/ikea-led-obegraensad

ESP32/Arduino hack for the ikea OBEGRÄNSAD led wall lamp

Primary LanguageC++MIT LicenseMIT

IKEA OBEGRÄNSAD Hack/Mod

Turn your OBEGRÄNSAD LED Wall Lamp into a live drawing canvas

👉 This software is in an early stage and is my first of its kind. If you have anything to improve, I would be very happy about a PR or an issue :)

⚠ Use this code and instructions at your own risk! The device could be damaged! ⚠

ezgif-3-2019fca7a4

Features

  • Persist your drawing
  • Rotate image
  • Live Drawing
  • OTA Update
  • Wifi Control
  • Web-GUI
  • Load an image
  • Switch plugin by pressing the button
  • Plugins
    • Draw
    • Game of life
    • Breakout
    • Snake
    • Stars
    • Lines
    • Circle
    • Clock
    • Big Clock
    • Weather
    • Rain
    • Animation with the "Creator"
    • Firework

Control the board

demo.mp4

You can control the lamp with a supplied web GUI. You can get the IP via serial output or you can search it in your router settings.

How to

First of all. This software was written for the ESP32 Dev Board, but it should work with any other Arduino board as well. You just need to remove the WiFi, OTA and web server related code.

The ESP32 I used:

Verified to work with TTGO LoRa32 V2.1 (T3_V1.6.1). Note: On esp8266 per pixel brightness only works when storage and global brightness (analogWrite) are disabled.

Open the lamp

I'm sorry to say this, but you'll have to pry open the back of your Lamp, as IKEA didn't install regular screws here. I lifted the back with a screwdriver between the screws and pried it open with a second object, but you can also drill out the rivets to avoid breaking the backpanel.

The panels

After you open the back, you will see 4 identical plates. These are each equipped with 64 Leds in 4 fields. We are only interested in the lowest one. Here you will find 6 connectors at the bottom edge, to which we connect our board. Above is a microcontroller. You have to remove it, because it contains the standard programs.

Clone repository and set variables

Variables can be found inside include/constants.h.

Create include/secrets.h

#pragma once

#define WIFI_HOSTNAME ""

#ifdef ESP8266
#define WIFI_SSID ""
#define WIFI_PASSWORD ""
#endif

#define OTA_USERNAME ""
#define OTA_PASSWORD ""

also set username and password inside upload.py, if you want to use OTA Updates.

Configuring WiFi with WiFi manager

Note: The WiFi manager only works on ESP32. For ESP8266, WIFI_SSID and WIFI_PASSWORD need to be provided in secrets.h.

This project uses tzapu's WiFiManager. After booting up, the device will try to connect to known access points. If no known access point is available, the device will create a network called Ikea Display Setup WiFi. Connect to this network on any device. A captive portal will pop up and will take you through the configuration process. After a successful connection, the device will reboot and is ready to go.

The name of the created network can be changed by modifying WIFI_MANAGER_SSID in include/constants.h.

PINS

Connect them like this and remember to set them in include/constants.h according to your board.

LCD ESP32 TTGO LoRa32 NodeMCUv2 Lolin D32 (Pro)
GND GND GND GND GND
VCC 5V 5V VIN USB
EN (PIN_ENABLE) GPIO26 IO22 GPIO16 D0 GPIO26
IN (PIN_DATA) GPIO27 IO23 GPIO13 D7 GPIO27
CLK (PIN_CLOCK) GPIO14 IO02 GPIO14 D5 GPIO14
CLA (PIN_LATCH) GPIO12 IO15 GPIO0 D3 GPIO12
BUTTON one end GPIO16 IO21 GPIO2 D4 GPIO25
BUTTON other end GND GND GND GND

Development

  • src contains the arduino code.

    • Run it with platform io
    • You can uncomment the OTA lines in platform.ini if you want. Replace the IP with your device IP.
  • frontend contains the web code.

    • First run npm i
    • Set your device IP inside the .env file
    • Start the server with npm run dev
    • Build it with npm run build. This command creates the webgui.cpp for you.
  • Build frontend using Docker

    • From the root of the repo, run docker compose run node

Plugins

  1. Start by creating a new C++ file for your plugin. For example, let's call it plugins/MyPlugin.(cpp/h).

plugins/MyPlugin.h

#pragma once

#include "PluginManager.h"

class MyPlugin : public Plugin {
public:
    MyPlugin();
    ~MyPlugin() override;

    void setup() override;
    void loop() override;
    const char* getName() const override;

    void teardown() override; // optional
    void websocketHook(DynamicJsonDocument &request) override; // optional
};

plugins/MyPlugin.cpp

#include "plugins/MyPlugin.h"

MyPlugin::MyPlugin() {
    // Constructor logic, if needed
}

void MyPlugin::setup() {
    // Setup logic for your plugin
}

void MyPlugin::loop() {
    // Loop logic for your plugin
}

const char* MyPlugin::getName() const {
    return "MyPlugin"; // name in GUI
}

void MyPlugin::teardown() {
  // code if plugin gets deactivated
}

void MyPlugin::websocketHook(DynamicJsonDocument &request) {
  // handle websocket requests
}
  1. Add your plugin to the main.cpp.
#include "plugins/MyPlugin.h"

pluginManager.addPlugin(new MyPlugin());

Ideas

  • gifs
  • animation upload
  • use <canvas />

Credits

Breakout game https://elektro.turanis.de/html/prj104/index.html