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DiscoStrobe - Flashing rainbow lights that zoom back and forth to a beat
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#include "FastLED.h" | |
// DiscoStrobe | |
// *Flashing* rainbow lights that zoom back and forth to a beat. | |
// See your doctor before using this code if you have certain neurological conditions. | |
// | |
// Mark Kriegsman, July 2015 | |
#if FASTLED_VERSION < 3001000 | |
#error "Requires FastLED 3.1 or later; check github for latest code." | |
#endif | |
#define DATA_PIN 3 | |
//#define CLK_PIN 4 | |
#define LED_TYPE WS2811 | |
#define COLOR_ORDER GRB | |
#define NUM_LEDS 200 | |
CRGB leds[NUM_LEDS]; | |
#define BRIGHTNESS 255 | |
#define FRAMES_PER_SECOND 100 | |
#define ZOOMING_BEATS_PER_MINUTE 122 | |
void setup() { | |
delay(3000); // 3 second delay for recovery | |
// tell FastLED about the LED strip configuration | |
FastLED.addLeds<LED_TYPE,DATA_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip).setDither(BRIGHTNESS < 255); | |
//FastLED.addLeds<LED_TYPE,DATA_PIN,CLK_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip).setDither(BRIGHTNESS < 255); | |
// set master brightness control | |
FastLED.setBrightness(BRIGHTNESS); | |
} | |
void loop() | |
{ | |
// draw the light pattern into the 'leds' array | |
discostrobe(); | |
// send the 'leds' array out to the actual LED strip | |
FastLED.show(); | |
// delay just enough to keep a steady frame rate, e.g 100 FPS | |
delayToSyncFrameRate( FRAMES_PER_SECOND); | |
} | |
void discostrobe() | |
{ | |
// First, we black out all the LEDs | |
fill_solid( leds, NUM_LEDS, CRGB::Black); | |
// To achive the strobe effect, we actually only draw lit pixels | |
// every Nth frame (e.g. every 4th frame). | |
// sStrobePhase is a counter that runs from zero to kStrobeCycleLength-1, | |
// and then resets to zero. | |
const uint8_t kStrobeCycleLength = 4; // light every Nth frame | |
static uint8_t sStrobePhase = 0; | |
sStrobePhase = sStrobePhase + 1; | |
if( sStrobePhase >= kStrobeCycleLength ) { | |
sStrobePhase = 0; | |
} | |
// We only draw lit pixels when we're in strobe phase zero; | |
// in all the other phases we leave the LEDs all black. | |
if( sStrobePhase == 0 ) { | |
// The dash spacing cycles from 4 to 9 and back, 8x/min (about every 7.5 sec) | |
uint8_t dashperiod= beatsin8( 8/*cycles per minute*/, 4,10); | |
// The width of the dashes is a fraction of the dashperiod, with a minimum of one pixel | |
uint8_t dashwidth = (dashperiod / 4) + 1; | |
// The distance that the dashes move each cycles varies | |
// between 1 pixel/cycle and half-the-dashperiod/cycle. | |
// At the maximum speed, it's impossible to visually distinguish | |
// whether the dashes are moving left or right, and the code takes | |
// advantage of that moment to reverse the direction of the dashes. | |
// So it looks like they're speeding up faster and faster to the | |
// right, and then they start slowing down, but as they do it becomes | |
// visible that they're no longer moving right; they've been | |
// moving left. Easier to see than t o explain. | |
// | |
// The dashes zoom back and forth at a speed that 'goes well' with | |
// most dance music, a little faster than 120 Beats Per Minute. You | |
// can adjust this for faster or slower 'zooming' back and forth. | |
uint8_t zoomBPM = ZOOMING_BEATS_PER_MINUTE; | |
int8_t dashmotionspeed = beatsin8( (zoomBPM /2), 1,dashperiod); | |
// This is where we reverse the direction under cover of high speed | |
// visual aliasing. | |
if( dashmotionspeed >= (dashperiod/2)) { | |
dashmotionspeed = 0 - (dashperiod - dashmotionspeed ); | |
} | |
// The hueShift controls how much the hue of each dash varies from | |
// the adjacent dash. If hueShift is zero, all the dashes are the | |
// same color. If hueShift is 128, alterating dashes will be two | |
// different colors. And if hueShift is range of 10..40, the | |
// dashes will make rainbows. | |
// Initially, I just had hueShift cycle from 0..130 using beatsin8. | |
// It looked great with very low values, and with high values, but | |
// a bit 'busy' in the middle, which I didnt like. | |
// uint8_t hueShift = beatsin8(2,0,130); | |
// | |
// So instead I layered in a bunch of 'cubic easings' | |
// (see http://easings.net/#easeInOutCubic ) | |
// so that the resultant wave cycle spends a great deal of time | |
// "at the bottom" (solid color dashes), and at the top ("two | |
// color stripes"), and makes quick transitions between them. | |
uint8_t cycle = beat8(2); // two cycles per minute | |
uint8_t easedcycle = ease8InOutCubic( ease8InOutCubic( cycle)); | |
uint8_t wavecycle = cubicwave8( easedcycle); | |
uint8_t hueShift = scale8( wavecycle,130); | |
// Each frame of the animation can be repeated multiple times. | |
// This slows down the apparent motion, and gives a more static | |
// strobe effect. After experimentation, I set the default to 1. | |
uint8_t strobesPerPosition = 1; // try 1..4 | |
// Now that all the parameters for this frame are calculated, | |
// we call the 'worker' function that does the next part of the work. | |
discoWorker( dashperiod, dashwidth, dashmotionspeed, strobesPerPosition, hueShift); | |
} | |
} | |
// discoWorker updates the positions of the dashes, and calls the draw function | |
// | |
void discoWorker( | |
uint8_t dashperiod, uint8_t dashwidth, int8_t dashmotionspeed, | |
uint8_t stroberepeats, | |
uint8_t huedelta) | |
{ | |
static uint8_t sRepeatCounter = 0; | |
static int8_t sStartPosition = 0; | |
static uint8_t sStartHue = 0; | |
// Always keep the hue shifting a little | |
sStartHue += 1; | |
// Increment the strobe repeat counter, and | |
// move the dash starting position when needed. | |
sRepeatCounter = sRepeatCounter + 1; | |
if( sRepeatCounter>= stroberepeats) { | |
sRepeatCounter = 0; | |
sStartPosition = sStartPosition + dashmotionspeed; | |
// These adjustments take care of making sure that the | |
// starting hue is adjusted to keep the apparent color of | |
// each dash the same, even when the state position wraps around. | |
if( sStartPosition >= dashperiod ) { | |
while( sStartPosition >= dashperiod) { sStartPosition -= dashperiod; } | |
sStartHue -= huedelta; | |
} else if( sStartPosition < 0) { | |
while( sStartPosition < 0) { sStartPosition += dashperiod; } | |
sStartHue += huedelta; | |
} | |
} | |
// draw dashes with full brightness (value), and somewhat | |
// desaturated (whitened) so that the LEDs actually throw more light. | |
const uint8_t kSaturation = 208; | |
const uint8_t kValue = 255; | |
// call the function that actually just draws the dashes now | |
drawRainbowDashes( sStartPosition, NUM_LEDS-1, | |
dashperiod, dashwidth, | |
sStartHue, huedelta, | |
kSaturation, kValue); | |
} | |
// drawRainbowDashes - draw rainbow-colored 'dashes' of light along the led strip: | |
// starting from 'startpos', up to and including 'lastpos' | |
// with a given 'period' and 'width' | |
// starting from a given hue, which changes for each successive dash by a 'huedelta' | |
// at a given saturation and value. | |
// | |
// period = 5, width = 2 would be _ _ _ X X _ _ _ Y Y _ _ _ Z Z _ _ _ A A _ _ _ | |
// \-------/ \-/ | |
// period 5 width 2 | |
// | |
static void drawRainbowDashes( | |
uint8_t startpos, uint16_t lastpos, uint8_t period, uint8_t width, | |
uint8_t huestart, uint8_t huedelta, uint8_t saturation, uint8_t value) | |
{ | |
uint8_t hue = huestart; | |
for( uint16_t i = startpos; i <= lastpos; i += period) { | |
CRGB color = CHSV( hue, saturation, value); | |
// draw one dash | |
uint16_t pos = i; | |
for( uint8_t w = 0; w < width; w++) { | |
leds[ pos ] = color; | |
pos++; | |
if( pos >= NUM_LEDS) { | |
break; | |
} | |
} | |
hue += huedelta; | |
} | |
} | |
// delayToSyncFrameRate - delay how many milliseconds are needed | |
// to maintain a stable frame rate. | |
static void delayToSyncFrameRate( uint8_t framesPerSecond) | |
{ | |
static uint32_t msprev = 0; | |
uint32_t mscur = millis(); | |
uint16_t msdelta = mscur - msprev; | |
uint16_t mstargetdelta = 1000 / framesPerSecond; | |
if( msdelta < mstargetdelta) { | |
delay( mstargetdelta - msdelta); | |
} | |
msprev = mscur; | |
} |
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