flame1024/flame.ino

527 lines
13 KiB
C++

/*
* Flaming Torch (c) 2013-2019 Simon Budig <simon@budig.de>
*/
#include <EEPROM.h>
#include <Adafruit_NeoPixel.h>
#define MIN(x, y) ((x) < (y) ? (x) : (y))
#define MAX(x, y) ((x) > (y) ? (x) : (y))
#define PIN_BUTTON 3 // Input pin für Button
#define PIN_LED 6 // Output pin für Led-Strip
#define NUM_PIXELS (5 * 60)
#define NUM_MODES 8
// Framebuffer-Dimensions. Depends on the tube radius
#define FLAME_WIDTH 10
#define FLAME_HEIGHT 30
// Intensity buffer for flames and sparks
static uint16_t flamebuffer[FLAME_HEIGHT][FLAME_WIDTH] = { { 0, }, };
static uint16_t sparkbuffer[FLAME_WIDTH] = { 0, };
// Gamma-Lookup-Table
static uint8_t glut[256];
// Neo-Pixel Framebuffer
Adafruit_NeoPixel pixels = Adafruit_NeoPixel (NUM_PIXELS, PIN_LED,
NEO_GRB | NEO_KHZ800);
// Function to show the torch flame
void
render_flame ()
{
uint16_t i, val;
uint8_t x, y;
// Random values at the bottom end, random seeded sparks
for (x = 0; x < FLAME_WIDTH; x++)
{
val = rand() & 0xff;
val = (val * val) >> 8;
flamebuffer[FLAME_HEIGHT-1][x] = val;
if (sparkbuffer[x] == 0)
{
if (rand() % 512 == 0)
sparkbuffer[x] = FLAME_HEIGHT-1;
}
else
{
sparkbuffer[x] -= 1;
}
}
// propagate enegy and blur. Damping is a fiddle factor.
for (y = 0; y < FLAME_HEIGHT-1; y++)
{
for (x = 0; x < FLAME_WIDTH; x++)
{
val = flamebuffer[(y+1) % FLAME_HEIGHT][x];
val += flamebuffer[(y+1) % FLAME_HEIGHT][(x+1) % FLAME_WIDTH];
val += flamebuffer[(y+1) % FLAME_HEIGHT][(x+FLAME_WIDTH-1) % FLAME_WIDTH];
val += flamebuffer[(y+2) % FLAME_HEIGHT][x];
val <<= 5;
val /= 140;
flamebuffer[y][x] = val;
if (sparkbuffer[x] && sparkbuffer[x] == y)
flamebuffer[y][x] = 255;
}
}
for (i = 0; i < NUM_PIXELS; i++)
{
val = flamebuffer[i / FLAME_WIDTH][i % FLAME_WIDTH];
val = MIN (255, val * 3);
pixels.setPixelColor (i,
glut[val],
glut[val * 3 / 4],
glut[val * 3 / 8]);
}
}
void
render_blueyellow (const uint16_t t)
{
uint16_t i;
uint8_t pos;
for (i = 0; i < NUM_PIXELS; i++)
{
pos = (t + i) % 64;
if (pos < 32)
pixels.setPixelColor (i, 255, 200, 0);
else
pixels.setPixelColor (i, 0, 0, 255);
}
}
void
render_orangewhite (const uint16_t t)
// This is a copy of render_blueyellow with colors changed to C1024 orange and white
{
uint16_t i;
uint8_t pos;
for (i = 0; i < NUM_PIXELS; i++)
{
pos = (t + i) % 64;
if (pos < 32)
pixels.setPixelColor (i, 255, 200, 200);
else
pixels.setPixelColor (i, 192, 72, 11);
}
}
void
render_rainbow (const uint16_t t)
{
uint16_t i;
uint8_t pos, pos2;
for (i = 0; i < NUM_PIXELS; i++)
{
pos = (t + i) % 255;
pos2 = (pos % 85) * 3;
if (pos < 85)
pixels.setPixelColor (i, glut[pos2], glut[0], glut[255 - pos2]);
else if (pos < 170)
pixels.setPixelColor (i, glut[255 - pos2], glut[pos2], glut[0]);
else
pixels.setPixelColor (i, glut[0], glut[255 - pos2], glut[pos2]);
}
}
void
render_redblue (const uint16_t t)
{
uint16_t i;
uint8_t pos;
for (i = 0; i < NUM_PIXELS; i++)
{
pos = (t + i) % 400;
if (pos < 85)
pixels.setPixelColor (i, 0, 0, glut[pos * 3]);
else if (pos < 136)
pixels.setPixelColor (i, glut[255 - ((pos - 85) * 5)], 0, 0);
else
pixels.setPixelColor (i, 0, 0, 0);
}
}
void
render_kitt (const uint16_t t)
{
static uint8_t basecolor = 0;
uint16_t i;
uint16_t pos, pos2, p;
uint8_t *pixdata = pixels.getPixels ();
pos = (t*2) % (NUM_PIXELS * 2 - 2);
for (i = 0; i < NUM_PIXELS * 3; i++)
{
pixdata[i] = (((uint16_t) pixdata[i]) * 7) / 8;
}
if (pos >= NUM_PIXELS)
p = 2 * NUM_PIXELS - 2 - pos;
else
p = pos;
basecolor = basecolor + 1 + 0 * ((rand() % 12) + 249) & 0xff;
pos = (t*1) % 256;
pos = basecolor % (85*3);
pos2 = (pos % 85) * 3;
if (pos < 85)
{
pixels.setPixelColor (p, glut[pos2], glut[0], glut[255 - pos2]);
pixels.setPixelColor (p+1, glut[pos2], glut[0], glut[255 - pos2]);
}
else if (pos < 170)
{
pixels.setPixelColor (p, glut[255 - pos2], glut[pos2], glut[0]);
pixels.setPixelColor (p+1, glut[255 - pos2], glut[pos2], glut[0]);
}
else
{
pixels.setPixelColor (p, glut[0], glut[255 - pos2], glut[pos2]);
pixels.setPixelColor (p+1, glut[0], glut[255 - pos2], glut[pos2]);
}
}
void
render_rgbsparks (const uint16_t t)
{
uint8_t x, y;
// Random values: factor 3 differentiates between R/G/B
x = rand() % FLAME_WIDTH;
y = rand() % FLAME_HEIGHT;
flamebuffer[y][x] = rand() % (255 * 3);
for (y = FLAME_HEIGHT; y > 0; )
{
y--;
for (x = 0; x < FLAME_WIDTH; x++)
{
switch (flamebuffer[y][x] % 3)
{
case 0:
pixels.setPixelColor (y * FLAME_WIDTH + x,
glut[flamebuffer[y][x] / 3], 0, 0);
break;
case 1:
pixels.setPixelColor (y * FLAME_WIDTH + x,
0, glut[flamebuffer[y][x] / 3], 0);
break;
case 2:
pixels.setPixelColor (y * FLAME_WIDTH + x,
0, 0, glut[flamebuffer[y][x] / 3]);
break;
}
// Deal with multiples of three, this ensures the same base color
// the condition here is false always, if enabled this makes the
// colorful sparks go up.
if (t % 6 == 7)
{
if (y > 1)
flamebuffer[y][x] = MAX (9, flamebuffer[y-1][x]) - 9;
else
flamebuffer[y][x] = 0;
}
else
{
flamebuffer[y][x] = MAX (9, flamebuffer[y][x]) - 9;
}
}
}
}
void
render_whitesparks (const uint16_t t)
{
uint8_t x, y;
// This is the blatantly bad copy of render_rgbparks but does what I want ¯\_(ツ)_/¯
x = rand() % FLAME_WIDTH;
y = rand() % FLAME_HEIGHT;
flamebuffer[y][x] = rand() % (255 * 3);
for (y = FLAME_HEIGHT; y > 0; )
{
y--;
for (x = 0; x < FLAME_WIDTH; x++)
{
switch (flamebuffer[y][x] % 3)
{
case 0:
pixels.setPixelColor (y * FLAME_WIDTH + x,
glut[flamebuffer[y][x] / 3], glut[flamebuffer[y][x] / 3], glut[flamebuffer[y][x] / 3]);
break;
case 1:
pixels.setPixelColor (y * FLAME_WIDTH + x,
glut[flamebuffer[y][x] / 3], glut[flamebuffer[y][x] / 3], glut[flamebuffer[y][x] / 3]);
break;
case 2:
pixels.setPixelColor (y * FLAME_WIDTH + x,
glut[flamebuffer[y][x] / 3], glut[flamebuffer[y][x] / 3], glut[flamebuffer[y][x] / 3]);
break;
}
// the condition here is false always, if enabled this makes the
// white sparks go up.
if (t % 6 == 7)
{
if (y > 1)
flamebuffer[y][x] = MAX (9, flamebuffer[y-1][x]) - 9;
else
flamebuffer[y][x] = 0;
}
else
{
flamebuffer[y][x] = MAX (9, flamebuffer[y][x]) - 9;
}
}
}
}
void
render_orangepulse (const uint16_t t)
// This is a C1024 orange full-torch glow effect
{
uint16_t i;
uint8_t pos;
// uint8_t
// for (i = 0; i < NUM_PIXELS; i++)
// {
// pos = (t + i) % 64;
// if (pos < 32)
// pixels.setPixelColor (i, 255, 200, 200);
// else
// pixels.setPixelColor (i, 192, 72, 11);
// }
for (i = 0; i < NUM_PIXELS; i++)
{
pixels.setPixelColor (i, 195, 72, 11);
}
}
// Arduino init.
void
setup ()
{
uint16_t i;
uint8_t state;
float rf;
// calculate Gamma-Table
for (i = 0; i < 256; i++)
{
rf = i / 255.0;
rf = pow (rf, 2.2);
glut[i] = 255.0 * rf;
}
// Button Pin Input, internal Pullup
pinMode (PIN_BUTTON, INPUT_PULLUP);
// initial button test to make it possible
// to skip modes taking too much power (--> reset
if (!digitalRead (PIN_BUTTON))
{
state = EEPROM.read(0);
state = (state + 1) % NUM_MODES;
EEPROM.write (0, state);
}
// initialize Neopixel library
pixels.begin();
}
// Arduino Loop function. Repeats continuously
void
loop ()
{
uint16_t i;
static uint16_t t = 0xffff;
static uint8_t pressed = 0;
static uint8_t state = 0xff;
uint8_t delay_value = 0;
#ifdef MAGIC_KEY_POS
// for atmega32u4 based Arduinos:
//
// check if the bootloader has been activated.
// avoid doing any rendering to prevent the
// MAGIC_KEY getting overridden which in turn
// would prevent entering the bootloader properly.
if (*((uint16_t *) MAGIC_KEY_POS) == MAGIC_KEY &&
WDTCSR & (1 << WDE))
{
return;
}
#endif
if (state >= NUM_MODES)
state = EEPROM.read(0);
if (state >= NUM_MODES)
state = 0;
#ifdef MAGIC_KEY_POS
// Now, this is quite unfortunate:
//
// for the atmege32u4 based arduinos (Leonardo, pro micro etc.)
// entering the bootloader is initiated in the USB interrupt
// handler (i.e. can happen at any time).
//
// This does two things: writes MAGIC_KEY to MAGIC_KEY_POS and
// enables the watchdog reset.
//
// If the watchdog fires the atmega32u4 resets and the bootloader
// code checks for the MAGIC_KEY at MAGIC_KEY_POS. If it finds
// the MAGIC_KEY it sticks in the bootloader mode.
//
// for larger LED strips it is quite likely that MAGIC_KEY_POS
// resides in the middle of the framebuffer. And if the USB interrupt
// happens while the code is rendering stuff to the framebuffer,
// it then might happen that the MAGIC_KEY immediately gets overwritten
// by the rendering code. This prevents that the bootloader gets
// entered upon the watchdog reset. For some effects the AVR is mostly
// rendering, making it basically impossible to enter the bootloader
// via the IDE.
//
// As a workaround we disable all interrupts during the rendering code
// which is quite a brute force method. This delays the writing of the
// MAGIC_KEY to the point of the sei() (since this is now the point where
// the USB interrupt gets handled), giving the MAGIC_KEY precedence over
// the rendered effect.
//
// and since we basically avoid running loop() when the
// bootloader-conditions are met (see above) the switch to the bootloader
// now is more reliable again.
cli ();
#endif
switch (state)
{
case 0:
render_flame ();
break;
case 1:
render_blueyellow (t);
delay_value = 10;
break;
case 2:
render_orangewhite (t);
delay_value = 10;
break;
case 3:
render_rainbow (t);
delay_value = 10;
break;
case 4:
render_redblue (t);
delay_value = 10;
break;
case 5:
render_kitt (t);
delay_value = 20;
break;
case 6:
render_rgbsparks (t);
delay_value = 10;
break;
case 7:
render_whitesparks (t);
delay_value = 10;
break;
// Inactive for now due to RENDER_MODES:
case 8:
render_orangepulse (t);
delay_value = 10;
break;
default:
render_flame ();
break;
}
#ifdef MAGIC_KEY_POS
sei ();
#endif
// the actual delay relies on interupts, hence
// we have to do the per-frame-waiting after the sei();
if (delay_value)
{
delay (delay_value);
}
// Time-Tick. Needed for moving stripes
t--;
// update Pixels
pixels.show ();
// Button-Handling (inverted logic: 0 = button pressed)
if (!digitalRead (PIN_BUTTON))
{
// for software-debouncing on a pressed button we count down to 0
// for each frame.
pressed = MAX (pressed, 1) - 1;
// at 1 we clear the framebuffer and switch mode.
if (pressed == 1)
{
memset (flamebuffer, 0x00, sizeof (flamebuffer));
memset (sparkbuffer, 0x00, sizeof (sparkbuffer));
state = (state + 1) % NUM_MODES;
EEPROM.write (0, state);
for (i = 0; i < NUM_PIXELS; i++)
{
pixels.setPixelColor (i, 0, 0, 0);
}
}
}
else
{
pressed = 5;
}
}