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@shmick
Forked from kriegsman/ColorTwinkles.ino
Created November 30, 2016 21:25
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Twinkling 'holiday' lights that fade in and out.
#include "FastLED.h"
#define LED_PIN 3
#define LED_TYPE WS2811
#define COLOR_ORDER RGB
#define NUM_LEDS 50
CRGB leds[NUM_LEDS];
// Twinkling 'holiday' lights that fade up and down in brightness.
// Colors are chosen from a palette; a few palettes are provided.
//
// The basic operation is that all pixels stay black until they
// are 'seeded' with a relatively dim color. The dim colors
// are repeatedly brightened until they reach full brightness, then
// are darkened repeatedly until they are fully black again.
//
// A set of 'directionFlags' is used to track whether a given
// pixel is presently brightening up or darkening down.
//
// For illustration purposes, two implementations of directionFlags
// are provided: a simple one-byte-per-pixel flag, and a more
// complicated, more compact one-BIT-per-pixel flag.
//
// Darkening colors accurately is relatively easy: scale down the
// existing color channel values. Brightening colors is a bit more
// error prone, as there's some loss of precision. If your colors
// aren't coming our 'right' at full brightness, try increasing the
// STARTING_BRIGHTNESS value.
//
// -Mark Kriegsman, December 2014
#define MASTER_BRIGHTNESS 96
#define STARTING_BRIGHTNESS 64
#define FADE_IN_SPEED 32
#define FADE_OUT_SPEED 20
#define DENSITY 255
void setup() {
delay(3000);
FastLED.addLeds<LED_TYPE,LED_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip);
FastLED.setBrightness(MASTER_BRIGHTNESS);
}
void loop()
{
chooseColorPalette();
colortwinkles();
FastLED.show();
FastLED.delay(20);
}
CRGBPalette16 gPalette;
void chooseColorPalette()
{
uint8_t numberOfPalettes = 5;
uint8_t secondsPerPalette = 10;
uint8_t whichPalette = (millis()/(1000*secondsPerPalette)) % numberOfPalettes;
CRGB r(CRGB::Red), b(CRGB::Blue), w(85,85,85), g(CRGB::Green), W(CRGB::White), l(0xE1A024);
switch( whichPalette) {
case 0: // Red, Green, and White
gPalette = CRGBPalette16( r,r,r,r, r,r,r,r, g,g,g,g, w,w,w,w );
break;
case 1: // Blue and White
//gPalette = CRGBPalette16( b,b,b,b, b,b,b,b, w,w,w,w, w,w,w,w );
gPalette = CloudColors_p; // Blues and whites!
break;
case 2: // Rainbow of colors
gPalette = RainbowColors_p;
break;
case 3: // Incandescent "fairy lights"
gPalette = CRGBPalette16( l,l,l,l, l,l,l,l, l,l,l,l, l,l,l,l );
break;
case 4: // Snow
gPalette = CRGBPalette16( W,W,W,W, w,w,w,w, w,w,w,w, w,w,w,w );
break;
}
}
enum { GETTING_DARKER = 0, GETTING_BRIGHTER = 1 };
void colortwinkles()
{
// Make each pixel brighter or darker, depending on
// its 'direction' flag.
brightenOrDarkenEachPixel( FADE_IN_SPEED, FADE_OUT_SPEED);
// Now consider adding a new random twinkle
if( random8() < DENSITY ) {
int pos = random16(NUM_LEDS);
if( !leds[pos]) {
leds[pos] = ColorFromPalette( gPalette, random8(), STARTING_BRIGHTNESS, NOBLEND);
setPixelDirection(pos, GETTING_BRIGHTER);
}
}
}
void brightenOrDarkenEachPixel( fract8 fadeUpAmount, fract8 fadeDownAmount)
{
for( uint16_t i = 0; i < NUM_LEDS; i++) {
if( getPixelDirection(i) == GETTING_DARKER) {
// This pixel is getting darker
leds[i] = makeDarker( leds[i], fadeDownAmount);
} else {
// This pixel is getting brighter
leds[i] = makeBrighter( leds[i], fadeUpAmount);
// now check to see if we've maxxed out the brightness
if( leds[i].r == 255 || leds[i].g == 255 || leds[i].b == 255) {
// if so, turn around and start getting darker
setPixelDirection(i, GETTING_DARKER);
}
}
}
}
CRGB makeBrighter( const CRGB& color, fract8 howMuchBrighter)
{
CRGB incrementalColor = color;
incrementalColor.nscale8( howMuchBrighter);
return color + incrementalColor;
}
CRGB makeDarker( const CRGB& color, fract8 howMuchDarker)
{
CRGB newcolor = color;
newcolor.nscale8( 255 - howMuchDarker);
return newcolor;
}
// For illustration purposes, there are two separate implementations
// provided here for the array of 'directionFlags':
// - a simple one, which uses one byte (8 bits) of RAM for each pixel, and
// - a compact one, which uses just one BIT of RAM for each pixel.
// Set this to 1 or 8 to select which implementation
// of directionFlags is used. 1=more compact, 8=simpler.
#define BITS_PER_DIRECTION_FLAG 1
#if BITS_PER_DIRECTION_FLAG == 8
// Simple implementation of the directionFlags array,
// which takes up one byte (eight bits) per pixel.
uint8_t directionFlags[NUM_LEDS];
bool getPixelDirection( uint16_t i) {
return directionFlags[i];
}
void setPixelDirection( uint16_t i, bool dir) {
directionFlags[i] = dir;
}
#endif
#if BITS_PER_DIRECTION_FLAG == 1
// Compact (but more complicated) implementation of
// the directionFlags array, using just one BIT of RAM
// per pixel. This requires a bunch of bit wrangling,
// but conserves precious RAM. The cost is a few
// cycles and about 100 bytes of flash program memory.
uint8_t directionFlags[ (NUM_LEDS+7) / 8];
bool getPixelDirection( uint16_t i) {
uint16_t index = i / 8;
uint8_t bitNum = i & 0x07;
// using Arduino 'bitRead' function; expanded code below
return bitRead( directionFlags[index], bitNum);
// uint8_t andMask = 1 << bitNum;
// return (directionFlags[index] & andMask) != 0;
}
void setPixelDirection( uint16_t i, bool dir) {
uint16_t index = i / 8;
uint8_t bitNum = i & 0x07;
// using Arduino 'bitWrite' function; expanded code below
bitWrite( directionFlags[index], bitNum, dir);
// uint8_t orMask = 1 << bitNum;
// uint8_t andMask = 255 - orMask;
// uint8_t value = directionFlags[index] & andMask;
// if( dir ) {
// value += orMask;
// }
// directionFlags[index] = value;
}
#endif
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