-
Notifications
You must be signed in to change notification settings - Fork 2
/
draw.c
554 lines (480 loc) · 11.2 KB
/
draw.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
#include "draw.h"
#include "string.h"
// Set a single voxel to ON
void setvoxel(int x, int y, int z)
{
if (inrange(x,y,z))
cube[z][y] |= (1 << x);
}
// Set a single voxel in the temporary cube buffer to ON
void tmpsetvoxel(int x, int y, int z)
{
if (inrange(x,y,z))
fb[z][y] |= (1 << x);
}
// Set a single voxel to OFF
void clrvoxel(int x, int y, int z)
{
if (inrange(x,y,z))
cube[z][y] &= ~(1 << x);
}
// Set a single voxel to OFF
void tmpclrvoxel(int x, int y, int z)
{
if (inrange(x,y,z))
fb[z][y] &= ~(1 << x);
}
// This function validates that we are drawing inside the cube.
unsigned char inrange(int x, int y, int z)
{
if (x >= 0 && x < CUBE_SIZE && y >= 0 && y < CUBE_SIZE && z >= 0 && z < CUBE_SIZE)
{
return 1;
} else
{
// One of the coordinates was outside the cube.
return 0;
}
}
// Get the current status of a voxel
unsigned char getvoxel(int x, int y, int z)
{
if (inrange(x,y,z))
{
if (cube[z][y] & (1 << x))
{
return 1;
} else
{
return 0;
}
} else
{
return 0;
}
}
// In some effect we want to just take bool and write it to a voxel
// this function calls the apropriate voxel manipulation function.
void altervoxel(int x, int y, int z, int state)
{
if (state == 1)
{
setvoxel(x,y,z);
} else
{
clrvoxel(x,y,z);
}
}
// Flip the state of a voxel.
// If the voxel is 1, its turned into a 0, and vice versa.
void flpvoxel(int x, int y, int z)
{
if (inrange(x, y, z))
cube[z][y] ^= (1 << x);
}
// Makes sure x1 is alwas smaller than x2
// This is usefull for functions that uses for loops,
// to avoid infinite loops
void argorder(int ix1, int ix2, int *ox1, int *ox2)
{
if (ix1>ix2)
{
int tmp;
tmp = ix1;
ix1= ix2;
ix2 = tmp;
}
*ox1 = ix1;
*ox2 = ix2;
}
// Sets all voxels along a X/Y plane at a given point
// on axis Z
void setplane_z (int z)
{
int i;
if (z>=0 && z<CUBE_SIZE)
{
for (i=0;i<CUBE_SIZE;i++)
cube[z][i] = 0xff;
}
}
// Clears voxels in the same manner as above
void clrplane_z (int z)
{
int i;
if (z>=0 && z<CUBE_SIZE)
{
for (i=0;i<CUBE_SIZE;i++)
cube[z][i] = 0x00;
}
}
void setplane_x (int x)
{
int z;
int y;
if (x>=0 && x<CUBE_SIZE)
{
for (z=0;z<CUBE_SIZE;z++)
{
for (y=0;y<CUBE_SIZE;y++)
{
cube[z][y] |= (1 << x);
}
}
}
}
void clrplane_x (int x)
{
int z;
int y;
if (x>=0 && x<CUBE_SIZE)
{
for (z=0;z<CUBE_SIZE;z++)
{
for (y=0;y<CUBE_SIZE;y++)
{
cube[z][y] &= ~(1 << x);
}
}
}
}
void setplane_y (int y)
{
int z;
if (y>=0 && y<CUBE_SIZE)
{
for (z=0;z<CUBE_SIZE;z++)
cube[z][y] = 0xff;
}
}
void clrplane_y (int y)
{
int z;
if (y>=0 && y<CUBE_SIZE)
{
for (z=0;z<CUBE_SIZE;z++)
cube[z][y] = 0x00;
}
}
void setplane (char axis, unsigned char i)
{
switch (axis)
{
case AXIS_X:
setplane_x(i);
break;
case AXIS_Y:
setplane_y(i);
break;
case AXIS_Z:
setplane_z(i);
break;
}
}
void clrplane (char axis, unsigned char i)
{
switch (axis)
{
case AXIS_X:
clrplane_x(i);
break;
case AXIS_Y:
clrplane_y(i);
break;
case AXIS_Z:
clrplane_z(i);
break;
}
}
// Fill a value into all 64 byts of the cube buffer
// Mostly used for clearing. fill(0x00)
// or setting all on. fill(0xff)
void fill (unsigned char pattern)
{
int z;
int y;
for (z=0;z<CUBE_SIZE;z++)
{
for (y=0;y<CUBE_SIZE;y++)
{
cube[z][y] = pattern;
}
}
}
void tmpfill (unsigned char pattern)
{
int z;
int y;
for (z=0;z<CUBE_SIZE;z++)
{
for (y=0;y<CUBE_SIZE;y++)
{
fb[z][y] = pattern;
}
}
}
// Draw a box with all walls drawn and all voxels inside set
void box_filled(int x1, int y1, int z1, int x2, int y2, int z2)
{
int iy;
int iz;
argorder(x1, x2, &x1, &x2);
argorder(y1, y2, &y1, &y2);
argorder(z1, z2, &z1, &z2);
for (iz=z1;iz<=z2;iz++)
{
for (iy=y1;iy<=y2;iy++)
{
cube[iz][iy] |= byteline(x1,x2);
}
}
}
// Darw a hollow box with side walls.
void box_walls(int x1, int y1, int z1, int x2, int y2, int z2)
{
int iy;
int iz;
argorder(x1, x2, &x1, &x2);
argorder(y1, y2, &y1, &y2);
argorder(z1, z2, &z1, &z2);
for (iz=z1;iz<=z2;iz++)
{
for (iy=y1;iy<=y2;iy++)
{
if (iy == y1 || iy == y2 || iz == z1 || iz == z2)
{
cube[iz][iy] = byteline(x1,x2);
} else
{
cube[iz][iy] |= ((0x01 << x1) | (0x01 << x2));
}
}
}
}
// Draw a wireframe box. This only draws the corners and edges,
// no walls.
void box_wireframe(int x1, int y1, int z1, int x2, int y2, int z2)
{
int iy;
int iz;
argorder(x1, x2, &x1, &x2);
argorder(y1, y2, &y1, &y2);
argorder(z1, z2, &z1, &z2);
// Lines along X axis
cube[z1][y1] = byteline(x1,x2);
cube[z1][y2] = byteline(x1,x2);
cube[z2][y1] = byteline(x1,x2);
cube[z2][y2] = byteline(x1,x2);
// Lines along Y axis
for (iy=y1;iy<=y2;iy++)
{
setvoxel(x1,iy,z1);
setvoxel(x1,iy,z2);
setvoxel(x2,iy,z1);
setvoxel(x2,iy,z2);
}
// Lines along Z axis
for (iz=z1;iz<=z2;iz++)
{
setvoxel(x1,y1,iz);
setvoxel(x1,y2,iz);
setvoxel(x2,y1,iz);
setvoxel(x2,y2,iz);
}
}
// Returns a byte with a row of 1's drawn in it.
// byteline(2,5) gives 0b00111100
char byteline (int start, int end)
{
return ((0xff<<start) & ~(0xff<<(end+1)));
}
// Flips a byte 180 degrees.
// MSB becomes LSB, LSB becomes MSB.
char flipbyte (char byte)
{
char flop = 0x00;
flop = (flop & 0b11111110) | (0b00000001 & (byte >> 7));
flop = (flop & 0b11111101) | (0b00000010 & (byte >> 5));
flop = (flop & 0b11111011) | (0b00000100 & (byte >> 3));
flop = (flop & 0b11110111) | (0b00001000 & (byte >> 1));
flop = (flop & 0b11101111) | (0b00010000 & (byte << 1));
flop = (flop & 0b11011111) | (0b00100000 & (byte << 3));
flop = (flop & 0b10111111) | (0b01000000 & (byte << 5));
flop = (flop & 0b01111111) | (0b10000000 & (byte << 7));
return flop;
}
// Draw a line between any coordinates in 3d space.
// Uses integer values for input, so dont expect smooth animations.
void line(int x1, int y1, int z1, int x2, int y2, int z2)
{
float xy; // how many voxels do we move on the y axis for each step on the x axis
float xz; // how many voxels do we move on the y axis for each step on the x axis
unsigned char x,y,z;
// We always want to draw the line from x=0 to x=7.
// If x1 is bigget than x2, we need to flip all the values.
if (x1>x2)
{
int tmp;
tmp = x2; x2 = x1; x1 = tmp;
tmp = y2; y2 = y1; y1 = tmp;
tmp = z2; z2 = z1; z1 = tmp;
}
if (y1>y2)
{
xy = (float)(y1-y2)/(float)(x2-x1);
} else
{
xy = (float)(y2-y1)/(float)(x2-x1);
}
if (z1>z2)
{
xz = (float)(z1-z2)/(float)(x2-x1);
} else
{
xz = (float)(z2-z1)/(float)(x2-x1);
}
// For each step of x, y increments by:
for (x = x1; x<=x2;x++)
{
y = (xy*(x-x1))+y1;
z = (xz*(x-x1))+z1;
setvoxel(x,y,z);
}
}
// Delay loop.
// This is not calibrated to milliseconds,
// but we had allready made to many effects using this
// calibration when we figured it might be a good idea
// to calibrate it.
void delay_ms(uint16_t x)
{
uint8_t y, z;
for ( ; x > 0 ; x--){
for ( y = 0 ; y < 90 ; y++){
for ( z = 0 ; z < 12 ; z++){
asm volatile ("nop");
}
}
}
}
// Copies the contents of fb (temp cube buffer) into the rendering buffer
void tmp2cube (void)
{
memcpy(cube, fb, 64); // copy the current cube into a buffer.
}
// Shift the entire contents of the cube along an axis
// This is great for effects where you want to draw something
// on one side of the cube and have it flow towards the other
// side. Like rain flowing down the Z axiz.
void shift (char axis, int direction)
{
int i, x ,y;
int ii, iii;
int state;
for (i = 0; i < CUBE_SIZE; i++)
{
if (direction == -1)
{
ii = i;
} else
{
ii = (7-i);
}
for (x = 0; x < CUBE_SIZE; x++)
{
for (y = 0; y < CUBE_SIZE; y++)
{
if (direction == -1)
{
iii = ii+1;
} else
{
iii = ii-1;
}
if (axis == AXIS_Z)
{
state = getvoxel(x,y,iii);
altervoxel(x,y,ii,state);
}
if (axis == AXIS_Y)
{
state = getvoxel(x,iii,y);
altervoxel(x,ii,y,state);
}
if (axis == AXIS_X)
{
state = getvoxel(iii,y,x);
altervoxel(ii,y,x,state);
}
}
}
}
if (direction == -1)
{
i = 7;
} else
{
i = 0;
}
for (x = 0; x < CUBE_SIZE; x++)
{
for (y = 0; y < CUBE_SIZE; y++)
{
if (axis == AXIS_Z)
clrvoxel(x,y,i);
if (axis == AXIS_Y)
clrvoxel(x,i,y);
if (axis == AXIS_X)
clrvoxel(i,y,x);
}
}
}
// Flip the cube 180 degrees along the y axis.
void mirror_y (void)
{
unsigned char buffer[CUBE_SIZE][CUBE_SIZE];
unsigned char x,y,z;
memcpy(buffer, cube, CUBE_BYTES); // copy the current cube into a buffer.
fill(0x00);
for (z=0; z<CUBE_SIZE; z++)
{
for (y=0; y<CUBE_SIZE; y++)
{
for (x=0; x<CUBE_SIZE; x++)
{
if (buffer[z][y] & (0x01 << x))
setvoxel(x,CUBE_SIZE-1-y,z);
}
}
}
}
// Flip the cube 180 degrees along the x axis
void mirror_x (void)
{
unsigned char buffer[CUBE_SIZE][CUBE_SIZE];
unsigned char y,z;
memcpy(buffer, cube, CUBE_BYTES); // copy the current cube into a buffer.
fill(0x00);
for (z=0; z<CUBE_SIZE; z++)
{
for (y=0; y<CUBE_SIZE; y++)
{
// This will break with different buffer sizes..
cube[z][y] = flipbyte(buffer[z][y]);
}
}
}
// flip the cube 180 degrees along the z axis
void mirror_z (void)
{
unsigned char buffer[CUBE_SIZE][CUBE_SIZE];
unsigned char z, y;
memcpy(buffer, cube, CUBE_BYTES); // copy the current cube into a buffer.
for (y=0; y<CUBE_SIZE; y++)
{
for (z=0; z<CUBE_SIZE; z++)
{
cube[CUBE_SIZE-1-z][y] = buffer[z][y];
}
}
}