add demo reel code
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code/DemoReel100/DemoReel100.ino
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code/DemoReel100/DemoReel100.ino
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#include <FastLED.h>
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FASTLED_USING_NAMESPACE
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// FastLED "100-lines-of-code" demo reel, showing just a few
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// of the kinds of animation patterns you can quickly and easily
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// compose using FastLED.
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//
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// This example also shows one easy way to define multiple
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// animations patterns and have them automatically rotate.
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//
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// -Mark Kriegsman, December 2014
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#if defined(FASTLED_VERSION) && (FASTLED_VERSION < 3001000)
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#warning "Requires FastLED 3.1 or later; check github for latest code."
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#endif
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#define DATA_PIN 32
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//#define CLK_PIN 4
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#define LED_TYPE WS2812B
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#define COLOR_ORDER BGR
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#define NUM_LEDS 40
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CRGB leds[NUM_LEDS];
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#define BRIGHTNESS 96
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#define FRAMES_PER_SECOND 120
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void setup() {
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delay(3000); // 3 second delay for recovery
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// tell FastLED about the LED strip configuration
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FastLED.addLeds<LED_TYPE,DATA_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip);
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//FastLED.addLeds<LED_TYPE,DATA_PIN,CLK_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip);
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// set master brightness control
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FastLED.setBrightness(BRIGHTNESS);
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}
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// List of patterns to cycle through. Each is defined as a separate function below.
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typedef void (*SimplePatternList[])();
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SimplePatternList gPatterns = { rainbow, rainbowWithGlitter, confetti, sinelon, juggle, bpm };
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uint8_t gCurrentPatternNumber = 0; // Index number of which pattern is current
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uint8_t gHue = 0; // rotating "base color" used by many of the patterns
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void loop()
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{
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// Call the current pattern function once, updating the 'leds' array
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gPatterns[2]();
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// send the 'leds' array out to the actual LED strip
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FastLED.show();
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// insert a delay to keep the framerate modest
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FastLED.delay(1000/FRAMES_PER_SECOND);
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// do some periodic updates
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EVERY_N_MILLISECONDS( 20 ) { gHue++; } // slowly cycle the "base color" through the rainbow
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//EVERY_N_SECONDS( 10 ) { nextPattern(); } // change patterns periodically
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}
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#define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0]))
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void nextPattern()
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{
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// add one to the current pattern number, and wrap around at the end
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gCurrentPatternNumber = (gCurrentPatternNumber + 1) % ARRAY_SIZE( gPatterns);
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}
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void rainbow()
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{
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// FastLED's built-in rainbow generator
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fill_rainbow( leds, NUM_LEDS, gHue, 7);
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}
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void rainbowWithGlitter()
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{
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// built-in FastLED rainbow, plus some random sparkly glitter
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rainbow();
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addGlitter(80);
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}
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void addGlitter( fract8 chanceOfGlitter)
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{
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if( random8() < chanceOfGlitter) {
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leds[ random16(NUM_LEDS) ] += CRGB::White;
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}
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}
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void confetti()
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{
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// random colored speckles that blink in and fade smoothly
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fadeToBlackBy( leds, NUM_LEDS, 10);
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int pos = random16(NUM_LEDS);
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leds[pos] += CHSV( gHue + random8(64), 200, 255);
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}
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void sinelon()
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{
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// a colored dot sweeping back and forth, with fading trails
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fadeToBlackBy( leds, NUM_LEDS, 20);
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int pos = beatsin16( 13, 0, NUM_LEDS-1 );
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leds[pos] += CHSV( gHue, 255, 192);
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}
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void bpm()
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{
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// colored stripes pulsing at a defined Beats-Per-Minute (BPM)
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uint8_t BeatsPerMinute = 62;
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CRGBPalette16 palette = PartyColors_p;
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uint8_t beat = beatsin8( BeatsPerMinute, 64, 255);
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for( int i = 0; i < NUM_LEDS; i++) { //9948
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leds[i] = ColorFromPalette(palette, gHue+(i*2), beat-gHue+(i*10));
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}
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}
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void juggle() {
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// eight colored dots, weaving in and out of sync with each other
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fadeToBlackBy( leds, NUM_LEDS, 20);
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byte dothue = 0;
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for( int i = 0; i < 8; i++) {
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leds[beatsin16( i+7, 0, NUM_LEDS-1 )] |= CHSV(dothue, 200, 255);
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dothue += 32;
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}
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}
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