Go to file
Raphaël Vinot 761a191da6 add fading strip, with dummy mode 2015-05-02 00:03:56 +02:00
PoC
clients
displayclient Some improvements in the readme 2015-04-12 22:25:58 +02:00
entec-driver
frameserver
ola-test
open-lighting-architecture
tutorial
v2 add fading strip, with dummy mode 2015-05-02 00:03:56 +02:00
.gitignore add very simple code randomly lighting up LEDs 2015-04-29 20:20:44 +02:00
HACKING
LICENSE
README.md - Added more information of current state of the project 2015-03-22 16:09:55 +01:00
casino.svg
frameserver.dia
frameserver.png
run-it-all1.sh

README.md

syndilights v1

This is the first iteration of the syndilights (syn2lights) project code. Very solid (read complex) C++ implementation of the frameserver.

For the current state of the art please see the 'v2' directory.

For historical reasons see this Video for the initial implementation idea: https://www.youtube.com/watch?v=r5T5VG92JsA (Spoken language is Luxembourgish, sorry no translation available but the images speak for themselves)

Install dependencies

sudo apt-get install libboost-all-dev libncurses5-dev libglibmm-2.4-dev build-essential

setup

The system is set up of various parts. See frameserver.png

Latest setup is:

  • displayclient/html/ws_udp.js

A nodejs server => $ node displayclient/html/ws_udp.js This listens for UDP packets to show on a virtual building This server creates a webserver where a browser can connect to see a simulation of the building. => $ firefox/chromium displayclient/html/visionneuse.html

  • frameserver

A c++ program receiving UDP frames combining them to generate the final display

  • clients

Written in any language, creates UDP packets which are sent to the frameserver

Building configuration

The main configuration of the frameserver is done in <defines.h>

Main tuneables:

// where to send the UDP output of the frameserver
#define REMOTE_IP "127.0.0.1"
#define REMOTE_PORT 1234

// description of the frame this server understands
#define HASH "s2l\n8>18> "
// one byte number + 10 character hash plus newline
#define HEADEROFFSET 12

// 12 windows per floor, 8 floors, Value:Alpha
#define WIDTH 12
#define HEIGHT 8
// always has an alpha channel so for rgb it's 3+1=4
#define CHANNELS 4

// 8 segments per window (7 seg plus dot), 12 segments per floor, RGBA
#define SEGNUM 8
#define SEGWIDTH 12
#define SEGCHANNELS 4