down.
#define COOL_LIKE_INCANDESCENT 1
CRGBPalette16 gCurrentPalette;
CRGBPalette16 gTargetPalette;
void setup() {
delay( 3000 ); //safety startup delay
FastLED.setMaxPowerInVoltsAndMilliamps( VOLTS, MAX_MA);
FastLED.addLeds<LED_TYPE,DATA_PIN,COLOR_ORDER>(leds, NUM_LEDS)
.setCorrection(TypicalLEDStrip);
chooseNextColorPalette(gTargetPalette);
}
void loop()
{
EVERY_N_SECONDS( SECONDS_PER_PALETTE ) {
chooseNextColorPalette( gTargetPalette );
}
EVERY_N_MILLISECONDS( 10 ) {
nblendPaletteTowardPalette( gCurrentPalette, gTargetPalette, 12);
}
drawTwinkles( leds);
FastLED.show();
}
// This function loops over each pixel, calculates the
// adjusted 'clock' that this pixel should use, and calls
// "CalculateOneTwinkle" on each pixel. It then displays
// either the twinkle color of the background color,
// whichever is brighter.
void drawTwinkles( CRGBSet& L)
{
// "PRNG16" is the pseudorandom number generator
// It MUST be reset to the same starting value each time
// this function is called, so that the sequence of 'random'
// numbers that it generates is (paradoxically) stable.
uint16_t PRNG16 = 11337;
uint32_t clock32 = millis();
// Set up the background color, "bg".
// if AUTO_SELECT_BACKGROUND_COLOR == 1, and the first two colors of
// the current palette are identical, then a deeply faded version of
// that color is used for the background color
CRGB bg;
if( (AUTO_SELECT_BACKGROUND_COLOR == 1) &&
(gCurrentPalette[0] == gCurrentPalette[1] )) {
bg = gCurrentPalette[0];
uint8_t bglight = bg.getAverageLight();
if( bglight > 64) {
bg.nscale8_video( 16); // very bright, so scale to 1/16th
} else if( bglight > 16) {
bg.nscale8_video( 64); // not that bright, so scale to 1/4th
} else {
bg.nscale8_video( 86); // dim, scale to 1/3rd.
}
} else {
bg = gBackgroundColor; // just use the explicitly defined background color
}
uint8_t backgroundBrightness = bg.getAverageLight();
for( CRGB& pixel: L) {
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; // next 'random' number
uint16_t myclockoffset16= PRNG16; // use that number as clock offset
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; // next 'random' number
// use that number as clock speed adjustment factor (in 8ths, from 8/8ths to 23/8ths)
uint8_t myspeedmultiplierQ5_3 = ((((PRNG16 & 0xFF)>>4) + (PRNG16 & 0x0F)) & 0x0F) + 0x08;
uint32_t myclock30 = (uint32_t)((clock32 * myspeedmultiplierQ5_3) >> 3) + myclockoffset16;
uint8_t myunique8 = PRNG16 >> 8; // get 'salt' value for this pixel
// We now have the adjusted 'clock' for this pixel, now we call
// the function that computes what color the pixel should be based
// on the "brightness = f( time )" idea.
CRGB c = computeOneTwinkle( myclock30, myunique8);
uint8_t cbright = c.getAverageLight();
int16_t deltabright = cbright - backgroundBrightness;
if( deltabright >= 32 || (!bg)) {
// If the new pixel is significantly brighter than the background color,
// use the new color.
pixel = c;
} else if( deltabright > 0 ) {
// If the new pixel is just slightly brighter than the background color,
// mix a blend of the new color and the background color
pixel = blend( bg, c, deltabright * 8);
} else {
// if the new pixel is not at all brighter than the background color,
// just use the background color.
pixel = bg;
}
}
}
// This function takes a time in pseudo-milliseconds,
// figures out brightness = f( time ), and also hue = f( time )
// The 'low digits' of the millisecond time are used as
// input to the brightness wave function.
// The 'high digits' are used to select a color, so that the color
// does not change over the course of the fade-in, fade-out
// of one cycle of the brightness wave function.
// The 'high digits' are also used to determine whether this pixel
// should light at all during this cycle, based on the TWINKLE_DENSITY.
CRGB computeOneTwinkle( uint32_t ms, uint8_t salt)
{
uint16_t ticks = ms >> (8-TWINKLE_SPEED);
uint8_t fastcycle8 = ticks;
uint16_t slowcycle16 = (ticks >> 8) + salt;
slowcycle16 += sin8( slowcycle16);
slowcycle16 = (slowcycle16 * 2053) + 1384;
uint8_t slowcycle8 = (slowcycle16 & 0xFF) + (slowcycle16 >> 8);
uint8_t bright = 0;
if( ((slowcycle8 & 0x0E)/2) < TWINKLE_DENSITY) {
bright = attackDecayWave8( fastcycle8);
}
uint8_t hue = slowcycle8 - salt;
CRGB c;
if( bright > 0) {
c = ColorFromPalette( gCurrentPalette, hue, bright, NOBLEND);
if( COOL_LIKE_INCANDESCENT == 1 ) {
coolLikeIncandescent( c, fastcycle8);
}
} else {
c = CRGB::Black;
}
return c;
}
// This function is like 'triwave8', which produces a
// symmetrical up-and-down triangle sawtooth waveform, except that this
// function produces a triangle wave with a faster attack and a slower decay:
//
// / \
// / \
// / \
// / \
//
uint8_t attackDecayWave8( uint8_t i)
{
if( i < 86) {
return i * 3;
} else {
i -= 86;
return 255 - (i + (i/2));
}
}
// This function takes a pixel, and if its in the 'fading down'
// part of the cycle, it adjusts the color a little bit like the
// way that incandescent bulbs fade toward 'red' as they dim.
void coolLikeIncandescent( CRGB& c, uint8_t phase)
{
if( phase < 128) return;
uint8_t cooling = (phase - 128) >> 4;
c.g = qsub8( c.g, cooling);
c.b = qsub8( c.b, cooling * 2);
}
// A mostly red palette with green accents and white trim.
// "CRGB::Gray" is used as white to keep the brightness more uniform.
const TProgmemRGBPalette16 RedGreenWhite_p FL_PROGMEM =
{ CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red,
CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red,
CRGB::Red, CRGB::Red, CRGB::Gray, CRGB::Gray,
CRGB::Green, CRGB::Green, CRGB::Green, CRGB::Green };
// A mostly (dark) green palette with red berries.
#define Holly_Green 0x00580c
#define Holly_Red 0xB00402
const TProgmemRGBPalette16 Holly_p FL_PROGMEM =
{ Holly_Green, Holly_Green, Holly_Green, Holly_Green,
Holly_Green, Holly_Green, Holly_Green, Holly_Green,
Holly_Green, Holly_Green, Holly_Green, Holly_Green,
Holly_Green, Holly_Green, Holly_Green, Holly_Red
};
// A red and white striped palette
// "CRGB::Gray" is used as white to keep the brightness more uniform.
const TProgmemRGBPalette16 RedWhite_p FL_PROGMEM =
{ CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red,
CRGB::Gray, CRGB::Gray, CRGB::Gray, CRGB::Gray,
CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red,
CRGB::Gray, CRGB::Gray, CRGB::Gray, CRGB::Gray };
// A mostly blue palette with white accents.
// "CRGB::Gray" is used as white to keep the brightness more uniform.
const TProgmemRGBPalette16 BlueWhite_p FL_PROGMEM =
{ CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue,
CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue,
CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue,
CRGB::Blue, CRGB::Gray, CRGB::Gray, CRGB::Gray };
// A pure "fairy light" palette with some brightness variations
#define HALFFAIRY ((CRGB::FairyLight & 0xFEFEFE) / 2)
#define QUARTERFAIRY ((CRGB::FairyLight & 0xFCFCFC) / 4)
const TProgmemRGBPalette16 FairyLight_p FL_PROGMEM =
{ CRGB::FairyLight, CRGB::FairyLight, CRGB::FairyLight, CRGB::FairyLight,
HALFFAIRY, HALFFAIRY, CRGB::FairyLight, CRGB::FairyLight,
QUARTERFAIRY, QUARTERFAIRY, CRGB::FairyLight, CRGB::FairyLight,
CRGB::FairyLight, CRGB::FairyLight, CRGB::FairyLight, CRGB::FairyLight };
// A palette of soft snowflakes with the occasional bright one
const TProgmemRGBPalette16 Snow_p FL_PROGMEM =
{ 0x304048, 0x304048, 0x304048, 0x304048,
0x304048, 0x304048, 0x304048, 0x304048,
0x304048, 0x304048, 0x304048, 0x304048,
0x304048, 0x304048, 0x304048, 0xE0F0FF };
// A palette reminiscent of large 'old-school' C9-size tree lights
// in the five classic colors: red, orange, green, blue, and white.
#define C9_Red 0xB80400
#define C9_Orange 0x902C02
#define C9_Green 0x046002
#define C9_Blue 0x070758
#define C9_White 0x606820
const TProgmemRGBPalette16 RetroC9_p FL_PROGMEM =
{ C9_Red, C9_Orange, C9_Red, C9_Orange,
C9_Orange, C9_Red, C9_Orange, C9_Red,
C9_Green, C9_Green, C9_Green, C9_Green,
C9_Blue, C9_Blue, C9_Blue,
C9_White
};
// A cold, icy pale blue palette
#define Ice_Blue1 0x0C1040
#define Ice_Blue2 0x182080
#define Ice_Blue3 0x5080C0
const TProgmemRGBPalette16 Ice_p FL_PROGMEM =
{
Ice_Blue1, Ice_Blue1, Ice_Blue1, Ice_Blue1,
Ice_Blue1, Ice_Blue1, Ice_Blue1, Ice_Blue1,
Ice_Blue1, Ice_Blue1, Ice_Blue1, Ice_Blue1,
Ice_Blue2, Ice_Blue2, Ice_Blue2, Ice_Blue3
};
// Add or remove palette names from this list to control which color
// palettes are used, and in what order.
const TProgmemRGBPalette16* ActivePaletteList[] = {
&RetroC9_p,
&BlueWhite_p,
&RainbowColors_p,
&FairyLight_p,
&RedGreenWhite_p,
&PartyColors_p,
&RedWhite_p,
&Snow_p,
&Holly_p,
&Ice_p
};
// Advance to the next color palette in the list (above).
void chooseNextColorPalette( CRGBPalette16& pal)
{
const uint8_t numberOfPalettes = sizeof(ActivePaletteList) / sizeof(ActivePaletteList[0]);
static uint8_t whichPalette = -1;
whichPalette = addmod8( whichPalette, 1, numberOfPalettes);
pal = *(ActivePaletteList[whichPalette]);
}

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/// @file XYMatrix.ino
/// @brief Demonstrates how to use an XY position helper function with a 2D matrix
/// @example XYMatrix.ino
#include <FastLED.h>
#define LED_PIN 3
#define COLOR_ORDER GRB
#define CHIPSET WS2811
#define BRIGHTNESS 64
// Helper functions for an two-dimensional XY matrix of pixels.
// Simple 2-D demo code is included as well.
//
// XY(x,y) takes x and y coordinates and returns an LED index number,
// for use like this: leds[ XY(x,y) ] == CRGB::Red;
// No error checking is performed on the ranges of x and y.
//
// XYsafe(x,y) takes x and y coordinates and returns an LED index number,
// for use like this: leds[ XYsafe(x,y) ] == CRGB::Red;
// Error checking IS performed on the ranges of x and y, and an
// index of "-1" is returned. Special instructions below
// explain how to use this without having to do your own error
// checking every time you use this function.
// This is a slightly more advanced technique, and
// it REQUIRES SPECIAL ADDITIONAL setup, described below.
// Params for width and height
const uint8_t kMatrixWidth = 16;
const uint8_t kMatrixHeight = 16;
// Param for different pixel layouts
const bool kMatrixSerpentineLayout = true;
const bool kMatrixVertical = false;
// Set 'kMatrixSerpentineLayout' to false if your pixels are
// laid out all running the same way, like this:
//
// 0 > 1 > 2 > 3 > 4
// |
// .----<----<----<----'
// |
// 5 > 6 > 7 > 8 > 9
// |
// .----<----<----<----'
// |
// 10 > 11 > 12 > 13 > 14
// |
// .----<----<----<----'
// |
// 15 > 16 > 17 > 18 > 19
//
// Set 'kMatrixSerpentineLayout' to true if your pixels are
// laid out back-and-forth, like this:
//
// 0 > 1 > 2 > 3 > 4
// |
// |
// 9 < 8 < 7 < 6 < 5
// |
// |
// 10 > 11 > 12 > 13 > 14
// |
// |
// 19 < 18 < 17 < 16 < 15
//
// Bonus vocabulary word: anything that goes one way
// in one row, and then backwards in the next row, and so on
// is call "boustrophedon", meaning "as the ox plows."
// This function will return the right 'led index number' for
// a given set of X and Y coordinates on your matrix.
// IT DOES NOT CHECK THE COORDINATE BOUNDARIES.
// That's up to you. Don't pass it bogus values.
//
// Use the "XY" function like this:
//
// for( uint8_t x = 0; x < kMatrixWidth; x++) {
// for( uint8_t y = 0; y < kMatrixHeight; y++) {
//
// // Here's the x, y to 'led index' in action:
// leds[ XY( x, y) ] = CHSV( random8(), 255, 255);
//
// }
// }
//
//
uint16_t XY( uint8_t x, uint8_t y)
{
uint16_t i;
if( kMatrixSerpentineLayout == false) {
if (kMatrixVertical == false) {
i = (y * kMatrixWidth) + x;
} else {
i = kMatrixHeight * (kMatrixWidth - (x+1))+y;
}
}
if( kMatrixSerpentineLayout == true) {
if (kMatrixVertical == false) {
if( y & 0x01) {
// Odd rows run backwards
uint8_t reverseX = (kMatrixWidth - 1) - x;
i = (y * kMatrixWidth) + reverseX;
} else {
// Even rows run forwards
i = (y * kMatrixWidth) + x;
}
} else { // vertical positioning
if ( x & 0x01) {
i = kMatrixHeight * (kMatrixWidth - (x+1))+y;
} else {
i = kMatrixHeight * (kMatrixWidth - x) - (y+1);
}
}
}
return i;
}
// Once you've gotten the basics working (AND NOT UNTIL THEN!)
// here's a helpful technique that can be tricky to set up, but
// then helps you avoid the needs for sprinkling array-bound-checking
// throughout your code.
//
// It requires a careful attention to get it set up correctly, but
// can potentially make your code smaller and faster.
//
// Suppose you have an 8 x 5 matrix of 40 LEDs. Normally, you'd
// delcare your leds array like this:
// CRGB leds[40];
// But instead of that, declare an LED buffer with one extra pixel in
// it, "leds_plus_safety_pixel". Then declare "leds" as a pointer to
// that array, but starting with the 2nd element (id=1) of that array:
// CRGB leds_with_safety_pixel[41];
// CRGB* const leds( leds_plus_safety_pixel + 1);
// Then you use the "leds" array as you normally would.
// Now "leds[0..N]" are aliases for "leds_plus_safety_pixel[1..(N+1)]",
// AND leds[-1] is now a legitimate and safe alias for leds_plus_safety_pixel[0].
// leds_plus_safety_pixel[0] aka leds[-1] is now your "safety pixel".
//
// Now instead of using the XY function above, use the one below, "XYsafe".
//
// If the X and Y values are 'in bounds', this function will return an index
// into the visible led array, same as "XY" does.
// HOWEVER -- and this is the trick -- if the X or Y values
// are out of bounds, this function will return an index of -1.
// And since leds[-1] is actually just an alias for leds_plus_safety_pixel[0],
// it's a totally safe and legal place to access. And since the 'safety pixel'
// falls 'outside' the visible part of the LED array, anything you write
// there is hidden from view automatically.
// Thus, this line of code is totally safe, regardless of the actual size of
// your matrix:
// leds[ XYsafe( random8(), random8() ) ] = CHSV( random8(), 255, 255);
//
// The only catch here is that while this makes it safe to read from and
// write to 'any pixel', there's really only ONE 'safety pixel'. No matter
// what out-of-bounds coordinates you write to, you'll really be writing to
// that one safety pixel. And if you try to READ from the safety pixel,
// you'll read whatever was written there last, reglardless of what coordinates
// were supplied.
#define NUM_LEDS (kMatrixWidth * kMatrixHeight)
CRGB leds_plus_safety_pixel[ NUM_LEDS + 1];
CRGB* const leds( leds_plus_safety_pixel + 1);
uint16_t XYsafe( uint8_t x, uint8_t y)
{
if( x >= kMatrixWidth) return -1;
if( y >= kMatrixHeight) return -1;
return XY(x,y);
}
// Demo that USES "XY" follows code below
void loop()
{
uint32_t ms = millis();
int32_t yHueDelta32 = ((int32_t)cos16( ms * (27/1) ) * (350 / kMatrixWidth));
int32_t xHueDelta32 = ((int32_t)cos16( ms * (39/1) ) * (310 / kMatrixHeight));
DrawOneFrame( ms / 65536, yHueDelta32 / 32768, xHueDelta32 / 32768);
if( ms < 5000 ) {
FastLED.setBrightness( scale8( BRIGHTNESS, (ms * 256) / 5000));
} else {
FastLED.setBrightness(BRIGHTNESS);
}
FastLED.show();
}
void DrawOneFrame( uint8_t startHue8, int8_t yHueDelta8, int8_t xHueDelta8)
{
uint8_t lineStartHue = startHue8;
for( uint8_t y = 0; y < kMatrixHeight; y++) {
lineStartHue += yHueDelta8;
uint8_t pixelHue = lineStartHue;
for( uint8_t x = 0; x < kMatrixWidth; x++) {
pixelHue += xHueDelta8;
leds[ XY(x, y)] = CHSV( pixelHue, 255, 255);
}
}
}
void setup() {
FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalSMD5050);
FastLED.setBrightness( BRIGHTNESS );
}