RGB Matrix Overhaul (#5372)
* RGB Matrix overhaul Breakout of animations to separate files Integration of optimized int based math lib Overhaul of rgb_matrix.c and animations for performance * Updating effect function api for future extensions * Combined the keypresses || keyreleases define checks into a single define so I stop forgetting it where necessary * Moving define RGB_MATRIX_KEYREACTIVE_ENABLED earlier in the include chain
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37 changed files with 3879 additions and 1010 deletions
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@ -10,39 +10,45 @@ If you want to use single color LED's you should use the [LED Matrix Subsystem](
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There is basic support for addressable RGB matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your `rules.mk`:
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RGB_MATRIX_ENABLE = IS31FL3731
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```C
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RGB_MATRIX_ENABLE = IS31FL3731
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```
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Configure the hardware via your `config.h`:
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// This is a 7-bit address, that gets left-shifted and bit 0
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// set to 0 for write, 1 for read (as per I2C protocol)
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// The address will vary depending on your wiring:
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// 0b1110100 AD <-> GND
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// 0b1110111 AD <-> VCC
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// 0b1110101 AD <-> SCL
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// 0b1110110 AD <-> SDA
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#define DRIVER_ADDR_1 0b1110100
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#define DRIVER_ADDR_2 0b1110110
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```C
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// This is a 7-bit address, that gets left-shifted and bit 0
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// set to 0 for write, 1 for read (as per I2C protocol)
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// The address will vary depending on your wiring:
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// 0b1110100 AD <-> GND
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// 0b1110111 AD <-> VCC
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// 0b1110101 AD <-> SCL
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// 0b1110110 AD <-> SDA
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#define DRIVER_ADDR_1 0b1110100
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#define DRIVER_ADDR_2 0b1110110
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#define DRIVER_COUNT 2
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#define DRIVER_1_LED_TOTAL 25
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#define DRIVER_2_LED_TOTAL 24
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#define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL
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#define DRIVER_COUNT 2
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#define DRIVER_1_LED_TOTAL 25
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#define DRIVER_2_LED_TOTAL 24
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#define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL
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```
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Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.
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Define these arrays listing all the LEDs in your `<keyboard>.c`:
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const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
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/* Refer to IS31 manual for these locations
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* driver
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* | R location
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* | | G location
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* | | | B location
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* | | | | */
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{0, C1_3, C2_3, C3_3},
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....
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}
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```C
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const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
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/* Refer to IS31 manual for these locations
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* driver
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* | R location
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* | | G location
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* | | | B location
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* | | | | */
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{0, C1_3, C2_3, C3_3},
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....
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}
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```
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Where `Cx_y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3731.pdf) and the header file `drivers/issi/is31fl3731.h`. The `driver` is the index of the driver you defined in your `config.h` (`0` or `1` right now).
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@ -50,60 +56,70 @@ Where `Cx_y` is the location of the LED in the matrix defined by [the datasheet]
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There is basic support for addressable RGB matrix lighting with the I2C IS31FL3733 RGB controller. To enable it, add this to your `rules.mk`:
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RGB_MATRIX_ENABLE = IS31FL3733
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```C
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RGB_MATRIX_ENABLE = IS31FL3733
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```
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Configure the hardware via your `config.h`:
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// This is a 7-bit address, that gets left-shifted and bit 0
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// set to 0 for write, 1 for read (as per I2C protocol)
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// The address will vary depending on your wiring:
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// 00 <-> GND
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// 01 <-> SCL
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// 10 <-> SDA
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// 11 <-> VCC
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// ADDR1 represents A1:A0 of the 7-bit address.
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// ADDR2 represents A3:A2 of the 7-bit address.
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// The result is: 0b101(ADDR2)(ADDR1)
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#define DRIVER_ADDR_1 0b1010000
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#define DRIVER_ADDR_2 0b1010000 // this is here for compliancy reasons.
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```C
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// This is a 7-bit address, that gets left-shifted and bit 0
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// set to 0 for write, 1 for read (as per I2C protocol)
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// The address will vary depending on your wiring:
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// 00 <-> GND
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// 01 <-> SCL
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// 10 <-> SDA
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// 11 <-> VCC
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// ADDR1 represents A1:A0 of the 7-bit address.
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// ADDR2 represents A3:A2 of the 7-bit address.
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// The result is: 0b101(ADDR2)(ADDR1)
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#define DRIVER_ADDR_1 0b1010000
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#define DRIVER_ADDR_2 0b1010000 // this is here for compliancy reasons.
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#define DRIVER_COUNT 2
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#define DRIVER_1_LED_TOTAL 64
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#define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL
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#define DRIVER_COUNT 2
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#define DRIVER_1_LED_TOTAL 64
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#define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL
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```
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Currently only a single drivers is supported, but it would be trivial to support all 4 combinations. For now define `DRIVER_ADDR_2` as `DRIVER_ADDR_1`
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Define these arrays listing all the LEDs in your `<keyboard>.c`:
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const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
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/* Refer to IS31 manual for these locations
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* driver
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* | R location
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* | | G location
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* | | | B location
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* | | | | */
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{0, B_1, A_1, C_1},
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....
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}
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```C
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const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
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/* Refer to IS31 manual for these locations
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* driver
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* | R location
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* | | G location
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* | | | B location
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* | | | | */
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{0, B_1, A_1, C_1},
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....
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}
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```
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Where `X_Y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3733.pdf) and the header file `drivers/issi/is31fl3733.h`. The `driver` is the index of the driver you defined in your `config.h` (Only `0` right now).
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From this point forward the configuration is the same for all the drivers.
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const rgb_led g_rgb_leds[DRIVER_LED_TOTAL] = {
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/* {row | col << 4}
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* | {x=0..224, y=0..64}
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* | | modifier
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* | | | */
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{{0|(0<<4)}, {20.36*0, 21.33*0}, 1},
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{{0|(1<<4)}, {20.36*1, 21.33*0}, 1},
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....
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}
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```C
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const rgb_led g_rgb_leds[DRIVER_LED_TOTAL] = {
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/* {row | col << 4}
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* | {x=0..224, y=0..64}
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* | | modifier
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* | | | */
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{{0|(0<<4)}, {20.36*0, 21.33*0}, 1},
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{{0|(1<<4)}, {20.36*1, 21.33*0}, 1},
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....
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}
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```
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The format for the matrix position used in this array is `{row | (col << 4)}`. The `x` is between (inclusive) 0-224, and `y` is between (inclusive) 0-64. The easiest way to calculate these positions is:
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x = 224 / ( NUMBER_OF_COLS - 1 ) * ROW_POSITION
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y = 64 / (NUMBER_OF_ROWS - 1 ) * COL_POSITION
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```C
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x = 224 / ( NUMBER_OF_COLS - 1 ) * ROW_POSITION
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y = 64 / (NUMBER_OF_ROWS - 1 ) * COL_POSITION
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```
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Where all variables are decimels/floats.
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@ -113,48 +129,50 @@ Where all variables are decimels/floats.
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All RGB keycodes are currently shared with the RGBLIGHT system:
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* `RGB_TOG` - toggle
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* `RGB_MOD` - cycle through modes
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* `RGB_HUI` - increase hue
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* `RGB_HUD` - decrease hue
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* `RGB_SAI` - increase saturation
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* `RGB_SAD` - decrease saturation
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* `RGB_VAI` - increase value
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* `RGB_VAD` - decrease value
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* `RGB_SPI` - increase speed effect (no EEPROM support)
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* `RGB_SPD` - decrease speed effect (no EEPROM support)
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* `RGB_MODE_*` keycodes will generally work, but are not currently mapped to the correct effects for the RGB Matrix system
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* `RGB_TOG` - toggle
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* `RGB_MOD` - cycle through modes
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* `RGB_HUI` - increase hue
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* `RGB_HUD` - decrease hue
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* `RGB_SAI` - increase saturation
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* `RGB_SAD` - decrease saturation
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* `RGB_VAI` - increase value
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* `RGB_VAD` - decrease value
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* `RGB_SPI` - increase speed effect (no EEPROM support)
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* `RGB_SPD` - decrease speed effect (no EEPROM support)
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* `RGB_MODE_*` keycodes will generally work, but are not currently mapped to the correct effects for the RGB Matrix system
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## RGB Matrix Effects
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These are the effects that are currently available:
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All effects have been configured to support current configuration values (Hue, Saturation, Value, & Speed) unless otherwise noted below. These are the effects that are currently available:
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enum rgb_matrix_effects {
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RGB_MATRIX_SOLID_COLOR = 1,
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RGB_MATRIX_ALPHAS_MODS,
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RGB_MATRIX_DUAL_BEACON,
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RGB_MATRIX_GRADIENT_UP_DOWN,
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RGB_MATRIX_RAINDROPS,
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RGB_MATRIX_CYCLE_ALL,
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RGB_MATRIX_CYCLE_LEFT_RIGHT,
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RGB_MATRIX_CYCLE_UP_DOWN,
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RGB_MATRIX_RAINBOW_BEACON,
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RGB_MATRIX_RAINBOW_PINWHEELS,
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RGB_MATRIX_RAINBOW_MOVING_CHEVRON,
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RGB_MATRIX_JELLYBEAN_RAINDROPS,
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RGB_MATRIX_DIGITAL_RAIN,
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#ifdef RGB_MATRIX_KEYPRESSES
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RGB_MATRIX_SOLID_REACTIVE,
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RGB_MATRIX_REACTIVE_SIMPLE,
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RGB_MATRIX_SPLASH,
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RGB_MATRIX_MULTISPLASH,
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RGB_MATRIX_SOLID_SPLASH,
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RGB_MATRIX_SOLID_MULTISPLASH,
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#endif
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RGB_MATRIX_EFFECT_MAX
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};
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```C
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enum rgb_matrix_effects {
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RGB_MATRIX_NONE = 0,
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RGB_MATRIX_SOLID_COLOR = 1, // Static single hue, no speed support
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RGB_MATRIX_ALPHAS_MODS, // Static dual hue, speed is hue for secondary hue
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RGB_MATRIX_GRADIENT_UP_DOWN, // Static gradient top to bottom, speed controls how much gradient changes
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RGB_MATRIX_BREATHING, // Single hue brightness cycling animation
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RGB_MATRIX_CYCLE_ALL, // Full keyboard solid hue cycling through full gradient
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RGB_MATRIX_CYCLE_LEFT_RIGHT, // Full gradient scrolling left to right
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RGB_MATRIX_CYCLE_UP_DOWN, // Full gradient scrolling top to bottom
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RGB_MATRIX_RAINBOW_MOVING_CHEVRON, // Full gradent Chevron shapped scrolling left to right
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RGB_MATRIX_DUAL_BEACON, // Full gradient spinning around center of keyboard
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RGB_MATRIX_RAINBOW_BEACON, // Full tighter gradient spinning around center of keyboard
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RGB_MATRIX_RAINBOW_PINWHEELS, // Full dual gradients spinning two halfs of keyboard
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RGB_MATRIX_RAINDROPS, // Randomly changes a single key's hue
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RGB_MATRIX_JELLYBEAN_RAINDROPS, // Randomly changes a single key's hue and saturation
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RGB_MATRIX_DIGITAL_RAIN, // That famous computer simulation
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#if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
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RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value out
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RGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hue
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RGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value out
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RGB_MATRIX_MULTISPLASH, // Full gradient & value pulse away from multiple key hits then fades value out
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RGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value out
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RGB_MATRIX_SOLID_MULTISPLASH, // Hue & value pulse away from multiple key hits then fades value out
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#endif
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RGB_MATRIX_EFFECT_MAX
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};
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```
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You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `config.h`:
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|Define |Description |
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|---------------------------------------------------|--------------------------------------------|
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|`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
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|`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
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|`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
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|`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |
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|`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
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|`#define DISABLE_RGB_MATRIX_CYCLE_ALL` |Disables `RGB_MATRIX_CYCLE_ALL` |
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|`#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT` |Disables `RGB_MATRIX_CYCLE_LEFT_RIGHT` |
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|`#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN` |Disables `RGB_MATRIX_CYCLE_UP_DOWN` |
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|`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|
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|`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
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|`#define DISABLE_RGB_MATRIX_RAINBOW_BEACON` |Disables `RGB_MATRIX_RAINBOW_BEACON` |
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|`#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS` |Disables `RGB_MATRIX_RAINBOW_PINWHEELS` |
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|`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|
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|`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |
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|`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
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|`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
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|`#define DISABLE_RGB_MATRIX_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_REACTIVE_SIMPLE` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLEE`|
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|`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
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|`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
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|`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
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Custom layer effects can be done by defining this in your `<keyboard>.c`:
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void rgb_matrix_indicators_kb(void) {
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rgb_matrix_set_color(index, red, green, blue);
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}
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```C
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void rgb_matrix_indicators_kb(void) {
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rgb_matrix_set_color(index, red, green, blue);
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}
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```
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A similar function works in the keymap as `rgb_matrix_indicators_user`.
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## Additional `config.h` Options
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#define RGB_MATRIX_KEYPRESSES // reacts to keypresses (will slow down matrix scan by a lot)
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#define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (not recommened)
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#define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
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#define RGB_DISABLE_WHEN_USB_SUSPENDED false // turn off effects when suspended
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#define RGB_MATRIX_SKIP_FRAMES 1 // number of frames to skip when displaying animations (0 is full effect) if not defined defaults to 1
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#define RGB_MATRIX_MAXIMUM_BRIGHTNESS 200 // limits maximum brightness of LEDs to 200 out of 255. If not defined maximum brightness is set to 255
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```C
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#define RGB_MATRIX_KEYPRESSES // reacts to keypresses
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#define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
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#define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
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#define RGB_DISABLE_WHEN_USB_SUSPENDED false // turn off effects when suspended
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#define RGB_MATRIX_LED_PROCESS_LIMIT (DRIVER_LED_TOTAL + 4) / 5 // limits the number of LEDs to process in an animation per task run (increases keyboard responsiveness)
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#define RGB_MATRIX_LED_FLUSH_LIMIT 16 // limits in milliseconds how frequently an animation will update the LEDs. 16 (16ms) is equivalent to limiting to 60fps (increases keyboard responsiveness)
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#define RGB_MATRIX_MAXIMUM_BRIGHTNESS 200 // limits maximum brightness of LEDs to 200 out of 255. If not defined maximum brightness is set to 255
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```
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## EEPROM storage
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The EEPROM for it is currently shared with the RGBLIGHT system (it's generally assumed only one RGB would be used at a time), but could be configured to use its own 32bit address with:
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#define EECONFIG_RGB_MATRIX (uint32_t *)16
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```C
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#define EECONFIG_RGB_MATRIX (uint32_t *)16
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```
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Where `16` is an unused index from `eeconfig.h`.
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@ -212,12 +238,14 @@ Where `16` is an unused index from `eeconfig.h`.
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To use the suspend feature, add this to your `<keyboard>.c`:
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void suspend_power_down_kb(void)
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{
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rgb_matrix_set_suspend_state(true);
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}
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```C
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void suspend_power_down_kb(void)
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{
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rgb_matrix_set_suspend_state(true);
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}
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void suspend_wakeup_init_kb(void)
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{
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rgb_matrix_set_suspend_state(false);
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}
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void suspend_wakeup_init_kb(void)
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{
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rgb_matrix_set_suspend_state(false);
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}
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```
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