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| 1 | +#include <ESP32Lib.h> |
| 2 | +#include <Ressources/Font6x8.h> |
| 3 | +#include "VGA/VGA6MonochromeVGAMadnessMultimonitor.h" |
| 4 | + |
| 5 | +//pin configuration |
| 6 | +//red pins |
| 7 | +const int redPin0 = 17; |
| 8 | +const int redPin1 = 2; |
| 9 | +const int redPin2 = 19; |
| 10 | +const int redPin3 = 12; |
| 11 | +const int redPin4 = 23; |
| 12 | +const int redPin5 = 26; |
| 13 | +//green pins |
| 14 | +const int greenPin0 = 16; |
| 15 | +const int greenPin1 = 15; |
| 16 | +const int greenPin2 = 18; |
| 17 | +const int greenPin3 = 14; |
| 18 | +const int greenPin4 = 22; |
| 19 | +const int greenPin5 = 25; |
| 20 | +//blue pins |
| 21 | +const int bluePin0 = 4; |
| 22 | +const int bluePin1 = 13; |
| 23 | +const int bluePin2 = 5; |
| 24 | +const int bluePin3 = 27; |
| 25 | +const int bluePin4 = 21; |
| 26 | +const int bluePin5 = 0; |
| 27 | +const int hsyncPin = 32; |
| 28 | +const int vsyncPin = 33; |
| 29 | + |
| 30 | +//VGA Device |
| 31 | +VGA6MonochromeVGAMadnessMultimonitor gfx; |
| 32 | + |
| 33 | +const int xres = 320 * 3; |
| 34 | +const int yres = 200 * 2; |
| 35 | + |
| 36 | +const int starCount = 4000; |
| 37 | +float stars[starCount][3]; |
| 38 | +Mesh<VGA6MonochromeVGAMadnessMultimonitor> model(starCount, stars, 0, 0, 0, 0, 0); |
| 39 | + |
| 40 | +void initStars() |
| 41 | +{ |
| 42 | + for(int i = 0; i < starCount; i++) |
| 43 | + { |
| 44 | + stars[i][0] = random(201) - 100; |
| 45 | + stars[i][1] = random(201) - 100; |
| 46 | + stars[i][2] = random(201) - 100; |
| 47 | + } |
| 48 | +} |
| 49 | + |
| 50 | +//3D engine |
| 51 | +Engine3D<VGA6MonochromeVGAMadnessMultimonitor> engine(1); |
| 52 | + |
| 53 | +void setup() |
| 54 | +{ |
| 55 | + const int pinCount = 3 * 6 + 2; |
| 56 | + Serial.begin(115200); |
| 57 | + //initializing vga at the specified pins |
| 58 | + gfx.setFrameBufferCount(2); |
| 59 | + gfx.init(VGAMode::MODE320x240, |
| 60 | + redPin0,greenPin0,bluePin0, |
| 61 | + redPin1,greenPin1,bluePin1, |
| 62 | + redPin2,greenPin2,bluePin2, |
| 63 | + redPin3,greenPin3,bluePin3, |
| 64 | + redPin4,greenPin4,bluePin4, |
| 65 | + redPin5,greenPin5,bluePin5, |
| 66 | + hsyncPin, vsyncPin, -1, 3, 2); |
| 67 | + //selecting the font |
| 68 | + gfx.setFont(Font6x8); |
| 69 | + initStars(); |
| 70 | +} |
| 71 | + |
| 72 | + |
| 73 | +void loop() |
| 74 | +{ |
| 75 | + gfx.clear(); |
| 76 | + //perspective transformation |
| 77 | + static Matrix perspective = Matrix::translation(gfx.xres / 2, gfx.yres / 2, 0) * Matrix::scaling(1000 * gfx.pixelAspect(), 1000, 1000) * Matrix::perspective(90, 1, 10); |
| 78 | + static float u = 0; |
| 79 | + static float v = 0; |
| 80 | + static float w = 0; |
| 81 | + u += 0.02; |
| 82 | + v += 0.01; |
| 83 | + w += 0.005; |
| 84 | + //rotate model |
| 85 | + Matrix rotation = Matrix::rotation(u, 1, 0, 0) * Matrix::rotation(v, 0, 1, 0) * Matrix::rotation(w, 0, 0, 1); |
| 86 | + Matrix m0 = perspective * Matrix::translation(0, 1.7 * 0, 200) * rotation; |
| 87 | + //transform the vertices and normals |
| 88 | + model.transform(m0, rotation); |
| 89 | + //begin adding triangles to render pipeline |
| 90 | + //engine.begin(); |
| 91 | + //add this model to the render pipeline. it will sort the triangles from back to front and remove backfaced. The tiangle shader will determine the color of the tirangle. |
| 92 | + //the RGB color gien in the second parameter is not used in this case but could be used for calculations in the triangle shader |
| 93 | + model.drawVertices(gfx, gfx.RGB(255, 255, 255)); |
| 94 | + //render all triangles in the pipeline. if you render multiple models you want to do this once at the end |
| 95 | + //engine.end(gfx); |
| 96 | + gfx.show(); |
| 97 | +} |
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