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  1. # RGB Matrix Lighting
  2. 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.
  3. If you want to use single color LED's you should use the [LED Matrix Subsystem](feature_led_matrix.md) instead.
  4. ## Driver configuration
  5. ---
  6. ### IS31FL3731
  7. There is basic support for addressable RGB matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your `rules.mk`:
  8. ```C
  9. RGB_MATRIX_ENABLE = IS31FL3731
  10. ```
  11. Configure the hardware via your `config.h`:
  12. ```C
  13. // This is a 7-bit address, that gets left-shifted and bit 0
  14. // set to 0 for write, 1 for read (as per I2C protocol)
  15. // The address will vary depending on your wiring:
  16. // 0b1110100 AD <-> GND
  17. // 0b1110111 AD <-> VCC
  18. // 0b1110101 AD <-> SCL
  19. // 0b1110110 AD <-> SDA
  20. #define DRIVER_ADDR_1 0b1110100
  21. #define DRIVER_ADDR_2 0b1110110
  22. #define DRIVER_COUNT 2
  23. #define DRIVER_1_LED_TOTAL 25
  24. #define DRIVER_2_LED_TOTAL 24
  25. #define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL
  26. ```
  27. Currently only 2 drivers are supported, but it would be trivial to support all 4 combinations.
  28. Define these arrays listing all the LEDs in your `<keyboard>.c`:
  29. ```C
  30. const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
  31. /* Refer to IS31 manual for these locations
  32. * driver
  33. * | R location
  34. * | | G location
  35. * | | | B location
  36. * | | | | */
  37. {0, C1_3, C2_3, C3_3},
  38. ....
  39. }
  40. ```
  41. 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).
  42. ---
  43. ### IS31FL3733/IS31FL3737
  44. !> For the IS31FL3737, replace all instances of `IS31FL3733` below with `IS31FL3737`.
  45. There is basic support for addressable RGB matrix lighting with the I2C IS31FL3733 RGB controller. To enable it, add this to your `rules.mk`:
  46. ```C
  47. RGB_MATRIX_ENABLE = IS31FL3733
  48. ```
  49. Configure the hardware via your `config.h`:
  50. ```C
  51. // This is a 7-bit address, that gets left-shifted and bit 0
  52. // set to 0 for write, 1 for read (as per I2C protocol)
  53. // The address will vary depending on your wiring:
  54. // 00 <-> GND
  55. // 01 <-> SCL
  56. // 10 <-> SDA
  57. // 11 <-> VCC
  58. // ADDR1 represents A1:A0 of the 7-bit address.
  59. // ADDR2 represents A3:A2 of the 7-bit address.
  60. // The result is: 0b101(ADDR2)(ADDR1)
  61. #define DRIVER_ADDR_1 0b1010000
  62. #define DRIVER_ADDR_2 0b1010000 // this is here for compliancy reasons.
  63. #define DRIVER_COUNT 2
  64. #define DRIVER_1_LED_TOTAL 64
  65. #define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL
  66. ```
  67. 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`
  68. Define these arrays listing all the LEDs in your `<keyboard>.c`:
  69. ```C
  70. const is31_led g_is31_leds[DRIVER_LED_TOTAL] = {
  71. /* Refer to IS31 manual for these locations
  72. * driver
  73. * | R location
  74. * | | G location
  75. * | | | B location
  76. * | | | | */
  77. {0, B_1, A_1, C_1},
  78. ....
  79. }
  80. ```
  81. 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).
  82. ---
  83. ### WS2812 (AVR only)
  84. 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`:
  85. ```C
  86. RGB_MATRIX_ENABLE = WS2812
  87. ```
  88. Configure the hardware via your `config.h`:
  89. ```C
  90. // The pin connected to the data pin of the LEDs
  91. #define RGB_DI_PIN D7
  92. // The number of LEDs connected
  93. #define DRIVER_LED_TOTAL 70
  94. ```
  95. ---
  96. From this point forward the configuration is the same for all the drivers. The struct rgb_led array tells the system for each led, what key electrical matrix it represents, what the physical position is on the board, and if the led is for a modifier key or not. Here is a brief example:
  97. ```C
  98. const rgb_led g_rgb_leds[DRIVER_LED_TOTAL] = {
  99. /* {row | col << 4}
  100. * | {x=0..224, y=0..64}
  101. * | | modifier
  102. * | | | */
  103. {{0|(0<<4)}, {20.36*0, 21.33*0}, 1},
  104. {{0|(1<<4)}, {20.36*1, 21.33*0}, 1},
  105. ....
  106. }
  107. ```
  108. The first part, `{row | col << 4}`, tells the system what key this LED represents by using the key's electrical matrix row & col. The second part, `{x=0..224, y=0..64}` represents the LED's physical position on the keyboard. The `x` is between (inclusive) 0-224, and `y` is between (inclusive) 0-64 as the effects are based on this range. 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:
  109. ```C
  110. x = 224 / (NUMBER_OF_COLS - 1) * COL_POSITION
  111. y = 64 / (NUMBER_OF_ROWS - 1) * ROW_POSITION
  112. ```
  113. 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.
  114. `modifier` is a boolean, whether or not a certain key is considered a modifier (used in some effects).
  115. ## Keycodes
  116. All RGB keycodes are currently shared with the RGBLIGHT system:
  117. * `RGB_TOG` - toggle
  118. * `RGB_MOD` - cycle through modes
  119. * `RGB_HUI` - increase hue
  120. * `RGB_HUD` - decrease hue
  121. * `RGB_SAI` - increase saturation
  122. * `RGB_SAD` - decrease saturation
  123. * `RGB_VAI` - increase value
  124. * `RGB_VAD` - decrease value
  125. * `RGB_SPI` - increase speed effect (no EEPROM support)
  126. * `RGB_SPD` - decrease speed effect (no EEPROM support)
  127. * `RGB_MODE_*` keycodes will generally work, but are not currently mapped to the correct effects for the RGB Matrix system
  128. ## RGB Matrix Effects
  129. 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:
  130. ```C
  131. enum rgb_matrix_effects {
  132. RGB_MATRIX_NONE = 0,
  133. RGB_MATRIX_SOLID_COLOR = 1, // Static single hue, no speed support
  134. RGB_MATRIX_ALPHAS_MODS, // Static dual hue, speed is hue for secondary hue
  135. RGB_MATRIX_GRADIENT_UP_DOWN, // Static gradient top to bottom, speed controls how much gradient changes
  136. RGB_MATRIX_BREATHING, // Single hue brightness cycling animation
  137. RGB_MATRIX_CYCLE_ALL, // Full keyboard solid hue cycling through full gradient
  138. RGB_MATRIX_CYCLE_LEFT_RIGHT, // Full gradient scrolling left to right
  139. RGB_MATRIX_CYCLE_UP_DOWN, // Full gradient scrolling top to bottom
  140. RGB_MATRIX_RAINBOW_MOVING_CHEVRON, // Full gradent Chevron shapped scrolling left to right
  141. RGB_MATRIX_DUAL_BEACON, // Full gradient spinning around center of keyboard
  142. RGB_MATRIX_RAINBOW_BEACON, // Full tighter gradient spinning around center of keyboard
  143. RGB_MATRIX_RAINBOW_PINWHEELS, // Full dual gradients spinning two halfs of keyboard
  144. RGB_MATRIX_RAINDROPS, // Randomly changes a single key's hue
  145. RGB_MATRIX_JELLYBEAN_RAINDROPS, // Randomly changes a single key's hue and saturation
  146. RGB_MATRIX_DIGITAL_RAIN, // That famous computer simulation
  147. #if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
  148. RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value out
  149. RGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hue
  150. RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out
  151. RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out
  152. RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out
  153. RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
  154. RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of a single key hit then fades value out
  155. RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
  156. RGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value out
  157. RGB_MATRIX_MULTISPLASH, // Full gradient & value pulse away from multiple key hits then fades value out
  158. RGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value out
  159. RGB_MATRIX_SOLID_MULTISPLASH, // Hue & value pulse away from multiple key hits then fades value out
  160. #endif
  161. RGB_MATRIX_EFFECT_MAX
  162. };
  163. ```
  164. You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `config.h`:
  165. |Define |Description |
  166. |-------------------------------------------------------|-----------------------------------------------|
  167. |`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
  168. |`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
  169. |`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
  170. |`#define DISABLE_RGB_MATRIX_CYCLE_ALL` |Disables `RGB_MATRIX_CYCLE_ALL` |
  171. |`#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT` |Disables `RGB_MATRIX_CYCLE_LEFT_RIGHT` |
  172. |`#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN` |Disables `RGB_MATRIX_CYCLE_UP_DOWN` |
  173. |`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |
  174. |`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
  175. |`#define DISABLE_RGB_MATRIX_RAINBOW_BEACON` |Disables `RGB_MATRIX_RAINBOW_BEACON` |
  176. |`#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS` |Disables `RGB_MATRIX_RAINBOW_PINWHEELS` |
  177. |`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |
  178. |`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
  179. |`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
  180. |`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
  181. |`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |
  182. |`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_WIDE` |
  183. |`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |
  184. |`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_CROSS` |
  185. |`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTICROSS`|
  186. |`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_NEXUS` |
  187. |`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS`|
  188. |`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
  189. |`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
  190. |`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
  191. |`#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH` |Disables `RGB_MATRIX_SOLID_MULTISPLASH` |
  192. ## Custom layer effects
  193. Custom layer effects can be done by defining this in your `<keyboard>.c`:
  194. ```C
  195. void rgb_matrix_indicators_kb(void) {
  196. rgb_matrix_set_color(index, red, green, blue);
  197. }
  198. ```
  199. A similar function works in the keymap as `rgb_matrix_indicators_user`.
  200. ## Colors
  201. These are shorthands to popular colors. The `RGB` ones can be passed to the `setrgb` functions, while the `HSV` ones to the `sethsv` functions.
  202. |RGB |HSV |
  203. |-------------------|-------------------|
  204. |`RGB_WHITE` |`HSV_WHITE` |
  205. |`RGB_RED` |`HSV_RED` |
  206. |`RGB_CORAL` |`HSV_CORAL` |
  207. |`RGB_ORANGE` |`HSV_ORANGE` |
  208. |`RGB_GOLDENROD` |`HSV_GOLDENROD` |
  209. |`RGB_GOLD` |`HSV_GOLD` |
  210. |`RGB_YELLOW` |`HSV_YELLOW` |
  211. |`RGB_CHARTREUSE` |`HSV_CHARTREUSE` |
  212. |`RGB_GREEN` |`HSV_GREEN` |
  213. |`RGB_SPRINGGREEN` |`HSV_SPRINGGREEN` |
  214. |`RGB_TURQUOISE` |`HSV_TURQUOISE` |
  215. |`RGB_TEAL` |`HSV_TEAL` |
  216. |`RGB_CYAN` |`HSV_CYAN` |
  217. |`RGB_AZURE` |`HSV_AZURE` |
  218. |`RGB_BLUE` |`HSV_BLUE` |
  219. |`RGB_PURPLE` |`HSV_PURPLE` |
  220. |`RGB_MAGENTA` |`HSV_MAGENTA` |
  221. |`RGB_PINK` |`HSV_PINK` |
  222. These are defined in [`rgblight_list.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h). Feel free to add to this list!
  223. ## Additional `config.h` Options
  224. ```C
  225. #define RGB_MATRIX_KEYPRESSES // reacts to keypresses
  226. #define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)
  227. #define RGB_DISABLE_AFTER_TIMEOUT 0 // number of ticks to wait until disabling effects
  228. #define RGB_DISABLE_WHEN_USB_SUSPENDED false // turn off effects when suspended
  229. #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)
  230. #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)
  231. #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
  232. ```
  233. ## EEPROM storage
  234. 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:
  235. ```C
  236. #define EECONFIG_RGB_MATRIX (uint32_t *)28
  237. ```
  238. Where `28` is an unused index from `eeconfig.h`.
  239. ## Suspended state
  240. To use the suspend feature, add this to your `<keyboard>.c`:
  241. ```C
  242. void suspend_power_down_kb(void)
  243. {
  244. rgb_matrix_set_suspend_state(true);
  245. }
  246. void suspend_wakeup_init_kb(void)
  247. {
  248. rgb_matrix_set_suspend_state(false);
  249. }
  250. ```