Add Pixel Rain RGB Matrix effect (#14155)
* Add Pixel animation header file * Add Pixel animation to documentation * Add Pixel animation to core include file * Remove unintended spaces * Remove seeding of PRNG * Increase frequency of lit keys Co-authored-by: filterpaper <filterpaper@localhost>
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								quantum/rgb_matrix/animations/pixel_rain_anim.h
									
										
									
									
									
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								quantum/rgb_matrix/animations/pixel_rain_anim.h
									
										
									
									
									
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/* Copyright (C) 2021 @filterpaper
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 *
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 * This program is free software: you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation, either version 2 of the License, or
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 * (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
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 */
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#ifdef ENABLE_RGB_MATRIX_PIXEL_RAIN
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RGB_MATRIX_EFFECT(PIXEL_RAIN)
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#   ifdef RGB_MATRIX_CUSTOM_EFFECT_IMPLS
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static bool PIXEL_RAIN(effect_params_t* params) {
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    static uint32_t wait_timer = 0;
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    if (wait_timer > g_rgb_timer) { return false; }
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    inline uint32_t interval(void) { return 500 / scale16by8(qadd8(rgb_matrix_config.speed, 16), 16); }
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    bool rain_pixel(uint8_t i, effect_params_t* params, bool off) {
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        if (!HAS_ANY_FLAGS(g_led_config.flags[i], params->flags)) { return true; }
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        if (off) {
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            rgb_matrix_set_color(i, 0,0,0);
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        } else {
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            HSV hsv = {random8(), qadd8(random8() >> 1, 127), rgb_matrix_config.hsv.v};
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            RGB rgb = rgb_matrix_hsv_to_rgb(hsv);
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            rgb_matrix_set_color(i, rgb.r, rgb.g, rgb.b);
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        }
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        wait_timer = g_rgb_timer + interval();
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        return false;
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    }
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    return rain_pixel(mod8(random8(), DRIVER_LED_TOTAL), params, random8() & 2);
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}
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#   endif // RGB_MATRIX_CUSTOM_EFFECT_IMPLS
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#endif    // ENABLE_RGB_MATRIX_PIXEL_RAIN
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#include "hue_pendulum_anim.h"
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#include "hue_wave_anim.h"
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#include "fractal_anim.h"
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#include "pixel_rain_anim.h"
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#include "typing_heatmap_anim.h"
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#include "digital_rain_anim.h"
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#include "solid_reactive_simple_anim.h"
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