Skip to content

Commit 3267ffc

Browse files
authored
Add files via upload
1 parent d0be7af commit 3267ffc

3 files changed

Lines changed: 706 additions & 0 deletions

File tree

ESP8266_Weather_Pixels/README.md

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,2 @@
1+
# Weather-Pixels
2+
Code for PaintYourDragon's weather-reactive neopixels
Lines changed: 392 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,392 @@
1+
// Weather animation is rendered procedurally based on a few parameters
2+
// (time of day, cloud cover, rainfall, etc.). Most of the inputs are NOT
3+
// real-world units...see comments for explanation of what's needed.
4+
5+
// NeoPixel stuff ----------------------------------------------------------
6+
7+
#include <Adafruit_NeoPixel.h>
8+
9+
#define NEOPIXEL_PIN 14 // NeoPixels are connected to this pin
10+
#define NUM_LEDS 16 // Number of NeoPixels
11+
#define FPS 50 // Animation frame rate (frames per second)
12+
13+
Adafruit_NeoPixel leds(NUM_LEDS, NEOPIXEL_PIN, NEO_GRB + NEO_KHZ800);
14+
15+
// Animation control stuff -------------------------------------------------
16+
17+
uint8_t renderBuf[NUM_LEDS][3], // Each frame of animation is assembled here
18+
alphaBuf[NUM_LEDS], // Alpha mask for compositing each layer
19+
rainBuf[NUM_LEDS], // Extra mask just for raindrop brightness
20+
rainCounter = 1, // Drop-to-drop countdown, in frames
21+
rainInterval = 0, // Drop-to-drop interval, frames (0=no rain)
22+
windSpeed = 0, // Per-frame cloud motion (see comments)
23+
cloudCover = 0; // Percent cloud cover
24+
25+
uint16_t sunCenter = 0, // Position of 'sun' in 16-bit sky
26+
sunRadius = 8192, // Size of sun (same units)
27+
cloudOffset = 0, // Position of cloud bitmap 'seam'
28+
timeOfDay = 32768; // Fixed-point day/night value (see notes)
29+
30+
uint8_t lightningBrightness = 0;
31+
uint8_t lightningIntensity = 0;
32+
uint8_t snowIntensity = 0;
33+
34+
uint32_t cloudBits = 0; // Bitmask of clouds
35+
#if NUM_LEDS < 32
36+
#define NUM_CLOUD_BITS NUM_LEDS
37+
#else
38+
#define NUM_CLOUD_BITS 32
39+
#endif
40+
41+
#define N_STARS (3 + (NUM_LEDS / 7))
42+
struct star {
43+
uint8_t pos;
44+
uint8_t brightness;
45+
} star[N_STARS];
46+
47+
// Flake will "move," then "stop" when it hits the "ground," then fade.
48+
// Kinda like raindrops, but moving first.
49+
#define MAX_FLAKES (3 + (NUM_LEDS / 7))
50+
struct flake {
51+
uint16_t pos;
52+
int16_t speed;
53+
uint8_t brightness;
54+
uint8_t time;
55+
} flake[MAX_FLAKES];
56+
uint8_t nFlakes = 0;
57+
58+
void randomFlake(void) {
59+
flake[nFlakes].pos = random(65536);
60+
uint8_t w = windSpeed;
61+
if(w < 20) w = 20;
62+
do {
63+
flake[nFlakes].speed = random(w / -4, (w * 5) / 4);
64+
} while(!flake[nFlakes].speed);
65+
flake[nFlakes].brightness = random(128, 255);
66+
flake[nFlakes].time = random(FPS, FPS * 2); // # frames until snowflake "touches ground"
67+
nFlakes++;
68+
}
69+
70+
71+
uint16_t lightningCounter = 0;
72+
73+
extern const uint8_t gamma8[]; // Big table at end of this code
74+
75+
// One-time initialization - clears NeoPixels & sets up some variables -----
76+
77+
void animSetup(void) {
78+
79+
leds.begin();
80+
leds.setBrightness(200);
81+
leds.clear(); // All NeoPixels off ASAP
82+
leds.show();
83+
84+
randomSeed(analogRead(A0));
85+
86+
memset(rainBuf, 0, sizeof(rainBuf)); // Clear rain buffer
87+
for(uint8_t i=0; i<N_STARS; i++) { // Initialize star positions
88+
star[i].pos = random(NUM_LEDS); // TO DO: make stars not overlap
89+
star[i].brightness = random(15, 45);
90+
}
91+
memset(flake, 0, sizeof(flake)); // Clear snowflakes
92+
}
93+
94+
// Utility functions -------------------------------------------------------
95+
96+
// Set up animation based on some weather attributes like cloud cover, etc.
97+
void animConfig(
98+
uint16_t t, // Time of day in fixed-point 16-bit units, where 0=midnight,
99+
// 32768=noon, 65536=midnight. THIS DOES NOT CORRESPOND TO
100+
// ANY SORT OF REAL-WORLD UNITS LIKE SECONDS, nor does it
101+
// handle things like seasons or Daylight Saving Time, it's
102+
// just an "ish" approximation to give the sky animation some
103+
// vague context. The time of day should be polled from the
104+
// same source that's providing the weather data, DO NOT use
105+
// millis() or micros() to attempt to follow real time, as
106+
// the NeoPixel library is known to mangle these interrupt-
107+
// based functions. TIME OF DAY IS "ISH!"
108+
uint8_t c, // Cloud cover, as a percentage (0-100).
109+
uint8_t r, // Rainfall as a "strength" value (0-255) that doesn't really
110+
// correspond to anything except "none" to "max."
111+
uint8_t s, // Snowfall, similar "strength" value (0-255).
112+
uint8_t l, // Lightning, ditto.
113+
uint8_t w) { // Wind speed as a "strength" value (0-255) that also doesn't
114+
// correspond to anything real; this is the number of fixed-
115+
// point units that the clouds will move per frame. There are
116+
// 65536 units around the 'sky,' so a value of 255 will take
117+
// about 257 frames to make a full revolution of the LEDs,
118+
// which at 50 FPS would be a little over 5 seconds.
119+
120+
timeOfDay = t;
121+
cloudCover = (c > 100) ? 100 : c;
122+
rainInterval = r ? map(r, 1, 255, 64, 1) : 0;
123+
windSpeed = w;
124+
lightningIntensity = l;
125+
snowIntensity = s;
126+
127+
// Randomize cloud bitmask based on cloud cover percentage:
128+
cloudBits = 0;
129+
for(uint8_t i=0; i<NUM_CLOUD_BITS; i++) {
130+
cloudBits <<= 1;
131+
if(cloudCover > random(150)) cloudBits |= 1;
132+
}
133+
134+
nFlakes = 0;
135+
memset(flake, 0, sizeof(flake));
136+
if(s) {
137+
uint8_t n = 3 + (snowIntensity * (MAX_FLAKES - 2)) / 256;
138+
while(nFlakes < n) {
139+
randomFlake();
140+
}
141+
}
142+
}
143+
144+
// Interpolate between two 'packed' (32-bit) RGB colors.
145+
// Second argument is weighting (0-255) of second color.
146+
uint32_t colorInterp(uint32_t color1, uint32_t color2, uint8_t w) {
147+
uint8_t r1 = (color1 >> 16) & 0xFF,
148+
g1 = (color1 >> 8) & 0xFF,
149+
b1 = color1 & 0xFF,
150+
r2 = (color2 >> 16) & 0xFF,
151+
g2 = (color2 >> 8) & 0xFF,
152+
b2 = color2 & 0xFF;
153+
uint16_t w2 = (uint16_t)w + 1, // 1-256
154+
w1 = 257 - w2; // 1-256
155+
r1 = (r1 * w1 + r2 * w2) >> 8;
156+
g1 = (g1 * w1 + g2 * w2) >> 8;
157+
b1 = (b1 * w1 + b2 * w2) >> 8;
158+
return (((uint32_t)r1 << 16) | ((uint32_t)g1 << 8) | b1);
159+
}
160+
161+
// Using alphaBuf as a mask, fill an RGB color atop renderBuf
162+
void overlay(uint8_t r, uint8_t g, uint8_t b) {
163+
uint16_t i, a1, a2;
164+
for(i=0; i<NUM_LEDS; i++) {
165+
a1 = alphaBuf[i] + 1; // 1-256
166+
a2 = 257 - a1; // 1-256
167+
renderBuf[i][0] = (r * a1 + renderBuf[i][0] * a2) >> 8;
168+
renderBuf[i][1] = (g * a1 + renderBuf[i][1] * a2) >> 8;
169+
renderBuf[i][2] = (b * a1 + renderBuf[i][2] * a2) >> 8;
170+
}
171+
}
172+
173+
// Same as above, for packed 32-bit RGB value
174+
void overlay(uint32_t color) {
175+
overlay((color >> 16) & 0xFF, (color >> 8) & 0xFF, color & 0xFF);
176+
}
177+
178+
void waitForFrame(void) {
179+
static uint32_t timeOfLastFrame = 0L;
180+
uint32_t t;
181+
while(((t = millis()) - timeOfLastFrame) < (1000 / FPS)) yield();
182+
timeOfLastFrame = t;
183+
}
184+
185+
#define NIGHTSKYCLEAR 0x0a1923
186+
#define DAYSKYCLEAR 0x28648c
187+
#define NIGHTSKYCLOUDBG 0x2c2425
188+
#define DAYSKYCLOUDBG 0x5e6065
189+
#define NIGHTSKYCLOUDFG 0x515159
190+
#define DAYSKYCLOUDFG 0xc2c2c2
191+
#define NIGHTSNOW 0xa6b1c0
192+
#define DAYSNOW 0xffffff
193+
#define SUNCLEAR 0xffff60
194+
#define SUNCLOUDY 0x7a7a61
195+
196+
void renderFrame(void) {
197+
// Display *prior* frame of data at start of function --
198+
// this ensures uniform updates, as render time may vary.
199+
leds.show();
200+
201+
// Then begin processing next frame...
202+
203+
int i;
204+
205+
// tod: 0-64K, where 0 = midnight, 32K = noon, 64K = midnight
206+
// this is an artistic approximation and doesn't take seasons,
207+
// etc into consideration. if you need that, can fudge it into
208+
// tod rather than here.
209+
// Sunrise and sunset are two 90-minute periods centered around
210+
// 6am and 6pm (again, not factoring in seasons, daylight savings
211+
// time, etc.). Sky and other effects will interpolate between
212+
// day and night states for these two things.
213+
long y = timeOfDay;
214+
uint8_t dayWeight;
215+
if(y > 32767) y = 65536 - y;
216+
y = y * 256L / 4096 - 896;
217+
dayWeight = (y > 255) ? 255 : ((y < 0) ? 0 : y); // 0-255 night/day
218+
219+
// Determine sky and cloud color based on % of cloud cover
220+
uint32_t
221+
clearSkyColor = colorInterp(NIGHTSKYCLEAR , DAYSKYCLEAR , dayWeight),
222+
cloudySkyColor = colorInterp(NIGHTSKYCLOUDBG, DAYSKYCLOUDBG, dayWeight),
223+
cloudColor = colorInterp(NIGHTSKYCLOUDFG, DAYSKYCLOUDFG, dayWeight),
224+
skyColor = colorInterp(clearSkyColor, cloudySkyColor, map(cloudCover, 30, 70, 0, 255));
225+
226+
for(i=0; i<NUM_LEDS; i++) {
227+
renderBuf[i][0] = skyColor >> 16;
228+
renderBuf[i][1] = skyColor >> 8;
229+
renderBuf[i][2] = skyColor;
230+
}
231+
232+
// Stars
233+
if(dayWeight < 128) { // Dark? Or getting there?
234+
uint16_t nightWeight = 257 - dayWeight;
235+
memset(alphaBuf, 0, sizeof(alphaBuf));
236+
for(i=0; i<N_STARS; i++) {
237+
alphaBuf[star[i].pos] = (nightWeight * random(star[i].brightness/2, star[i].brightness)) >> 8;
238+
}
239+
overlay(255, 255, 255);
240+
} else {
241+
sunRadius = map(dayWeight, 128, 255, 1, 8192);
242+
uint16_t x;
243+
int16_t px1, px2, sx1, sx2;
244+
245+
// Clear alpha buffer, gonna render 'sun' there...
246+
memset(alphaBuf, 0, sizeof(alphaBuf));
247+
248+
uint32_t
249+
sunColor = colorInterp(SUNCLEAR, SUNCLOUDY, map(cloudCover, 30, 70, 0, 255));
250+
251+
// Figure overlap between sun and each pixel...
252+
// uint16_t left, right, dist1, dist2;
253+
for(i=0; i<NUM_LEDS; i++) {
254+
// Pixel coord in fixed-point space
255+
x = (i * 65536L) / NUM_LEDS;
256+
int16_t foo = sunCenter - x; // sun center in pixel space
257+
sx1 = foo - sunRadius;
258+
sx2 = foo + sunRadius;
259+
px1 = 0;
260+
px2 = 65536 / NUM_LEDS;
261+
if((sx1 >= px2) || (sx2 < 0)) continue; // No overlap
262+
else if((sx1 <= 0) && (sx2 >= px2)) alphaBuf[i] = 255; // Fully encompassed
263+
else {
264+
if(sx1 > 0) {
265+
if(sx2 < px2) {
266+
alphaBuf[i] = 255L * (sx2 - sx1) / (px2 - px1);
267+
} else {
268+
alphaBuf[i] = 255L * (px2 - sx1) / (px2 - px1);
269+
}
270+
} else {
271+
alphaBuf[i] = 255L * (sx2 - px1) / (px2 - px1);
272+
}
273+
}
274+
}
275+
276+
overlay(sunColor); // Composite sun atop sky
277+
}
278+
279+
if(cloudBits) {
280+
// Clear alpha buffer, gonna render clouds there...
281+
memset(alphaBuf, 0, sizeof(alphaBuf));
282+
uint16_t x, minor;
283+
uint8_t major, l, r;
284+
for(i=0; i<NUM_LEDS; i++) {
285+
x = (i * 65536L) / NUM_LEDS - cloudOffset; // Pixel coord in fixed-point space (0-65535) relative to clouds
286+
x = (x * (NUM_CLOUD_BITS * 256UL)) / 65536; // Scale to cloud pixel space
287+
major = x >> 8; // Left bit number (0 to NUM_CLOUD_BITS-1)
288+
minor = x & 0xFF; // Weight (0-255) of next bit over
289+
l = (cloudBits & (1 << major)) ? 220 : 0; // Left bit opacity
290+
if(++major >= NUM_CLOUD_BITS) major = 0; // Next bit over
291+
r = (cloudBits & (1 << major)) ? 220 : 0; // Right bit opacity
292+
alphaBuf[i] = ((l * (257 - minor)) + (r * (minor + 1))) >> 8; // Blend
293+
}
294+
295+
uint32_t c = colorInterp(NIGHTSKYCLOUDFG, DAYSKYCLOUDFG, dayWeight);
296+
overlay(c); // Composite clouds atop sky
297+
}
298+
299+
if(rainInterval) {
300+
memset(alphaBuf, 0, sizeof(alphaBuf));
301+
for(i=0; i<NUM_LEDS; i++) {
302+
rainBuf[i] = (rainBuf[i] * (uint16_t)245) >> 8;
303+
}
304+
// Periodically, randomly, add a drop to rainBuf[]
305+
if(!--rainCounter) {
306+
i = random(NUM_LEDS); // Which spot?
307+
int16_t foo = rainBuf[i] + 255;
308+
if(foo > 255) foo = 255;
309+
rainBuf[i] = foo;
310+
uint8_t r4 = rainInterval / 4;
311+
if(r4 < 1) r4 = 1;
312+
rainCounter = random(r4, rainInterval);
313+
}
314+
memcpy(alphaBuf, rainBuf, sizeof(rainBuf));
315+
overlay(130, 130, 150);
316+
}
317+
318+
if(nFlakes) {
319+
uint16_t x, minor;
320+
uint8_t major, l, r;
321+
memset(alphaBuf, 0, sizeof(alphaBuf));
322+
for(i=0; i<nFlakes; i++) {
323+
// Render flake here
324+
x = (flake[i].pos * (NUM_LEDS * 256UL)) / 65536;
325+
major = x >> 8; // Left pixel number (0 to NUM_LEDS-1)
326+
minor = x & 0xFF; // Weight (0-255) of next pixel over
327+
alphaBuf[major] = (alphaBuf[major] * (1 + minor)) + (flake[i].brightness * (257 - minor)) >> 8;
328+
if(++major >= NUM_LEDS) major = 0;
329+
alphaBuf[major] = (alphaBuf[major] * (257 - minor)) + (flake[i].brightness * (1 + minor)) >> 8;
330+
flake[i].pos += flake[i].speed;
331+
if(flake[i].time) {
332+
flake[i].time--;
333+
} else {
334+
flake[i].brightness = (flake[i].brightness * 253) >> 8;
335+
if(!flake[i].brightness) {
336+
memcpy(&flake[i], &flake[nFlakes-1], sizeof(struct flake)); // Move last flake to this pos.
337+
i--; // Flake moved, so don't increment
338+
nFlakes--; // Decrement number of flakes
339+
randomFlake(); // And add a new one in last pos.
340+
}
341+
}
342+
}
343+
overlay(255, 255, 255);
344+
}
345+
346+
if(lightningBrightness) {
347+
for(i=0; i<NUM_LEDS; i++) alphaBuf[i] = lightningBrightness;
348+
overlay(255, 255, 255);
349+
lightningBrightness = (lightningBrightness * 220) >> 8;
350+
}
351+
if(lightningIntensity) {
352+
if(!random(50 + (255 - lightningIntensity) * 3)) {
353+
i = random(128, 256);
354+
if(i > lightningBrightness) lightningBrightness = i;
355+
}
356+
}
357+
358+
sunCenter += 65536 / 30 / FPS; // 30 sec for 1 revolution
359+
cloudOffset -= windSpeed;
360+
361+
// timeOfDay += 65536/60/FPS; // 1 min for day/night cycle
362+
363+
// Convert RGB renderbuf to gamma-corrected LED-native color order:
364+
for(uint16_t i=0; i<NUM_LEDS; i++) {
365+
leds.setPixelColor(i,
366+
pgm_read_byte(&gamma8[renderBuf[i][0]]),
367+
pgm_read_byte(&gamma8[renderBuf[i][1]]),
368+
pgm_read_byte(&gamma8[renderBuf[i][2]]));
369+
}
370+
// DON'T call leds.show() here! That's done at start of function.
371+
}
372+
373+
// Gamma correction improves appearance of midrange colors
374+
const uint8_t gamma8[] PROGMEM = {
375+
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
376+
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1,
377+
1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2,
378+
2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5,
379+
5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10,
380+
10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 16, 16,
381+
17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 24, 24, 25,
382+
25, 26, 27, 27, 28, 29, 29, 30, 31, 32, 32, 33, 34, 35, 35, 36,
383+
37, 38, 39, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 50,
384+
51, 52, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 66, 67, 68,
385+
69, 70, 72, 73, 74, 75, 77, 78, 79, 81, 82, 83, 85, 86, 87, 89,
386+
90, 92, 93, 95, 96, 98, 99,101,102,104,105,107,109,110,112,114,
387+
115,117,119,120,122,124,126,127,129,131,133,135,137,138,140,142,
388+
144,146,148,150,152,154,156,158,160,162,164,167,169,171,173,175,
389+
177,180,182,184,186,189,191,193,196,198,200,203,205,208,210,213,
390+
215,218,220,223,225,228,231,233,236,239,241,244,247,249,252,255 };
391+
392+

0 commit comments

Comments
 (0)