eagler8
发表于 2022-7-8 20:14
【花雕体验】16 使用Beetle ESP32 C3控制8X32位WS2812灯板
实验程序二:简单的流水变幻彩虹灯
/*
【花雕体验】16 使用Beetle ESP32 C3控制8X32位WS2812灯板
实验程序二:简单的流水变幻彩虹灯
*/
#include <Adafruit_NeoPixel.h>
#define PIN 6
#define BRIGHTNESS 128
Adafruit_NeoPixel strip = Adafruit_NeoPixel(BRIGHTNESS, PIN, NEO_GRB + NEO_KHZ800);
void setup() {
strip.setBrightness(BRIGHTNESS);
strip.begin();
strip.show();
}
void loop() {
colorWipe(strip.Color(40, 0, 0), 20); // Red
colorWipe(strip.Color(0, 40, 0), 20); // Green
colorWipe(strip.Color(0, 0, 50), 20); // Blue
colorWipe(strip.Color(40, 40, 50), 20); // BlueWite
rainbowCycle(1);
}
void colorWipe(uint32_t c, uint8_t wait) {
for (uint16_t i = 0; i < strip.numPixels(); i++) {
strip.setPixelColor(i, c);
strip.show();
delay(wait);
}
}
void rainbow(uint8_t wait) {
uint16_t i, j;
for (j = 0; j < 256; j++) {
for (i = 0; i < strip.numPixels(); i++) {
strip.setPixelColor(i, Wheel((i + j) & 255 ));
}
strip.show();
delay(wait);
}
}
void rainbowCycle(uint8_t wait) {
uint16_t i, j;
for (j = 0; j < 256 * 5; j++) { // 5 cycles of all colors on wheel
for (i = 0; i < strip.numPixels(); i++) {
strip.setPixelColor(i, Wheel(((i * 256 / strip.numPixels()) + j) & 255));
}
strip.show();
delay(wait);
}
}
uint32_t Wheel(byte WheelPos) {
if (WheelPos < 85) {
return strip.Color(WheelPos * 3, 255 - WheelPos * 3, 0);
} else if (WheelPos < 170) {
WheelPos -= 85;
return strip.Color(255 - WheelPos * 3, 0, WheelPos * 3);
} else {
WheelPos -= 170;
return strip.Color(0, WheelPos * 3, 255 - WheelPos * 3);
}
}
eagler8
发表于 2022-7-8 20:33
动态图 http://bbs.eeworld.com.cn/data/attachment/forum/202207/08/203214qfeq52s556iigmpj.gif
eagler8
发表于 2022-7-8 20:36
动态图 http://bbs.eeworld.com.cn/data/attachment/forum/202207/08/203534vcx2efoof6fyyein.gif
eagler8
发表于 2022-7-8 20:41
实验场景图
eagler8
发表于 2022-7-9 10:25
实验的视频记录(1分18秒)
https://v.youku.com/v_show/id_XNTg4NTQ2MDYyMA==.html?firsttime=0
https://v.youku.com/v_show/id_XNTg4NTQ2MDYyMA==.html?firsttime=0
eagler8
发表于 2022-7-9 10:56
【花雕体验】16 使用Beetle ESP32 C3控制8X32位WS2812灯板
实验程序三:256位多彩流水灯变幻彩虹灯
/*
【花雕体验】16 使用Beetle ESP32 C3控制8X32位WS2812灯板
实验程序三:256位多彩流水灯变幻彩虹灯
*/
#include <Adafruit_NeoPixel.h>
#define LED_PIN 6
#define LED_COUNT 256
Adafruit_NeoPixel strip = Adafruit_NeoPixel(LED_COUNT, LED_PIN, NEO_GRB + NEO_KHZ800);
void setup() {
strip.setBrightness(30);
strip.begin();
strip.show();
}
void loop() {
// Fill along the length of the strip in various colors...
colorWipe(strip.Color(255, 0, 0), 50); // Red
colorWipe(strip.Color(0, 255, 0), 50); // Green
colorWipe(strip.Color(0, 0, 255), 50); // Blue
// Do a theater marquee effect in various colors...
theaterChase(strip.Color(127, 127, 127), 50); // White, half brightness
theaterChase(strip.Color(127, 0, 0), 50); // Red, half brightness
theaterChase(strip.Color(0, 0, 127), 50); // Blue, half brightness
rainbow(10); // Flowing rainbow cycle along the whole strip
theaterChaseRainbow(50); // Rainbow-enhanced theaterChase variant
}
// Some functions of our own for creating animated effects -----------------
// Fill strip pixels one after another with a color. Strip is NOT cleared
// first; anything there will be covered pixel by pixel. Pass in color
// (as a single 'packed' 32-bit value, which you can get by calling
// strip.Color(red, green, blue) as shown in the loop() function above),
// and a delay time (in milliseconds) between pixels.
void colorWipe(uint32_t color, int wait) {
for (int i = 0; i < strip.numPixels(); i++) { // For each pixel in strip...
strip.setPixelColor(i, color); //Set pixel's color (in RAM)
strip.show(); //Update strip to match
delay(wait); //Pause for a moment
}
}
// Theater-marquee-style chasing lights. Pass in a color (32-bit value,
// a la strip.Color(r,g,b) as mentioned above), and a delay time (in ms)
// between frames.
void theaterChase(uint32_t color, int wait) {
for (int a = 0; a < 10; a++) { // Repeat 10 times...
for (int b = 0; b < 3; b++) { //'b' counts from 0 to 2...
strip.clear(); // Set all pixels in RAM to 0 (off)
// 'c' counts up from 'b' to end of strip in steps of 3...
for (int c = b; c < strip.numPixels(); c += 3) {
strip.setPixelColor(c, color); // Set pixel 'c' to value 'color'
}
strip.show(); // Update strip with new contents
delay(wait);// Pause for a moment
}
}
}
// Rainbow cycle along whole strip. Pass delay time (in ms) between frames.
void rainbow(int wait) {
// Hue of first pixel runs 5 complete loops through the color wheel.
// Color wheel has a range of 65536 but it's OK if we roll over, so
// just count from 0 to 5*65536. Adding 256 to firstPixelHue each time
// means we'll make 5*65536/256 = 1280 passes through this outer loop:
for (long firstPixelHue = 0; firstPixelHue < 5 * 65536; firstPixelHue += 256) {
for (int i = 0; i < strip.numPixels(); i++) { // For each pixel in strip...
// Offset pixel hue by an amount to make one full revolution of the
// color wheel (range of 65536) along the length of the strip
// (strip.numPixels() steps):
int pixelHue = firstPixelHue + (i * 65536L / strip.numPixels());
// strip.ColorHSV() can take 1 or 3 arguments: a hue (0 to 65535) or
// optionally add saturation and value (brightness) (each 0 to 255).
// Here we're using just the single-argument hue variant. The result
// is passed through strip.gamma32() to provide 'truer' colors
// before assigning to each pixel:
strip.setPixelColor(i, strip.gamma32(strip.ColorHSV(pixelHue)));
}
strip.show(); // Update strip with new contents
delay(wait);// Pause for a moment
}
}
// Rainbow-enhanced theater marquee. Pass delay time (in ms) between frames.
void theaterChaseRainbow(int wait) {
int firstPixelHue = 0; // First pixel starts at red (hue 0)
for (int a = 0; a < 30; a++) { // Repeat 30 times...
for (int b = 0; b < 3; b++) { //'b' counts from 0 to 2...
strip.clear(); // Set all pixels in RAM to 0 (off)
// 'c' counts up from 'b' to end of strip in increments of 3...
for (int c = b; c < strip.numPixels(); c += 3) {
// hue of pixel 'c' is offset by an amount to make one full
// revolution of the color wheel (range 65536) along the length
// of the strip (strip.numPixels() steps):
int hue = firstPixelHue + c * 65536L / strip.numPixels();
uint32_t color = strip.gamma32(strip.ColorHSV(hue)); // hue -> RGB
strip.setPixelColor(c, color); // Set pixel 'c' to value 'color'
}
strip.show(); // Update strip with new contents
delay(wait); // Pause for a moment
firstPixelHue += 65536 / 90; // One cycle of color wheel over 90 frames
}
}
}
eagler8
发表于 2022-7-9 11:17
实验动态图 http://bbs.eeworld.com.cn/data/attachment/forum/202207/09/111559i52dyzmtwldwwy2i.gif
eagler8
发表于 2022-7-9 12:53
【花雕体验】16 使用Beetle ESP32 C3控制8X32位WS2812灯板
实验程序四:256位多彩火焰灯
/*
【花雕体验】16 使用Beetle ESP32 C3控制8X32位WS2812灯板
实验程序四:256位多彩火焰灯
*/
#include <FastLED.h>
#define LED_PIN 6
#define COLOR_ORDER GRB
#define CHIPSET WS2811
#define NUM_LEDS 256
#define BRIGHTNESS22
#define FRAMES_PER_SECOND 60
bool gReverseDirection = false;
CRGB 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 COOLING55
// 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;
// Step 1.Cool down every cell a little
for( int i = 0; i < NUM_LEDS; i++) {
heat = qsub8( heat,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 = (heat + heat + heat ) / 3;
}
// Step 3.Randomly ignite new 'sparks' of heat near the bottom
if( random8() < SPARKING ) {
int y = random8(7);
heat = qadd8( heat, 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, 240);
CRGB color = ColorFromPalette( gPal, colorindex);
int pixelnumber;
if( gReverseDirection ) {
pixelnumber = (NUM_LEDS-1) - j;
} else {
pixelnumber = j;
}
leds = color;
}
}
eagler8
发表于 2022-7-9 12:57
实验场景动态图 https://img.mydigit.cn/forum/202207/09/125333jydj0vwvvpjxpj5z.gif
eagler8
发表于 2022-7-9 14:23
【花雕体验】16 使用Beetle ESP32 C3控制8X32位WS2812灯板
实验程序五:FastLED的八种动态颜色的配色板
/*
【花雕体验】16 使用Beetle ESP32 C3控制8X32位WS2812灯板
实验程序五:FastLED的八种动态颜色的配色板
*/
#include <FastLED.h>
#define LED_PIN 6
#define NUM_LEDS 256
#define BRIGHTNESS22
#define LED_TYPE WS2811
#define COLOR_ORDER GRB
CRGB leds;
#define UPDATES_PER_SECOND 100 //定义每秒更新数
// 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 = 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 = 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 = CRGB::White;
currentPalette = CRGB::White;
currentPalette = CRGB::White;
currentPalette = 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.