#include "low_level_render.h" #include #include #include #include "./fonts/5x5_font.h" #include "./fonts/7linedigital_font.h" #include "./fonts/BMplain_font.h" #include "./fonts/Blokus_font.h" #include "./fonts/HISKYF21_font.h" #include "./fonts/Minimum_font.h" #include "./fonts/SUPERDIG_font.h" #include "./fonts/acme_5_outlines_font.h" #include "./fonts/aztech_font.h" #include "./fonts/crackers_font.h" #include "./fonts/haiku_font.h" #include "./fonts/sloth_font.h" #include "./fonts/zxpix_font.h" LowLevelRenderer::LowLevelRenderer(uint8_t* buffer, int width, int height) : bit_buffer(buffer), V_WIDTH(width), V_HEIGHT(height), current_font(&font_acme_5_outlines) {} void LowLevelRenderer::set_font(const unsigned char (*font)[96][6]) { current_font = font; } void LowLevelRenderer::set_pixel(int x, int y, bool on) { if (x < 0 || x >= V_WIDTH || y < 0 || y >= V_HEIGHT) return; int bit_pos = y * V_WIDTH + x; if (on) bit_buffer[bit_pos / 8] |= (1 << (7 - (bit_pos % 8))); else bit_buffer[bit_pos / 8] &= ~(1 << (7 - (bit_pos % 8))); } void LowLevelRenderer::draw_line(int x0, int y0, int x1, int y1, bool on) { int dx = abs(x1 - x0), sx = x0 < x1 ? 1 : -1; int dy = -abs(y1 - y0), sy = y0 < y1 ? 1 : -1; int err = dx + dy, e2; while (true) { set_pixel(x0, y0, on); if (x0 == x1 && y0 == y1) break; e2 = 2 * err; if (e2 >= dy) { err += dy; x0 += sx; } if (e2 <= dx) { err += dx; y0 += sy; } } } void LowLevelRenderer::draw_rectangle(int x, int y, int width, int height, bool on) { // Draw top line draw_line(x, y, x + width - 1, y, on); // Draw bottom line draw_line(x, y + height - 1, x + width - 1, y + height - 1, on); // Draw left line draw_line(x, y, x, y + height - 1, on); // Draw right line draw_line(x + width - 1, y, x + width - 1, y + height - 1, on); } void LowLevelRenderer::draw_filled_rectangle(int x, int y, int width, int height, bool on) { for (int i = 0; i < height; i++) { draw_line(x, y + i, x + width - 1, y + i, on); } } void LowLevelRenderer::draw_rounded_rectangle(int x, int y, int width, int height, int radius, bool on) { // Ensure radius doesn't exceed half the smaller dimension int max_radius = std::min(width, height) / 2; if (radius > max_radius) radius = max_radius; if (radius < 0) radius = 0; // Draw straight parts // Top line (from x+radius to x+width-radius-1) if (width > 2 * radius) draw_line(x + radius, y, x + width - radius - 1, y, on); // Bottom line if (width > 2 * radius) draw_line(x + radius, y + height - 1, x + width - radius - 1, y + height - 1, on); // Left line (from y+radius to y+height-radius-1) if (height > 2 * radius) draw_line(x, y + radius, x, y + height - radius - 1, on); // Right line if (height > 2 * radius) draw_line(x + width - 1, y + radius, x + width - 1, y + height - radius - 1, on); // Draw corner arcs if (radius > 0) { // Top-left corner draw_corner_arc(x + radius, y + radius, radius, 2, on); // quadrant 2 // Top-right corner draw_corner_arc(x + width - radius - 1, y + radius, radius, 1, on); // quadrant 1 // Bottom-left corner draw_corner_arc(x + radius, y + height - radius - 1, radius, 3, on); // quadrant 3 // Bottom-right corner draw_corner_arc(x + width - radius - 1, y + height - radius - 1, radius, 0, on); // quadrant 0 } } void LowLevelRenderer::draw_corner_arc(int center_x, int center_y, int radius, int quadrant, bool on) { int x = radius; int y = 0; int err = 0; while (x >= y) { // Depending on quadrant, set pixels in the appropriate octants switch (quadrant) { case 0: // Bottom-right set_pixel(center_x + x, center_y + y, on); set_pixel(center_x + y, center_y + x, on); break; case 1: // Top-right set_pixel(center_x + x, center_y - y, on); set_pixel(center_x + y, center_y - x, on); break; case 2: // Top-left set_pixel(center_x - x, center_y - y, on); set_pixel(center_x - y, center_y - x, on); break; case 3: // Bottom-left set_pixel(center_x - x, center_y + y, on); set_pixel(center_x - y, center_y + x, on); break; } if (err <= 0) { y += 1; err += 2 * y + 1; } if (err > 0) { x -= 1; err -= 2 * x + 1; } } } void LowLevelRenderer::draw_triangle(int x1, int y1, int x2, int y2, int x3, int y3, bool on) { draw_line(x1, y1, x2, y2, on); draw_line(x2, y2, x3, y3, on); draw_line(x3, y3, x1, y1, on); } void LowLevelRenderer::draw_filled_triangle(int x1, int y1, int x2, int y2, int x3, int y3, bool on) { // Sort points by y-coordinate if (y1 > y2) { std::swap(x1, x2); std::swap(y1, y2); } if (y1 > y3) { std::swap(x1, x3); std::swap(y1, y3); } if (y2 > y3) { std::swap(x2, x3); std::swap(y2, y3); } // Flat bottom triangle if (y2 == y3) { fill_bottom_flat_triangle(x1, y1, x2, y2, x3, y3, on); } // Flat top triangle else if (y1 == y2) { fill_top_flat_triangle(x1, y1, x2, y2, x3, y3, on); } // General triangle - split into flat bottom and flat top else { int x4 = x1 + ((y2 - y1) * (x3 - x1)) / (y3 - y1); int y4 = y2; fill_bottom_flat_triangle(x1, y1, x2, y2, x4, y4, on); fill_top_flat_triangle(x2, y2, x4, y4, x3, y3, on); } } void LowLevelRenderer::fill_bottom_flat_triangle(int x1, int y1, int x2, int y2, int x3, int y3, bool on) { float invslope1 = (float)(x2 - x1) / (y2 - y1); float invslope2 = (float)(x3 - x1) / (y3 - y1); float curx1 = x1; float curx2 = x1; for (int scanlineY = y1; scanlineY <= y2; scanlineY++) { draw_line((int)curx1, scanlineY, (int)curx2, scanlineY, on); curx1 += invslope1; curx2 += invslope2; } } void LowLevelRenderer::fill_top_flat_triangle(int x1, int y1, int x2, int y2, int x3, int y3, bool on) { float invslope1 = (float)(x3 - x1) / (y3 - y1); float invslope2 = (float)(x3 - x2) / (y3 - y2); float curx1 = x3; float curx2 = x3; for (int scanlineY = y3; scanlineY > y1; scanlineY--) { draw_line((int)curx1, scanlineY, (int)curx2, scanlineY, on); curx1 -= invslope1; curx2 -= invslope2; } } void LowLevelRenderer::draw_ellipse(int center_x, int center_y, int radius_x, int radius_y, bool on) { int x = 0; int y = radius_y; // Decision parameter for region 1 long long a2 = radius_x * radius_x; long long b2 = radius_y * radius_y; long long fa2 = 4 * a2, fb2 = 4 * b2; long long sigma = 2 * b2 + a2 * (1 - 2 * radius_y); // Region 1 while (b2 * x <= a2 * y) { set_pixel(center_x + x, center_y + y, on); set_pixel(center_x - x, center_y + y, on); set_pixel(center_x + x, center_y - y, on); set_pixel(center_x - x, center_y - y, on); if (sigma >= 0) { sigma += fa2 * (1 - y); y--; } sigma += b2 * ((4 * x) + 6); x++; } // Region 2 x = radius_x; y = 0; sigma = 2 * a2 + b2 * (1 - 2 * radius_x); while (a2 * y <= b2 * x) { set_pixel(center_x + x, center_y + y, on); set_pixel(center_x - x, center_y + y, on); set_pixel(center_x + x, center_y - y, on); set_pixel(center_x - x, center_y - y, on); if (sigma >= 0) { sigma += fb2 * (1 - x); x--; } sigma += a2 * ((4 * y) + 6); y++; } } void LowLevelRenderer::draw_filled_ellipse(int center_x, int center_y, int radius_x, int radius_y, bool on) { int hh = radius_y * radius_y; int ww = radius_x * radius_x; int hhww = hh * ww; int x0 = radius_x; int dx = 0; // Do the horizontal diameter draw_line(center_x - radius_x, center_y, center_x + radius_x, center_y, on); // Now do both halves at the same time, away from the diameter for (int y = 1; y <= radius_y; y++) { int x1 = x0 - (dx - 1); // Try slopes of dx - 1 or more for ( ; x1 > 0; x1--) { if (x1*x1*hh + y*y*ww <= hhww) break; } dx = x0 - x1; // Current approximation of the slope x0 = x1; draw_line(center_x - x0, center_y - y, center_x + x0, center_y - y, on); draw_line(center_x - x0, center_y + y, center_x + x0, center_y + y, on); } } void LowLevelRenderer::draw_polygon(const std::vector>& points, bool on) { if (points.size() < 3) return; for (size_t i = 0; i < points.size(); ++i) { size_t next = (i + 1) % points.size(); draw_line(points[i].first, points[i].second, points[next].first, points[next].second, on); } } void LowLevelRenderer::draw_filled_polygon(const std::vector>& points, bool on) { if (points.size() < 3) return; // Simple triangulation: fan from first vertex // This works for convex polygons for (size_t i = 1; i < points.size() - 1; ++i) { draw_filled_triangle(points[0].first, points[0].second, points[i].first, points[i].second, points[i+1].first, points[i+1].second, on); } } void LowLevelRenderer::draw_arc(int center_x, int center_y, int radius, int start_angle, int end_angle, bool on) { // Normalize angles to 0-360 range start_angle = start_angle % 360; end_angle = end_angle % 360; if (start_angle < 0) start_angle += 360; if (end_angle < 0) end_angle += 360; // Handle wrap-around if (start_angle > end_angle) { draw_arc(center_x, center_y, radius, start_angle, 360, on); draw_arc(center_x, center_y, radius, 0, end_angle, on); return; } int x = radius; int y = 0; int err = 0; // Convert angles to radians for comparison double start_rad = start_angle * M_PI / 180.0; double end_rad = end_angle * M_PI / 180.0; while (x >= y) { // Check each octant point against angle range double angles[8] = { atan2(y, x), // 0-45 deg atan2(x, y), // 45-90 deg atan2(x, -y), // 90-135 deg atan2(y, -x), // 135-180 deg atan2(-y, -x), // 180-225 deg atan2(-x, -y), // 225-270 deg atan2(-x, y), // 270-315 deg atan2(-y, x) // 315-360 deg }; int dx[8] = {x, y, -y, -x, -x, -y, y, x}; int dy[8] = {y, x, x, y, -y, -x, -x, -y}; for (int i = 0; i < 8; ++i) { double angle = angles[i]; if (angle < 0) angle += 2 * M_PI; if (angle >= start_rad && angle <= end_rad) { set_pixel(center_x + dx[i], center_y + dy[i], on); } } if (err <= 0) { y += 1; err += 2 * y + 1; } if (err > 0) { x -= 1; err -= 2 * x + 1; } } } void LowLevelRenderer::draw_circle(int x, int y, int radius, bool on) { int x_pos = radius; int y_pos = 0; int err = 0; while (x_pos >= y_pos) { set_pixel(x + x_pos, y + y_pos, on); set_pixel(x + y_pos, y + x_pos, on); set_pixel(x - y_pos, y + x_pos, on); set_pixel(x - x_pos, y + y_pos, on); set_pixel(x - x_pos, y - y_pos, on); set_pixel(x - y_pos, y - x_pos, on); set_pixel(x + y_pos, y - x_pos, on); set_pixel(x + x_pos, y - y_pos, on); if (err <= 0) { y_pos += 1; err += 2 * y_pos + 1; } if (err > 0) { x_pos -= 1; err -= 2 * x_pos + 1; } } } void LowLevelRenderer::draw_filled_circle(int x, int y, int radius, bool on) { int radius_squared = radius * radius; for (int dy = -radius; dy <= radius; dy++) { for (int dx = -radius; dx <= radius; dx++) { if (dx * dx + dy * dy <= radius_squared) { set_pixel(x + dx, y + dy, on); } } } } void LowLevelRenderer::draw_char_vcol(int x, int y, char c) { // The font table starts at space (ASCII 32) if (c < 32 || c > 127) return; int font_idx = c - 32; for (int col = 0; col < 6; col++) { unsigned char column_byte = (*current_font)[font_idx][col]; for (int row = 0; row < 8; row++) { // Check if the bit for this row is set // Most of these 1-bit fonts use bit 0 as the top pixel if (column_byte & (1 << row)) { set_pixel(x + col, y + row, true); } } } } void LowLevelRenderer::draw_string(int x, int y, const std::string &text, int spacing) { for (size_t i = 0; i < text.length(); i++) { draw_char_vcol(x + (i * (6 + spacing)), y, text[i]); } } void LowLevelRenderer::draw_char_scaled(int x, int y, char c, int scale) { if (c < 32 || c > 127) return; if (scale < 1) scale = 1; // Safety check int font_idx = c - 32; for (int col = 0; col < 6; col++) { unsigned char column_byte = (*current_font)[font_idx][col]; for (int row = 0; row < 8; row++) { if (column_byte & (1 << row)) { // Draw a square of size [scale x scale] for (int sy = 0; sy < scale; sy++) { for (int sx = 0; sx < scale; sx++) { set_pixel(x + (col * scale) + sx, y + (row * scale) + sy, true); } } } } } } void LowLevelRenderer::draw_string_scaled(int x, int y, const char* text, int scale, int spacing) { int i = 0; while(text[i] != '\0') { // We multiply the character width (6) and spacing by the scale int next_x = x + (i * (6 + spacing) * scale); draw_char_scaled(next_x, y, text[i], scale); i++; } }