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tablegen.cpp
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tablegen.cpp
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// SPDX-FileCopyrightText: 2019 Phillip Burgess for Adafruit Industries
//
// SPDX-License-Identifier: MIT
//34567890123456789012345678901234567890123456789012345678901234567890123456
#include "globals.h"
// Code in this file calculates various tables used in eye rendering.
// Because 3D math is probably asking too much of our microcontroller,
// the round eyeball shape is faked using a 2D displacement map, a la
// Photoshop's displacement filter or old demoscene & screensaver tricks.
// This is not really an accurate representation of 3D rotation,
// but works well enough for fooling the casual observer.
void calcDisplacement() {
// To save RAM, the displacement map is calculated for ONE QUARTER of
// the screen, then mirrored horizontally/vertically down the middle
// when rendering. Additionally, only a single axis displacement need
// be calculated, since eye shape is X/Y symmetrical one can just swap
// axes to look up displacement on the opposing axis.
if(displace = (uint8_t *)malloc((DISPLAY_SIZE/2) * (DISPLAY_SIZE/2))) {
float eyeRadius2 = (float)(eyeRadius * eyeRadius);
uint8_t x, y;
float dx, dy, d2, d, h, a, pa;
uint8_t *ptr = displace;
// Displacement is calculated for the first quadrant in traditional
// "+Y is up" Cartesian coordinate space; any mirroring or rotation
// is handled in eye rendering code.
for(y=0; y<(DISPLAY_SIZE/2); y++) {
yield(); // Periodic yield() makes sure mass storage filesystem stays alive
dy = (float)y + 0.5;
dy *= dy; // Now dy^2
for(x=0; x<(DISPLAY_SIZE/2); x++) {
// Get distance to origin point. Pixel centers are at +0.5, this is
// normal, desirable and by design -- screen center at (120.0,120.0)
// falls between pixels and allows numerically-correct mirroring.
dx = (float)x + 0.5;
d2 = dx * dx + dy; // Distance to origin, squared
if(d2 <= eyeRadius2) { // Pixel is within eye area
d = sqrt(d2); // Distance to origin
h = sqrt(eyeRadius2 - d2); // Height of eye hemisphere at d
a = atan2(d, h); // Angle from center: 0 to pi/2
//pa = a * eyeRadius; // Convert to pixels (no)
pa = a / M_PI_2 * mapRadius; // Convert to pixels
dx /= d; // Normalize dx part of 2D vector
*ptr++ = (uint8_t)(dx * pa) - x; // Round to pixel space (no +0.5)
} else { // Outside eye area
*ptr++ = 255; // Mark as out-of-eye-bounds
}
}
}
}
}
void calcMap(void) {
int pixels = mapRadius * mapRadius;
if(polarAngle = (uint8_t *)malloc(pixels * 2)) { // Single alloc for both tables
polarDist = (int8_t *)&polarAngle[pixels]; // Offset to second table
// CALCULATE POLAR ANGLE & DISTANCE
float mapRadius2 = mapRadius * mapRadius; // Radius squared
float iRad = screen2map(irisRadius); // Iris size in in polar map pixels
float irisRadius2 = iRad * iRad; // Iris size squared
uint8_t *anglePtr = polarAngle;
int8_t *distPtr = polarDist;
// Like the displacement map, only the first quadrant is calculated,
// and the other three quadrants are mirrored/rotated from this.
int x, y;
float dx, dy, dy2, d2, d, angle, xp;
for(y=0; y<mapRadius; y++) {
yield(); // Periodic yield() makes sure mass storage filesystem stays alive
dy = (float)y + 0.5; // Y distance to map center
dy2 = dy * dy;
for(x=0; x<mapRadius; x++) {
dx = (float)x + 0.5; // X distance to map center
d2 = dx * dx + dy2; // Distance to center of map, squared
if(d2 > mapRadius2) { // If it exceeds 1/2 map size, squared,
*anglePtr++ = 0; // then mark as out-of-eye-bounds
*distPtr++ = -128;
} else { // else pixel is within eye area...
angle = atan2(dy, dx); // -pi to +pi (0 to +pi/2 in 1st quadrant)
angle = M_PI_2 - angle; // Clockwise, 0 at top
angle *= 512.0 / M_PI; // 0 to <256 in 1st quadrant
*anglePtr++ = (uint8_t)angle;
d = sqrt(d2);
if(d2 > irisRadius2) {
// Point is in sclera
d = (mapRadius - d) / (mapRadius - iRad);
d *= 127.0;
*distPtr++ = (int8_t)d; // 0 to 127
} else {
// Point is in iris (-dist to indicate such)
d = (iRad - d) / iRad;
d *= -127.0;
*distPtr++ = (int8_t)d - 1; // -1 to -127
}
}
}
}
// If slit pupil is enabled, override iris area of polarDist map.
if(slitPupilRadius > 0) {
// Iterate over each pixel in the iris section of the polar map...
for(y=0; y < mapRadius; y++) {
yield(); // Periodic yield() makes sure mass storage filesystem stays alive
dy = y + 0.5; // Distance to center, Y component
dy2 = dy * dy;
for(x=0; x < mapRadius; x++) {
dx = x + 0.5; // Distance to center point, X component
d2 = dx * dx + dy2; // Distance to center, squared
if(d2 <= irisRadius2) { // If inside iris...
yield();
xp = x + 0.5;
// This is a bit ugly in that it iteratively calculates the
// polarDist value...trial and error. It should be possible to
// algebraically simplify this and find the single polarDist
// point for a given pixel, but I've not worked that out yet.
// This is only needed once at startup, not a complete disaster.
for(int i=126; i>=0; i--) {
float ratio = i / 128.0; // 0.0 (open) to just-under-1.0 (slit) (>= 1.0 will cause trouble)
// Interpolate a point between top of iris and top of slit pupil, based on ratio
float y1 = iRad - (iRad - slitPupilRadius) * ratio;
// (x1 is 0 and thus dropped from equation below)
// And another point between right of iris and center of eye, inverse ratio
float x2 = iRad * (1.0 - ratio);
// (y2 is also zero, same deal)
// Find X coordinate of center of circle that crosses above two points
// and has Y at 0.0
float xc = (x2 * x2 - y1 * y1) / (2 * x2);
dx = x2 - xc; // Distance from center of circle to right edge
float r2 = dx * dx; // center-to-right distance squared
dx = xp - xc; // X component of...
d2 = dx * dx + dy2; // Distance from pixel to left 'xc' point
if(d2 <= r2) { // If point is within circle...
polarDist[y * mapRadius + x] = (int8_t)(-1 - i); // Set to distance 'i'
break;
}
}
}
}
}
}
}
}
// Scale a measurement in screen pixels to polar map pixels
float screen2map(int in) {
return atan2(in, sqrt(eyeRadius * eyeRadius - in * in)) / M_PI_2 * mapRadius;
}
// Inverse of above
float map2screen(int in) {
return sin((float)in / (float)mapRadius) * M_PI_2 * eyeRadius;
}