qmk_sweep_skeletyl/users/xtonhasvim/fancylighting.c

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/* Copyright 2015-2017 Christon DeWan
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifdef RGBLIGHT_ENABLE
#include <math.h>
#include "rgblight.h"
#include "color.h"
#include "fancylighting.h"
__attribute__ ((weak))
void matrix_scan_keymap(void) {
// override me, if you want.
return;
}
#define ABSDIFF(a,b) ((a)>(b)?(a)-(b):(b)-(a))
#define FADE_BACK_TIME 500
#define BREATH_FIRE_TIME 1000
#define ANIMATION_STEP_INTERVAL 20
#if RGBLED_NUM >= 2
#define POWER_KEY_OFFSET (RGBLED_NUM / 2)
#define SPACE_OFFSET_MAX (RGBLED_NUM / 2)
#else
#define POWER_KEY_OFFSET 1
#define SPACE_OFFSET_MAX 1
#endif
uint16_t effect_start_timer = 0;
uint8_t user_rgb_mode = 0;
LED_TYPE shadowed_led[RGBLED_NUM] = {{0}};
void start_firey_return(void) {
user_rgb_mode = BREATH_FIRE;
effect_start_timer = timer_read();
for(uint8_t i = 0; i < RGBLED_NUM; i++) {
shadowed_led[i] = led[i];
}
}
/** 0---max
* [___]
* [__/]
* [_/\]
* [/\_]
* [\__]
* [___]
**/
void set_color_for_offsets(uint16_t time_offset, uint16_t space_offset, uint8_t idx) {
float time_progress = (float)time_offset / BREATH_FIRE_TIME;
float space_progress = (float)space_offset / SPACE_OFFSET_MAX;
float progress = time_progress * 5.0 - space_progress;
if(progress > 1.0) {
progress -= 1.0;
progress /= 4.0;
progress = 1.0 - progress;
}
progress = fmax(0.0,progress);
progress *= progress; // squared!
float alpha = (time_progress + 0.1) * 7.0 - space_progress;
alpha = fmin(1.0, alpha*alpha);
LED_TYPE px[1] = {{0}};
sethsv((uint16_t)(fmod(time_progress * 1.5 + space_progress,1.0)*360), 255, (uint8_t)(progress*255),&px[0]);
led[idx].r = alpha * px[0].r + ( 1.0 - alpha) * shadowed_led[idx].r;
led[idx].g = alpha * px[0].g + ( 1.0 - alpha) * shadowed_led[idx].g;
led[idx].b = alpha * px[0].b + ( 1.0 - alpha) * shadowed_led[idx].b;
}
/**
* It's actually a rainbow: a fire curve didn't really look right.
* it's still cool, though!
*/
void rgb_mode_breath_fire(void) {
static uint16_t last_timer = 0;
if(!last_timer) last_timer = timer_read();
uint16_t this_timer = timer_read();
// too soon. don't spam updates
if(this_timer - last_timer < ANIMATION_STEP_INTERVAL) return;
uint16_t elapsed = this_timer - effect_start_timer;
last_timer = this_timer;
if(elapsed >= BREATH_FIRE_TIME) {
// complete
user_rgb_mode = FADE_BACK;
effect_start_timer = this_timer;
} else {
// linear fade
for(uint16_t i = 0; i < RGBLED_NUM; i++) {
uint16_t space_offset = ABSDIFF(i,POWER_KEY_OFFSET);
if(space_offset > SPACE_OFFSET_MAX) space_offset = RGBLED_NUM - space_offset;
set_color_for_offsets(elapsed, space_offset, i);
}
rgblight_set();
}
}
void rgb_mode_fade_back(void) {
static uint16_t last_timer = 0;
if(!last_timer) last_timer = timer_read();
uint16_t this_timer = timer_read();
// too soon. don't spam updates
if(this_timer - last_timer < ANIMATION_STEP_INTERVAL) return;
uint16_t elapsed = this_timer - effect_start_timer;
last_timer = this_timer;
float progress = (float)elapsed / FADE_BACK_TIME;
progress = fmin(1.0,progress);
for(uint8_t i = 0; i < RGBLED_NUM; i++) {
led[i].r = shadowed_led[i].r * progress;
led[i].g = shadowed_led[i].g * progress;
led[i].b = shadowed_led[i].b * progress;
}
rgblight_set();
if(elapsed >= FADE_BACK_TIME) user_rgb_mode = 0;
}
/** called when layer state or vstate has changed */
__attribute__ ((weak))
void set_state_leds(void) {
return;
}
void matrix_scan_user(void) {
static uint32_t last_layer = 0;
static uint32_t last_vstate = 0;
if(last_layer != layer_state || last_vstate != vstate) set_state_leds();
last_layer = layer_state;
last_vstate = vstate;
switch (user_rgb_mode) {
case BREATH_FIRE:
rgb_mode_breath_fire();
break;
case FADE_BACK:
rgb_mode_fade_back();
break;
}
matrix_scan_keymap();
}
#else
void start_firey_return(void) {}
#endif