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libraries/FastLED/examples/wasm/wasm.ino
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libraries/FastLED/examples/wasm/wasm.ino
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/// @file wasm.ino
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/// @brief Demonstrates an advanced ino file with multiple effects and UI elements
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/// @author Zach Vorhies
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///
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/// This sketch is fully compatible with the FastLED web compiler. To use it do the following:
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/// 1. Install Fastled: `pip install fastled`
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/// 2. cd into this examples page.
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/// 3. Run the FastLED web compiler at root: `fastled`
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/// 4. When the compiler is done a web page will open.
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#include <stdio.h>
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#include <string>
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#include <FastLED.h>
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#include "fx/2d/noisepalette.h"
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#include "fl/json.h"
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#include "fl/slice.h"
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#include "fx/fx_engine.h"
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#include "fx/2d/animartrix.hpp"
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#include "fl/ui.h"
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using namespace fl;
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#define LED_PIN 3
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#define BRIGHTNESS 96
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#define COLOR_ORDER GRB
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#define MATRIX_WIDTH 100
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#define MATRIX_HEIGHT 100
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#define GRID_SERPENTINE false
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#define NUM_LEDS (MATRIX_WIDTH * MATRIX_HEIGHT)
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// This example combines two features of FastLED to produce a remarkable range
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// of effects from a relatively small amount of code. This example combines
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// FastLED's color palette lookup functions with FastLED's Perlin noise
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// generator, and the combination is extremely powerful.
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//
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// You might want to look at the "ColorPalette" and "Noise" examples separately
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// if this example code seems daunting.
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//
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//
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// The basic setup here is that for each frame, we generate a new array of
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// 'noise' data, and then map it onto the LED matrix through a color palette.
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//
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// Periodically, the color palette is changed, and new noise-generation
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// parameters are chosen at the same time. In this example, specific
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// noise-generation values have been selected to match the given color palettes;
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// some are faster, or slower, or larger, or smaller than others, but there's no
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// reason these parameters can't be freely mixed-and-matched.
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//
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// In addition, this example includes some fast automatic 'data smoothing' at
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// lower noise speeds to help produce smoother animations in those cases.
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//
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// The FastLED built-in color palettes (Forest, Clouds, Lava, Ocean, Party) are
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// used, as well as some 'hand-defined' ones, and some proceedurally generated
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// palettes.
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// Scale determines how far apart the pixels in our noise matrix are. Try
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// changing these values around to see how it affects the motion of the display.
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// The higher the value of scale, the more "zoomed out" the noise iwll be. A
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// value of 1 will be so zoomed in, you'll mostly see solid colors.
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#define SCALE 20
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// We're using the x/y dimensions to map to the x/y pixels on the matrix. We'll
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// use the z-axis for "time". speed determines how fast time moves forward. Try
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// 1 for a very slow moving effect, or 60 for something that ends up looking
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// like water.
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#define SPEED 30
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// This is our frame buffer
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CRGB leds[NUM_LEDS];
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// We use an XYMap because it will produce the correct ScreenMap for the
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// web display.
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XYMap xyMap = XYMap::constructRectangularGrid(MATRIX_WIDTH, MATRIX_HEIGHT);
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NoisePalette noisePalette = NoisePalette(xyMap);
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UITitle title("FastLED Wasm Demo");
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UIDescription description("This example combines two features of FastLED to produce a remarkable range of effects from a relatively small amount of code. This example combines FastLED's color palette lookup functions with FastLED's Perlin noise generator, and the combination is extremely powerful");
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// These UI elements are dynamic when using the FastLED web compiler.
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// When deployed to a real device these elements will always be the default value.
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UISlider brightness("Brightness", 255, 0, 255);
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UICheckbox isOff("Off", false);
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UISlider speed("Noise - Speed", 15, 1, 50);
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UICheckbox changePallete("Noise - Auto Palette", true);
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UISlider changePalletTime("Noise - Time until next random Palette", 5, 1, 100);
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UISlider scale( "Noise - Scale", 20, 1, 100);
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UIButton changePalette("Noise - Next Palette");
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UIButton changeFx("Switch between Noise & Animartrix");
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UINumberField fxIndex("Animartrix - index", 0, 0, NUM_ANIMATIONS);
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UISlider timeSpeed("Time Speed", 1, -10, 10, .1);
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// Animartrix is a visualizer.
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Animartrix animartrix(xyMap, POLAR_WAVES);
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// FxEngine allows nice things like switching between visualizers.
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FxEngine fxEngine(NUM_LEDS);
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void setup() {
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Serial.begin(115200);
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Serial.println("Sketch setup");
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FastLED.addLeds<WS2811, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS)
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.setCorrection(TypicalLEDStrip)
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.setScreenMap(xyMap); // This is needed for the web display to work correctly.
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Serial.println("FastLED setup done");
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FastLED.setBrightness(brightness);
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//noisePalette.setSpeed(speed);
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noisePalette.setScale(scale);
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fxEngine.addFx(animartrix); // Adding both effects allows us to switch between them.
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fxEngine.addFx(noisePalette);
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Serial.println("Sketch setup done");
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}
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void loop() {
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uint32_t now = millis();
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FastLED.setBrightness(!isOff ? brightness.as<uint8_t>() : 0);
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noisePalette.setSpeed(speed);
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noisePalette.setScale(scale);
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fxEngine.setSpeed(timeSpeed);
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if (changeFx) {
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fxEngine.nextFx();
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}
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static int frame = 0;
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// We use the dynamic version here which allows the change time to respond
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// to changes from the UI element.
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EVERY_N_MILLISECONDS_DYNAMIC(changePalletTime.as<int>() * 1000) {
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if (changePallete) {
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noisePalette.changeToRandomPalette();
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}
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}
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if (changePalette) {
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noisePalette.changeToRandomPalette();
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}
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// Do a change of palette if the button is pressed.
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static int lastFxIndex = -1;
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if (fxIndex.value() != lastFxIndex) {
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lastFxIndex = fxIndex;
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animartrix.fxSet(fxIndex);
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}
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fxEngine.draw(now, leds);
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FastLED.show();
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frame++;
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}
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