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Fire2012 With Palette for two halves of a ring by Chemdoc77
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//Fire2012 with Palette for two halves of a ring or strip by Chemdoc77 | |
// Modified version of Fire2012withPalette by Mark Kriegsman at: | |
// https://github.com/FastLED/FastLED/blob/master/examples/Fire2012WithPalette/Fire2012WithPalette.ino | |
/* ===== Note ========== | |
Change line 83 to pick color of the flame | |
Change lines 129 and 134 to adjust the flame. | |
*/ | |
#include <FastLED.h> | |
#define LED_PIN 6 | |
//#define COLOR_ORDER GRB | |
#define CHIPSET NEOPIXEL// WS2812B | |
#define NUM_LEDS 72 | |
#define BRIGHTNESS 60 | |
#define FRAMES_PER_SECOND 80 | |
bool gReverseDirection = false; | |
CRGB leds[NUM_LEDS]; | |
int mirror = NUM_LEDS/2; | |
// Fire2012 with programmable Color Palette | |
// | |
// This code is the same fire simulation as the original "Fire2012", | |
// but each heat cell's temperature is translated to color through a FastLED | |
// programmable color palette, instead of through the "HeatColor(...)" function. | |
// | |
// Four different static color palettes are provided here, plus one dynamic one. | |
// | |
// The three static ones are: | |
// 1. the FastLED built-in HeatColors_p -- this is the default, and it looks | |
// pretty much exactly like the original Fire2012. | |
// | |
// To use any of the other palettes below, just "uncomment" the corresponding code. | |
// | |
// 2. a gradient from black to red to yellow to white, which is | |
// visually similar to the HeatColors_p, and helps to illustrate | |
// what the 'heat colors' palette is actually doing, | |
// 3. a similar gradient, but in blue colors rather than red ones, | |
// i.e. from black to blue to aqua to white, which results in | |
// an "icy blue" fire effect, | |
// 4. a simplified three-step gradient, from black to red to white, just to show | |
// that these gradients need not have four components; two or | |
// three are possible, too, even if they don't look quite as nice for fire. | |
// | |
// The dynamic palette shows how you can change the basic 'hue' of the | |
// color palette every time through the loop, producing "rainbow fire". | |
CRGBPalette16 gPal; | |
void setup() { | |
delay(1000); // sanity delay | |
FastLED.addLeds<CHIPSET, LED_PIN>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip ); | |
//FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds, NUM_LEDS).setCorrection( TypicalLEDStrip ); | |
FastLED.setBrightness( BRIGHTNESS ); | |
// This first palette is the basic 'black body radiation' colors, | |
// which run from black to red to bright yellow to white. | |
// gPal = HeatColors_p; | |
// These are other ways to set up the color palette for the 'fire'. | |
// First, a gradient from black to red to yellow to white -- similar to HeatColors_p | |
// gPal = CRGBPalette16( CRGB::Black, CRGB::Red, CRGB::Yellow, CRGB::White); | |
// Second, this palette is like the heat colors, but blue/aqua instead of red/yellow | |
// gPal = CRGBPalette16( CRGB::Black, CRGB::Blue, CRGB::Aqua, CRGB::White); | |
// Third, here's a simpler, three-step gradient, from black to red to white | |
// gPal = CRGBPalette16( CRGB::Black, CRGB::Red, CRGB::White); | |
} | |
void loop() | |
{ | |
// Add entropy to random number generator; we use a lot of it. | |
random16_add_entropy( random(0,65535)); | |
int palette_choice = 1; // set this to 0 for a red flame and to 1 for a blue flame. | |
switch (palette_choice){ | |
case 0: gPal = HeatColors_p; break; | |
case 1: gPal = CRGBPalette16( CRGB::Black, CRGB::Blue, CRGB::Aqua, CRGB::White); break; | |
} | |
Fire2012WithPalette(); // run simulation frame, using palette colors | |
FastLED.show(); // display this frame | |
FastLED.delay(1000 / FRAMES_PER_SECOND); | |
} | |
// Fire2012 by Mark Kriegsman, July 2012 | |
// as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY | |
//// | |
// This basic one-dimensional 'fire' simulation works roughly as follows: | |
// There's a underlying array of 'heat' cells, that model the temperature | |
// at each point along the line. Every cycle through the simulation, | |
// four steps are performed: | |
// 1) All cells cool down a little bit, losing heat to the air | |
// 2) The heat from each cell drifts 'up' and diffuses a little | |
// 3) Sometimes randomly new 'sparks' of heat are added at the bottom | |
// 4) The heat from each cell is rendered as a color into the leds array | |
// The heat-to-color mapping uses a black-body radiation approximation. | |
// | |
// Temperature is in arbitrary units from 0 (cold black) to 255 (white hot). | |
// | |
// This simulation scales it self a bit depending on NUM_LEDS; it should look | |
// "OK" on anywhere from 20 to 100 LEDs without too much tweaking. | |
// | |
// I recommend running this simulation at anywhere from 30-100 frames per second, | |
// meaning an interframe delay of about 10-35 milliseconds. | |
// | |
// Looks best on a high-density LED setup (60+ pixels/meter). | |
// | |
// | |
// There are two main parameters you can play with to control the look and | |
// feel of your fire: COOLING (used in step 1 above), and SPARKING (used | |
// in step 3 above). | |
// | |
// COOLING: How much does the air cool as it rises? | |
// Less cooling = taller flames. More cooling = shorter flames. | |
// Default 55, suggested range 20-100 | |
#define COOLING 75 | |
// SPARKING: What chance (out of 255) is there that a new spark will be lit? | |
// Higher chance = more roaring fire. Lower chance = more flickery fire. | |
// Default 120, suggested range 50-200. | |
#define SPARKING 90 | |
void Fire2012WithPalette() | |
{ | |
// Array of temperature readings at each simulation cell | |
static byte heat[NUM_LEDS]; | |
// Step 1. Cool down every cell a little | |
for( int i = 0; i < NUM_LEDS; i++) { | |
heat[i] = qsub8( heat[i], random8(0, ((COOLING * 10) / NUM_LEDS) + 2)); | |
} | |
// Step 2. Heat from each cell drifts 'up' and diffuses a little | |
for( int k= NUM_LEDS - 1; k >= 2; k--) { | |
heat[k] = (heat[k - 1] + heat[k - 2] + heat[k - 2] ) / 3; | |
} | |
// Step 3. Randomly ignite new 'sparks' of heat near the bottom | |
if( random8() < SPARKING ) { | |
int y = random8(7); | |
heat[y] = qadd8( heat[y], random8(160,255) ); | |
} | |
// Step 4. Map from heat cells to LED colors | |
for( int j = 0; j < mirror; j++) { | |
// Scale the heat value from 0-255 down to 0-240 | |
// for best results with color palettes. | |
byte colorindex = scale8( heat[j], 240); | |
CRGB color = ColorFromPalette( gPal, colorindex); | |
int pixelnumber_right; | |
int pixelnumber_left; | |
if( gReverseDirection ) { | |
pixelnumber_right = j; | |
pixelnumber_left = (mirror-1) - j; | |
} else { | |
pixelnumber_right = j+mirror; | |
pixelnumber_left = mirror-j; | |
} | |
leds[pixelnumber_right] = color; | |
leds[pixelnumber_left] = color; | |
} | |
} |
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