ELEC2645 (2018/19) / Mbed 2 deprecated el17cd

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);
}