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feat: starlight smooth animation
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@ -42,4 +42,5 @@
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#include "starlight_anim.h"
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#include "starlight_dual_sat_anim.h"
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#include "starlight_dual_hue_anim.h"
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#include "starlight_smooth_anim.h"
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#include "riverflow_anim.h"
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36
quantum/rgb_matrix/animations/starlight_smooth_anim.h
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36
quantum/rgb_matrix/animations/starlight_smooth_anim.h
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@ -0,0 +1,36 @@
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#ifdef ENABLE_RGB_MATRIX_STARLIGHT_SMOOTH
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RGB_MATRIX_EFFECT(STAR_LIGHT_SMOOTH)
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# ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
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bool STAR_LIGHT_SMOOTH(effect_params_t* params) {
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RGB_MATRIX_USE_LIMITS(led_min, led_max);
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// initialize static array for random offsets
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static uint16_t time_offsets[RGB_MATRIX_LED_COUNT] = {0};
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static bool initialized = false;
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// initialize random offsets
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if (!initialized) {
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for (uint8_t i = 0; i < RGB_MATRIX_LED_COUNT; i++) {
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time_offsets[i] = rand() % 65500;
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}
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initialized = true;
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}
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for (uint8_t i = led_min; i < led_max; i++) {
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HSV hsv = rgb_matrix_config.hsv;
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// adjustable time calculation
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uint16_t time = scale16by8((g_rgb_timer / 2) + time_offsets[i], rgb_matrix_config.speed / 16);
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hsv.v = scale8(abs8(sin8(time) - 128) * 2, hsv.v);
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RGB rgb = rgb_matrix_hsv_to_rgb(hsv);
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RGB_MATRIX_TEST_LED_FLAGS();
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rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
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}
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return rgb_matrix_check_finished_leds(led_max);
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}
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# endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
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#endif // ENABLE_RGB_MATRIX_STARLIGHT_SMOOTH
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