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

Hallowing_Minotaur_Maze/README.md

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

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