Update tvhost example
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33355392b3
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2 changed files with 144 additions and 6 deletions
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@ -108,12 +108,12 @@ void face(uint8_t p1, uint8_t p2, uint8_t p3, uint8_t p4, uint8_t p5, uint8_t co
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float t2z = rotated[p3][2] * s1 + rotated[p4][2] * s2;
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float t2z = rotated[p3][2] * s1 + rotated[p4][2] * s2;
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// Project interpolated endpoints to image plane @ Z=0
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// Project interpolated endpoints to image plane @ Z=0
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float dz = t1z - CAM_Z; // Camera to point
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float dz = t1z - CAM_Z; // Camera to point
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int x1 = display.width() / 2 + int(t1x / dz * scale);
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float x1 = (float)(display.width() / 2) + t1x / dz * scale + 0.5;
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int y1 = display.height() / 2 + int(t1y / dz * scale);
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float y1 = (float)(display.height() / 2) + t1y / dz * scale + 0.5;
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dz = t2z - CAM_Z; // Camera to point
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dz = t2z - CAM_Z; // Camera to point
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int x2 = display.width() / 2 + int(t2x / dz * scale);
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float x2 = (float)(display.width() / 2) + t2x / dz * scale + 0.5;
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int y2 = display.height() / 2 + int(t2y / dz * scale);
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float y2 = (float)(display.height() / 2) + t2y / dz * scale + 0.5;
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display.drawLine(x1, y1, x2, y2, color);
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line(x1, y1, x2, y2, color);
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}
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}
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}
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}
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}
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}
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@ -194,6 +194,7 @@ void loop() { // Runs once every frame
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// Overlay big sprite. Although DVIGFX8 is a COLOR display type,
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// Overlay big sprite. Although DVIGFX8 is a COLOR display type,
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// we leverage GFX's drawGrayscaleBitmap() function to draw it...
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// we leverage GFX's drawGrayscaleBitmap() function to draw it...
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// saves us writing a ton of code this way.
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// saves us writing a ton of code this way.
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// Comment this out if you want ONLY the background cube.
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display.drawGrayscaleBitmap((display.width() - SPRITE_WIDTH) / 2,
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display.drawGrayscaleBitmap((display.width() - SPRITE_WIDTH) / 2,
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display.height() - SPRITE_HEIGHT, spritedata[spritenum].sprite,
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display.height() - SPRITE_HEIGHT, spritedata[spritenum].sprite,
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spritedata[spritenum].mask, SPRITE_WIDTH, SPRITE_HEIGHT);
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spritedata[spritenum].mask, SPRITE_WIDTH, SPRITE_HEIGHT);
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@ -203,3 +204,140 @@ void loop() { // Runs once every frame
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display.swap();
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display.swap();
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frame++; // For animation timing; wraps around 0-255
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frame++; // For animation timing; wraps around 0-255
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}
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}
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// A somewhat smooth(er) line drawing function. Not antialiased, but with
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// subpixel positioning that makes the background animation less "jumpy"
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// than with GFX, which is all integer end points.
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// Returns bitmask of which edge(s) a point exceeds
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uint8_t xymask(float x, float y) {
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return ( (x < 0.0 ) | ((x >= (float)display.width() ) << 1) |
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((y < 0.0) << 2) | ((y >= (float)display.height()) << 3));
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}
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// Returns bitmask of which X edge(s) a point exceeds
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uint8_t xmask(float x) {
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return (x < 0.0) | ((x >= (float)display.width()) << 1);
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}
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void line(float x1, float y1, float x2, float y2, uint8_t color) {
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float ox1 = x1, oy1 = y1, ox2 = x2, oy2 = y2;
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uint8_t mask1 = xymask(x1, y1); // If both endpoints are
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uint8_t mask2 = xymask(x2, y2); // off same edge(s),
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if (mask1 & mask2) return; // line won't overlap screen
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float dx = x2 - x1;
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float dy = y2 - y1;
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// Clip top
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if (mask1 & 4) {
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x1 -= y1 * dx / dy;
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y1 = 0.0;
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} else if (mask2 & 4) {
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x2 -= y2 * dx / dy;
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y2 = 0.0;
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}
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float maxy = (float)(display.height() - 1);
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// Clip bottom
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if (mask1 & 8) {
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x1 -= (y1 - maxy) * dx / dy;
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y1 = maxy;
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} else if (mask2 & 8) {
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x2 -= (y2 - maxy) * dx / dy;
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y2 = maxy;
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}
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mask1 = xmask(x1); // Repeat the offscreen check after Y clip
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mask2 = xmask(x2);
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if (mask1 & mask2) return;
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dx = x2 - x1;
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dy = y2 - y1;
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// Clip left
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if (mask1 & 1) {
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y1 -= x1 * dy / dx;
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x1 = 0.0;
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} else if (mask2 & 1) {
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y2 -= x2 * dy / dx;
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x2 = 0.0;
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}
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float maxx = (float)(display.width() - 1);
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// Clip right
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if (mask1 & 2) {
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y1 -= (x1 - maxx) * dy / dx;
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x1 = maxx;
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} else if (mask2 & 2) {
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y2 -= (x2 - maxx) * dy / dx;
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x2 = maxx;
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}
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// (x1, y1) to (x2, y2) is known to be on-screen and in-bounds now.
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// Handle a couple special cases (horizontal, vertical lines) first,
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// GFX takes care of these fine and it avoids some divide-by-zero
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// checks in the diagonal code later.
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if ((int)y1 == (int)y2) { // Horizontal or single point
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int16_t x, w;
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if (x2 >= x1) {
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x = (int)x1;
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w = (int)x2 - (int)x1 + 1;
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} else {
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x = (int)x2;
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w = (int)x1 - (int)x2 + 1;
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}
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display.drawFastHLine(x, (int)y1, w, color);
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} else if ((int)x1 == (int)x2) { // Vertical
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int16_t y, h;
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if (y2 >= y1) {
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y = (int)y1;
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h = (int)y2 - (int)y1 + 1;
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} else {
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y = (int)y2;
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h = (int)y1 - (int)y2 + 1;
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}
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display.drawFastVLine((int)x1, y, h, color);
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} else { // Diagonal
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dx = x2 - x1;
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dy = y2 - y1;
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uint8_t *ptr = display.getBuffer();
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// This is a bit ugly in that it uses floating-point math in the line
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// drawing loop. There are more optimal Bresenham-esque fixed-point
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// approaches to do this (initializing the error term based on subpixel
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// endpoints and slopes), but A) I'm out of spoons today, and B) we're
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// drawing just a few dozen lines and it's simply not a bottleneck in
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// this demo. Just saying this won't scale up to thousands of lines.
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if (fabs(dx) >= fabs(dy)) { // "Wide" line
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if (x1 > x2) { // Put (x1, y1) at left
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float t = x1; x1 = x2; x2 = t;
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t = y1; y1 = y2; y2 = t;
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}
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uint16_t ix1 = (uint16_t)x1;
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uint16_t ix2 = (uint16_t)x2;
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float slope = dy / dx;
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for (uint16_t x=ix1; x <= ix2; x++) {
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uint16_t iy = (uint16_t)(y1 + slope * (float)(x - ix1));
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if (iy < display.height()) ptr[iy * display.width() + x] = color;
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}
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} else { // "Tall" line
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if (y1 > y2) { // Put (x1, y1) at top
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float t = x1; x1 = x2; x2 = t;
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t = y1; y1 = y2; y2 = t;
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}
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uint16_t iy1 = (uint16_t)y1;
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uint16_t iy2 = (uint16_t)y2;
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float slope = dx / dy;
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for (uint16_t y=iy1; y <= iy2; y++) {
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uint16_t ix = (uint16_t)(x1 + slope * (float)(y - iy1));
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if (ix < display.width()) ptr[y * display.width() + ix] = color;
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}
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}
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}
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}
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@ -1,5 +1,5 @@
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name=PicoDVI - Adafruit Fork
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name=PicoDVI - Adafruit Fork
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version=1.0.4
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version=1.0.5
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author=Luke Wren (Wren6991)
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author=Luke Wren (Wren6991)
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maintainer=Adafruit <info@adafruit.com>
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maintainer=Adafruit <info@adafruit.com>
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sentence=Arduino library for RP2040 DVI output, based on PicoDVI
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sentence=Arduino library for RP2040 DVI output, based on PicoDVI
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