skylark-qmk/docs/feature_rgb_matrix.md
yiancar c89565cc3d General RGB matrix fixes (#2931)
* Added Modular keyboards L,R and NUM

Created code modules for the 3 modules of the modular keyboard.
Original idea by MechboardsUK. Uses i2c implementation similar to lets
split

* Remove modular from master

This is to fix incorrect branching

* General fixes for RGB_matrix

- Complited speed support for all effects
- Fixed raindrop effects to initialized after toggle
- Fixed raindrop effects to use all available LEDs
- Fixed effect step reverse function
- Moved RGB_MATRIX_SOLID_REACTIVE under correct flag

* Documentation update for RGBmatrix

* More doc updates
2018-05-10 00:31:24 -04:00

4.6 KiB

RGB Matrix Lighting

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 = yes

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

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. The driver is the index of the driver you defined in your config.h (0 or 1 right now).

const rgb_led g_rgb_leds[DRIVER_LED_TOTAL] = {
/* {row | col << 4}
 *    |           {x=0..224, y=0..64}
 *    |              |               modifier
 *    |              |                 | */
    {{0|(0<<4)},   {20.36*0, 21.33*0}, 1},
    {{0|(1<<4)},   {20.36*1, 21.33*0}, 1},
    ....
}

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:

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

Where all variables are decimels/floats.

modifier is a boolean, whether or not a certain key is considered a modifier (used in some effects).

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

These are the effects that are currently available:

enum rgb_matrix_effects {
	RGB_MATRIX_SOLID_COLOR = 1,
    RGB_MATRIX_ALPHAS_MODS,
    RGB_MATRIX_DUAL_BEACON,
    RGB_MATRIX_GRADIENT_UP_DOWN,
    RGB_MATRIX_RAINDROPS,
    RGB_MATRIX_CYCLE_ALL,
    RGB_MATRIX_CYCLE_LEFT_RIGHT,
    RGB_MATRIX_CYCLE_UP_DOWN,
    RGB_MATRIX_RAINBOW_BEACON,
    RGB_MATRIX_RAINBOW_PINWHEELS,
    RGB_MATRIX_RAINBOW_MOVING_CHEVRON,
    RGB_MATRIX_JELLYBEAN_RAINDROPS,
#ifdef RGB_MATRIX_KEYPRESSES
	RGB_MATRIX_SOLID_REACTIVE,
    RGB_MATRIX_SPLASH,
    RGB_MATRIX_MULTISPLASH,
    RGB_MATRIX_SOLID_SPLASH,
    RGB_MATRIX_SOLID_MULTISPLASH,
#endif
    RGB_MATRIX_EFFECT_MAX
};

Custom layer effects

Custom layer effects can be done by defining this in your <keyboard>.c:

void rgb_matrix_indicators_kb(void) {
	// rgb_matrix_set_color(index, red, green, blue);
}

A similar function works in the keymap as rgb_matrix_indicators_user.

Additional config.h Options

#define RGB_MATRIX_KEYPRESSES // reacts to keypresses (will slow down matrix scan by a lot)
#define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (not recommened)
#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_SKIP_FRAMES 1 // number of frames to skip when displaying animations (0 is full effect) if not defined defaults to 1

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 *)16

Where 16 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);
}