Mercurial > hg > beaglert
view projects/tank_wars/vector_graphics.cpp @ 39:638bc1ae2500 staging
Improved readibility of the DIGITAL code in the PRU, using register names instead of aliases and expanding some of the macros, removing unused macros. Binaries were not modified
author | Giulio Moro <giuliomoro@yahoo.it> |
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date | Wed, 13 May 2015 12:18:10 +0100 |
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--; } }