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feature_rgb_matrix.md

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RGB Matrix Lighting

This feature allows you to use RGB LED matrices driven by external drivers. It hooks into the RGBLIGHT system so you can use the same keycodes as RGBLIGHT to control it.

If you want to use single color LED's you should use the LED Matrix Subsystem instead.

Driver configuration


IS31FL3731

There is basic support for addressable RGB matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your rules.mk:

RGB_MATRIX_ENABLE = IS31FL3731

Configure the hardware via your config.h:

// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 0b1110100 AD <-> GND
// 0b1110111 AD <-> VCC
// 0b1110101 AD <-> SCL
// 0b1110110 AD <-> SDA
#define DRIVER_ADDR_1 0b1110100
#define DRIVER_ADDR_2 0b1110110

#define DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 25
#define DRIVER_2_LED_TOTAL 24
#define DRIVER_LED_TOTAL (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)

!> Note the parentheses, this is so when DRIVER_LED_TOTAL is used in code and expanded, the values are added together before any additional math is applied to them. As an example, rand() % (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL) will give very different results than rand() % DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL.

Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.

Define these arrays listing all the LEDs in your <keyboard>.c:

const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
/* Refer to IS31 manual for these locations
 *   driver
 *   |  R location
 *   |  |      G location
 *   |  |      |      B location
 *   |  |      |      | */
    {0, C1_3,  C2_3,  C3_3},
    ....
}

Where Cx_y is the location of the LED in the matrix defined by the datasheet 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).


IS31FL3733/IS31FL3737

!> For the IS31FL3737, replace all instances of IS31FL3733 below with IS31FL3737.

There is basic support for addressable RGB matrix lighting with the I2C IS31FL3733 RGB controller. To enable it, add this to your rules.mk:

RGB_MATRIX_ENABLE = IS31FL3733

Configure the hardware via your config.h:

// This is a 7-bit address, that gets left-shifted and bit 0
// set to 0 for write, 1 for read (as per I2C protocol)
// The address will vary depending on your wiring:
// 00 <-> GND
// 01 <-> SCL
// 10 <-> SDA
// 11 <-> VCC
// ADDR1 represents A1:A0 of the 7-bit address.
// ADDR2 represents A3:A2 of the 7-bit address.
// The result is: 0b101(ADDR2)(ADDR1)
#define DRIVER_ADDR_1 0b1010000
#define DRIVER_ADDR_2 0b1010000 // this is here for compliancy reasons.

#define DRIVER_COUNT 2
#define DRIVER_1_LED_TOTAL 64
#define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL

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

Define these arrays listing all the LEDs in your <keyboard>.c:

const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
/* Refer to IS31 manual for these locations
 *   driver
 *   |  R location
 *   |  |       G location
 *   |  |       |       B location
 *   |  |       |       | */
    {0, B_1,    A_1,    C_1},
    ....
}

Where X_Y is the location of the LED in the matrix defined by the datasheet 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).


WS2812 (AVR only)

There is basic support for addressable RGB matrix lighting with a WS2811/WS2812{a,b,c} addressable LED strand. To enable it, add this to your rules.mk:

RGB_MATRIX_ENABLE = WS2812

Configure the hardware via your config.h:

// The pin connected to the data pin of the LEDs
#define RGB_DI_PIN D7
// The number of LEDs connected
#define DRIVER_LED_TOTAL 70

From this point forward the configuration is the same for all the drivers. The led_config_t struct provides a key electrical matrix to led index lookup table, what the physical position of each LED is on the board, and what type of key or usage the LED if the LED represents. Here is a brief example:

const led_config_t g_led_config = { {
  // Key Matrix to LED Index
  {   5, NO_LED, NO_LED,   0 },
  { NO_LED, NO_LED, NO_LED, NO_LED },
  {   4, NO_LED, NO_LED,   1 },
  {   3, NO_LED, NO_LED,   2 }
}, {
  // LED Index to Physical Position
  { 188,  16 }, { 187,  48 }, { 149,  64 }, { 112,  64 }, {  37,  48 }, {  38,  16 }
}, {
  // LED Index to Flag
  1, 4, 4, 4, 4, 1
} };

The first part, // Key Matrix to LED Index, tells the system what key this LED represents by using the key's electrical matrix row & col. The second part, // LED Index to Physical Position represents the LED's physical { x, y } position on the keyboard. The default expected range of values for { x, y } is the inclusive range { 0..224, 0..64 }. This default expected range is due to effects that calculate the center of the keyboard for their animations. The easiest way to calculate these positions is imagine your keyboard is a grid, and the top left of the keyboard represents { x, y } coordinate { 0, 0 } and the bottom right of your keyboard represents { 224, 64 }. Using this as a basis, you can use the following formula to calculate the physical position:

x = 224 / (NUMBER_OF_COLS - 1) * COL_POSITION
y =  64 / (NUMBER_OF_ROWS - 1) * ROW_POSITION

Where NUMBER_OF_COLS, NUMBER_OF_ROWS, COL_POSITION, & ROW_POSITION are all based on the physical layout of your keyboard, not the electrical layout.

As mentioned earlier, the center of the keyboard by default is expected to be { 112, 32 }, but this can be changed if you want to more accurately calculate the LED's physical { x, y } positions. Keyboard designers can implement #define RGB_MATRIX_CENTER { 112, 32 } in their config.h file with the new center point of the keyboard, or where they want it to be allowing more possibilities for the { x, y } values. Do note that the maximum value for x or y is 255, and the recommended maximum is 224 as this gives animations runoff room before they reset.

// LED Index to Flag is a bitmask, whether or not a certain LEDs is of a certain type. It is recommended that LEDs are set to only 1 type.

Flags

Define Description
#define HAS_FLAGS(bits, flags) Returns true if bits has all flags set.
#define HAS_ANY_FLAGS(bits, flags) Returns true if bits has any flags set.
#define LED_FLAG_NONE 0x00 If this LED has no flags.
#define LED_FLAG_ALL 0xFF If this LED has all flags.
#define LED_FLAG_MODIFIER 0x01 If the Key for this LED is a modifier.
#define LED_FLAG_UNDERGLOW 0x02 If the LED is for underglow.
#define LED_FLAG_KEYLIGHT 0x04 If the LED is for key backlight.

Keycodes

All RGB keycodes are currently shared with the RGBLIGHT system:

  • RGB_TOG - toggle
  • RGB_MOD - cycle through modes
  • RGB_HUI - increase hue
  • RGB_HUD - decrease hue
  • RGB_SAI - increase saturation
  • RGB_SAD - decrease saturation
  • RGB_VAI - increase value
  • RGB_VAD - decrease value
  • RGB_SPI - increase speed effect (no EEPROM support)
  • RGB_SPD - decrease speed effect (no EEPROM support)
  • RGB_MODE_* keycodes will generally work, but are not currently mapped to the correct effects for the RGB Matrix system

RGB Matrix Effects

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:

enum rgb_matrix_effects {
    RGB_MATRIX_NONE = 0,
    RGB_MATRIX_SOLID_COLOR = 1,     // Static single hue, no speed support
    RGB_MATRIX_ALPHAS_MODS,         // Static dual hue, speed is hue for secondary hue
    RGB_MATRIX_GRADIENT_UP_DOWN,    // Static gradient top to bottom, speed controls how much gradient changes
    RGB_MATRIX_BREATHING,           // Single hue brightness cycling animation
    RGB_MATRIX_BAND_SAT,        // Single hue band fading saturation scrolling left to right
    RGB_MATRIX_BAND_VAL,        // Single hue band fading brightness scrolling left to right
    RGB_MATRIX_BAND_PINWHEEL_SAT,   // Single hue 3 blade spinning pinwheel fades saturation
    RGB_MATRIX_BAND_PINWHEEL_VAL,   // Single hue 3 blade spinning pinwheel fades brightness
    RGB_MATRIX_BAND_SPIRAL_SAT,     // Single hue spinning spiral fades saturation
    RGB_MATRIX_BAND_SPIRAL_VAL,     // Single hue spinning spiral fades brightness
    RGB_MATRIX_CYCLE_ALL,           // Full keyboard solid hue cycling through full gradient
    RGB_MATRIX_CYCLE_LEFT_RIGHT,    // Full gradient scrolling left to right
    RGB_MATRIX_CYCLE_UP_DOWN,       // Full gradient scrolling top to bottom
    RGB_MATRIX_CYCLE_OUT_IN,        // Full gradient scrolling out to in
    RGB_MATRIX_CYCLE_OUT_IN_DUAL,   // Full dual gradients scrolling out to in
    RGB_MATRIX_RAINBOW_MOVING_CHEVRON,  // Full gradent Chevron shapped scrolling left to right
    RGB_MATRIX_CYCLE_PINWHEEL,      // Full gradient spinning pinwheel around center of keyboard
    RGB_MATRIX_CYCLE_SPIRAL,        // Full gradient spinning spiral around center of keyboard
    RGB_MATRIX_DUAL_BEACON,         // Full gradient spinning around center of keyboard
    RGB_MATRIX_RAINBOW_BEACON,      // Full tighter gradient spinning around center of keyboard
    RGB_MATRIX_RAINBOW_PINWHEELS,   // Full dual gradients spinning two halfs of keyboard
    RGB_MATRIX_RAINDROPS,           // Randomly changes a single key's hue
    RGB_MATRIX_JELLYBEAN_RAINDROPS, // Randomly changes a single key's hue and saturation
#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS)
    RGB_MATRIX_TYPING_HEATMAP,      // How hot is your WPM!
    RGB_MATRIX_DIGITAL_RAIN,        // That famous computer simulation
#endif
#if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
    RGB_MATRIX_SOLID_REACTIVE_SIMPLE,   // Pulses keys hit to hue & value then fades value out
    RGB_MATRIX_SOLID_REACTIVE,      // Static single hue, pulses keys hit to shifted hue then fades to current hue
    RGB_MATRIX_SOLID_REACTIVE_WIDE       // Hue & value pulse near a single key hit then fades value out
    RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE  // Hue & value pulse near multiple key hits then fades value out
    RGB_MATRIX_SOLID_REACTIVE_CROSS      // Hue & value pulse the same column and row of a single key hit then fades value out
    RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
    RGB_MATRIX_SOLID_REACTIVE_NEXUS      // Hue & value pulse away on the same column and row of a single key hit then fades value out
    RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
    RGB_MATRIX_SPLASH,              // Full gradient & value pulse away from a single key hit then fades value out
    RGB_MATRIX_MULTISPLASH,         // Full gradient & value pulse away from multiple key hits then fades value out
    RGB_MATRIX_SOLID_SPLASH,        // Hue & value pulse away from a single key hit then fades value out
    RGB_MATRIX_SOLID_MULTISPLASH,   // Hue & value pulse away from multiple key hits then fades value out
#endif
    RGB_MATRIX_EFFECT_MAX
};

You can disable a single effect by defining DISABLE_[EFFECT_NAME] in your config.h:

Define Description
#define DISABLE_RGB_MATRIX_ALPHAS_MODS Disables RGB_MATRIX_ALPHAS_MODS
#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN Disables RGB_MATRIX_GRADIENT_UP_DOWN
#define DISABLE_RGB_MATRIX_BREATHING Disables RGB_MATRIX_BREATHING
#define DISABLE_RGB_MATRIX_BAND_SAT Disables RGB_MATRIX_BAND_SAT
#define DISABLE_RGB_MATRIX_BAND_VAL Disables RGB_MATRIX_BAND_VAL
#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_SAT Disables RGB_MATRIX_BAND_PINWHEEL_SAT
#define DISABLE_RGB_MATRIX_BAND_PINWHEEL_VAL Disables RGB_MATRIX_BAND_PINWHEEL_VAL
#define DISABLE_RGB_MATRIX_BAND_SPIRAL_SAT Disables RGB_MATRIX_BAND_SPIRAL_SAT
#define DISABLE_RGB_MATRIX_BAND_SPIRAL_VAL Disables RGB_MATRIX_BAND_SPIRAL_VAL
#define DISABLE_RGB_MATRIX_CYCLE_ALL Disables RGB_MATRIX_CYCLE_ALL
#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT Disables RGB_MATRIX_CYCLE_LEFT_RIGHT
#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN Disables RGB_MATRIX_CYCLE_UP_DOWN
#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN Disables RGB_MATRIX_CYCLE_OUT_IN
#define DISABLE_RGB_MATRIX_CYCLE_OUT_IN_DUAL Disables RGB_MATRIX_CYCLE_OUT_IN_DUAL
#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON Disables RGB_MATRIX_RAINBOW_MOVING_CHEVRON
#define DISABLE_RGB_MATRIX_DUAL_BEACON Disables RGB_MATRIX_DUAL_BEACON
#define DISABLE_RGB_MATRIX_CYCLE_PINWHEEL Disables RGB_MATRIX_CYCLE_PINWHEEL
#define DISABLE_RGB_MATRIX_CYCLE_SPIRAL Disables RGB_MATRIX_CYCLE_SPIRAL
#define DISABLE_RGB_MATRIX_RAINBOW_BEACON Disables RGB_MATRIX_RAINBOW_BEACON
#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS Disables RGB_MATRIX_RAINBOW_PINWHEELS
#define DISABLE_RGB_MATRIX_RAINDROPS Disables RGB_MATRIX_RAINDROPS
#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS Disables RGB_MATRIX_JELLYBEAN_RAINDROPS
#define DISABLE_RGB_MATRIX_TYPING_HEATMAP Disables RGB_MATRIX_TYPING_HEATMAP
#define DISABLE_RGB_MATRIX_DIGITAL_RAIN Disables RGB_MATRIX_DIGITAL_RAIN
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE Disables RGB_MATRIX_SOLID_REACTIVE
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE Disables RGB_MATRIX_SOLID_REACTIVE_SIMPLE
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE Disables RGB_MATRIX_SOLID_REACTIVE_WIDE
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE Disables RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS Disables RGB_MATRIX_SOLID_REACTIVE_CROSS
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS Disables RGB_MATRIX_SOLID_REACTIVE_MULTICROSS
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS Disables RGB_MATRIX_SOLID_REACTIVE_NEXUS
#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS Disables RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS
#define DISABLE_RGB_MATRIX_SPLASH Disables RGB_MATRIX_SPLASH
#define DISABLE_RGB_MATRIX_MULTISPLASH Disables RGB_MATRIX_MULTISPLASH
#define DISABLE_RGB_MATRIX_SOLID_SPLASH Disables RGB_MATRIX_SOLID_SPLASH
#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH Disables RGB_MATRIX_SOLID_MULTISPLASH

Custom RGB Matrix Effects

By setting RGB_MATRIX_CUSTOM_USER (and/or RGB_MATRIX_CUSTOM_KB) in rule.mk, new effects can be defined directly from userspace, without having to edit any QMK core files.

To declare new effects, create a new rgb_matrix_user/kb.inc that looks something like this:

rgb_matrix_user.inc should go in the root of the keymap directory. rgb_matrix_kb.inc should go in the root of the keyboard directory.

// !!! DO NOT ADD #pragma once !!! //

// Step 1.
// Declare custom effects using the RGB_MATRIX_EFFECT macro
// (note the lack of semicolon after the macro!)
RGB_MATRIX_EFFECT(my_cool_effect)
RGB_MATRIX_EFFECT(my_cool_effect2)

// Step 2.
// Define effects inside the `RGB_MATRIX_CUSTOM_EFFECT_IMPLS` ifdef block
#ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS

// e.g: A simple effect, self-contained within a single method
static bool my_cool_effect(effect_params_t* params) {
  RGB_MATRIX_USE_LIMITS(led_min, led_max);
  for (uint8_t i = led_min; i < led_max; i++) {
    rgb_matrix_set_color(i, 0xff, 0xff, 0x00);
  }
  return led_max < DRIVER_LED_TOTAL;
}

// e.g: A more complex effect, relying on external methods and state, with
// dedicated init and run methods
static uint8_t some_global_state;
static void my_cool_effect2_complex_init(effect_params_t* params) {
  some_global_state = 1;
}
static bool my_cool_effect2_complex_run(effect_params_t* params) {
  RGB_MATRIX_USE_LIMITS(led_min, led_max);
  for (uint8_t i = led_min; i < led_max; i++) {
    rgb_matrix_set_color(i, 0xff, some_global_state++, 0xff);
  }

  return led_max < DRIVER_LED_TOTAL;
}
static bool my_cool_effect2(effect_params_t* params) {
  if (params->init) my_cool_effect2_complex_init(params);
  return my_cool_effect2_complex_run(params);
}

#endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS

For inspiration and examples, check out the built-in effects under quantum/rgb_matrix_animation/

Colors

These are shorthands to popular colors. The RGB ones can be passed to the setrgb functions, while the HSV ones to the sethsv functions.

RGB HSV
RGB_WHITE HSV_WHITE
RGB_RED HSV_RED
RGB_CORAL HSV_CORAL
RGB_ORANGE HSV_ORANGE
RGB_GOLDENROD HSV_GOLDENROD
RGB_GOLD HSV_GOLD
RGB_YELLOW HSV_YELLOW
RGB_CHARTREUSE HSV_CHARTREUSE
RGB_GREEN HSV_GREEN
RGB_SPRINGGREEN HSV_SPRINGGREEN
RGB_TURQUOISE HSV_TURQUOISE
RGB_TEAL HSV_TEAL
RGB_CYAN HSV_CYAN
RGB_AZURE HSV_AZURE
RGB_BLUE HSV_BLUE
RGB_PURPLE HSV_PURPLE
RGB_MAGENTA HSV_MAGENTA
RGB_PINK HSV_PINK

These are defined in rgblight_list.h. Feel free to add to this list!

Additional config.h Options

#define RGB_MATRIX_KEYPRESSES // reacts to keypresses
#define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
#define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
#define RGB_DISABLE_WHEN_USB_SUSPENDED false // turn off effects when suspended
#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)
#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)
#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

EEPROM storage

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:

#define EECONFIG_RGB_MATRIX (uint32_t *)28

Where 28 is an unused index from eeconfig.h.

Suspended state

To use the suspend feature, add this to your <keyboard>.c:

void suspend_power_down_kb(void)
{
    rgb_matrix_set_suspend_state(true);
}

void suspend_wakeup_init_kb(void)
{
    rgb_matrix_set_suspend_state(false);
}