⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 main.c

📁 旋转16个LED灯控制程序
💻 C
📖 第 1 页 / 共 3 页
字号:
volatile uint8_t pixelNum = 0;		// pixel number#ifdef USE_LOCAL_TIMER1  volatile uint8_t clean = 0;	    // have these values been changed outside TIMER1?#endif#ifdef SMOOTHSCROLL  volatile uint16_t scrollChar = 0;	// extra scroll character#endif// This routine gets called every time the pixel timer runs down;// in other words, once per "scan line", 256 times per revolution// of the SpokePOV.  Its purpose is to update the LEDs.SIGNAL (SIG_TIMER1_COMPA) {  #ifdef USE_LOCALUSE_LOCAL_TIMER1      uint16_t tChar;					// local copies of the values    uint16_t bChar;    uint8_t cNum;						    uint8_t pNum;      #ifdef SMOOTHSCROLL      uint16_t sChar;					// extra scroll character    #endif    // When an interrupt routine is called, interrupts are disabled.    // but it's important to let other interrupts interrupt us, so    // they need to be re-enabled.	    sei();    // Copy the volatile variables into their local equivalents      tChar = topChar;    bChar = botChar;    cNum = charNum;    pNum = pixelNum;    #ifdef SMOOTHSCROLL       sChar = scrollChar;    #endif      #else      #define	tChar	topChar    #define	bChar	botChar    #define	cNum	charNum    #define	pNum	pixelNum    #define	sChar	scrollChar      #endif  // If it has been less than STANDBY_TIMEOUT seconds since the last time we  // got a Hall Effect sensor update, then proceed as normal and  // update the LEDs.    // QUESTION: what is F_CPU?  ANSWER: FREQUENCY OF CPU (clocks/second)    if (sensor_timer.bytes.high_byte < ( (F_CPU/NUM_PIXELS)/256 * STANDBY_TIMEOUT) / 256) {            // *** PORTA |= 0x1;        // The first thing we do is increment our character position; this    // is done here to avoid code duplication.  This means that the    // Hall Effect interrupt routine must set them up so they "wrap"    // into the first valid values.        // Move to the next pixel in the character        pNum++;        // If we have moved off the edge of the character, then    // we need to move to the next character        if (pNum == 16) {          // If we will wrap around to the first character, turn off the pixel      // timer, clear the display, and exit.  Might speed things up a bit            if (cNum == 15) {        TCCR1B &= ~0x7;        set_all(~0x00);        return;      }      pNum = 0;					// reset to first pixel      cNum = (cNum+1) & 0x0F;	// move, with wrap, to next character position                  // Now we need to reset the pointers to the correct addresses      // in the EEPROM for the characters they display.  With the new      // interleaved character sets, this becomes much easier            tChar = (topLine[cNum]-32) << 1;		// character offset for the top char, 0-95            // Ditto for bChar...            bChar = (botLine[cNum]-32) << 1;      	  #ifdef SMOOTHSCROLL			// and if smooth scrolling, sChar		  		sChar = (scrollLine[cNum]-32) << 1;		  	  #endif    } else {          // If we haven't wrapped around a character boundary, we just move      // to the next 2-byte line in the character set, which will be 192 bytes      // away            tChar += 192;      bChar += 192;      	  #ifdef SMOOTHSCROLL				sChar += 192;			  #endif    }         // Unfortunately, we can't do the cute "read from the EEPROM right    // into the LEDs trick" that limor can do in SpokePOV.  We have to    // read the data into the ATMEL and then write it out.        spieeprom_read(tChar,fleds,2);		// the top 2 bytes    spieeprom_read(bChar,fleds+2,2);	// and the bottom 2        #ifdef SMOOTHSCROLL      spieeprom_read(sChar,fleds+4,2);	// and the scroll characters    #endif	// However, we do have a fancy trick of our own.  If we are	// smooth scrolling, then we clock out an extra line_shift	// BITS, thus implementing the smooth scrolling	    #ifdef SMOOTHSCROLL	  clock_scroll(line_shift);			// send 0-15 extra bits..	    #else      clock_scroll(0);					// just send the 4 bytes        #endif    // Now we increment the variables.  However, we    // only do it IF haven't been touched by some other part    // of the code while we were displaying the pixels.  Also, we    // turn interrupts off so that nobody else can touch them    // while we are at it        #ifdef USE_LOCAL_TIMER1        cli();        if (clean) {	  topChar = tChar;	  botChar = bChar;	  charNum = cNum;	  pixelNum = pNum;	        #ifdef SMOOTHSCROLL	    scrollChar = sChar;	      #endif          } else {          // Since we didn't update the data, we know it was changed, and      // we know that next time, we CAN update the data.  So everything      // is clean now!            clean = 1;          }    sei();        #endif#ifdef DONOTCOMPILE  // The following code is obsoleted by the fact that we turn off the  // timer in the main code, above.    } else {        // We have not seen the magnet in a while, so turn off the    // pixel timer...        // *** PORTA |= 0x2;    // Turn off this pixel timer    // Question: this is different from the code in SIG_INT1.  Why?        TCCR1B &= ~0x7;     // display reason for turnoff        set_all(~0x07);    // *** PORTA &= ~0x2;#endif  }  // *** PORTB &= ~0x2;  }// Interrupt 0 executes when the button is pressed.// QUESTION: unlike the pixel output interrupt, this one// doesn't sei().  Why?SIGNAL (SIG_INT0) {    // Wait until button no longer pressed    while (! (BUTTON_PIN & _BV(BUTTON))) {  }    if (sensor_timer.bytes.high_byte == 0xFF) {        // so in this instance, we set the watchdog to reset us        sensor_timer.bytes.high_byte = 0x00;          // Re-enable the watchdog timer, then loop until    // it fires off.          WDTCSR = _BV(WDE);    for (;;);        } else {          // We want to shut everything down.  Setting sensor_timer    // to the pin value will cause both the communications    // loop and the regular timeout loop in the main() to    // give up, which results in the device going to sleep.          sensor_timer.bytes.high_byte = 0xFF;        }}// Interrupt 1 executes when the hall effect sensor fires// QUESTION: unlike the pixel output interrupt, this one// doesn't sei().  Why?SIGNAL (SIG_INT1) {    #if NUM_LINES > 0    uint8_t cLine;		// temp var used in scroll code   #endif    #ifdef DYNAMIC    	uint8_t dCode;		// temp var used in dynamic code  	  #endif  // make sure we don't get bitten by the watchdog    asm("wdr");  // *** PORTB |= 0x8;  // The first issue we need to deal with when the hall-effect  // sensor tells us it sees the magnet is to avoid doing any  // processing if we get an interrupt too soon after the previous  // interrupt.    // hall_debounce is incremented by TIMER0, which fires every 3ms  // or so.  At the current setting of 4, this means that at least  // 15ms must elapse per trigger, which translates to about 4000  // rpm.    if (hall_debounce > HALL_DEBOUNCE_THRESH) {  // We know the number of ms since the last hall sensor trigger  // and there are 128 radial 'pixels' per sweep so divide to get  // the necessary ms between the pixel interrupts      // QUESTION: 128 or 256?      // Then we just make TIMER1 trigger at that rate!      // Reset the Timer Count Register for TIMER1 to 0, so it will  // begin counting up.      TCNT1 = 0;      // sensor_timer contains the number of TIMER0 interrupts since  // the last time we updated TIMER1.  If it has a reasonable  // value, then we use it to reset the TIMER1 clock.      if ((sensor_timer.bytes.low_byte < 0xFF) && (sensor_timer.bytes.low_byte > 0x3)) {        // TIMER1 works differently from TIMER0.  It's a 16-bit timer    // that apparently increments at the system clock rate.    //    // Because TIMER0 increments at 1/256 of the clock rate, and    // fires the interrupt only when it overflows, sensor_timer    // is incremented once ever 256*256 cycles.    //    // We want TIMER1 to fire off 256 times around the loop, so    // we can display 256 lines of pixels.  We do this by putting    // sensor_timer into the high byte of TIMER1's comparator    // value, and the residual of TIMER0 (what it's counted up    // to since the last time sensor_timer was incremented) into    // the low byte, effectively a fractional value!    //    // Since TIMER0 is incrementing at 1/256 of the rate of TIMER1,    // this results in TIMER1 firing off 256 times per rotation,    // with excellent time resolution.    //    // I was quite touched by the elegance of how this works out;    // it may be able to handle the extreme RPMs of BrightSaber    // without modification...          // Set the TIMER1 comparator value.  As a hack to Limor's hack,    // reduce the timing a little bit so that the display doesn't    // span the full 360 degrees, thus giving us a little more time    // around hall-effect interrupt time to do things.  An attempt    // to get more speed, it doesn't seem to help - so back to the    // old way of doing things.        // OCR1A = ((sensor_timer << 8) | TCNT0) - (sensor_timer);        // OCR1A = ((sensor_timer << 8) | TCNT0);        OCR1AH = sensor_timer.bytes.low_byte;    OCR1AL = TCNT0;        // Clear the residual of TIMER0          TCNT0 = 0;	// If we are in dynamic mode and want the rev counter, increment the rev counter		#ifdef DYNAMIC_REVCOUNT		  // Increment the 4 byte rev counter - stored in reverse	  // byte order			  dynamicREV[0]++;	  dCode = 0;	  	  while (dynamicREV[dCode] > '9') {		dynamicREV[dCode] = '0';		if (dCode != 3) {		  dynamicREV[++dCode]++;			// Dont'cha just love compressed C syntax...?		}      }			#endif		// if we have only 2 lines, then we never scroll	// otherwise, we have to move between the lines.	// The code for no scrolling is NUM_LINES = 0	    #if NUM_LINES > 0      // Check the line timer; if it has reached a particular value      // then increment line_shift.  When that reaches 16, wrap it      // and increment cur_line.  This system lets us be a little      // more flexible in our timing system, and permits long delays      // in the scrolling.          if (line_timer >= SCROLLSPEED) {            line_timer = line_timer - SCROLLSPEED;	// reset in a safe way that retains any residual        line_shift = (line_shift + 1) & 0x0f;	// increment line_shift              if (line_shift == 0x00) {	      // Move down 1 line in the line list, wrapping around	  	  // Made the mistake of using % which isn't a good thing	  	  // on a chip without mult/div...	  	  	      cur_line++;	      	      if (cur_line == NUM_LINES) {	        cur_line = 0;	      }	  	      // Move the new first line into topLine.  Index through the	      // lineOffsets array	      	      dCode = pgm_read_byte(lineOffsets+cur_line);	  	      memcpy_P(topLine,lines+dCode,16);	      	      // If we are doing dynamic data, set it if there	      // is such data in the line.	      	      #ifdef DYNAMIC	      	        dynamicType = 0x00;					// assume no dynamic data will be shown	        	        dCode = pgm_read_byte(dInfo+cur_line);	        	        if (dCode != 0) {	          dynamicPtr = topLine + (dCode & 0x0F);	          dynamicType = dCode;	        }	        	      #endif	  	      // Get the second line, which may wrap, but since we have	      // extra entries in lineOffsets, this is not a problem!	  	      cLine = cur_line + 1;	      	      dCode = pgm_read_byte(lineOffsets+cLine);	      memcpy_P(botLine,lines+dCode,16);		  	      // If we are doing dynamic data, set it if there	      // is such data in the line.	      	      #ifdef DYNAMIC	      	        dCode = pgm_read_byte(dInfo+cLine);	        	        if (dCode != 0) {	          dynamicPtr = botLine + (dCode & 0x0F);	          dynamicType = dCode;	        }	        	      #endif	  		  #ifdef SMOOTHSCROLL	        // get the third line, which may wrap..	  	        cLine++;	      	        dCode = pgm_read_byte(lineOffsets+cLine);	        memcpy_P(scrollLine,lines+dCode,16);	    		        // If we are doing dynamic data, set it if there	        // is such data in the line.	      

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -