ESP32-HUB75-MatrixPanel-DMA/examples/ChainedPanelsAuroraDemo/ChainedPanelsAuroraDemo.ino
Dhruv Kumar 4d0cbe437d Fixed setBrightness in ChainedPanelsAuroraDemo
setBrightness was called before matrix->begin which didn't work.
2023-01-19 01:19:03 +00:00

209 lines
6.3 KiB
C++

#include <Arduino.h>
/* Default library pin configuration for the reference
you can redefine only ones you need later on object creation
#define R1 25
#define G1 26
#define BL1 27
#define R2 14
#define G2 12
#define BL2 13
#define CH_A 23
#define CH_B 19
#define CH_C 5
#define CH_D 17
#define CH_E -1 // assign to any available pin if using two panels or 64x64 panels with 1/32 scan
#define CLK 16
#define LAT 4
#define OE 15
*/
/* -------------------------- Display Config Initialisation -------------------- */
// Assume we have four 64x32 panels daisy-chained and ESP32 attached to the bottom right corner
#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.
#define NUM_ROWS 2 // Number of rows of chained INDIVIDUAL PANELS
#define NUM_COLS 2 // Number of INDIVIDUAL PANELS per ROW
#define PANEL_CHAIN NUM_ROWS*NUM_COLS // total number of panels chained one to another
// Change this to your needs, for details on VirtualPanel pls see ChainedPanels example
#define SERPENT false
#define TOPDOWN false
// Virtual Panel dimensions - our combined panel would be a square 4x4 modules with a combined resolution of 128x128 pixels
#define VPANEL_W PANEL_RES_X*NUM_COLS // Kosso: All Pattern files have had the MATRIX_WIDTH and MATRIX_HEIGHT replaced by these.
#define VPANEL_H PANEL_RES_Y*NUM_ROWS //
// Kosso added: Button with debounce
#define BTN_PIN 0 // Pattern advance. Using EPS32 Boot button.
int buttonState; // the current reading from the input pin
int lastButtonState = LOW; // the previous reading from the input pin
unsigned long lastDebounceTime = 0; // the last time the output pin was toggled
unsigned long debounceDelay = 50; // the debounce time; increase if the output flickers
// The palettes are set to change every 60 seconds.
// Kosso added: Non-volatile memory to save last pattern index.
#include <Preferences.h>
Preferences preferences;
int lastPattern = 0;
/* -------------------------- Class Initialisation -------------------------- */
#include <ESP32-VirtualMatrixPanel-I2S-DMA.h>
#include <FastLED.h> // Used for some mathematics calculations and effects.
// placeholder for the matrix object
MatrixPanel_I2S_DMA *matrix = nullptr;
// placeholder for the virtual display object
VirtualMatrixPanel *virtualDisp = nullptr;
// Aurora related
#include "Effects.h"
Effects effects;
#include "Drawable.h"
#include "Playlist.h"
//#include "Geometry.h"
#include "Patterns.h"
Patterns patterns;
/* -------------------------- Some variables -------------------------- */
unsigned long ms_current = 0;
unsigned long ms_previous = 0;
unsigned long ms_animation_max_duration = 20000; // 10 seconds
unsigned long next_frame = 0;
void listPatterns();
void setup()
{
// Setup serial interface
Serial.begin(115200);
delay(250);
// Added a button to manually advance the pattern index.
pinMode(BTN_PIN, INPUT);
// For saving last pattern index. TO reboot with same.
preferences.begin("RGBMATRIX", false);
lastPattern = preferences.getInt("lastPattern", 0);
// Configure your matrix setup here
HUB75_I2S_CFG mxconfig(PANEL_RES_X, PANEL_RES_Y, PANEL_CHAIN);
// custom pin mapping (if required)
//HUB75_I2S_CFG::i2s_pins _pins={R1, G1, BL1, R2, G2, BL2, CH_A, CH_B, CH_C, CH_D, CH_E, LAT, OE, CLK};
//mxconfig.gpio = _pins;
// in case that we use panels based on FM6126A chip, we can change that
//mxconfig.driver = HUB75_I2S_CFG::FM6126A;
// FM6126A panels could be cloked at 20MHz with no visual artefacts
// mxconfig.i2sspeed = HUB75_I2S_CFG::HZ_20M;
// OK, now we can create our matrix object
matrix = new MatrixPanel_I2S_DMA(mxconfig);
// Allocate memory and start DMA display
if( not matrix->begin() )
Serial.println("****** !KABOOM! I2S memory allocation failed ***********");
// let's adjust default brightness to about 75%
matrix->setBrightness8(96); // range is 0-255, 0 - 0%, 255 - 100%
// create VirtualDisplay object based on our newly created dma_display object
virtualDisp = new VirtualMatrixPanel((*matrix), NUM_ROWS, NUM_COLS, PANEL_RES_X, PANEL_RES_Y, SERPENT, TOPDOWN);
Serial.println("**************** Starting Aurora Effects Demo ****************");
Serial.print("MATRIX_WIDTH: "); Serial.println(PANEL_RES_X*PANEL_CHAIN);
Serial.print("MATRIX_HEIGHT: "); Serial.println(PANEL_RES_Y);
#ifdef VPANEL_W
Serial.println("VIRTUAL PANEL WIDTH " + String(VPANEL_W));
Serial.println("VIRTUAL PANEL HEIGHT " + String(VPANEL_H));
#endif
// setup the effects generator
effects.Setup();
delay(500);
Serial.println("Effects being loaded: ");
listPatterns();
Serial.println("LastPattern index: " + String(lastPattern));
patterns.setPattern(lastPattern); // // simple noise
patterns.start();
Serial.print("Starting with pattern: ");
Serial.println(patterns.getCurrentPatternName());
preferences.end();
}
void patternAdvance(){
// Go to next pattern in the list (se Patterns.h)
patterns.stop();
patterns.moveRandom(1);
//patterns.move(1);
patterns.start();
// Select a random palette as well
effects.RandomPalette();
Serial.print("Changing pattern to: ");
Serial.println(patterns.getCurrentPatternName());
//Serial.println(patterns.getPatternIndex());
//lastPattern = patterns.getPatternIndex();
// Save last index.
preferences.begin("RGBMATRIX", false);
preferences.putInt("lastPattern", lastPattern);
preferences.end();
}
void loop()
{
// Boot button Pattern advance with debounce
int reading = digitalRead(BTN_PIN);
if (reading != lastButtonState) {
lastDebounceTime = millis();
}
if ((millis() - lastDebounceTime) > debounceDelay) {
if (reading != buttonState) {
buttonState = reading;
if (buttonState == LOW) {
Serial.println("NEXT PATTERN ...");
patternAdvance();
}
}
}
lastButtonState = reading;
// end button debounce
ms_current = millis();
if ( (ms_current - ms_previous) > ms_animation_max_duration )
{
patternAdvance();
// just auto-change the palette
effects.RandomPalette();
ms_previous = ms_current;
}
if ( next_frame < ms_current)
next_frame = patterns.drawFrame() + ms_current;
}
void listPatterns() {
patterns.listPatterns();
}