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-rw-r--r--docs/feature_rgb_matrix.md2
-rw-r--r--docs/squeezing_avr.md1
-rw-r--r--quantum/rgb_matrix/animations/pixel_flow_anim.h51
-rw-r--r--quantum/rgb_matrix/animations/rgb_matrix_effects.inc1
4 files changed, 55 insertions, 0 deletions
diff --git a/docs/feature_rgb_matrix.md b/docs/feature_rgb_matrix.md
index 3384aa7180..0e2e68233f 100644
--- a/docs/feature_rgb_matrix.md
+++ b/docs/feature_rgb_matrix.md
@@ -455,6 +455,7 @@ enum rgb_matrix_effects {
RGB_MATRIX_HUE_PENDULUM, // Hue shifts up a slight ammount in a wave to the right, then back to the left
RGB_MATRIX_HUE_WAVE, // Hue shifts up a slight ammount and then back down in a wave to the right
RGB_MATRIX_PIXEL_FRACTAL, // Single hue fractal filled keys pulsing horizontally out to edges
+ RGB_MATRIX_PIXEL_FLOW, // Pulsing RGB flow along LED wiring with random hues
RGB_MATRIX_PIXEL_RAIN, // Randomly light keys with random hues
#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS)
RGB_MATRIX_TYPING_HEATMAP, // How hot is your WPM!
@@ -510,6 +511,7 @@ You can enable a single effect by defining `ENABLE_[EFFECT_NAME]` in your `confi
|`#define ENABLE_RGB_MATRIX_HUE_PENDULUM` |Enables `RGB_MATRIX_HUE_PENDULUM` |
|`#define ENABLE_RGB_MATRIX_HUE_WAVE` |Enables `RGB_MATRIX_HUE_WAVE ` |
|`#define ENABLE_RGB_MATRIX_PIXEL_FRACTAL` |Enables `RGB_MATRIX_PIXEL_FRACTAL` |
+|`#define ENABLE_RGB_MATRIX_PIXEL_FLOW` |Enables `RGB_MATRIX_PIXEL_FLOW` |
|`#define ENABLE_RGB_MATRIX_PIXEL_RAIN` |Enables `RGB_MATRIX_PIXEL_RAIN` |
?> These modes don't require any additional defines.
diff --git a/docs/squeezing_avr.md b/docs/squeezing_avr.md
index e4d8d7c146..4a147e0c66 100644
--- a/docs/squeezing_avr.md
+++ b/docs/squeezing_avr.md
@@ -147,6 +147,7 @@ For RGB Matrix, these need to be explicitly enabled as well. To disable any that
#undef ENABLE_RGB_MATRIX_HUE_PENDULUM
#undef ENABLE_RGB_MATRIX_HUE_WAVE
#undef ENABLE_RGB_MATRIX_PIXEL_FRACTAL
+#undef ENABLE_RGB_MATRIX_PIXEL_FLOW
#undef ENABLE_RGB_MATRIX_PIXEL_RAIN
#undef ENABLE_RGB_MATRIX_TYPING_HEATMAP
diff --git a/quantum/rgb_matrix/animations/pixel_flow_anim.h b/quantum/rgb_matrix/animations/pixel_flow_anim.h
new file mode 100644
index 0000000000..0e81cd0111
--- /dev/null
+++ b/quantum/rgb_matrix/animations/pixel_flow_anim.h
@@ -0,0 +1,51 @@
+// Copyright 2022 @filterpaper
+// SPDX-License-Identifier: GPL-2.0+
+
+#ifdef ENABLE_RGB_MATRIX_PIXEL_FLOW
+RGB_MATRIX_EFFECT(PIXEL_FLOW)
+# ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
+
+static bool PIXEL_FLOW(effect_params_t* params) {
+ // LED state array
+ static RGB led[DRIVER_LED_TOTAL];
+
+ static uint32_t wait_timer = 0;
+ if (wait_timer > g_rgb_timer) {
+ return false;
+ }
+
+ inline uint32_t interval(void) {
+ return 3000 / scale16by8(qadd8(rgb_matrix_config.speed, 16), 16);
+ }
+
+ if (params->init) {
+ // Clear LEDs and fill the state array
+ rgb_matrix_set_color_all(0, 0, 0);
+ for (uint8_t j = 0; j < DRIVER_LED_TOTAL; ++j) {
+ led[j] = (random8() & 2) ? (RGB){0,0,0} : hsv_to_rgb((HSV){random8(), qadd8(random8() >> 1, 127), rgb_matrix_config.hsv.v});
+ }
+ }
+
+ RGB_MATRIX_USE_LIMITS(led_min, led_max);
+ // Light LEDs based on state array
+ for (uint8_t i = led_min; i < led_max; ++i) {
+ RGB_MATRIX_TEST_LED_FLAGS();
+ rgb_matrix_set_color(i, led[i].r, led[i].g, led[i].b);
+ }
+
+ if (!rgb_matrix_check_finished_leds(led_max)) {
+ // Shift LED state forward
+ for (uint8_t j = 0; j < led_max-1; ++j) {
+ led[j] = led[j+1];
+ }
+ // Fill last LED
+ led[led_max-1] = (random8() & 2) ? (RGB){0,0,0} : hsv_to_rgb((HSV){random8(), qadd8(random8() >> 1, 127), rgb_matrix_config.hsv.v});
+ // Set pulse timer
+ wait_timer = g_rgb_timer + interval();
+ }
+
+ return rgb_matrix_check_finished_leds(led_max);
+}
+
+# endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
+#endif // ENABLE_RGB_MATRIX_PIXEL_FLOW
diff --git a/quantum/rgb_matrix/animations/rgb_matrix_effects.inc b/quantum/rgb_matrix/animations/rgb_matrix_effects.inc
index 27ce347235..ac7bac428d 100644
--- a/quantum/rgb_matrix/animations/rgb_matrix_effects.inc
+++ b/quantum/rgb_matrix/animations/rgb_matrix_effects.inc
@@ -27,6 +27,7 @@
#include "hue_pendulum_anim.h"
#include "hue_wave_anim.h"
#include "pixel_rain_anim.h"
+#include "pixel_flow_anim.h"
#include "pixel_fractal_anim.h"
#include "typing_heatmap_anim.h"
#include "digital_rain_anim.h"