/* This example was adapted from ugfx http://ugfx.org It's a great example of many 2d objects in a 3d space (matrix transformations) and show the capabilities of RA8875 chip. Tested and worked with: Stellaris Works with Energia 0013 IDE */ #ifdef __AVR__ #define sinf sin #endif #define NDOTS 512 // Number of dots #define SCALE 4096 #define INCREMENT 512 #define PI2 6.283185307179586476925286766559 #define RED_COLORS (32) #define GREEN_COLORS (64) #define BLUE_COLORS (32) #include #include #define RA8875_RESET 9//any pin or nothing! #if defined(NEEDS_SET_MODULE)//Energia, this case is for stellaris/tiva RA8875 tft = RA8875(3);//select SPI module 3 /* for module 3 (stellaris) SCLK: PD_0 MOSI: PD_3 MISO: PD_2 SS: PD_1 */ #endif int16_t sine[SCALE+(SCALE/4)]; int16_t *cosi = &sine[SCALE/4]; int16_t angleX = 0, angleY = 0, angleZ = 0; int16_t speedX = 0, speedY = 0, speedZ = 0; int16_t xyz[3][NDOTS]; uint16_t col[NDOTS]; int pass = 0; void initialize (void){ uint16_t i; /* if you change the SCALE*1.25 back to SCALE, the program will * occassionally overrun the cosi array -- however this actually * produces some interesting effects as the BUBBLES LOSE CONTROL!!!! */ for (i = 0; i < SCALE+(SCALE/4); i++) //sine[i] = (-SCALE/2) + (int)(sinf(PI2 * i / SCALE) * sinf(PI2 * i / SCALE) * SCALE); sine[i] = (int)(sinf(PI2 * i / SCALE) * SCALE); } void setup() { Serial.begin(9600); //while (!Serial) {;} Serial.println("RA8875 start"); tft.begin(RA8875_480x272); initialize(); } void matrix (int16_t xyz[3][NDOTS], uint16_t col[NDOTS]){ static uint32_t t = 0; int16_t x = -SCALE, y = -SCALE; uint16_t i, s, d; uint8_t red,grn,blu; for (i = 0; i < NDOTS; i++) { xyz[0][i] = x; xyz[1][i] = y; d = sqrt(x * x + y * y); /* originally a fastsqrt() call */ s = sine[(t * 30) % SCALE] + SCALE; xyz[2][i] = sine[(d + s) % SCALE] * sine[(t * 10) % SCALE] / SCALE / 2; red = (cosi[xyz[2][i] + SCALE / 2] + SCALE) * (RED_COLORS - 1) / SCALE / 2; grn = (cosi[(xyz[2][i] + SCALE / 2 + 2 * SCALE / 3) % SCALE] + SCALE) * (GREEN_COLORS - 1) / SCALE / 2; blu = (cosi[(xyz[2][i] + SCALE / 2 + SCALE / 3) % SCALE] + SCALE) * (BLUE_COLORS - 1) / SCALE / 2; col[i] = ((red << 11) + (grn << 5) + blu); x += INCREMENT; if (x >= SCALE) x = -SCALE, y += INCREMENT; } t++; } void rotate (int16_t xyz[3][NDOTS], uint16_t angleX, uint16_t angleY, uint16_t angleZ){ uint16_t i; int16_t tmpX, tmpY; int16_t sinx = sine[angleX], cosx = cosi[angleX]; int16_t siny = sine[angleY], cosy = cosi[angleY]; int16_t sinz = sine[angleZ], cosz = cosi[angleZ]; for (i = 0; i < NDOTS; i++) { tmpX = (xyz[0][i] * cosx - xyz[2][i] * sinx) / SCALE; xyz[2][i] = (xyz[0][i] * sinx + xyz[2][i] * cosx) / SCALE; xyz[0][i] = tmpX; tmpY = (xyz[1][i] * cosy - xyz[2][i] * siny) / SCALE; xyz[2][i] = (xyz[1][i] * siny + xyz[2][i] * cosy) / SCALE; xyz[1][i] = tmpY; tmpX = (xyz[0][i] * cosz - xyz[1][i] * sinz) / SCALE; xyz[1][i] = (xyz[0][i] * sinz + xyz[1][i] * cosz) / SCALE; xyz[0][i] = tmpX; } } void draw(int16_t xyz[3][NDOTS], uint16_t col[NDOTS]){ static uint16_t oldProjX[NDOTS] = { 0 }; static uint16_t oldProjY[NDOTS] = { 0 }; static uint8_t oldDotSize[NDOTS] = { 0 }; uint16_t i, projX, projY, projZ, dotSize; for (i = 0; i < NDOTS; i++) { projZ = SCALE - (xyz[2][i] + SCALE) / 4; projX = tft.width() / 2 + (xyz[0][i] * projZ / SCALE) / 25; projY = tft.height() / 2 + (xyz[1][i] * projZ / SCALE) / 25; dotSize = 3 - (xyz[2][i] + SCALE) * 2 / SCALE; tft.drawCircle (oldProjX[i], oldProjY[i], oldDotSize[i], RA8875_BLACK); if (projX > dotSize && projY > dotSize && projX < tft.width() - dotSize && projY < tft.height() - dotSize) { tft.drawCircle (projX, projY, dotSize, col[i]); oldProjX[i] = projX; oldProjY[i] = projY; oldDotSize[i] = dotSize; } } } void loop() { matrix(xyz, col); rotate(xyz, angleX, angleY, angleZ); draw(xyz, col); angleX += speedX; angleY += speedY; angleZ += speedZ; if (pass > 400) speedY = 1; if (pass > 800) speedX = 1; if (pass > 1200) speedZ = 1; pass++; if (angleX >= SCALE) { angleX -= SCALE; } else if (angleX < 0) { angleX += SCALE; } if (angleY >= SCALE) { angleY -= SCALE; } else if (angleY < 0) { angleY += SCALE; } if (angleZ >= SCALE) { angleZ -= SCALE; } else if (angleZ < 0) { angleZ += SCALE; } }