/* Copyright 2026 Armel F4HWN * https://github.com/armel * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /* * Cube3D — overlay app. A real-time rotating solid on the 1-bit 128x64 LCD. * Vertices are spun by three axis rotations in Q14 fixed point (Cortex-M0+ has * no FPU and no hardware divide), then perspective-projected with a multiply by * a reciprocal from the assets, exactly equal to the divide it replaces, so no * libgcc division is linked. Two looks, toggled with F: * - SOLID: hidden-line removal by back-face culling (a face is drawn only when * the signed area of its projected polygon shows it facing us). * - WIRE : every edge, with the far hemisphere dotted for a depth cue. * Edges use a self-clipped Bresenham writing the full 64 rows directly, since the * resident pixel helper does not bound-check. The solids, the sine table and the * speeds are read-only assets (gen_assets.py; faces with a uniform outward * winding from an offline convex-hull extractor). They are copied onto the stack * (the sine once, the displayed solid every frame), so none of them occupies the * 4 KiB overlay and a solid can be added without touching this file. * Pure compute, no radio. * * Keys: UP/DOWN speed · 1-9 shape · STAR next shape · F solid/wire · * MENU pause · EXIT quit. */ #include #include #include "../app_api.h" #include "cube3d_assets.h" /* generated by gen_assets.py */ #define W 128 #define H 64 #define CX 64 /* projection centre x */ #define CY 32 /* projection centre y */ /* DIST (camera distance along +z, keeps zc > 0) and FOCAL (field-of-view * scale) come from the assets: the reciprocal table is built for them. */ #define MAXV SHAPE_MAXV /* largest vertex count across the solids */ static const app_api_t *A; static const int16_t *sinq; /* Q14 sine quadrant, on app_main's stack */ static int sin8(uint8_t angle) { const uint8_t quadrant = angle >> 6; uint8_t i = angle & 63u; if (quadrant & 1u) i = (uint8_t)(64u - i); const int value = sinq[i]; return quadrant >= 2u ? -value : value; } /* Set one pixel across the full 64 rows: 0..7 -> status line, 8..63 -> fb. */ static void set_pixel(int x, int y) { if ((unsigned)x >= W || (unsigned)y >= H) return; const uint8_t bit = (uint8_t)(1u << (y & 7)); if (y < 8) A->status_line[x] |= bit; else A->fb[(y >> 3) - 1][x] |= bit; } /* Integer Bresenham; dotted skips every other step for the depth cue. */ static void draw_edge(int x0, int y0, int x1, int y1, bool dotted) { const int dx = (x1 > x0 ? x1 - x0 : x0 - x1); const int dy = -(y1 > y0 ? y1 - y0 : y0 - y1); const int sx = (x0 < x1 ? 1 : -1); const int sy = (y0 < y1 ? 1 : -1); int err = dx + dy; unsigned step = 0; for (;;) { if (!dotted || (step & 1u) == 0u) set_pixel(x0, y0); if (x0 == x1 && y0 == y1) break; const int e2 = 2 * err; if (e2 >= dy) { err += dy; x0 += sx; } if (e2 <= dx) { err += dx; y0 += sy; } step++; } } static void clear_screen(void) { for (uint8_t x = 0; x < W; x++) { A->status_line[x] = 0; for (uint8_t p = 0; p < 7u; p++) A->fb[p][x] = 0; } } /* n / zc, truncated toward zero like C, from zc's reciprocal m: exact for * the projection's range (see gen_assets.py). */ static int proj(int n, uint32_t m) { const int q = (int)(((uint32_t)(n < 0 ? -n : n) * m) >> RECIP_SHIFT); return n < 0 ? -q : q; } /* Signed area of a packed face's projected polygon (<0 == facing us). */ static int face_area(const uint8_t *f, const int16_t *px, const int16_t *py) { const uint8_t n = f[0]; const uint8_t *v = f + 1; int sa = 0; for (uint8_t k = 0; k < n; k++) { const uint8_t a = v[k]; const uint8_t b = v[(k + 1u == n) ? 0u : k + 1u]; sa += (int)px[a] * py[b] - (int)px[b] * py[a]; } return sa; } __attribute__((section(".text.entry"), used)) void app_main(const app_api_t *api) { A = api; A->backlight_on(); A->status_clear(); /* Assets copied to the stack: the sine once, the displayed solid every * frame (nv, nf, name + NUL, vertices, packed faces; see gen_assets.py). */ int16_t sin_q[SIN_Q_LEN / 2u]; uint16_t recip[RECIP_LEN / 2u]; /* by zc - RECIP_ZMIN */ uint8_t rec[SHAPE_REC_MAX]; uint8_t nshape; int16_t px[MAXV], py[MAXV], pz[MAXV]; /* projected x, y and rotated depth */ A->asset_read(SIN_Q, sin_q, sizeof(sin_q)); A->asset_read(RECIP, recip, sizeof(recip)); sinq = sin_q; if (A->asset_read(SHAPES, &nshape, 1) != 1u || nshape == 0u) return; uint16_t ax = 0, ay = 0, az = 0; /* Q2 half-units: 2048 = full turn */ uint8_t shape = 0; uint8_t speed = 4; /* 1..16, shared by all three rotation axes */ bool paused = false; bool wire = true; /* false = solid (hidden-line) */ bool running = true; uint8_t prevKey = APP_KEY_INVALID; while (running) { uint8_t key = A->get_key(); if (key == APP_KEY_SAVER) { prevKey = APP_KEY_INVALID; A->delay_ms(10); A->backlight_update(); continue; } if (key == APP_KEY_WAKE) key = APP_KEY_INVALID; if (key != prevKey && key != APP_KEY_INVALID) { A->backlight_on(); switch (key) { case APP_KEY_EXIT: running = false; break; case APP_KEY_UP: case APP_KEY_DOWN: { const int8_t dir = A->nav_dir(key); if (dir > 0 && speed < 16u) speed++; if (dir < 0 && speed > 1u) speed--; break; } case APP_KEY_MENU: paused = !paused; break; case APP_KEY_STAR: /* next shape, wrapping without a modulo */ if (++shape >= nshape) shape = 0; break; case APP_KEY_F: wire = !wire; break; case APP_KEY_1: case APP_KEY_2: case APP_KEY_3: case APP_KEY_4: case APP_KEY_5: case APP_KEY_6: case APP_KEY_7: case APP_KEY_8: case APP_KEY_9: if ((uint8_t)(key - APP_KEY_1) < nshape) shape = (uint8_t)(key - APP_KEY_1); break; default: break; } } prevKey = key; if (!running) break; uint8_t entry[3]; /* directory: u16 record offset, u8 record length */ A->asset_read(SHAPES + 1u + 3u * shape, entry, sizeof(entry)); const uint8_t reclen = entry[2] < sizeof(rec) ? entry[2] : (uint8_t)sizeof(rec); A->asset_read(SHAPES + (uint16_t)(entry[0] | (entry[1] << 8)), rec, reclen); const uint8_t nv = rec[0] < MAXV ? rec[0] : MAXV; const uint8_t nf = rec[1]; uint8_t namelen = 0; while (2u + namelen < reclen && rec[2u + namelen]) namelen++; const int8_t (*verts)[3] = (const int8_t (*)[3])&rec[3u + namelen]; const uint8_t ia = (uint8_t)(ax >> 3), ib = (uint8_t)(ay >> 3), ic = (uint8_t)(az >> 3); const int cx = sin8((uint8_t)(ia + 64u)), sxr = sin8(ia); const int cy = sin8((uint8_t)(ib + 64u)), syr = sin8(ib); const int cz = sin8((uint8_t)(ic + 64u)), szr = sin8(ic); for (uint8_t i = 0; i < nv; i++) { int x = verts[i][0], y = verts[i][1], z = verts[i][2]; int ny = (y * cx - z * sxr) >> 14; /* Rx */ int nz = (y * sxr + z * cx) >> 14; y = ny; z = nz; int nx = (x * cy + z * syr) >> 14; /* Ry */ nz = (z * cy - x * syr) >> 14; x = nx; z = nz; nx = (x * cz - y * szr) >> 14; /* Rz */ ny = (x * szr + y * cz) >> 14; x = nx; y = ny; int zc = z + (int)DIST; /* always > 0 */ if (zc < (int)RECIP_ZMIN) zc = RECIP_ZMIN; /* inside the table: */ if (zc > (int)RECIP_ZMAX) zc = RECIP_ZMAX; /* never hit in practice */ const uint32_t m = recip[zc - (int)RECIP_ZMIN]; px[i] = (int16_t)(CX + proj(x * (int)FOCAL, m)); py[i] = (int16_t)(CY + proj(y * (int)FOCAL, m)); pz[i] = (int16_t)z; } clear_screen(); const uint8_t *f = &rec[3u + namelen + 3u * rec[0]]; /* packed faces */ for (uint8_t i = 0; i < nf; i++) { const uint8_t n = f[0]; if (wire || face_area(f, px, py) < 0) { /* else hidden face culled */ for (uint8_t k = 0; k < n; k++) { const uint8_t a = f[1u + k]; const uint8_t b = f[(k + 1u == n) ? 1u : 2u + k]; const bool dotted = wire && (pz[a] + pz[b] > 0); /* far half */ draw_edge(px[a], py[a], px[b], py[b], dotted); } } f += 1u + n; } /* Shape name: inverse label, top-left of the status bar (scan-list look). */ const uint8_t end = (uint8_t)(2u + 4u * namelen); for (uint8_t i = 0; i <= end; i++) A->status_line[i] = 0; A->print_inverse((const char *)&rec[2], 2, 0, true, true, end); A->blit_status(); A->blit_full(); if (!paused) { uint8_t rate; A->asset_read(ROT_RATE + speed - 1u, &rate, 1); ax += rate; ay += (uint16_t)(rate + (rate >> 1)); az += (uint16_t)((rate + 1u) >> 1); } A->backlight_update(); A->delay_ms((uint32_t)(32u - speed * 2u)); /* slow low end, no added delay at level 16 */ } }