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62x32 LED MATRIX 예제/RGB 컬러 원

[62x32 LED 매트릭스 예제] RGBcircle_32x64

by 혜민우진아빠 2021. 1. 22.

예제의 결과물

준비물 & 결선 & 세팅하기

아래 링크를 참고해서 준비해주세요.

[62x32 LED 매트릭스 세팅]

 

 

* 준비물 구입 링크

https://smartstore.naver.com/frontiers/products/5380911083%EF%BB%BF

 

스마트폰제어 LED 간판 오픈 입구 전광판 아트사인 부동산 전광판 영업중 개업선물 카페 식당 :

스마트폰과 블루투스 연결을 통해 글자와 이미지를 마음대로 변경

smartstore.naver.com

 

소스코드 다운

iotfrontiers/popsign_examples (github.com)

 

GitHub - iotfrontiers/popsign_examples

Contribute to iotfrontiers/popsign_examples development by creating an account on GitHub.

github.com

위 링크에 들어가셔서 연두색의 Code 버튼을 누르시고

Download ZIP 버튼을 누르면 전체 예제 파일을 다운 받을 수 있습니다.

 

업로드 준비

① 파일 - 열기 항목을 눌러서 현재 진행하고 있는 예제의 ino파일을 선택합니다.

 

 보드와 PC를 USB C타입 케이블로 연결합니다.

 

 장치관리자에서 보드가 연결된 포트를 확인합니다. USB-SERIAL-CH340 이라는 이름으로 표시되어 있습니다.

 위에서 확인한 포트번호를 IDE에 설정합니다

 ESP-32 Dev Module 보드를 선택합니다.

 

⑥ 업로드 준비가 다 되었습니다. 업로드 버튼을 눌러서 업로드 할 수 있습니다.

 

RGBcircle_32x64 소스코드

// plasma demo for Adafruit RGBmatrixPanel library.
// Demonstrates unbuffered animation on our 32x32 RGB LED matrix:
// http://www.adafruit.com/products/607
// 32x32 MATRICES DO NOT WORK WITH ARDUINO UNO or METRO 328.

// Written by Limor Fried/Ladyada & Phil Burgess/PaintYourDragon
// for Adafruit Industries.
// BSD license, all text above must be included in any redistribution.

#include <Adafruit_GFX.h>   // Core graphics library
#include <P3RGB64x32MatrixPanel.h>
// Most of the signal pins are configurable, but the CLK pin has some
// special constraints.  On 8-bit AVR boards it must be on PORTB...
// Pin 11 works on the Arduino Mega.  On 32-bit SAMD boards it must be
// on the same PORT as the RGB data pins (D2-D7)...
// Pin 8 works on the Adafruit Metro M0 or Arduino Zero,
// Pin A4 works on the Adafruit Metro M4 (if using the Adafruit RGB
// Matrix Shield, cut trace between CLK pads and run a wire to A4).

P3RGB64x32MatrixPanel matrix(25, 26, 27, 21, 22, 0, 15, 32, 33, 12, 5, 23, 4);

static const int8_t PROGMEM sinetab[256] = {
     0,   2,   5,   8,  11,  15,  18,  21,
    24,  27,  30,  33,  36,  39,  42,  45,
    48,  51,  54,  56,  59,  62,  65,  67,
    70,  72,  75,  77,  80,  82,  85,  87,
    89,  91,  93,  96,  98, 100, 101, 103,
   105, 107, 108, 110, 111, 113, 114, 116,
   117, 118, 119, 120, 121, 122, 123, 123,
   124, 125, 125, 126, 126, 126, 126, 126,
   127, 126, 126, 126, 126, 126, 125, 125,
   124, 123, 123, 122, 121, 120, 119, 118,
   117, 116, 114, 113, 111, 110, 108, 107,
   105, 103, 101, 100,  98,  96,  93,  91,
    89,  87,  85,  82,  80,  77,  75,  72,
    70,  67,  65,  62,  59,  56,  54,  51,
    48,  45,  42,  39,  36,  33,  30,  27,
    24,  21,  18,  15,  11,   8,   5,   2,
     0,  -3,  -6,  -9, -12, -16, -19, -22,
   -25, -28, -31, -34, -37, -40, -43, -46,
   -49, -52, -55, -57, -60, -63, -66, -68,
   -71, -73, -76, -78, -81, -83, -86, -88,
   -90, -92, -94, -97, -99,-101,-102,-104,
  -106,-108,-109,-111,-112,-114,-115,-117,
  -118,-119,-120,-121,-122,-123,-124,-124,
  -125,-126,-126,-127,-127,-127,-127,-127,
  -128,-127,-127,-127,-127,-127,-126,-126,
  -125,-124,-124,-123,-122,-121,-120,-119,
  -118,-117,-115,-114,-112,-111,-109,-108,
  -106,-104,-102,-101, -99, -97, -94, -92,
   -90, -88, -86, -83, -81, -78, -76, -73,
   -71, -68, -66, -63, -60, -57, -55, -52,
   -49, -46, -43, -40, -37, -34, -31, -28,
   -25, -22, -19, -16, -12,  -9,  -6,  -3
};

void setup() {
  matrix.begin();
}

const float radius1 =16.3, radius2 =23.0, radius3 =40.8, radius4 =44.2,
            centerx1=16.1, centerx2=11.6, centerx3=23.4, centerx4= 4.1,
            centery1= 8.7, centery2= 6.5, centery3=14.0, centery4=-2.9;
float       angle1  = 0.0, angle2  = 0.0, angle3  = 0.0, angle4  = 0.0;
long        hueShift= 0;

#define FPS 15         // Maximum frames-per-second
uint32_t prevTime = 0; // For frame-to-frame interval timing

void loop() {
  int           x1, x2, x3, x4, y1, y2, y3, y4, sx1, sx2, sx3, sx4;
  unsigned char x, y;
  long          value;

  // To ensure that animation speed is similar on AVR & SAMD boards,
  // limit frame rate to FPS value (might go slower, but never faster).
  // This is preferable to delay() because the AVR is already plenty slow.
  uint32_t t;
  while(((t = millis()) - prevTime) < (1000 / FPS));
  prevTime = t;

  sx1 = (int)(cos(angle1) * radius1 + centerx1);
  sx2 = (int)(cos(angle2) * radius2 + centerx2);
  sx3 = (int)(cos(angle3) * radius3 + centerx3);
  sx4 = (int)(cos(angle4) * radius4 + centerx4);
  y1  = (int)(sin(angle1) * radius1 + centery1);
  y2  = (int)(sin(angle2) * radius2 + centery2);
  y3  = (int)(sin(angle3) * radius3 + centery3);
  y4  = (int)(sin(angle4) * radius4 + centery4);

  for(y=0; y<matrix.height(); y++) {
    x1 = sx1; x2 = sx2; x3 = sx3; x4 = sx4;
    for(x=0; x<matrix.width(); x++) {
      value = hueShift
        + (int8_t)pgm_read_byte(sinetab + (uint8_t)((x1 * x1 + y1 * y1) >> 2))
        + (int8_t)pgm_read_byte(sinetab + (uint8_t)((x2 * x2 + y2 * y2) >> 2))
        + (int8_t)pgm_read_byte(sinetab + (uint8_t)((x3 * x3 + y3 * y3) >> 3))
        + (int8_t)pgm_read_byte(sinetab + (uint8_t)((x4 * x4 + y4 * y4) >> 3));
      matrix.drawPixel(x, y, matrix.colorHSV(value * 3, 255, 255));
      x1--; x2--; x3--; x4--;
    }
    y1--; y2--; y3--; y4--;
  }

  angle1 += 0.03;
  angle2 -= 0.07;
  angle3 += 0.13;
  angle4 -= 0.15;
  hueShift += 2;
}

 

 

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