Amazing Light Effects Using Hot Glue Stick And RGB LED
Hello friends, this is amazing project using RGB LED. This amazing project will give you many colorful light effect for your room. This is very simple to make.
Diagram:
Componants :
Arduino Nano : https://amzn.to/37Qhz0e
WS2811 LED Chain : https://amzn.to/3kCFXWy
MT3608 Module : https://amzn.to/3uyHfXC
DC Socket : https://amzn.to/2HLNYtS
Code :
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#include <FastLED.h> FASTLED_USING_NAMESPACE #if defined(FASTLED_VERSION) && (FASTLED_VERSION < 3001000) #warning "Requires FastLED 3.1 or later; check github for latest code." #endif #define DATA_PIN 6 #define LED_TYPE WS2811 #define COLOR_ORDER GRB #define NUM_LEDS 24 #define UPDATES_PER_SECOND 100 CRGB leds[NUM_LEDS]; #define BRIGHTNESS 255 #define FRAMES_PER_SECOND 120 #define COOLING 55 #define SPARKING 120 bool gReverseDirection = false; CRGBPalette16 gPal; CRGBPalette16 pacifica_palette_1 = { 0x000507, 0x000409, 0x00030B, 0x00030D, 0x000210, 0x000212, 0x000114, 0x000117, 0x000019, 0x00001C, 0x000026, 0x000031, 0x00003B, 0x000046, 0x14554B, 0x28AA50 }; CRGBPalette16 pacifica_palette_2 = { 0x000507, 0x000409, 0x00030B, 0x00030D, 0x000210, 0x000212, 0x000114, 0x000117, 0x000019, 0x00001C, 0x000026, 0x000031, 0x00003B, 0x000046, 0x0C5F52, 0x19BE5F }; CRGBPalette16 pacifica_palette_3 = { 0x000208, 0x00030E, 0x000514, 0x00061A, 0x000820, 0x000927, 0x000B2D, 0x000C33, 0x000E39, 0x001040, 0x001450, 0x001860, 0x001C70, 0x002080, 0x1040BF, 0x2060FF }; CRGBPalette16 currentPalette; TBlendType currentBlending; extern CRGBPalette16 myRedWhiteBluePalette; extern const TProgmemPalette16 myRedWhiteBluePalette_p PROGMEM; void setup() { delay(3000); // 3 second delay for recovery // tell FastLED about the LED strip configuration FastLED.addLeds<LED_TYPE,DATA_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip); //FastLED.addLeds<LED_TYPE,DATA_PIN,CLK_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip); // set master brightness control FastLED.setBrightness(BRIGHTNESS); } // List of patterns to cycle through. Each is defined as a separate function below. typedef void (*SimplePatternList[])(); SimplePatternList gPatterns = { rainbow, rainbowWithGlitter, confetti, sinelon, juggle, bpm,Fire2012,first_light,second_light,cylon,pacifica_loop,rgbsetdemo }; //SimplePatternList gPatterns = { rainbow, rainbowWithGlitter, confetti, sinelon, juggle, bpm,Fire2012,Fire2012WithPalette,first_light,second_light,cylon,pacifica_loop,rgbsetdemo,colorpalete }; //SimplePatternList gPatterns = { colorpalete }; uint8_t gCurrentPatternNumber = 0; // Index number of which pattern is current uint8_t gHue = 0; // rotating "base color" used by many of the patterns void loop() { // Call the current pattern function once, updating the 'leds' array gPatterns[gCurrentPatternNumber](); // send the 'leds' array out to the actual LED strip FastLED.show(); // insert a delay to keep the framerate modest FastLED.delay(1000/FRAMES_PER_SECOND); // do some periodic updates EVERY_N_MILLISECONDS( 20 ) { gHue++; } // slowly cycle the "base color" through the rainbow EVERY_N_SECONDS( 20 ) { nextPattern(); } // change patterns periodically } #define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0])) void nextPattern() { // add one to the current pattern number, and wrap around at the end gCurrentPatternNumber = (gCurrentPatternNumber + 1) % ARRAY_SIZE( gPatterns); } void rainbow() { // FastLED's built-in rainbow generator fill_rainbow( leds, NUM_LEDS, gHue, 7); } void rainbowWithGlitter() { // built-in FastLED rainbow, plus some random sparkly glitter rainbow(); addGlitter(80); } void addGlitter( fract8 chanceOfGlitter) { if( random8() < chanceOfGlitter) { leds[ random16(NUM_LEDS) ] += CRGB::White; } } void confetti() { // random colored speckles that blink in and fade smoothly fadeToBlackBy( leds, NUM_LEDS, 10); int pos = random16(NUM_LEDS); leds[pos] += CHSV( gHue + random8(64), 200, 255); } void sinelon() { // a colored dot sweeping back and forth, with fading trails fadeToBlackBy( leds, NUM_LEDS, 20); int pos = beatsin16( 13, 0, NUM_LEDS-1 ); leds[pos] += CHSV( gHue, 255, 192); } void bpm() { // colored stripes pulsing at a defined Beats-Per-Minute (BPM) uint8_t BeatsPerMinute = 62; CRGBPalette16 palette = PartyColors_p; uint8_t beat = beatsin8( BeatsPerMinute, 64, 255); for( int i = 0; i < NUM_LEDS; i++) { //9948 leds[i] = ColorFromPalette(palette, gHue+(i*2), beat-gHue+(i*10)); } } void juggle() { // eight colored dots, weaving in and out of sync with each other fadeToBlackBy( leds, NUM_LEDS, 20); byte dothue = 0; for( int i = 0; i < 8; i++) { leds[beatsin16( i+7, 0, NUM_LEDS-1 )] |= CHSV(dothue, 200, 255); dothue += 32; } } void Fire2012() { // Array of temperature readings at each simulation cell static byte heat[NUM_LEDS]; // Step 1. Cool down every cell a little for( int i = 0; i < NUM_LEDS; i++) { heat[i] = qsub8( heat[i], random8(0, ((COOLING * 10) / NUM_LEDS) + 2)); } // Step 2. Heat from each cell drifts 'up' and diffuses a little for( int k= NUM_LEDS - 1; k >= 2; k--) { heat[k] = (heat[k - 1] + heat[k - 2] + heat[k - 2] ) / 3; } // Step 3. Randomly ignite new 'sparks' of heat near the bottom if( random8() < SPARKING ) { int y = random8(7); heat[y] = qadd8( heat[y], random8(160,255) ); } // Step 4. Map from heat cells to LED colors for( int j = 0; j < NUM_LEDS; j++) { CRGB color = HeatColor( heat[j]); int pixelnumber; if( gReverseDirection ) { pixelnumber = (NUM_LEDS-1) - j; } else { pixelnumber = j; } leds[pixelnumber] = color; } } void first_light(){ static uint8_t hue = 0; for(int whiteLed = 0; whiteLed < NUM_LEDS; whiteLed = whiteLed + 1) { // Turn our current led on to white, then show the leds leds[whiteLed] = CHSV(hue++, 255, 255); // Show the leds (only one of which is set to white, from above) FastLED.show(); // Wait a little bit delay(1); // Turn our current led back to black for the next loop around leds[whiteLed] = leds[whiteLed] = CRGB::Black; } } void second_light(){ static uint8_t hue = 0; for(int whiteLed = 0; whiteLed < NUM_LEDS; whiteLed = whiteLed + 1) { // Turn our current led on to white, then show the leds leds[whiteLed] = CHSV(hue++, 255, 255); // Show the leds (only one of which is set to white, from above) FastLED.show(); // Wait a little bit delay(1); // Turn our current led back to black for the next loop around leds[whiteLed] = CHSV(hue++, 255, 255); } } void cylon(){ static uint8_t hue = 0; // Serial.print("x"); // First slide the led in one direction for(int i = 0; i < NUM_LEDS; i++) { // Set the i'th led to red leds[i] = CHSV(hue++, 255, 255); // Show the leds FastLED.show(); // now that we've shown the leds, reset the i'th led to black // leds[i] = CRGB::Black; fadeall(); // Wait a little bit before we loop around and do it again delay(5); } //Serial.print("x"); // Now go in the other direction. for(int i = (NUM_LEDS)-1; i >= 0; i--) { // Set the i'th led to red leds[i] = CHSV(hue++, 255, 255); // Show the leds FastLED.show(); // now that we've shown the leds, reset the i'th led to black // leds[i] = CRGB::Black; fadeall(); // Wait a little bit before we loop around and do it again delay(5); } } void fadeall() { for(int i = 0; i < NUM_LEDS; i++) { leds[i].nscale8(250); } } void Fire2012WithPalette() { // Array of temperature readings at each simulation cell static byte heat[NUM_LEDS]; // Step 1. Cool down every cell a little for( int i = 0; i < NUM_LEDS; i++) { heat[i] = qsub8( heat[i], random8(0, ((COOLING * 10) / NUM_LEDS) + 2)); } // Step 2. Heat from each cell drifts 'up' and diffuses a little for( int k= NUM_LEDS - 1; k >= 2; k--) { heat[k] = (heat[k - 1] + heat[k - 2] + heat[k - 2] ) / 3; } // Step 3. Randomly ignite new 'sparks' of heat near the bottom if( random8() < SPARKING ) { int y = random8(7); heat[y] = qadd8( heat[y], random8(160,255) ); } // Step 4. Map from heat cells to LED colors for( int j = 0; j < NUM_LEDS; j++) { // Scale the heat value from 0-255 down to 0-240 // for best results with color palettes. byte colorindex = scale8( heat[j], 240); CRGB color = ColorFromPalette( gPal, colorindex); int pixelnumber; if( gReverseDirection ) { pixelnumber = (NUM_LEDS-1) - j; } else { pixelnumber = j; } leds[pixelnumber] = color; } } void rgbsetdemo(){ CRGBArray<NUM_LEDS> leds; FastLED.addLeds<NEOPIXEL,6>(leds, NUM_LEDS); static uint8_t hue; for(int i = 0; i < NUM_LEDS/2; i++) { // fade everything out leds.fadeToBlackBy(20); // let's set an led value leds[i] = CHSV(hue++,255,255); // now, let's first 20 leds to the top 20 leds, leds(NUM_LEDS/2,NUM_LEDS-1) = leds(NUM_LEDS/2 - 1 ,0); FastLED.delay(13); } } void pacifica_loop() { // Increment the four "color index start" counters, one for each wave layer. // Each is incremented at a different speed, and the speeds vary over time. static uint16_t sCIStart1, sCIStart2, sCIStart3, sCIStart4; static uint32_t sLastms = 0; uint32_t ms = GET_MILLIS(); uint32_t deltams = ms - sLastms; sLastms = ms; uint16_t speedfactor1 = beatsin16(3, 179, 269); uint16_t speedfactor2 = beatsin16(4, 179, 269); uint32_t deltams1 = (deltams * speedfactor1) / 256; uint32_t deltams2 = (deltams * speedfactor2) / 256; uint32_t deltams21 = (deltams1 + deltams2) / 2; sCIStart1 += (deltams1 * beatsin88(1011,10,13)); sCIStart2 -= (deltams21 * beatsin88(777,8,11)); sCIStart3 -= (deltams1 * beatsin88(501,5,7)); sCIStart4 -= (deltams2 * beatsin88(257,4,6)); // Clear out the LED array to a dim background blue-green fill_solid( leds, NUM_LEDS, CRGB( 2, 6, 10)); // Render each of four layers, with different scales and speeds, that vary over time pacifica_one_layer( pacifica_palette_1, sCIStart1, beatsin16( 3, 11 * 256, 14 * 256), beatsin8( 10, 70, 130), 0-beat16( 301) ); pacifica_one_layer( pacifica_palette_2, sCIStart2, beatsin16( 4, 6 * 256, 9 * 256), beatsin8( 17, 40, 80), beat16( 401) ); pacifica_one_layer( pacifica_palette_3, sCIStart3, 6 * 256, beatsin8( 9, 10,38), 0-beat16(503)); pacifica_one_layer( pacifica_palette_3, sCIStart4, 5 * 256, beatsin8( 8, 10,28), beat16(601)); // Add brighter 'whitecaps' where the waves lines up more pacifica_add_whitecaps(); // Deepen the blues and greens a bit pacifica_deepen_colors(); } // Add one layer of waves into the led array void pacifica_one_layer( CRGBPalette16& p, uint16_t cistart, uint16_t wavescale, uint8_t bri, uint16_t ioff) { uint16_t ci = cistart; uint16_t waveangle = ioff; uint16_t wavescale_half = (wavescale / 2) + 20; for( uint16_t i = 0; i < NUM_LEDS; i++) { waveangle += 250; uint16_t s16 = sin16( waveangle ) + 32768; uint16_t cs = scale16( s16 , wavescale_half ) + wavescale_half; ci += cs; uint16_t sindex16 = sin16( ci) + 32768; uint8_t sindex8 = scale16( sindex16, 240); CRGB c = ColorFromPalette( p, sindex8, bri, LINEARBLEND); leds[i] += c; } } // Add extra 'white' to areas where the four layers of light have lined up brightly void pacifica_add_whitecaps() { uint8_t basethreshold = beatsin8( 9, 55, 65); uint8_t wave = beat8( 7 ); for( uint16_t i = 0; i < NUM_LEDS; i++) { uint8_t threshold = scale8( sin8( wave), 20) + basethreshold; wave += 7; uint8_t l = leds[i].getAverageLight(); if( l > threshold) { uint8_t overage = l - threshold; uint8_t overage2 = qadd8( overage, overage); leds[i] += CRGB( overage, overage2, qadd8( overage2, overage2)); } } } // Deepen the blues and greens void pacifica_deepen_colors() { for( uint16_t i = 0; i < NUM_LEDS; i++) { leds[i].blue = scale8( leds[i].blue, 145); leds[i].green= scale8( leds[i].green, 200); leds[i] |= CRGB( 2, 5, 7); } } void colorpalete(){ ChangePalettePeriodically(); static uint8_t startIndex = 0; startIndex = startIndex + 1; /* motion speed */ FillLEDsFromPaletteColors( startIndex); FastLED.show(); FastLED.delay(1000 / UPDATES_PER_SECOND); } void FillLEDsFromPaletteColors( uint8_t colorIndex) { uint8_t brightness = 255; for( int i = 0; i < NUM_LEDS; i++) { leds[i] = ColorFromPalette( currentPalette, colorIndex, brightness, currentBlending); colorIndex += 3; } } // There are several different palettes of colors demonstrated here. // // FastLED provides several 'preset' palettes: RainbowColors_p, RainbowStripeColors_p, // OceanColors_p, CloudColors_p, LavaColors_p, ForestColors_p, and PartyColors_p. // // Additionally, you can manually define your own color palettes, or you can write // code that creates color palettes on the fly. All are shown here. void ChangePalettePeriodically() { uint8_t secondHand = (millis() / 1000) % 60; static uint8_t lastSecond = 99; if( lastSecond != secondHand) { lastSecond = secondHand; if( secondHand == 0) { currentPalette = RainbowColors_p; currentBlending = LINEARBLEND; } if( secondHand == 10) { currentPalette = RainbowStripeColors_p; currentBlending = NOBLEND; } if( secondHand == 15) { currentPalette = RainbowStripeColors_p; currentBlending = LINEARBLEND; } if( secondHand == 20) { SetupPurpleAndGreenPalette(); currentBlending = LINEARBLEND; } if( secondHand == 25) { SetupTotallyRandomPalette(); currentBlending = LINEARBLEND; } if( secondHand == 30) { SetupBlackAndWhiteStripedPalette(); currentBlending = NOBLEND; } if( secondHand == 35) { SetupBlackAndWhiteStripedPalette(); currentBlending = LINEARBLEND; } if( secondHand == 40) { currentPalette = CloudColors_p; currentBlending = LINEARBLEND; } if( secondHand == 45) { currentPalette = PartyColors_p; currentBlending = LINEARBLEND; } if( secondHand == 50) { currentPalette = myRedWhiteBluePalette_p; currentBlending = NOBLEND; } if( secondHand == 55) { currentPalette = myRedWhiteBluePalette_p; currentBlending = LINEARBLEND; } } } // This function fills the palette with totally random colors. void SetupTotallyRandomPalette() { for( int i = 0; i < 16; i++) { currentPalette[i] = CHSV( random8(), 255, random8()); } } // This function sets up a palette of black and white stripes, // using code. Since the palette is effectively an array of // sixteen CRGB colors, the various fill_* functions can be used // to set them up. void SetupBlackAndWhiteStripedPalette() { // 'black out' all 16 palette entries... fill_solid( currentPalette, 16, CRGB::Black); // and set every fourth one to white. currentPalette[0] = CRGB::White; currentPalette[4] = CRGB::White; currentPalette[8] = CRGB::White; currentPalette[12] = CRGB::White; } // This function sets up a palette of purple and green stripes. void SetupPurpleAndGreenPalette() { CRGB purple = CHSV( HUE_PURPLE, 255, 255); CRGB green = CHSV( HUE_GREEN, 255, 255); CRGB black = CRGB::Black; currentPalette = CRGBPalette16( green, green, black, black, purple, purple, black, black, green, green, black, black, purple, purple, black, black ); } // This example shows how to set up a static color palette // which is stored in PROGMEM (flash), which is almost always more // plentiful than RAM. A static PROGMEM palette like this // takes up 64 bytes of flash. const TProgmemPalette16 myRedWhiteBluePalette_p PROGMEM = { CRGB::Red, CRGB::Gray, // 'white' is too bright compared to red and blue CRGB::Blue, CRGB::Black, CRGB::Red, CRGB::Gray, CRGB::Blue, CRGB::Black, CRGB::Red, CRGB::Red, CRGB::Gray, CRGB::Gray, CRGB::Blue, CRGB::Blue, CRGB::Black, CRGB::Black }; // Additional notes on FastLED compact palettes: // // Normally, in computer graphics, the palette (or "color lookup table") // has 256 entries, each containing a specific 24-bit RGB color. You can then // index into the color palette using a simple 8-bit (one byte) value. // A 256-entry color palette takes up 768 bytes of RAM, which on Arduino // is quite possibly "too many" bytes. // // FastLED does offer traditional 256-element palettes, for setups that // can afford the 768-byte cost in RAM. // // However, FastLED also offers a compact alternative. FastLED offers // palettes that store 16 distinct entries, but can be accessed AS IF // they actually have 256 entries; this is accomplished by interpolating // between the 16 explicit entries to create fifteen intermediate palette // entries between each pair. // // So for example, if you set the first two explicit entries of a compact // palette to Green (0,255,0) and Blue (0,0,255), and then retrieved // the first sixteen entries from the virtual palette (of 256), you'd get // Green, followed by a smooth gradient from green-to-blue, and then Blue. |