395 lines
11 KiB
Arduino
395 lines
11 KiB
Arduino
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// TFT_eSPI library demo, principally for STM32F processors with DMA:
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// https://en.wikipedia.org/wiki/Direct_memory_access
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// Tested with ESP32, Nucleo 64 STM32F446RE and Nucleo 144 STM32F767ZI
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// TFT's with SPI can use DMA, the sketch also works with 8 bit
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// parallel TFT's (tested with ILI9341 and ILI9481)
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// The sketch will run on processors without DMA and also parallel
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// interface TFT's. Comment out line 29 for no DMA.
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// Library here:
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// https://github.com/Bodmer/TFT_eSPI
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// Adapted by Bodmer 18/12/19 from "RotatingCube" by Daniel Eichhorn.
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// See MIT License at end of sketch.
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// The rotating cube is drawn into a 128 x 128 Sprite and then this is
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// rendered to screen. The Sprite need 32Kbytes of RAM and DMA buffer the same
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// so processors with at least >64Kbytes RAM free will be required.
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// Define to use DMA for Sprite transfer to SPI TFT, comment out to use no DMA
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// (Tested with Nucleo 64 STM32F446RE and Nucleo 144 STM32F767ZI)
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// STM32F767 27MHz SPI 50% processor load: Non DMA 52 fps, with DMA 101 fps
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// STM32F767 27MHz SPI 0% processor load: Non DMA 97 fps, with DMA 102 fps
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// ESP32 27MHz SPI 0% processor load: Non DMA 90 fps, with DMA 101 fps
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// ESP32 40MHz SPI 0% processor load: Non DMA 127 fps, with DMA 145 fps
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// NOTE: FOR SPI DISPLAYS ONLY
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#define USE_DMA_TO_TFT
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// Show a processing load does not impact rendering performance
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// Processing load is simple algorithm to calculate prime numbers
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//#define PRIME_NUMBER_PROCESSOR_LOAD 491 // 241 = 50% CPU load for 128 * 128 and STM32F466 Nucleo 64
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// 491 = 50% CPU load for 128 * 128 and STM32F767 Nucleo 144
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// Color depth has to be 16 bits if DMA is used to render image
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#define COLOR_DEPTH 16
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// 128x128 for a 16 bit colour Sprite (32Kbytes RAM)
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// Maximum is 181x181 (64Kbytes) for DMA - restricted by processor design
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#define IWIDTH 128
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#define IHEIGHT 128
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// Size of cube image
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// 358 is max for 128x128 sprite, too big and pixel trails are drawn...
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#define CUBE_SIZE 358
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#include <TFT_eSPI.h>
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// Library instance
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TFT_eSPI tft = TFT_eSPI(); // Declare object "tft"
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// Create two sprites for a DMA toggle buffer
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TFT_eSprite spr[2] = {TFT_eSprite(&tft), TFT_eSprite(&tft) };
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// Toggle buffer selection
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bool sprSel = 0;
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// Pointers to start of Sprites in RAM
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uint16_t* sprPtr[2];
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// Define the cube face colors
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uint16_t palette[] = {TFT_WHITE, // 1
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TFT_GREENYELLOW, // 2
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TFT_YELLOW, // 3
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TFT_PINK, // 4
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TFT_MAGENTA, // 5
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TFT_CYAN // 6
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};
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// Used for fps measuring
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uint16_t counter = 0;
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long startMillis = millis();
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uint16_t interval = 100;
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// size / 2 of cube edge
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float d = 15;
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float px[] = {
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-d, d, d, -d, -d, d, d, -d
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};
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float py[] = {
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-d, -d, d, d, -d, -d, d, d
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};
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float pz[] = {
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-d, -d, -d, -d, d, d, d, d
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};
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// Define the triangles
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// The order of the vertices MUST be CCW or the
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// shoelace method won't work to detect visible edges
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int faces[12][3] = {
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{0, 1, 4},
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{1, 5, 4},
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{1, 2, 5},
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{2, 6, 5},
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{5, 7, 4},
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{6, 7, 5},
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{3, 4, 7},
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{4, 3, 0},
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{0, 3, 1},
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{1, 3, 2},
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{2, 3, 6},
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{6, 3, 7}
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};
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// mapped coordinates on screen
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float p2x[] = {
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0, 0, 0, 0, 0, 0, 0, 0
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};
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float p2y[] = {
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0, 0, 0, 0, 0, 0, 0, 0
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};
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// rotation angle in radians
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float r[] = {
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0, 0, 0
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};
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// Frames per second
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String fps = "0fps";
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// Sprite draw position
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int16_t xpos = 0;
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int16_t ypos = 0;
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// Prime number initial value
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int prime_max = 2;
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// 3 axis spin control
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bool spinX = true;
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bool spinY = true;
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bool spinZ = true;
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// Min and max of cube edges, "int" type used for compatibility with original sketch min() function
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int xmin,ymin,xmax,ymax;
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/////////////////////////////////////////////////////////// setup ///////////////////////////////////////////////////
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void setup() {
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Serial.begin(115200);
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tft.init();
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tft.fillScreen(TFT_BLACK);
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xpos = 0;
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ypos = (tft.height() - IHEIGHT) / 2;
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// Define cprite colour depth
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spr[0].setColorDepth(COLOR_DEPTH);
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spr[1].setColorDepth(COLOR_DEPTH);
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// Create the 2 sprites
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sprPtr[0] = (uint16_t*)spr[0].createSprite(IWIDTH, IHEIGHT);
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sprPtr[1] = (uint16_t*)spr[1].createSprite(IWIDTH, IHEIGHT);
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// Define text datum and text colour for Sprites
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spr[0].setTextColor(TFT_BLACK);
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spr[0].setTextDatum(MC_DATUM);
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spr[1].setTextColor(TFT_BLACK);
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spr[1].setTextDatum(MC_DATUM);
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#ifdef USE_DMA_TO_TFT
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// DMA - should work with ESP32, STM32F2xx/F4xx/F7xx processors
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// NOTE: >>>>>> DMA IS FOR SPI DISPLAYS ONLY <<<<<<
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tft.initDMA(); // Initialise the DMA engine (tested with STM32F446 and STM32F767)
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#endif
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// Animation control timer
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startMillis = millis();
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}
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/////////////////////////////////////////////////////////// loop ///////////////////////////////////////////////////
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void loop() {
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uint32_t updateTime = 0; // time for next update
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bool bounce = false;
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int wait = 0; //random (20);
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// Random movement direction
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int dx = 1; if (random(2)) dx = -1;
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int dy = 1; if (random(2)) dy = -1;
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// Grab exclusive use of the SPI bus
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tft.startWrite();
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// Loop forever
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while (1) {
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// Pull it back onto screen if it wanders off
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if (xpos < -xmin) {
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dx = 1;
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bounce = true;
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}
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if (xpos >= tft.width() - xmax) {
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dx = -1;
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bounce = true;
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}
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if (ypos < -ymin) {
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dy = 1;
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bounce = true;
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}
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if (ypos >= tft.height() - ymax) {
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dy = -1;
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bounce = true;
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}
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if (bounce) {
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// Randomise spin
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if (random(2)) spinX = true;
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else spinX = false;
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if (random(2)) spinY = true;
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else spinY = false;
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if (random(2)) spinZ = true;
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else spinZ = false;
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bounce = false;
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//wait = random (20);
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}
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if (updateTime <= millis())
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{
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// Use time delay so sprtie does not move fast when not all on screen
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updateTime = millis() + wait;
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xmin = IWIDTH / 2; xmax = IWIDTH / 2; ymin = IHEIGHT / 2; ymax = IHEIGHT / 2;
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drawCube();
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#ifdef USE_DMA_TO_TFT
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if (tft.dmaBusy()) prime_max++; // Increase processing load until just not busy
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tft.pushImageDMA(xpos, ypos, IWIDTH, IHEIGHT, sprPtr[sprSel]);
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sprSel = !sprSel;
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#else
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#ifdef PRIME_NUMBER_PROCESSOR_LOAD
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prime_max = PRIME_NUMBER_PROCESSOR_LOAD;
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#endif
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spr[sprSel].pushSprite(xpos, ypos); // Blocking write (no DMA) 115fps
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#endif
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counter++;
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// only calculate the fps every <interval> iterations.
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if (counter % interval == 0) {
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long millisSinceUpdate = millis() - startMillis;
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fps = String((int)(interval * 1000.0 / (millisSinceUpdate))) + " fps";
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Serial.println(fps);
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startMillis = millis();
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}
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#ifdef PRIME_NUMBER_PROCESSOR_LOAD
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// Add a processor task
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uint32_t pr = computePrimeNumbers(prime_max);
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Serial.print("Biggest = "); Serial.println(pr);
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#endif
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// Change coord for next loop
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xpos += dx;
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ypos += dy;
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}
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} // End of forever loop
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// Release exclusive use of SPI bus ( here as a reminder... forever loop prevents execution)
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tft.endWrite();
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}
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/**
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Detected visible triangles. If calculated area > 0 the triangle
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is rendered facing towards the viewer, since the vertices are CCW.
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If the area is negative the triangle is CW and thus facing away from us.
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*/
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int shoelace(int x1, int y1, int x2, int y2, int x3, int y3) {
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// (x1y2 - y1x2) + (x2y3 - y2x3)
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return x1 * y2 - y1 * x2 + x2 * y3 - y2 * x3 + x3 * y1 - y3 * x1;
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}
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/**
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Rotates and renders the cube.
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**/
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void drawCube()
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{
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double speed = 90;
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if (spinX) r[0] = r[0] + PI / speed; // Add a degree
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if (spinY) r[1] = r[1] + PI / speed; // Add a degree
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if (spinZ) r[2] = r[2] + PI / speed; // Add a degree
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if (r[0] >= 360.0 * PI / 90.0) r[0] = 0;
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if (r[1] >= 360.0 * PI / 90.0) r[1] = 0;
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if (r[2] >= 360.0 * PI / 90.0) r[2] = 0;
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float ax[8] = {0, 0, 0, 0, 0, 0, 0, 0};
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float ay[8] = {0, 0, 0, 0, 0, 0, 0, 0};
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float az[8] = {0, 0, 0, 0, 0, 0, 0, 0};
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// Calculate all vertices of the cube
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for (int i = 0; i < 8; i++)
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{
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float px2 = px[i];
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float py2 = cos(r[0]) * py[i] - sin(r[0]) * pz[i];
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float pz2 = sin(r[0]) * py[i] + cos(r[0]) * pz[i];
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float px3 = cos(r[1]) * px2 + sin(r[1]) * pz2;
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float py3 = py2;
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float pz3 = -sin(r[1]) * px2 + cos(r[1]) * pz2;
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ax[i] = cos(r[2]) * px3 - sin(r[2]) * py3;
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ay[i] = sin(r[2]) * px3 + cos(r[2]) * py3;
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az[i] = pz3 - 150;
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p2x[i] = IWIDTH / 2 + ax[i] * CUBE_SIZE / az[i];
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p2y[i] = IHEIGHT / 2 + ay[i] * CUBE_SIZE / az[i];
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}
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// Fill the buffer with colour 0 (Black)
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spr[sprSel].fillSprite(TFT_BLACK);
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for (int i = 0; i < 12; i++) {
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if (shoelace(p2x[faces[i][0]], p2y[faces[i][0]], p2x[faces[i][1]], p2y[faces[i][1]], p2x[faces[i][2]], p2y[faces[i][2]]) > 0) {
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int x0 = p2x[faces[i][0]];
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int y0 = p2y[faces[i][0]];
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int x1 = p2x[faces[i][1]];
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int y1 = p2y[faces[i][1]];
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int x2 = p2x[faces[i][2]];
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int y2 = p2y[faces[i][2]];
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xmin = min(xmin, x0);
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ymin = min(ymin, y0);
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xmin = min(xmin, x1);
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ymin = min(ymin, y1);
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xmin = min(xmin, x2);
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ymin = min(ymin, y2);
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xmax = max(xmax, x0);
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ymax = max(ymax, y0);
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xmax = max(xmax, x1);
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ymax = max(ymax, y1);
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xmax = max(xmax, x2);
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ymax = max(ymax, y2);
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spr[sprSel].fillTriangle(x0, y0, x1, y1, x2, y2, palette[i / 2]);
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if (i % 2) {
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int avX = 0;
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int avY = 0;
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for (int v = 0; v < 3; v++) {
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avX += p2x[faces[i][v]];
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avY += p2y[faces[i][v]];
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}
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avX = avX / 3;
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avY = avY / 3;
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}
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}
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}
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//spr[sprSel].drawString(fps, IWIDTH / 2, IHEIGHT / 2, 4);
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//delay(100);
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}
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// This is to provide a processing load to see the improvement DMA gives
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uint32_t computePrimeNumbers(int32_t n) {
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if (n<2) return 1;
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int32_t i, fact, j, p = 0;
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//Serial.print("\nPrime Numbers are: \n");
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for (i = 1; i <= n; i++)
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{
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fact = 0;
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for (j = 1; j <= n; j++)
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{
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if (i % j == 0)
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fact++;
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}
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if (fact == 2) {
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p = i;//Serial.print(i); Serial.print(", ");
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}
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}
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//Serial.println();
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return p; // Biggest
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}
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/*
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Original licence:
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The MIT License (MIT)
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Copyright (c) 2017 by Daniel Eichhorn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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