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Improved my small Gradient Ball drawing SUB
#11
A Voronoi Variation:
Code: (Select All)
_Title "Shading Voronoi Demo 2" 'b+ 2019-12-11  shading 2021-05-10
' 2022-01-30 mod with random dark shades run continuously
' 2023-07-11 Demo 2 mod with changing radii and holding shading to black

Const xymax = 700, nPoints = 20
Type pType
    x As Single
    y As Single
    c As _Unsigned Long
End Type
Screen _NewImage(xymax, xymax, 32)
_ScreenMove 300, 20
Randomize Timer
restart:
Dim pts(1 To nPoints) As pType
For i = 1 To nPoints
    pts(i).x = xymax * Rnd
    pts(i).y = xymax * Rnd
    pts(i).c = _RGB32(155 * Rnd + 100, -(Rnd < .5) * 255 * Rnd, -(Rnd < .5) * 255 * Rnd)
Next
For i = 1 To nPoints
    Circle (pts(i).x, pts(i).y), 5, pts(i).c
Next
Dim RC As _Unsigned Long
div = 20
Do
    'RC = _RGB32(Rnd * 60, Rnd * 60, Rnd * 60)
    RC = &HFF000000
    For y = 0 To xymax
        For x = 0 To xymax
            minD = 49000
            For p = 1 To nPoints
                d = ((pts(p).x - x) ^ 2 + (pts(p).y - y) ^ 2) ^ .5
                If d < minD Then minD = d: saveP = p
            Next
            PSet (x, y), Ink~&(pts(saveP).c, RC, minD / div)
        Next
    Next
    _Delay 2
    div = div + 20
    If div > 120 Then div = 20: GoTo restart
Loop

Sub cAnalysis (c As _Unsigned Long, outRed, outGrn, outBlu, outAlp)
    outRed = _Red32(c): outGrn = _Green32(c): outBlu = _Blue32(c): outAlp = _Alpha32(c)
End Sub

Function Ink~& (c1 As _Unsigned Long, c2 As _Unsigned Long, fr##)
    Dim R1, G1, B1, A1, R2, G2, B2, A2
    cAnalysis c1, R1, G1, B1, A1
    cAnalysis c2, R2, G2, B2, A2
    Ink~& = _RGB32(R1 + (R2 - R1) * fr##, G1 + (G2 - G1) * fr##, B1 + (B2 - B1) * fr##, A1 + (A2 - A1) * fr##)
End Function
b = b + ...
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#12
Niiice, @bplus!  I will have some fun tweaking this one!  Here's a screenshot with nPoints = 100.

- Dav

   

Find my programs here in Dav's QB64 Corner
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#13
@bplus you inspired me.  Had to give a Shaded Voronoi a try too.  Studied a few sources online, ended up with this simple version.

- Dav

Code: (Select All)

SCREEN _NEWIMAGE(1000, 600, 32)

DIM SHARED Points: Points = 50
DIM SHARED PointX(Points), PointY(Points), PointR(Points), PointG(Points), PointB(Points)

RANDOMIZE TIMER
FOR p = 1 TO Points
    PointX(p) = RND * _WIDTH
    PointY(p) = RND * _HEIGHT
    PointR(p) = RND * 255
    PointG(p) = RND * 255
    PointB(p) = RND * 255
NEXT

FOR x = 0 TO _WIDTH
    FOR y = 0 TO _HEIGHT
        min = SQR((x - PointX(1)) ^ 2 + (y - PointY(1)) ^ 2)
        closest = 1
        FOR p = 2 TO Points
            dis = SQR((x - PointX(p)) ^ 2 + (y - PointY(p)) ^ 2)
            IF dis < min THEN
                min = dis: closest = p
            END IF
        NEXT
        PSET (x, y), _RGB(PointR(closest) - min, PointG(closest) - min, PointB(closest) - min)
    NEXT
NEXT

SLEEP


Find my programs here in Dav's QB64 Corner
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#14
Hi @Dav that's is interesting alternate calculation. 

We could shave some time:
Code: (Select All)
Screen _NewImage(1000, 600, 32)
DefLng A-Z

Randomize Timer
Do
    Points = Rnd * 70 + 10
    ReDim PointX(Points), PointY(Points), PointR(Points), PointG(Points), PointB(Points)

    For p = 1 To Points
        PointX(p) = Rnd * _Width
        PointY(p) = Rnd * _Height
        PointR(p) = Rnd * 255
        PointG(p) = Rnd * 255
        PointB(p) = Rnd * 255
    Next
    For x = 0 To _Width - 1
        For y = 0 To _Height - 1
            min = _Hypot(x - PointX(1), y - PointY(1))
            closest = 1
            For p = 1 To Points
                dis = _Hypot(x - PointX(p), y - PointY(p))
                If dis < min Then
                    min = dis: closest = p
                End If
            Next
            PSet (x, y), _RGB(PointR(closest) - min, PointG(closest) - min, PointB(closest) - min)
        Next
    Next
    _Display
    _Limit 5
Loop Until _KeyDown(27)
Sleep
b = b + ...
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#15
_HYPOT huh?  Neat.  I shouldn't have stopped reading the keyword of the day thread. Rolleyes 

- Dav

Find my programs here in Dav's QB64 Corner
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#16
(07-12-2023, 02:21 PM)Dav Wrote: _HYPOT huh?  Neat.  I shouldn't have stopped reading the keyword of the day thread. Rolleyes 

- Dav

Hi from ZXDunny at another forum that Charlie has inspired, this is a ball shader:
Code: (Select All)

' Ball shader
' by ZXDunny 2023

sw = 800
sh = 480
Screen _NewImage(sw, sh, 32) ' SpecBAS uses this as its default window size

xc = sw / 2
yc = sh / 2
r = 100
amb = 0.0125
k = 3
mxp = (1 - amb) * 255
r2 = r * r

Do
    While _MouseInput: Wend
    lx = xc - _MouseX
    ly = yc - _MouseY
    lz = -75

    Cls
    l = Sqr(lx * lx + ly * ly + lz * lz)
    nlx = lx / l
    nly = ly / l
    nlz = lz / l

    For x = -r To r
        x2 = x * x
        For y = -r To r
            y2 = y * y
            If x2 + y2 <= r2 Then
                v2 = Sqr(r2 - x2 - y2)
                l = Sqr(x2 + y2 + v2 * v2)
                v0 = x / l
                v1 = y / l
                v2 = v2 / l
                d = nlx * v0 + nly * v1 + nlz * v2

                'i = mxp * (iff(d < 0, -d ^ k, 0) + amb)
                If d < 0 Then i = mxp * (-d ^ k) + amp Else i = amp
                PSet (x + xc, y + yc), _RGB32(Int(i), Int(i), Int(i))
            End If
        Next y
    Next x
    _Display
Loop

The mouse is light source, so move it around...

More things to play with!!!
b = b + ...
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#17
(07-12-2023, 12:09 PM)Dav Wrote: @bplus you inspired me.  Had to give a Shaded Voronoi a try too.  Studied a few sources online, ended up with this simple version.

- Dav

Code: (Select All)

SCREEN _NEWIMAGE(1000, 600, 32)

DIM SHARED Points: Points = 50
DIM SHARED PointX(Points), PointY(Points), PointR(Points), PointG(Points), PointB(Points)

RANDOMIZE TIMER
FOR p = 1 TO Points
    PointX(p) = RND * _WIDTH
    PointY(p) = RND * _HEIGHT
    PointR(p) = RND * 255
    PointG(p) = RND * 255
    PointB(p) = RND * 255
NEXT

FOR x = 0 TO _WIDTH
    FOR y = 0 TO _HEIGHT
        min = SQR((x - PointX(1)) ^ 2 + (y - PointY(1)) ^ 2)
        closest = 1
        FOR p = 2 TO Points
            dis = SQR((x - PointX(p)) ^ 2 + (y - PointY(p)) ^ 2)
            IF dis < min THEN
                min = dis: closest = p
            END IF
        NEXT
        PSET (x, y), _RGB(PointR(closest) - min, PointG(closest) - min, PointB(closest) - min)
    NEXT
NEXT

SLEEP

This code is freaking me out. I played around with optimizing it a bit.

Code: (Select All)
CONST POINTS = 50

TYPE TYPE_POINT
    x AS INTEGER
    y AS INTEGER
    r AS INTEGER
    g AS INTEGER
    b AS INTEGER
END TYPE

DIM p(POINTS) AS TYPE_POINT
DIM AS INTEGER p, x, y, closest
DIM AS SINGLE min, max, dis

RANDOMIZE TIMER
SCREEN _NEWIMAGE(1000, 600, 32)
max = _HYPOT(_WIDTH, _HEIGHT) ' the maximum distance possible with given screen size
p = 0
DO
    p = p + 1
    p(p).x = RND * _WIDTH
    p(p).y = RND * _HEIGHT
    p(p).r = RND * 255
    p(p).g = RND * 255
    p(p).b = RND * 255
LOOP UNTIL p = POINTS
x = -1
DO
    x = x + 1
    y = -1
    DO
        y = y + 1
        min = max '            reset to maximum possible distance
        p = 0
        DO
            p = p + 1
            dis = _HYPOT(x - p(p).x, y - p(p).y)
            IF dis < min THEN
                min = dis
                closest = p
            END IF
        LOOP UNTIL p = POINTS
        PSET (x, y), _RGB(p(closest).r - min, p(closest).g - min, p(closest).b - min)
    LOOP UNTIL y = _HEIGHT
LOOP UNTIL x = _WIDTH
SLEEP
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#18
Yeah forgot about For Loops being slowest!

But UDT's for particles are slower than simple arrays.
b = b + ...
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#19
Nice mousey ball shader code by ZXDunny   Really fast too.  I tried doing that last night but mine worked too slow.

Hey Terry!  Sorry for my freaky code.  Blush  BTW, I can't tell you how many times your tutorials have helped me re-learn something.  Thanks x1000.

- Dav

Find my programs here in Dav's QB64 Corner
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#20
(07-12-2023, 04:32 PM)Dav Wrote: Nice mousey ball shader code by ZXDunny   Really fast too.  I tried doing that last night but mine worked too slow.

Hey Terry!  Sorry for my freaky code.  Blush  BTW, I can't tell you how many times your tutorials have helped me re-learn something.  Thanks x1000.

- Dav

It freaks me out not because of your code, but because of what is does with so little code. I happen to be working on a shading routine for a custom laser beam for games (think BattleStar Galactica Viper type lasers) and I never thought to use the approach as seen in your code. I'm investigating that distance vectoring method now to see if it will work for my code.
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