ESP32-HUB75-MatrixPanel-DMA/examples/3_DoubleBuffer/3_DoubleBuffer.ino

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// Example uses the following configuration: mxconfig.double_buff = true;
// to enable double buffering, which means display->flipDMABuffer(); is required.
// Bounce squares around the screen, doing the re-drawing in the background back-buffer.
// Double buffering is not always required in reality.
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#include <ESP32-HUB75-MatrixPanel-I2S-DMA.h>
MatrixPanel_I2S_DMA *display = nullptr;
uint16_t myDARK = display->color565(64, 64, 64);
uint16_t myWHITE = display->color565(192, 192, 192);
uint16_t myRED = display->color565(255, 0, 0);
uint16_t myGREEN = display->color565(0, 255, 0);
uint16_t myBLUE = display->color565(0, 0, 255);
uint16_t colours[5] = { myDARK, myWHITE, myRED, myGREEN, myBLUE };
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struct Square
{
float xpos, ypos;
float velocityx;
float velocityy;
boolean xdir, ydir;
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uint16_t square_size;
uint16_t colour;
};
const int numSquares = 25;
Square Squares[numSquares];
void setup()
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{
// put your setup code here, to run once:
delay(1000);
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Serial.begin(115200);
delay(200);
Serial.println("...Starting Display");
HUB75_I2S_CFG mxconfig;
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mxconfig.double_buff = true; // <------------- Turn on double buffer
//mxconfig.clkphase = false;
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// OK, now we can create our matrix object
display = new MatrixPanel_I2S_DMA(mxconfig);
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display->begin(); // setup display with pins as pre-defined in the library
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// Create some random squares
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for (int i = 0; i < numSquares; i++)
{
Squares[i].square_size = random(2,10);
Squares[i].xpos = random(0, display->width() - Squares[i].square_size);
Squares[i].ypos = random(0, display->height() - Squares[i].square_size);
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Squares[i].velocityx = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
Squares[i].velocityy = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
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int random_num = random(6);
Squares[i].colour = colours[random_num];
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}
}
void loop()
{
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display->flipDMABuffer(); // Show the back buffer, set currently output buffer to the back (i.e. no longer being sent to LED panels)
display->clearScreen(); // Now clear the back-buffer
delay(16); // <----------- Shouldn't see this clearscreen occur as it happens on the back buffer when double buffering is enabled.
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for (int i = 0; i < numSquares; i++)
{
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// Draw rect and then calculate
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display->fillRect(Squares[i].xpos, Squares[i].ypos, Squares[i].square_size, Squares[i].square_size, Squares[i].colour);
if (Squares[i].square_size + Squares[i].xpos >= display->width()) {
Squares[i].velocityx *= -1;
} else if (Squares[i].xpos <= 0) {
Squares[i].velocityx = abs (Squares[i].velocityx);
}
if (Squares[i].square_size + Squares[i].ypos >= display->height()) {
Squares[i].velocityy *= -1;
} else if (Squares[i].ypos <= 0) {
Squares[i].velocityy = abs (Squares[i].velocityy);
}
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Squares[i].xpos += Squares[i].velocityx;
Squares[i].ypos += Squares[i].velocityy;
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}
}