FastLED 3.9.7
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Fire2012WithPalette.ino
Go to the documentation of this file.
1
4
5#include <FastLED.h>
6
7#define LED_PIN 5
8#define COLOR_ORDER GRB
9#define CHIPSET WS2811
10#define NUM_LEDS 30
11
12#define BRIGHTNESS 200
13#define FRAMES_PER_SECOND 60
14
15bool gReverseDirection = false;
16
17CRGB leds[NUM_LEDS];
18
19CRGBPalette16 gPal;
20
21// Fire2012 by Mark Kriegsman, July 2012
22// as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY
24// This basic one-dimensional 'fire' simulation works roughly as follows:
25// There's a underlying array of 'heat' cells, that model the temperature
26// at each point along the line. Every cycle through the simulation,
27// four steps are performed:
28// 1) All cells cool down a little bit, losing heat to the air
29// 2) The heat from each cell drifts 'up' and diffuses a little
30// 3) Sometimes randomly new 'sparks' of heat are added at the bottom
31// 4) The heat from each cell is rendered as a color into the leds array
32// The heat-to-color mapping uses a black-body radiation approximation.
33//
34// Temperature is in arbitrary units from 0 (cold black) to 255 (white hot).
35//
36// This simulation scales it self a bit depending on NUM_LEDS; it should look
37// "OK" on anywhere from 20 to 100 LEDs without too much tweaking.
38//
39// I recommend running this simulation at anywhere from 30-100 frames per second,
40// meaning an interframe delay of about 10-35 milliseconds.
41//
42// Looks best on a high-density LED setup (60+ pixels/meter).
43//
44//
45// There are two main parameters you can play with to control the look and
46// feel of your fire: COOLING (used in step 1 above), and SPARKING (used
47// in step 3 above).
48//
49// COOLING: How much does the air cool as it rises?
50// Less cooling = taller flames. More cooling = shorter flames.
51// Default 55, suggested range 20-100
52#define COOLING 55
53
54// SPARKING: What chance (out of 255) is there that a new spark will be lit?
55// Higher chance = more roaring fire. Lower chance = more flickery fire.
56// Default 120, suggested range 50-200.
57#define SPARKING 120
58
59
60void Fire2012WithPalette()
61{
62// Array of temperature readings at each simulation cell
63 static uint8_t heat[NUM_LEDS];
64
65 // Step 1. Cool down every cell a little
66 for( int i = 0; i < NUM_LEDS; i++) {
67 heat[i] = qsub8( heat[i], random8(0, ((COOLING * 10) / NUM_LEDS) + 2));
68 }
69
70 // Step 2. Heat from each cell drifts 'up' and diffuses a little
71 for( int k= NUM_LEDS - 1; k >= 2; k--) {
72 heat[k] = (heat[k - 1] + heat[k - 2] + heat[k - 2] ) / 3;
73 }
74
75 // Step 3. Randomly ignite new 'sparks' of heat near the bottom
76 if( random8() < SPARKING ) {
77 int y = random8(7);
78 heat[y] = qadd8( heat[y], random8(160,255) );
79 }
80
81 // Step 4. Map from heat cells to LED colors
82 for( int j = 0; j < NUM_LEDS; j++) {
83 // Scale the heat value from 0-255 down to 0-240
84 // for best results with color palettes.
85 uint8_t colorindex = scale8( heat[j], 240);
86 CRGB color = ColorFromPalette( gPal, colorindex);
87 int pixelnumber;
88 if( gReverseDirection ) {
89 pixelnumber = (NUM_LEDS-1) - j;
90 } else {
91 pixelnumber = j;
92 }
93 leds[pixelnumber] = color;
94 }
95}
96
97// Fire2012 with programmable Color Palette
98//
99// This code is the same fire simulation as the original "Fire2012",
100// but each heat cell's temperature is translated to color through a FastLED
101// programmable color palette, instead of through the "HeatColor(...)" function.
102//
103// Four different static color palettes are provided here, plus one dynamic one.
104//
105// The three static ones are:
106// 1. the FastLED built-in HeatColors_p -- this is the default, and it looks
107// pretty much exactly like the original Fire2012.
108//
109// To use any of the other palettes below, just "uncomment" the corresponding code.
110//
111// 2. a gradient from black to red to yellow to white, which is
112// visually similar to the HeatColors_p, and helps to illustrate
113// what the 'heat colors' palette is actually doing,
114// 3. a similar gradient, but in blue colors rather than red ones,
115// i.e. from black to blue to aqua to white, which results in
116// an "icy blue" fire effect,
117// 4. a simplified three-step gradient, from black to red to white, just to show
118// that these gradients need not have four components; two or
119// three are possible, too, even if they don't look quite as nice for fire.
120//
121// The dynamic palette shows how you can change the basic 'hue' of the
122// color palette every time through the loop, producing "rainbow fire".
123
124void setup() {
125 delay(3000); // sanity delay
126 FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip );
127 FastLED.setBrightness( BRIGHTNESS );
128
129 // This first palette is the basic 'black body radiation' colors,
130 // which run from black to red to bright yellow to white.
131 gPal = HeatColors_p;
132
133 // These are other ways to set up the color palette for the 'fire'.
134 // First, a gradient from black to red to yellow to white -- similar to HeatColors_p
135 // gPal = CRGBPalette16( CRGB::Black, CRGB::Red, CRGB::Yellow, CRGB::White);
136
137 // Second, this palette is like the heat colors, but blue/aqua instead of red/yellow
138 // gPal = CRGBPalette16( CRGB::Black, CRGB::Blue, CRGB::Aqua, CRGB::White);
139
140 // Third, here's a simpler, three-step gradient, from black to red to white
141 // gPal = CRGBPalette16( CRGB::Black, CRGB::Red, CRGB::White);
142
143}
144
145void loop()
146{
147 // Add entropy to random number generator; we use a lot of it.
148 random16_add_entropy( random());
149
150 // Fourth, the most sophisticated: this one sets up a new palette every
151 // time through the loop, based on a hue that changes every time.
152 // The palette is a gradient from black, to a dark color based on the hue,
153 // to a light color based on the hue, to white.
154 //
155 // static uint8_t hue = 0;
156 // hue++;
157 // CRGB darkcolor = CHSV(hue,255,192); // pure hue, three-quarters brightness
158 // CRGB lightcolor = CHSV(hue,128,255); // half 'whitened', full brightness
159 // gPal = CRGBPalette16( CRGB::Black, darkcolor, lightcolor, CRGB::White);
160
161
162 Fire2012WithPalette(); // run simulation frame, using palette colors
163
164 FastLED.show(); // display this frame
165 FastLED.delay(1000 / FRAMES_PER_SECOND);
166}
CFastLED FastLED
Global LED strip management instance.
Definition FastLED.cpp:45
central include file for FastLED, defines the CFastLED class/object
void delay(unsigned long ms)
Delay for the given number of milliseconds.
Definition FastLED.cpp:190
void setBrightness(uint8_t scale)
Set the global brightness scaling.
Definition FastLED.h:723
void show(uint8_t scale)
Update all our controllers with the current led colors, using the passed in brightness.
Definition FastLED.cpp:94
static CLEDController & addLeds(CLEDController *pLed, struct CRGB *data, int nLedsOrOffset, int nLedsIfOffset=0)
Add a CLEDController instance to the world.
Definition FastLED.cpp:79
RGB color palette with 16 discrete values.
Definition colorutils.h:997
@ TypicalLEDStrip
Typical values for SMD5050 LEDs.
Definition color.h:19
LIB8STATIC_ALWAYS_INLINE uint8_t qadd8(uint8_t i, uint8_t j)
Add one byte to another, saturating at 0xFF.
Definition math8.h:31
LIB8STATIC_ALWAYS_INLINE uint8_t qsub8(uint8_t i, uint8_t j)
Subtract one byte from another, saturating at 0x00.
Definition math8.h:103
CRGB ColorFromPalette(const CRGBPalette16 &pal, uint8_t index, uint8_t brightness, TBlendType blendType)
Get a color from a palette.
const TProgmemRGBPalette16 HeatColors_p
Approximate "black body radiation" palette, akin to the FastLED HeatColor() function.
LIB8STATIC void random16_add_entropy(uint16_t entropy)
Add entropy into the random number generator.
Definition random8.h:97
LIB8STATIC uint8_t random8()
Generate an 8-bit random number.
Definition random8.h:40
LIB8STATIC_ALWAYS_INLINE uint8_t scale8(uint8_t i, fract8 scale)
Scale one byte by a second one, which is treated as the numerator of a fraction whose denominator is ...
Definition scale8.h:34
Representation of an RGB pixel (Red, Green, Blue)
Definition crgb.h:54