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TalkiePi_LED_strip.ino
#include <FastLED.h>
FASTLED_USING_NAMESPACE
//#define _DEBUG
#define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0]))
#define DATA_PIN 3
#define LED_TYPE WS2811
#define COLOR_ORDER GRB
#define NUM_LEDS 64
#define BRIGHTNESS 96
#define FRAMES_PER_SECOND 120
#define BUTTON_PIN 10
bool isPressed = false;
bool buttonState = true;
CRGB leds[NUM_LEDS];
void setup()
{
Serial.begin(115200);
pinMode(BUTTON_PIN, INPUT);
// tell FastLED about the LED strip configuration
FastLED.addLeds<LED_TYPE,DATA_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[])();
#ifdef ALL_EFFECTS
SimplePatternList gPatterns = {
rainbow, // 0
rainbowWithGlitter, // 1
confetti, // 2
sinelon, // 3
juggle, // 4
bpm, // 5
rainbowSripe, // 6 // uses palette
rainbowSripeBlend, // 7
purpleAndGreen, // 8
totallyRandom, // 9
blackAndWhiteStriped, // 10
blackAndWhiteStripedBlend, // 11
clouds, // 12
party, // 13
redWhiteBlue, // 14
redWhiteBlueBlend, // 15
discostrobe, // 16 // new one
};
#else
SimplePatternList gPatterns = {
confetti, // 2
juggle, // 4
rainbowSripeBlend, // 7 // uses palette
clouds, // 12
redWhiteBlueBlend, // 15
};
#endif
uint8_t gCurrentPatternNumber = 0; // Index number of which pattern is current
uint8_t gHue = 0; // rotating "base color" used by many of the patterns
uint8_t startIndex = 0;
CRGBPalette16 currentPalette;
TBlendType currentBlending;
void loop()
{
isPressed = (bool) digitalRead(BUTTON_PIN);
if (isPressed != buttonState)
{
#ifdef _DEBUG
Serial.println(isPressed ? "Button pressed" : "Button released");
#endif
buttonState = isPressed;
if (isPressed)
{
nextPattern();
}
else
{
FastLED.clear();
FastLED.show();
}
}
if (isPressed)
{
// Call the current pattern function once, updating the 'leds' array
gPatterns[gCurrentPatternNumber]();
#ifdef ALL_EFFECTS
if (gCurrentPatternNumber > 5 && gCurrentPatternNumber < 16)
#else
if (gCurrentPatternNumber > 1)
#endif
{
startIndex++;
FillLEDsFromPaletteColors(startIndex);
}
else if (gCurrentPatternNumber == 0) startIndex = 0;
// 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);
// slowly cycle the "base color" through the rainbow
EVERY_N_MILLISECONDS( 20 ) { gHue++; }
}
}
void nextPattern()
{
// add one to the current pattern number, and wrap around at the end
gCurrentPatternNumber = (gCurrentPatternNumber + 1) % ARRAY_SIZE( gPatterns);
#ifdef _DEBUG
Serial.print("Current pattern: "); Serial.println(gCurrentPatternNumber);
#endif
}
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);
byte dothue = 0;
for( int i = 0; i < 8; i++) {
leds[beatsin16( i+7, 0, NUM_LEDS-1 )] |= CHSV(dothue, 200, 255);
dothue += 32;
}
}
void rainbowSripe()
{
currentPalette = RainbowStripeColors_p;
currentBlending = NOBLEND;
}
void rainbowSripeBlend()
{
currentPalette = RainbowStripeColors_p;
currentBlending = LINEARBLEND;
}
void purpleAndGreen()
{
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);
currentBlending = LINEARBLEND;
}
void totallyRandom()
{
for (int i = 0; i < 16; i++) {
currentPalette[i] = CHSV(random8(), 255, random8());
}
currentBlending = LINEARBLEND;
}
void blackAndWhiteStriped()
{
// '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;
currentBlending = NOBLEND;
}
void blackAndWhiteStripedBlend()
{
blackAndWhiteStriped();
currentBlending = LINEARBLEND;
}
void clouds()
{
currentPalette = CloudColors_p;
currentBlending = LINEARBLEND;
}
void party()
{
currentPalette = PartyColors_p;
currentBlending = LINEARBLEND;
}
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
};
void redWhiteBlue()
{
currentPalette = myRedWhiteBluePalette_p;
currentBlending = NOBLEND;
}
void redWhiteBlueBlend()
{
currentPalette = myRedWhiteBluePalette_p;
currentBlending = LINEARBLEND;
}
void FillLEDsFromPaletteColors(uint8_t colorIndex)
{
for (int i = 0; i < NUM_LEDS; i++)
{
leds[i] = ColorFromPalette(currentPalette, colorIndex, BRIGHTNESS, currentBlending);
colorIndex += 3;
}
}
// New stuff from Mark
#define ZOOMING_BEATS_PER_MINUTE 61
// define some shorthands for the Halloween colors
#define PURP 0x6611FF
#define ORAN 0xFF6600
#define GREN 0x00FF11
#define WHIT 0xCCCCCC
// set up a new 16-color palette with the Halloween colors
const CRGBPalette16 HalloweenColors_p
(
PURP, PURP, PURP, PURP,
ORAN, ORAN, ORAN, ORAN,
PURP, PURP, PURP, PURP,
GREN, GREN, GREN, WHIT
);
// use the Halloween color palette
CRGBPalette16 gCurrentPalette( HalloweenColors_p );
#define BLENDING NOBLEND
void discostrobe()
{
// First, we black out all the LEDs
fill_solid( leds, NUM_LEDS, CRGB::Black);
// To achive the strobe effect, we actually only draw lit pixels
// every Nth frame (e.g. every 4th frame).
// sStrobePhase is a counter that runs from zero to kStrobeCycleLength-1,
// and then resets to zero.
const uint8_t kStrobeCycleLength = 4; // light every Nth frame
static uint8_t sStrobePhase = 0;
sStrobePhase = sStrobePhase + 1;
if( sStrobePhase >= kStrobeCycleLength ) {
sStrobePhase = 0;
}
// We only draw lit pixels when we're in strobe phase zero;
// in all the other phases we leave the LEDs all black.
if( sStrobePhase == 0 ) {
// The dash spacing cycles from 4 to 9 and back, 8x/min (about every 7.5 sec)
uint8_t dashperiod= beatsin8( 8/*cycles per minute*/, 4,10);
// The width of the dashes is a fraction of the dashperiod, with a minimum of one pixel
uint8_t dashwidth = (dashperiod / 4) + 1;
// The distance that the dashes move each cycles varies
// between 1 pixel/cycle and half-the-dashperiod/cycle.
// At the maximum speed, it's impossible to visually distinguish
// whether the dashes are moving left or right, and the code takes
// advantage of that moment to reverse the direction of the dashes.
// So it looks like they're speeding up faster and faster to the
// right, and then they start slowing down, but as they do it becomes
// visible that they're no longer moving right; they've been
// moving left. Easier to see than t o explain.
//
// The dashes zoom back and forth at a speed that 'goes well' with
// most dance music, a little faster than 120 Beats Per Minute. You
// can adjust this for faster or slower 'zooming' back and forth.
uint8_t zoomBPM = ZOOMING_BEATS_PER_MINUTE;
int8_t dashmotionspeed = beatsin8( (zoomBPM /2), 1,dashperiod);
// This is where we reverse the direction under cover of high speed
// visual aliasing.
if( dashmotionspeed >= (dashperiod/2)) {
dashmotionspeed = 0 - (dashperiod - dashmotionspeed );
}
// The hueShift controls how much the hue of each dash varies from
// the adjacent dash. If hueShift is zero, all the dashes are the
// same color. If hueShift is 128, alterating dashes will be two
// different colors. And if hueShift is range of 10..40, the
// dashes will make rainbows.
// Initially, I just had hueShift cycle from 0..130 using beatsin8.
// It looked great with very low values, and with high values, but
// a bit 'busy' in the middle, which I didnt like.
// uint8_t hueShift = beatsin8(2,0,130);
//
// So instead I layered in a bunch of 'cubic easings'
// (see http://easings.net/#easeInOutCubic )
// so that the resultant wave cycle spends a great deal of time
// "at the bottom" (solid color dashes), and at the top ("two
// color stripes"), and makes quick transitions between them.
uint8_t cycle = beat8(2); // two cycles per minute
uint8_t easedcycle = ease8InOutCubic( ease8InOutCubic( cycle));
uint8_t wavecycle = cubicwave8( easedcycle);
uint8_t hueShift = scale8( wavecycle,130);
// Each frame of the animation can be repeated multiple times.
// This slows down the apparent motion, and gives a more static
// strobe effect. After experimentation, I set the default to 1.
uint8_t strobesPerPosition = 1; // try 1..4
// Now that all the parameters for this frame are calculated,
// we call the 'worker' function that does the next part of the work.
discoWorker( dashperiod, dashwidth, dashmotionspeed, strobesPerPosition, hueShift);
}
}
// discoWorker updates the positions of the dashes, and calls the draw function
//
void discoWorker(
uint8_t dashperiod, uint8_t dashwidth, int8_t dashmotionspeed,
uint8_t stroberepeats,
uint8_t huedelta)
{
static uint8_t sRepeatCounter = 0;
static int8_t sStartPosition = 0;
static uint8_t sStartHue = 0;
// Always keep the hue shifting a little
sStartHue += 1;
// Increment the strobe repeat counter, and
// move the dash starting position when needed.
sRepeatCounter = sRepeatCounter + 1;
if( sRepeatCounter>= stroberepeats) {
sRepeatCounter = 0;
sStartPosition = sStartPosition + dashmotionspeed;
// These adjustments take care of making sure that the
// starting hue is adjusted to keep the apparent color of
// each dash the same, even when the state position wraps around.
if( sStartPosition >= dashperiod ) {
while( sStartPosition >= dashperiod) { sStartPosition -= dashperiod; }
sStartHue -= huedelta;
} else if( sStartPosition < 0) {
while( sStartPosition < 0) { sStartPosition += dashperiod; }
sStartHue += huedelta;
}
}
// draw dashes with full brightness (value), and somewhat
// desaturated (whitened) so that the LEDs actually throw more light.
const uint8_t kSaturation = 208;
const uint8_t kValue = 255;
// call the function that actually just draws the dashes now
drawRainbowDashes( sStartPosition, NUM_LEDS-1,
dashperiod, dashwidth,
sStartHue, huedelta,
kSaturation, kValue);
}
// drawRainbowDashes - draw rainbow-colored 'dashes' of light along the led strip:
// starting from 'startpos', up to and including 'lastpos'
// with a given 'period' and 'width'
// starting from a given hue, which changes for each successive dash by a 'huedelta'
// at a given saturation and value.
//
// period = 5, width = 2 would be _ _ _ X X _ _ _ Y Y _ _ _ Z Z _ _ _ A A _ _ _
// \-------/ \-/
// period 5 width 2
//
static void drawRainbowDashes(
uint8_t startpos, uint16_t lastpos, uint8_t period, uint8_t width,
uint8_t huestart, uint8_t huedelta, uint8_t saturation, uint8_t value)
{
uint8_t hue = huestart;
for( uint16_t i = startpos; i <= lastpos; i += period) {
// Switched from HSV color wheel to color palette
// Was: CRGB color = CHSV( hue, saturation, value);
CRGB color = ColorFromPalette( gCurrentPalette, hue, value, BLENDING);
// draw one dash
uint16_t pos = i;
for( uint8_t w = 0; w < width; w++) {
leds[ pos ] = color;
pos++;
if( pos >= NUM_LEDS) {
break;
}
}
hue += huedelta;
}
}
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