Initial commit
This commit is contained in:
commit
fd4b2047ae
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*.grb
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*.png
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.venv
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.vscode
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#!/usr/bin/env python3
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import pygame
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from pygame import Color, Rect
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from pygame.locals import *
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import datetime
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import array
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# Initialize pygame
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pygame.init()
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# Set up the display
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pixel_size = 40
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width = 16 * pixel_size
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height = 16 * pixel_size + 100 # Increased height for the color palette
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screen = pygame.display.set_mode((width, height))
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# Create a 16x16 pixel array to store the colors
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pixels = [[(0, 0, 0) for _ in range(16)] for _ in range(16)]
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# Create a stack to store previous pixel states for undo
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undo_stack = []
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# Set up the drawing flag
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drawing = False
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# Color palette (24-bit RGB colors)
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palette = [
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Color(0, 0, 0), # Black
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Color(255, 255, 255), # White
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Color(255, 0, 0), # Red
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Color(0, 255, 0), # Green
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Color(0, 0, 255), # Blue
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Color(255, 255, 0), # Yellow
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Color(255, 0, 255), # Magenta
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Color(0, 255, 255) # Cyan
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]
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# Set up the color palette dimensions
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palette_x = 20
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palette_y = height - 80
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palette_width = width - 40
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palette_height = 60
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color_width = palette_width // len(palette)
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# Set up the initial selected color
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selected_color = palette[0]
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# Main loop
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == QUIT:
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running = False
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elif event.type == MOUSEBUTTONDOWN:
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if event.button == 1: # Left mouse button
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x, y = event.pos
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# Check if the click is inside the color palette
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if palette_y <= y < palette_y + palette_height:
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color_index = (x - palette_x) // color_width
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# Update the selected color for drawing
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if 0 <= color_index < len(palette):
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selected_color = palette[color_index]
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else:
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row = (y - 20) // pixel_size
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col = x // pixel_size
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if 0 <= row < 16 and 0 <= col < 16:
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# Store the current pixel state for undo
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undo_stack.append([row, col, pixels[row][col]])
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drawing = True
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pixels[row][col] = selected_color
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elif event.type == MOUSEBUTTONUP:
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if event.button == 1: # Left mouse button
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drawing = False
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elif event.type == MOUSEMOTION:
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if drawing:
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x, y = event.pos
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row = (y - 20) // pixel_size
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col = x // pixel_size
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if 0 <= row < 16 and 0 <= col < 16:
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# Store the current pixel state for undo
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undo_stack.append([row, col, pixels[row][col]])
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pixels[row][col] = selected_color
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elif event.type == KEYDOWN:
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if event.key == K_s and pygame.key.get_mods() & KMOD_CTRL:
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# Create a new surface with the pixel art
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pixel_art = pygame.Surface((width, height))
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for row in range(16):
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for col in range(16):
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pygame.draw.rect(pixel_art, pixels[row][col], Rect(col * pixel_size, row * pixel_size + 20, pixel_size, pixel_size))
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# Save the pixel art as an image
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timestamp = datetime.datetime.now().strftime("%Y%m%d_%H%M%S")
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filename = f"art.png"
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pygame.image.save(pixel_art, filename, "PNG")
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print(f"Pixel art saved as {filename}!")
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# Convert RGB values to binary format
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bitstream = array.array("B")
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for y in range(16):
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if y % 2 == 0: # Every second line (odd-indexed line)
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pixels_row = pixels[y][::-1] # Flip the line
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else:
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pixels_row = pixels[y]
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# Iterate over the RGB values of the line
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for pixel in pixels_row:
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r, g, b, *_ = pixel # Unpack the first three values and ignore the rest
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# Apply gamma correction if needed (optional)
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# r = int(pow(r / 255, 2.8) * 255)
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# g = int(pow(g / 255, 2.8) * 255)
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# b = int(pow(b / 255, 2.8) * 255)
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# Write the color components to the binary array in GRB order for WS2812
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bitstream.extend([g, r, b])
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# Save the binary data as a file
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filename = f"art.grb"
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with open(filename, "wb") as file:
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file.write(bitstream)
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print(f"Pixel art saved as {filename}!")
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if event.key == K_u and pygame.key.get_mods() & KMOD_CTRL:
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# Undo the previous modification if available
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if undo_stack:
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row, col, color = undo_stack.pop()
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pixels[row][col] = color
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print("Undo")
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# Clear the screen
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screen.fill((255, 255, 255))
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# Draw the outline of the canvas
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pygame.draw.rect(screen, (0, 0, 0), Rect(0, 20, width, height - 100), 1)
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# Draw the color palette
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for i, color in enumerate(palette):
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pygame.draw.rect(screen, color, Rect(palette_x + i * color_width, palette_y, color_width, palette_height))
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# Draw the pixels on the screen
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for row in range(16):
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for col in range(16):
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pygame.draw.rect(screen, pixels[row][col], Rect(col * pixel_size, row * pixel_size + 20, pixel_size, pixel_size))
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pygame.display.update()
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# Quit the program
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pygame.quit()
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import machine
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import sdcard
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import uos
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import array, time
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from machine import Pin
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import rp2
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from ws2812b import WS2812B
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NUM_LEDS = 256
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ws = WS2812B(256, 28, 0.1)
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# Assign chip select (CS) pin (and start it high)
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cs = machine.Pin(13, machine.Pin.OUT)
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# Intialize SPI peripheral (start with 1 MHz)
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spi = machine.SPI(1,
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baudrate=1000000,
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polarity=0,
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phase=0,
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bits=8,
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firstbit=machine.SPI.MSB,
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sck=machine.Pin(10),
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mosi=machine.Pin(11),
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miso=machine.Pin(12))
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# Initialize SD card
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sd = sdcard.SDCard(spi, cs)
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# Mount filesystem
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vfs = uos.VfsFat(sd)
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uos.mount(vfs, "/sd")
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print(uos.listdir("/sd"))
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with open("/sd/art.grb", 'rb') as f:
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while True:
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frame = f.read(256*3)
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if not frame:
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print("End of frames")
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break
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for i in range(256):
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offset = i * 3
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green, red, blue = frame[offset:offset + 3]
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print(red, green, blue)
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ws.pixels_set(i, (red, green, blue))
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ws.pixels_show()
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@ -0,0 +1,2 @@
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pygame
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pillow
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# Example using PIO to drive a set of WS2812 LEDs.
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import array, time
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from machine import Pin
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import rp2
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from time import sleep
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# Configure the number of WS2812 LEDs.
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NUM_LEDS = 256
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PIN_NUM = 0
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brightness = 0.2
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@rp2.asm_pio(sideset_init=rp2.PIO.OUT_LOW, out_shiftdir=rp2.PIO.SHIFT_LEFT, autopull=True, pull_thresh=24)
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def ws2812():
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T1 = 2
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T2 = 5
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T3 = 3
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wrap_target()
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label("bitloop")
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out(x, 1) .side(0) [T3 - 1]
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jmp(not_x, "do_zero") .side(1) [T1 - 1]
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jmp("bitloop") .side(1) [T2 - 1]
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label("do_zero")
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nop() .side(0) [T2 - 1]
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wrap()
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class WS2812B:
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def __init__(self, num_leds, pin_num=0, brightness=1, sm=0):
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# Create the StateMachine with the ws2812 program, outputting on pin
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self.sm = rp2.StateMachine(sm, ws2812, freq=8_000_000, sideset_base=Pin(pin_num))
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# Start the StateMachine, it will wait for data on its FIFO.
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self.sm.active(1)
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# Display a pattern on the LEDs via an array of LED RGB values.
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self.ar = array.array("I", [0 for _ in range(num_leds)])
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self.num_leds = num_leds
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self.brightness = brightness
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##########################################################################
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def pixels_show(self):
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dimmer_ar = array.array("I", [0 for _ in range(self.num_leds)])
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for i,c in enumerate(self.ar):
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r = int(((c >> 8) & 0xFF) * self.brightness)
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g = int(((c >> 16) & 0xFF) * self.brightness)
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b = int((c & 0xFF) * self.brightness)
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dimmer_ar[i] = (g<<16) + (r<<8) + b
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self.sm.put(dimmer_ar, 8)
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time.sleep_ms(1)
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def pixels_set(self, i, color):
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self.ar[i] = (color[1]<<16) + (color[0]<<8) + color[2]
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def pixels_fill(self, color):
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for i in range(len(self.ar)):
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self.pixels_set(i, color)
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def color_chase(self, color, wait):
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for i in range(self.num_leds):
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self.pixels_set(i, color)
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time.sleep(wait)
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self.pixels_show()
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time.sleep(0.2)
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def wheel(self, pos):
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# Input a value 0 to 255 to get a color value.
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# The colours are a transition r - g - b - back to r.
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if pos < 0 or pos > 255:
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return (0, 0, 0)
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if pos < 85:
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return (255 - pos * 3, pos * 3, 0)
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if pos < 170:
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pos -= 85
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return (0, 255 - pos * 3, pos * 3)
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pos -= 170
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return (pos * 3, 0, 255 - pos * 3)
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def rainbow_cycle(self, wait):
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for j in range(255):
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for i in range(self.num_leds):
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rc_index = (i * 256 // self.num_leds) + j
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self.pixels_set(i, self.wheel(rc_index & 255))
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self.pixels_show()
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time.sleep(wait)
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BLACK = (0, 0, 0)
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RED = (255, 0, 0)
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YELLOW = (255, 150, 0)
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GREEN = (0, 255, 0)
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CYAN = (0, 255, 255)
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BLUE = (0, 0, 255)
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PURPLE = (180, 0, 255)
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WHITE = (255, 255, 255)
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COLORS = (BLACK, RED, YELLOW, GREEN, CYAN, BLUE, PURPLE, WHITE)
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if __name__ == "__main__":
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ws = WS2812B(10, 28, 0.1, 7)
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ws2 = WS2812B(10)
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while True:
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for color in ws.COLORS:
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ws.pixels_fill(color)
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ws.pixels_show()
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ws2.pixels_fill(color)
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ws2.pixels_show()
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time.sleep(0.2)
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