Mercurial > hg > beaglert
comparison examples/10-Instruments/tank_wars/render.cpp @ 464:8fcfbfb32aa0 prerelease
Examples reorder with subdirectories. Added header to each project. Moved Doxygen to bottom of render.cpp.
author | Robert Jack <robert.h.jack@gmail.com> |
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date | Mon, 20 Jun 2016 16:20:38 +0100 |
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463:c47709e8b5c9 | 464:8fcfbfb32aa0 |
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1 /* | |
2 * render.cpp | |
3 * | |
4 * Created on: Oct 24, 2014 | |
5 * Author: parallels | |
6 */ | |
7 | |
8 | |
9 #include <Bela.h> | |
10 #include "game.h" | |
11 #include <rtdk.h> | |
12 #include <cmath> | |
13 #include <cstdlib> | |
14 #include <time.h> | |
15 | |
16 int gAudioFramesPerMatrixFrame = 2; // Ratio in audio to matrix sample rate | |
17 | |
18 int gInputTank1Angle = 0; // Inputs for the cannon angles | |
19 int gInputTank2Angle = 1; | |
20 int gInputLauncher = 2; // Input for launcher FSR | |
21 | |
22 int gOutputX = 0; // Outputs for the scope | |
23 int gOutputY = 1; | |
24 int gOutputPlayer1LED = 2; | |
25 int gOutputPlayer2LED = 3; | |
26 | |
27 int gGameFramesPerSecond = 60; // How often the physics are updated | |
28 int gGameFrameInterval; // ...and in frames | |
29 int gSamplesUntilNextFrame; // Counter until next update | |
30 int gSamplesSinceFinish = 0; // How long since somebody won? | |
31 bool gGameShouldRestart = false;// Whether we need to reinitiliase the game | |
32 | |
33 // Counter for overall number of samples that have elapsed | |
34 unsigned int gSampleCounter = 0; | |
35 | |
36 // 1st-order filter and peak detector for launcher input | |
37 float gLauncherLastSample = 0; | |
38 float gLauncherFilterPole = 0.8; | |
39 float gLauncherPeakValue = 0; | |
40 float gLauncherPeakFilterPole = 0.999; | |
41 float gLauncherNoiseThreshold = 0.01; | |
42 float gLauncherMinimumPeak = 0.1; | |
43 bool gLauncherTriggered = false; | |
44 | |
45 // Screen update rate; affects buffer size. Actual contents of buffer | |
46 // may be smaller than this | |
47 int gScreenWidth = 512; | |
48 int gScreenHeight = 512; | |
49 int gScreenFramesPerSecond = 25; | |
50 | |
51 // Double buffer for rendering screen. Each is an interleaved buffer | |
52 // of XY data. | |
53 float *gScreenBuffer1, *gScreenBuffer2; | |
54 float *gScreenBufferWrite, *gScreenBufferRead; | |
55 int gScreenBufferMaxLength; // What is the total buffer allocated? | |
56 int gScreenBufferReadLength; // How long is the read buffer? | |
57 int gScreenBufferWriteLength; // How long is the write (next) buffer? | |
58 int gScreenBufferReadPointer; // Where are we in the read buffer now? | |
59 int gScreenBufferNextUpdateLocation; // When should we render the next buffer? | |
60 bool gScreenNextBufferReady; // Is the next buffer ready to go? | |
61 | |
62 // Auxiliary (low-priority) task for updating the screen | |
63 AuxiliaryTask gScreenUpdateTask; | |
64 | |
65 // Buffers for music and sound effects | |
66 extern float *gMusicBuffer; | |
67 extern int gMusicBufferLength; | |
68 extern float *gSoundBoomBuffer; | |
69 extern int gSoundBoomBufferLength; | |
70 extern float *gSoundHitBuffer; | |
71 extern int gSoundHitBufferLength; | |
72 | |
73 // Current state for sound and music | |
74 int gMusicBufferPointer = 0; // 0 means start of buffer... | |
75 int gSoundBoomBufferPointer = -1; // -1 means don't play... | |
76 int gSoundHitBufferPointer = -1; | |
77 float gSoundProjectileOscillatorPhase = 0; | |
78 float gSoundProjectileOscillatorGain = 0.2; | |
79 float gOscillatorPhaseScaler = 0; | |
80 | |
81 void screen_update(); | |
82 | |
83 // setup() is called once before the audio rendering starts. | |
84 // Use it to perform any initialisation and allocation which is dependent | |
85 // on the period size or sample rate. | |
86 // | |
87 // userData holds an opaque pointer to a data structure that was passed | |
88 // in from the call to initAudio(). | |
89 // | |
90 // Return true on success; returning false halts the program. | |
91 | |
92 bool setup(BelaContext *context, void *userData) | |
93 { | |
94 srandom(time(NULL)); | |
95 | |
96 // Verify we are running with matrix enabled | |
97 if(context->analogFrames == 0 || context->analogChannels < 4) { | |
98 rt_printf("Error: this example needs the matrix enabled with at least 4 channels\n"); | |
99 return false; | |
100 } | |
101 | |
102 // Initialise audio variables | |
103 gAudioFramesPerMatrixFrame = context->audioFrames / context->analogFrames; | |
104 gOscillatorPhaseScaler = 2.0 * M_PI / context->audioSampleRate; | |
105 | |
106 // Initialise the screen buffers | |
107 gScreenBufferMaxLength = 2 * context->analogSampleRate / gScreenFramesPerSecond; | |
108 gScreenBuffer1 = new float[gScreenBufferMaxLength]; | |
109 gScreenBuffer2 = new float[gScreenBufferMaxLength]; | |
110 if(gScreenBuffer1 == 0 || gScreenBuffer2 == 0) { | |
111 rt_printf("Error initialising screen buffers\n"); | |
112 return false; | |
113 } | |
114 | |
115 gScreenBufferRead = gScreenBuffer1; | |
116 gScreenBufferWrite = gScreenBuffer2; | |
117 gScreenBufferReadLength = gScreenBufferWriteLength = 0; | |
118 gScreenBufferReadPointer = 0; | |
119 gScreenBufferNextUpdateLocation = 0; | |
120 gScreenNextBufferReady = false; | |
121 | |
122 // Initialise the game | |
123 setupGame(gScreenWidth, gScreenHeight); | |
124 gGameFrameInterval = context->analogSampleRate / gGameFramesPerSecond; | |
125 gSamplesUntilNextFrame = gGameFrameInterval; | |
126 | |
127 // Initialise auxiliary tasks | |
128 if((gScreenUpdateTask = Bela_createAuxiliaryTask(&screen_update, 90, | |
129 "bela-screen-update")) == 0) | |
130 return false; | |
131 | |
132 return true; | |
133 } | |
134 | |
135 // Swap buffers on the screen | |
136 void swap_buffers() | |
137 { | |
138 if(gScreenBufferRead == gScreenBuffer1) { | |
139 gScreenBufferRead = gScreenBuffer2; | |
140 gScreenBufferWrite = gScreenBuffer1; | |
141 } | |
142 else { | |
143 gScreenBufferRead = gScreenBuffer1; | |
144 gScreenBufferWrite = gScreenBuffer2; | |
145 } | |
146 | |
147 gScreenBufferReadLength = gScreenBufferWriteLength; | |
148 gScreenBufferReadPointer = 0; | |
149 | |
150 // Schedule next update for 3/4 of the way through the buffer | |
151 gScreenBufferNextUpdateLocation = gScreenBufferReadLength * 0.75; | |
152 gScreenNextBufferReady = false; | |
153 } | |
154 | |
155 // render() is called regularly at the highest priority by the audio engine. | |
156 // Input and output are given from the audio hardware and the other | |
157 // ADCs and DACs (if available). If only audio is available, numMatrixFrames | |
158 // will be 0. | |
159 | |
160 void render(BelaContext *context, void *userData) | |
161 { | |
162 int audioIndex = 0; | |
163 | |
164 for(unsigned int n = 0; n < context->analogFrames; n++) { | |
165 for(int k = 0; k < gAudioFramesPerMatrixFrame; k++) { | |
166 // Render music and sound | |
167 float audioSample = 0; | |
168 | |
169 // Music plays in a loop | |
170 if(gMusicBuffer != 0 && gMusicBufferPointer >= 0) { | |
171 audioSample += gMusicBuffer[gMusicBufferPointer++]; | |
172 if(gMusicBufferPointer >= gMusicBufferLength) | |
173 gMusicBufferPointer = 0; | |
174 } | |
175 | |
176 // Sound effect plays until finished, then stops | |
177 if(gSoundBoomBuffer != 0 && gSoundBoomBufferPointer >= 0) { | |
178 audioSample += gSoundBoomBuffer[gSoundBoomBufferPointer++]; | |
179 if(gSoundBoomBufferPointer >= gSoundBoomBufferLength) | |
180 gSoundBoomBufferPointer = -1; | |
181 } | |
182 | |
183 if(gSoundHitBuffer != 0 && gSoundHitBufferPointer >= 0) { | |
184 audioSample += gSoundHitBuffer[gSoundHitBufferPointer++]; | |
185 if(gSoundHitBufferPointer >= gSoundHitBufferLength) | |
186 gSoundHitBufferPointer = -1; | |
187 } | |
188 | |
189 // Oscillator plays to indicate projectile height | |
190 if(gameStatusProjectileInMotion()) { | |
191 audioSample += gSoundProjectileOscillatorGain * sinf(gSoundProjectileOscillatorPhase); | |
192 | |
193 gSoundProjectileOscillatorPhase += gOscillatorPhaseScaler * constrain(map(gameStatusProjectileHeight(), | |
194 1.0, 0, 300, 2000), 200, 6000); | |
195 if(gSoundProjectileOscillatorPhase > 2.0 * M_PI) | |
196 gSoundProjectileOscillatorPhase -= 2.0 * M_PI; | |
197 } | |
198 | |
199 context->audioOut[2*audioIndex] = context->audioOut[2*audioIndex + 1] = audioSample; | |
200 audioIndex++; | |
201 } | |
202 | |
203 // First-order lowpass filter to remove noise on launch FSR | |
204 float rawSample = analogRead(context, n, gInputLauncher); | |
205 float launchSample = gLauncherFilterPole * gLauncherLastSample + | |
206 (1.0f - gLauncherFilterPole) * rawSample; | |
207 gLauncherLastSample = launchSample; | |
208 | |
209 // Peak-detect on launch signal | |
210 if(launchSample >= gLauncherPeakValue) { | |
211 gLauncherPeakValue = launchSample; | |
212 gLauncherTriggered = false; | |
213 } | |
214 else { | |
215 if(gLauncherPeakValue - launchSample > gLauncherNoiseThreshold && !gLauncherTriggered) { | |
216 // Detected a peak; is it big enough overall? | |
217 if(gLauncherPeakValue >= gLauncherMinimumPeak) { | |
218 gLauncherTriggered = true; | |
219 // Peak detected-- fire!! | |
220 // Set both cannon strengths but only one will | |
221 // fire depending on whose turn it is | |
222 float strength = map(gLauncherPeakValue, | |
223 gLauncherMinimumPeak, 1.0, | |
224 0.5f, 10.0f); | |
225 setTank1CannonStrength(strength); | |
226 setTank2CannonStrength(strength); | |
227 fireProjectile(); | |
228 } | |
229 } | |
230 | |
231 gLauncherPeakValue *= gLauncherPeakFilterPole; | |
232 } | |
233 | |
234 if(--gSamplesUntilNextFrame <= 0) { | |
235 // Update game physics and cannon angles | |
236 gSamplesUntilNextFrame = gGameFrameInterval; | |
237 | |
238 setTank1CannonAngle(map(analogRead(context, n, gInputTank1Angle), | |
239 0, 1.0, M_PI, 0)); | |
240 setTank2CannonAngle(map(analogRead(context, n, gInputTank2Angle), | |
241 0, 1.0, M_PI, 0)); | |
242 nextGameFrame(); | |
243 | |
244 // Check for collision and start sound accordingly | |
245 if(gameStatusCollisionOccurred()) { | |
246 gSoundBoomBufferPointer = 0; | |
247 } | |
248 | |
249 if(gameStatusTankHitOccurred()) { | |
250 gSoundHitBufferPointer = 0; | |
251 } | |
252 } | |
253 | |
254 if(gScreenBufferReadPointer >= gScreenBufferReadLength - 1 | |
255 && gScreenNextBufferReady) { | |
256 // Got to the end; swap buffers | |
257 swap_buffers(); | |
258 } | |
259 | |
260 // Push current screen buffer to the matrix output | |
261 if(gScreenBufferReadPointer < gScreenBufferReadLength - 1) { | |
262 float x = gScreenBufferRead[gScreenBufferReadPointer++]; | |
263 float y = gScreenBufferRead[gScreenBufferReadPointer++]; | |
264 | |
265 // Rescale screen coordinates to matrix ranges; invert the Y | |
266 // coordinate to go from normal screen coordinates to scope coordinates | |
267 analogWriteOnce(context, n, gOutputX, constrain(map(x, 0, gScreenWidth, 0, 1.0), 0, 1.0)); | |
268 analogWriteOnce(context, n, gOutputY, constrain(map(y, 0, gScreenHeight, 1.0, 0), 0, 1.0)); | |
269 } | |
270 else { | |
271 // Still not ready! Write 0 until something happens | |
272 analogWriteOnce(context, n, gOutputX, 0); | |
273 analogWriteOnce(context, n, gOutputY, 0); | |
274 } | |
275 | |
276 if(gameStatusWinner() != 0) { | |
277 // Blink one LED to show who won | |
278 // Blink both LEDs when projectile is in motion | |
279 float val = (gSampleCounter % 4000 > 2000) ? 1.0 : 0; | |
280 analogWriteOnce(context, n, gOutputPlayer1LED, gameStatusWinner() == 1 ? val : 0); | |
281 analogWriteOnce(context, n, gOutputPlayer2LED, gameStatusWinner() == 2 ? val : 0); | |
282 | |
283 // After 5 seconds, restart the game | |
284 gSamplesSinceFinish++; | |
285 if(gSamplesSinceFinish > 22050*5) | |
286 gGameShouldRestart = true; | |
287 } | |
288 else if(gameStatusProjectileInMotion()) { | |
289 // Blink both LEDs when projectile is in motion | |
290 float val = (gSampleCounter % 2000 > 1000) ? 1.0 : 0; | |
291 analogWriteOnce(context, n, gOutputPlayer1LED, val); | |
292 analogWriteOnce(context, n, gOutputPlayer2LED, val); | |
293 } | |
294 else if(gameStatusPlayer1Turn()) { | |
295 analogWriteOnce(context, n, gOutputPlayer1LED, 1.0); | |
296 analogWriteOnce(context, n, gOutputPlayer2LED, 0); | |
297 } | |
298 else { | |
299 analogWriteOnce(context, n, gOutputPlayer2LED, 1.0); | |
300 analogWriteOnce(context, n, gOutputPlayer1LED, 0); | |
301 } | |
302 | |
303 // Check if we have reached the point where we should next update | |
304 if(gScreenBufferReadPointer >= gScreenBufferNextUpdateLocation && | |
305 !gScreenNextBufferReady) { | |
306 // Update the screen at lower priority than the audio thread | |
307 Bela_scheduleAuxiliaryTask(gScreenUpdateTask); | |
308 } | |
309 | |
310 gSampleCounter++; | |
311 } | |
312 } | |
313 | |
314 void screen_update() | |
315 { | |
316 // If we should restart, reinitialise the game | |
317 if(gGameShouldRestart) { | |
318 restartGame(); | |
319 gGameShouldRestart = false; | |
320 gSamplesSinceFinish = 0; | |
321 } | |
322 | |
323 // Render the game based on the current state | |
324 gScreenBufferWriteLength = drawGame(gScreenBufferWrite, gScreenBufferMaxLength); | |
325 | |
326 // Flag it as ready to go | |
327 gScreenNextBufferReady = true; | |
328 } | |
329 | |
330 // cleanup() is called once at the end, after the audio has stopped. | |
331 // Release any resources that were allocated in setup(). | |
332 | |
333 void cleanup(BelaContext *context, void *userData) | |
334 { | |
335 // Clean up the game state | |
336 cleanupGame(); | |
337 } |