acid-drop/lib/TFT_eSPI/examples/DMA test/Bouncy_Circles/Bouncy_Circles.ino
2024-05-23 18:42:03 -04:00

209 lines
6.5 KiB
C++

// This sketch is for the RP2040 and ILI9341 TFT display.
// Other processors may work if they have sufficient RAM for
// a full screen buffer (240 x 320 x 2 = 153,600 bytes).
// In this example 2 sprites are used to create DMA toggle
// buffers. Each sprite is half the screen size, this allows
// graphics to be rendered in one sprite at the same time
// as the other sprite is being sent to the screen.
// RP2040 typically runs at 45-48 fps
// Created by Bodmer 20/04/2021 as an example for:
// https://github.com/Bodmer/TFT_eSPI
// Number of circles to draw
#define CNUMBER 42
// Define the width and height according to the TFT and the
// available memory. The sprites will require:
// DWIDTH * DHEIGHT * 2 bytes of RAM
// Note: for a 240 * 320 area this is 150 Kbytes!
#define DWIDTH 240
#define DHEIGHT 320
#include <TFT_eSPI.h>
// Library instance
TFT_eSPI tft = TFT_eSPI();
// Create two sprites for a DMA toggle buffer
TFT_eSprite spr[2] = {TFT_eSprite(&tft), TFT_eSprite(&tft)};
// Pointers to start of Sprites in RAM (these are then "image" pointers)
uint16_t* sprPtr[2];
// Used for fps measuring
uint16_t counter = 0;
int32_t startMillis = millis();
uint16_t interval = 100;
String fps = "xx.xx fps";
// Structure to hold circle plotting parameters
typedef struct circle_t {
int16_t cx[CNUMBER] = { 0 }; // x coordinate of centre
int16_t cy[CNUMBER] = { 0 }; // y coordinate of centre
int16_t cr[CNUMBER] = { 0 }; // radius
uint16_t col[CNUMBER] = { 0 }; // colour
int16_t dx[CNUMBER] = { 0 }; // x movement & direction
int16_t dy[CNUMBER] = { 0 }; // y movement & direction
} circle_param;
// Create the structure and get a pointer to it
circle_t *circle = new circle_param;
// #########################################################################
// Setup
// #########################################################################
void setup() {
Serial.begin(115200);
tft.init();
tft.initDMA();
tft.fillScreen(TFT_BLACK);
// Create the 2 sprites, each is half the size of the screen
sprPtr[0] = (uint16_t*)spr[0].createSprite(DWIDTH, DHEIGHT / 2);
sprPtr[1] = (uint16_t*)spr[1].createSprite(DWIDTH, DHEIGHT / 2);
// Move the sprite 1 coordinate datum upwards half the screen height
// so from coordinate point of view it occupies the bottom of screen
spr[1].setViewport(0, -DHEIGHT / 2, DWIDTH, DHEIGHT);
// Define text datum for each Sprite
spr[0].setTextDatum(MC_DATUM);
spr[1].setTextDatum(MC_DATUM);
// Seed the random number generator
randomSeed(analogRead(A0));
// Initialise circle parameters
for (uint16_t i = 0; i < CNUMBER; i++) {
circle->cr[i] = random(12, 24);
circle->cx[i] = random(circle->cr[i], DWIDTH - circle->cr[i]);
circle->cy[i] = random(circle->cr[i], DHEIGHT - circle->cr[i]);
circle->col[i] = rainbow(4 * i);
circle->dx[i] = random(1, 5);
if (random(2)) circle->dx[i] = -circle->dx[i];
circle->dy[i] = random(1, 5);
if (random(2)) circle->dy[i] = -circle->dy[i];
}
tft.startWrite(); // TFT chip select held low permanently
startMillis = millis();
}
// #########################################################################
// Loop
// #########################################################################
void loop() {
drawUpdate(0); // Update top half
drawUpdate(1); // Update bottom half
// Calculate the fps every <interval> iterations.
counter++;
if (counter % interval == 0) {
long millisSinceUpdate = millis() - startMillis;
fps = String((interval * 1000.0 / (millisSinceUpdate))) + " fps";
Serial.println(fps);
startMillis = millis();
}
}
// #########################################################################
// Render circles to sprite 0 or 1 and initiate DMA
// #########################################################################
void drawUpdate (bool sel) {
spr[sel].fillSprite(TFT_BLACK);
for (uint16_t i = 0; i < CNUMBER; i++) {
// Draw (Note sprite 1 datum was moved, so coordinates do not need to be adjusted
spr[sel].fillCircle(circle->cx[i], circle->cy[i], circle->cr[i], circle->col[i]);
spr[sel].drawCircle(circle->cx[i], circle->cy[i], circle->cr[i], TFT_WHITE);
spr[sel].setTextColor(TFT_BLACK, circle->col[i]);
spr[sel].drawNumber(i + 1, 1 + circle->cx[i], circle->cy[i], 2);
}
tft.pushImageDMA(0, sel * DHEIGHT / 2, DWIDTH, DHEIGHT / 2, sprPtr[sel]);
// Update circle positions after bottom half has been drawn
if (sel) {
for (uint16_t i = 0; i < CNUMBER; i++) {
circle->cx[i] += circle->dx[i];
circle->cy[i] += circle->dy[i];
if (circle->cx[i] <= circle->cr[i]) {
circle->cx[i] = circle->cr[i];
circle->dx[i] = -circle->dx[i];
}
else if (circle->cx[i] + circle->cr[i] >= DWIDTH - 1) {
circle->cx[i] = DWIDTH - circle->cr[i] - 1;
circle->dx[i] = -circle->dx[i];
}
if (circle->cy[i] <= circle->cr[i]) {
circle->cy[i] = circle->cr[i];
circle->dy[i] = -circle->dy[i];
}
else if (circle->cy[i] + circle->cr[i] >= DHEIGHT - 1) {
circle->cy[i] = DHEIGHT - circle->cr[i] - 1;
circle->dy[i] = -circle->dy[i];
}
}
}
}
// #########################################################################
// Return a 16 bit rainbow colour
// #########################################################################
uint16_t rainbow(byte value)
{
// If 'value' is in the range 0-159 it is converted to a spectrum colour
// from 0 = red through to 127 = blue to 159 = violet
// Extending the range to 0-191 adds a further violet to red band
value = value % 192;
byte red = 0; // Red is the top 5 bits of a 16 bit colour value
byte green = 0; // Green is the middle 6 bits, but only top 5 bits used here
byte blue = 0; // Blue is the bottom 5 bits
byte sector = value >> 5;
byte amplit = value & 0x1F;
switch (sector)
{
case 0:
red = 0x1F;
green = amplit; // Green ramps up
blue = 0;
break;
case 1:
red = 0x1F - amplit; // Red ramps down
green = 0x1F;
blue = 0;
break;
case 2:
red = 0;
green = 0x1F;
blue = amplit; // Blue ramps up
break;
case 3:
red = 0;
green = 0x1F - amplit; // Green ramps down
blue = 0x1F;
break;
case 4:
red = amplit; // Red ramps up
green = 0;
blue = 0x1F;
break;
case 5:
red = 0x1F;
green = 0;
blue = 0x1F - amplit; // Blue ramps down
break;
}
return red << 11 | green << 6 | blue;
}