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- // NeoPixelDibTest
- // This example will provide a shader class to the NeoPixelDib that will dim and brighten
- // the pixels that are in the Dib (Device Independant Bitmap)
- //
- #include <NeoPixelBus.h>
- const uint16_t PixelCount = 64; // set this to the size of your strip
- const uint8_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
- // three element GRB pixels, change to your needs
- NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
- // the DIB object, using RgbColor and initialized with the same number of pixels as our strip
- NeoDib<RgbColor> image(PixelCount);
- const RgbColor BrightRed(255, 0, 0);
- const RgbColor BrightGreen(0, 255, 0);
- const RgbColor BrightBlue(0, 0, 255);
- const RgbColor BrightYellow(255, 255, 0);
- const RgbColor BrightCyan(0, 255, 255);
- const RgbColor BrightPurple(255, 0, 255);
- const RgbColor DarkRed(32, 0, 0);
- const RgbColor DarkGreen(0, 32, 0);
- const RgbColor DarkBlue(0, 0, 32);
- const RgbColor DarkYellow(32, 32, 0);
- const RgbColor DarkCyan(0, 32, 32);
- const RgbColor DarkPurple(32, 0, 32);
- const RgbColor White(255);
- const RgbColor Black(0);
- // define a custom shader object that provides brightness support
- // based upon the NeoBitsBase
- class BrightnessShader : public NeoBitsBase
- {
- public:
- BrightnessShader():
- NeoBitsBase(),
- _brightness(255) // default to full bright
- {}
- // required for a shader object, it will be called for
- // every pixel
- RgbColor Apply(uint16_t index, RgbColor original)
- {
- // we don't care what the index is so we ignore it
- //
- // to apply our brightness shader, modify the original color and return the color we want
- // blend from black (_brightness == 0.0) to the original color (_brightness == 1.0)
-
- return RgbColor::LinearBlend(Black, original, (float)_brightness / 255.0f);
- }
- // provide an accessor to set brightness
- void setBrightness(uint8_t brightness)
- {
- _brightness = brightness;
- Dirty(); // must call dirty when a property changes
- }
- // provide an accessor to get brightness
- uint8_t getBrightness()
- {
- return _brightness;
- }
-
- private:
- uint8_t _brightness;
- };
- // create an instance of our shader object
- BrightnessShader shader;
- // some dimming tracking variables and settings
- int8_t delta;
- void setup()
- {
- Serial.begin(115200);
- while (!Serial); // wait for serial attach
- Serial.println();
- Serial.println("Initializing...");
- Serial.flush();
- // this resets all the neopixels to an off state
- strip.Begin();
- strip.Show();
- // dibs do not default to any color,
- // so clear it to black if you aren't going to draw
- // into every pixel
- image.ClearTo(Black);
- // draw a pattern into the image
- uint8_t index = 0;
- image.SetPixelColor(index++, DarkRed);
- image.SetPixelColor(index++, DarkYellow);
- image.SetPixelColor(index++, DarkGreen);
- image.SetPixelColor(index++, DarkCyan);
- image.SetPixelColor(index++, DarkBlue);
- image.SetPixelColor(index++, DarkPurple);
- image.SetPixelColor(index++, Black);
- image.SetPixelColor(index++, Black);
- image.SetPixelColor(index++, BrightRed);
- image.SetPixelColor(index++, BrightYellow);
- image.SetPixelColor(index++, BrightGreen);
- image.SetPixelColor(index++, BrightCyan);
- image.SetPixelColor(index++, BrightBlue);
- image.SetPixelColor(index++, BrightPurple);
-
- Serial.println();
- Serial.println("Running...");
- delta = -1; // start by dimming downward
- }
- void loop()
- {
- // we increment by delta every 30ms
- delay(30);
-
- // update the brightness in shader
- //
- uint8_t brightness = shader.getBrightness();
- // check if we flip directions
- if (brightness == 0)
- {
- delta = 1; // increment
- }
- else if (brightness == 255)
- {
- delta = -1; // decrement
- }
- // modify and apply
- brightness += delta;
- shader.setBrightness(brightness);
-
- Serial.println(brightness);
-
-
- // render the image using the shader and then call Show()
- // these two should be called together in order
- //
- // need to provide the type of color feature for the strip and
- // the type of our custom shader
- image.Render<NeoGrbFeature, BrightnessShader>(strip, shader);
- strip.Show();
- }
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