179 lines
5.8 KiB
C++
179 lines
5.8 KiB
C++
/*
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_ _ _ ____ ___ ____ _
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/ \ | | | | _ \ / _ \| _ \ / \
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/ _ \ | | | | |_) | | | | |_) | / _ \
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/ ___ \| |_| | _ <| |_| | _ < / ___ \
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/_/ \_\\___/|_| \_\\___/|_| \_\/_/ \_\
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____ _____ __ __ ___
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| _ \| ____| \/ |/ _ \
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| | | | _| | |\/| | | | |
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| |_| | |___| | | | |_| |
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|____/|_____|_| |_|\___/
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Description:
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* This demonstrates a combination of the following libraries two:
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- "ESP32-HUB75-MatrixPanel-DMA" to send pixel data to the physical panels in combination with its
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in-built "VirtualMatrix" class which used to create a virtual display of chained panels, so the
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graphical effects of the Aurora demonstration can be shown on a 'bigger' grid of physical panels
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acting as one big display.
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- "GFX_Lite" to provide a simple graphics library for drawing on the virtual display.
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GFX_Lite is a fork of AdaFruitGFX and FastLED library combined together, with a focus on simplicity and ease of use.
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*/
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#define USE_GFX_LITE 1
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#include <ESP32-VirtualMatrixPanel-I2S-DMA.h>
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/***************************************************************************************************************************/
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// Step 1) Provide the size of each individual physical panel LED Matrix panel that is chained (or not) together
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#define PANEL_RES_X 64 // Number of pixels wide of each INDIVIDUAL panel module.
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#define PANEL_RES_Y 32 // Number of pixels tall of each INDIVIDUAL panel module.
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// Step 2) Provide details of the physical panel chaining that is in place.
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#define NUM_ROWS 2 // Number of rows of chained INDIVIDUAL PANELS
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#define NUM_COLS 1 // Number of INDIVIDUAL PANELS per ROW
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#define PANEL_CHAIN NUM_ROWS*NUM_COLS // total number of panels chained one to another
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// Step 3) How are the panels chained together?
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#define PANEL_CHAIN_TYPE CHAIN_TOP_RIGHT_DOWN
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// Refer to: https://github.com/mrcodetastic/ESP32-HUB75-MatrixPanel-DMA/tree/master/examples/VirtualMatrixPanel
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// and: https://github.com/mrcodetastic/ESP32-HUB75-MatrixPanel-DMA/blob/master/doc/VirtualMatrixPanel.pdf
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// Virtual Panel dimensions - our combined panel would be a square 4x4 modules with a combined resolution of 128x128 pixels
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#define VPANEL_W PANEL_RES_X*NUM_COLS // Kosso: All Pattern files have had the MATRIX_WIDTH and MATRIX_HEIGHT replaced by these.
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#define VPANEL_H PANEL_RES_Y*NUM_ROWS //
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/***************************************************************************************************************************/
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// The palettes are set to change every 60 seconds.
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int lastPattern = 0;
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// placeholder for the matrix object
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MatrixPanel_I2S_DMA *matrix = nullptr;
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// placeholder for the virtual display object
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VirtualMatrixPanel *virtualDisp = nullptr;
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// Aurora related
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#include "Effects.h"
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Effects effects;
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#include "Drawable.h"
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#include "Playlist.h"
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#include "Geometry.h"
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#include "Patterns.h"
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Patterns patterns;
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/* -------------------------- Some variables -------------------------- */
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unsigned long ms_current = 0;
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unsigned long ms_previous = 0;
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unsigned long ms_animation_max_duration = 20000; // 10 seconds
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unsigned long next_frame = 0;
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void listPatterns();
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void setup()
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{
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// Setup serial interface
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Serial.begin(115200);
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delay(250);
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// Configure your matrix setup here
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HUB75_I2S_CFG mxconfig(PANEL_RES_X, PANEL_RES_Y, PANEL_CHAIN);
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// custom pin mapping (if required)
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//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};
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//mxconfig.gpio = _pins;
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// in case that we use panels based on FM6126A chip, we can change that
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//mxconfig.driver = HUB75_I2S_CFG::FM6126A;
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// FM6126A panels could be cloked at 20MHz with no visual artefacts
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// mxconfig.i2sspeed = HUB75_I2S_CFG::HZ_20M;
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// OK, now we can create our matrix object
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matrix = new MatrixPanel_I2S_DMA(mxconfig);
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// Allocate memory and start DMA display
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if( not matrix->begin() )
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Serial.println("****** !KABOOM! I2S memory allocation failed ***********");
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// let's adjust default brightness to about 75%
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matrix->setBrightness8(192); // range is 0-255, 0 - 0%, 255 - 100%
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// create VirtualDisplay object based on our newly created dma_display object
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virtualDisp = new VirtualMatrixPanel((*matrix), NUM_ROWS, NUM_COLS, PANEL_RES_X, PANEL_RES_Y, PANEL_CHAIN_TYPE);
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Serial.println("**************** Starting Aurora Effects Demo ****************");
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Serial.print("MATRIX_WIDTH: "); Serial.println(PANEL_RES_X*PANEL_CHAIN);
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Serial.print("MATRIX_HEIGHT: "); Serial.println(PANEL_RES_Y);
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#ifdef VPANEL_W
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Serial.println("VIRTUAL PANEL WIDTH " + String(VPANEL_W));
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Serial.println("VIRTUAL PANEL HEIGHT " + String(VPANEL_H));
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#endif
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// setup the effects generator
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effects.Setup();
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delay(500);
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Serial.println("Effects being loaded: ");
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listPatterns();
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Serial.println("LastPattern index: " + String(lastPattern));
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patterns.setPattern(lastPattern); // // simple noise
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patterns.start();
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Serial.print("Starting with pattern: ");
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Serial.println(patterns.getCurrentPatternName());
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}
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void patternAdvance(){
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// Go to next pattern in the list (se Patterns.h)
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patterns.stop();
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patterns.moveRandom(1);
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//patterns.move(1);
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patterns.start();
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// Select a random palette as well
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effects.RandomPalette();
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Serial.print("Changing pattern to: ");
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Serial.println(patterns.getCurrentPatternName());
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}
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void loop()
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{
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ms_current = millis();
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if ( (ms_current - ms_previous) > ms_animation_max_duration )
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{
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patternAdvance();
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// just auto-change the palette
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effects.RandomPalette();
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ms_previous = ms_current;
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}
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if ( next_frame < ms_current)
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next_frame = patterns.drawFrame() + ms_current;
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}
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void listPatterns() {
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patterns.listPatterns();
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}
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