andrewm@10
|
1 /*
|
andrewm@10
|
2 * render.cpp
|
andrewm@10
|
3 *
|
andrewm@10
|
4 * Created on: Oct 24, 2014
|
andrewm@10
|
5 * Author: parallels
|
andrewm@10
|
6 */
|
andrewm@10
|
7
|
andrewm@10
|
8
|
andrewm@10
|
9 #include "../../include/RTAudio.h"
|
andrewm@10
|
10 #include "../../include/Utilities.h"
|
andrewm@10
|
11 #include "game.h"
|
andrewm@10
|
12 #include <rtdk.h>
|
andrewm@10
|
13 #include <cmath>
|
andrewm@10
|
14 #include <cstdlib>
|
andrewm@10
|
15 #include <time.h>
|
andrewm@10
|
16
|
andrewm@10
|
17 float gFrequency;
|
andrewm@10
|
18 float gPhase;
|
andrewm@10
|
19 float gInverseSampleRate;
|
andrewm@10
|
20 int gNumChannels;
|
andrewm@10
|
21
|
andrewm@10
|
22 int gInputTank1Angle = 0; // Inputs for the cannon angles
|
andrewm@10
|
23 int gInputTank2Angle = 1;
|
andrewm@10
|
24 int gInputLauncher = 2; // Input for launcher FSR
|
andrewm@10
|
25
|
andrewm@10
|
26 int gOutputX = 0; // Outputs for the scope
|
andrewm@10
|
27 int gOutputY = 1;
|
andrewm@10
|
28 int gOutputPlayer1LED = 2;
|
andrewm@10
|
29 int gOutputPlayer2LED = 3;
|
andrewm@10
|
30
|
andrewm@10
|
31 int gGameFramesPerSecond = 60; // How often the physics are updated
|
andrewm@10
|
32 int gGameFrameInterval; // ...and in frames
|
andrewm@10
|
33 int gSamplesUntilNextFrame; // Counter until next update
|
andrewm@10
|
34 int gSamplesSinceFinish = 0; // How long since somebody won?
|
andrewm@10
|
35 bool gGameShouldRestart = false;// Whether we need to reinitiliase the game
|
andrewm@10
|
36
|
andrewm@10
|
37 // Counter for overall number of samples that have elapsed
|
andrewm@10
|
38 unsigned int gSampleCounter = 0;
|
andrewm@10
|
39
|
andrewm@10
|
40 // 1st-order filter and peak detector for launcher input
|
andrewm@10
|
41 float gLauncherLastSample = 0;
|
andrewm@10
|
42 float gLauncherFilterPole = 0.8;
|
andrewm@10
|
43 float gLauncherPeakValue = 0;
|
andrewm@10
|
44 float gLauncherPeakFilterPole = 0.999;
|
andrewm@10
|
45 float gLauncherNoiseThreshold = 0.01 * MATRIX_MAX;
|
andrewm@10
|
46 float gLauncherMinimumPeak = 0.1 * MATRIX_MAX;
|
andrewm@10
|
47 bool gLauncherTriggered = false;
|
andrewm@10
|
48
|
andrewm@10
|
49 // Screen update rate; affects buffer size. Actual contents of buffer
|
andrewm@10
|
50 // may be smaller than this
|
andrewm@10
|
51 int gScreenWidth = 512;
|
andrewm@10
|
52 int gScreenHeight = 512;
|
andrewm@10
|
53 int gScreenFramesPerSecond = 25;
|
andrewm@10
|
54
|
andrewm@10
|
55 // Double buffer for rendering screen. Each is an interleaved buffer
|
andrewm@10
|
56 // of XY data.
|
andrewm@10
|
57 float *gScreenBuffer1, *gScreenBuffer2;
|
andrewm@10
|
58 float *gScreenBufferWrite, *gScreenBufferRead;
|
andrewm@10
|
59 int gScreenBufferMaxLength; // What is the total buffer allocated?
|
andrewm@10
|
60 int gScreenBufferReadLength; // How long is the read buffer?
|
andrewm@10
|
61 int gScreenBufferWriteLength; // How long is the write (next) buffer?
|
andrewm@10
|
62 int gScreenBufferReadPointer; // Where are we in the read buffer now?
|
andrewm@10
|
63 int gScreenBufferNextUpdateLocation; // When should we render the next buffer?
|
andrewm@10
|
64 bool gScreenNextBufferReady; // Is the next buffer ready to go?
|
andrewm@10
|
65
|
andrewm@10
|
66 // Auxiliary (low-priority) task for updating the screen
|
andrewm@10
|
67 AuxiliaryTask gScreenUpdateTask;
|
andrewm@10
|
68
|
andrewm@10
|
69 void screen_update();
|
andrewm@10
|
70
|
andrewm@10
|
71 // initialise_render() is called once before the audio rendering starts.
|
andrewm@10
|
72 // Use it to perform any initialisation and allocation which is dependent
|
andrewm@10
|
73 // on the period size or sample rate.
|
andrewm@10
|
74 //
|
andrewm@10
|
75 // userData holds an opaque pointer to a data structure that was passed
|
andrewm@10
|
76 // in from the call to initAudio().
|
andrewm@10
|
77 //
|
andrewm@10
|
78 // Return true on success; returning false halts the program.
|
andrewm@10
|
79
|
andrewm@10
|
80 bool initialise_render(int numChannels, int numMatrixFramesPerPeriod,
|
andrewm@10
|
81 int numAudioFramesPerPeriod, float matrixSampleRate,
|
andrewm@10
|
82 float audioSampleRate, void *userData)
|
andrewm@10
|
83 {
|
andrewm@10
|
84 srandom(time(NULL));
|
andrewm@10
|
85
|
andrewm@10
|
86 // Verify we are running with matrix enabled
|
andrewm@10
|
87 if(numMatrixFramesPerPeriod*2 != numAudioFramesPerPeriod) {
|
andrewm@10
|
88 rt_printf("Error: this example needs the matrix enabled, running at half audio rate\n");
|
andrewm@10
|
89 return false;
|
andrewm@10
|
90 }
|
andrewm@10
|
91
|
andrewm@10
|
92 // Initialise the screen buffers
|
andrewm@10
|
93 gScreenBufferMaxLength = 2 * matrixSampleRate / gScreenFramesPerSecond;
|
andrewm@10
|
94 gScreenBuffer1 = new float[gScreenBufferMaxLength];
|
andrewm@10
|
95 gScreenBuffer2 = new float[gScreenBufferMaxLength];
|
andrewm@10
|
96 if(gScreenBuffer1 == 0 || gScreenBuffer2 == 0) {
|
andrewm@10
|
97 rt_printf("Error initialising screen buffers\n");
|
andrewm@10
|
98 return false;
|
andrewm@10
|
99 }
|
andrewm@10
|
100
|
andrewm@10
|
101 gScreenBufferRead = gScreenBuffer1;
|
andrewm@10
|
102 gScreenBufferWrite = gScreenBuffer2;
|
andrewm@10
|
103 gScreenBufferReadLength = gScreenBufferWriteLength = 0;
|
andrewm@10
|
104 gScreenBufferReadPointer = 0;
|
andrewm@10
|
105 gScreenBufferNextUpdateLocation = 0;
|
andrewm@10
|
106 gScreenNextBufferReady = false;
|
andrewm@10
|
107
|
andrewm@10
|
108 // Initialise the game
|
andrewm@10
|
109 setupGame(gScreenWidth, gScreenHeight);
|
andrewm@10
|
110 gGameFrameInterval = matrixSampleRate / gGameFramesPerSecond;
|
andrewm@10
|
111 gSamplesUntilNextFrame = gGameFrameInterval;
|
andrewm@10
|
112
|
andrewm@10
|
113 // Initialise auxiliary tasks
|
andrewm@10
|
114 if((gScreenUpdateTask = createAuxiliaryTaskLoop(&screen_update, 90,
|
andrewm@10
|
115 "beaglert-screen-update")) == 0)
|
andrewm@10
|
116 return false;
|
andrewm@10
|
117
|
andrewm@10
|
118 return true;
|
andrewm@10
|
119 }
|
andrewm@10
|
120
|
andrewm@10
|
121 // Swap buffers on the screen
|
andrewm@10
|
122 void swap_buffers()
|
andrewm@10
|
123 {
|
andrewm@10
|
124 if(gScreenBufferRead == gScreenBuffer1) {
|
andrewm@10
|
125 gScreenBufferRead = gScreenBuffer2;
|
andrewm@10
|
126 gScreenBufferWrite = gScreenBuffer1;
|
andrewm@10
|
127 }
|
andrewm@10
|
128 else {
|
andrewm@10
|
129 gScreenBufferRead = gScreenBuffer1;
|
andrewm@10
|
130 gScreenBufferWrite = gScreenBuffer2;
|
andrewm@10
|
131 }
|
andrewm@10
|
132
|
andrewm@10
|
133 gScreenBufferReadLength = gScreenBufferWriteLength;
|
andrewm@10
|
134 gScreenBufferReadPointer = 0;
|
andrewm@10
|
135
|
andrewm@10
|
136 // Schedule next update for 3/4 of the way through the buffer
|
andrewm@10
|
137 gScreenBufferNextUpdateLocation = gScreenBufferReadLength * 0.75;
|
andrewm@10
|
138 gScreenNextBufferReady = false;
|
andrewm@10
|
139 }
|
andrewm@10
|
140
|
andrewm@10
|
141 // render() is called regularly at the highest priority by the audio engine.
|
andrewm@10
|
142 // Input and output are given from the audio hardware and the other
|
andrewm@10
|
143 // ADCs and DACs (if available). If only audio is available, numMatrixFrames
|
andrewm@10
|
144 // will be 0.
|
andrewm@10
|
145
|
andrewm@10
|
146 void render(int numMatrixFrames, int numAudioFrames, float *audioIn, float *audioOut,
|
andrewm@10
|
147 uint16_t *matrixIn, uint16_t *matrixOut)
|
andrewm@10
|
148 {
|
andrewm@10
|
149 for(int n = 0; n < numMatrixFrames; n++) {
|
andrewm@10
|
150 // First-order lowpass filter to remove noise on launch FSR
|
andrewm@10
|
151 float rawSample = analogRead(gInputLauncher, n);
|
andrewm@10
|
152 float launchSample = gLauncherFilterPole * gLauncherLastSample +
|
andrewm@10
|
153 (1.0f - gLauncherFilterPole) * rawSample;
|
andrewm@10
|
154 gLauncherLastSample = launchSample;
|
andrewm@10
|
155
|
andrewm@10
|
156 // Peak-detect on launch signal
|
andrewm@10
|
157 if(launchSample >= gLauncherPeakValue) {
|
andrewm@10
|
158 gLauncherPeakValue = launchSample;
|
andrewm@10
|
159 gLauncherTriggered = false;
|
andrewm@10
|
160 }
|
andrewm@10
|
161 else {
|
andrewm@10
|
162 if(gLauncherPeakValue - launchSample > gLauncherNoiseThreshold && !gLauncherTriggered) {
|
andrewm@10
|
163 // Detected a peak; is it big enough overall?
|
andrewm@10
|
164 if(gLauncherPeakValue >= gLauncherMinimumPeak) {
|
andrewm@10
|
165 gLauncherTriggered = true;
|
andrewm@10
|
166 // Peak detected-- fire!!
|
andrewm@10
|
167 // Set both cannon strengths but only one will
|
andrewm@10
|
168 // fire depending on whose turn it is
|
andrewm@10
|
169 float strength = map(gLauncherPeakValue,
|
andrewm@10
|
170 gLauncherMinimumPeak, MATRIX_MAX,
|
andrewm@10
|
171 0.5f, 10.0f);
|
andrewm@10
|
172 setTank1CannonStrength(strength);
|
andrewm@10
|
173 setTank2CannonStrength(strength);
|
andrewm@10
|
174 fireProjectile();
|
andrewm@10
|
175 }
|
andrewm@10
|
176 }
|
andrewm@10
|
177
|
andrewm@10
|
178 gLauncherPeakValue *= gLauncherPeakFilterPole;
|
andrewm@10
|
179 }
|
andrewm@10
|
180
|
andrewm@10
|
181 if(--gSamplesUntilNextFrame <= 0) {
|
andrewm@10
|
182 // Update game physics and cannon angles
|
andrewm@10
|
183 gSamplesUntilNextFrame = gGameFrameInterval;
|
andrewm@10
|
184
|
andrewm@10
|
185 setTank1CannonAngle(map(analogRead(gInputTank1Angle, n),
|
andrewm@10
|
186 0, MATRIX_MAX, M_PI, 0));
|
andrewm@10
|
187 setTank2CannonAngle(map(analogRead(gInputTank2Angle, n),
|
andrewm@10
|
188 0, MATRIX_MAX, M_PI, 0));
|
andrewm@10
|
189 nextGameFrame();
|
andrewm@10
|
190 }
|
andrewm@10
|
191
|
andrewm@10
|
192 if(gScreenBufferReadPointer >= gScreenBufferReadLength - 1
|
andrewm@10
|
193 && gScreenNextBufferReady) {
|
andrewm@10
|
194 // Got to the end; swap buffers
|
andrewm@10
|
195 swap_buffers();
|
andrewm@10
|
196 }
|
andrewm@10
|
197
|
andrewm@10
|
198 // Push current screen buffer to the matrix output
|
andrewm@10
|
199 if(gScreenBufferReadPointer < gScreenBufferReadLength - 1) {
|
andrewm@10
|
200 float x = gScreenBufferRead[gScreenBufferReadPointer++];
|
andrewm@10
|
201 float y = gScreenBufferRead[gScreenBufferReadPointer++];
|
andrewm@10
|
202
|
andrewm@10
|
203 // Rescale screen coordinates to matrix ranges; invert the Y
|
andrewm@10
|
204 // coordinate to go from normal screen coordinates to scope coordinates
|
andrewm@10
|
205 analogWrite(gOutputX, n, constrain(map(x, 0, gScreenWidth, 0, MATRIX_MAX), 0, MATRIX_MAX));
|
andrewm@10
|
206 analogWrite(gOutputY, n, constrain(map(y, 0, gScreenHeight, MATRIX_MAX, 0), 0, MATRIX_MAX));
|
andrewm@10
|
207 }
|
andrewm@10
|
208 else {
|
andrewm@10
|
209 // Still not ready! Write 0 until something happens
|
andrewm@10
|
210 analogWrite(gOutputX, n, 0);
|
andrewm@10
|
211 analogWrite(gOutputY, n, 0);
|
andrewm@10
|
212 }
|
andrewm@10
|
213
|
andrewm@10
|
214 if(gameStatusWinner() != 0) {
|
andrewm@10
|
215 // Blink one LED to show who won
|
andrewm@10
|
216 // Blink both LEDs when projectile is in motion
|
andrewm@10
|
217 uint16_t val = (gSampleCounter % 4000 > 2000) ? MATRIX_MAX : 0;
|
andrewm@10
|
218 analogWrite(gOutputPlayer1LED, n, gameStatusWinner() == 1 ? val : 0);
|
andrewm@10
|
219 analogWrite(gOutputPlayer2LED, n, gameStatusWinner() == 2 ? val : 0);
|
andrewm@10
|
220
|
andrewm@10
|
221 // After 5 seconds, restart the game
|
andrewm@10
|
222 gSamplesSinceFinish++;
|
andrewm@10
|
223 if(gSamplesSinceFinish > 22050*5)
|
andrewm@10
|
224 gGameShouldRestart = true;
|
andrewm@10
|
225 }
|
andrewm@10
|
226 else if(gameStatusProjectileInMotion()) {
|
andrewm@10
|
227 // Blink both LEDs when projectile is in motion
|
andrewm@10
|
228 uint16_t val = (gSampleCounter % 2000 > 1000) ? MATRIX_MAX : 0;
|
andrewm@10
|
229 analogWrite(gOutputPlayer1LED, n, val);
|
andrewm@10
|
230 analogWrite(gOutputPlayer2LED, n, val);
|
andrewm@10
|
231 }
|
andrewm@10
|
232 else if(gameStatusPlayer1Turn()) {
|
andrewm@10
|
233 analogWrite(gOutputPlayer1LED, n, MATRIX_MAX);
|
andrewm@10
|
234 analogWrite(gOutputPlayer2LED, n, 0);
|
andrewm@10
|
235 }
|
andrewm@10
|
236 else {
|
andrewm@10
|
237 analogWrite(gOutputPlayer2LED, n, MATRIX_MAX);
|
andrewm@10
|
238 analogWrite(gOutputPlayer1LED, n, 0);
|
andrewm@10
|
239 }
|
andrewm@10
|
240
|
andrewm@10
|
241 // Check if we have reached the point where we should next update
|
andrewm@10
|
242 if(gScreenBufferReadPointer >= gScreenBufferNextUpdateLocation &&
|
andrewm@10
|
243 !gScreenNextBufferReady) {
|
andrewm@10
|
244 // Update the screen at lower priority than the audio thread
|
andrewm@10
|
245 scheduleAuxiliaryTask(gScreenUpdateTask);
|
andrewm@10
|
246 }
|
andrewm@10
|
247
|
andrewm@10
|
248 gSampleCounter++;
|
andrewm@10
|
249 }
|
andrewm@10
|
250 }
|
andrewm@10
|
251
|
andrewm@10
|
252 void screen_update()
|
andrewm@10
|
253 {
|
andrewm@10
|
254 // If we should restart, reinitialise the game
|
andrewm@10
|
255 if(gGameShouldRestart) {
|
andrewm@10
|
256 restartGame();
|
andrewm@10
|
257 gGameShouldRestart = false;
|
andrewm@10
|
258 gSamplesSinceFinish = 0;
|
andrewm@10
|
259 }
|
andrewm@10
|
260
|
andrewm@10
|
261 // Render the game based on the current state
|
andrewm@10
|
262 gScreenBufferWriteLength = drawGame(gScreenBufferWrite, gScreenBufferMaxLength);
|
andrewm@10
|
263
|
andrewm@10
|
264 // Flag it as ready to go
|
andrewm@10
|
265 gScreenNextBufferReady = true;
|
andrewm@10
|
266 }
|
andrewm@10
|
267
|
andrewm@10
|
268 // cleanup_render() is called once at the end, after the audio has stopped.
|
andrewm@10
|
269 // Release any resources that were allocated in initialise_render().
|
andrewm@10
|
270
|
andrewm@10
|
271 void cleanup_render()
|
andrewm@10
|
272 {
|
andrewm@10
|
273 // Clean up the game state
|
andrewm@10
|
274 cleanupGame();
|
andrewm@10
|
275 }
|