IP Configuration

This commit is contained in:
Gašper Dobrovoljc
2023-03-11 15:11:03 +01:00
commit ec125f27db
662 changed files with 103738 additions and 0 deletions

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// NeoPixelBuffer
// This example will animate pixels using a bitmap stored on a SD card
//
//
// This will demonstrate the use of the NeoBitmapFile object
// NOTE: The images provided in the example directory should be copied to
// the root of the SD card so the below code will find it.
// NOTE: This sample and the included images were built for a 144 pixel strip so
// running this with a smaller string may not look as interesting. Try providing
// your own 24 bit bitmap for better results.
#include <NeoPixelBus.h>
#include <NeoPixelAnimator.h>
#include <SPI.h>
#include <SD.h>
const int chipSelect = D8; // make sure to set this to your SD carder reader CS
//typedef NeoGrbFeature MyPixelColorFeature;
typedef NeoGrbwFeature MyPixelColorFeature;
const uint16_t PixelCount = 144; // the sample images are meant for 144 pixels
const uint16_t PixelPin = 2;
const uint16_t AnimCount = 1; // we only need one
NeoPixelBus<MyPixelColorFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
// for esp8266 omit the pin
//NeoPixelBus<MyPixelColorFeature, Neo800KbpsMethod> strip(PixelCount);
NeoPixelAnimator animations(AnimCount); // NeoPixel animation management object
// our NeoBitmapFile will use the same color feature as NeoPixelBus and
// we want it to use the SD File object
NeoBitmapFile<MyPixelColorFeature, File> image;
uint16_t animState;
void LoopAnimUpdate(const AnimationParam& param)
{
// wait for this animation to complete,
// we are using it as a timer of sorts
if (param.state == AnimationState_Completed)
{
// done, time to restart this position tracking animation/timer
animations.RestartAnimation(param.index);
// draw the complete row at animState to the complete strip
image.Blt(strip, 0, 0, animState, image.Width());
animState = (animState + 1) % image.Height(); // increment and wrap
}
}
void setup() {
Serial.begin(115200);
while (!Serial); // wait for serial attach
strip.Begin();
strip.Show();
Serial.print("Initializing SD card...");
// see if the card is present and can be initialized:
if (!SD.begin(chipSelect))
{
Serial.println("Card failed, or not present");
// don't do anything more:
return;
}
Serial.println("card initialized.");
// open the file
File bitmapFile = SD.open("strings.bmp");
if (!bitmapFile)
{
Serial.println("File open fail, or not present");
// don't do anything more:
return;
}
// initialize the image with the file
if (!image.Begin(bitmapFile))
{
Serial.println("File format fail, not a supported bitmap");
// don't do anything more:
return;
}
animState = 0;
// we use the index 0 animation to time how often we rotate all the pixels
animations.StartAnimation(0, 30, LoopAnimUpdate);
}
void loop() {
// this is all that is needed to keep it running
// and avoiding using delay() is always a good thing for
// any timing related routines
animations.UpdateAnimations();
strip.Show();
}

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// To recreate the data below, use the Paint.Net plugin "Arduino Progmem NeoPixel FileType"
// to save as/export the included Cylon.pdn
// Paint.Net - http://www.getpaint.net/download.html#download
// Plugin - http://forums.getpaint.net/index.php?/topic/107921-arduino-neopixel-sketch-exporter/
// This uses Flatten, GRB, Hexadecimal
//
const uint16_t myImageWidth = 16;
const uint16_t myImageHeight = 20;
const uint8_t PROGMEM myImage[] = { // (16 x 20) GRB in Hexadecimal
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// To recreate the data below, use the Paint.Net plugin "Arduino Progmem NeoPixel FileType"
// to save as/export the included Cylon.pdn
// Paint.Net - http://www.getpaint.net/download.html#download
// Plugin - http://forums.getpaint.net/index.php?/topic/107921-arduino-neopixel-sketch-exporter/
// This uses Flatten, GRBW, Hexadecimal
//
const uint16_t myImageWidth = 16;
const uint16_t myImageHeight = 20;
const uint8_t PROGMEM myImage[] = { // (16 x 20) GRBW in Hexadecimal
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@@ -0,0 +1,74 @@
// NeoPixelBufferCylon
// This example will move a Cylon Red Eye back and forth across the
// the full collection of pixels on the strip.
//
// This will demonstrate the use of the NeoVerticalSpriteSheet
//
#include <NeoPixelBus.h>
#include <NeoPixelAnimator.h>
// The actual image is contained in the data structure in one of the Cylon*.h files
// You will need to use the one that has the same color feature as your NeoPixelBus
// There are two provided, but you can create your own easily enough using
// free versions of Paint.Net and the plugin
#include "CylonGrb.h"
typedef NeoGrbFeature MyPixelColorFeature;
// #include "CylonGrbw.h"
// typedef NeoGrbwFeature MyPixelColorFeature;
const uint16_t PixelCount = 16; // the sample images are meant for 16 pixels
const uint16_t PixelPin = 2;
const uint16_t AnimCount = 1; // we only need one
NeoPixelBus<MyPixelColorFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
// for esp8266 omit the pin
//NeoPixelBus<MyPixelColorFeature, Neo800KbpsMethod> strip(PixelCount);
NeoPixelAnimator animations(AnimCount); // NeoPixel animation management object
// sprite sheet stored in progmem using the same pixel feature as the NeoPixelBus
NeoVerticalSpriteSheet<NeoBufferProgmemMethod<MyPixelColorFeature>> spriteSheet(
myImageWidth, // image width and sprite width since its vertical sprite sheet
myImageHeight, // image height
1, // sprite is only one pixel high
myImage);
uint16_t indexSprite;
void LoopAnimUpdate(const AnimationParam& param)
{
// wait for this animation to complete,
// we are using it as a timer of sorts
if (param.state == AnimationState_Completed)
{
// done, time to restart this position tracking animation/timer
animations.RestartAnimation(param.index);
// draw the next frame in the sprite
spriteSheet.Blt(strip, 0, indexSprite);
indexSprite = (indexSprite + 1) % myImageHeight; // increment and wrap
}
}
void setup()
{
strip.Begin();
strip.Show();
indexSprite = 0;
// we use the index 0 animation to time how often we rotate all the pixels
animations.StartAnimation(0, 60, LoopAnimUpdate);
}
void loop()
{
// this is all that is needed to keep it running
// and avoiding using delay() is always a good thing for
// any timing related routines
animations.UpdateAnimations();
strip.Show();
}

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// NeoPixelBufferShader
// This example will provide a shader class to the NeoPixelBuffer that will dim and brighten
// the pixels that are in the buffer (a device dependent bitmap)
//
#include <NeoPixelBus.h>
const uint16_t PixelCount = 64; // set this to the size of your strip
const uint8_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
// three element GRB pixels, change to your needs
NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
// the buffer object,
// defined to use memory with the same feature as the strip
// initialized with the same number of pixels as our strip
NeoBuffer<NeoBufferMethod<NeoGrbFeature>> image(8,8,NULL);
const RgbColor BrightRed(255, 0, 0);
const RgbColor BrightGreen(0, 255, 0);
const RgbColor BrightBlue(0, 0, 255);
const RgbColor BrightYellow(255, 255, 0);
const RgbColor BrightCyan(0, 255, 255);
const RgbColor BrightPurple(255, 0, 255);
const RgbColor DarkRed(32, 0, 0);
const RgbColor DarkGreen(0, 32, 0);
const RgbColor DarkBlue(0, 0, 32);
const RgbColor DarkYellow(32, 32, 0);
const RgbColor DarkCyan(0, 32, 32);
const RgbColor DarkPurple(32, 0, 32);
const RgbColor White(255);
const RgbColor Black(0);
// define a custom shader object that provides brightness support
// based upon the NeoShaderBase
template<typename T_COLOR_FEATURE> class BrightnessShader : public NeoShaderBase
{
public:
BrightnessShader():
NeoShaderBase(),
_brightness(255) // default to full bright
{}
// required for a shader object, it will be called for
// every pixel
void Apply(uint16_t index, uint8_t* pDest, uint8_t* pSrc)
{
// we don't care what the index is so we ignore it
//
// to apply our brightness shader,
// use the source color, modify, and apply to the destination
// for every byte in the pixel,
// scale the source value by the brightness and
// store it in the destination byte
const uint8_t* pSrcEnd = pSrc + T_COLOR_FEATURE::PixelSize;
while (pSrc != pSrcEnd)
{
*pDest++ = (*pSrc++ * (uint16_t(_brightness) + 1)) >> 8;
}
}
// provide an accessor to set brightness
void setBrightness(uint8_t brightness)
{
_brightness = brightness;
Dirty(); // must call dirty when a property changes
}
// provide an accessor to get brightness
uint8_t getBrightness()
{
return _brightness;
}
private:
uint8_t _brightness;
};
// create an instance of our shader object with the same feature as our buffer
BrightnessShader<NeoGrbFeature> shader;
// some dimming tracking variables and settings
int8_t delta;
void setup()
{
Serial.begin(115200);
while (!Serial); // wait for serial attach
Serial.println();
Serial.println("Initializing...");
Serial.flush();
// this resets all the neopixels to an off state
strip.Begin();
strip.Show();
// dibs do not default to any color,
// so clear it to black if you aren't going to draw
// into every pixel
image.ClearTo(Black);
// draw a pattern into the image
uint8_t x = 0;
uint8_t y = 0;
image.SetPixelColor(x++, y, DarkRed);
image.SetPixelColor(x++, y, DarkYellow);
image.SetPixelColor(x++, y, DarkGreen);
image.SetPixelColor(x++, y, DarkCyan);
image.SetPixelColor(x++, y, DarkBlue);
image.SetPixelColor(x++, y, DarkPurple);
x = 0;
y = 1;
image.SetPixelColor(x++, y, BrightRed);
image.SetPixelColor(x++, y, BrightYellow);
image.SetPixelColor(x++, y, BrightGreen);
image.SetPixelColor(x++, y, BrightCyan);
image.SetPixelColor(x++, y, BrightBlue);
image.SetPixelColor(x++, y, BrightPurple);
Serial.println();
Serial.println("Running...");
delta = -1; // start by dimming downward
}
void loop()
{
// we increment by delta every 30ms
delay(30);
// update the brightness in shader
//
uint8_t brightness = shader.getBrightness();
// check if we flip directions
if (brightness == 0)
{
delta = 1; // increment
}
else if (brightness == 255)
{
delta = -1; // decrement
}
// modify and apply
brightness += delta;
shader.setBrightness(brightness);
Serial.println(brightness);
// render the image using the shader and then call Show()
// these two should be called together in order
//
// need to provide the type of color feature for the strip and
// the type of our custom shader
image.Render<BrightnessShader<NeoGrbFeature>>(strip, shader);
strip.Show();
}

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// NeoPixelDibTest
// This example will provide a shader class to the NeoPixelDib that will dim and brighten
// the pixels that are in the Dib (Device Independant Bitmap)
//
#include <NeoPixelBus.h>
const uint16_t PixelCount = 64; // set this to the size of your strip
const uint8_t PixelPin = 2; // make sure to set this to the correct pin, ignored for Esp8266
// three element GRB pixels, change to your needs
NeoPixelBus<NeoGrbFeature, Neo800KbpsMethod> strip(PixelCount, PixelPin);
// the DIB object, using RgbColor and initialized with the same number of pixels as our strip
NeoDib<RgbColor> image(PixelCount);
const RgbColor BrightRed(255, 0, 0);
const RgbColor BrightGreen(0, 255, 0);
const RgbColor BrightBlue(0, 0, 255);
const RgbColor BrightYellow(255, 255, 0);
const RgbColor BrightCyan(0, 255, 255);
const RgbColor BrightPurple(255, 0, 255);
const RgbColor DarkRed(32, 0, 0);
const RgbColor DarkGreen(0, 32, 0);
const RgbColor DarkBlue(0, 0, 32);
const RgbColor DarkYellow(32, 32, 0);
const RgbColor DarkCyan(0, 32, 32);
const RgbColor DarkPurple(32, 0, 32);
const RgbColor White(255);
const RgbColor Black(0);
// define a custom shader object that provides brightness support
// based upon the NeoShaderBase
class BrightnessShader : public NeoShaderBase
{
public:
BrightnessShader():
NeoShaderBase(),
_brightness(255) // default to full bright
{}
// required for a shader object, it will be called for
// every pixel
RgbColor Apply(uint16_t index, RgbColor original)
{
// we don't care what the index is so we ignore it
//
// to apply our brightness shader, modify the original color and return the color we want
// blend from black (_brightness == 0.0) to the original color (_brightness == 1.0)
return RgbColor::LinearBlend(Black, original, (float)_brightness / 255.0f);
}
// provide an accessor to set brightness
void setBrightness(uint8_t brightness)
{
_brightness = brightness;
Dirty(); // must call dirty when a property changes
}
// provide an accessor to get brightness
uint8_t getBrightness()
{
return _brightness;
}
private:
uint8_t _brightness;
};
// create an instance of our shader object
BrightnessShader shader;
// some dimming tracking variables and settings
int8_t delta;
void setup()
{
Serial.begin(115200);
while (!Serial); // wait for serial attach
Serial.println();
Serial.println("Initializing...");
Serial.flush();
// this resets all the neopixels to an off state
strip.Begin();
strip.Show();
// dibs do not default to any color,
// so clear it to black if you aren't going to draw
// into every pixel
image.ClearTo(Black);
// draw a pattern into the image
uint8_t index = 0;
image.SetPixelColor(index++, DarkRed);
image.SetPixelColor(index++, DarkYellow);
image.SetPixelColor(index++, DarkGreen);
image.SetPixelColor(index++, DarkCyan);
image.SetPixelColor(index++, DarkBlue);
image.SetPixelColor(index++, DarkPurple);
image.SetPixelColor(index++, Black);
image.SetPixelColor(index++, Black);
image.SetPixelColor(index++, BrightRed);
image.SetPixelColor(index++, BrightYellow);
image.SetPixelColor(index++, BrightGreen);
image.SetPixelColor(index++, BrightCyan);
image.SetPixelColor(index++, BrightBlue);
image.SetPixelColor(index++, BrightPurple);
Serial.println();
Serial.println("Running...");
delta = -1; // start by dimming downward
}
void loop()
{
// we increment by delta every 30ms
delay(30);
// update the brightness in shader
//
uint8_t brightness = shader.getBrightness();
// check if we flip directions
if (brightness == 0)
{
delta = 1; // increment
}
else if (brightness == 255)
{
delta = -1; // decrement
}
// modify and apply
brightness += delta;
shader.setBrightness(brightness);
Serial.println(brightness);
// render the image using the shader and then call Show()
// these two should be called together in order
//
// need to provide the type of color feature for the strip and
// the type of our custom shader
image.Render<NeoGrbFeature, BrightnessShader>(strip, shader);
strip.Show();
}