If you want to use single color LED's you should use the [LED Matrix Subsystem](feature_led_matrix.md) instead.
## Driver configuration
-
+---
### IS31FL3731
There is basic support for addressable RGB matrix lighting with the I2C IS31FL3731 RGB controller. To enable it, add this to your `rules.mk`:
Where `Cx_y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3731.pdf) 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).
-### IS31FL3733
+---
+### IS31FL3733/IS31FL3737
+
+!> 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`:
Where `X_Y` is the location of the LED in the matrix defined by [the datasheet](http://www.issi.com/WW/pdf/31FL3733.pdf) 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).
-From this point forward the configuration is the same for all the drivers.
+---
+
+### WS2812 (AVR only)
+
+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`:
+
+```C
+RGB_MATRIX_ENABLE = WS2812
+```
+
+Configure the hardware via your `config.h`:
+
+```C
+// 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 struct rgb_led array tells the system for each led, what key electrical matrix it represents, what the physical position is on the board, and if the led is for a modifier key or not. Here is a brief example:
```C
const rgb_led g_rgb_leds[DRIVER_LED_TOTAL] = {
}
```
-The format for the matrix position used in this array is `{row | (col << 4)}`. The `x` is between (inclusive) 0-224, and `y` is between (inclusive) 0-64. The easiest way to calculate these positions is:
+The first part, `{row | col << 4}`, tells the system what key this LED represents by using the key's electrical matrix row & col. The second part, `{x=0..224, y=0..64}` represents the LED's physical position on the keyboard. The `x` is between (inclusive) 0-224, and `y` is between (inclusive) 0-64 as the effects are based on this range. 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:
```C
-x = 224 / ( NUMBER_OF_COLS - 1 ) * ROW_POSITION
-y = 64 / (NUMBER_OF_ROWS - 1 ) * COL_POSITION
+x = 224 / (NUMBER_OF_COLS - 1) * COL_POSITION
+y = 64 / (NUMBER_OF_ROWS - 1) * ROW_POSITION
```
-Where all variables are decimels/floats.
+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.
`modifier` is a boolean, whether or not a certain key is considered a modifier (used in some effects).
#if defined(RGB_MATRIX_KEYPRESSES) || defined(RGB_MATRIX_KEYRELEASES)
RGB_MATRIX_SOLID_REACTIVE_SIMPLE, // Pulses keys hit to hue & value then fades value out
RGB_MATRIX_SOLID_REACTIVE, // Static single hue, pulses keys hit to shifted hue then fades to current hue
+ RGB_MATRIX_SOLID_REACTIVE_WIDE // Hue & value pulse near a single key hit then fades value out
+ RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE // Hue & value pulse near multiple key hits then fades value out
+ RGB_MATRIX_SOLID_REACTIVE_CROSS // Hue & value pulse the same column and row of a single key hit then fades value out
+ RGB_MATRIX_SOLID_REACTIVE_MULTICROSS // Hue & value pulse the same column and row of multiple key hits then fades value out
+ RGB_MATRIX_SOLID_REACTIVE_NEXUS // Hue & value pulse away on the same column and row of a single key hit then fades value out
+ RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS // Hue & value pulse away on the same column and row of multiple key hits then fades value out
RGB_MATRIX_SPLASH, // Full gradient & value pulse away from a single key hit then fades value out
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
You can disable a single effect by defining `DISABLE_[EFFECT_NAME]` in your `config.h`:
-|Define |Description |
-|---------------------------------------------------|--------------------------------------------|
-|`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
-|`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
-|`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
-|`#define DISABLE_RGB_MATRIX_CYCLE_ALL` |Disables `RGB_MATRIX_CYCLE_ALL` |
-|`#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT` |Disables `RGB_MATRIX_CYCLE_LEFT_RIGHT` |
-|`#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN` |Disables `RGB_MATRIX_CYCLE_UP_DOWN` |
-|`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON`|
-|`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
-|`#define DISABLE_RGB_MATRIX_RAINBOW_BEACON` |Disables `RGB_MATRIX_RAINBOW_BEACON` |
-|`#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS` |Disables `RGB_MATRIX_RAINBOW_PINWHEELS` |
-|`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |
-|`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
-|`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
-|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
-|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLEE`|
-|`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
-|`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
-|`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
-|`#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH` |Disables `RGB_MATRIX_SOLID_MULTISPLASH` |
+|Define |Description |
+|-------------------------------------------------------|-----------------------------------------------|
+|`#define DISABLE_RGB_MATRIX_ALPHAS_MODS` |Disables `RGB_MATRIX_ALPHAS_MODS` |
+|`#define DISABLE_RGB_MATRIX_GRADIENT_UP_DOWN` |Disables `RGB_MATRIX_GRADIENT_UP_DOWN` |
+|`#define DISABLE_RGB_MATRIX_BREATHING` |Disables `RGB_MATRIX_BREATHING` |
+|`#define DISABLE_RGB_MATRIX_CYCLE_ALL` |Disables `RGB_MATRIX_CYCLE_ALL` |
+|`#define DISABLE_RGB_MATRIX_CYCLE_LEFT_RIGHT` |Disables `RGB_MATRIX_CYCLE_LEFT_RIGHT` |
+|`#define DISABLE_RGB_MATRIX_CYCLE_UP_DOWN` |Disables `RGB_MATRIX_CYCLE_UP_DOWN` |
+|`#define DISABLE_RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |Disables `RGB_MATRIX_RAINBOW_MOVING_CHEVRON` |
+|`#define DISABLE_RGB_MATRIX_DUAL_BEACON` |Disables `RGB_MATRIX_DUAL_BEACON` |
+|`#define DISABLE_RGB_MATRIX_RAINBOW_BEACON` |Disables `RGB_MATRIX_RAINBOW_BEACON` |
+|`#define DISABLE_RGB_MATRIX_RAINBOW_PINWHEELS` |Disables `RGB_MATRIX_RAINBOW_PINWHEELS` |
+|`#define DISABLE_RGB_MATRIX_RAINDROPS` |Disables `RGB_MATRIX_RAINDROPS` |
+|`#define DISABLE_RGB_MATRIX_JELLYBEAN_RAINDROPS` |Disables `RGB_MATRIX_JELLYBEAN_RAINDROPS` |
+|`#define DISABLE_RGB_MATRIX_DIGITAL_RAIN` |Disables `RGB_MATRIX_DIGITAL_RAIN` |
+|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE` |Disables `RGB_MATRIX_SOLID_REACTIVE` |
+|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |Disables `RGB_MATRIX_SOLID_REACTIVE_SIMPLE` |
+|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_WIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_WIDE` |
+|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTIWIDE` |
+|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_CROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_CROSS` |
+|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTICROSS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTICROSS`|
+|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_NEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_NEXUS` |
+|`#define DISABLE_RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS` |Disables `RGB_MATRIX_SOLID_REACTIVE_MULTINEXUS`|
+|`#define DISABLE_RGB_MATRIX_SPLASH` |Disables `RGB_MATRIX_SPLASH` |
+|`#define DISABLE_RGB_MATRIX_MULTISPLASH` |Disables `RGB_MATRIX_MULTISPLASH` |
+|`#define DISABLE_RGB_MATRIX_SOLID_SPLASH` |Disables `RGB_MATRIX_SOLID_SPLASH` |
+|`#define DISABLE_RGB_MATRIX_SOLID_MULTISPLASH` |Disables `RGB_MATRIX_SOLID_MULTISPLASH` |
## Custom layer effects
A similar function works in the keymap as `rgb_matrix_indicators_user`.
+
+## Colors
+
+These are shorthands to popular colors. The `RGB` ones can be passed to the `setrgb` functions, while the `HSV` ones to the `sethsv` functions.
+
+|RGB |HSV |
+|-------------------|-------------------|
+|`RGB_WHITE` |`HSV_WHITE` |
+|`RGB_RED` |`HSV_RED` |
+|`RGB_CORAL` |`HSV_CORAL` |
+|`RGB_ORANGE` |`HSV_ORANGE` |
+|`RGB_GOLDENROD` |`HSV_GOLDENROD` |
+|`RGB_GOLD` |`HSV_GOLD` |
+|`RGB_YELLOW` |`HSV_YELLOW` |
+|`RGB_CHARTREUSE` |`HSV_CHARTREUSE` |
+|`RGB_GREEN` |`HSV_GREEN` |
+|`RGB_SPRINGGREEN` |`HSV_SPRINGGREEN` |
+|`RGB_TURQUOISE` |`HSV_TURQUOISE` |
+|`RGB_TEAL` |`HSV_TEAL` |
+|`RGB_CYAN` |`HSV_CYAN` |
+|`RGB_AZURE` |`HSV_AZURE` |
+|`RGB_BLUE` |`HSV_BLUE` |
+|`RGB_PURPLE` |`HSV_PURPLE` |
+|`RGB_MAGENTA` |`HSV_MAGENTA` |
+|`RGB_PINK` |`HSV_PINK` |
+
+These are defined in [`rgblight_list.h`](https://github.com/qmk/qmk_firmware/blob/master/quantum/rgblight_list.h). Feel free to add to this list!
+
+
## Additional `config.h` Options
```C
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:
```C
-#define EECONFIG_RGB_MATRIX (uint32_t *)16
+#define EECONFIG_RGB_MATRIX (uint32_t *)28
```
-Where `16` is an unused index from `eeconfig.h`.
+Where `28` is an unused index from `eeconfig.h`.
## Suspended state