263 lines
8.7 KiB
C++
263 lines
8.7 KiB
C++
/// @file Fire2023.ino
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/// @brief Enhanced fire effect with ScreenMap
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/// @example Fire2023.ino
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///
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/// This sketch is fully compatible with the FastLED web compiler. To use it do the following:
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/// 1. Install Fastled: `pip install fastled`
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/// 2. cd into this examples page.
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/// 3. Run the FastLED web compiler at root: `fastled`
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/// 4. When the compiler is done a web page will open.
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/*This is a fire effect based on the famous Fire2012; but with various small improvements.
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Perlin noise is being used to make a fire layer and a smoke layer;
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and the overlay of both can make a quite realistic effect.
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The speed of both need to be adapted to the matrix size and width:
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* Super small matrices (like 3x3 led) don't need the smoke
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* medium sized matrices (8x8 for example) profit from fine tuning both Fire Speed/scale as well as Smoke speed/scale
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This code was adapted for a matrix with just four LED columns in 90° around a core and a height of 28.
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Right at the bottom of the code, you find a translation matrix that needs to be adapted to your set up. I included
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a link to a helpful page for this.
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@repo https://github.com/Anderas2/Fire2023
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@author https://github.com/Anderas2
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Demo: https://www.youtube.com/shorts/a_Wr0q9YQs4
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*/
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#include "FastLED.h"
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#include "fl/xymap.h"
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#include "fl/screenmap.h"
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#include "fl/vector.h"
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using namespace fl;
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// matrix size
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#define WIDTH 4
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#define HEIGHT 28
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#define CentreX (WIDTH / 2) - 1
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#define CentreY (HEIGHT / 2) - 1
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// NUM_LEDS = WIDTH * HEIGHT
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#define PIXELPIN 3 // universal pin that works on all platforms
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#define NUM_LEDS 120
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#define LAST_VISIBLE_LED 119
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// Fire properties
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#define BRIGHTNESS 255
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#define FIRESPEED 17
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#define FLAMEHEIGHT 3.8 // the higher the value, the higher the flame
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#define FIRENOISESCALE 125 // small values, softer fire. Big values, blink fire. 0-255
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// Smoke screen properties
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// The smoke screen works best for big fire effects. It effectively cuts of a part of the flames
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// from the rest, sometimes; which looks very much fire-like. For small fire effects with low
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// LED count in the height, it doesn't help
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// speed must be a little different and faster from Firespeed, to be visible.
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// Dimmer should be somewhere in the middle for big fires, and low for small fires.
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#define SMOKESPEED 25 // how fast the perlin noise is parsed for the smoke
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#define SMOKENOISE_DIMMER 250 // thickness of smoke: the lower the value, the brighter the flames. 0-255
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#define SMOKENOISESCALE 125 // small values, softer smoke. Big values, blink smoke. 0-255
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CRGB leds[NUM_LEDS];
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// fire palette roughly like matlab "hot" colormap
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// This was one of the most important parts to improve - fire color makes fire impression.
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// position, r, g, b value.
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// max value for "position" is BRIGHTNESS
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DEFINE_GRADIENT_PALETTE(hot_gp) {
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27, 0, 0, 0, // black
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28, 140, 40, 0, // red
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30, 205, 80, 0, // orange
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155, 255, 100, 0,
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210, 255, 200, 0, // yellow
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255, 255, 255, 255 // white
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};
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CRGBPalette32 hotPalette = hot_gp;
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// Map XY coordinates to numbers on the LED strip
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uint8_t XY (uint8_t x, uint8_t y);
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// parameters and buffer for the noise array
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#define NUM_LAYERS 2
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// two layers of perlin noise make the fire effect
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#define FIRENOISE 0
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#define SMOKENOISE 1
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uint32_t x[NUM_LAYERS];
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uint32_t y[NUM_LAYERS];
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uint32_t z[NUM_LAYERS];
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uint32_t scale_x[NUM_LAYERS];
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uint32_t scale_y[NUM_LAYERS];
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uint8_t noise[NUM_LAYERS][WIDTH][HEIGHT];
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uint8_t noise2[NUM_LAYERS][WIDTH][HEIGHT];
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uint8_t heat[NUM_LEDS];
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ScreenMap makeScreenMap();
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void setup() {
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//Serial.begin(115200);
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// Adjust this for you own setup. Use the hardware SPI pins if possible.
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// On Teensy 3.1/3.2 the pins are 11 & 13
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// Details here: https://github.com/FastLED/FastLED/wiki/SPI-Hardware-or-Bit-banging
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// In case you see flickering / glitching leds, reduce the data rate to 12 MHZ or less
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auto screenMap = makeScreenMap();
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FastLED.addLeds<NEOPIXEL, PIXELPIN>(leds, NUM_LEDS).setScreenMap(screenMap); // Pin für Neopixel
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FastLED.setBrightness(BRIGHTNESS);
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FastLED.setDither(DISABLE_DITHER);
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}
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void Fire2023(uint32_t now);
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void loop() {
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EVERY_N_MILLISECONDS(8) {
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Fire2023(millis());
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}
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FastLED.show();
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}
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ScreenMap makeScreenMap() {
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fl::vector<vec2f> lut;
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for (uint16_t y = 0; y < WIDTH; y++) {
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for (uint16_t x = 0; x < HEIGHT; x++) {
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vec2f xy = {float(x) * 3, float(y) * 20};
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lut.push_back(xy);
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}
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}
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return ScreenMap(lut.data(), lut.size(), 1);
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}
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void Fire2023(uint32_t now) {
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// some changing values
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// these values are produced by perlin noise to add randomness and smooth transitions
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uint16_t ctrl1 = inoise16(11 * now, 0, 0);
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uint16_t ctrl2 = inoise16(13 * now, 100000, 100000);
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uint16_t ctrl = ((ctrl1 + ctrl2) >> 1);
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// parameters for the fire heat map
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x[FIRENOISE] = 3 * ctrl * FIRESPEED;
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y[FIRENOISE] = 20 * now * FIRESPEED;
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z[FIRENOISE] = 5 * now * FIRESPEED;
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scale_x[FIRENOISE] = scale8(ctrl1, FIRENOISESCALE);
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scale_y[FIRENOISE] = scale8(ctrl2, FIRENOISESCALE);
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//calculate the perlin noise data for the fire
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for (uint8_t x_count = 0; x_count < WIDTH; x_count++) {
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uint32_t xoffset = scale_x[FIRENOISE] * (x_count - CentreX);
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for (uint8_t y_count = 0; y_count < HEIGHT; y_count++) {
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uint32_t yoffset = scale_y[FIRENOISE] * (y_count - CentreY);
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uint16_t data = ((inoise16(x[FIRENOISE] + xoffset, y[FIRENOISE] + yoffset, z[FIRENOISE])) + 1);
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noise[FIRENOISE][x_count][y_count] = data >> 8;
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}
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}
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// parameters for the smoke map
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x[SMOKENOISE] = 3 * ctrl * SMOKESPEED;
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y[SMOKENOISE] = 20 * now * SMOKESPEED;
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z[SMOKENOISE] = 5 * now * SMOKESPEED;
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scale_x[SMOKENOISE] = scale8(ctrl1, SMOKENOISESCALE);
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scale_y[SMOKENOISE] = scale8(ctrl2, SMOKENOISESCALE);
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//calculate the perlin noise data for the smoke
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for (uint8_t x_count = 0; x_count < WIDTH; x_count++) {
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uint32_t xoffset = scale_x[SMOKENOISE] * (x_count - CentreX);
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for (uint8_t y_count = 0; y_count < HEIGHT; y_count++) {
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uint32_t yoffset = scale_y[SMOKENOISE] * (y_count - CentreY);
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uint16_t data = ((inoise16(x[SMOKENOISE] + xoffset, y[SMOKENOISE] + yoffset, z[SMOKENOISE])) + 1);
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noise[SMOKENOISE][x_count][y_count] = data / SMOKENOISE_DIMMER;
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}
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}
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//copy everything one line up
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for (uint8_t y = 0; y < HEIGHT - 1; y++) {
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for (uint8_t x = 0; x < WIDTH; x++) {
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heat[XY(x, y)] = heat[XY(x, y + 1)];
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}
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}
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// draw lowest line - seed the fire where it is brightest and hottest
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for (uint8_t x = 0; x < WIDTH; x++) {
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heat[XY(x, HEIGHT-1)] = noise[FIRENOISE][WIDTH - x][CentreX];
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//if (heat[XY(x, HEIGHT-1)] < 200) heat[XY(x, HEIGHT-1)] = 150;
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}
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// dim the flames based on FIRENOISE noise.
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// if the FIRENOISE noise is strong, the led goes out fast
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// if the FIRENOISE noise is weak, the led stays on stronger.
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// once the heat is gone, it stays dark.
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for (uint8_t y = 0; y < HEIGHT - 1; y++) {
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for (uint8_t x = 0; x < WIDTH; x++) {
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uint8_t dim = noise[FIRENOISE][x][y];
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// high value in FLAMEHEIGHT = less dimming = high flames
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dim = dim / FLAMEHEIGHT;
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dim = 255 - dim;
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heat[XY(x, y)] = scale8(heat[XY(x, y)] , dim);
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// map the colors based on heatmap
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// use the heat map to set the color of the LED from the "hot" palette
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// whichpalette position brightness blend or not
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leds[XY(x, y)] = ColorFromPalette(hotPalette, heat[XY(x, y)], heat[XY(x, y)], LINEARBLEND);
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// dim the result based on SMOKENOISE noise
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// this is not saved in the heat map - the flame may dim away and come back
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// next iteration.
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leds[XY(x, y)].nscale8(noise[SMOKENOISE][x][y]);
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}
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}
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}
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/* Physical layout of LED strip ****************************/
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uint8_t XY (uint8_t x, uint8_t y) {
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// any out of bounds address maps to the first hidden pixel
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// https://macetech.github.io/FastLED-XY-Map-Generator/
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if ( (x >= WIDTH) || (y >= HEIGHT) ) {
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return (LAST_VISIBLE_LED + 1);
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}
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const uint8_t XYTable[] = {
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25, 26, 81, 82,
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25, 27, 81, 83,
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25, 28, 80, 84,
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24, 29, 79, 85,
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23, 30, 78, 86,
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22, 31, 77, 87,
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21, 32, 76, 88,
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20, 33, 75, 89,
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19, 34, 74, 90,
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18, 35, 73, 91,
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17, 36, 72, 92,
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16, 37, 71, 93,
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15, 38, 70, 94,
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14, 39, 69, 95,
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13, 40, 68, 96,
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12, 41, 67, 97,
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11, 42, 66, 98,
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10, 43, 65, 99,
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9, 44, 64, 100,
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8, 45, 63, 101,
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7, 46, 62, 102,
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6, 47, 61, 103,
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5, 48, 60, 104,
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4, 49, 59, 105,
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3, 50, 58, 106,
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2, 51, 57, 107,
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1, 52, 56, 108,
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0, 53, 55, 109
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};
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uint8_t i = (y * WIDTH) + x;
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uint8_t j = XYTable[i];
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return j;
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}
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