Added Chained Panels example

This commit is contained in:
mrfaptastic 2020-08-02 22:47:02 +01:00
parent ffe4ad8677
commit a24c09560e
6 changed files with 215 additions and 635 deletions

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@ -66,7 +66,8 @@ A [typical RGB panel available for purchase](https://www.aliexpress.com/item/256
Yes you can. If you want to use with a 64x64 pixel panel (typically a HUB75*E* panel) you MUST configure a valid *E_PIN* to your ESP32 and connect it to the E pin of the HUB75 panel! Hence the 'E' in 'HUB75E'
This library has only been tested with a 64 pixel (wide) and 32 (high) RGB panel. Theoretically, if you want to chain two of these horizontally to make a 128x32 panel you can do so with the cable and then set the MATRIX_WIDTH to '128'.
This library has only been tested with a 64 pixel (wide) and 32 (high) RGB panel. Theoretically, if you want to chain two of these horizontally to make a 128x32 panel you can do so with the cable and then set the MATRIX_WIDTH to '128'. Refer to the [Chained Panels](examples/ChainedPanels/) example.
### New Feature

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/*******************************************************************
This is the PatternPlasma Demo adopted for use with multiple
displays arranged in a non standard order
What is a non standard order?
When you connect multiple panels together, the library treats the
multiple panels as one big panel arranged horizontally. Arranging
the displays like this would be a standard order.
[ 4 ][ 3 ][ 2 ][ 1 ] (ESP32 is connected to 1)
If you wanted to arrange the displays vertically, or in rows and
columns this example might be able to help.
[ 4 ][ 3 ]
[ 2 ][ 1 ]
It creates a virtual screen that you draw to in the same way you would
the matrix, but it will look after mapping it back to the displays.
-----------
Steps to use
-----------
1) In ESP32-RGB64x32MatrixPanel-I2S-DMA.h:
- Set the MATRIX_HEIGHT to be the y resolution of the physical chained panels in a line (if the panels are 32 x 16, set it to be 16)
- Set the MATRIX_WIDTH to be the sum of the x resolution of all the physical chained panels (i.e. If you have 4 x (32px w x 16px h) panels, 32x4 = 128)
2) In the sketch:
- Set values for NUM_ROWS, NUM_COLS, PANEL_RES_X, PANEL_RES_Y. There are comments beside them
explaining what they are in more detail.
- Other than where the matrix is defined and matrix.begin in the setup, you should now be using the virtual display
for everything (drawing pixels, writing text etc). You can do a find and replace of all calls if it's an existing sketch
(just make sure you don't replace the definition and the matrix.begin)
- If the sketch makes use of MATRIX_HEIGHT or MATRIX_WIDTH, these will need to be replaced with the width and height
of your virtual screen. Either make new defines and use that, or you can use virtualDisp.width() or .height()
Parts:
ESP32 D1 Mini * - https://s.click.aliexpress.com/e/_dSi824B
ESP32 I2S Matrix Shield (From my Tindie) = https://www.tindie.com/products/brianlough/esp32-i2s-matrix-shield/
* * = Affilate
If you find what I do useful and would like to support me,
please consider becoming a sponsor on Github
https://github.com/sponsors/witnessmenow/
Written by Brian Lough
YouTube: https://www.youtube.com/brianlough
Tindie: https://www.tindie.com/stores/brianlough/
Twitter: https://twitter.com/witnessmenow
*******************************************************************/
//#define USE_CUSTOM_PINS // uncomment to use custom pins, then provide below
#define A_PIN 26
#define B_PIN 4
#define C_PIN 27
#define D_PIN 2
#define E_PIN 21
#define R1_PIN 5
#define R2_PIN 19
#define G1_PIN 17
#define G2_PIN 16
#define B1_PIN 18
#define B2_PIN 25
#define CLK_PIN 14
#define LAT_PIN 15
#define OE_PIN 13
/* Include FastLED, DMA Display (for module driving), and VirtualMatrixPanel
* to enable easy painting & graphics for a chain of individual LED modules.
*/
#define NUM_ROWS 2 // Number of rows panels in your overall display
#define NUM_COLS 1 // number of panels in each row
#define PANEL_RES_X 64 // Number of pixels wide of each INDIVIDUAL panel module.
#define PANEL_RES_Y 32 // Number of pixels tall of each INDIVIDUAL panel module.
/* Create physical module driver class AND virtual (chained) display class. */
#include <ESP32-VirtualMatrixPanel-I2S-DMA.h>
RGB64x32MatrixPanel_I2S_DMA dma_display;
VirtualMatrixPanel virtualDisp(dma_display, NUM_ROWS, NUM_COLS, PANEL_RES_X, PANEL_RES_Y);
/* FastLED Global Variables for Pattern */
#include <FastLED.h>
int time_counter = 0;
int cycles = 0;
CRGBPalette16 currentPalette;
CRGB currentColor;
CRGB ColorFromCurrentPalette(uint8_t index = 0, uint8_t brightness = 255, TBlendType blendType = LINEARBLEND) {
return ColorFromPalette(currentPalette, index, brightness, blendType);
}
void setup() {
Serial.begin(115200);
Serial.println(""); Serial.println(""); Serial.println("");
Serial.println("*****************************************************");
Serial.println(" HELLO !");
Serial.println("*****************************************************");
#ifdef USE_CUSTOM_PINS
dma_display.begin(R1_PIN, G1_PIN, B1_PIN, R2_PIN, G2_PIN, B2_PIN, A_PIN, B_PIN, C_PIN, D_PIN, E_PIN, LAT_PIN, OE_PIN, CLK_PIN ); // setup the LED matrix
#else
dma_display.begin();
#endif
// fill the screen with 'black'
//dma_display.fillScreen(dma_display.color444(0, 0, 0));
virtualDisp.fillScreen(virtualDisp.color444(0, 0, 0));
// Set current FastLED palette
currentPalette = RainbowColors_p;
virtualDisp.drawRect(4, 4, PANEL_RES_X * NUM_COLS - 8, PANEL_RES_Y * NUM_ROWS - 8, virtualDisp.color565(255, 255, 255));
delay(5000);
}
void loop() {
for (int x = 0; x < virtualDisp.width(); x++) {
for (int y = 0; y < virtualDisp.height(); y++) {
int16_t v = 0;
uint8_t wibble = sin8(time_counter);
v += sin16(x * wibble * 3 + time_counter);
v += cos16(y * (128 - wibble) + time_counter);
v += sin16(y * x * cos8(-time_counter) / 8);
currentColor = ColorFromPalette(currentPalette, (v >> 8) + 127); //, brightness, currentBlendType);
virtualDisp.drawPixelRGB888(x, y, currentColor.r, currentColor.g, currentColor.b);
}
}
time_counter += 1;
cycles++;
if (cycles >= 2048) {
time_counter = 0;
cycles = 0;
}
} // end loop

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@ -0,0 +1,54 @@
## Chained Panels example - Chaining individual LED matrix panels to make a larger panel ##
This is the PatternPlasma Demo adopted for use with multiple
displays arranged in a non standard order
### What is a non standard order? ###
When you connect multiple panels together, the library treats the
multiple panels as one big panel arranged horizontally. Arranging
the displays like this would be a standard order.
[ 4 ][ 3 ][ 2 ][ 1 ] (ESP32 is connected to 1)
If you wanted to arrange the displays vertically, or in rows and
columns this example might be able to help.
[ 4 ][ 3 ]
[ 2 ][ 1 ]
It creates a virtual screen that you draw to in the same way you would
the matrix, but it will look after mapping it back to the displays.
### Steps to Use ###
1) In ESP32-RGB64x32MatrixPanel-I2S-DMA.h:
- Set the MATRIX_HEIGHT to be the y resolution of the physical chained panels in a line (if the panels are 32 x 16, set it to be 16)
- Set the MATRIX_WIDTH to be the sum of the x resolution of all the physical chained panels (i.e. If you have 4 x (32px w x 16px h) panels, 32x4 = 128)
2) In the sketch:
- Set values for NUM_ROWS, NUM_COLS, PANEL_RES_X, PANEL_RES_Y. There are comments beside them
explaining what they are in more detail.
- Other than where the matrix is defined and matrix.begin in the setup, you should now be using the virtual display
for everything (drawing pixels, writing text etc). You can do a find and replace of all calls if it's an existing sketch
(just make sure you don't replace the definition and the matrix.begin)
- If the sketch makes use of MATRIX_HEIGHT or MATRIX_WIDTH, these will need to be replaced with the width and height
of your virtual screen. Either make new defines and use that, or you can use virtualDisp.width() or .height()
#### Contributor ####
Written by Brian Lough
YouTube: https://www.youtube.com/brianlough
Tindie: https://www.tindie.com/stores/brianlough/
Twitter: https://twitter.com/witnessmenow
Parts:
ESP32 D1 Mini * - https://s.click.aliexpress.com/e/_dSi824B
ESP32 I2S Matrix Shield (From my Tindie) = https://www.tindie.com/products/brianlough/esp32-i2s-matrix-shield/
* * = Affilate
If you find what I do useful and would like to support me,
please consider becoming a sponsor on Github
https://github.com/sponsors/witnessmenow/

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@ -1,579 +0,0 @@
// Adafruit_NeoMatrix example for single NeoPixel Shield.
// By Marc MERLIN <marc_soft@merlins.org>
// Contains code (c) Adafruit, license BSD
#include <ESP32-RGB64x32MatrixPanel-I2S-DMA.h>
RGB64x32MatrixPanel_I2S_DMA matrix;
#include "smileytongue24.h"
// Panel Matrix doesn't fully work like Neomatrix (which I wrote this
// demo for), so map a few calls to be compatible. The rest comes from
// Adafruit::GFX and works the same on both backends.
#define setBrightness(x) fillScreen(0) // no-op, no brightness on this board
#define clear() fillScreen(0)
#define show() drawPixel(0, 0, 0); // no show method in this GFX implementation
#define Color(x,y,z) color444(x/16,y/16,z/16)
// Define matrix width and height.
#define mw 64
#define mh 32
// This could also be defined as matrix.color(255,0,0) but those defines
// are meant to work for Adafruit::GFX backends that are lacking color()
#define LED_BLACK 0
#define LED_RED_VERYLOW (3 << 11)
#define LED_RED_LOW (7 << 11)
#define LED_RED_MEDIUM (15 << 11)
#define LED_RED_HIGH (31 << 11)
#define LED_GREEN_VERYLOW (1 << 5)
#define LED_GREEN_LOW (15 << 5)
#define LED_GREEN_MEDIUM (31 << 5)
#define LED_GREEN_HIGH (63 << 5)
#define LED_BLUE_VERYLOW 3
#define LED_BLUE_LOW 7
#define LED_BLUE_MEDIUM 15
#define LED_BLUE_HIGH 31
#define LED_ORANGE_VERYLOW (LED_RED_VERYLOW + LED_GREEN_VERYLOW)
#define LED_ORANGE_LOW (LED_RED_LOW + LED_GREEN_LOW)
#define LED_ORANGE_MEDIUM (LED_RED_MEDIUM + LED_GREEN_MEDIUM)
#define LED_ORANGE_HIGH (LED_RED_HIGH + LED_GREEN_HIGH)
#define LED_PURPLE_VERYLOW (LED_RED_VERYLOW + LED_BLUE_VERYLOW)
#define LED_PURPLE_LOW (LED_RED_LOW + LED_BLUE_LOW)
#define LED_PURPLE_MEDIUM (LED_RED_MEDIUM + LED_BLUE_MEDIUM)
#define LED_PURPLE_HIGH (LED_RED_HIGH + LED_BLUE_HIGH)
#define LED_CYAN_VERYLOW (LED_GREEN_VERYLOW + LED_BLUE_VERYLOW)
#define LED_CYAN_LOW (LED_GREEN_LOW + LED_BLUE_LOW)
#define LED_CYAN_MEDIUM (LED_GREEN_MEDIUM + LED_BLUE_MEDIUM)
#define LED_CYAN_HIGH (LED_GREEN_HIGH + LED_BLUE_HIGH)
#define LED_WHITE_VERYLOW (LED_RED_VERYLOW + LED_GREEN_VERYLOW + LED_BLUE_VERYLOW)
#define LED_WHITE_LOW (LED_RED_LOW + LED_GREEN_LOW + LED_BLUE_LOW)
#define LED_WHITE_MEDIUM (LED_RED_MEDIUM + LED_GREEN_MEDIUM + LED_BLUE_MEDIUM)
#define LED_WHITE_HIGH (LED_RED_HIGH + LED_GREEN_HIGH + LED_BLUE_HIGH)
static const uint8_t PROGMEM
mono_bmp[][8] =
{
{ // 0: checkered 1
B10101010,
B01010101,
B10101010,
B01010101,
B10101010,
B01010101,
B10101010,
B01010101,
},
{ // 1: checkered 2
B01010101,
B10101010,
B01010101,
B10101010,
B01010101,
B10101010,
B01010101,
B10101010,
},
{ // 2: smiley
B00111100,
B01000010,
B10100101,
B10000001,
B10100101,
B10011001,
B01000010,
B00111100 },
{ // 3: neutral
B00111100,
B01000010,
B10100101,
B10000001,
B10111101,
B10000001,
B01000010,
B00111100 },
{ // 4; frowny
B00111100,
B01000010,
B10100101,
B10000001,
B10011001,
B10100101,
B01000010,
B00111100 },
};
static const uint16_t PROGMEM
// These bitmaps were written for a backend that only supported
// 4 bits per color with Blue/Green/Red ordering while neomatrix
// uses native 565 color mapping as RGB.
// I'm leaving the arrays as is because it's easier to read
// which color is what when separated on a 4bit boundary
// The demo code will modify the arrays at runtime to be compatible
// with the neomatrix color ordering and bit depth.
RGB_bmp[][64] = {
// 00: blue, blue/red, red, red/green, green, green/blue, blue, white
{ 0x100, 0x200, 0x300, 0x400, 0x600, 0x800, 0xA00, 0xF00,
0x101, 0x202, 0x303, 0x404, 0x606, 0x808, 0xA0A, 0xF0F,
0x001, 0x002, 0x003, 0x004, 0x006, 0x008, 0x00A, 0x00F,
0x011, 0x022, 0x033, 0x044, 0x066, 0x088, 0x0AA, 0x0FF,
0x010, 0x020, 0x030, 0x040, 0x060, 0x080, 0x0A0, 0x0F0,
0x110, 0x220, 0x330, 0x440, 0x660, 0x880, 0xAA0, 0xFF0,
0x100, 0x200, 0x300, 0x400, 0x600, 0x800, 0xA00, 0xF00,
0x111, 0x222, 0x333, 0x444, 0x666, 0x888, 0xAAA, 0xFFF, },
// 01: grey to white
{ 0x111, 0x222, 0x333, 0x555, 0x777, 0x999, 0xAAA, 0xFFF,
0x222, 0x222, 0x333, 0x555, 0x777, 0x999, 0xAAA, 0xFFF,
0x333, 0x333, 0x333, 0x555, 0x777, 0x999, 0xAAA, 0xFFF,
0x555, 0x555, 0x555, 0x555, 0x777, 0x999, 0xAAA, 0xFFF,
0x777, 0x777, 0x777, 0x777, 0x777, 0x999, 0xAAA, 0xFFF,
0x999, 0x999, 0x999, 0x999, 0x999, 0x999, 0xAAA, 0xFFF,
0xAAA, 0xAAA, 0xAAA, 0xAAA, 0xAAA, 0xAAA, 0xAAA, 0xFFF,
0xFFF, 0xFFF, 0xFFF, 0xFFF, 0xFFF, 0xFFF, 0xFFF, 0xFFF, },
// 02: low red to high red
{ 0x001, 0x002, 0x003, 0x005, 0x007, 0x009, 0x00A, 0x00F,
0x002, 0x002, 0x003, 0x005, 0x007, 0x009, 0x00A, 0x00F,
0x003, 0x003, 0x003, 0x005, 0x007, 0x009, 0x00A, 0x00F,
0x005, 0x005, 0x005, 0x005, 0x007, 0x009, 0x00A, 0x00F,
0x007, 0x007, 0x007, 0x007, 0x007, 0x009, 0x00A, 0x00F,
0x009, 0x009, 0x009, 0x009, 0x009, 0x009, 0x00A, 0x00F,
0x00A, 0x00A, 0x00A, 0x00A, 0x00A, 0x00A, 0x00A, 0x00F,
0x00F, 0x00F, 0x00F, 0x00F, 0x00F, 0x00F, 0x00F, 0x00F, },
// 03: low green to high green
{ 0x010, 0x020, 0x030, 0x050, 0x070, 0x090, 0x0A0, 0x0F0,
0x020, 0x020, 0x030, 0x050, 0x070, 0x090, 0x0A0, 0x0F0,
0x030, 0x030, 0x030, 0x050, 0x070, 0x090, 0x0A0, 0x0F0,
0x050, 0x050, 0x050, 0x050, 0x070, 0x090, 0x0A0, 0x0F0,
0x070, 0x070, 0x070, 0x070, 0x070, 0x090, 0x0A0, 0x0F0,
0x090, 0x090, 0x090, 0x090, 0x090, 0x090, 0x0A0, 0x0F0,
0x0A0, 0x0A0, 0x0A0, 0x0A0, 0x0A0, 0x0A0, 0x0A0, 0x0F0,
0x0F0, 0x0F0, 0x0F0, 0x0F0, 0x0F0, 0x0F0, 0x0F0, 0x0F0, },
// 04: low blue to high blue
{ 0x100, 0x200, 0x300, 0x500, 0x700, 0x900, 0xA00, 0xF00,
0x200, 0x200, 0x300, 0x500, 0x700, 0x900, 0xA00, 0xF00,
0x300, 0x300, 0x300, 0x500, 0x700, 0x900, 0xA00, 0xF00,
0x500, 0x500, 0x500, 0x500, 0x700, 0x900, 0xA00, 0xF00,
0x700, 0x700, 0x700, 0x700, 0x700, 0x900, 0xA00, 0xF00,
0x900, 0x900, 0x900, 0x900, 0x900, 0x900, 0xA00, 0xF00,
0xA00, 0xA00, 0xA00, 0xA00, 0xA00, 0xA00, 0xA00, 0xF00,
0xF00, 0xF00, 0xF00, 0xF00, 0xF00, 0xF00, 0xF00, 0xF00, },
// 05: 1 black, 2R, 2O, 2G, 1B with 4 blue lines rising right
{ 0x000, 0x200, 0x000, 0x400, 0x000, 0x800, 0x000, 0xF00,
0x000, 0x201, 0x002, 0x403, 0x004, 0x805, 0x006, 0xF07,
0x008, 0x209, 0x00A, 0x40B, 0x00C, 0x80D, 0x00E, 0xF0F,
0x000, 0x211, 0x022, 0x433, 0x044, 0x855, 0x066, 0xF77,
0x088, 0x299, 0x0AA, 0x4BB, 0x0CC, 0x8DD, 0x0EE, 0xFFF,
0x000, 0x210, 0x020, 0x430, 0x040, 0x850, 0x060, 0xF70,
0x080, 0x290, 0x0A0, 0x4B0, 0x0C0, 0x8D0, 0x0E0, 0xFF0,
0x000, 0x200, 0x000, 0x500, 0x000, 0x800, 0x000, 0xF00, },
// 06: 4 lines of increasing red and then green
{ 0x000, 0x000, 0x001, 0x001, 0x002, 0x002, 0x003, 0x003,
0x004, 0x004, 0x005, 0x005, 0x006, 0x006, 0x007, 0x007,
0x008, 0x008, 0x009, 0x009, 0x00A, 0x00A, 0x00B, 0x00B,
0x00C, 0x00C, 0x00D, 0x00D, 0x00E, 0x00E, 0x00F, 0x00F,
0x000, 0x000, 0x010, 0x010, 0x020, 0x020, 0x030, 0x030,
0x040, 0x040, 0x050, 0x050, 0x060, 0x060, 0x070, 0x070,
0x080, 0x080, 0x090, 0x090, 0x0A0, 0x0A0, 0x0B0, 0x0B0,
0x0C0, 0x0C0, 0x0D0, 0x0D0, 0x0E0, 0x0E0, 0x0F0, 0x0F0, },
// 07: 4 lines of increasing red and then blue
{ 0x000, 0x000, 0x001, 0x001, 0x002, 0x002, 0x003, 0x003,
0x004, 0x004, 0x005, 0x005, 0x006, 0x006, 0x007, 0x007,
0x008, 0x008, 0x009, 0x009, 0x00A, 0x00A, 0x00B, 0x00B,
0x00C, 0x00C, 0x00D, 0x00D, 0x00E, 0x00E, 0x00F, 0x00F,
0x000, 0x000, 0x100, 0x100, 0x200, 0x200, 0x300, 0x300,
0x400, 0x400, 0x500, 0x500, 0x600, 0x600, 0x700, 0x700,
0x800, 0x800, 0x900, 0x900, 0xA00, 0xA00, 0xB00, 0xB00,
0xC00, 0xC00, 0xD00, 0xD00, 0xE00, 0xE00, 0xF00, 0xF00, },
// 08: criss cross of green and red with diagonal blue.
{ 0xF00, 0x001, 0x003, 0x005, 0x007, 0x00A, 0x00F, 0x000,
0x020, 0xF21, 0x023, 0x025, 0x027, 0x02A, 0x02F, 0x020,
0x040, 0x041, 0xF43, 0x045, 0x047, 0x04A, 0x04F, 0x040,
0x060, 0x061, 0x063, 0xF65, 0x067, 0x06A, 0x06F, 0x060,
0x080, 0x081, 0x083, 0x085, 0xF87, 0x08A, 0x08F, 0x080,
0x0A0, 0x0A1, 0x0A3, 0x0A5, 0x0A7, 0xFAA, 0x0AF, 0x0A0,
0x0F0, 0x0F1, 0x0F3, 0x0F5, 0x0F7, 0x0FA, 0xFFF, 0x0F0,
0x000, 0x001, 0x003, 0x005, 0x007, 0x00A, 0x00F, 0xF00, },
// 09: 2 lines of green, 2 red, 2 orange, 2 green
{ 0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0, },
// 10: multicolor smiley face
{ 0x000, 0x000, 0x00F, 0x00F, 0x00F, 0x00F, 0x000, 0x000,
0x000, 0x00F, 0x000, 0x000, 0x000, 0x000, 0x00F, 0x000,
0x00F, 0x000, 0xF00, 0x000, 0x000, 0xF00, 0x000, 0x00F,
0x00F, 0x000, 0x000, 0x000, 0x000, 0x000, 0x000, 0x00F,
0x00F, 0x000, 0x0F0, 0x000, 0x000, 0x0F0, 0x000, 0x00F,
0x00F, 0x000, 0x000, 0x0F4, 0x0F3, 0x000, 0x000, 0x00F,
0x000, 0x00F, 0x000, 0x000, 0x000, 0x000, 0x00F, 0x000,
0x000, 0x000, 0x00F, 0x00F, 0x00F, 0x00F, 0x000, 0x000, },
};
// Convert a BGR 4/4/4 bitmap to RGB 5/6/5 used by Adafruit_GFX
void fixdrawRGBBitmap(int16_t x, int16_t y, const uint16_t *bitmap, int16_t w, int16_t h) {
uint16_t RGB_bmp_fixed[w * h];
for (uint16_t pixel=0; pixel<w*h; pixel++) {
uint8_t r,g,b;
uint16_t color = pgm_read_word(bitmap + pixel);
//Serial.print(color, HEX);
b = (color & 0xF00) >> 8;
g = (color & 0x0F0) >> 4;
r = color & 0x00F;
//Serial.print(" ");
//Serial.print(b);
//Serial.print("/");
//Serial.print(g);
//Serial.print("/");
//Serial.print(r);
//Serial.print(" -> ");
// expand from 4/4/4 bits per color to 5/6/5
b = map(b, 0, 15, 0, 31);
g = map(g, 0, 15, 0, 63);
r = map(r, 0, 15, 0, 31);
//Serial.print(r);
//Serial.print("/");
//Serial.print(g);
//Serial.print("/");
//Serial.print(b);
RGB_bmp_fixed[pixel] = (r << 11) + (g << 5) + b;
//Serial.print(" -> ");
//Serial.println(RGB_bmp_fixed[pixel], HEX);
}
matrix.drawRGBBitmap(x, y, RGB_bmp_fixed, w, h);
}
// Fill the screen with multiple levels of white to gauge the quality
void display_four_white() {
matrix.clear();
matrix.fillRect(0,0, mw,mh, LED_WHITE_HIGH);
matrix.drawRect(1,1, mw-2,mh-2, LED_WHITE_MEDIUM);
matrix.drawRect(2,2, mw-4,mh-4, LED_WHITE_LOW);
matrix.drawRect(3,3, mw-6,mh-6, LED_WHITE_VERYLOW);
matrix.show();
}
void display_bitmap(uint8_t bmp_num, uint16_t color) {
static uint16_t bmx,bmy;
// Clear the space under the bitmap that will be drawn as
// drawing a single color pixmap does not write over pixels
// that are nul, and leaves the data that was underneath
matrix.fillRect(bmx,bmy, bmx+8,bmy+8, LED_BLACK);
matrix.drawBitmap(bmx, bmy, mono_bmp[bmp_num], 8, 8, color);
bmx += 8;
if (bmx >= mw) bmx = 0;
if (!bmx) bmy += 8;
if (bmy >= mh) bmy = 0;
matrix.show();
}
void display_rgbBitmap(uint8_t bmp_num) {
static uint16_t bmx,bmy;
fixdrawRGBBitmap(bmx, bmy, RGB_bmp[bmp_num], 8, 8);
bmx += 8;
if (bmx >= mw) bmx = 0;
if (!bmx) bmy += 8;
if (bmy >= mh) bmy = 0;
matrix.show();
}
void display_lines() {
matrix.clear();
// 4 levels of crossing red lines.
matrix.drawLine(0,mh/2-2, mw-1,2, LED_RED_VERYLOW);
matrix.drawLine(0,mh/2-1, mw-1,3, LED_RED_LOW);
matrix.drawLine(0,mh/2, mw-1,mh/2, LED_RED_MEDIUM);
matrix.drawLine(0,mh/2+1, mw-1,mh/2+1, LED_RED_HIGH);
// 4 levels of crossing green lines.
matrix.drawLine(mw/2-2, 0, mw/2-2, mh-1, LED_GREEN_VERYLOW);
matrix.drawLine(mw/2-1, 0, mw/2-1, mh-1, LED_GREEN_LOW);
matrix.drawLine(mw/2+0, 0, mw/2+0, mh-1, LED_GREEN_MEDIUM);
matrix.drawLine(mw/2+1, 0, mw/2+1, mh-1, LED_GREEN_HIGH);
// Diagonal blue line.
matrix.drawLine(0,0, mw-1,mh-1, LED_BLUE_HIGH);
matrix.drawLine(0,mh-1, mw-1,0, LED_ORANGE_MEDIUM);
matrix.show();
}
void display_boxes() {
matrix.clear();
matrix.drawRect(0,0, mw,mh, LED_BLUE_HIGH);
matrix.drawRect(1,1, mw-2,mh-2, LED_GREEN_MEDIUM);
matrix.fillRect(2,2, mw-4,mh-4, LED_RED_HIGH);
matrix.fillRect(3,3, mw-6,mh-6, LED_ORANGE_MEDIUM);
matrix.show();
}
void display_circles() {
matrix.clear();
matrix.drawCircle(mw/2,mh/2, 2, LED_RED_MEDIUM);
matrix.drawCircle(mw/2-1-min(mw,mh)/8, mh/2-1-min(mw,mh)/8, min(mw,mh)/4, LED_BLUE_HIGH);
matrix.drawCircle(mw/2+1+min(mw,mh)/8, mh/2+1+min(mw,mh)/8, min(mw,mh)/4, LED_ORANGE_MEDIUM);
matrix.drawCircle(1,mh-2, 1, LED_GREEN_LOW);
matrix.drawCircle(mw-2,1, 1, LED_GREEN_HIGH);
matrix.show();
}
void display_resolution() {
// not wide enough;
if (mw<16) return;
matrix.clear();
// Font is 5x7, if display is too small
// 8 can only display 1 char
// 16 can almost display 3 chars
// 24 can display 4 chars
// 32 can display 5 chars
matrix.setCursor(0, 0);
matrix.setTextColor(matrix.Color(255,0,0));
if (mw>10) matrix.print(mw/10);
matrix.setTextColor(matrix.Color(255,128,0));
matrix.print(mw % 10);
matrix.setTextColor(matrix.Color(0,255,0));
matrix.print('x');
// not wide enough to print 5 chars, go to next line
if (mw<25) {
if (mh==13) matrix.setCursor(6, 7);
else if (mh>=13) {
matrix.setCursor(mw-11, 8);
} else {
matrix.show();
delay(2000);
matrix.clear();
matrix.setCursor(mw-11, 0);
}
}
matrix.setTextColor(matrix.Color(0,255,128));
matrix.print(mh/10);
matrix.setTextColor(matrix.Color(0,128,255));
matrix.print(mh % 10);
// enough room for a 2nd line
if (mw>25 && mh >14 || mh>16) {
matrix.setCursor(0, mh-7);
matrix.setTextColor(matrix.Color(0,255,255));
if (mw>16) matrix.print('*');
matrix.setTextColor(matrix.Color(255,0,0));
matrix.print('R');
matrix.setTextColor(matrix.Color(0,255,0));
matrix.print('G');
matrix.setTextColor(matrix.Color(0,0,255));
matrix.print("B");
matrix.setTextColor(matrix.Color(255,255,0));
matrix.print("*");
}
matrix.show();
}
void display_scrollText() {
matrix.clear();
matrix.setTextWrap(false); // we don't wrap text so it scrolls nicely
matrix.setTextSize(1);
matrix.setRotation(0);
for (int8_t x=7; x>=-42; x--) {
matrix.clear();
matrix.setCursor(x,0);
matrix.setTextColor(LED_GREEN_HIGH);
matrix.print("Hello");
if (mh>11) {
matrix.setCursor(-20-x,mh-7);
matrix.setTextColor(LED_ORANGE_HIGH);
matrix.print("World");
}
matrix.show();
delay(50);
}
// Rotation is broken in this implementation
matrix.setRotation(3);
matrix.setTextColor(LED_BLUE_HIGH);
for (int8_t x=7; x>=-45; x--) {
matrix.clear();
matrix.setCursor(x,mw/2-4);
matrix.print("Rotate");
matrix.show();
delay(50);
}
matrix.setRotation(0);
matrix.setCursor(0,0);
matrix.show();
}
// Scroll within big bitmap so that all if it becomes visible or bounce a small one.
// If the bitmap is bigger in one dimension and smaller in the other one, it will
// be both panned and bounced in the appropriate dimensions.
void display_panOrBounceBitmap (uint8_t bitmapSize) {
// keep integer math, deal with values 16 times too big
// start by showing upper left of big bitmap or centering if the display is big
int16_t xf = max(0, (mw-bitmapSize)/2) << 4;
int16_t yf = max(0, (mh-bitmapSize)/2) << 4;
// scroll speed in 1/16th
int16_t xfc = 6;
int16_t yfc = 3;
// scroll down and right by moving upper left corner off screen
// more up and left (which means negative numbers)
int16_t xfdir = -1;
int16_t yfdir = -1;
for (uint16_t i=1; i<1000; i++) {
bool updDir = false;
// Get actual x/y by dividing by 16.
int16_t x = xf >> 4;
int16_t y = yf >> 4;
matrix.clear();
// bounce 8x8 tri color smiley face around the screen
if (bitmapSize == 8) fixdrawRGBBitmap(x, y, RGB_bmp[10], 8, 8);
// pan 24x24 pixmap
if (bitmapSize == 24) matrix.drawRGBBitmap(x, y, (const uint16_t *)bitmap24, bitmapSize, bitmapSize);
matrix.show();
// Only pan if the display size is smaller than the pixmap
if (mw<bitmapSize) {
xf += xfc*xfdir;
if (xf >= 0) { xfdir = -1; updDir = true ; };
// we don't go negative past right corner, go back positive
if (xf <= ((mw-bitmapSize) << 4)) { xfdir = 1; updDir = true ; };
}
if (mh<bitmapSize) {
yf += yfc*yfdir;
// we shouldn't display past left corner, reverse direction.
if (yf >= 0) { yfdir = -1; updDir = true ; };
if (yf <= ((mh-bitmapSize) << 4)) { yfdir = 1; updDir = true ; };
}
// only bounce a pixmap if it's smaller than the display size
if (mw>bitmapSize) {
xf += xfc*xfdir;
// Deal with bouncing off the 'walls'
if (xf >= (mw-bitmapSize) << 4) { xfdir = -1; updDir = true ; };
if (xf <= 0) { xfdir = 1; updDir = true ; };
}
if (mh>bitmapSize) {
yf += yfc*yfdir;
if (yf >= (mh-bitmapSize) << 4) { yfdir = -1; updDir = true ; };
if (yf <= 0) { yfdir = 1; updDir = true ; };
}
if (updDir) {
// Add -1, 0 or 1 but bind result to 1 to 1.
// Let's take 3 is a minimum speed, otherwise it's too slow.
xfc = constrain(xfc + random(-1, 2), 3, 16);
yfc = constrain(xfc + random(-1, 2), 3, 16);
}
delay(10);
}
}
void loop() {
display_four_white();
delay(3000);
// clear the screen after X bitmaps have been displayed and we
// loop back to the top left corner
// 8x8 => 1, 16x8 => 2, 17x9 => 6
static uint8_t pixmap_count = ((mw+7)/8) * ((mh+7)/8);
Serial.print("Screen pixmap capacity: ");
Serial.println(pixmap_count);
// multicolor bitmap sent as many times as we can display an 8x8 pixmap
for (uint8_t i=0; i<=pixmap_count; i++)
{
display_rgbBitmap(0);
}
delay(1000);
display_resolution();
delay(3000);
// Cycle through red, green, blue, display 2 checkered patterns
// useful to debug some screen types and alignment.
uint16_t bmpcolor[] = { LED_GREEN_HIGH, LED_BLUE_HIGH, LED_RED_HIGH };
for (uint8_t i=0; i<3; i++)
{
display_bitmap(0, bmpcolor[i]);
delay(500);
display_bitmap(1, bmpcolor[i]);
delay(500);
}
// Display 3 smiley faces.
for (uint8_t i=2; i<=4; i++)
{
display_bitmap(i, bmpcolor[i-2]);
// If more than one pixmap displayed per screen, display more quickly.
delay(mw>8?500:1500);
}
// If we have multiple pixmaps displayed at once, wait a bit longer on the last.
delay(mw>8?1000:500);
display_lines();
delay(3000);
display_boxes();
delay(3000);
display_circles();
delay(3000);
for (uint8_t i=0; i<=(sizeof(RGB_bmp)/sizeof(RGB_bmp[0])-1); i++)
{
display_rgbBitmap(i);
delay(mw>8?500:1500);
}
// If we have multiple pixmaps displayed at once, wait a bit longer on the last.
delay(mw>8?1000:500);
display_scrollText();
// pan a big pixmap
display_panOrBounceBitmap(24);
// bounce around a small one
display_panOrBounceBitmap(8);
}
void setup() {
Serial.begin(115200);
matrix.begin();
matrix.setTextWrap(false);
matrix.setBrightness(BRIGHTNESS);
// Test full bright of all LEDs. If brightness is too high
// for your current limit (i.e. USB), decrease it.
matrix.fillScreen(LED_WHITE_HIGH);
matrix.show();
delay(1000);
matrix.clear();
}
// vim:sts=4:sw=4

View file

@ -1,52 +0,0 @@
// Generated by : UTFTConverter v0.1
// Generated from : smiley_tongue_24.jpg
// Time generated : 2017-04-24 16:31:50.352856 UTC
// Image Size : 24x24 pixels
// Memory usage : 1152 bytes
#if defined(__AVR__)
#include <avr/pgmspace.h>
#elif defined(__PIC32MX__)
#define PROGMEM
#elif defined(__arm__)
#define PROGMEM
#endif
const unsigned short bitmap24[576] PROGMEM={
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, // 0x0010 (16) pixels
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, // 0x0020 (32) pixels
0x0000, 0x0000, 0x4207, 0xFFDD, 0xCE57, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, // 0x0030 (48) pixels
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFBB, 0xFF56, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE564, 0xFF99, // 0x0040 (64) pixels
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xAD33, 0xF6D1, 0xE501, // 0x0050 (80) pixels
0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xFF9A, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, // 0x0060 (96) pixels
0x0000, 0x0000, 0x0000, 0x0000, 0xFFBB, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, // 0x0070 (112) pixels
0xE501, 0xE501, 0xFF57, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFDC, 0xE501, 0xE501, 0xDD01, 0xE501, // 0x0080 (128) pixels
0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xDD01, 0xE501, 0xE501, 0xFF78, 0x0000, 0x0000, 0x0000, 0x0000, // 0x0090 (144) pixels
0x0000, 0x0000, 0x0000, 0xE501, 0xDD01, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE502, 0xE501, 0xE501, 0xDD01, 0xDD01, 0xE501, // 0x00A0 (160) pixels
0xE501, 0xDD01, 0xE501, 0xE501, 0xE501, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFF99, 0xE501, 0xE502, 0xE501, 0x4A69, 0x4A6A, // 0x00B0 (176) pixels
0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE502, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xDD01, 0x0000, 0x0000, 0x0000, // 0x00C0 (192) pixels
0x0000, 0x0000, 0xE501, 0xE501, 0xE501, 0x0000, 0x0000, 0x0000, 0x0000, 0x94B2, 0xE501, 0xE502, 0xE501, 0xE501, 0xE501, 0xE501, // 0x00D0 (208) pixels
0xDD01, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0x0000, 0x0000, 0x0000, 0xFFDC, 0xE501, 0xE501, 0xE501, 0x0000, 0x4A69, 0xE502, // 0x00E0 (224) pixels
0x4A69, 0x0000, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0x4A69, 0x0000, 0x0000, 0xE501, 0xE501, 0xE501, 0xFF58, 0x0000, 0x0000, // 0x00F0 (240) pixels
0x0000, 0xFF9A, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0x94B3, 0xE501, 0xE501, 0xE501, 0xE502, 0x0000, 0x0000, // 0x0100 (256) pixels
0x4A69, 0x0000, 0x0000, 0xE501, 0xE501, 0xE5A7, 0x0000, 0x0000, 0x0000, 0xFF79, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xDD01, // 0x0110 (272) pixels
0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE502, 0x94B2, 0xE501, 0xE501, 0xE501, 0x0000, 0xDD01, 0xDD01, 0xE501, 0x0000, 0x0000, // 0x0120 (288) pixels
0x0000, 0xFF79, 0xE501, 0xE501, 0xFE31, 0xFD91, 0xF5B0, 0xF5F1, 0xF5EC, 0xE501, 0xDD01, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, // 0x0130 (304) pixels
0xE501, 0xE501, 0xE501, 0xE502, 0xE501, 0xE501, 0x0000, 0x0000, 0x0000, 0xFF9A, 0xE501, 0xE501, 0xFE31, 0xF4D0, 0xF800, 0xF800, // 0x0140 (320) pixels
0xF800, 0xDC4D, 0xE4AE, 0xE50F, 0xED90, 0xFE52, 0xE501, 0xE501, 0xE502, 0xE501, 0xE501, 0xE501, 0xE501, 0xEDA7, 0x0000, 0x0000, // 0x0150 (336) pixels
0x0000, 0xFFDC, 0xE501, 0xE501, 0xED66, 0xE48E, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xDBAC, 0xE40D, 0xF4F0, 0xF4F0, 0xF530, // 0x0160 (352) pixels
0xFD91, 0xE501, 0xE501, 0xE501, 0xE501, 0xFF57, 0x0000, 0x0000, 0x0000, 0x0000, 0xE501, 0xE501, 0xE501, 0xF800, 0xF800, 0xF800, // 0x0170 (368) pixels
0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF4F0, 0xFDB1, 0xDD01, 0xE501, 0xE501, 0xE501, 0xE501, 0x0000, 0x0000, // 0x0180 (384) pixels
0x0000, 0x0000, 0xFF78, 0xE501, 0xED70, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF550, // 0x0190 (400) pixels
0xE501, 0xE501, 0xDD01, 0xE501, 0xE501, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xE501, 0xE50E, 0xF800, 0xF800, 0xF800, // 0x01A0 (416) pixels
0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF4F0, 0xF550, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0x0000, 0x0000, 0x0000, // 0x01B0 (432) pixels
0x0000, 0x0000, 0x0000, 0xFFBC, 0xED90, 0xDC0D, 0xE30A, 0xF800, 0xF800, 0xDC0C, 0xE46E, 0xF510, 0xF570, 0xFE11, 0xE501, 0xE502, // 0x01C0 (448) pixels
0xDD01, 0xE501, 0xE501, 0xFF77, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFF7A, 0xE4AE, 0xE3CB, 0xE36A, // 0x01D0 (464) pixels
0xDBCC, 0xDC8E, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xE501, 0xFF57, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, // 0x01E0 (480) pixels
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFF9C, 0xEDD2, 0xED2F, 0xEDB0, 0xDD01, 0xE501, 0xE501, 0xDD01, 0xE501, 0xE521, 0xE501, // 0x01F0 (496) pixels
0xE501, 0xFF99, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFBB, // 0x0200 (512) pixels
0xFF55, 0xE501, 0xE501, 0xE501, 0xE501, 0xE502, 0xE501, 0xFF79, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, // 0x0210 (528) pixels
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xEF5B, 0xE501, 0xE501, 0x2103, 0x0000, 0x0000, // 0x0220 (544) pixels
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, // 0x0230 (560) pixels
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, // 0x0240 (576) pixels
};

View file

@ -26,9 +26,7 @@
"examples/Buffer_Swap_Test/*.ino",
"examples/Buffer_Swap_Test/*.cpp",
"examples/Buffer_Swap_Test/*.h",
"examples/PanelGFXDemo/*.ino",
"examples/PanelGFXDemo/*.cpp",
"examples/PanelGFXDemo/*.h",
"examples/ChainedPanels/*.ino",
"examples/PatternPlasma/*.ino",
"examples/PatternPlasma/*.cpp",
"examples/PatternPlasma/*.h",