Mercurial > hg > beaglert
view projects/tank_wars/vector_graphics.cpp @ 45:579c86316008 newapi
Major API overhaul. Moved to a single data structure for handling render functions. Functionally, generally similar except for scheduling within PRU loop function, which now uses interrupts from the PRU rather than polling. This requires an updated kernel.
author | andrewm |
---|---|
date | Thu, 28 May 2015 14:35:55 -0400 |
parents | 49f22e1246b2 |
children |
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/* * vector_graphics.cpp * * Created on: Nov 10, 2014 * Author: parallels */ #include <cmath> // Draw a line between two points at a specified rate in // pixels per buffer sample. Indicate maximum available space. // Returns space used int renderLine(float x1, float y1, float x2, float y2, float speed, float *buffer, int maxLength) { // Figure out length of line and therefore how many samples // are needed to represent it based on the speed (rounded to nearest int) float totalLineLength = sqrtf((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1)); int samplesNeeded = floorf(totalLineLength / speed + 0.5); // Now render into the buffer int length = 0; float scaleFactor = 1.0f / samplesNeeded; for(int n = 0; n < samplesNeeded; n++) { if(length >= maxLength - 1) return length; // X coordinate *buffer++ = x1 + (float)n * scaleFactor * (x2 - x1); // Y coordinate *buffer++ = y1 + (float)n * scaleFactor * (y2 - y1); length += 2; } return length; } // Draw an arc around a centre point at a specified rate of pixels // per buffer sample. Indicate maximum available space. // Returns space used int renderArc(float x, float y, float radius, float thetaMin, float thetaMax, float speed, float *buffer, int maxLength) { // Figure out circumference of arc and therefore how many samples // are needed to represent it based on the speed (rounded to nearest int) float circumference = (thetaMax - thetaMin) * radius; int samplesNeeded = floorf(circumference / speed + 0.5); // Now render into the buffer int length = 0; float scaleFactor = 1.0f / samplesNeeded; for(int n = 0; n < samplesNeeded; n++) { if(length >= maxLength - 1) return length; // Get current angle float theta = thetaMin + (float)n * scaleFactor * (thetaMax - thetaMin); // Convert polar to cartesian coordinates *buffer++ = x + radius * cosf(theta); *buffer++ = y + radius * sinf(theta); length += 2; } return length; } // Draw a single point for a specified number of frames void renderPoint(float x, float y, float *buffer, float length) { while(length > 0) { *buffer++ = x; *buffer++ = y; length--; } }