Arduino/pillar-of-nope/pillar-of-nope.ino
2023-08-16 12:00:36 +02:00

152 lines
6.4 KiB
C++

#include <FastLED.h>
// How many leds in your strip?
#define NUM_LEDS 144
// 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 9
//#define CLOCK_PIN 13
#define BRIGHTNESS 10
#define FRAMES_PER_SECOND 16
bool gReverseDirection = false;
// 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, GRB>(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()
{
// 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 80
// 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 40
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(50,120) );
}
// 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;
}
}