FastLED 3.9.3
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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
19// Fire2012 with programmable Color Palette
20//
21// This code is the same fire simulation as the original "Fire2012",
22// but each heat cell's temperature is translated to color through a FastLED
23// programmable color palette, instead of through the "HeatColor(...)" function.
24//
25// Four different static color palettes are provided here, plus one dynamic one.
26//
27// The three static ones are:
28// 1. the FastLED built-in HeatColors_p -- this is the default, and it looks
29// pretty much exactly like the original Fire2012.
30//
31// To use any of the other palettes below, just "uncomment" the corresponding code.
32//
33// 2. a gradient from black to red to yellow to white, which is
34// visually similar to the HeatColors_p, and helps to illustrate
35// what the 'heat colors' palette is actually doing,
36// 3. a similar gradient, but in blue colors rather than red ones,
37// i.e. from black to blue to aqua to white, which results in
38// an "icy blue" fire effect,
39// 4. a simplified three-step gradient, from black to red to white, just to show
40// that these gradients need not have four components; two or
41// three are possible, too, even if they don't look quite as nice for fire.
42//
43// The dynamic palette shows how you can change the basic 'hue' of the
44// color palette every time through the loop, producing "rainbow fire".
45
46CRGBPalette16 gPal;
47
48void setup() {
49 delay(3000); // sanity delay
50 FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip );
51 FastLED.setBrightness( BRIGHTNESS );
52
53 // This first palette is the basic 'black body radiation' colors,
54 // which run from black to red to bright yellow to white.
55 gPal = HeatColors_p;
56
57 // These are other ways to set up the color palette for the 'fire'.
58 // First, a gradient from black to red to yellow to white -- similar to HeatColors_p
59 // gPal = CRGBPalette16( CRGB::Black, CRGB::Red, CRGB::Yellow, CRGB::White);
60
61 // Second, this palette is like the heat colors, but blue/aqua instead of red/yellow
62 // gPal = CRGBPalette16( CRGB::Black, CRGB::Blue, CRGB::Aqua, CRGB::White);
63
64 // Third, here's a simpler, three-step gradient, from black to red to white
65 // gPal = CRGBPalette16( CRGB::Black, CRGB::Red, CRGB::White);
66
67}
68
69void loop()
70{
71 // Add entropy to random number generator; we use a lot of it.
72 random16_add_entropy( random());
73
74 // Fourth, the most sophisticated: this one sets up a new palette every
75 // time through the loop, based on a hue that changes every time.
76 // The palette is a gradient from black, to a dark color based on the hue,
77 // to a light color based on the hue, to white.
78 //
79 // static uint8_t hue = 0;
80 // hue++;
81 // CRGB darkcolor = CHSV(hue,255,192); // pure hue, three-quarters brightness
82 // CRGB lightcolor = CHSV(hue,128,255); // half 'whitened', full brightness
83 // gPal = CRGBPalette16( CRGB::Black, darkcolor, lightcolor, CRGB::White);
84
85
86 Fire2012WithPalette(); // run simulation frame, using palette colors
87
88 FastLED.show(); // display this frame
89 FastLED.delay(1000 / FRAMES_PER_SECOND);
90}
91
92
93// Fire2012 by Mark Kriegsman, July 2012
94// as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY
96// This basic one-dimensional 'fire' simulation works roughly as follows:
97// There's a underlying array of 'heat' cells, that model the temperature
98// at each point along the line. Every cycle through the simulation,
99// four steps are performed:
100// 1) All cells cool down a little bit, losing heat to the air
101// 2) The heat from each cell drifts 'up' and diffuses a little
102// 3) Sometimes randomly new 'sparks' of heat are added at the bottom
103// 4) The heat from each cell is rendered as a color into the leds array
104// The heat-to-color mapping uses a black-body radiation approximation.
105//
106// Temperature is in arbitrary units from 0 (cold black) to 255 (white hot).
107//
108// This simulation scales it self a bit depending on NUM_LEDS; it should look
109// "OK" on anywhere from 20 to 100 LEDs without too much tweaking.
110//
111// I recommend running this simulation at anywhere from 30-100 frames per second,
112// meaning an interframe delay of about 10-35 milliseconds.
113//
114// Looks best on a high-density LED setup (60+ pixels/meter).
115//
116//
117// There are two main parameters you can play with to control the look and
118// feel of your fire: COOLING (used in step 1 above), and SPARKING (used
119// in step 3 above).
120//
121// COOLING: How much does the air cool as it rises?
122// Less cooling = taller flames. More cooling = shorter flames.
123// Default 55, suggested range 20-100
124#define COOLING 55
125
126// SPARKING: What chance (out of 255) is there that a new spark will be lit?
127// Higher chance = more roaring fire. Lower chance = more flickery fire.
128// Default 120, suggested range 50-200.
129#define SPARKING 120
130
131
132void Fire2012WithPalette()
133{
134// Array of temperature readings at each simulation cell
135 static uint8_t heat[NUM_LEDS];
136
137 // Step 1. Cool down every cell a little
138 for( int i = 0; i < NUM_LEDS; i++) {
139 heat[i] = qsub8( heat[i], random8(0, ((COOLING * 10) / NUM_LEDS) + 2));
140 }
141
142 // Step 2. Heat from each cell drifts 'up' and diffuses a little
143 for( int k= NUM_LEDS - 1; k >= 2; k--) {
144 heat[k] = (heat[k - 1] + heat[k - 2] + heat[k - 2] ) / 3;
145 }
146
147 // Step 3. Randomly ignite new 'sparks' of heat near the bottom
148 if( random8() < SPARKING ) {
149 int y = random8(7);
150 heat[y] = qadd8( heat[y], random8(160,255) );
151 }
152
153 // Step 4. Map from heat cells to LED colors
154 for( int j = 0; j < NUM_LEDS; j++) {
155 // Scale the heat value from 0-255 down to 0-240
156 // for best results with color palettes.
157 uint8_t colorindex = scale8( heat[j], 240);
158 CRGB color = ColorFromPalette( gPal, colorindex);
159 int pixelnumber;
160 if( gReverseDirection ) {
161 pixelnumber = (NUM_LEDS-1) - j;
162 } else {
163 pixelnumber = j;
164 }
165 leds[pixelnumber] = color;
166 }
167}
168
CFastLED FastLED
Global LED strip management instance.
Definition FastLED.cpp:33
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:178
void setBrightness(uint8_t scale)
Set the global brightness scaling.
Definition FastLED.h:722
void show(uint8_t scale)
Update all our controllers with the current led colors, using the passed in brightness.
Definition FastLED.cpp:82
static CLEDController & addLeds(CLEDController *pLed, struct CRGB *data, int nLedsOrOffset, int nLedsIfOffset=0)
Add a CLEDController instance to the world.
Definition FastLED.cpp:67
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:39