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Dependencies: mbed
Renderer/Renderer.cpp
- Committer:
- el17cd
- Date:
- 2019-04-05
- Revision:
- 31:e681177037ef
- Child:
- 33:02c5048b3b3f
File content as of revision 31:e681177037ef:
#include "Renderer.h" N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); Renderer::Renderer() { for(int i = 0; i < 6; i++){ //set the selection cubes faces to visible selectionCube.getFace(i).setVisible(true); } } void Renderer::init() { lcd.init(); //initialize the lcd fov = 50; //set the field of view to 50 } float Renderer::xTo2D(float x, float z) { //Project 3D x coordinate to 2D perspective return x * (fov/z) + 42; } float Renderer::yTo2D(float y, float z){ //Project 3D y coordinate to 2D perspective return y * (fov/z) + 21; } void Renderer::drawHorizon(float angle){ //draw the line at the horizon lcd.drawLine(0, 21-rint(-angle*40), 84, 21+rint(-angle*40), 1); } void Renderer::drawFace(Face *face, float angle) { //Draw a single face from a cube float points[4][3]; float y, x; for(int vertex = 0; vertex < 4; vertex++) { for(int axis = 0; axis < 3; axis++) { points[vertex][axis] = face->getVertexValue(vertex, axis); //copy all cube verticies to local array } y = points[vertex][1]; x = points[vertex][0]; points[vertex][0] = x*cos(-angle)-y*sin(-angle); //perform temporary rotation for lean effect when moving in x axis points[vertex][1] = y*cos(-angle)+x*sin(-angle); } if (checkOnScreen(points)){ //if face is on the screen then fill the face and draw its outline rasterizeFace(points, face); drawFaceOutline(points); } } void Renderer::rasterizeFace(float (&points)[4][3], Face *face) { //Fill in the face using white lines int diffX1, diffY1, diffX2, diffY2; float stepBottomY, stepTopX, stepTopY; diffX1 = xTo2D(points[0][0], points[0][2])-xTo2D(points[1][0], points[1][2]); //Calculate difference between top horizontal edge x coordnates diffY1 = yTo2D(points[0][1], points[0][2])-yTo2D(points[1][1], points[1][2]); //Calculate difference between right vertical edge y coordinates diffX2 = xTo2D(points[2][0], points[2][2])-xTo2D(points[3][0], points[3][2]); //Calculate difference between bottom horizontal edge x coordinates diffY2 = yTo2D(points[2][1], points[2][2])-yTo2D(points[3][1], points[3][2]); //Calculate difference between left horizontal edge y coordinates if(diffX2 != 0 && face->getVisible()) { stepBottomY = (float)diffY2/(float)diffX2; //increment multiplier for Y axis on bottom edge of face stepTopX = (float)diffX1/(float)diffX2; //increment multiplier for X axis on top edge of face stepTopY = (float)diffY1/(float)diffX2; //increment multiplier for Y axis on top edge of face drawFillLines(points, diffX2, stepBottomY, stepTopX, stepTopY); //fill the face with white lines } } void Renderer::drawFillLines(float (&points)[4][3], int diffX2, int stepBottomY, int stepTopX, int stepTopY) { //draw the white lines within the face to fill it in for(int step = 0; step< abs(diffX2); step++) { if(diffX2 > 0) { //determine whether the face is inverted in y axis lcd.drawLine(rint(xTo2D(points[0][0], points[0][2])-stepTopX*step), //draw lines from top edge to bottom edge until face is filled in rint(yTo2D(points[0][1], points[0][2])-stepTopY*step), rint(xTo2D(points[3][0], points[3][2])+step), rint(yTo2D(points[3][1], points[3][2])+stepBottomY*step), 0); } else { lcd.drawLine(rint(xTo2D(points[0][0], points[0][2])+stepTopX*step), rint(yTo2D(points[0][1], points[0][2])+stepTopY*step), rint(xTo2D(points[3][0], points[3][2])-step), rint(yTo2D(points[3][1], points[3][2])-stepBottomY*step), 0); } } } void Renderer::drawFaceOutline(float(&points)[4][3]) { //Draw the outline of the face for (int i = 0; i < 3; i++) { //cycle through each edge and draw them lcd.drawLine(rint(xTo2D(points[i][0], points[i][2])), rint(yTo2D(points[i][1], points[i][2])), rint(xTo2D(points[i+1][0], points[i+1][2])), rint(yTo2D(points[i+1][1], points[i+1][2])), 1); } lcd.drawLine(rint(xTo2D(points[0][0], points[0][2])), rint(yTo2D(points[0][1], points[0][2])), rint(xTo2D(points[3][0], points[3][2])), rint(yTo2D(points[3][1], points[3][2])), 1); } void Renderer::drawAllFaces(Face *faceArray, int noOfCubes, float angle) { //draw all faces in game Face temp; for (int f = 0; f< (noOfCubes*6)-1; f++) { //sort the faces in decreasing average z value using bubble sort for (int f2 = 0; f2< (noOfCubes*6)-f-1; f2++) { if(faceArray[f2].getAvgZ() < faceArray[f2+1].getAvgZ()) { temp = faceArray[f2+1]; faceArray[f2+1] = faceArray[f2]; faceArray[f2] = temp; } } } for (int f = 0; f< noOfCubes*6 ; f++) { //draw each face from furthest away to closest drawFace(&faceArray[f], angle/15); } } bool Renderer::checkOnScreen(float (&points)[4][3]) { //Check whether any part of the face is on screen if (points[0][2] < 6 || points[1][2] < 6 || points[2][2] < 6 || points[3][2] < 6) { //not on screen if behind perspective return false; } else if ((xTo2D(points[0][0], points[0][2]) < 0 || xTo2D(points[0][0], points[0][2]) > 84) //check if any 2D projection verticies are within screen boundaries && (xTo2D(points[1][0], points[1][2]) < 0 || xTo2D(points[1][0], points[1][2]) > 84) && (xTo2D(points[2][0], points[2][2]) < 0 || xTo2D(points[2][0], points[2][2]) > 84) && (xTo2D(points[3][0], points[3][2]) < 0 || xTo2D(points[3][0], points[3][2]) > 84)){ return false; } return true; } void Renderer::print(const char *text, int x, int y) { //print string at x, y position lcd.printString(text, x, y); } void Renderer::printScore(int score, int x, int y) { //print a score at x, y position char buffer[5]; sprintf(buffer, "%d", score/3); print(buffer, x, y); memset(buffer, 0, sizeof buffer); } void Renderer::clear() { //clear the display lcd.clear(); } void Renderer::refresh() { //refresh display and wait for 1/60th second (target fps = 60) lcd.refresh(); wait_ms(1000/60); } void Renderer::turnOff() { //turn off the display lcd.turnOff(); } void Renderer::drawDeathScreen(int selection, int highScore) { //draw the screen once the user has collided with cube Face faces[6]; int x, y, z; if(selection == 0){ //determine position of seleciton cube based on menu selection x = -30; y = -3; z = 50; } else{ x = -30; y = 15; z = 50; } print("Best:", 30, 0); //print high score printScore(highScore, 60, 0); drawDeathButtons(); drawSelectionCube(x, y, z, 2); } void Renderer::drawDeathButtons() {//draw the death screen buttons lcd.drawRect(24, 14, 45, 11, FILL_WHITE); lcd.drawRect(24, 14, 45, 11, FILL_TRANSPARENT); lcd.printString("Restart",26,2); lcd.drawRect(24, 30, 45, 11, FILL_WHITE); lcd.drawRect(24, 30, 45, 11, FILL_TRANSPARENT); lcd.printString("Menu",35,4); } void Renderer::drawHomeScreen(int selection) { //draw the home screen int x, y, z; if(selection == 0) { //determine position of selection cube based on home screen selection x = -30; y = -12; z = 50; } else if(selection == 1) { x = -30; y = 5; z = 50; } else { x = -30; y = 22; z = 50; } drawHomeButtons(); drawSelectionCube(x, y, z, -1); } void Renderer::drawHomeButtons() { //draw home screen buttons lcd.drawRect(24, 6, 45, 10, FILL_WHITE); lcd.printString("Play",35,1); lcd.drawRect(24, 6, 45, 10, FILL_TRANSPARENT); lcd.drawRect(24, 22, 45, 10, FILL_WHITE); lcd.printString("Help",35,3); lcd.drawRect(24, 22, 45, 10, FILL_TRANSPARENT); lcd.drawRect(24, 38, 45, 10, FILL_WHITE); lcd.printString("Quit",35,5); lcd.drawRect(24, 38, 45, 10, FILL_TRANSPARENT); } void Renderer::drawSelectionCube(int x, int y, int z, int rotationSpeed) { //draw the seleciton cube Face faces[6]; selectionCube.translate(x, y, z); //translate from origin to required position for(int i = 0; i < 6; i++) { faces[i] = selectionCube.getFace(i); } drawAllFaces(faces, 1, 0); //draw all faces of the cube selectionCube.translate(-x, -y, -z); //translate back to origin selectionCube.rotateX(-0.05*rotationSpeed); //rotate the cube selectionCube.rotateY(-0.025*rotationSpeed); selectionCube.rotateZ(0.04*rotationSpeed); } void Renderer::drawHelpScreen1() { //draw the first help screen lcd.printString("Use the",20,0); lcd.printString("joystick",17,1); lcd.printString("to move",20,2); lcd.printString("left and right.",0,3); lcd.printString("(Press A)",17,5); } void Renderer::drawHelpScreen2(){ //draw the second help screen lcd.printString("Dodge the",15,0); lcd.printString("cubes as they",3,1); lcd.printString("move closer",10,2); lcd.printString("to you",25,3); lcd.printString("(Press A)",17,5); } void Renderer::drawHelpScreen3(){ //draw the third help screen lcd.printString("Even the",17,0); lcd.printString("smallest",17,1); lcd.printString("touch can",15,2); lcd.printString("kill you",17,3); lcd.printString("(Press A)",17,5); } void Renderer::drawHelpScreen4(){ //draw the fourth help screen lcd.printString("Good luck!",15,1); lcd.printString("(Press A)",17,5); }