rendering of multiple slices per frame
parent
f0cf492919
commit
9ec8da15b1
106
src/main.c
106
src/main.c
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@ -3,8 +3,9 @@
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#define ANTIALIASING true
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#define WHWIDTH 18
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#define DITHERFACTOR 85
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#define LINES_PER_CHUNK 100
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#define FRAME_DURATION 35
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#define MAX_LINES_PER_CHUNK 100
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#define FRAME_DURATION 500
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#define ANGLE_INCREMENT 3
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static uint8_t bayer8x8[] = {
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0,32, 8,40, 2,34,10,42,
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@ -35,6 +36,10 @@ typedef struct {
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uint32_t timer_timeout;
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uint16_t animation_angle;
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GPoint center;
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GRect texturebounds;
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GBitmap *texture;
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GSize texturesize;
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GColor bgcolor;
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} State;
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// global state
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@ -44,11 +49,11 @@ static bool debug = true;
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/************************************ UI **************************************/
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static void render_part(State *state, Layer *layer, GContext *ctx) {
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static void create_texture(State *state, Layer *layer, GContext *ctx) {
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GRect bounds = layer_get_bounds(layer);
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GRect texturebounds = GRect(state->center.x-64, state->center.y-64, 127, 127);
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GRect bounds_mo = grect_inset(texturebounds, GEdgeInsets(9));
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GRect bounds_ho = grect_inset(texturebounds, GEdgeInsets(23));
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state->texturebounds = GRect(state->center.x-64, state->center.y-64, 127, 127);
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GRect bounds_mo = grect_inset(state->texturebounds, GEdgeInsets(9));
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GRect bounds_ho = grect_inset(state->texturebounds, GEdgeInsets(23));
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uint16_t minute_deg = state->animation_angle;
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uint16_t hour_deg = 360-minute_deg;
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@ -71,49 +76,70 @@ static void render_part(State *state, Layer *layer, GContext *ctx) {
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graphics_context_set_fill_color(ctx, GColorBlack);
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graphics_fill_circle(ctx, state->center, WHWIDTH/4);
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// START OF TEXTURE MAPPING
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GColor bgcolor = GColorIcterine; // background color for behind the objects
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state->bgcolor = GColorIcterine; // background color for behind the objects
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// set up texture buffer
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state->texturesize = GSize(state->texturebounds.size.w, state->texturebounds.size.h);
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state->texture = gbitmap_create_blank(state->texturesize, GBitmapFormat8Bit);
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uint8_t (*texture_matrix)[state->texturesize.w] = (uint8_t (*)[state->texturesize.w]) gbitmap_get_data(state->texture);
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// capture frame buffer
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GBitmap *tex_fb = graphics_capture_frame_buffer(ctx);
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// capture texture before starting to modify the frame buffer
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for(uint8_t y = 0; y < bounds.size.h; y++) {
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GBitmapDataRowInfo info = gbitmap_get_data_row_info(tex_fb, y);
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for(uint8_t x = info.min_x; x <= info.max_x; x++) {
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if (x >= state->texturebounds.origin.x && y >= state->texturebounds.origin.y && x < state->texturebounds.origin.x+state->texturebounds.size.w && y < state->texturebounds.origin.y+state->texturebounds.size.h) {
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texture_matrix[y-state->texturebounds.origin.y][x-state->texturebounds.origin.x] = info.data[x];
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}
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}
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}
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// release frame buffer
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graphics_release_frame_buffer(ctx, tex_fb);
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graphics_context_set_fill_color(ctx, GColorBlack);
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graphics_fill_rect(ctx, bounds, 0, GCornerNone);
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}
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static void destroy_texture(State *state) {
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// free memory
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gbitmap_destroy(state->texture);
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}
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static void render_slice(State *state, Layer *layer, GContext *ctx, GRect renderbounds) {
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GRect bounds = layer_get_bounds(layer);
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if (renderbounds.origin.y < bounds.origin.y) { renderbounds.origin.y = bounds.origin.y; }
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if (renderbounds.size.h > MAX_LINES_PER_CHUNK) { renderbounds.size.h = MAX_LINES_PER_CHUNK; }
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uint8_t (*texture_matrix)[state->texturesize.w] = (uint8_t (*)[state->texturesize.w]) gbitmap_get_data(state->texture);
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// START OF TEXTURE MAPPING
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// load map parts
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ResHandle lut_handle = resource_get_handle(RESOURCE_ID_MAP_TEST);
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size_t lut_res_size = 144*LINES_PER_CHUNK*2;
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size_t lut_res_size = bounds.size.w*renderbounds.size.h*2;
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uint8_t *lut_buffer = (uint8_t*)malloc(lut_res_size);
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resource_load_byte_range(lut_handle, 0, lut_buffer, lut_res_size);
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resource_load_byte_range(lut_handle, renderbounds.origin.y*bounds.size.w*2, lut_buffer, lut_res_size);
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ResHandle shad_handle = resource_get_handle(RESOURCE_ID_SHADING_TEST);
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size_t shad_res_size = 144*LINES_PER_CHUNK;
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size_t shad_res_size = 144*renderbounds.size.h;
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uint8_t *shad_buffer = (uint8_t*)malloc(shad_res_size);
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resource_load_byte_range(shad_handle, 0, shad_buffer, shad_res_size);
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resource_load_byte_range(shad_handle, renderbounds.origin.y*bounds.size.w, shad_buffer, shad_res_size);
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// define mapping metadata
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GSize mapdimensions = GSize(144, LINES_PER_CHUNK);
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GSize mapdimensions = GSize(bounds.size.w, renderbounds.size.h);
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//GPoint master_offset = GPoint(state->center.x-(mapdimensions.w/2), state->center.y-(mapdimensions.h/2)+4);
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GPoint master_offset = GPoint(0, 0);
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GPoint master_offset = GPoint(bounds.origin.x, renderbounds.origin.y);
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GRect mapbounds = GRect(master_offset.x, master_offset.y, mapdimensions.w, mapdimensions.h);
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// capture frame buffer
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GBitmap *fb = graphics_capture_frame_buffer(ctx);
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// set up texture buffer
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GSize texturesize = GSize(texturebounds.size.w, texturebounds.size.h);
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GBitmap *texture = gbitmap_create_blank(texturesize, GBitmapFormat8Bit);
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uint8_t (*texture_matrix)[texturesize.w] = (uint8_t (*)[texturesize.w]) gbitmap_get_data(texture);
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// capture texture before starting to modify the frame buffer
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for(uint8_t y = 0; y < bounds.size.h; y++) {
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GBitmapDataRowInfo info = gbitmap_get_data_row_info(fb, y);
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for(uint8_t x = info.min_x; x <= info.max_x; x++) {
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if (x >= texturebounds.origin.x && y >= texturebounds.origin.y && x < texturebounds.origin.x+texturebounds.size.w && y < texturebounds.origin.y+texturebounds.size.h) {
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texture_matrix[y-texturebounds.origin.y][x-texturebounds.origin.x] = info.data[x];
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}
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}
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}
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// render texture mapped and shaded object
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for(uint8_t y = 0; y < bounds.size.h; y++) {
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for(uint8_t y = renderbounds.origin.y; y < renderbounds.origin.y+renderbounds.size.h; y++) {
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GBitmapDataRowInfo info = gbitmap_get_data_row_info(fb, y);
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for(uint8_t x = info.min_x; x <= info.max_x; x++) {
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GColor fbpixel = bgcolor;
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GColor fbpixel = state->bgcolor;
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// convert to 24 bit color
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GColor32 newpixel;
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@ -185,12 +211,20 @@ static void render_part(State *state, Layer *layer, GContext *ctx) {
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// free memory
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free(lut_buffer);
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free(shad_buffer);
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gbitmap_destroy(texture);
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// release frame buffer
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graphics_release_frame_buffer(ctx, fb);
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}
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static void render_frame(State *state, Layer *layer, GContext *ctx) {
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create_texture(state, layer, ctx);
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// TODO fix crash on real hardware when slice lines start or end outside some sort of unknown safe zone
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render_slice(state, layer, ctx, GRect(0, 0, 144, 56));
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render_slice(state, layer, ctx, GRect(0, 56, 144, 56));
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render_slice(state, layer, ctx, GRect(0, 112, 144, 56));
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destroy_texture(state);
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}
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/*********************************** App **************************************/
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void animation_init(State* state) {
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@ -201,12 +235,12 @@ void animation_init(State* state) {
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state->center.y -= 1;
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}
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static void animation_layer_update(Layer *layer, GContext *ctx) {
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render_part(&g, layer, ctx);
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render_frame(&g, layer, ctx);
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}
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void animation_update(void* data) {
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State* state = (State*)data;
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state->animation_angle += (state->animation_angle < 360) ? 1 : 0-state->animation_angle;
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state->animation_angle += (state->animation_angle < 360) ? ANGLE_INCREMENT : 0-state->animation_angle;
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layer_mark_dirty(state->layer);
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state->timer = app_timer_register(state->timer_timeout, &animation_update, data);
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}
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@ -242,7 +276,3 @@ int main() {
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app_event_loop();
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deinit();
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}
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