184 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			184 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
| // 'Boing' ball demo
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| 
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| // STM32F767 55MHz SPI 170 fps without DMA
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| // STM32F767 55MHz SPI 227 fps with DMA
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| // STM32F446 55MHz SPI 110 fps without DMA
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| // STM32F446 55MHz SPI 187 fps with DMA
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| // STM32F401 55MHz SPI  56 fps without DMA
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| // STM32F401 55MHz SPI 120 fps with DMA
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| 
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| // STM32F767 27MHz SPI  99 fps without DMA
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| // STM32F767 27MHz SPI 120 fps with DMA
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| // STM32F446 27MHz SPI  73 fps without DMA
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| // STM32F446 27MHz SPI  97 fps with DMA
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| // STM32F401 27MHz SPI  51 fps without DMA
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| // STM32F401 27MHz SPI  90 fps with DMA
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| 
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| // Blue Pill - 36MHz SPI *no* DMA 36 fps
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| // Blue Pill - 36MHz SPI with DMA 67 fps
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| // Blue Pill overclocked to 128MHz *no* DMA - 32MHz SPI  64 fps
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| // Blue Pill overclocked to 128MHz with DMA - 32MHz SPI 116 fps
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| 
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| // ESP32     - 8 bit parallel     110 fps (no DMA)
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| // ESP32     - 40MHz SPI *no* DMA  93 fps
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| // ESP32     - 40MHz SPI with DMA 112 fps
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| 
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| #define SCREENWIDTH 320
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| #define SCREENHEIGHT 240
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| 
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| #include "graphic.h"
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| 
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| #include <TFT_eSPI.h> // Hardware-specific library
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| 
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| TFT_eSPI tft = TFT_eSPI();       // Invoke custom library
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| 
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| #define BGCOLOR    0xAD75
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| #define GRIDCOLOR  0xA815
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| #define BGSHADOW   0x5285
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| #define GRIDSHADOW 0x600C
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| #define RED        0xF800
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| #define WHITE      0xFFFF
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| 
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| #define YBOTTOM  123  // Ball Y coordinate at bottom
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| #define YBOUNCE -3.5  // Upward velocity on ball bounce
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| 
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| // Ball coordinates are stored floating-point because screen refresh
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| // is so quick, whole-pixel movements are just too fast!
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| float ballx     = 20.0, bally     = YBOTTOM, // Current ball position
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|       ballvx    =  0.8, ballvy    = YBOUNCE, // Ball velocity
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|       ballframe = 3;                         // Ball animation frame #
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| int   balloldx  = ballx, balloldy = bally;   // Prior ball position
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| 
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| // Working buffer for ball rendering...2 scan lines that alternate,
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| // one is rendered while the other is transferred via DMA.
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| uint16_t renderbuf[2][SCREENWIDTH];
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| 
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| uint16_t palette[16]; // Color table for ball rotation effect
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| 
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| uint32_t startTime, frame = 0; // For frames-per-second estimate
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| 
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| void setup() {
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|   Serial.begin(115200);
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| //  while(!Serial);
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| 
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|   tft.begin();
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|   tft.setRotation(3); // Landscape orientation, USB at bottom right
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|   tft.setSwapBytes(false);
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|   // Draw initial frame buffer contents:
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|   //tft.setBitmapColor(GRIDCOLOR, BGCOLOR);
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|   tft.fillScreen(BGCOLOR);
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| 
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|   tft.initDMA();
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| 
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|   tft.drawBitmap(0, 0, (const uint8_t *)background, SCREENWIDTH, SCREENHEIGHT, GRIDCOLOR);
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| 
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|   startTime = millis();
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| }
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| 
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| void loop() {
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| 
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|   balloldx = (int16_t)ballx; // Save prior position
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|   balloldy = (int16_t)bally;
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|   ballx   += ballvx;         // Update position
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|   bally   += ballvy;
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|   ballvy  += 0.06;          // Update Y velocity
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|   if((ballx <= 15) || (ballx >= SCREENWIDTH - BALLWIDTH))
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|     ballvx *= -1;            // Left/right bounce
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|   if(bally >= YBOTTOM) {     // Hit ground?
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|     bally  = YBOTTOM;        // Clip and
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|     ballvy = YBOUNCE;        // bounce up
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|   }
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| 
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|   // Determine screen area to update.  This is the bounds of the ball's
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|   // prior and current positions, so the old ball is fully erased and new
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|   // ball is fully drawn.
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|   int16_t minx, miny, maxx, maxy, width, height;
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|   // Determine bounds of prior and new positions
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|   minx = ballx;
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|   if(balloldx < minx)                    minx = balloldx;
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|   miny = bally;
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|   if(balloldy < miny)                    miny = balloldy;
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|   maxx = ballx + BALLWIDTH  - 1;
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|   if((balloldx + BALLWIDTH  - 1) > maxx) maxx = balloldx + BALLWIDTH  - 1;
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|   maxy = bally + BALLHEIGHT - 1;
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|   if((balloldy + BALLHEIGHT - 1) > maxy) maxy = balloldy + BALLHEIGHT - 1;
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| 
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|   width  = maxx - minx + 1;
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|   height = maxy - miny + 1;
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| 
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|   // Ball animation frame # is incremented opposite the ball's X velocity
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|   ballframe -= ballvx * 0.5;
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|   if(ballframe < 0)        ballframe += 14; // Constrain from 0 to 13
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|   else if(ballframe >= 14) ballframe -= 14;
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| 
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|   // Set 7 palette entries to white, 7 to red, based on frame number.
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|   // This makes the ball spin
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|   for(uint8_t i=0; i<14; i++) {
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|     palette[i+2] = ((((int)ballframe + i) % 14) < 7) ? WHITE : RED;
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|     // Palette entries 0 and 1 aren't used (clear and shadow, respectively)
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|   }
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| 
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|   // Only the changed rectangle is drawn into the 'renderbuf' array...
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|   uint16_t c, *destPtr;
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|   int16_t  bx  = minx - (int)ballx, // X relative to ball bitmap (can be negative)
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|            by  = miny - (int)bally, // Y relative to ball bitmap (can be negative)
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|            bgx = minx,              // X relative to background bitmap (>= 0)
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|            bgy = miny,              // Y relative to background bitmap (>= 0)
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|            x, y, bx1, bgx1;         // Loop counters and working vars
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|   uint8_t  p;                       // 'packed' value of 2 ball pixels
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|   int8_t bufIdx = 0;
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| 
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|   // Start SPI transaction and drop TFT_CS - avoids transaction overhead in loop
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|   tft.startWrite();
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| 
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|   // Set window area to pour pixels into
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|   tft.setAddrWindow(minx, miny, width, height);
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| 
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|   // Draw line by line loop
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|   for(y=0; y<height; y++) { // For each row...
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|     destPtr = &renderbuf[bufIdx][0];
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|     bx1  = bx;  // Need to keep the original bx and bgx values,
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|     bgx1 = bgx; // so copies of them are made here (and changed in loop below)
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|     for(x=0; x<width; x++) {
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|       if((bx1 >= 0) && (bx1 < BALLWIDTH) &&  // Is current pixel row/column
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|          (by  >= 0) && (by  < BALLHEIGHT)) { // inside the ball bitmap area?
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|         // Yes, do ball compositing math...
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|         p = ball[by][bx1 / 2];                // Get packed value (2 pixels)
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|         c = (bx1 & 1) ? (p & 0xF) : (p >> 4); // Unpack high or low nibble
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|         if(c == 0) { // Outside ball - just draw grid
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|           c = background[bgy][bgx1 / 8] & (0x80 >> (bgx1 & 7)) ? GRIDCOLOR : BGCOLOR;
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|         } else if(c > 1) { // In ball area...
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|           c = palette[c];
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|         } else { // In shadow area...
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|           c = background[bgy][bgx1 / 8] & (0x80 >> (bgx1 & 7)) ? GRIDSHADOW : BGSHADOW;
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|         }
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|       } else { // Outside ball bitmap, just draw background bitmap...
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|         c = background[bgy][bgx1 / 8] & (0x80 >> (bgx1 & 7)) ? GRIDCOLOR : BGCOLOR;
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|       }
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|       *destPtr++ = c<<8 | c>>8; // Store pixel colour
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|       bx1++;  // Increment bitmap position counters (X axis)
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|       bgx1++;
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|     }
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| 
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|     tft.pushPixelsDMA(&renderbuf[bufIdx][0], width); // Push line to screen
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| 
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|     // Push line to screen (swap bytes false for STM/ESP32)
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|     //tft.pushPixels(&renderbuf[bufIdx][0], width);
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| 
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|     bufIdx = 1 - bufIdx;
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|     by++; // Increment bitmap position counters (Y axis)
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|     bgy++;
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|   }
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|   //if (random(100) == 1) delay(2000);
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|   tft.endWrite();
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|   //delay(5);
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|   // Show approximate frame rate
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|   if(!(++frame & 255)) { // Every 256 frames...
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|     uint32_t elapsed = (millis() - startTime) / 1000; // Seconds
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|     if(elapsed) {
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|       Serial.print(frame / elapsed);
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|       Serial.println(" fps");
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|     }
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|   }
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| }
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