//ARDUINO LED CODE
#include <FastLED.h>
#define LED_PIN 13
#define NUM_LEDS 164
#define BRIGHTNESS 64
#define LED_TYPE WS2811
#define COLOR_ORDER GRB
// CRGB leds[NUM_LEDS];
#define UPDATES_PER_SECOND 100
//#define CLK_PIN 4
#define VOLTS 5
#define MAX_MA 4000
CRGBPalette16 currentPalette;
TBlendType currentBlending;
extern CRGBPalette16 myRedWhiteBluePalette;
extern const TProgmemPalette16 myRedWhiteBluePalette_p PROGMEM;
CRGBArray<NUM_LEDS> leds;
#define TWINKLE_SPEED 4
#define TWINKLE_DENSITY 5
#define SECONDS_PER_PALETTE 30
CRGB gBackgroundColor = CRGB::Black;
#define AUTO_SELECT_BACKGROUND_COLOR 0
#define COOL_LIKE_INCANDESCENT 1
CRGBPalette16 gCurrentPalette;
CRGBPalette16 gTargetPalette;
void setup() {
Serial.begin(9600);
Serial.setTimeout(1);
delay( 3000 ); // power-up safety delay
FastLED.addLeds<LED_TYPE, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip );
FastLED.setBrightness( BRIGHTNESS );
currentPalette = CloudColors_p;
currentBlending = LINEARBLEND;
FastLED.setMaxPowerInVoltsAndMilliamps( VOLTS, MAX_MA);
chooseNextColorPalette(gTargetPalette);
}
void loop()
{
if (Serial.read() == "face"){
EVERY_N_SECONDS( SECONDS_PER_PALETTE ) {
chooseNextColorPalette( gTargetPalette );
}
EVERY_N_MILLISECONDS( 10 ) {
nblendPaletteTowardPalette( gCurrentPalette, gTargetPalette, 12);
}
drawTwinkles(leds);
FastLED.show();
}
else {
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[i] = ColorFromPalette( currentPalette, colorIndex, brightness, currentBlending);
colorIndex += 3;
}
}
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 == 55) { currentPalette = myRedWhiteBluePalette_p; currentBlending = LINEARBLEND; }
}
}
void SetupTotallyRandomPalette()
{
for( int i = 0; i < 16; ++i) {
currentPalette[i] = CHSV( random8(), 255, random8());
}
}
void SetupBlackAndWhiteStripedPalette()
{
// '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;
}
// 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 );
}
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 drawTwinkles( CRGBSet& L)
{
uint16_t PRNG16 = 11337;
uint32_t clock32 = millis();
CRGB bg;
if( (AUTO_SELECT_BACKGROUND_COLOR == 1) &&
(gCurrentPalette[0] == gCurrentPalette[1] )) {
bg = gCurrentPalette[0];
uint8_t bglight = bg.getAverageLight();
if( bglight > 64) {
bg.nscale8_video( 16); // very bright, so scale to 1/16th
} else if( bglight > 16) {
bg.nscale8_video( 64); // not that bright, so scale to 1/4th
} else {
bg.nscale8_video( 86); // dim, scale to 1/3rd.
}
} else {
bg = gBackgroundColor; // just use the explicitly defined background color
}
uint8_t backgroundBrightness = bg.getAverageLight();
for( CRGB& pixel: L) {
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; // next 'random' number
uint16_t myclockoffset16= PRNG16; // use that number as clock offset
PRNG16 = (uint16_t)(PRNG16 * 2053) + 1384; // next 'random' number
// use that number as clock speed adjustment factor (in 8ths, from 8/8ths to 23/8ths)
uint8_t myspeedmultiplierQ5_3 = ((((PRNG16 & 0xFF)>>4) + (PRNG16 & 0x0F)) & 0x0F) + 0x08;
uint32_t myclock30 = (uint32_t)((clock32 * myspeedmultiplierQ5_3) >> 3) + myclockoffset16;
uint8_t myunique8 = PRNG16 >> 8; // get 'salt' value for this pixel
// We now have the adjusted 'clock' for this pixel, now we call
// the function that computes what color the pixel should be based
// on the "brightness = f( time )" idea.
CRGB c = computeOneTwinkle( myclock30, myunique8);
uint8_t cbright = c.getAverageLight();
int16_t deltabright = cbright - backgroundBrightness;
if( deltabright >= 32 || (!bg)) {
// If the new pixel is significantly brighter than the background color,
// use the new color.
pixel = c;
} else if( deltabright > 0 ) {
// If the new pixel is just slightly brighter than the background color,
// mix a blend of the new color and the background color
pixel = blend( bg, c, deltabright * 8);
} else {
// if the new pixel is not at all brighter than the background color,
// just use the background color.
pixel = bg;
}
}
}
CRGB computeOneTwinkle( uint32_t ms, uint8_t salt)
{
uint16_t ticks = ms >> (8-TWINKLE_SPEED);
uint8_t fastcycle8 = ticks;
uint16_t slowcycle16 = (ticks >> 8) + salt;
slowcycle16 += sin8( slowcycle16);
slowcycle16 = (slowcycle16 * 2053) + 1384;
uint8_t slowcycle8 = (slowcycle16 & 0xFF) + (slowcycle16 >> 8);
uint8_t bright = 0;
if( ((slowcycle8 & 0x0E)/2) < TWINKLE_DENSITY) {
bright = attackDecayWave8( fastcycle8);
}
uint8_t hue = slowcycle8 - salt;
CRGB c;
if( bright > 0) {
c = ColorFromPalette( gCurrentPalette, hue, bright, NOBLEND);
if( COOL_LIKE_INCANDESCENT == 1 ) {
coolLikeIncandescent( c, fastcycle8);
}
} else {
c = CRGB::Black;
}
return c;
}
uint8_t attackDecayWave8( uint8_t i)
{
if( i < 86) {
return i * 3;
} else {
i -= 86;
return 255 - (i + (i/2));
}
}
void coolLikeIncandescent( CRGB& c, uint8_t phase)
{
if( phase < 128) return;
uint8_t cooling = (phase - 128) >> 4;
c.g = qsub8( c.g, cooling);
c.b = qsub8( c.b, cooling * 2);
}
// A mostly red palette with green accents and white trim.
// "CRGB::Gray" is used as white to keep the brightness more uniform.
const TProgmemRGBPalette16 RedGreenWhite_p FL_PROGMEM =
{ CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red,
CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red,
CRGB::Red, CRGB::Red, CRGB::Gray, CRGB::Gray,
CRGB::Green, CRGB::Green, CRGB::Green, CRGB::Green };
// A mostly (dark) green palette with red berries.
#define Holly_Green 0x00580c
#define Holly_Red 0xB00402
const TProgmemRGBPalette16 Holly_p FL_PROGMEM =
{ Holly_Green, Holly_Green, Holly_Green, Holly_Green,
Holly_Green, Holly_Green, Holly_Green, Holly_Green,
Holly_Green, Holly_Green, Holly_Green, Holly_Green,
Holly_Green, Holly_Green, Holly_Green, Holly_Red
};
// A red and white striped palette
// "CRGB::Gray" is used as white to keep the brightness more uniform.
const TProgmemRGBPalette16 RedWhite_p FL_PROGMEM =
{ CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red,
CRGB::Gray, CRGB::Gray, CRGB::Gray, CRGB::Gray,
CRGB::Red, CRGB::Red, CRGB::Red, CRGB::Red,
CRGB::Gray, CRGB::Gray, CRGB::Gray, CRGB::Gray };
// A mostly blue palette with white accents.
// "CRGB::Gray" is used as white to keep the brightness more uniform.
const TProgmemRGBPalette16 BlueWhite_p FL_PROGMEM =
{ CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue,
CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue,
CRGB::Blue, CRGB::Blue, CRGB::Blue, CRGB::Blue,
CRGB::Blue, CRGB::Gray, CRGB::Gray, CRGB::Gray };
// A pure "fairy light" palette with some brightness variations
#define HALFFAIRY ((CRGB::FairyLight & 0xFEFEFE) / 2)
#define QUARTERFAIRY ((CRGB::FairyLight & 0xFCFCFC) / 4)
const TProgmemRGBPalette16 FairyLight_p FL_PROGMEM =
{ CRGB::FairyLight, CRGB::FairyLight, CRGB::FairyLight, CRGB::FairyLight,
HALFFAIRY, HALFFAIRY, CRGB::FairyLight, CRGB::FairyLight,
QUARTERFAIRY, QUARTERFAIRY, CRGB::FairyLight, CRGB::FairyLight,
CRGB::FairyLight, CRGB::FairyLight, CRGB::FairyLight, CRGB::FairyLight };
// A palette of soft snowflakes with the occasional bright one
const TProgmemRGBPalette16 Snow_p FL_PROGMEM =
{ 0x304048, 0x304048, 0x304048, 0x304048,
0x304048, 0x304048, 0x304048, 0x304048,
0x304048, 0x304048, 0x304048, 0x304048,
0x304048, 0x304048, 0x304048, 0xE0F0FF };
// A palette reminiscent of large 'old-school' C9-size tree lights
// in the five classic colors: red, orange, green, blue, and white.
#define C9_Red 0xB80400
#define C9_Orange 0x902C02
#define C9_Green 0x046002
#define C9_Blue 0x070758
#define C9_White 0x606820
const TProgmemRGBPalette16 RetroC9_p FL_PROGMEM =
{ C9_Red, C9_Orange, C9_Red, C9_Orange,
C9_Orange, C9_Red, C9_Orange, C9_Red,
C9_Green, C9_Green, C9_Green, C9_Green,
C9_Blue, C9_Blue, C9_Blue,
C9_White
};
// A cold, icy pale blue palette
#define Ice_Blue1 0x0C1040
#define Ice_Blue2 0x182080
#define Ice_Blue3 0x5080C0
const TProgmemRGBPalette16 Ice_p FL_PROGMEM =
{
Ice_Blue1, Ice_Blue1, Ice_Blue1, Ice_Blue1,
Ice_Blue1, Ice_Blue1, Ice_Blue1, Ice_Blue1,
Ice_Blue1, Ice_Blue1, Ice_Blue1, Ice_Blue1,
Ice_Blue2, Ice_Blue2, Ice_Blue2, Ice_Blue3
};
// Add or remove palette names from this list to control which color
// palettes are used, and in what order.
const TProgmemRGBPalette16* ActivePaletteList[] = {
&FairyLight_p,
&Snow_p,
&Holly_p,
&Ice_p
};
// Advance to the next color palette in the list (above).
void chooseNextColorPalette( CRGBPalette16& pal)
{
const uint8_t numberOfPalettes = sizeof(ActivePaletteList) / sizeof(ActivePaletteList[0]);
static uint8_t whichPalette = -1;
whichPalette = addmod8( whichPalette, 1, numberOfPalettes);
pal = *(ActivePaletteList[whichPalette]);
}
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