Add Pixel Rain RGB Matrix effect (#14155)
* Add Pixel animation header file * Add Pixel animation to documentation * Add Pixel animation to core include file * Remove unintended spaces * Remove seeding of PRNG * Increase frequency of lit keys Co-authored-by: filterpaper <filterpaper@localhost>daktil_manuform
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0c72501763
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@ -454,6 +454,7 @@ enum rgb_matrix_effects {
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RGB_MATRIX_HUE_PENDULUM, // Hue shifts up a slight ammount in a wave to the right, then back to the left
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RGB_MATRIX_HUE_PENDULUM, // Hue shifts up a slight ammount in a wave to the right, then back to the left
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RGB_MATRIX_HUE_WAVE, // Hue shifts up a slight ammount and then back down in a wave to the right
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RGB_MATRIX_HUE_WAVE, // Hue shifts up a slight ammount and then back down in a wave to the right
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RGB_MATRIX_FRACTAL, // Single hue fractal filled keys pulsing horizontally out to edges
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RGB_MATRIX_FRACTAL, // Single hue fractal filled keys pulsing horizontally out to edges
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RGB_MATRIX_PIXEL_RAIN, // Randomly light keys with random hues
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#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS)
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#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS)
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RGB_MATRIX_TYPING_HEATMAP, // How hot is your WPM!
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RGB_MATRIX_TYPING_HEATMAP, // How hot is your WPM!
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RGB_MATRIX_DIGITAL_RAIN, // That famous computer simulation
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RGB_MATRIX_DIGITAL_RAIN, // That famous computer simulation
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@ -508,6 +509,7 @@ You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `con
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|`#define DISABLE_RGB_MATRIX_HUE_PENDULUM` |Disables `RGB_MATRIX_HUE_PENDULUM` |
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|`#define DISABLE_RGB_MATRIX_HUE_PENDULUM` |Disables `RGB_MATRIX_HUE_PENDULUM` |
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|`#define DISABLE_RGB_MATRIX_HUE_WAVE` |Disables `RGB_MATRIX_HUE_WAVE` |
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|`#define DISABLE_RGB_MATRIX_HUE_WAVE` |Disables `RGB_MATRIX_HUE_WAVE` |
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|`#define DISABLE_RGB_MATRIX_FRACTAL` |Disables `RGB_MATRIX_FRACTAL` |
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|`#define DISABLE_RGB_MATRIX_FRACTAL` |Disables `RGB_MATRIX_FRACTAL` |
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|`#define DISABLE_RGB_MATRIX_PIXEL_RAIN ` |Disables `RGB_MATRIX_PIXEL_RAIN ` |
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|`#define DISABLE_RGB_MATRIX_TYPING_HEATMAP` |Disables `RGB_MATRIX_TYPING_HEATMAP` |
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|`#define DISABLE_RGB_MATRIX_TYPING_HEATMAP` |Disables `RGB_MATRIX_TYPING_HEATMAP` |
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|`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
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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_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |
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|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |
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@ -0,0 +1,44 @@
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/* Copyright (C) 2021 @filterpaper
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifdef ENABLE_RGB_MATRIX_PIXEL_RAIN
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RGB_MATRIX_EFFECT(PIXEL_RAIN)
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# ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
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static bool PIXEL_RAIN(effect_params_t* params) {
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static uint32_t wait_timer = 0;
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if (wait_timer > g_rgb_timer) { return false; }
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inline uint32_t interval(void) { return 500 / scale16by8(qadd8(rgb_matrix_config.speed, 16), 16); }
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bool rain_pixel(uint8_t i, effect_params_t* params, bool off) {
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if (!HAS_ANY_FLAGS(g_led_config.flags[i], params->flags)) { return true; }
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if (off) {
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rgb_matrix_set_color(i, 0,0,0);
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} else {
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HSV hsv = {random8(), qadd8(random8() >> 1, 127), rgb_matrix_config.hsv.v};
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RGB rgb = rgb_matrix_hsv_to_rgb(hsv);
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rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
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}
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wait_timer = g_rgb_timer + interval();
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return false;
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}
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return rain_pixel(mod8(random8(), DRIVER_LED_TOTAL), params, random8() & 2);
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}
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# endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
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#endif // ENABLE_RGB_MATRIX_PIXEL_RAIN
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@ -27,6 +27,7 @@
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#include "hue_pendulum_anim.h"
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#include "hue_pendulum_anim.h"
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#include "hue_wave_anim.h"
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#include "hue_wave_anim.h"
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#include "fractal_anim.h"
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#include "fractal_anim.h"
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#include "pixel_rain_anim.h"
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#include "typing_heatmap_anim.h"
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#include "typing_heatmap_anim.h"
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#include "digital_rain_anim.h"
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#include "digital_rain_anim.h"
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#include "solid_reactive_simple_anim.h"
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#include "solid_reactive_simple_anim.h"
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