Pebble-Proof-of-Concept-LUT-3D/src/main.c

288 lines
10 KiB
C

#include <pebble.h>
#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();
}