comparison projects/tank_wars/render.cpp @ 22:fbfeb5895efd matrix_gpio

Updated tank wars demo for new API
author andrewm
date Sun, 03 May 2015 01:10:17 +0100
parents 06f93bef7dd2
children 3c3a1357657d
comparison
equal deleted inserted replaced
20:58eb99dac921 22:fbfeb5895efd
12 #include <rtdk.h> 12 #include <rtdk.h>
13 #include <cmath> 13 #include <cmath>
14 #include <cstdlib> 14 #include <cstdlib>
15 #include <time.h> 15 #include <time.h>
16 16
17 int gAudioFramesPerMatrixFrame = 2; // Ratio in audio to matrix sample rate
18
17 int gInputTank1Angle = 0; // Inputs for the cannon angles 19 int gInputTank1Angle = 0; // Inputs for the cannon angles
18 int gInputTank2Angle = 1; 20 int gInputTank2Angle = 1;
19 int gInputLauncher = 2; // Input for launcher FSR 21 int gInputLauncher = 2; // Input for launcher FSR
20 22
21 int gOutputX = 0; // Outputs for the scope 23 int gOutputX = 0; // Outputs for the scope
35 // 1st-order filter and peak detector for launcher input 37 // 1st-order filter and peak detector for launcher input
36 float gLauncherLastSample = 0; 38 float gLauncherLastSample = 0;
37 float gLauncherFilterPole = 0.8; 39 float gLauncherFilterPole = 0.8;
38 float gLauncherPeakValue = 0; 40 float gLauncherPeakValue = 0;
39 float gLauncherPeakFilterPole = 0.999; 41 float gLauncherPeakFilterPole = 0.999;
40 float gLauncherNoiseThreshold = 0.01 * MATRIX_MAX; 42 float gLauncherNoiseThreshold = 0.01;
41 float gLauncherMinimumPeak = 0.1 * MATRIX_MAX; 43 float gLauncherMinimumPeak = 0.1;
42 bool gLauncherTriggered = false; 44 bool gLauncherTriggered = false;
43 45
44 // Screen update rate; affects buffer size. Actual contents of buffer 46 // Screen update rate; affects buffer size. Actual contents of buffer
45 // may be smaller than this 47 // may be smaller than this
46 int gScreenWidth = 512; 48 int gScreenWidth = 512;
59 bool gScreenNextBufferReady; // Is the next buffer ready to go? 61 bool gScreenNextBufferReady; // Is the next buffer ready to go?
60 62
61 // Auxiliary (low-priority) task for updating the screen 63 // Auxiliary (low-priority) task for updating the screen
62 AuxiliaryTask gScreenUpdateTask; 64 AuxiliaryTask gScreenUpdateTask;
63 65
66 // Buffers for music and sound effects
67 extern float *gMusicBuffer;
68 extern int gMusicBufferLength;
69 extern float *gSoundBoomBuffer;
70 extern int gSoundBoomBufferLength;
71
72 // Current state for sound and music
73 int gMusicBufferPointer = 0; // 0 means start of buffer...
74 int gSoundBoomBufferPointer = -1; // -1 means don't play...
75 float gSoundProjectileOscillatorPhase = 0;
76 float gSoundProjectileOscillatorGain = 0.2;
77 float gOscillatorPhaseScaler = 0;
78
64 void screen_update(); 79 void screen_update();
65 80
66 // initialise_render() is called once before the audio rendering starts. 81 // initialise_render() is called once before the audio rendering starts.
67 // Use it to perform any initialisation and allocation which is dependent 82 // Use it to perform any initialisation and allocation which is dependent
68 // on the period size or sample rate. 83 // on the period size or sample rate.
70 // userData holds an opaque pointer to a data structure that was passed 85 // userData holds an opaque pointer to a data structure that was passed
71 // in from the call to initAudio(). 86 // in from the call to initAudio().
72 // 87 //
73 // Return true on success; returning false halts the program. 88 // Return true on success; returning false halts the program.
74 89
75 bool initialise_render(int numMatrixChannels, int numAudioChannels, 90 bool initialise_render(int numAnalogChannels, int numDigitalChannels, int numAudioChannels,
76 int numMatrixFramesPerPeriod, 91 int numAnalogFramesPerPeriod,
77 int numAudioFramesPerPeriod, 92 int numAudioFramesPerPeriod,
78 float matrixSampleRate, float audioSampleRate, 93 float analogSampleRate, float audioSampleRate,
79 void *userData) 94 void *userData)
80 { 95 {
81 srandom(time(NULL)); 96 srandom(time(NULL));
82 97
83 // Verify we are running with matrix enabled 98 // Verify we are running with matrix enabled
84 if(numMatrixFramesPerPeriod == 0 || numMatrixChannels < 4) { 99 if(numAnalogFramesPerPeriod == 0 || numAnalogChannels < 4) {
85 rt_printf("Error: this example needs the matrix enabled with at least 4 channels\n"); 100 rt_printf("Error: this example needs the matrix enabled with at least 4 channels\n");
86 return false; 101 return false;
87 } 102 }
88 103
104 // Initialise audio variables
105 gAudioFramesPerMatrixFrame = numAudioFramesPerPeriod / numAnalogFramesPerPeriod;
106 gOscillatorPhaseScaler = 2.0 * M_PI / audioSampleRate;
107
89 // Initialise the screen buffers 108 // Initialise the screen buffers
90 gScreenBufferMaxLength = 2 * matrixSampleRate / gScreenFramesPerSecond; 109 gScreenBufferMaxLength = 2 * analogSampleRate / gScreenFramesPerSecond;
91 gScreenBuffer1 = new float[gScreenBufferMaxLength]; 110 gScreenBuffer1 = new float[gScreenBufferMaxLength];
92 gScreenBuffer2 = new float[gScreenBufferMaxLength]; 111 gScreenBuffer2 = new float[gScreenBufferMaxLength];
93 if(gScreenBuffer1 == 0 || gScreenBuffer2 == 0) { 112 if(gScreenBuffer1 == 0 || gScreenBuffer2 == 0) {
94 rt_printf("Error initialising screen buffers\n"); 113 rt_printf("Error initialising screen buffers\n");
95 return false; 114 return false;
102 gScreenBufferNextUpdateLocation = 0; 121 gScreenBufferNextUpdateLocation = 0;
103 gScreenNextBufferReady = false; 122 gScreenNextBufferReady = false;
104 123
105 // Initialise the game 124 // Initialise the game
106 setupGame(gScreenWidth, gScreenHeight); 125 setupGame(gScreenWidth, gScreenHeight);
107 gGameFrameInterval = matrixSampleRate / gGameFramesPerSecond; 126 gGameFrameInterval = analogSampleRate / gGameFramesPerSecond;
108 gSamplesUntilNextFrame = gGameFrameInterval; 127 gSamplesUntilNextFrame = gGameFrameInterval;
109 128
110 // Initialise auxiliary tasks 129 // Initialise auxiliary tasks
111 if((gScreenUpdateTask = createAuxiliaryTaskLoop(&screen_update, 90, 130 if((gScreenUpdateTask = createAuxiliaryTaskLoop(&screen_update, 90,
112 "beaglert-screen-update")) == 0) 131 "beaglert-screen-update")) == 0)
138 // render() is called regularly at the highest priority by the audio engine. 157 // render() is called regularly at the highest priority by the audio engine.
139 // Input and output are given from the audio hardware and the other 158 // Input and output are given from the audio hardware and the other
140 // ADCs and DACs (if available). If only audio is available, numMatrixFrames 159 // ADCs and DACs (if available). If only audio is available, numMatrixFrames
141 // will be 0. 160 // will be 0.
142 161
143 void render(int numMatrixFrames, int numAudioFrames, float *audioIn, float *audioOut, 162 void render(int numAnalogFrames, int numDigitalFrames, int numAudioFrames, float *audioIn, float *audioOut,
144 uint16_t *matrixIn, uint16_t *matrixOut) 163 float *analogIn, float *analogOut, uint32_t *digital)
145 { 164 {
146 for(int n = 0; n < numMatrixFrames; n++) { 165 int audioIndex = 0;
166
167 for(int n = 0; n < numAnalogFrames; n++) {
168 for(int k = 0; k < gAudioFramesPerMatrixFrame; k++) {
169 // Render music and sound
170 float audioSample = 0;
171
172 // Music plays in a loop
173 if(gMusicBuffer != 0 && gMusicBufferPointer >= 0) {
174 audioSample += gMusicBuffer[gMusicBufferPointer++];
175 if(gMusicBufferPointer >= gMusicBufferLength)
176 gMusicBufferPointer = 0;
177 }
178
179 // Sound effect plays until finished, then stops
180 if(gSoundBoomBuffer != 0 && gSoundBoomBufferPointer >= 0) {
181 audioSample += gSoundBoomBuffer[gSoundBoomBufferPointer++];
182 if(gSoundBoomBufferPointer >= gSoundBoomBufferLength)
183 gSoundBoomBufferPointer = -1;
184 }
185
186 // Oscillator plays to indicate projectile height
187 if(gameStatusProjectileInMotion()) {
188 audioSample += gSoundProjectileOscillatorGain * sinf(gSoundProjectileOscillatorPhase);
189
190 gSoundProjectileOscillatorPhase += gOscillatorPhaseScaler * constrain(map(gameStatusProjectileHeight(),
191 1.0, 0, 300, 2000), 200, 6000);
192 if(gSoundProjectileOscillatorPhase > 2.0 * M_PI)
193 gSoundProjectileOscillatorPhase -= 2.0 * M_PI;
194 }
195
196 audioOut[2*audioIndex] = audioOut[2*audioIndex + 1] = audioSample;
197 audioIndex++;
198 }
199
147 // First-order lowpass filter to remove noise on launch FSR 200 // First-order lowpass filter to remove noise on launch FSR
148 float rawSample = analogRead(gInputLauncher, n); 201 float rawSample = AnalogRead(gInputLauncher, n);
149 float launchSample = gLauncherFilterPole * gLauncherLastSample + 202 float launchSample = gLauncherFilterPole * gLauncherLastSample +
150 (1.0f - gLauncherFilterPole) * rawSample; 203 (1.0f - gLauncherFilterPole) * rawSample;
151 gLauncherLastSample = launchSample; 204 gLauncherLastSample = launchSample;
152 205
153 // Peak-detect on launch signal 206 // Peak-detect on launch signal
162 gLauncherTriggered = true; 215 gLauncherTriggered = true;
163 // Peak detected-- fire!! 216 // Peak detected-- fire!!
164 // Set both cannon strengths but only one will 217 // Set both cannon strengths but only one will
165 // fire depending on whose turn it is 218 // fire depending on whose turn it is
166 float strength = map(gLauncherPeakValue, 219 float strength = map(gLauncherPeakValue,
167 gLauncherMinimumPeak, MATRIX_MAX, 220 gLauncherMinimumPeak, 1.0,
168 0.5f, 10.0f); 221 0.5f, 10.0f);
169 setTank1CannonStrength(strength); 222 setTank1CannonStrength(strength);
170 setTank2CannonStrength(strength); 223 setTank2CannonStrength(strength);
171 fireProjectile(); 224 fireProjectile();
172 } 225 }
177 230
178 if(--gSamplesUntilNextFrame <= 0) { 231 if(--gSamplesUntilNextFrame <= 0) {
179 // Update game physics and cannon angles 232 // Update game physics and cannon angles
180 gSamplesUntilNextFrame = gGameFrameInterval; 233 gSamplesUntilNextFrame = gGameFrameInterval;
181 234
182 setTank1CannonAngle(map(analogRead(gInputTank1Angle, n), 235 setTank1CannonAngle(map(AnalogRead(gInputTank1Angle, n),
183 0, MATRIX_MAX, M_PI, 0)); 236 0, 1.0, M_PI, 0));
184 setTank2CannonAngle(map(analogRead(gInputTank2Angle, n), 237 setTank2CannonAngle(map(AnalogRead(gInputTank2Angle, n),
185 0, MATRIX_MAX, M_PI, 0)); 238 0, 1.0, M_PI, 0));
186 nextGameFrame(); 239 nextGameFrame();
240
241 // Check for collision and start sound accordingly
242 if(gameStatusCollisionOccurred()) {
243 gSoundBoomBufferPointer = 0;
244 }
187 } 245 }
188 246
189 if(gScreenBufferReadPointer >= gScreenBufferReadLength - 1 247 if(gScreenBufferReadPointer >= gScreenBufferReadLength - 1
190 && gScreenNextBufferReady) { 248 && gScreenNextBufferReady) {
191 // Got to the end; swap buffers 249 // Got to the end; swap buffers
197 float x = gScreenBufferRead[gScreenBufferReadPointer++]; 255 float x = gScreenBufferRead[gScreenBufferReadPointer++];
198 float y = gScreenBufferRead[gScreenBufferReadPointer++]; 256 float y = gScreenBufferRead[gScreenBufferReadPointer++];
199 257
200 // Rescale screen coordinates to matrix ranges; invert the Y 258 // Rescale screen coordinates to matrix ranges; invert the Y
201 // coordinate to go from normal screen coordinates to scope coordinates 259 // coordinate to go from normal screen coordinates to scope coordinates
202 analogWrite(gOutputX, n, constrain(map(x, 0, gScreenWidth, 0, MATRIX_MAX), 0, MATRIX_MAX)); 260 AnalogWriteFrame(gOutputX, n, constrain(map(x, 0, gScreenWidth, 0, 1.0), 0, 1.0));
203 analogWrite(gOutputY, n, constrain(map(y, 0, gScreenHeight, MATRIX_MAX, 0), 0, MATRIX_MAX)); 261 AnalogWriteFrame(gOutputY, n, constrain(map(y, 0, gScreenHeight, 1.0, 0), 0, 1.0));
204 } 262 }
205 else { 263 else {
206 // Still not ready! Write 0 until something happens 264 // Still not ready! Write 0 until something happens
207 analogWrite(gOutputX, n, 0); 265 AnalogWriteFrame(gOutputX, n, 0);
208 analogWrite(gOutputY, n, 0); 266 AnalogWriteFrame(gOutputY, n, 0);
209 } 267 }
210 268
211 if(gameStatusWinner() != 0) { 269 if(gameStatusWinner() != 0) {
212 // Blink one LED to show who won 270 // Blink one LED to show who won
213 // Blink both LEDs when projectile is in motion 271 // Blink both LEDs when projectile is in motion
214 uint16_t val = (gSampleCounter % 4000 > 2000) ? MATRIX_MAX : 0; 272 float val = (gSampleCounter % 4000 > 2000) ? 1.0 : 0;
215 analogWrite(gOutputPlayer1LED, n, gameStatusWinner() == 1 ? val : 0); 273 AnalogWriteFrame(gOutputPlayer1LED, n, gameStatusWinner() == 1 ? val : 0);
216 analogWrite(gOutputPlayer2LED, n, gameStatusWinner() == 2 ? val : 0); 274 AnalogWriteFrame(gOutputPlayer2LED, n, gameStatusWinner() == 2 ? val : 0);
217 275
218 // After 5 seconds, restart the game 276 // After 5 seconds, restart the game
219 gSamplesSinceFinish++; 277 gSamplesSinceFinish++;
220 if(gSamplesSinceFinish > 22050*5) 278 if(gSamplesSinceFinish > 22050*5)
221 gGameShouldRestart = true; 279 gGameShouldRestart = true;
222 } 280 }
223 else if(gameStatusProjectileInMotion()) { 281 else if(gameStatusProjectileInMotion()) {
224 // Blink both LEDs when projectile is in motion 282 // Blink both LEDs when projectile is in motion
225 uint16_t val = (gSampleCounter % 2000 > 1000) ? MATRIX_MAX : 0; 283 float val = (gSampleCounter % 2000 > 1000) ? 1.0 : 0;
226 analogWrite(gOutputPlayer1LED, n, val); 284 AnalogWriteFrame(gOutputPlayer1LED, n, val);
227 analogWrite(gOutputPlayer2LED, n, val); 285 AnalogWriteFrame(gOutputPlayer2LED, n, val);
228 } 286 }
229 else if(gameStatusPlayer1Turn()) { 287 else if(gameStatusPlayer1Turn()) {
230 analogWrite(gOutputPlayer1LED, n, MATRIX_MAX); 288 AnalogWriteFrame(gOutputPlayer1LED, n, 1.0);
231 analogWrite(gOutputPlayer2LED, n, 0); 289 AnalogWriteFrame(gOutputPlayer2LED, n, 0);
232 } 290 }
233 else { 291 else {
234 analogWrite(gOutputPlayer2LED, n, MATRIX_MAX); 292 AnalogWriteFrame(gOutputPlayer2LED, n, 1.0);
235 analogWrite(gOutputPlayer1LED, n, 0); 293 AnalogWriteFrame(gOutputPlayer1LED, n, 0);
236 } 294 }
237 295
238 // Check if we have reached the point where we should next update 296 // Check if we have reached the point where we should next update
239 if(gScreenBufferReadPointer >= gScreenBufferNextUpdateLocation && 297 if(gScreenBufferReadPointer >= gScreenBufferNextUpdateLocation &&
240 !gScreenNextBufferReady) { 298 !gScreenNextBufferReady) {