Skip to content

Commit

Permalink
Update tvhost example
Browse files Browse the repository at this point in the history
  • Loading branch information
PaintYourDragon committed May 12, 2023
1 parent a5b837d commit 6973daf
Show file tree
Hide file tree
Showing 2 changed files with 144 additions and 6 deletions.
148 changes: 143 additions & 5 deletions examples/screensavers/tvhost/tvhost.ino
Original file line number Diff line number Diff line change
Expand Up @@ -108,12 +108,12 @@ void face(uint8_t p1, uint8_t p2, uint8_t p3, uint8_t p4, uint8_t p5, uint8_t co
float t2z = rotated[p3][2] * s1 + rotated[p4][2] * s2;
// Project interpolated endpoints to image plane @ Z=0
float dz = t1z - CAM_Z; // Camera to point
int x1 = display.width() / 2 + int(t1x / dz * scale);
int y1 = display.height() / 2 + int(t1y / dz * scale);
float x1 = (float)(display.width() / 2) + t1x / dz * scale + 0.5;
float y1 = (float)(display.height() / 2) + t1y / dz * scale + 0.5;
dz = t2z - CAM_Z; // Camera to point
int x2 = display.width() / 2 + int(t2x / dz * scale);
int y2 = display.height() / 2 + int(t2y / dz * scale);
display.drawLine(x1, y1, x2, y2, color);
float x2 = (float)(display.width() / 2) + t2x / dz * scale + 0.5;
float y2 = (float)(display.height() / 2) + t2y / dz * scale + 0.5;
line(x1, y1, x2, y2, color);
}
}
}
Expand Down Expand Up @@ -194,6 +194,7 @@ void loop() { // Runs once every frame
// Overlay big sprite. Although DVIGFX8 is a COLOR display type,
// we leverage GFX's drawGrayscaleBitmap() function to draw it...
// saves us writing a ton of code this way.
// Comment this out if you want ONLY the background cube.
display.drawGrayscaleBitmap((display.width() - SPRITE_WIDTH) / 2,
display.height() - SPRITE_HEIGHT, spritedata[spritenum].sprite,
spritedata[spritenum].mask, SPRITE_WIDTH, SPRITE_HEIGHT);
Expand All @@ -203,3 +204,140 @@ void loop() { // Runs once every frame
display.swap();
frame++; // For animation timing; wraps around 0-255
}

// A somewhat smooth(er) line drawing function. Not antialiased, but with
// subpixel positioning that makes the background animation less "jumpy"
// than with GFX, which is all integer end points.

// Returns bitmask of which edge(s) a point exceeds
uint8_t xymask(float x, float y) {
return ( (x < 0.0 ) | ((x >= (float)display.width() ) << 1) |
((y < 0.0) << 2) | ((y >= (float)display.height()) << 3));
}

// Returns bitmask of which X edge(s) a point exceeds
uint8_t xmask(float x) {
return (x < 0.0) | ((x >= (float)display.width()) << 1);
}

void line(float x1, float y1, float x2, float y2, uint8_t color) {
float ox1 = x1, oy1 = y1, ox2 = x2, oy2 = y2;
uint8_t mask1 = xymask(x1, y1); // If both endpoints are
uint8_t mask2 = xymask(x2, y2); // off same edge(s),
if (mask1 & mask2) return; // line won't overlap screen

float dx = x2 - x1;
float dy = y2 - y1;

// Clip top
if (mask1 & 4) {
x1 -= y1 * dx / dy;
y1 = 0.0;
} else if (mask2 & 4) {
x2 -= y2 * dx / dy;
y2 = 0.0;
}

float maxy = (float)(display.height() - 1);

// Clip bottom
if (mask1 & 8) {
x1 -= (y1 - maxy) * dx / dy;
y1 = maxy;
} else if (mask2 & 8) {
x2 -= (y2 - maxy) * dx / dy;
y2 = maxy;
}

mask1 = xmask(x1); // Repeat the offscreen check after Y clip
mask2 = xmask(x2);
if (mask1 & mask2) return;

dx = x2 - x1;
dy = y2 - y1;

// Clip left
if (mask1 & 1) {
y1 -= x1 * dy / dx;
x1 = 0.0;
} else if (mask2 & 1) {
y2 -= x2 * dy / dx;
x2 = 0.0;
}

float maxx = (float)(display.width() - 1);

// Clip right
if (mask1 & 2) {
y1 -= (x1 - maxx) * dy / dx;
x1 = maxx;
} else if (mask2 & 2) {
y2 -= (x2 - maxx) * dy / dx;
x2 = maxx;
}

// (x1, y1) to (x2, y2) is known to be on-screen and in-bounds now.

// Handle a couple special cases (horizontal, vertical lines) first,
// GFX takes care of these fine and it avoids some divide-by-zero
// checks in the diagonal code later.
if ((int)y1 == (int)y2) { // Horizontal or single point
int16_t x, w;
if (x2 >= x1) {
x = (int)x1;
w = (int)x2 - (int)x1 + 1;
} else {
x = (int)x2;
w = (int)x1 - (int)x2 + 1;
}
display.drawFastHLine(x, (int)y1, w, color);
} else if ((int)x1 == (int)x2) { // Vertical
int16_t y, h;
if (y2 >= y1) {
y = (int)y1;
h = (int)y2 - (int)y1 + 1;
} else {
y = (int)y2;
h = (int)y1 - (int)y2 + 1;
}
display.drawFastVLine((int)x1, y, h, color);
} else { // Diagonal
dx = x2 - x1;
dy = y2 - y1;

uint8_t *ptr = display.getBuffer();

// This is a bit ugly in that it uses floating-point math in the line
// drawing loop. There are more optimal Bresenham-esque fixed-point
// approaches to do this (initializing the error term based on subpixel
// endpoints and slopes), but A) I'm out of spoons today, and B) we're
// drawing just a few dozen lines and it's simply not a bottleneck in
// this demo. Just saying this won't scale up to thousands of lines.

if (fabs(dx) >= fabs(dy)) { // "Wide" line
if (x1 > x2) { // Put (x1, y1) at left
float t = x1; x1 = x2; x2 = t;
t = y1; y1 = y2; y2 = t;
}
uint16_t ix1 = (uint16_t)x1;
uint16_t ix2 = (uint16_t)x2;
float slope = dy / dx;
for (uint16_t x=ix1; x <= ix2; x++) {
uint16_t iy = (uint16_t)(y1 + slope * (float)(x - ix1));
if (iy < display.height()) ptr[iy * display.width() + x] = color;
}
} else { // "Tall" line
if (y1 > y2) { // Put (x1, y1) at top
float t = x1; x1 = x2; x2 = t;
t = y1; y1 = y2; y2 = t;
}
uint16_t iy1 = (uint16_t)y1;
uint16_t iy2 = (uint16_t)y2;
float slope = dx / dy;
for (uint16_t y=iy1; y <= iy2; y++) {
uint16_t ix = (uint16_t)(x1 + slope * (float)(y - iy1));
if (ix < display.width()) ptr[y * display.width() + ix] = color;
}
}
}
}
2 changes: 1 addition & 1 deletion library.properties
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
name=PicoDVI - Adafruit Fork
version=1.0.4
version=1.0.5
author=Luke Wren (Wren6991)
maintainer=Adafruit <info@adafruit.com>
sentence=Arduino library for RP2040 DVI output, based on PicoDVI
Expand Down

0 comments on commit 6973daf

Please sign in to comment.