96 fps @ feather-m4-can

This commit is contained in:
sago35
2021-06-10 09:38:23 +09:00
parent 5645eb3f91
commit 915ca320de
6 changed files with 1530 additions and 1475 deletions
File diff suppressed because it is too large Load Diff
+128 -69
View File
@@ -10,6 +10,25 @@ import (
"tinygo.org/x/drivers/ili9341"
)
const (
BALLWIDTH = 136
BALLHEIGHT = 100
)
const (
SCREENHEIGHT = 240
SCREENWIDTH = 320
)
const (
invBGCOLOR = 0x75AD
invGRIDCOLOR = 0x15A8
invBGSHADOW = 0x8552
invGRIDSHADOW = 0x0C60
invRED = 0x00F8
invWHITE = 0xFFFF
)
const (
BGCOLOR = 0xAD75
GRIDCOLOR = 0xA815
@@ -25,7 +44,12 @@ const (
)
var (
frameBuffer = [(graphics.BALLHEIGHT + 8) * (graphics.BALLWIDTH + 8)]uint16{}
dbg5 = machine.D5
dbg6 = machine.D6
)
var (
frameBuffer = [2][(BALLHEIGHT + 8) * (BALLWIDTH + 8)]uint16{}
startTime int64
frame int64
@@ -71,14 +95,18 @@ func main() {
balloldx = ballx
balloldy = bally // Prior ball position
var bufIdx int8 = 0
for {
dbg5.High()
bufIdx = 1 - bufIdx
balloldx = ballx // Save prior position
balloldy = bally
ballx += ballvx // Update position
bally += ballvy
ballvy += 0.06 // Update Y velocity
if (ballx <= 15) || (ballx >= graphics.SCREENWIDTH-graphics.BALLWIDTH) {
if (ballx <= 15) || (ballx >= SCREENWIDTH-BALLWIDTH) {
ballvx *= -1 // Left/right bounce
}
if bally >= YBOTTOM { // Hit ground?
@@ -100,13 +128,13 @@ func main() {
if int16(balloldy) < miny {
miny = int16(balloldy)
}
maxx = int16(ballx + graphics.BALLWIDTH - 1)
if int16(balloldx+graphics.BALLWIDTH-1) > maxx {
maxx = int16(balloldx + graphics.BALLWIDTH - 1)
maxx = int16(ballx + BALLWIDTH - 1)
if int16(balloldx+BALLWIDTH-1) > maxx {
maxx = int16(balloldx + BALLWIDTH - 1)
}
maxy = int16(bally + graphics.BALLHEIGHT - 1)
if int16(balloldy+graphics.BALLHEIGHT-1) > maxy {
maxy = int16(balloldy + graphics.BALLHEIGHT - 1)
maxy = int16(bally + BALLHEIGHT - 1)
if int16(balloldy+BALLHEIGHT-1) > maxy {
maxy = int16(balloldy + BALLHEIGHT - 1)
}
width = maxx - minx + 1
@@ -120,13 +148,13 @@ func main() {
ballframe -= 14
}
// Set 7 palette entries to white, 7 to red, based on frame number.
// This makes the ball spin
//// Set 7 palette entries to white, 7 to red, based on frame number.
//// This makes the ball spin
for i := 0; i < 14; i++ {
if (int(ballframe)+i)%14 < 7 {
palette[i+2] = WHITE
palette[i+2] = invWHITE
} else {
palette[i+2] = RED
palette[i+2] = invRED
} // Palette entries 0 and 1 aren't used (clear and shadow, respectively)
}
@@ -136,61 +164,100 @@ func main() {
by := miny - int16(bally) // Y relative to ball bitmap (can be negative)
bgx := minx // X relative to background bitmap (>= 0)
bgy := miny // Y relative to background bitmap (>= 0)
var bx1, bgx1 int16 // Loop counters and working vars
var p uint8 // 'packed' value of 2 ball pixels
var bufIdx int8 = 0
//var bufIdx int8 = 0
//tft.setAddrWindow(minx, miny, width, height)
dbg5.Low()
dbg6.High()
//fmt.Printf("%d < %d < %d < %d\r\n", by, 0, BALLHEIGHT, height)
for y := 0; y < int(height); y++ { // For each row...
//destPtr = &renderbuf[bufIdx][0];
bx1 = bx // Need to keep the original bx and bgx values,
bgx1 = bgx // so copies of them are made here (and changed in loop below)
for x := 0; x < int(width); x++ {
var bgidx = int(bgy)*(graphics.SCREENWIDTH/8) + int(bgx1/8)
if (bx1 >= 0) && (bx1 < graphics.BALLWIDTH) && // Is current pixel row/column
(by >= 0) && (by < graphics.BALLHEIGHT) { // inside the ball bitmap area?
y := 0
if by < 0 {
max := -1 * int(by)
for y = 0; y < max; y++ { // For each row...
var bgidxBase = int(bgy)*(SCREENWIDTH) + int(bgx)
var yBase = y * int(width)
for x := 0; x < int(width); x++ {
frameBuffer[bufIdx][yBase+x] = graphics.Background[bgidxBase+x]
}
bgy++
}
}
y2 := y
max := 0
if bx < 0 {
max = -1 * int(bx)
bgy2 := bgy
for y = y2; y < y2+int(BALLHEIGHT); y++ { // For each row...
var bgidxBase = int(bgy2)*(SCREENWIDTH) + int(bgx)
var yBase = y * int(width)
//fmt.Printf("- %d %d %d %d %d %d\r\n", bgy, y, bgx, max, yBase, bgidxBase)
for x := 0; x < int(max); x++ {
//fmt.Printf(" %d %d\r\n", yBase+x, bgidxBase+x)
frameBuffer[bufIdx][yBase+x] = graphics.Background[bgidxBase+x]
}
bgy2++
}
//fmt.Printf("(%d, %d) - (%d, %d)\r\n", bx, 0, -1, BALLHEIGHT-1)
}
{
bgy2 := bgy
//fmt.Printf("(%d, %d) - (%d, %d)\r\n", 0, 0, BALLWIDTH-1, BALLHEIGHT-1)
for y = y2; y < y2+int(BALLHEIGHT); y++ { // For each row...
var bgidxBase = int(bgy2)*(SCREENWIDTH) + int(bgx)
var byBase = (y - y2) * BALLWIDTH
var yBase = y * int(width)
for x := max; x < int(BALLWIDTH)+max; x++ {
//fmt.Printf("%d %d %d %d\r\n", byBase, x, bgidxBase, yBase)
//time.Sleep(1 * time.Millisecond)
// Yes, do ball compositing math...
p = graphics.Ball[int(by*(graphics.BALLWIDTH/2))+int(bx1/2)] // Get packed value (2 pixels)
if (bx1 & 1) != 0 {
c = uint16(p & 0xF)
} else {
c = uint16(p >> 4)
} // Unpack high or low nybble
c = uint16(graphics.Ball[int(byBase)+x-max]) // Get packed value (2 pixels)
if c == 0 { // Outside ball - just draw grid
if graphics.Background[bgidx]&(0x80>>(bgx1&7)) != 0 {
c = GRIDCOLOR
} else {
c = BGCOLOR
}
c = graphics.Background[bgidxBase+x]
} else if c > 1 { // In ball area...
c = palette[c]
} else { // In shadow area...
if graphics.Background[bgidx]&(0x80>>(bgx1&7)) != 0 {
c = GRIDSHADOW
} else {
c = BGSHADOW
}
}
} else { // Outside ball bitmap, just draw background bitmap...
if graphics.Background[bgidx]&(0x80>>(bgx1&7)) != 0 {
c = GRIDCOLOR
} else {
c = BGCOLOR
c = graphics.BackgroundShadow[bgidxBase+x]
}
frameBuffer[bufIdx][yBase+x] = c
}
frameBuffer[y*int(width)+x] = c
bx1++ // Increment bitmap position counters (X axis)
bgx1++
bgy2++
}
//tft.dmaWait(); // Wait for prior line to complete
//tft.writePixels(&renderbuf[bufIdx][0], width, false); // Non-blocking write
bufIdx = 1 - bufIdx
by++ // Increment bitmap position counters (Y axis)
bgy++
}
display.DrawRGBBitmap(minx, miny, frameBuffer[:width*height], width, height)
{
bgy2 := bgy
for y = y2; y < y2+int(BALLHEIGHT); y++ { // For each row...
var bgidxBase = int(bgy2)*(SCREENWIDTH) + int(bgx)
var yBase = y * int(width)
//fmt.Printf("+ %d %d %d %d %d\r\n", bgy, y, bgx, yBase, bgidxBase)
for x := int(BALLWIDTH) + max; x < int(width); x++ {
frameBuffer[bufIdx][yBase+x] = graphics.Background[bgidxBase+x]
}
bgy2++
}
}
y = y2 + int(BALLHEIGHT)
bgy += BALLHEIGHT
{
for ; y < int(height); y++ { // For each row...
//destPtr = &renderbuf[bufIdx][0];
var bgidxBase = int(bgy)*(SCREENWIDTH) + int(bgx)
var yBase = y * int(width)
for x := 0; x < int(width); x++ {
frameBuffer[bufIdx][yBase+x] = graphics.Background[bgidxBase+x]
}
bgy++
}
}
dbg6.Low()
display.DrawRGBBitmap(minx, miny, frameBuffer[bufIdx][:width*height], width, height)
//time.Sleep(10 * time.Millisecond)
// Show approximate frame rate
frame++
@@ -205,21 +272,13 @@ func main() {
func DrawBackground() {
w, h := display.Size()
byteWidth := (w + 7) / 8 // Bitmap scanline pad = whole byte
var b uint8
for j := int16(0); j < h; j++ {
for k := int16(0); k < w; k++ {
if k&7 > 0 {
b <<= 1
} else {
b = graphics.Background[j*byteWidth+k/8]
}
if b&0x80 == 0 {
frameBuffer[k] = BGCOLOR
} else {
frameBuffer[k] = GRIDCOLOR
}
var bufIdx int8 = 0
for j := 0; j < int(h); j++ {
bufIdx = 1 - bufIdx
for k := 0; k < int(w); k++ {
frameBuffer[bufIdx][k] = graphics.Background[j*int(w)+k]
}
display.DrawRGBBitmap(0, j, frameBuffer[0:w], w, 1)
display.DrawRGBBitmap(0, int16(j), frameBuffer[bufIdx][0:w], w, 1)
time.Sleep(1 * time.Millisecond)
}
}