I am very curious to know Quality of SMT assembly service provided by JLCPCB. So, I designed an 8X8 neo pixel matrix with ws2812b-mini led. This is addressable color led, we can control this neo pixel matrix using Arduino.
So, after 10 days I received the JLC package, Let’s see my experience with this SMT Assembly service.
Video:Ws2812 led:This mini led has voltage ratings: 3.0v to 5.5volts @16mA (for each Led). Our Arduino Uno has 3.3-volt regulator, to drive all the Led’s properly.
Circuit schematics:power(voltage) connection are done in parallel and data connections in series with each other.
PCB design:Download all the important files from Here regarding this project.
Good and proper aligned components, each component is in working condition. All the components (led RGB neo pixel) are soldered in a very good manner. Watch Our video for proper instructions and get PCB Gerber files from description.
8x8 panel draws about 1000mA of power and Arduino’s Ams1117 is capable to handle this much. Here are some examples, test them with your neo pixel panel.
Test codes:1) Animation:Just select the neo pixel matrix size( In my case 8, 8) and upload the code.
// Adafruit_NeoMatrix example for single NeoPixel Shield.
// By Marc MERLIN <marc_soft@merlins.org>
// Contains code (c) Adafruit, license BSD
#include <Adafruit_GFX.h>
#include <Adafruit_NeoMatrix.h>
#include <Adafruit_NeoPixel.h>
// Choose your prefered pixmap
//#include "heart24.h"
//#include "yellowsmiley24.h"
//#include "bluesmiley24.h"
#include "smileytongue24.h"
#ifndef PSTR
#define PSTR // Make Arduino Due happy
#endif
#define PIN 6
// ESP8266 has an I2S neopixel library which can only use pin RX
// so it's recommended to use the same pin with Neopixel to avoid
// rewiring when changing libs
#ifdef ESP8266
#define PIN RX
#endif
//#define P32BY8X4
#define P16BY16X4
#if defined(P32BY8X4) || defined(P16BY16X4)
#define BM32
#endif
#ifdef BM32
#include "google32.h"
// Anything with black does not look so good with the naked eye (better on pictures)
//#include "linux32.h"
#endif
// Max is 255, 32 is a conservative value to not overload
// a USB power supply (500mA) for 12x12 pixels.
#define BRIGHTNESS 32
// MATRIX DECLARATION:
// Parameter 1 = width of EACH NEOPIXEL MATRIX (not total display)
// Parameter 2 = height of each matrix
// Parameter 3 = number of matrices arranged horizontally
// Parameter 4 = number of matrices arranged vertically
// Parameter 5 = pin number (most are valid)
// Parameter 6 = matrix layout flags, add together as needed:
// NEO_MATRIX_TOP, NEO_MATRIX_BOTTOM, NEO_MATRIX_LEFT, NEO_MATRIX_RIGHT:
// Position of the FIRST LED in the FIRST MATRIX; pick two, e.g.
// NEO_MATRIX_TOP + NEO_MATRIX_LEFT for the top-left corner.
// NEO_MATRIX_ROWS, NEO_MATRIX_COLUMNS: LEDs WITHIN EACH MATRIX are
// arranged in horizontal rows or in vertical columns, respectively;
// pick one or the other.
// NEO_MATRIX_PROGRESSIVE, NEO_MATRIX_ZIGZAG: all rows/columns WITHIN
// EACH MATRIX proceed in the same order, or alternate lines reverse
// direction; pick one.
// NEO_TILE_TOP, NEO_TILE_BOTTOM, NEO_TILE_LEFT, NEO_TILE_RIGHT:
// Position of the FIRST MATRIX (tile) in the OVERALL DISPLAY; pick
// two, e.g. NEO_TILE_TOP + NEO_TILE_LEFT for the top-left corner.
// NEO_TILE_ROWS, NEO_TILE_COLUMNS: the matrices in the OVERALL DISPLAY
// are arranged in horizontal rows or in vertical columns, respectively;
// pick one or the other.
// NEO_TILE_PROGRESSIVE, NEO_TILE_ZIGZAG: the ROWS/COLUMS OF MATRICES
// (tiles) in the OVERALL DISPLAY proceed in the same order for every
// line, or alternate lines reverse direction; pick one. When using
// zig-zag order, the orientation of the matrices in alternate rows
// will be rotated 180 degrees (this is normal -- simplifies wiring).
// See example below for these values in action.
// Parameter 7 = pixel type flags, add together as needed:
// NEO_RGB Pixels are wired for RGB bitstream (v1 pixels)
// NEO_GRB Pixels are wired for GRB bitstream (v2 pixels)
// NEO_KHZ400 400 KHz bitstream (e.g. FLORA v1 pixels)
// NEO_KHZ800 800 KHz bitstream (e.g. High Density LED strip)
#ifdef P32BY8X4
// Define full matrix width and height.
#define mw 32
#define mh 32
Adafruit_NeoMatrix *matrix = new Adafruit_NeoMatrix(8, mh,
mw/8, 1,
PIN,
NEO_MATRIX_TOP + NEO_MATRIX_RIGHT +
NEO_MATRIX_ROWS + NEO_MATRIX_ZIGZAG +
// progressive vs zigzag makes no difference for a 4 arrays next to one another
NEO_TILE_TOP + NEO_TILE_LEFT + NEO_TILE_PROGRESSIVE,
NEO_GRB + NEO_KHZ800 );
#elif defined(P16BY16X4)
#define mw 32
#define mh 32
Adafruit_NeoMatrix *matrix = new Adafruit_NeoMatrix(16, mh,
mw/16, mh/16,
PIN,
NEO_MATRIX_TOP + NEO_MATRIX_RIGHT +
NEO_MATRIX_ROWS + NEO_MATRIX_ZIGZAG +
NEO_TILE_TOP + NEO_TILE_LEFT + NEO_TILE_ZIGZAG,
NEO_GRB + NEO_KHZ800 );
#else
// Define matrix width and height.
#define mw 16
#define mh 16
Adafruit_NeoMatrix *matrix = new Adafruit_NeoMatrix(mw, mh,
PIN,
NEO_MATRIX_TOP + NEO_MATRIX_RIGHT +
NEO_MATRIX_ROWS + NEO_MATRIX_ZIGZAG,
NEO_GRB + NEO_KHZ800 );
#endif
// This could also be defined as matrix->color(255,0,0) but those defines
// are meant to work for adafruit_gfx backends that are lacking color()
#define LED_BLACK 0
#define LED_RED_VERYLOW (3 << 11)
#define LED_RED_LOW (7 << 11)
#define LED_RED_MEDIUM (15 << 11)
#define LED_RED_HIGH (31 << 11)
#define LED_GREEN_VERYLOW (1 << 5)
#define LED_GREEN_LOW (15 << 5)
#define LED_GREEN_MEDIUM (31 << 5)
#define LED_GREEN_HIGH (63 << 5)
#define LED_BLUE_VERYLOW 3
#define LED_BLUE_LOW 7
#define LED_BLUE_MEDIUM 15
#define LED_BLUE_HIGH 31
#define LED_ORANGE_VERYLOW (LED_RED_VERYLOW + LED_GREEN_VERYLOW)
#define LED_ORANGE_LOW (LED_RED_LOW + LED_GREEN_LOW)
#define LED_ORANGE_MEDIUM (LED_RED_MEDIUM + LED_GREEN_MEDIUM)
#define LED_ORANGE_HIGH (LED_RED_HIGH + LED_GREEN_HIGH)
#define LED_PURPLE_VERYLOW (LED_RED_VERYLOW + LED_BLUE_VERYLOW)
#define LED_PURPLE_LOW (LED_RED_LOW + LED_BLUE_LOW)
#define LED_PURPLE_MEDIUM (LED_RED_MEDIUM + LED_BLUE_MEDIUM)
#define LED_PURPLE_HIGH (LED_RED_HIGH + LED_BLUE_HIGH)
#define LED_CYAN_VERYLOW (LED_GREEN_VERYLOW + LED_BLUE_VERYLOW)
#define LED_CYAN_LOW (LED_GREEN_LOW + LED_BLUE_LOW)
#define LED_CYAN_MEDIUM (LED_GREEN_MEDIUM + LED_BLUE_MEDIUM)
#define LED_CYAN_HIGH (LED_GREEN_HIGH + LED_BLUE_HIGH)
#define LED_WHITE_VERYLOW (LED_RED_VERYLOW + LED_GREEN_VERYLOW + LED_BLUE_VERYLOW)
#define LED_WHITE_LOW (LED_RED_LOW + LED_GREEN_LOW + LED_BLUE_LOW)
#define LED_WHITE_MEDIUM (LED_RED_MEDIUM + LED_GREEN_MEDIUM + LED_BLUE_MEDIUM)
#define LED_WHITE_HIGH (LED_RED_HIGH + LED_GREEN_HIGH + LED_BLUE_HIGH)
static const uint8_t PROGMEM
mono_bmp[][8] =
{
{ // 0: checkered 1
B10101010,
B01010101,
B10101010,
B01010101,
B10101010,
B01010101,
B10101010,
B01010101,
},
{ // 1: checkered 2
B01010101,
B10101010,
B01010101,
B10101010,
B01010101,
B10101010,
B01010101,
B10101010,
},
{ // 2: smiley
B00111100,
B01000010,
B10100101,
B10000001,
B10100101,
B10011001,
B01000010,
B00111100 },
{ // 3: neutral
B00111100,
B01000010,
B10100101,
B10000001,
B10111101,
B10000001,
B01000010,
B00111100 },
{ // 4; frowny
B00111100,
B01000010,
B10100101,
B10000001,
B10011001,
B10100101,
B01000010,
B00111100 },
};
static const uint16_t PROGMEM
// These bitmaps were written for a backend that only supported
// 4 bits per color with Blue/Green/Red ordering while neomatrix
// uses native 565 color mapping as RGB.
// I'm leaving the arrays as is because it's easier to read
// which color is what when separated on a 4bit boundary
// The demo code will modify the arrays at runtime to be compatible
// with the neomatrix color ordering and bit depth.
RGB_bmp[][64] = {
// 00: blue, blue/red, red, red/green, green, green/blue, blue, white
{ 0x100, 0x200, 0x300, 0x400, 0x600, 0x800, 0xA00, 0xF00,
0x101, 0x202, 0x303, 0x404, 0x606, 0x808, 0xA0A, 0xF0F,
0x001, 0x002, 0x003, 0x004, 0x006, 0x008, 0x00A, 0x00F,
0x011, 0x022, 0x033, 0x044, 0x066, 0x088, 0x0AA, 0x0FF,
0x010, 0x020, 0x030, 0x040, 0x060, 0x080, 0x0A0, 0x0F0,
0x110, 0x220, 0x330, 0x440, 0x660, 0x880, 0xAA0, 0xFF0,
0x100, 0x200, 0x300, 0x400, 0x600, 0x800, 0xA00, 0xF00,
0x111, 0x222, 0x333, 0x444, 0x666, 0x888, 0xAAA, 0xFFF, },
// 01: grey to white
{ 0x111, 0x222, 0x333, 0x555, 0x777, 0x999, 0xAAA, 0xFFF,
0x222, 0x222, 0x333, 0x555, 0x777, 0x999, 0xAAA, 0xFFF,
0x333, 0x333, 0x333, 0x555, 0x777, 0x999, 0xAAA, 0xFFF,
0x555, 0x555, 0x555, 0x555, 0x777, 0x999, 0xAAA, 0xFFF,
0x777, 0x777, 0x777, 0x777, 0x777, 0x999, 0xAAA, 0xFFF,
0x999, 0x999, 0x999, 0x999, 0x999, 0x999, 0xAAA, 0xFFF,
0xAAA, 0xAAA, 0xAAA, 0xAAA, 0xAAA, 0xAAA, 0xAAA, 0xFFF,
0xFFF, 0xFFF, 0xFFF, 0xFFF, 0xFFF, 0xFFF, 0xFFF, 0xFFF, },
// 02: low red to high red
{ 0x001, 0x002, 0x003, 0x005, 0x007, 0x009, 0x00A, 0x00F,
0x002, 0x002, 0x003, 0x005, 0x007, 0x009, 0x00A, 0x00F,
0x003, 0x003, 0x003, 0x005, 0x007, 0x009, 0x00A, 0x00F,
0x005, 0x005, 0x005, 0x005, 0x007, 0x009, 0x00A, 0x00F,
0x007, 0x007, 0x007, 0x007, 0x007, 0x009, 0x00A, 0x00F,
0x009, 0x009, 0x009, 0x009, 0x009, 0x009, 0x00A, 0x00F,
0x00A, 0x00A, 0x00A, 0x00A, 0x00A, 0x00A, 0x00A, 0x00F,
0x00F, 0x00F, 0x00F, 0x00F, 0x00F, 0x00F, 0x00F, 0x00F, },
// 03: low green to high green
{ 0x010, 0x020, 0x030, 0x050, 0x070, 0x090, 0x0A0, 0x0F0,
0x020, 0x020, 0x030, 0x050, 0x070, 0x090, 0x0A0, 0x0F0,
0x030, 0x030, 0x030, 0x050, 0x070, 0x090, 0x0A0, 0x0F0,
0x050, 0x050, 0x050, 0x050, 0x070, 0x090, 0x0A0, 0x0F0,
0x070, 0x070, 0x070, 0x070, 0x070, 0x090, 0x0A0, 0x0F0,
0x090, 0x090, 0x090, 0x090, 0x090, 0x090, 0x0A0, 0x0F0,
0x0A0, 0x0A0, 0x0A0, 0x0A0, 0x0A0, 0x0A0, 0x0A0, 0x0F0,
0x0F0, 0x0F0, 0x0F0, 0x0F0, 0x0F0, 0x0F0, 0x0F0, 0x0F0, },
// 04: low blue to high blue
{ 0x100, 0x200, 0x300, 0x500, 0x700, 0x900, 0xA00, 0xF00,
0x200, 0x200, 0x300, 0x500, 0x700, 0x900, 0xA00, 0xF00,
0x300, 0x300, 0x300, 0x500, 0x700, 0x900, 0xA00, 0xF00,
0x500, 0x500, 0x500, 0x500, 0x700, 0x900, 0xA00, 0xF00,
0x700, 0x700, 0x700, 0x700, 0x700, 0x900, 0xA00, 0xF00,
0x900, 0x900, 0x900, 0x900, 0x900, 0x900, 0xA00, 0xF00,
0xA00, 0xA00, 0xA00, 0xA00, 0xA00, 0xA00, 0xA00, 0xF00,
0xF00, 0xF00, 0xF00, 0xF00, 0xF00, 0xF00, 0xF00, 0xF00, },
// 05: 1 black, 2R, 2O, 2G, 1B with 4 blue lines rising right
{ 0x000, 0x200, 0x000, 0x400, 0x000, 0x800, 0x000, 0xF00,
0x000, 0x201, 0x002, 0x403, 0x004, 0x805, 0x006, 0xF07,
0x008, 0x209, 0x00A, 0x40B, 0x00C, 0x80D, 0x00E, 0xF0F,
0x000, 0x211, 0x022, 0x433, 0x044, 0x855, 0x066, 0xF77,
0x088, 0x299, 0x0AA, 0x4BB, 0x0CC, 0x8DD, 0x0EE, 0xFFF,
0x000, 0x210, 0x020, 0x430, 0x040, 0x850, 0x060, 0xF70,
0x080, 0x290, 0x0A0, 0x4B0, 0x0C0, 0x8D0, 0x0E0, 0xFF0,
0x000, 0x200, 0x000, 0x500, 0x000, 0x800, 0x000, 0xF00, },
// 06: 4 lines of increasing red and then green
{ 0x000, 0x000, 0x001, 0x001, 0x002, 0x002, 0x003, 0x003,
0x004, 0x004, 0x005, 0x005, 0x006, 0x006, 0x007, 0x007,
0x008, 0x008, 0x009, 0x009, 0x00A, 0x00A, 0x00B, 0x00B,
0x00C, 0x00C, 0x00D, 0x00D, 0x00E, 0x00E, 0x00F, 0x00F,
0x000, 0x000, 0x010, 0x010, 0x020, 0x020, 0x030, 0x030,
0x040, 0x040, 0x050, 0x050, 0x060, 0x060, 0x070, 0x070,
0x080, 0x080, 0x090, 0x090, 0x0A0, 0x0A0, 0x0B0, 0x0B0,
0x0C0, 0x0C0, 0x0D0, 0x0D0, 0x0E0, 0x0E0, 0x0F0, 0x0F0, },
// 07: 4 lines of increasing red and then blue
{ 0x000, 0x000, 0x001, 0x001, 0x002, 0x002, 0x003, 0x003,
0x004, 0x004, 0x005, 0x005, 0x006, 0x006, 0x007, 0x007,
0x008, 0x008, 0x009, 0x009, 0x00A, 0x00A, 0x00B, 0x00B,
0x00C, 0x00C, 0x00D, 0x00D, 0x00E, 0x00E, 0x00F, 0x00F,
0x000, 0x000, 0x100, 0x100, 0x200, 0x200, 0x300, 0x300,
0x400, 0x400, 0x500, 0x500, 0x600, 0x600, 0x700, 0x700,
0x800, 0x800, 0x900, 0x900, 0xA00, 0xA00, 0xB00, 0xB00,
0xC00, 0xC00, 0xD00, 0xD00, 0xE00, 0xE00, 0xF00, 0xF00, },
// 08: criss cross of green and red with diagonal blue.
{ 0xF00, 0x001, 0x003, 0x005, 0x007, 0x00A, 0x00F, 0x000,
0x020, 0xF21, 0x023, 0x025, 0x027, 0x02A, 0x02F, 0x020,
0x040, 0x041, 0xF43, 0x045, 0x047, 0x04A, 0x04F, 0x040,
0x060, 0x061, 0x063, 0xF65, 0x067, 0x06A, 0x06F, 0x060,
0x080, 0x081, 0x083, 0x085, 0xF87, 0x08A, 0x08F, 0x080,
0x0A0, 0x0A1, 0x0A3, 0x0A5, 0x0A7, 0xFAA, 0x0AF, 0x0A0,
0x0F0, 0x0F1, 0x0F3, 0x0F5, 0x0F7, 0x0FA, 0xFFF, 0x0F0,
0x000, 0x001, 0x003, 0x005, 0x007, 0x00A, 0x00F, 0xF00, },
// 09: 2 lines of green, 2 red, 2 orange, 2 green
{ 0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0,
0x0F0, 0x0F0, 0x0FF, 0x0FF, 0x00F, 0x00F, 0x0F0, 0x0F0, },
// 10: multicolor smiley face
{ 0x000, 0x000, 0x00F, 0x00F, 0x00F, 0x00F, 0x000, 0x000,
0x000, 0x00F, 0x000, 0x000, 0x000, 0x000, 0x00F, 0x000,
0x00F, 0x000, 0xF00, 0x000, 0x000, 0xF00, 0x000, 0x00F,
0x00F, 0x000, 0x000, 0x000, 0x000, 0x000, 0x000, 0x00F,
0x00F, 0x000, 0x0F0, 0x000, 0x000, 0x0F0, 0x000, 0x00F,
0x00F, 0x000, 0x000, 0x0F4, 0x0F3, 0x000, 0x000, 0x00F,
0x000, 0x00F, 0x000, 0x000, 0x000, 0x000, 0x00F, 0x000,
0x000, 0x000, 0x00F, 0x00F, 0x00F, 0x00F, 0x000, 0x000, },
};
// Convert a BGR 4/4/4 bitmap to RGB 5/6/5 used by Adafruit_GFX
void fixdrawRGBBitmap(int16_t x, int16_t y, const uint16_t *bitmap, int16_t w, int16_t h) {
// work around "a15 cannot be used in asm here" compiler bug when using an array on ESP8266
// uint16_t RGB_bmp_fixed[w * h];
static uint16_t *RGB_bmp_fixed = (uint16_t *) malloc( w*h*2);
for (uint16_t pixel=0; pixel<w*h; pixel++) {
uint8_t r,g,b;
uint16_t color = pgm_read_word(bitmap + pixel);
//Serial.print(color, HEX);
b = (color & 0xF00) >> 8;
g = (color & 0x0F0) >> 4;
r = color & 0x00F;
//Serial.print(" ");
//Serial.print(b);
//Serial.print("/");
//Serial.print(g);
//Serial.print("/");
//Serial.print(r);
//Serial.print(" -> ");
// expand from 4/4/4 bits per color to 5/6/5
b = map(b, 0, 15, 0, 31);
g = map(g, 0, 15, 0, 63);
r = map(r, 0, 15, 0, 31);
//Serial.print(r);
//Serial.print("/");
//Serial.print(g);
//Serial.print("/");
//Serial.print(b);
RGB_bmp_fixed[pixel] = (r << 11) + (g << 5) + b;
//Serial.print(" -> ");
//Serial.println(RGB_bmp_fixed[pixel], HEX);
}
matrix->drawRGBBitmap(x, y, RGB_bmp_fixed, w, h);
}
// In a case of a tile of neomatrices, this test is helpful to make sure that the
// pixels are all in sequence (to check your wiring order and the tile options you
// gave to the constructor).
void count_pixels() {
matrix->clear();
for (uint16_t i=0; i<mh; i++) {
for (uint16_t j=0; j<mw; j++) {
matrix->drawPixel(j, i, i%3==0?LED_BLUE_HIGH:i%3==1?LED_RED_HIGH:LED_GREEN_HIGH);
// depending on the matrix size, it's too slow to display each pixel, so
// make the scan init faster. This will however be too fast on a small matrix.
if (!(j%7)) matrix->show();
yield();
}
}
}
// Fill the screen with multiple levels of white to gauge the quality
void display_four_white() {
matrix->clear();
matrix->fillRect(0,0, mw,mh, LED_WHITE_HIGH);
matrix->drawRect(1,1, mw-2,mh-2, LED_WHITE_MEDIUM);
matrix->drawRect(2,2, mw-4,mh-4, LED_WHITE_LOW);
matrix->drawRect(3,3, mw-6,mh-6, LED_WHITE_VERYLOW);
matrix->show();
}
void display_bitmap(uint8_t bmp_num, uint16_t color) {
static uint16_t bmx,bmy;
// Clear the space under the bitmap that will be drawn as
// drawing a single color pixmap does not write over pixels
// that are nul, and leaves the data that was underneath
matrix->fillRect(bmx,bmy, bmx+8,bmy+8, LED_BLACK);
matrix->drawBitmap(bmx, bmy, mono_bmp[bmp_num], 8, 8, color);
bmx += 8;
if (bmx >= mw) bmx = 0;
if (!bmx) bmy += 8;
if (bmy >= mh) bmy = 0;
matrix->show();
}
void display_rgbBitmap(uint8_t bmp_num) {
static uint16_t bmx,bmy;
fixdrawRGBBitmap(bmx, bmy, RGB_bmp[bmp_num], 8, 8);
bmx += 8;
if (bmx >= mw) bmx = 0;
if (!bmx) bmy += 8;
if (bmy >= mh) bmy = 0;
matrix->show();
}
void display_lines() {
matrix->clear();
// 4 levels of crossing red lines.
matrix->drawLine(0,mh/2-2, mw-1,2, LED_RED_VERYLOW);
matrix->drawLine(0,mh/2-1, mw-1,3, LED_RED_LOW);
matrix->drawLine(0,mh/2, mw-1,mh/2, LED_RED_MEDIUM);
matrix->drawLine(0,mh/2+1, mw-1,mh/2+1, LED_RED_HIGH);
// 4 levels of crossing green lines.
matrix->drawLine(mw/2-2, 0, mw/2-2, mh-1, LED_GREEN_VERYLOW);
matrix->drawLine(mw/2-1, 0, mw/2-1, mh-1, LED_GREEN_LOW);
matrix->drawLine(mw/2+0, 0, mw/2+0, mh-1, LED_GREEN_MEDIUM);
matrix->drawLine(mw/2+1, 0, mw/2+1, mh-1, LED_GREEN_HIGH);
// Diagonal blue line.
matrix->drawLine(0,0, mw-1,mh-1, LED_BLUE_HIGH);
matrix->drawLine(0,mh-1, mw-1,0, LED_ORANGE_MEDIUM);
matrix->show();
}
void display_boxes() {
matrix->clear();
matrix->drawRect(0,0, mw,mh, LED_BLUE_HIGH);
matrix->drawRect(1,1, mw-2,mh-2, LED_GREEN_MEDIUM);
matrix->fillRect(2,2, mw-4,mh-4, LED_RED_HIGH);
matrix->fillRect(3,3, mw-6,mh-6, LED_ORANGE_MEDIUM);
matrix->show();
}
void display_circles() {
matrix->clear();
matrix->drawCircle(mw/2,mh/2, 2, LED_RED_MEDIUM);
matrix->drawCircle(mw/2-1-min(mw,mh)/8, mh/2-1-min(mw,mh)/8, min(mw,mh)/4, LED_BLUE_HIGH);
matrix->drawCircle(mw/2+1+min(mw,mh)/8, mh/2+1+min(mw,mh)/8, min(mw,mh)/4-1, LED_ORANGE_MEDIUM);
matrix->drawCircle(1,mh-2, 1, LED_GREEN_LOW);
matrix->drawCircle(mw-2,1, 1, LED_GREEN_HIGH);
if (min(mw,mh)>12) matrix->drawCircle(mw/2-1, mh/2-1, min(mh/2-1,mw/2-1), LED_CYAN_HIGH);
matrix->show();
}
void display_resolution() {
matrix->setTextSize(1);
// not wide enough;
if (mw<16) return;
matrix->clear();
// Font is 5x7, if display is too small
// 8 can only display 1 char
// 16 can almost display 3 chars
// 24 can display 4 chars
// 32 can display 5 chars
matrix->setCursor(0, 0);
matrix->setTextColor(matrix->Color(255,0,0));
if (mw>10) matrix->print(mw/10);
matrix->setTextColor(matrix->Color(255,128,0));
matrix->print(mw % 10);
matrix->setTextColor(matrix->Color(0,255,0));
matrix->print('x');
// not wide enough to print 5 chars, go to next line
if (mw<25) {
if (mh==13) matrix->setCursor(6, 7);
else if (mh>=13) {
matrix->setCursor(mw-11, 8);
} else {
// we're not tall enough either, so we wait and display
// the 2nd value on top.
matrix->show();
delay(2000);
matrix->clear();
matrix->setCursor(mw-11, 0);
}
}
matrix->setTextColor(matrix->Color(0,255,128));
matrix->print(mh/10);
matrix->setTextColor(matrix->Color(0,128,255));
matrix->print(mh % 10);
// enough room for a 2nd line
if ((mw>25 && mh >14) || mh>16) {
matrix->setCursor(0, mh-7);
matrix->setTextColor(matrix->Color(0,255,255));
if (mw>16) matrix->print('*');
matrix->setTextColor(matrix->Color(255,0,0));
matrix->print('R');
matrix->setTextColor(matrix->Color(0,255,0));
matrix->print('G');
matrix->setTextColor(matrix->Color(0,0,255));
matrix->print("B");
matrix->setTextColor(matrix->Color(255,255,0));
// this one could be displayed off screen, but we don't care :)
matrix->print("*");
// We have a big array, great, let's assume 32x32 and add something in the middle
if (mh>24 && mw>25) {
for (uint16_t i=0; i<mw; i+=8) fixdrawRGBBitmap(i, mh/2-7+(i%16)/8*6, RGB_bmp[10], 8, 8);
}
}
matrix->show();
}
void display_scrollText() {
uint8_t size = max(int(mw/8), 1);
matrix->clear();
matrix->setTextWrap(false); // we don't wrap text so it scrolls nicely
matrix->setTextSize(1);
matrix->setRotation(0);
for (int8_t x=7; x>=-42; x--) {
matrix->clear();
matrix->setCursor(x,0);
matrix->setTextColor(LED_GREEN_HIGH);
matrix->print("Hello");
if (mh>11) {
matrix->setCursor(-20-x,mh-7);
matrix->setTextColor(LED_ORANGE_HIGH);
matrix->print("World");
}
matrix->show();
delay(50);
}
matrix->setRotation(3);
matrix->setTextSize(size);
matrix->setTextColor(LED_BLUE_HIGH);
for (int16_t x=8*size; x>=-6*8*size; x--) {
matrix->clear();
matrix->setCursor(x,mw/2-size*4);
matrix->print("Rotate");
matrix->show();
// note that on a big array the refresh rate from show() will be slow enough that
// the delay become irrelevant. This is already true on a 32x32 array.
delay(50/size);
}
matrix->setRotation(0);
matrix->setCursor(0,0);
matrix->show();
}
// Scroll within big bitmap so that all if it becomes visible or bounce a small one.
// If the bitmap is bigger in one dimension and smaller in the other one, it will
// be both panned and bounced in the appropriate dimensions.
void display_panOrBounceBitmap (uint8_t bitmapSize) {
// keep integer math, deal with values 16 times too big
// start by showing upper left of big bitmap or centering if the display is big
int16_t xf = max(0, (mw-bitmapSize)/2) << 4;
int16_t yf = max(0, (mh-bitmapSize)/2) << 4;
// scroll speed in 1/16th
int16_t xfc = 6;
int16_t yfc = 3;
// scroll down and right by moving upper left corner off screen
// more up and left (which means negative numbers)
int16_t xfdir = -1;
int16_t yfdir = -1;
for (uint16_t i=1; i<200; i++) {
bool updDir = false;
// Get actual x/y by dividing by 16.
int16_t x = xf >> 4;
int16_t y = yf >> 4;
matrix->clear();
// bounce 8x8 tri color smiley face around the screen
if (bitmapSize == 8) fixdrawRGBBitmap(x, y, RGB_bmp[10], 8, 8);
// pan 24x24 pixmap
if (bitmapSize == 24) matrix->drawRGBBitmap(x, y, (const uint16_t *) bitmap24, bitmapSize, bitmapSize);
#ifdef BM32
if (bitmapSize == 32) matrix->drawRGBBitmap(x, y, (const uint16_t *) bitmap32, bitmapSize, bitmapSize);
#endif
matrix->show();
// Only pan if the display size is smaller than the pixmap
// but not if the difference is too small or it'll look bad.
if (bitmapSize-mw>2) {
xf += xfc*xfdir;
if (xf >= 0) { xfdir = -1; updDir = true ; };
// we don't go negative past right corner, go back positive
if (xf <= ((mw-bitmapSize) << 4)) { xfdir = 1; updDir = true ; };
}
if (bitmapSize-mh>2) {
yf += yfc*yfdir;
// we shouldn't display past left corner, reverse direction.
if (yf >= 0) { yfdir = -1; updDir = true ; };
if (yf <= ((mh-bitmapSize) << 4)) { yfdir = 1; updDir = true ; };
}
// only bounce a pixmap if it's smaller than the display size
if (mw>bitmapSize) {
xf += xfc*xfdir;
// Deal with bouncing off the 'walls'
if (xf >= (mw-bitmapSize) << 4) { xfdir = -1; updDir = true ; };
if (xf <= 0) { xfdir = 1; updDir = true ; };
}
if (mh>bitmapSize) {
yf += yfc*yfdir;
if (yf >= (mh-bitmapSize) << 4) { yfdir = -1; updDir = true ; };
if (yf <= 0) { yfdir = 1; updDir = true ; };
}
if (updDir) {
// Add -1, 0 or 1 but bind result to 1 to 1.
// Let's take 3 is a minimum speed, otherwise it's too slow.
xfc = constrain(xfc + random(-1, 2), 3, 16);
yfc = constrain(xfc + random(-1, 2), 3, 16);
}
delay(10);
}
}
void loop() {
// clear the screen after X bitmaps have been displayed and we
// loop back to the top left corner
// 8x8 => 1, 16x8 => 2, 17x9 => 6
static uint8_t pixmap_count = ((mw+7)/8) * ((mh+7)/8);
// You can't use millis to time frame fresh rate because it uses cli() which breaks millis()
// So I use my stopwatch to count 200 displays and that's good enough
#if 0
// 200 displays in 13 seconds = 15 frames per second for 4096 pixels
for (uint8_t i=0; i<100; i++) {
matrix->fillScreen(LED_BLUE_LOW);
matrix->show();
matrix->fillScreen(LED_RED_LOW);
matrix->show();
}
#endif
count_pixels();
delay(1000);
display_four_white();
delay(3000);
Serial.print("Screen pixmap capacity: ");
Serial.println(pixmap_count);
// multicolor bitmap sent as many times as we can display an 8x8 pixmap
for (uint8_t i=0; i<=pixmap_count; i++)
{
display_rgbBitmap(0);
}
delay(1000);
display_resolution();
delay(3000);
// Cycle through red, green, blue, display 2 checkered patterns
// useful to debug some screen types and alignment.
uint16_t bmpcolor[] = { LED_GREEN_HIGH, LED_BLUE_HIGH, LED_RED_HIGH };
for (uint8_t i=0; i<3; i++)
{
display_bitmap(0, bmpcolor[i]);
delay(500);
display_bitmap(1, bmpcolor[i]);
delay(500);
}
// Display 3 smiley faces.
for (uint8_t i=2; i<=4; i++)
{
display_bitmap(i, bmpcolor[i-2]);
// If more than one pixmap displayed per screen, display more quickly.
delay(mw>8?500:1500);
}
// If we have multiple pixmaps displayed at once, wait a bit longer on the last.
delay(mw>8?1000:500);
display_lines();
delay(3000);
display_boxes();
delay(3000);
display_circles();
matrix->clear();
delay(3000);
for (uint8_t i=0; i<=(sizeof(RGB_bmp)/sizeof(RGB_bmp[0])-1); i++)
{
display_rgbBitmap(i);
delay(mw>8?500:1500);
}
// If we have multiple pixmaps displayed at once, wait a bit longer on the last.
delay(mw>8?1000:500);
display_scrollText();
#ifdef BM32
display_panOrBounceBitmap(32);
#endif
// pan a big pixmap
display_panOrBounceBitmap(24);
// bounce around a small one
display_panOrBounceBitmap(8);
}
void setup() {
Serial.begin(115200);
matrix->begin();
matrix->setTextWrap(false);
matrix->setBrightness(BRIGHTNESS);
// Test full bright of all LEDs. If brightness is too high
// for your current limit (i.e. USB), decrease it.
matrix->fillScreen(LED_WHITE_HIGH);
matrix->show();
delay(3000);
matrix->clear();
}
// vim:sts=4:sw=4
2) Scrolling text#include <Adafruit_GFX.h>
#include <Adafruit_NeoMatrix.h>
#include <Adafruit_NeoPixel.h>
#define PIN 9
Adafruit_NeoMatrix matrix = Adafruit_NeoMatrix(32, 8, PIN,
NEO_MATRIX_TOP + NEO_MATRIX_LEFT +
NEO_MATRIX_COLUMNS + NEO_MATRIX_ZIGZAG,
NEO_GRB + NEO_KHZ800);
const uint16_t colors[] = {
matrix.Color(204, 0, 204), matrix.Color(204, 204, 0), matrix.Color(0, 255, 255),
matrix.Color(255, 10, 127), matrix.Color(127, 0, 255), matrix.Color(0, 255, 0),
matrix.Color(255, 99, 255)};
void setup() {
matrix.begin();
matrix.setTextWrap(false);
matrix.setBrightness(40);
matrix.setTextColor(colors[0]);
}
int x = matrix.width();
int pass = 0;
void loop() {
matrix.fillScreen(0); //Turn off all the LEDs
matrix.setCursor(x, 0);
matrix.print(F("MOJO+TAHI 6-28-20"));
if( --x < -110 ) {
x = matrix.width();
if(++pass >= 8) pass = 0;
matrix.setTextColor(colors[pass]);
}
matrix.show();
delay(33);
}
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More projects:1) Arduino IR remote decoder. 2) Arduino based Inductance meter. 3) Remote control electric board project using Arduino.
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