#include #define ANTIALIASING true #define WHWIDTH 18 #define DITHERFACTOR 85 #define MAX_LINES_PER_SLICE 100 #define FRAME_DURATION 70 #define ANGLE_INCREMENT 4 static uint8_t bayer8x8[] = { 0,32, 8,40, 2,34,10,42, 48,16,56,24,50,18,58,26, 12,44, 4,36,14,46, 6,38, 60,28,52,20,62,30,54,22, 3,35,11,43, 1,33, 9,41, 51,19,59,27,49,17,57,25, 15,47, 7,39,13,45, 5,37, 63,31,55,23,61,29,53,21, }; typedef union GColor32 { uint32_t argb; struct { uint8_t b; uint8_t g; uint8_t r; uint8_t a; }; } GColor32; typedef struct { GContext *ctx; Window* window; Layer* layer; AppTimer *timer; uint32_t timer_timeout; uint16_t animation_angle; GPoint center; GRect texturebounds; GBitmap *texture; GSize texturesize; GColor bgcolor; } State; // global state static State g; static bool debug = true; /************************************ UI **************************************/ static void create_texture(State *state, Layer *layer, GContext *ctx) { GRect bounds = layer_get_bounds(layer); state->texturebounds = GRect(state->center.x-64, state->center.y-64, 127, 127); GRect bounds_mo = grect_inset(state->texturebounds, GEdgeInsets(9)); GRect bounds_ho = grect_inset(state->texturebounds, GEdgeInsets(23)); uint16_t minute_deg = state->animation_angle; uint16_t hour_deg = 360-minute_deg; GPoint minute_hand_outer = gpoint_from_polar(bounds_mo, GOvalScaleModeFillCircle, DEG_TO_TRIGANGLE(minute_deg)); GPoint hour_hand_outer = gpoint_from_polar(bounds_ho, GOvalScaleModeFillCircle, DEG_TO_TRIGANGLE(hour_deg)); // draw the watch hands that will be used as texture graphics_context_set_antialiased(ctx, ANTIALIASING); graphics_context_set_fill_color(ctx, GColorShockingPink); graphics_fill_rect(ctx, bounds, 0, GCornerNone); graphics_context_set_stroke_color(ctx, GColorCobaltBlue); graphics_context_set_stroke_width(ctx, WHWIDTH); graphics_draw_line(ctx, state->center, minute_hand_outer); graphics_context_set_stroke_color(ctx, GColorCeleste); graphics_context_set_stroke_width(ctx, WHWIDTH); graphics_draw_line(ctx, state->center, hour_hand_outer); graphics_context_set_fill_color(ctx, GColorBlack); graphics_fill_circle(ctx, state->center, WHWIDTH/4); state->bgcolor = GColorShockingPink; // background color for behind the objects // set up texture buffer state->texturesize = GSize(state->texturebounds.size.w, state->texturebounds.size.h); state->texture = gbitmap_create_blank(state->texturesize, GBitmapFormat8Bit); uint8_t (*texture_matrix)[state->texturesize.w] = (uint8_t (*)[state->texturesize.w]) gbitmap_get_data(state->texture); // capture frame buffer GBitmap *tex_fb = graphics_capture_frame_buffer(ctx); // capture texture before starting to modify the frame buffer for(uint8_t y = 0; y < bounds.size.h; y++) { GBitmapDataRowInfo info = gbitmap_get_data_row_info(tex_fb, y); for(uint8_t x = info.min_x; x <= info.max_x; x++) { 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) { texture_matrix[y-state->texturebounds.origin.y][x-state->texturebounds.origin.x] = info.data[x]; } } } // release frame buffer graphics_release_frame_buffer(ctx, tex_fb); /*graphics_context_set_fill_color(ctx, GColorBlack); graphics_fill_rect(ctx, bounds, 0, GCornerNone);*/ } static void destroy_texture(State *state) { // free memory gbitmap_destroy(state->texture); } static void render_slice(State *state, Layer *layer, GContext *ctx, GRect renderbounds) { GRect bounds = layer_get_bounds(layer); if (renderbounds.origin.y < bounds.origin.y) { renderbounds.origin.y = bounds.origin.y; } if (renderbounds.size.h > MAX_LINES_PER_SLICE) { renderbounds.size.h = MAX_LINES_PER_SLICE; } uint8_t (*texture_matrix)[state->texturesize.w] = (uint8_t (*)[state->texturesize.w]) gbitmap_get_data(state->texture); // START OF TEXTURE MAPPING // load map parts ResHandle lut_handle = resource_get_handle(RESOURCE_ID_LUT); size_t lut_res_size = bounds.size.w*renderbounds.size.h*2; uint8_t *lut_buffer = (uint8_t*)malloc(lut_res_size); resource_load_byte_range(lut_handle, renderbounds.origin.y*bounds.size.w*2, lut_buffer, lut_res_size); ResHandle shad_handle = resource_get_handle(RESOURCE_ID_SHADING); size_t shad_res_size = 144*renderbounds.size.h; uint8_t *shad_buffer = (uint8_t*)malloc(shad_res_size); resource_load_byte_range(shad_handle, renderbounds.origin.y*bounds.size.w, shad_buffer, shad_res_size); // define mapping metadata GSize mapdimensions = GSize(bounds.size.w, renderbounds.size.h); //GPoint master_offset = GPoint(state->center.x-(mapdimensions.w/2), state->center.y-(mapdimensions.h/2)+4); GPoint master_offset = GPoint(bounds.origin.x, renderbounds.origin.y); GRect mapbounds = GRect(master_offset.x, master_offset.y, mapdimensions.w, mapdimensions.h); // capture frame buffer GBitmap *fb = graphics_capture_frame_buffer(ctx); // render texture mapped and shaded object for(uint8_t y = renderbounds.origin.y; y < renderbounds.origin.y+renderbounds.size.h; y++) { GBitmapDataRowInfo info = gbitmap_get_data_row_info(fb, y); //APP_LOG(APP_LOG_LEVEL_DEBUG, "y %d x <= %d", y, info.max_x); for(uint8_t x = info.min_x; x <= info.max_x; x++) { GColor fbpixel; fbpixel.argb = info.data[x]; // convert to 24 bit color GColor32 newpixel; newpixel.r = fbpixel.r*DITHERFACTOR; newpixel.g = fbpixel.g*DITHERFACTOR; newpixel.b = fbpixel.b*DITHERFACTOR; newpixel.a = 0xff; // render texture mapped object by looking up pixels in the lookup table if (x >= mapbounds.origin.x && y >= mapbounds.origin.y && x < mapbounds.origin.x+mapbounds.size.w && y < mapbounds.origin.y+mapbounds.size.h) { uint16_t surfindex = (x-mapbounds.origin.x)+((y-mapbounds.origin.y)*mapbounds.size.w); uint8_t xpos = lut_buffer[surfindex*2]; uint8_t ypos = lut_buffer[(surfindex*2)+1]; //APP_LOG(APP_LOG_LEVEL_DEBUG, "x %d - y %d", xpos, ypos); if (xpos > 0 || ypos > 0) { uint8_t texturexpos = xpos/2; uint8_t textureypos = 127-(ypos/2); if (textureypos > state->texturesize.h-1) { textureypos = state->texturesize.h-1; } if (texturexpos > state->texturesize.w-1) { texturexpos = state->texturesize.w-1; } //APP_LOG(APP_LOG_LEVEL_DEBUG, "texturex %d - texturey %d", texturexpos, textureypos); GColor texturepixel = (GColor8) texture_matrix[textureypos][texturexpos]; newpixel.r = texturepixel.r*DITHERFACTOR; newpixel.g = texturepixel.g*DITHERFACTOR; newpixel.b = texturepixel.b*DITHERFACTOR; if (xpos%2 == 1 || ypos%2 == 1) { // interpolation GColor texturepixel2; if (texturexpos < 255 && xpos%2 == 1) { texturepixel2.argb = texture_matrix[textureypos][texturexpos+1]; newpixel.r = (newpixel.r + texturepixel2.r*DITHERFACTOR)/2; newpixel.g = (newpixel.g + texturepixel2.g*DITHERFACTOR)/2; newpixel.b = (newpixel.b + texturepixel2.b*DITHERFACTOR)/2; } if (textureypos > 1 && ypos%2 == 1) { texturepixel2.argb = texture_matrix[textureypos-1][texturexpos]; newpixel.r = (newpixel.r + texturepixel2.r*DITHERFACTOR)/2; newpixel.g = (newpixel.g + texturepixel2.g*DITHERFACTOR)/2; newpixel.b = (newpixel.b + texturepixel2.b*DITHERFACTOR)/2; } newpixel.r = (newpixel.r/DITHERFACTOR)*DITHERFACTOR; newpixel.g = (newpixel.g/DITHERFACTOR)*DITHERFACTOR; newpixel.b = (newpixel.b/DITHERFACTOR)*DITHERFACTOR; } } uint8_t specularmap = shad_buffer[surfindex]; uint8_t shadowmap = (specularmap & 0b00001111)*16; specularmap = ((specularmap & 0b11110000) >> 4)*16; // subtract shadows newpixel.r -= (newpixel.r > shadowmap) ? shadowmap : newpixel.r; newpixel.g -= (newpixel.g > shadowmap) ? shadowmap : newpixel.g; newpixel.b -= (newpixel.b > shadowmap) ? shadowmap : newpixel.b; // add highlights newpixel.r += (255-newpixel.r > specularmap) ? specularmap : 255-newpixel.r; newpixel.g += (255-newpixel.g > specularmap) ? specularmap : 255-newpixel.g; newpixel.b += (255-newpixel.b > specularmap) ? specularmap : 255-newpixel.b; } // here comes the actual dithering uint8_t bayerpixel = bayer8x8[((x%8)+(y*8))%64]; fbpixel.r = (newpixel.r+bayerpixel)/DITHERFACTOR; fbpixel.g = (newpixel.g+bayerpixel)/DITHERFACTOR; fbpixel.b = (newpixel.b+bayerpixel)/DITHERFACTOR; fbpixel.a = 0b11; memset(&info.data[x], fbpixel.argb, 1); } } // free memory free(lut_buffer); free(shad_buffer); // release frame buffer graphics_release_frame_buffer(ctx, fb); } static void render_frame(State *state, Layer *layer, GContext *ctx) { create_texture(state, layer, ctx); render_slice(state, layer, ctx, GRect(0, 0, 144, 84)); render_slice(state, layer, ctx, GRect(0, 84, 144, 84)); destroy_texture(state); } /*********************************** App **************************************/ void animation_init(State* state) { state->animation_angle = 0; GRect window_bounds = layer_get_bounds(state->layer); state->center = grect_center_point(&window_bounds); state->center.x -= 1; state->center.y -= 1; } static void animation_layer_update(Layer *layer, GContext *ctx) { render_frame(&g, layer, ctx); } void animation_update(void* data) { State* state = (State*)data; state->animation_angle += (state->animation_angle < 360) ? ANGLE_INCREMENT : 0-state->animation_angle; layer_mark_dirty(state->layer); state->timer = app_timer_register(state->timer_timeout, &animation_update, data); } static void init() { g.window = window_create(); window_stack_push(g.window, true); Layer* window_layer = window_get_root_layer(g.window); GRect window_frame = layer_get_frame(window_layer); g.layer = layer_create(window_frame); layer_set_update_proc(g.layer, &animation_layer_update); layer_add_child(window_layer, g.layer); animation_init(&g); g.timer_timeout = FRAME_DURATION; g.timer = app_timer_register(g.timer_timeout, &animation_update, &g); if (debug) { light_enable(true); } } static void deinit() { app_timer_cancel(g.timer); window_destroy(g.window); layer_destroy(g.layer); } int main() { init(); app_event_loop(); deinit(); }