安装Adafruit_NeoPixel
点击安装之后,等待安装完成即可
测试程序
操作流程:文件=>示例=>Adafruit_NeoPixel =>simpleAdafruit_NeoPixel
可以根据需求选择不同的项目进行不同效果展示
项目实例
流水灯
#include <Adafruit_NeoPixel.h>
#define PIN 0 //GPIO0
#define NUMPIXELS 36//流水灯数量
//创建一个Adafruit_NeoPixel对象,参数分别是LED数量、引脚号和颜色顺序及数据频率
Adafruit_NeoPixel pixels = Adafruit_NeoPixel(NUMPIXELS, PIN, NEO_GRB + NEO_KHZ800);
void setup()
{
pixels.begin();
}
void loop()
{
waterled(10); //流水灯
}
void waterled(int wait){
for(int i=0;i<NUMPIXELS;i++)
{
pixels.setPixelColor(i, pixels.Color(0,150,150)); //青
pixels.show();
delay(wait);
}
for(int i=0;i<NUMPIXELS;i++){
pixels.setPixelColor(i, pixels.Color(150,150,0)); //黄
pixels.show();
delay(wait);
}
for(int i=0;i<NUMPIXELS;i++){
pixels.setPixelColor(i, pixels.Color(255,0,0)); //红
pixels.show();
delay(wait);
}
}
硬件连接:数据线连接到GPIO0、GND连接板卡的GND、VCC可以连接板卡的VCC,也可单独接入5V供电
项目效果:36个LED依次点亮,颜色变化顺序为青、黄、红。每颗LED之间的点亮间隔为10ms
彩虹灯
#include <Adafruit_NeoPixel.h>
#define PIN 0 //GPIO0
#define NUMPIXELS 35//流水灯数量
//创建一个Adafruit_NeoPixel对象,参数分别是LED数量、引脚号和颜色顺序及数据频率
Adafruit_NeoPixel pixels = Adafruit_NeoPixel(NUMPIXELS, PIN, NEO_GRB + NEO_KHZ800);
void setup()
{
pixels.begin();
}
void loop()
{
rainbow(10); // 彩虹灯
}
void rainbow(int wait) {
for(long firstPixelHue = 0; firstPixelHue < 5*65536; firstPixelHue += 256) {
pixels.rainbow(firstPixelHue);
pixels.show();
delay(wait);
}
}
pixels.rainbow(firstPixelHue)
调用Adafruit_NeoPixel
库中的rainbow
方法来设置每个像素的颜色,创建彩虹效果。其中firstPixelHue表示颜色的色调值。
色调值(Hue)是色彩模型中的一个属性,用来表示颜色的基本属性。色调值是HSL(色调、饱和度、亮度)和HSV(色调、饱和度、明度)色彩模型的一部分。
在这些色彩模型中,色调值通常表示为0到360度的角度,表示颜色在色环中的位置。常见的色调值对应的颜色如下:
- 0度:红色
- 60度:黄色
- 120度:绿色
- 180度:青色
- 240度:蓝色
- 300度:紫色
在Adafruit NeoPixel库中,色调值是一个从0到65535的整数,而不是0到360的角度。这个范围允许更精细的颜色过渡。色调值从0到65535会覆盖整个色环,因此每增加256的色调值会逐渐改变颜色,创造出平滑的渐变效果。
呼吸灯
#include <Adafruit_NeoPixel.h>
#ifdef __AVR__
#include <avr/power.h>
#endif
#define PIN 0
Adafruit_NeoPixel strip = Adafruit_NeoPixel(36, PIN, NEO_GRB + NEO_KHZ800);
void colorWipe(uint32_t c, uint8_t wait) {
for(uint16_t i=0; i<strip.numPixels(); i++) {
strip.setPixelColor(i, c);
strip.show();
delay(wait);
}
}
uint32_t Wheel(byte WheelPos) {
WheelPos = 255 - WheelPos;
if(WheelPos < 85) {
return strip.Color(255 - WheelPos * 3, 0, WheelPos * 3);
}
if(WheelPos < 170) {
WheelPos -= 85;
return strip.Color(0, WheelPos * 3, 255 - WheelPos * 3);
}
WheelPos -= 170;
return strip.Color(WheelPos * 3, 255 - WheelPos * 3, 0);
}
void rainbow(uint8_t wait) {
uint16_t i, j;
for(j=0; j<256; j++) {
for(i=0; i<strip.numPixels(); i++) {
strip.setPixelColor(i, Wheel((i+j) & 255));
}
strip.show();
delay(wait);
}
}
void rainbowCycle(uint8_t wait) {
uint16_t i, j;
for(j=0; j<256*5; j++) { // 5 cycles of all colors on wheel
for(i=0; i< strip.numPixels(); i++) {
strip.setPixelColor(i, Wheel(((i * 256 / strip.numPixels()) + j) & 255));
}
strip.show();
delay(wait);
}
}
void theaterChase(uint32_t c, uint8_t wait) {
for (int j=0; j<10; j++) { //do 10 cycles of chasing
for (int q=0; q < 3; q++) {
for (uint16_t i=0; i < strip.numPixels(); i=i+3) {
strip.setPixelColor(i+q, c); //turn every third pixel on
}
strip.show();
delay(wait);
for (uint16_t i=0; i < strip.numPixels(); i=i+3) {
strip.setPixelColor(i+q, 0);
}
}
}
}
void theaterChaseRainbow(uint8_t wait) {
for (int j=0; j < 256; j++) {
for (int q=0; q < 3; q++) {
for (uint16_t i=0; i < strip.numPixels(); i=i+3) {
strip.setPixelColor(i+q, Wheel( (i+j) % 255)); //turn every third pixel on
}
strip.show();
delay(wait);
for (uint16_t i=0; i < strip.numPixels(); i=i+3) {
strip.setPixelColor(i+q, 0); //turn every third pixel off
}
}
}
}
void clear(){
for(uint16_t i=0; i<strip.numPixels(); i++) {
strip.setPixelColor(i, 0);
delay(10);
}
}
void meteor(uint8_t red, uint8_t green, uint8_t blue, uint8_t wait) {
const uint8_t num = 15;
uint8_t max_color = red;
if(green > max_color)
max_color = green;
if(blue > max_color)
max_color = blue;
uint8_t instance = (max_color-200)/num;
for(uint16_t i=0; i<strip.numPixels() + num; i++) {
for(uint8_t j = 0; j < num; j ++){
if(i - j >= 0 && i - j < strip.numPixels()){
int red_after = red - (instance * j);
int green_after = green - (instance * j);
int blue_after = blue - (instance * j);
if(j>=1){
red_after -= 200;
green_after -= 200;
blue_after -= 200;
}
strip.setPixelColor(i - j, strip.Color(red_after >= 0 ? red_after : 0, green_after >= 0 ? green_after : 0, blue_after >= 0 ? blue_after : 0));
}
}
if(i - num >= 0 && i-num < strip.numPixels())
strip.setPixelColor(i-num, 0);
strip.show();
delay(wait);
}
}
void meteor_overturn(uint8_t red, uint8_t green, uint8_t blue, uint8_t wait) {
const uint8_t num = 15;
uint8_t max_color = red;
if(green > max_color)
max_color = green;
if(blue > max_color)
max_color = blue;
uint8_t instance = (max_color-200)/num;
for(int i=strip.numPixels() - 1; i>=-num; i--) {
for(uint8_t j = 0; j < num; j ++){
if(i + j >= 0 && i + j < strip.numPixels()){
int red_after = red - instance * j;
int green_after = green - instance * j;
int blue_after = blue - instance * j;
if(j>=1){
red_after -= 200;
green_after -= 200;
blue_after -= 200;
}
strip.setPixelColor(i + j, strip.Color(red_after >= 0 ? red_after : 0, green_after >= 0 ? green_after : 0, blue_after >= 0 ? blue_after : 0));
}
}
if(i + num >= 0 && i+num < strip.numPixels())
strip.setPixelColor(i+num, 0);
strip.show();
delay(wait);
}
}
void setup() {
#if defined (__AVR_ATtiny85__)
if (F_CPU == 16000000) clock_prescale_set(clock_div_1);
#endif
strip.begin();
strip.setBrightness(100);
strip.show(); // Initialize all pixels to 'off'
}
void loop() {
// 递进渐变
// colorWipe(strip.Color(255, 0, 0), 20); // Red
// colorWipe(strip.Color(0, 255, 0), 20); // Green
// colorWipe(strip.Color(0, 0, 255), 20); // Blue
// 交叉突变
// theaterChase(strip.Color(127, 127, 127), 50); // White
// theaterChase(strip.Color(127, 0, 0), 50); // Red
// theaterChase(strip.Color(0, 0, 127), 50); // Blue
// 整体渐变
rainbow(12);
// 呼吸灯效果(rainbow进阶版本)
// rainbowCycle(10);
// 交叉突变 + 整体渐变(rainbow进阶版本)
// theaterChaseRainbow(50);
// 流星
// clear();
// meteor(255, 0, 0, 10);
// meteor_overturn(255, 0, 0, 10);
}
上述代码的属于是更加复杂炫酷的灯光效果,但实际仍是由setPixelColor这一个函数进行的控制,因此不再详细介绍