Add "Hallowing Minotaur Maze" code

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Phillip Burgess 2018-09-16 19:38:21 -07:00
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// "Minotaur Maze" plaything for Adafruit Hallowing. Uses ray casting,
// DMA and related shenanigans to smoothly move about a 3D maze.
// Tilt Hallowing to turn right/left and move forward/back.
// Ray casting code adapted from tutorial by Lode Vandevenne:
// https://lodev.org/cgtutor/raycasting.html
#include <Adafruit_LIS3DH.h> // Accelerometer library
#include <Adafruit_GFX.h> // Core graphics library
#include <Adafruit_ST7735.h> // Display-specific graphics library
#include <Adafruit_ZeroDMA.h> // Direct memory access library
#define TFT_RST 37 // TFT reset pin
#define TFT_DC 38 // TFT display/command mode pin
#define TFT_CS 39 // TFT chip select pin
#define TFT_BACKLIGHT 7 // TFT backlight LED pin
// Declarations for some Hallowing hardware -- display, accelerometer, SPI
Adafruit_ST7735 tft(TFT_CS, TFT_DC, TFT_RST);
Adafruit_LIS3DH accel;
SPISettings settings(12000000, MSBFIRST, SPI_MODE0);
// Declarations related to DMA (direct memory access), which lets us walk
// and chew gum at the same time. This is VERY specific to SAMD chips and
// means this is not trivially ported to other devices.
Adafruit_ZeroDMA dma;
DmacDescriptor *dptr; // Initial allocated DMA descriptor
DmacDescriptor desc[2][3] __attribute__((aligned(16)));
uint8_t dList = 0; // Active DMA descriptor list index (0-1)
// DMA transfer-in-progress indicator and callback
static volatile bool dma_busy = false;
static void dma_callback(Adafruit_ZeroDMA *dma) {
dma_busy = false;
}
// This is the maze map. It's fixed at 32 bits wide, can be any height but
// is 32 in this example. '1' bits indicate solid walls, '0' indicate empty
// space that can be navigated. Perimeter wall bits MUST be set! Keep the
// center area empty since the player is initially placed there.
uint32_t worldMap[] = {
0b11111111111111111111111111111111,
0b10000000000000100000000001000001,
0b10000000000000101111011111011101,
0b10000000000000001000001000000101,
0b10000000000000111011101010111101,
0b10000010100000100010000010000101,
0b10000010100000111111111010101101,
0b10000011100000100000000000100001,
0b10000000000000111011101110111101,
0b10000000000000100010000010001001,
0b10000000000000111111111111101111,
0b10000000000000000000000000000001,
0b11111011111011100111111011111111,
0b10000000001010000001000000000001,
0b10100000101010000001001001001001,
0b10101010101000000000000000000001,
0b10101010101000000000000000000001,
0b10100000101010000001001001001001,
0b10000000001010000001000000000001,
0b11111011111011100111111011111111,
0b10000000000000000000000000000001,
0b10000010100000000111000010101001,
0b10001000001000000111000001010101,
0b10000000000000000111000000000001,
0b10010000000100000000000011111101,
0b10000001000000000000000010000101,
0b10010000000100000011111010100101,
0b10000000000000000010001010000001,
0b10001000001000000010101010000101,
0b10000010100000000010101011111101,
0b10000000000000000000100000000001,
0b11111111111111111111111111111111,
};
#define MAPHEIGHT (sizeof worldMap / sizeof worldMap[0])
// This macro tests whether bit at (X,Y) in the map is set.
#define isBitSet(X,Y) (worldMap[MAPHEIGHT-1-(Y)] & (0x80000000>>(X)))
// (X,Y) are in Cartesian coordinates with (0,0) at bottom-left (hence the
// MAPHEIGHT-1-Y inversion above) -- all the navigation and ray-casting math
// is done in Cartesian space, consistent with the trigonometric functions,
// whereas bitmap is represented top-to-bottom.
// DMA shenanigans are used for the solid color fills (sky, walls and
// floor). Typically one would use the DMA "source address increment" to
// copy graphics data from RAM or flash to SPI (to the screen). But a trick
// we can use for certain fills requires only a single byte of storage for
// each color. DMA source increment is turned OFF -- the same byte is issued
// over and over to fill a given span. Downside is a limited palette
// consisting of 256 colors with the high and low bytes of a 16-bit pixel
// value being the same. With the TFT's 5-6-5 bit color packing, the
// resulting selections are a bit weird (there's no 100% pure red, green or
// blue, only combinations) but usable. e.g. an 8-bit value 0x82 expands to
// a 16-bit pixel value of 0x8282 = 0b10000 010100 00010 = 16/31 (~52%) red,
// 20/63 (~32%) green, 2/31 (6%) blue.
const uint8_t colorSky = 0x3E, // Color of sky
colorGround = 0x82, // Color of ground
colorNorth = 0x04, // Color of north-facing walls
colorSouth = 0x05, // Color of south-facing walls
colorEast = 0x06, // Color of east-facing walls
colorWest = 0x07; // Color of west-facing walls
#define FOV (90.0 * (M_PI / 180.0)) // Field of view
float posX = 16.0, // Observer position,
posY = MAPHEIGHT / 2.0, // begin at center of map
heading = 0.0; // Initial heading = east
uint32_t startTime, frames = 0; // For frames-per-second calculation
// SETUP -- RUNS ONCE AT PROGRAM START -------------------------------------
void setup(void) {
Serial.begin(115200);
// Initialize accelerometer, set to 2G range
if(accel.begin(0x18) || accel.begin(0x19)) {
accel.setRange(LIS3DH_RANGE_2_G);
}
// Initialize and clear screen
tft.initR(INITR_144GREENTAB);
tft.setRotation(1);
tft.fillScreen(0);
// More shenanigans: the display mapping is reconfigured so pixels are
// issued in COLUMN-MAJOR sequence (i.e. vertical lines), left-to-right,
// with pixel (0,0) at top left. The ray casting algorithm determines the
// wall height at each column...drawing is then just a matter of blasting
// a column's worth of pixels.
digitalWrite(TFT_CS, LOW);
digitalWrite(TFT_DC, LOW);
#ifdef ST77XX_MADCTL
SPI.transfer(ST77XX_MADCTL); // Current TFT lib
#else
SPI.transfer(ST7735_MADCTL); // Older TFT lib
#endif
digitalWrite(TFT_DC, HIGH);
SPI.transfer(0x28);
digitalWrite(TFT_CS, HIGH);
pinMode(TFT_BACKLIGHT, OUTPUT);
digitalWrite(TFT_BACKLIGHT, HIGH); // Main screen turn on
// Set up SPI DMA. While the Hallowing has a known SPI peripheral and this
// could be much simpler, the extra code here will help if adapting this
// sketch to other SAMD boards (Feather M0, M4, etc.)
int dmac_id;
volatile uint32_t *data_reg;
dma.allocate();
if(&PERIPH_SPI == &sercom0) {
dma.setTrigger(SERCOM0_DMAC_ID_TX);
data_reg = &SERCOM0->SPI.DATA.reg;
#if defined SERCOM1
} else if(&PERIPH_SPI == &sercom1) {
dma.setTrigger(SERCOM1_DMAC_ID_TX);
data_reg = &SERCOM1->SPI.DATA.reg;
#endif
#if defined SERCOM2
} else if(&PERIPH_SPI == &sercom2) {
dma.setTrigger(SERCOM2_DMAC_ID_TX);
data_reg = &SERCOM2->SPI.DATA.reg;
#endif
#if defined SERCOM3
} else if(&PERIPH_SPI == &sercom3) {
dma.setTrigger(SERCOM3_DMAC_ID_TX);
data_reg = &SERCOM3->SPI.DATA.reg;
#endif
#if defined SERCOM4
} else if(&PERIPH_SPI == &sercom4) {
dma.setTrigger(SERCOM4_DMAC_ID_TX);
data_reg = &SERCOM4->SPI.DATA.reg;
#endif
#if defined SERCOM5
} else if(&PERIPH_SPI == &sercom5) {
dma.setTrigger(SERCOM5_DMAC_ID_TX);
data_reg = &SERCOM5->SPI.DATA.reg;
#endif
}
dma.setAction(DMA_TRIGGER_ACTON_BEAT);
dma.setCallback(dma_callback);
// Initialize DMA descriptor lists. There are TWO lists, used for
// alternating even/odd scanlines (columns in this case)...one list is
// calculated and filled while the other is being transferred out SPI.
// Each list contains three elements (though not all three are used every
// time), corresponding to the sky, wall and ground pixels for a column.
for(uint8_t s=0; s<2; s++) { // Even/odd scanlines
for(uint8_t d=0; d<3; d++) { // 3 descriptors per line
// No need to set SRCADDR, BTCNT or DESCADDR -- done later
desc[s][d].BTCTRL.bit.VALID = true;
desc[s][d].BTCTRL.bit.EVOSEL = 0x3;
desc[s][d].BTCTRL.bit.BLOCKACT = DMA_BLOCK_ACTION_NOACT;
desc[s][d].BTCTRL.bit.BEATSIZE = DMA_BEAT_SIZE_BYTE;
desc[s][d].BTCTRL.bit.SRCINC = 0;
desc[s][d].BTCTRL.bit.DSTINC = 0;
desc[s][d].BTCTRL.bit.STEPSEL = DMA_STEPSEL_SRC;
desc[s][d].BTCTRL.bit.STEPSIZE = DMA_ADDRESS_INCREMENT_STEP_SIZE_1;
desc[s][d].DSTADDR.reg = (uint32_t)data_reg;
}
}
// The DMA library MUST allocate at least one valid descriptor, so that's
// done here. It's not used in the conventional sense though, just before
// a transfer we copy the first scanline descriptor to this spot.
dptr = dma.addDescriptor(NULL, NULL, 42, DMA_BEAT_SIZE_BYTE, false, false);
startTime = millis(); // Starting time for frame-per-second calculation
}
// LOOP -- REPEATS INDEFINITELY --------------------------------------------
void loop() {
// Update heading and position from accelerometer...
uint8_t mapX = (uint8_t)posX, // Current square of map
mapY = (uint8_t)posY; // (before changing pos.)
accel.read(); // Read accelerometer
heading += (float)accel.y / -20000.0; // Update direction
float v = (abs(accel.x) < abs(accel.z)) ? // If board held flat(ish)
(float)accel.x / 20000.0 : // Use accel X for velocity
(float)accel.z / -20000.0; // else accel Z is velocity
if(v > 0.19) v = 0.19; // Keep speed under 0.2
else if(v < -0.19) v = -0.19;
float vx = cos(heading) * v, // Direction vector X, Y
vy = sin(heading) * v,
newX = posX + vx, // New position
newY = posY + vy;
// Prevent going through solid walls (or getting too close to them)
if(vx > 0) {
if(isBitSet((int)(newX + 0.2), (int)newY)) newX = mapX + 0.8;
} else {
if(isBitSet((int)(newX - 0.2), (int)newY)) newX = mapX + 0.2;
}
if(vy > 0) {
if(isBitSet((int)newX, (int)(newY + 0.2))) newY = mapY + 0.8;
} else {
if(isBitSet((int)newX, (int)(newY - 0.2))) newY = mapY + 0.2;
}
posX = newX;
posY = newY;
SPI.beginTransaction(settings); // SPI init
digitalWrite(TFT_CS, LOW); // Chip select
tft.setAddrWindow(0, 0, 128, 128); // Set address window to full screen
digitalWrite(TFT_CS, LOW); // Re-select after addr function
digitalWrite(TFT_DC, HIGH); // Data mode...
// Ray casting code is much abbreviated here.
// See Lode Vandevenne's original tutorial for an in-depth explanation:
// https://lodev.org/cgtutor/raycasting.html
int8_t stepX, stepY; // X/Y direction steps (+1 or -1)
uint8_t skyPixels, floorPixels, // # of pixels in sky, floor
side, // North/south or east/west wall hit?
i; // Index in DMA descriptor list
uint16_t wallPixels; // # of wall pixels
float frac, rayDirX, rayDirY,
sideDistX, sideDistY, // Ray length, current to next X/Y side
deltaDistX, deltaDistY, // X-to-X, Y-to-Y ray lengths
perpWallDist, // Distance to wall
x1 = cos(heading + FOV / 2.0), // Image plane left edge
y1 = sin(heading + FOV / 2.0),
x2 = cos(heading - FOV / 2.0), // Image plane right edge
y2 = sin(heading - FOV / 2.0),
dx = x2 - x1, dy = y2 - y1;
for(uint8_t col = 0; col < 128; col++) { // For each column...
frac = ((float)col + 0.5) / 128.0; // 0 to 1 left to right
rayDirX = x1 + dx * frac;
rayDirY = y1 + dy * frac;
mapX = (uint8_t)posX;
mapY = (uint8_t)posY;
deltaDistX = (rayDirX != 0.0) ? fabs(1 / rayDirX) : 0.0;
deltaDistY = (rayDirY != 0.0) ? fabs(1 / rayDirY) : 0.0;
// Calculate X/Y steps and initial sideDist
if(rayDirX < 0) {
stepX = -1;
sideDistX = (posX - mapX) * deltaDistX;
} else {
stepX = 1;
sideDistX = (mapX + 1.0 - posX) * deltaDistX;
} if (rayDirY < 0) {
stepY = -1;
sideDistY = (posY - mapY) * deltaDistY;
} else {
stepY = 1;
sideDistY = (mapY + 1.0 - posY) * deltaDistY;
}
do { // Bresenham DDA line algorithm...walk map squares...
if(sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0; // East/west
} else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1; // North/south
}
} while(!isBitSet(mapX, mapY)); // Continue until wall hit
// Calc distance projected on camera direction
perpWallDist = side ? ((mapY - posY + (1 - stepY) / 2) / rayDirY) :
((mapX - posX + (1 - stepX) / 2) / rayDirX);
wallPixels = (int)(128.0 / perpWallDist); // Colum height in pixels
if(wallPixels >= 128) { // >= screen height?
wallPixels = 128; // Clip to screen height
skyPixels = floorPixels = 0; // No sky or ground
} else {
skyPixels = (128 - wallPixels) / 2; // 1/2 of non-wall is sky
floorPixels = 128 - wallPixels - skyPixels; // Any remainder is floor
}
// Build DMA descriptor list with up to 3 elements...
i = 0;
if(skyPixels) { // Any sky pixels in this column?
desc[dList][i].SRCADDR.reg = (uint32_t)&colorSky;
desc[dList][i].BTCNT.reg = skyPixels * 2;
desc[dList][i].DESCADDR.reg = (uint32_t)&desc[dList][i + 1];
i++;
}
if(wallPixels) { // Any wall pixels?
// North/south or east/west facing?
desc[dList][i].SRCADDR.reg = (uint32_t)(side ?
((stepY > 0) ? &colorSouth : &colorNorth) :
((stepX > 0) ? &colorWest : &colorEast ));
desc[dList][i].BTCNT.reg = wallPixels * 2;
desc[dList][i].DESCADDR.reg = (uint32_t)&desc[dList][i + 1];
i++;
}
if(floorPixels) { // Any floor pixels?
desc[dList][i].SRCADDR.reg = (uint32_t)&colorGround;
desc[dList][i].BTCNT.reg = floorPixels * 2;
desc[dList][i].DESCADDR.reg = (uint32_t)&desc[dList][i + 1];
i++;
}
desc[dList][i - 1].DESCADDR.reg = 0; // End descriptor list
while(dma_busy); // Wait for prior DMA transfer to finish
// Copy scanline's first descriptor to the DMA lib's descriptor table
memcpy(dptr, &desc[dList][0], sizeof(DmacDescriptor));
dma_busy = true; // Mark as busy (DMA callback clears this)
dma.startJob(); // Start new DMA transfer
dList = 1 - dList; // Swap active DMA descriptor list index
}
while(dma_busy); // Wait for last DMA transfer to complete
digitalWrite(TFT_CS, HIGH); // Deselect
SPI.endTransaction(); // SPI done
if(!(++frames & 255)) { // Every 256th frame, show frame rate
uint32_t elapsed = (millis() - startTime) / 1000;
if(elapsed) Serial.println(frames / elapsed);
}
}

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# Hallowing "Minotaur Maze"
Code to accompany this tutorial:
https://learn.adafruit.com/hallowing-minotaur-maze