waterish_os_rev3_public/libraries/bitluni_ESP32Lib/examples/VGASprites/VGASprites.ino

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2019-08-09 02:01:56 +00:00
//This example shows the three methods of how sprites can be rendered on a VGA screen
//You need to connect a VGA screen cable and an external DAC (simple R2R does the job) to the pins specified below.
//cc by-sa 4.0 license
//bitluni
//include libraries
#include <ESP32Lib.h>
#include <Ressources/Font6x8.h>
//include the sprites converted the SpriteConverter. Check the documentation for further infos.
#include "explosion.h"
//pin configuration
const int redPins[] = {2, 4, 12, 13, 14};
const int greenPins[] = {15, 16, 17, 18, 19};
const int bluePins[] = {21, 22, 23, 27};
const int hsyncPin = 32;
const int vsyncPin = 33;
//VGA Device
VGA14Bit vga;
//initial setup
void setup()
{
//need double buffering
vga.setFrameBufferCount(2);
//initializing i2s vga
vga.init(vga.MODE200x150, redPins, greenPins, bluePins, hsyncPin, vsyncPin);
//setting the font
vga.setFont(Font6x8);
}
//just draw each frame
void loop()
{
//draw a background
for (int y = 0; y < vga.yres / 10; y++)
for (int x = 0; x < vga.xres / 10; x++)
vga.fillRect(x * 10, y * 10, 10, 10, (x + y) & 1 ? vga.RGB(0, 128, 0) : vga.RGB(0, 0, 128));
//print some labels
vga.setCursor(36, 41);
vga.print("draw drawMix drawAdd");
//there are 20 sprites for the explosion. The second parameter is the index of the sprite.
//We used the milliseconds to calculate the current index of the animation.
//the last two parameters is the position. During the conversion of the sprite the origin of each sprite is defined.
//check the Utilities folder for the converter
//"draw" draws the sprite opaque ignoring any existing alpha channel
explosion.draw(vga, (millis() / 50) % 20, vga.xres / 4, vga.yres / 2);
//"drawMix" uses the alpha channel
explosion.drawMix(vga, (millis() / 50) % 20, vga.xres / 2, vga.yres / 2);
//"drawAdd" adds the color components of the back ground and the sprite
explosion.drawAdd(vga, (millis() / 50) % 20, vga.xres * 3 / 4, vga.yres / 2);
//swap the frame buffers and show the rendering
vga.show();
}