New RGB Animations - 4 "Starlight" Animation Variations (#22212)

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db 2023-11-26 05:07:32 -07:00 committed by GitHub
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6 changed files with 126 additions and 0 deletions

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@ -656,6 +656,10 @@ enum rgb_matrix_effects {
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
RGB_MATRIX_STARLIGHT, // LEDs turn on and off at random at varying brightness, maintaining user set color
RGB_MATRIX_STARLIGHT_DUAL_HUE, // LEDs turn on and off at random at varying brightness, modifies user set hue by +- 30
RGB_MATRIX_STARLIGHT_DUAL_SAT, // LEDs turn on and off at random at varying brightness, modifies user set saturation by +- 30
RGB_MATRIX_RIVERFLOW, // Modification to breathing animation, offset's animation depending on key location to simulate a river flowing
RGB_MATRIX_EFFECT_MAX
};
```
@ -695,6 +699,10 @@ You can enable a single effect by defining `ENABLE_[EFFECT_NAME]` in your `confi
|`#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` |
|`#define ENABLE_RGB_MATRIX_STARLIGHT` |Enables `RGB_MATRIX_STARLIGHT` |
|`#define ENABLE_RGB_MATRIX_STARLIGHT_DUAL_HUE` |Enables `RGB_MATRIX_STARLIGHT_DUAL_HUE` |
|`#define ENABLE_RGB_MATRIX_STARLIGHT_DUAL_SAT` |Enables `RGB_MATRIX_STARLIGHT_DUAL_SAT` |
|`#define ENABLE_RGB_MATRIX_RIVERFLOW` |Enables `RGB_MATRIX_RIVERFLOW` |
|Framebuffer Defines |Description |
|------------------------------------------------------|----------------------------------------------|

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@ -39,3 +39,7 @@
#include "solid_reactive_nexus.h"
#include "splash_anim.h"
#include "solid_splash_anim.h"
#include "starlight_anim.h"
#include "starlight_dual_sat_anim.h"
#include "starlight_dual_hue_anim.h"
#include "riverflow_anim.h"

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@ -0,0 +1,22 @@
#ifdef ENABLE_RGB_MATRIX_RIVERFLOW
RGB_MATRIX_EFFECT(RIVERFLOW)
# ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
// inspired by @PleasureTek's Massdrop Alt LED animation
bool RIVERFLOW(effect_params_t* params) {
RGB_MATRIX_USE_LIMITS(led_min, led_max);
for (uint8_t i = led_min; i < led_max; i++) {
HSV hsv = rgb_matrix_config.hsv;
uint16_t time = scale16by8(g_rgb_timer + (i * 315), rgb_matrix_config.speed / 8);
hsv.v = scale8(abs8(sin8(time) - 128) * 2, hsv.v);
RGB rgb = rgb_matrix_hsv_to_rgb(hsv);
RGB_MATRIX_TEST_LED_FLAGS();
rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
}
return rgb_matrix_check_finished_leds(led_max);
}
# endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
#endif // ENABLE_RGB_MATRIX_RIVERFLOW

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@ -0,0 +1,30 @@
#ifdef ENABLE_RGB_MATRIX_STARLIGHT
RGB_MATRIX_EFFECT(STARLIGHT)
# ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
void set_starlight_color(int i, effect_params_t* params) {
uint16_t time = scale16by8(g_rgb_timer, rgb_matrix_config.speed / 8);
HSV hsv = rgb_matrix_config.hsv;
hsv.v = scale8(abs8(sin8(time) - 128) * 2, hsv.v);
RGB rgb = hsv_to_rgb(hsv);
rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
}
bool STARLIGHT(effect_params_t* params) {
if (!params->init) {
if (scale16by8(g_rgb_timer, qadd8(rgb_matrix_config.speed, 5)) % 5 == 0) {
int rand_led = rand() % RGB_MATRIX_LED_COUNT;
set_starlight_color(rand_led, params);
}
return false;
}
RGB_MATRIX_USE_LIMITS(led_min, led_max);
for (int i = led_min; i < led_max; i++) {
set_starlight_color(i, params);
}
return rgb_matrix_check_finished_leds(led_max);
}
# endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
#endif // ENABLE_RGB_MATRIX_STARLIGHT

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@ -0,0 +1,31 @@
#ifdef ENABLE_RGB_MATRIX_STARLIGHT_DUAL_HUE
RGB_MATRIX_EFFECT(STARLIGHT_DUAL_HUE)
# ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
void set_starlight_dual_hue_color(int i, effect_params_t* params) {
uint16_t time = scale16by8(g_rgb_timer, rgb_matrix_config.speed / 8);
HSV hsv = rgb_matrix_config.hsv;
hsv.v = scale8(abs8(sin8(time) - 128) * 2, hsv.v);
hsv.h = hsv.h + (rand() % (30 + 1 - -30) + -30);
RGB rgb = hsv_to_rgb(hsv);
rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
}
bool STARLIGHT_DUAL_HUE(effect_params_t* params) {
if (!params->init) {
if (scale16by8(g_rgb_timer, qadd8(rgb_matrix_config.speed, 5)) % 5 == 0) {
int rand_led = rand() % RGB_MATRIX_LED_COUNT;
set_starlight_dual_hue_color(rand_led, params);
}
return false;
}
RGB_MATRIX_USE_LIMITS(led_min, led_max);
for (int i = led_min; i < led_max; i++) {
set_starlight_dual_hue_color(i, params);
}
return rgb_matrix_check_finished_leds(led_max);
}
# endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
#endif // ENABLE_RGB_MATRIX_STARLIGHT_DUAL_HUE

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@ -0,0 +1,31 @@
#ifdef ENABLE_RGB_MATRIX_STARLIGHT_DUAL_SAT
RGB_MATRIX_EFFECT(STARLIGHT_DUAL_SAT)
# ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
void set_starlight_dual_sat_color(int i, effect_params_t* params) {
uint16_t time = scale16by8(g_rgb_timer, rgb_matrix_config.speed / 8);
HSV hsv = rgb_matrix_config.hsv;
hsv.v = scale8(abs8(sin8(time) - 128) * 2, hsv.v);
hsv.s = hsv.s + (rand() % (30 + 1 - -30) + -30);
RGB rgb = hsv_to_rgb(hsv);
rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
}
bool STARLIGHT_DUAL_SAT(effect_params_t* params) {
if (!params->init) {
if (scale16by8(g_rgb_timer, qadd8(rgb_matrix_config.speed, 5)) % 5 == 0) {
int rand_led = rand() % RGB_MATRIX_LED_COUNT;
set_starlight_dual_sat_color(rand_led, params);
}
return false;
}
RGB_MATRIX_USE_LIMITS(led_min, led_max);
for (int i = led_min; i < led_max; i++) {
set_starlight_dual_sat_color(i, params);
}
return rgb_matrix_check_finished_leds(led_max);
}
# endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
#endif // ENABLE_RGB_MATRIX_STARLIGHT_DUAL_SAT