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.
If you want to use single color LED's you should use the LED Matrix Subsystem instead.
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 = IS31FL3731
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)
!> Note the parentheses, this is so when DRIVER_LED_TOTAL
is used in code and expanded, the values are added together before any additional math is applied to them. As an example, rand() % (DRIVER_1_LED_TOTAL + DRIVER_2_LED_TOTAL)
will give very different results than rand() % 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 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).
!> For the IS31FL3737, replace all instances of IS31FL3733
below with IS31FL3737
.
There is basic support for addressable RGB matrix lighting with the I2C IS31FL3733 RGB controller. To enable it, add this to your rules.mk
:
RGB_MATRIX_ENABLE = IS31FL3733
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:// 00 <-> GND// 01 <-> SCL// 10 <-> SDA// 11 <-> VCC// ADDR1 represents A1:A0 of the 7-bit address.// ADDR2 represents A3:A2 of the 7-bit address.// The result is: 0b101(ADDR2)(ADDR1)#define DRIVER_ADDR_1 0b1010000#define DRIVER_ADDR_2 0b1010000 // this is here for compliancy reasons.​#define DRIVER_COUNT 2#define DRIVER_1_LED_TOTAL 64#define DRIVER_LED_TOTAL DRIVER_1_LED_TOTAL
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
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, B_1, A_1, C_1},....}
Where X_Y
is the location of the LED in the matrix defined by the datasheet 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).
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
:
RGB_MATRIX_ENABLE = WS2812
Configure the hardware via your config.h
:
// The pin connected to the data pin of the LEDs#define RGB_DI_PIN D7// The number of LEDs connected#define DRIVER_LED_TOTAL 70
From this point forward the configuration is the same for all the drivers. The led_config_t
struct provides a key electrical matrix to led index lookup table, what the physical position of each LED is on the board, and what type of key or usage the LED if the LED represents. Here is a brief example:
const led_config_t g_led_config = { {// Key Matrix to LED Index{ 5, NO_LED, NO_LED, 0 },{ NO_LED, NO_LED, NO_LED, NO_LED },{ 4, NO_LED, NO_LED, 1 },{ 3, NO_LED, NO_LED, 2 }}, {// LED Index to Physical Position{ 188, 16 }, { 187, 48 }, { 149, 64 }, { 112, 64 }, { 37, 48 }, { 38, 16 }}, {// LED Index to Flag1, 4, 4, 4, 4, 1} };
The first part, // Key Matrix to LED Index
, tells the system what key this LED represents by using the key's electrical matrix row & col. The second part, // LED Index to Physical Position
represents the LED's physical { x, y }
position on the keyboard. The default expected range of values for { x, y }
is the inclusive range { 0..224, 0..64 }
. This default expected range is due to effects that calculate the center of the keyboard for their animations. 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:
x = 224 / (NUMBER_OF_COLS - 1) * COL_POSITIONy = 64 / (NUMBER_OF_ROWS - 1) * ROW_POSITION
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.
As mentioned earlier, the center of the keyboard by default is expected to be { 112, 32 }
, but this can be changed if you want to more accurately calculate the LED's physical { x, y }
positions. Keyboard designers can implement #define RGB_MATRIX_CENTER { 112, 32 }
in their config.h file with the new center point of the keyboard, or where they want it to be allowing more possibilities for the { x, y }
values. Do note that the maximum value for x or y is 255, and the recommended maximum is 224 as this gives animations runoff room before they reset.
// LED Index to Flag
is a bitmask, whether or not a certain LEDs is of a certain type. It is recommended that LEDs are set to only 1 type.
Define | Description |
| Returns true if |
| Returns true if |
| If this LED has no flags. |
| If this LED has all flags. |
| If the Key for this LED is a modifier. |
| If the LED is for underglow. |
| If the LED is for key backlight. |
All RGB keycodes are currently shared with the RGBLIGHT system:
Key | Aliases | Description |
| ​ | Toggle RGB lighting on or off |
|
| Cycle through modes, reverse direction when Shift is held |
|
| Cycle through modes in reverse, forward direction when Shift is held |
| ​ | Increase hue, decrease hue when Shift is held |
| ​ | Decrease hue, increase hue when Shift is held |
| ​ | Increase saturation, decrease saturation when Shift is held |
| ​ | Decrease saturation, increase saturation when Shift is held |
| ​ | Increase value (brightness), decrease value when Shift is held |
| ​ | Decrease value (brightness), increase value when Shift is held |
| ​ | Increase effect speed (does not support eeprom yet), decrease speed when Shift is held |
| ​ | Decrease effect speed (does not support eeprom yet), increase speed when Shift is held |
RGB_MODE_*
keycodes will generally work, but are not currently mapped to the correct effects for the RGB Matrix system
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:
enum rgb_matrix_effects {RGB_MATRIX_NONE = 0,RGB_MATRIX_SOLID_COLOR = 1, // Static single hue, no speed supportRGB_MATRIX_ALPHAS_MODS, // Static dual hue, speed is hue for secondary hueRGB_MATRIX_GRADIENT_UP_DOWN, // Static gradient top to bottom, speed controls how much gradient changesRGB_MATRIX_BREATHING, // Single hue brightness cycling animationRGB_MATRIX_BAND_SAT, // Single hue band fading saturation scrolling left to rightRGB_MATRIX_BAND_VAL, // Single hue band fading brightness scrolling left to rightRGB_MATRIX_BAND_PINWHEEL_SAT, // Single hue 3 blade spinning pinwheel fades saturationRGB_MATRIX_BAND_PINWHEEL_VAL, // Single hue 3 blade spinning pinwheel fades brightnessRGB_MATRIX_BAND_SPIRAL_SAT, // Single hue spinning spiral fades saturationRGB_MATRIX_BAND_SPIRAL_VAL, // Single hue spinning spiral fades brightnessRGB_MATRIX_CYCLE_ALL, // Full keyboard solid hue cycling through full gradientRGB_MATRIX_CYCLE_LEFT_RIGHT, // Full gradient scrolling left to rightRGB_MATRIX_CYCLE_UP_DOWN, // Full gradient scrolling top to bottomRGB_MATRIX_CYCLE_OUT_IN, // Full gradient scrolling out to inRGB_MATRIX_CYCLE_OUT_IN_DUAL, // Full dual gradients scrolling out to inRGB_MATRIX_RAINBOW_MOVING_CHEVRON, // Full gradent Chevron shapped scrolling left to rightRGB_MATRIX_CYCLE_PINWHEEL, // Full gradient spinning pinwheel around center of keyboardRGB_MATRIX_CYCLE_SPIRAL, // Full gradient spinning spiral around center of keyboardRGB_MATRIX_DUAL_BEACON, // Full gradient spinning around center of keyboardRGB_MATRIX_RAINBOW_BEACON, // Full tighter gradient spinning around center of keyboardRGB_MATRIX_RAINBOW_PINWHEELS, // Full dual gradients spinning two halfs of keyboardRGB_MATRIX_RAINDROPS, // Randomly changes a single key's hueRGB_MATRIX_JELLYBEAN_RAINDROPS, // Randomly changes a single key's hue and saturation#if define(RGB_MATRIX_FRAMEBUFFER_EFFECTS)RGB_MATRIX_TYPING_HEATMAP, // How hot is your WPM!RGB_MATRIX_DIGITAL_RAIN, // That famous computer simulation#endif#if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value outRGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hueRGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value outRGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value outRGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value outRGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value outRGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of a single key hit then fades value outRGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value outRGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value outRGB_MATRIX_MULTISPLASH, // Full gradient & value pulse away from multiple key hits then fades value outRGB_MATRIX_SOLID_SPLASH, // Hue & value pulse away from a single key hit then fades value outRGB_MATRIX_SOLID_MULTISPLASH, // Hue & value pulse away from multiple key hits then fades value out#endifRGB_MATRIX_EFFECT_MAX};
You can disable a single effect by defining DISABLE_[EFFECT_NAME]
in your config.h
:
Define | Description |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
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| Disables |
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| Disables |
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| Disables |
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| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
| Disables |
By setting RGB_MATRIX_CUSTOM_USER
(and/or RGB_MATRIX_CUSTOM_KB
) in rules.mk
, new effects can be defined directly from userspace, without having to edit any QMK core files.
To declare new effects, create a new rgb_matrix_user/kb.inc
that looks something like this:
rgb_matrix_user.inc
should go in the root of the keymap directory. rgb_matrix_kb.inc
should go in the root of the keyboard directory.
// !!! DO NOT ADD #pragma once !!! //​// Step 1.// Declare custom effects using the RGB_MATRIX_EFFECT macro// (note the lack of semicolon after the macro!)RGB_MATRIX_EFFECT(my_cool_effect)RGB_MATRIX_EFFECT(my_cool_effect2)​// Step 2.// Define effects inside the `RGB_MATRIX_CUSTOM_EFFECT_IMPLS` ifdef block#ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS​// e.g: A simple effect, self-contained within a single methodstatic bool my_cool_effect(effect_params_t* params) {RGB_MATRIX_USE_LIMITS(led_min, led_max);for (uint8_t i = led_min; i < led_max; i++) {rgb_matrix_set_color(i, 0xff, 0xff, 0x00);}return led_max < DRIVER_LED_TOTAL;}​// e.g: A more complex effect, relying on external methods and state, with// dedicated init and run methodsstatic uint8_t some_global_state;static void my_cool_effect2_complex_init(effect_params_t* params) {some_global_state = 1;}static bool my_cool_effect2_complex_run(effect_params_t* params) {RGB_MATRIX_USE_LIMITS(led_min, led_max);for (uint8_t i = led_min; i < led_max; i++) {rgb_matrix_set_color(i, 0xff, some_global_state++, 0xff);}​return led_max < DRIVER_LED_TOTAL;}static bool my_cool_effect2(effect_params_t* params) {if (params->init) my_cool_effect2_complex_init(params);return my_cool_effect2_complex_run(params);}​#endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
For inspiration and examples, check out the built-in effects under quantum/rgb_matrix_animation/
These are shorthands to popular colors. The RGB
ones can be passed to the setrgb
functions, while the HSV
ones to the sethsv
functions.
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These are defined in rgblight_list.h
. Feel free to add to this list!
#define RGB_MATRIX_KEYPRESSES // reacts to keypresses#define RGB_MATRIX_KEYRELEASES // reacts to keyreleases (instead of keypresses)#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_LED_PROCESS_LIMIT (DRIVER_LED_TOTAL + 4) / 5 // limits the number of LEDs to process in an animation per task run (increases keyboard responsiveness)#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)#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#define RGB_MATRIX_STARTUP_MODE RGB_MATRIX_CYCLE_LEFT_RIGHT // Sets the default mode, if none has been set
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 *)28
Where 28
is an unused index from eeconfig.h
.
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);}