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Add EyeLights fire (Arduino)
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Lines changed: 132 additions & 2 deletions
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void setup() {
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// SPDX-FileCopyrightText: 2021 Phil Burgess for Adafruit Industries
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//
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// SPDX-License-Identifier: MIT
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/*
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FIRE EFFECT for Adafruit EyeLights (LED Glasses + Driver).
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A demoscene classic that produces a cool analog-esque look with
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modest means, iteratively scrolling and blurring raster data.
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*/
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#include <Adafruit_IS31FL3741.h> // For LED driver
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Adafruit_EyeLights_buffered glasses; // Buffered for smooth animation
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// The raster data is intentionally one row taller than the LED matrix.
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// Each frame, random noise is put in the bottom (off matrix) row. There's
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// also an extra column on either side, to avoid needing edge clipping when
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// neighboring pixels (left, center, right) are averaged later.
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float data[6][20]; // 2D array where elements are accessed as data[y][x]
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// Each element in the raster is a single value representing brightness.
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// A pre-computed lookup table maps these to RGB colors. This one happens
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// to have 32 elements, but as we're not on an actual paletted hardware
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// framebuffer it could be any size really (with suitable changes throughout).
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uint32_t colormap[32];
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#define GAMMA 2.6
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// Crude error handler, prints message to Serial console, flashes LED
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void err(char *str, uint8_t hz) {
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Serial.println(str);
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pinMode(LED_BUILTIN, OUTPUT);
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for (;;) digitalWrite(LED_BUILTIN, (millis() * hz / 500) & 1);
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}
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void loop() {
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void setup() { // Runs once at program start...
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// Initialize hardware
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Serial.begin(115200);
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if (! glasses.begin()) err("IS3741 not found", 2);
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// Configure glasses for reduced brightness, enable output
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glasses.setLEDscaling(0xFF);
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glasses.setGlobalCurrent(20);
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glasses.enable(true);
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memset(data, 0, sizeof data);
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for(uint8_t i=0; i<32; i++) {
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float n = i * 3.0 / 31.0; // 0.0 <= n <= 3.0 from start to end of map
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float r, g, b;
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if (n <= 1) { // 0.0 <= n <= 1.0 : black to red
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r = n; // r,g,b are initially calculated 0 to 1 range
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g = b = 0.0;
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} else if (n <= 2) { // 1.0 <= n <= 2.0 : red to yellow
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r = 1.0;
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g = n - 1.0;
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b = 0.0;
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} else { // 2.0 <= n <= 3.0 : yellow to white
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r = g = 1.0;
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b = n - 2.0;
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}
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// Gamma correction linearizes perceived brightness, then scale to
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// 0-255 for LEDs and store as a 'packed' RGB color.
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colormap[i] = (uint32_t(pow(r, GAMMA) * 255.0) << 16) |
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(uint32_t(pow(g, GAMMA) * 255.0) << 8) |
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uint32_t(pow(b, GAMMA) * 255.0);
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}
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}
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// Linearly interpolate a range of brightnesses between two LEDs of
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// one eyeglass ring, mapping through the global color table. LED range
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// is non-inclusive; the first and last LEDs (which overlap matrix pixels)
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// are not set. led2 MUST be > led1. LED indices may be >= 24 to 'wrap
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// around' the seam at the top of the ring.
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void interp(bool isRight, int led1, int led2, float level1, float level2) {
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int span = led2 - led1 + 1; // Number of LEDs
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float delta = level2 - level1; // Difference in brightness
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for (int led = led1 + 1; led < led2; led++) { // For each LED in-between,
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float ratio = (float)(led - led1) / span; // interpolate brightness level
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uint32_t color = colormap[min(31, int(level1 + delta * ratio))];
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if (isRight) glasses.right_ring.setPixelColor(led % 24, color);
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else glasses.left_ring.setPixelColor(led % 24, color);
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}
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}
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void loop() { // Repeat forever...
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// At the start of each frame, fill the bottom (off matrix) row
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// with random noise. To make things less strobey, old data from the
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// prior frame still has about 1/3 'weight' here. There's no special
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// real-world significance to the 85, it's just an empirically-
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// derived fudge factor that happens to work well with the size of
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// the color map.
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for (uint8_t x=1; x<19; x++) {
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data[5][x] = 0.33 * data[5][x] + 0.67 * ((float)random(1000) / 1000.0) * 85.0;
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}
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// If this were actual SRS BZNS 31337 D3M0SC3N3 code, great care
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// would be taken to avoid floating-point math. But with few pixels,
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// and so this code might be less obtuse, a casual approach is taken.
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// Each row (except last) is then processed, top-to-bottom. This
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// order is important because it's an iterative algorithm...the
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// output of each frame serves as input to the next, and the steps
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// below (looking at the pixels below each row) are what makes the
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// "flames" appear to move "up."
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for (uint8_t y=0; y<5; y++) { // Current row of pixels
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float *y1 = &data[y + 1][0]; // One row down
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for (uint8_t x = 1; x < 19; x++) { // Skip left, right columns in data
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// Each pixel is sort of the average of the three pixels
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// under it (below left, below center, below right), but not
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// exactly. The below center pixel has more 'weight' than the
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// others, and the result is scaled to intentionally land
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// short, making each row bit darker as they move up.
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data[y][x] = (y1[x] + ((y1[x - 1] + y1[x + 1]) * 0.33)) * 0.35;
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glasses.drawPixel(x - 1, y, glasses.color565(colormap[min(31, int(data[y][x]))]));
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// Remember that the LED matrix uses GFX-style "565" colors,
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// hence the round trip through color565() here, whereas the LED
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// rings (referenced in interp()) use NeoPixel-style 24-bit colors
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// (those can reference colormap[] directly).
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}
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}
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// That's all well and good for the matrix, but what about the extra
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// LEDs in the rings? Since these don't align to the pixel grid,
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// rather than trying to extend the raster data and filter it in
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// somehow, we'll fill those arcs with colors interpolated from the
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// endpoints where rings and matrix intersect. Maybe not perfect,
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// but looks okay enough!
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interp(false, 7, 17, data[4][8], data[4][1]); // Left ring bottom
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interp(false, 21, 29, data[0][2], data[1][8]); // Left ring top
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interp(true, 7, 17, data[4][18], data[4][11]); // Right ring bottom
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interp(true, 19, 27, data[1][11], data[0][17]); // Right ring top
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glasses.show();
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delay(25);
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}

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