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08-24-2022, 01:59 PM
(This post was last modified: 08-24-2022, 02:01 PM by james2464.)
(08-24-2022, 12:47 AM)Pete Wrote: This thread reminded me of the old .rip ellipse project. If I recall correctly, Mark, Steve and Bill, and I came up with the gold standard for ellipse drawing speed. It was fun to blow Bill's mind by putting SQR in the formula in such a way it made it faster. Of course, in his defense, Bill's only a theoretical physicist!
Pete
I'd be interested in knowing how to speed up something like this:
(it's a rough version of a rotating ellipse)
Code: (Select All) 'ellipse rotate
'james2464
Dim scx, scy As Integer
scx = 800
scy = 600
Screen _NewImage(scx, scy, 32)
Randomize Timer
Const PI = 3.141592654#
Dim c0(100) As Long
Dim x
Dim yy, mm
Dim a, b, y
Dim a1, a2, a3
Dim b1, b2, b3
Dim dir, dv
c0(0) = _RGB(0, 0, 0) 'black
c0(1) = _RGB(255, 255, 255) 'white
Cls
'initial ellipse
a = 50
b = 150
yy = 210
mm = 260
For j = 0 To b
y = b - j
x = Sqr((1 - y ^ 2 / b ^ 2) * a ^ 2)
Line (mm - x, yy - y)-(mm + x, yy - y), c0(1)
Line (mm - x, yy + y)-(mm + x, yy + y), c0(1)
Next j
a = 40
b = 140
yy = 210
mm = 260
For j = 0 To b
y = b - j
x = Sqr((1 - y ^ 2 / b ^ 2) * a ^ 2)
Line (mm - x, yy - y)-(mm + x, yy - y), c0(0)
Line (mm - x, yy + y)-(mm + x, yy + y), c0(0)
Next j
'==================================================================
'==================================================================
'==================================================================
'==================================================================
'==================================================================
'==================================================================
'commence crude rotation
a1 = 60
a2 = 58
a3 = 56
b1 = 160
b2 = 158
b3 = 156
yy = 210
mm = 260
dir = 1
dv = 220
Do
If dir = 1 Then
a1 = a1 + 1
a2 = a2 + 1
a3 = a3 + 1
If a1 >= b1 Then
a1 = b1
dir = 2
End If
End If
If dir = 2 Then
a1 = a1 - 1
a2 = a2 - 1
a3 = a3 - 1
If a1 <= 1 Then
a1 = 1
dir = 1
End If
End If
For j = 0 To b1
y = b1 - j
x = Sqr((1 - y ^ 2 / b1 ^ 2) * a1 ^ 2)
Line (mm - x, yy - y)-(mm + x, yy - y), c0(0)
Line (mm - x, yy + y)-(mm + x, yy + y), c0(0)
Next j
For j = 0 To b2
y = b2 - j
x = Sqr((1 - y ^ 2 / b2 ^ 2) * a2 ^ 2)
Line (mm - x, yy - y)-(mm + x, yy - y), c0(1)
Line (mm - x, yy + y)-(mm + x, yy + y), c0(1)
Next j
For j = 0 To b3
y = b3 - j
x = Sqr((1 - y ^ 2 / b3 ^ 2) * a3 ^ 2)
Line (mm - x, yy - y)-(mm + x, yy - y), c0(0)
Line (mm - x, yy + y)-(mm + x, yy + y), c0(0)
Next j
'======================================================
'adjust display speed using "w" and "s" keys
keypress$ = InKey$
If keypress$ = Chr$(115) Then dv = dv + 2
If keypress$ = Chr$(119) Then dv = dv - 2
If dv > 500 Then dv = 500
If dv < 50 Then dv = 50
For del1 = 1 To dv * 10000
Next del1
Loop
End
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08-25-2022, 02:23 AM
(This post was last modified: 08-25-2022, 02:34 AM by Pete.)
That's a good start on a neat effect. Hardware acceleration comes to mind, along with a "Coin flipping" demo program that was posted on the old .rip site.
https://qb64forum.alephc.xyz/index.php?t...#msg120751
A bit more advanced using map triangle and hardware imaging...
https://qb64forum.alephc.xyz/index.php?t...#msg120751 Hopefully the proggy is still available at Dropbox.
Oh, I looked up that project I mentioned at .rip...
Code: (Select All) SCREEN _NEWIMAGE(800, 600, 32)
DIM TransRed AS _UNSIGNED LONG
DIM TransGreen AS _UNSIGNED LONG
DIM TransBlue AS _UNSIGNED LONG
TransRed = _RGBA(255, 0, 0, 128)
TransGreen = _RGBA(0, 255, 0, 128)
TransBlue = _RGBA(0, 0, 255, 128)
CALL CircleFill(100, 100, 75, TransRed)
CALL CircleFill(120, 120, 75, TransBlue)
CALL EllipseFill(550, 100, 150, 75, TransBlue)
CALL EllipseFill(570, 120, 150, 75, TransGreen)
CALL EllipseTilt(200, 400, 150, 75, 0, TransGreen)
CALL EllipseTilt(220, 420, 150, 75, 3.14 / 4, TransRed)
CALL EllipseTiltFill(0, 550, 400, 150, 75, 3.14 / 6, TransRed)
CALL EllipseTiltFill(0, 570, 420, 150, 75, 3.14 / 4, TransGreen)
END
SUB CircleFill (CX AS INTEGER, CY AS INTEGER, R AS INTEGER, C AS _UNSIGNED LONG)
' CX = center x coordinate
' CY = center y coordinate
' R = radius
' C = fill color
DIM Radius AS INTEGER, RadiusError AS INTEGER
DIM X AS INTEGER, Y AS INTEGER
Radius = ABS(R)
RadiusError = -Radius
X = Radius
Y = 0
IF Radius = 0 THEN PSET (CX, CY), C: EXIT SUB
LINE (CX - X, CY)-(CX + X, CY), C, BF
WHILE X > Y
RadiusError = RadiusError + Y * 2 + 1
IF RadiusError >= 0 THEN
IF X <> Y + 1 THEN
LINE (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
LINE (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
END IF
X = X - 1
RadiusError = RadiusError - X * 2
END IF
Y = Y + 1
LINE (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
LINE (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
WEND
END SUB
SUB EllipseFill (CX AS INTEGER, CY AS INTEGER, a AS INTEGER, b AS INTEGER, C AS _UNSIGNED LONG)
' CX = center x coordinate
' CY = center y coordinate
' a = semimajor axis
' b = semiminor axis
' C = fill color
IF a = 0 OR b = 0 THEN EXIT SUB
DIM h2 AS _INTEGER64
DIM w2 AS _INTEGER64
DIM h2w2 AS _INTEGER64
DIM x AS INTEGER
DIM y AS INTEGER
w2 = a * a
h2 = b * b
h2w2 = h2 * w2
LINE (CX - a, CY)-(CX + a, CY), C, BF
DO WHILE y < b
y = y + 1
x = SQR((h2w2 - y * y * w2) \ h2)
LINE (CX - x, CY + y)-(CX + x, CY + y), C, BF
LINE (CX - x, CY - y)-(CX + x, CY - y), C, BF
LOOP
END SUB
SUB EllipseTilt (CX, CY, a, b, ang, C AS _UNSIGNED LONG)
' CX = center x coordinate
' CY = center y coordinate
' a = semimajor axis
' b = semiminor axis
' ang = clockwise orientation of semimajor axis in radians (0 default)
' C = fill color
FOR k = 0 TO 6.283185307179586 + .025 STEP .025
i = a * COS(k) * COS(ang) + b * SIN(k) * SIN(ang)
j = -a * COS(k) * SIN(ang) + b * SIN(k) * COS(ang)
i = i + CX
j = -j + CY
IF k <> 0 THEN
LINE -(i, j), C
ELSE
PSET (i, j), C
END IF
NEXT
END SUB
SUB EllipseTiltFill (destHandle&, CX, CY, a, b, ang, C AS _UNSIGNED LONG)
' destHandle& = destination handle
' CX = center x coordinate
' CY = center y coordinate
' a = semimajor axis
' b = semiminor axis
' ang = clockwise orientation of semimajor axis in radians (0 default)
' C = fill color
DIM max AS INTEGER, mx2 AS INTEGER, i AS INTEGER, j AS INTEGER
DIM prc AS _UNSIGNED LONG
DIM D AS INTEGER, S AS INTEGER
D = _DEST: S = _SOURCE
prc = _RGB32(255, 255, 255, 255)
IF a > b THEN max = a + 1 ELSE max = b + 1
mx2 = max + max
tef& = _NEWIMAGE(mx2, mx2)
_DEST tef&
_SOURCE tef&
FOR k = 0 TO 6.283185307179586 + .025 STEP .025
i = max + a * COS(k) * COS(ang) + b * SIN(k) * SIN(ang)
j = max + a * COS(k) * SIN(ang) - b * SIN(k) * COS(ang)
IF k <> 0 THEN
LINE (lasti, lastj)-(i, j), prc
ELSE
PSET (i, j), prc
END IF
lasti = i: lastj = j
NEXT
DIM xleft(mx2) AS INTEGER, xright(mx2) AS INTEGER, x AS INTEGER, y AS INTEGER
FOR y = 0 TO mx2
x = 0
WHILE POINT(x, y) <> prc AND x < mx2
x = x + 1
WEND
xleft(y) = x
WHILE POINT(x, y) = prc AND x < mx2
x = x + 1
WEND
WHILE POINT(x, y) <> prc AND x < mx2
x = x + 1
WEND
IF x = mx2 THEN xright(y) = xleft(y) ELSE xright(y) = x
NEXT
_DEST destHandle&
FOR y = 0 TO mx2
IF xleft(y) <> mx2 THEN LINE (xleft(y) + CX - max, y + CY - max)-(xright(y) + CX - max, y + CY - max), C, BF
NEXT
_DEST D: _DEST S
_FREEIMAGE tef&
END SUB
Link: https://qb64forum.alephc.xyz/index.php?t...#msg135800
Pete
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I have so many questions....
But not enough time right now, unfortunately. But I'll ask the easy one. Is the .rip website actually a reference to the one that closed recently (qb64.org)? I'm assuming qb64forum.alephc.xyc is some sort of archiving site.
Optimizing the efficiency/speed of graphics or animations seems like a great challenge. I'm guessing that using sprites is probably better than actual calculations with LINE commands filling in the spaces, at a certain level.
Cheers
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Yes, .rip is what I call the old .org site.
The link is a mirror that a member made. I don't know if it contains all the posts, but I have used it to look up a few things and found them.
I hardy ever do graphics, but I would imagine using sprites or images would be faster than drawing.
Pete
Posts: 229
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Thanks, I'll bookmark that mirror site.
I'm curious about that project, but the link is dead.
Quote:This thread reminded me of the old .rip ellipse project. If I recall correctly, Mark, Steve and Bill, and I came up with the gold standard for ellipse drawing speed. It was fun to blow Bill's mind by putting SQR in the formula in such a way it made it faster. Of course, in his defense, Bill's only a theoretical physicist!
I was hoping to read this thread! Haha oh well
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