Tasmota/lib/NeoPixelBus-2.5.0.09/examples/bitmaps/NeoPixelBufferShader/NeoPixelBufferShader.ino

168 lines
4.4 KiB
C++

// NeoPixelBufferShader
// This example will provide a shader class to the NeoPixelBuffer that will dim and brighten
// the pixels that are in the buffer (a device dependent 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 buffer object,
// defined to use memory with the same feature as the strip
// initialized with the same number of pixels as our strip
NeoBuffer<NeoBufferMethod<NeoGrbFeature>> image(8,8,NULL);
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 NeoShaderBase
template<typename T_COLOR_FEATURE> class BrightnessShader : public NeoShaderBase
{
public:
BrightnessShader():
NeoShaderBase(),
_brightness(255) // default to full bright
{}
// required for a shader object, it will be called for
// every pixel
void Apply(uint16_t index, uint8_t* pDest, uint8_t* pSrc)
{
// we don't care what the index is so we ignore it
//
// to apply our brightness shader,
// use the source color, modify, and apply to the destination
// for every byte in the pixel,
// scale the source value by the brightness and
// store it in the destination byte
const uint8_t* pSrcEnd = pSrc + T_COLOR_FEATURE::PixelSize;
while (pSrc != pSrcEnd)
{
*pDest++ = (*pSrc++ * (uint16_t(_brightness) + 1)) >> 8;
}
}
// 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 with the same feature as our buffer
BrightnessShader<NeoGrbFeature> 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 x = 0;
uint8_t y = 0;
image.SetPixelColor(x++, y, DarkRed);
image.SetPixelColor(x++, y, DarkYellow);
image.SetPixelColor(x++, y, DarkGreen);
image.SetPixelColor(x++, y, DarkCyan);
image.SetPixelColor(x++, y, DarkBlue);
image.SetPixelColor(x++, y, DarkPurple);
x = 0;
y = 1;
image.SetPixelColor(x++, y, BrightRed);
image.SetPixelColor(x++, y, BrightYellow);
image.SetPixelColor(x++, y, BrightGreen);
image.SetPixelColor(x++, y, BrightCyan);
image.SetPixelColor(x++, y, BrightBlue);
image.SetPixelColor(x++, y, 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<BrightnessShader<NeoGrbFeature>>(strip, shader);
strip.Show();
}