mirror of https://github.com/arendst/Tasmota.git
168 lines
4.4 KiB
C++
168 lines
4.4 KiB
C++
// NeoPixelBufferShader
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// This example will provide a shader class to the NeoPixelBuffer that will dim and brighten
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// the pixels that are in the buffer (a device dependent bitmap)
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//
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#include <NeoPixelBus.h>
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const uint16_t PixelCount = 64; // set this to the size of your strip
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const uint8_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
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// three element GRB pixels, change to your needs
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NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
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// the buffer object,
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// defined to use memory with the same feature as the strip
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// initialized with the same number of pixels as our strip
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NeoBuffer<NeoBufferMethod<NeoGrbFeature>> image(8,8,NULL);
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const RgbColor BrightRed(255, 0, 0);
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const RgbColor BrightGreen(0, 255, 0);
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const RgbColor BrightBlue(0, 0, 255);
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const RgbColor BrightYellow(255, 255, 0);
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const RgbColor BrightCyan(0, 255, 255);
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const RgbColor BrightPurple(255, 0, 255);
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const RgbColor DarkRed(32, 0, 0);
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const RgbColor DarkGreen(0, 32, 0);
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const RgbColor DarkBlue(0, 0, 32);
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const RgbColor DarkYellow(32, 32, 0);
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const RgbColor DarkCyan(0, 32, 32);
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const RgbColor DarkPurple(32, 0, 32);
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const RgbColor White(255);
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const RgbColor Black(0);
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// define a custom shader object that provides brightness support
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// based upon the NeoShaderBase
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template<typename T_COLOR_FEATURE> class BrightnessShader : public NeoShaderBase
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{
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public:
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BrightnessShader():
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NeoShaderBase(),
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_brightness(255) // default to full bright
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{}
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// required for a shader object, it will be called for
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// every pixel
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void Apply(uint16_t index, uint8_t* pDest, uint8_t* pSrc)
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{
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// we don't care what the index is so we ignore it
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//
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// to apply our brightness shader,
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// use the source color, modify, and apply to the destination
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// for every byte in the pixel,
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// scale the source value by the brightness and
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// store it in the destination byte
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const uint8_t* pSrcEnd = pSrc + T_COLOR_FEATURE::PixelSize;
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while (pSrc != pSrcEnd)
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{
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*pDest++ = (*pSrc++ * (uint16_t(_brightness) + 1)) >> 8;
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}
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}
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// provide an accessor to set brightness
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void setBrightness(uint8_t brightness)
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{
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_brightness = brightness;
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Dirty(); // must call dirty when a property changes
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}
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// provide an accessor to get brightness
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uint8_t getBrightness()
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{
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return _brightness;
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}
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private:
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uint8_t _brightness;
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};
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// create an instance of our shader object with the same feature as our buffer
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BrightnessShader<NeoGrbFeature> shader;
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// some dimming tracking variables and settings
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int8_t delta;
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void setup()
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{
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Serial.begin(115200);
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while (!Serial); // wait for serial attach
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Serial.println();
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Serial.println("Initializing...");
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Serial.flush();
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// this resets all the neopixels to an off state
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strip.Begin();
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strip.Show();
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// dibs do not default to any color,
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// so clear it to black if you aren't going to draw
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// into every pixel
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image.ClearTo(Black);
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// draw a pattern into the image
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uint8_t x = 0;
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uint8_t y = 0;
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image.SetPixelColor(x++, y, DarkRed);
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image.SetPixelColor(x++, y, DarkYellow);
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image.SetPixelColor(x++, y, DarkGreen);
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image.SetPixelColor(x++, y, DarkCyan);
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image.SetPixelColor(x++, y, DarkBlue);
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image.SetPixelColor(x++, y, DarkPurple);
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x = 0;
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y = 1;
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image.SetPixelColor(x++, y, BrightRed);
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image.SetPixelColor(x++, y, BrightYellow);
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image.SetPixelColor(x++, y, BrightGreen);
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image.SetPixelColor(x++, y, BrightCyan);
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image.SetPixelColor(x++, y, BrightBlue);
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image.SetPixelColor(x++, y, BrightPurple);
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Serial.println();
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Serial.println("Running...");
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delta = -1; // start by dimming downward
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}
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void loop()
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{
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// we increment by delta every 30ms
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delay(30);
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// update the brightness in shader
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//
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uint8_t brightness = shader.getBrightness();
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// check if we flip directions
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if (brightness == 0)
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{
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delta = 1; // increment
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}
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else if (brightness == 255)
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{
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delta = -1; // decrement
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}
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// modify and apply
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brightness += delta;
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shader.setBrightness(brightness);
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Serial.println(brightness);
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// render the image using the shader and then call Show()
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// these two should be called together in order
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//
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// need to provide the type of color feature for the strip and
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// the type of our custom shader
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image.Render<BrightnessShader<NeoGrbFeature>>(strip, shader);
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strip.Show();
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}
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