Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Another small filled circe sub (not as fast as fcirc)
#81
+1 a740g good to have your skills looking into this. I added the Checking Off | On to FC3 from your examples.

I tested your latest update of Gold against FC3 in the handicapped spot, FC3 does quite well even in less trials, 10000. So in 14 sec races instead of 20 minute ones (on my system) and FC3 in handicapped spot of going first I was surprised it won at all.
Code: (Select All)
_Title "Circle Fill speed tests"

Screen _NewImage(1220, 680, 32)
_ScreenMove 50, 20
_Delay 1
ntests = 1000000 'it takes a really long run to prove Gold Standard Speed 167.9 versus vince 168.1
ntests = 10000 'fast elimination

'It has been noticed that the one going first has a disadvantage

' ==================================================== the contender on left of screen

start## = Timer(.001) ' going first is a disadvantage so if FC3 can close gap from first it's good
For i = 1 To ntests
    FC3 305, 305, 300, _RGBA32(0, 100, 0, 100)
    'arcRing 305, 305, 300, 0, 0, 2 * _Pi, _RGBA32(0, 100, 0, 100)
Next
finish## = Timer(.001) - start##
_PrintString (100, 615), "Time for" + Str$(ntests) + " FC3 Fills:" + Str$(finish##)


start## = Timer(.001) 'this runs the Gold standard to beat  on Right Side of screen
For i = 1 To ntests
    DFC 915, 305, 300, _RGBA32(0, 100, 0, 100)
Next
finish## = Timer(.001) - start##
_PrintString (700, 615), "Time for" + Str$(ntests) + " DFC Circle Fills:" + Str$(finish##)

'from  Gold standard
Sub fcirc0 (CX As Integer, CY As Integer, R As Integer, C As _Unsigned Long)
    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

    ' Draw the middle span here so we don't draw it twice in the main loop,
    ' which would be a problem with blending turned on.
    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


'vince's circle fill   this one does not bother with types good almost identical to Steve's
Sub fcirc1 (x, y, r, c As _Unsigned Long)
    x0 = r
    y0 = 0
    e = -r
    Do While y0 < x0
        If e <= 0 Then
            y0 = y0 + 1
            Line (x - x0, y + y0)-(x + x0, y + y0), c, BF
            Line (x - x0, y - y0)-(x + x0, y - y0), c, BF
            e = e + 2 * y0
        Else
            Line (x - y0, y - x0)-(x + y0, y - x0), c, BF
            Line (x - y0, y + x0)-(x + y0, y + x0), c, BF
            x0 = x0 - 1
            e = e - 2 * x0
        End If
    Loop
    Line (x - r, y)-(x + r, y), c, BF
End Sub

'this does not overlap with circle well 2.13 x's Gold Time
Sub fCirc2 (xx As Long, yy As Long, r As Long, K As _Unsigned Long)
    Dim r2 As Long, x As Long, y As Long, xstop As Long
    r2 = r * r
    x = 1
    xstop = r + 1
    While x < xstop 'remove FOR loop
        y = Sqr(r2 - x * x)
        Line (xx - x, yy + y)-(xx - x, yy - y), K, BF
        Line (xx + x, yy + y)-(xx + x, yy - y), K, BF
        x = x + 1
    Wend
    Line (xx, yy - r)-(xx, yy + r), K, BF
End Sub

'andy amaya's version from SB, way too much overlapping!   Junk as is but 1.1 Gold Standard Time
Sub fCirc3 (CX As Long, CY As Long, R As Long, K As _Unsigned Long) 'thanks Andy Amaya for heads up
    Dim x As Long, y As Long, Xchange As Integer, yChange As Integer, RadiusError As Integer
    x = R
    y = 0
    Xchange = 1 - 2 * R
    yChange = 1
    RadiusError = 0

    While x >= y
        Line (CX - x, CY + y)-(CX + x, CY + y), K, BF ';used calc'd values to draw
        Line (CX - x, CY - y)-(CX + x, CY - y), K, BF ';scan lines from points
        Line (CX - y, CY + x)-(CX + y, CY + x), K, BF ';in opposite octants
        Line (CX - y, CY - x)-(CX + y, CY - x), K, BF
        y = y + 1
        RadiusError = RadiusError + yChange
        yChange = yChange + 2

        If 2 * RadiusError + Xchange > 0 Then
            x = x - 1
            RadiusError = RadiusError + Xchange
            Xchange = Xchange + 2
        End If
    Wend
End Sub

'fCirc but doing octants until get to square, then just do square fill! 1.18 Gold Sdt
'this is closer to matching the Gold Standard
Sub fCirc4 (xx As Long, yy As Long, r As Long, K As _Unsigned Long)
    Dim r2 As Long, t As Long, dist As Long, tstop As Long
    r2 = r * r
    t = r 'r - 1 gets rid of nipples but...
    tstop = r * .707106781
    While t > tstop 'remove FOR loop
        dist = Sqr(r2 - t * t) ' + .5 for rounding down
        Line (xx - t, yy + dist)-(xx - t, yy - dist), K, BF
        Line (xx + t, yy + dist)-(xx + t, yy - dist), K, BF
        Line (xx + dist, yy + t)-(xx - dist, yy + t), K, BF
        Line (xx + dist, yy - t)-(xx - dist, yy - t), K, BF
        t = t - 1
    Wend
    Line (xx - tstop, yy - tstop)-(xx + tstop, yy + tstop), K, BF
End Sub

'add a routine for sqr root   1,16 X's Gold Std
Sub fCirc5 (xx As Long, yy As Long, r As Long, K As _Unsigned Long)
    Dim r2 As Long, t As Long, tstop As Long
    Dim dist1 As Single, dist As Single, dist2 As Long, s As Long
    r2 = r * r
    t = r 'r - 1 gets rid of nipples but...
    tstop = r * .707106781
    While t > tstop 'remove FOR loop

        'VVVVVVVVVVVVVVVVVVV this might now save a shade off SQR
        s = r2 - t * t
        dist = s / 10
        dist2 = dist * dist
        'WHILE ABS(dist ^ 2 - s) >= 1  'no! avoid function calls!
        While dist2 - s > 1 Or dist2 - s < -1
            dist = .5 * (dist + s / dist)
            dist2 = dist * dist
        Wend

        'VVVVVVVVVVVVVVVVV  faster to use this YES
        'dist = SQR(r2 - t * t) ' + .5 for rounding down


        Line (xx - t, yy + dist)-(xx - t, yy - dist), K, BF
        Line (xx + t, yy + dist)-(xx + t, yy - dist), K, BF
        Line (xx + dist, yy + t)-(xx - dist, yy + t), K, BF
        Line (xx + dist, yy - t)-(xx - dist, yy - t), K, BF
        t = t - 1
    Wend
    Line (xx - tstop, yy - tstop)-(xx + tstop, yy + tstop), K, BF
End Sub

'too slow, dest can't just be 0  Junk as is
Sub fcirc6 (xOrigin As Long, yOrigin As Long, radius As Long, K As _Unsigned Long)
    a& = _NewImage(1, 1, 32)
    _Dest a&
    PSet (0, 0), K
    _Dest 0
    Dim x1 As Long, y1 As Long, x2 As Long, y2 As Long, i As Integer
    Dim polyAngle As Single
    polyAngle = _Pi(2) / 60
    x1 = xOrigin + radius * Cos(polyAngle)
    y1 = yOrigin + radius * Sin(polyAngle)
    For i = 2 To 61
        x2 = xOrigin + radius * Cos(i * polyAngle)
        y2 = yOrigin + radius * Sin(i * polyAngle)
        _MapTriangle (0, 0)-(0, 0)-(0, 0), a& To(xOrigin, yOrigin)-(x1, y1)-(x2, y2), 0
        x1 = x2: y1 = y2
    Next
    _FreeImage a& '<<< this is important!
End Sub

'doing a circle fill with this runs 20 x's slower than Gold Std Circle Fill
Sub arcRing (x0, y0, outerR, innerR, raStart, raEnd, colr As _Unsigned Long)
    PI2 = _Pi(2)
    PI32 = _Pi(1.5)
    PIh = _Pi(.5)
    PI = _Pi
    raS = raStart
    While raS >= PI2
        raS = raS - PI2
    Wend
    While raS < 0
        raS = raS + PI2
    Wend
    raE = raEnd
    While raE < 0
        raE = raE + PI2
    Wend
    While raE >= PI2
        raE = raE - PI2
    Wend
    If raE > raS Then ck1 = -1
    For y = y0 - outerR To y0 + outerR
        For x = x0 - outerR To x0 + outerR
            dist = Sqr((x - x0) * (x - x0) + (y - y0) * (y - y0))
            If dist >= innerR And dist <= outerR Then 'within 2 radii
                'angle of x, y to x0, y0
                If x - x0 <> 0 And y - y0 <> 0 Then
                    ra = _Atan2(y - y0, x - x0)
                    If ra < 0 Then ra = ra + PI2
                ElseIf x - x0 = 0 Then
                    If y >= y0 Then ra = _Pi / 2 Else ra = PI32
                ElseIf y - y0 = 0 Then
                    If x >= x0 Then ra = 0 Else ra = PI
                End If
                If ck1 Then 'raEnd > raStart
                    If ra >= raS And ra <= raE Then
                        PSet (x, y), colr
                    End If
                Else 'raEnd < raStart, raEnd is falls before raStart clockwise so fill through 2 * PI
                    If ra >= raS And ra < PI2 Then
                        PSet (x, y), colr
                    Else
                        If ra >= 0 And ra <= raE Then
                            PSet (x, y), colr
                        End If
                    End If
                End If
            End If
        Next
    Next
End Sub

' best 2024-08-31 updated 2024-09-01 with Samuel trick using Checking Off and ON
Sub FC3 (cx, cy, r, clr~&) ' no suffix punctuation use the Global Default Type as Long or Single or Double
    $Checking:Off
    Dim r2, x, y ' for Option _Explicit
    If r < 1 Then Exit Sub
    Line (cx - r, cy)-(cx + r, cy), clr~&, BF
    r2 = r * r
    Do
        y = y + 1
        x = Sqr(r2 - y * y)
        Line (cx - x, cy + y)-(cx + x, cy + y), clr~&, BF
        Line (cx - x, cy - y)-(cx + x, cy - y), clr~&, BF
    Loop Until y = r
    $Checking:On
End Sub

' samuel 2024-09-01 updated Gold Standard ?
Sub DFC (cx As Long, cy As Long, r As Long, c As _Unsigned Long)
    $Checking:Off

    If r <= 0 Then
        PSet (cx, cy), c
        Exit Sub
    End If

    Dim e As Long: e = -r
    Dim x As Long: x = r
    Dim y As Long

    Line (cx - x, cy)-(cx + x, cy), c, BF

    Do While x > y
        y = y + 1
        e = e + y * 2

        If e >= 0 Then
            If x <> y 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
            e = e - x * 2
        End If

        Line (cx - x, cy - y)-(cx + x, cy - y), c, BF
        Line (cx - x, cy + y)-(cx + x, cy + y), c, BF
    Loop

    $Checking:On
End Sub

@a740g have you run timed tests comparing your updated version against the old Gold Standard?
b = b + ...
Reply
#82
I updated my original FC version to draw gradient balls too.  If you want a gradient ball give the grad parameter a 1, otherwise it draws a solid color circle.  Here is a demo using it, a moving starfield but with balls, so it's called the ballfield. I'll post just the update SUB at the bottom.

(btw, Happy labor day to all!)

- Dav

Ballfield Demo:
Code: (Select All)

'=============
'BALLFIELD.BAS
'=============
'Shows balls in space coming towards you.
'Dav, SEP/2024

'Uses updated version of FC SUB discussed here:
'https://qb64phoenix.com/forum/showthread.php?tid=2989


Randomize Timer

Screen _NewImage(1000, 700, 32) 

balls = 600
Dim ballx(balls), bally(balls), ballz(balls), ballSize(balls)
Dim ballc~&(balls), sort(balls) 'array for bubble sort

' Init balls
For i = 0 To balls - 1
    ballx(i) = Rnd * _Width 'x pos
    bally(i) = Rnd * _Height 'y pos
    ballz(i) = Rnd * 100 + 25 'z depth
    ballc~&(i) = _RGBA(55 + (Rnd * 200), 55 + (Rnd * 200), 55 + (Rnd * 200), 255)
Next

Do
    Cls

    For i = 0 To balls - 1
        'move faster towards front based on z
        ballz(i) = ballz(i) - (.75 * (_Width - ballz(i)) / _Width)
        'if done, reset ball x/y/z
        If ballz(i) < 1 Then
            ballz(i) = Rnd * 100 + 25
            ballx(i) = Rnd * _Width
            bally(i) = Rnd * _Height
        End If
        'get size from depth (decreases with depth)
        ballSize(i) = (4 / ballz(i)) * 100
        'drift off from center (veer away)
        veerx = (ballx(i) - (_Width / 2)) * (ballSize(i) / _Width)
        veery = (bally(i) - (_Height / 2)) * (ballSize(i) / _Height)
        ballx(i) = ballx(i) + veerx
        bally(i) = bally(i) + veery
        sort(i) = i 'store this ball into array for sorting
    Next

    'bubble sort based on size (smallest first)
    'so small ones are drawn first, big ones last
    For i = 0 To balls - 2
        For j = 0 To balls - 2 - i
            If ballSize(sort(j)) > ballSize(sort(j + 1)) Then
                Swap sort(j), sort(j + 1)
            End If
        Next
    Next

    'draw balls in the sort() array order
    For i = 0 To balls - 1
        'only call a draw if the ball is in screen bounds
        If ballx(sort(i)) > 0 And ballx(sort(i)) < _Width Then
            If bally(sort(i)) > 0 And bally(sort(i)) < _Height Then
                fc ballx(sort(i)), bally(sort(i)), ballSize(sort(i)), ballc~&(sort(i)), 1
            End If
        End If
    Next

    _Limit 30
    _Display
Loop Until InKey$ <> ""


Sub fc (cx, cy, radius, clr~&, grad)
    If grad = 1 Then
        red = _Red32(clr~&)
        grn = _Green32(clr~&)
        blu = _Blue32(clr~&)
        alpha = _Alpha32(clr~&)
    End If
    r2 = radius * radius
    For y = -radius To radius
        x = Sqr(r2 - y * y)
        'if doing gradient
        If grad = 1 Then
            For i = -x To x
                dis = Sqr(i * i + y * y) / radius
                red2 = red * (1 - dis) + (red / 2) * dis
                grn2 = grn * (1 - dis) + (grn / 2) * dis
                blu2 = blu * (1 - dis) + (blu / 2) * dis
                clr2~& = _RGBA(red2, grn2, blu2, alpha)
                Line (cx + i, cy + y)-(cx + i, cy + y), clr2~&, BF
            Next
        Else
            Line (cx - x, cy + y)-(cx + x, cy + y), clr~&, BF
        End If
    Next
End Sub

Updated FC SUB that draws gradient circles.

Code: (Select All)
Sub fc (cx, cy, radius, clr~&, grad)
    If grad = 1 Then
        red = _Red32(clr~&)
        grn = _Green32(clr~&)
        blu = _Blue32(clr~&)
        alpha = _Alpha32(clr~&)
    End If
    r2 = radius * radius
    For y = -radius To radius
        x = Sqr(r2 - y * y)
        'if doing gradient
        If grad = 1 Then
            For i = -x To x
                dis = Sqr(i * i + y * y) / radius
                red2 = red * (1 - dis) + (red / 2) * dis
                grn2 = grn * (1 - dis) + (grn / 2) * dis
                blu2 = blu * (1 - dis) + (blu / 2) * dis
                clr2~& = _RGBA(red2, grn2, blu2, alpha)
                Line (cx + i, cy + y)-(cx + i, cy + y), clr2~&, BF
            Next
        Else
            Line (cx - x, cy + y)-(cx + x, cy + y), clr~&, BF
        End If
    Next
End Sub

Find my programs here in Dav's QB64 Corner
Reply
#83
+1 @Dav it's certainly faster than my DrawBall version
Code: (Select All)
_Title "Circle Fill speed tests"

Screen _NewImage(1220, 680, 32)
_ScreenMove 50, 20
_Delay 1
ntests = 1000000 'it takes a really long run to prove Gold Standard Speed 167.9 versus vince 168.1
ntests = 1000 'fast elimination

'It has been noticed that the one going first has a disadvantage

' ==================================================== the contender on left of screen

start## = Timer(.001) 'this runs the Gold standard to beat  on Right Side of screen
For i = 1 To ntests
    fc 915, 305, 300, _RGBA32(0, 100, 0, 100), 1
Next
finish## = Timer(.001) - start##
_PrintString (700, 615), "Time for" + Str$(ntests) + " FC grad = 1 Circle Fills:" + Str$(finish##)

start## = Timer(.001) ' going first is a disadvantage so if FC3 can close gap from first it's good
For i = 1 To ntests
    drawBall 305, 305, 300, _RGBA32(0, 100, 0, 100)
    'arcRing 305, 305, 300, 0, 0, 2 * _Pi, _RGBA32(0, 100, 0, 100)
Next
finish## = Timer(.001) - start##
_PrintString (100, 615), "Time for" + Str$(ntests) + " DrawBall Fills:" + Str$(finish##)



'from  Gold standard
Sub fcirc0 (CX As Integer, CY As Integer, R As Integer, C As _Unsigned Long)
    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

    ' Draw the middle span here so we don't draw it twice in the main loop,
    ' which would be a problem with blending turned on.
    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


'vince's circle fill   this one does not bother with types good almost identical to Steve's
Sub fcirc1 (x, y, r, c As _Unsigned Long)
    x0 = r
    y0 = 0
    e = -r
    Do While y0 < x0
        If e <= 0 Then
            y0 = y0 + 1
            Line (x - x0, y + y0)-(x + x0, y + y0), c, BF
            Line (x - x0, y - y0)-(x + x0, y - y0), c, BF
            e = e + 2 * y0
        Else
            Line (x - y0, y - x0)-(x + y0, y - x0), c, BF
            Line (x - y0, y + x0)-(x + y0, y + x0), c, BF
            x0 = x0 - 1
            e = e - 2 * x0
        End If
    Loop
    Line (x - r, y)-(x + r, y), c, BF
End Sub

'this does not overlap with circle well 2.13 x's Gold Time
Sub fCirc2 (xx As Long, yy As Long, r As Long, K As _Unsigned Long)
    Dim r2 As Long, x As Long, y As Long, xstop As Long
    r2 = r * r
    x = 1
    xstop = r + 1
    While x < xstop 'remove FOR loop
        y = Sqr(r2 - x * x)
        Line (xx - x, yy + y)-(xx - x, yy - y), K, BF
        Line (xx + x, yy + y)-(xx + x, yy - y), K, BF
        x = x + 1
    Wend
    Line (xx, yy - r)-(xx, yy + r), K, BF
End Sub

'andy amaya's version from SB, way too much overlapping!   Junk as is but 1.1 Gold Standard Time
Sub fCirc3 (CX As Long, CY As Long, R As Long, K As _Unsigned Long) 'thanks Andy Amaya for heads up
    Dim x As Long, y As Long, Xchange As Integer, yChange As Integer, RadiusError As Integer
    x = R
    y = 0
    Xchange = 1 - 2 * R
    yChange = 1
    RadiusError = 0

    While x >= y
        Line (CX - x, CY + y)-(CX + x, CY + y), K, BF ';used calc'd values to draw
        Line (CX - x, CY - y)-(CX + x, CY - y), K, BF ';scan lines from points
        Line (CX - y, CY + x)-(CX + y, CY + x), K, BF ';in opposite octants
        Line (CX - y, CY - x)-(CX + y, CY - x), K, BF
        y = y + 1
        RadiusError = RadiusError + yChange
        yChange = yChange + 2

        If 2 * RadiusError + Xchange > 0 Then
            x = x - 1
            RadiusError = RadiusError + Xchange
            Xchange = Xchange + 2
        End If
    Wend
End Sub

'fCirc but doing octants until get to square, then just do square fill! 1.18 Gold Sdt
'this is closer to matching the Gold Standard
Sub fCirc4 (xx As Long, yy As Long, r As Long, K As _Unsigned Long)
    Dim r2 As Long, t As Long, dist As Long, tstop As Long
    r2 = r * r
    t = r 'r - 1 gets rid of nipples but...
    tstop = r * .707106781
    While t > tstop 'remove FOR loop
        dist = Sqr(r2 - t * t) ' + .5 for rounding down
        Line (xx - t, yy + dist)-(xx - t, yy - dist), K, BF
        Line (xx + t, yy + dist)-(xx + t, yy - dist), K, BF
        Line (xx + dist, yy + t)-(xx - dist, yy + t), K, BF
        Line (xx + dist, yy - t)-(xx - dist, yy - t), K, BF
        t = t - 1
    Wend
    Line (xx - tstop, yy - tstop)-(xx + tstop, yy + tstop), K, BF
End Sub

'add a routine for sqr root   1,16 X's Gold Std
Sub fCirc5 (xx As Long, yy As Long, r As Long, K As _Unsigned Long)
    Dim r2 As Long, t As Long, tstop As Long
    Dim dist1 As Single, dist As Single, dist2 As Long, s As Long
    r2 = r * r
    t = r 'r - 1 gets rid of nipples but...
    tstop = r * .707106781
    While t > tstop 'remove FOR loop

        'VVVVVVVVVVVVVVVVVVV this might now save a shade off SQR
        s = r2 - t * t
        dist = s / 10
        dist2 = dist * dist
        'WHILE ABS(dist ^ 2 - s) >= 1  'no! avoid function calls!
        While dist2 - s > 1 Or dist2 - s < -1
            dist = .5 * (dist + s / dist)
            dist2 = dist * dist
        Wend

        'VVVVVVVVVVVVVVVVV  faster to use this YES
        'dist = SQR(r2 - t * t) ' + .5 for rounding down


        Line (xx - t, yy + dist)-(xx - t, yy - dist), K, BF
        Line (xx + t, yy + dist)-(xx + t, yy - dist), K, BF
        Line (xx + dist, yy + t)-(xx - dist, yy + t), K, BF
        Line (xx + dist, yy - t)-(xx - dist, yy - t), K, BF
        t = t - 1
    Wend
    Line (xx - tstop, yy - tstop)-(xx + tstop, yy + tstop), K, BF
End Sub

'too slow, dest can't just be 0  Junk as is
Sub fcirc6 (xOrigin As Long, yOrigin As Long, radius As Long, K As _Unsigned Long)
    a& = _NewImage(1, 1, 32)
    _Dest a&
    PSet (0, 0), K
    _Dest 0
    Dim x1 As Long, y1 As Long, x2 As Long, y2 As Long, i As Integer
    Dim polyAngle As Single
    polyAngle = _Pi(2) / 60
    x1 = xOrigin + radius * Cos(polyAngle)
    y1 = yOrigin + radius * Sin(polyAngle)
    For i = 2 To 61
        x2 = xOrigin + radius * Cos(i * polyAngle)
        y2 = yOrigin + radius * Sin(i * polyAngle)
        _MapTriangle (0, 0)-(0, 0)-(0, 0), a& To(xOrigin, yOrigin)-(x1, y1)-(x2, y2), 0
        x1 = x2: y1 = y2
    Next
    _FreeImage a& '<<< this is important!
End Sub

'doing a circle fill with this runs 20 x's slower than Gold Std Circle Fill
Sub arcRing (x0, y0, outerR, innerR, raStart, raEnd, colr As _Unsigned Long)
    PI2 = _Pi(2)
    PI32 = _Pi(1.5)
    PIh = _Pi(.5)
    PI = _Pi
    raS = raStart
    While raS >= PI2
        raS = raS - PI2
    Wend
    While raS < 0
        raS = raS + PI2
    Wend
    raE = raEnd
    While raE < 0
        raE = raE + PI2
    Wend
    While raE >= PI2
        raE = raE - PI2
    Wend
    If raE > raS Then ck1 = -1
    For y = y0 - outerR To y0 + outerR
        For x = x0 - outerR To x0 + outerR
            dist = Sqr((x - x0) * (x - x0) + (y - y0) * (y - y0))
            If dist >= innerR And dist <= outerR Then 'within 2 radii
                'angle of x, y to x0, y0
                If x - x0 <> 0 And y - y0 <> 0 Then
                    ra = _Atan2(y - y0, x - x0)
                    If ra < 0 Then ra = ra + PI2
                ElseIf x - x0 = 0 Then
                    If y >= y0 Then ra = _Pi / 2 Else ra = PI32
                ElseIf y - y0 = 0 Then
                    If x >= x0 Then ra = 0 Else ra = PI
                End If
                If ck1 Then 'raEnd > raStart
                    If ra >= raS And ra <= raE Then
                        PSet (x, y), colr
                    End If
                Else 'raEnd < raStart, raEnd is falls before raStart clockwise so fill through 2 * PI
                    If ra >= raS And ra < PI2 Then
                        PSet (x, y), colr
                    Else
                        If ra >= 0 And ra <= raE Then
                            PSet (x, y), colr
                        End If
                    End If
                End If
            End If
        Next
    Next
End Sub

' best 2024-08-31 updated 2024-09-01 with Samuel trick using Checking Off and ON
Sub FC3 (cx, cy, r, clr~&) ' no suffix punctuation use the Global Default Type as Long or Single or Double
    $Checking:Off
    Dim r2, x, y ' for Option _Explicit
    If r < 1 Then Exit Sub
    Line (cx - r, cy)-(cx + r, cy), clr~&, BF
    r2 = r * r
    Do
        y = y + 1
        x = Sqr(r2 - y * y)
        Line (cx - x, cy + y)-(cx + x, cy + y), clr~&, BF
        Line (cx - x, cy - y)-(cx + x, cy - y), clr~&, BF
    Loop Until y = r
    $Checking:On
End Sub

Sub PeteFC3 (cx, cy, r, clr~&)
    Line (cx - r, cy)-(cx + r, cy), clr~&, BF
    r2 = r * r ' Dav mod
    Do Until y = r ' Since we are working with integers, would this be an alternative?
        y = y + 1
        x = Sqr(r2 - y * y) ' r2 Dav
        Line (cx - x, cy + y)-(cx + x, cy + y), clr~&, BF
        Line (cx - x, cy - y)-(cx + x, cy - y), clr~&, BF
    Loop
End Sub

' samuel 2024-09-01 updated Gold Standard ?
Sub DFC (cx As Long, cy As Long, r As Long, c As _Unsigned Long)
    $Checking:Off

    If r <= 0 Then
        PSet (cx, cy), c
        Exit Sub
    End If

    Dim e As Long: e = -r
    Dim x As Long: x = r
    Dim y As Long

    Line (cx - x, cy)-(cx + x, cy), c, BF

    Do While x > y
        y = y + 1
        e = e + y * 2

        If e >= 0 Then
            If x <> y 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
            e = e - x * 2
        End If

        Line (cx - x, cy - y)-(cx + x, cy - y), c, BF
        Line (cx - x, cy + y)-(cx + x, cy + y), c, BF
    Loop

    $Checking:On
End Sub

Sub drawBall (x, y, r, c As _Unsigned Long)
    $Checking:Off
    Dim rred As Long, grn As Long, blu As Long, rr As Long, f
    rred = _Red32(c): grn = _Green32(c): blu = _Blue32(c)
    For rr = r To 0 Step -1
        f = 1 - Sin(rr / r) ' thank OldMoses for Sin ;-))
        FC3 x, y, rr, _RGB32(rred * f, grn * f, blu * f)
    Next
    $Checking:On
End Sub

Sub fc (cx, cy, radius, clr~&, grad)
    $Checking:Off
    If grad = 1 Then
        red = _Red32(clr~&)
        grn = _Green32(clr~&)
        blu = _Blue32(clr~&)
        alpha = _Alpha32(clr~&)
    End If
    r2 = radius * radius
    For y = -radius To radius
        x = Sqr(r2 - y * y)
        'if doing gradient
        If grad = 1 Then
            For i = -x To x
                dis = Sqr(i * i + y * y) / radius
                red2 = red * (1 - dis) + (red / 2) * dis
                grn2 = grn * (1 - dis) + (grn / 2) * dis
                blu2 = blu * (1 - dis) + (blu / 2) * dis
                clr2~& = _RGBA(red2, grn2, blu2, alpha)
                Line (cx + i, cy + y)-(cx + i, cy + y), clr2~&, BF
            Next
        Else
            Line (cx - x, cy + y)-(cx + x, cy + y), clr~&, BF
        End If
    Next
    $Checking:On
End Sub

I am adding $Checking: Off | On to these routines.
b = b + ...
Reply
#84
Nice collection of routines there.  I didn't know there were so many of them.   I've given up trying to be fastest, and will just enjoy the FC party now. Tongue

Hmm, but I do a see a couple ways to make the gradient part of mine go faster, make the sub require separate r,g,b,a parameters instead of clr~&, so _red32, _Blue32, _Green32 won't have to be called to break it up.  Also, I could remove some division out of the For i = -x To x NEXT loop, and make variables for them at the top. The (red / 2), (blu /2), (grn /2) ones.

Added a twist on the ballfield thing.  Spins balls around also now, follows mouse as the center point.

- Dav

Code: (Select All)

'=============
'BALLFIELD.BAS v2.0
'=============
'Shows balls spinning towards you.
'Move mouse to move swirling ball tunnel.
'Dav, SEP/2024

'Uses updated version of FC SUB discussed here:
'https://qb64phoenix.com/forum/showthread.php?tid=2989


Randomize Timer

Screen _NewImage(1000, 700, 32)

balls = 600
Dim ballx(balls), bally(balls), ballz(balls), ballSize(balls)
Dim ballc~&(balls), sort(balls) 'array for bubble sort
Dim balla(balls) 'ball angle for spin

' Init balls
For i = 0 To balls - 1
    ballx(i) = Rnd * _Width 'x pos
    bally(i) = Rnd * _Height 'y pos
    ballz(i) = Rnd * 100 + 25 'z depth
    ballc~&(i) = _RGBA(55 + (Rnd * 200), 55 + (Rnd * 200), 55 + (Rnd * 200), 255)
    balla(i) = Rnd * 360
Next

Do
    Cls

    While _MouseInput: Wend
    mx = _MouseX: my = _MouseY

    For i = 0 To balls - 1

        balla(i) = balla(i) + 1 * (1 / ballz(i))

        'move faster towards front based on z
        ballz(i) = ballz(i) - (.75 * (_Width - ballz(i)) / _Width)
        'if done, reset ball data
        If ballz(i) < 1 Then
            ballz(i) = Rnd * 100 + 25
            ballx(i) = Rnd * _Width
            bally(i) = Rnd * _Height
            balla(i) = Rnd * 360 ' Reset balla
        End If
        'get size from depth (decreases with depth)
        ballSize(i) = (4 / ballz(i)) * 100
        'calc spin effect
        ballx(i) = mx + ((ballSize(i) / 2) * 25) * Cos(balla(i))
        bally(i) = my + ((ballSize(i) / 2) * 25) * Sin(balla(i))
        'drift off from center (veer away)
        veerx = (ballx(i) - mx) * (ballSize(i) / _Width)
        veery = (bally(i) - my) * (ballSize(i) / _Height)
        ballx(i) = ballx(i) + veerx
        bally(i) = bally(i) + veery
        sort(i) = i 'store this ball into array for sorting
    Next

    'bubble sort based on size (smallest first)
    'so small ones are drawn first, big ones last
    For i = 0 To balls - 2
        For j = 0 To balls - 2 - i
            If ballSize(sort(j)) > ballSize(sort(j + 1)) Then
                Swap sort(j), sort(j + 1)
            End If
        Next
    Next

    'draw balls in the sort() array order
    For i = 0 To balls - 1
        'only call a draw if the ball is in screen bounds
        If ballx(sort(i)) > 0 And ballx(sort(i)) < _Width Then
            If bally(sort(i)) > 0 And bally(sort(i)) < _Height Then
                fc ballx(sort(i)), bally(sort(i)), ballSize(sort(i)), ballc~&(sort(i)), 1
            End If
        End If
    Next

    _Limit 30
    _Display
Loop Until InKey$ <> ""


Sub fc (cx, cy, radius, clr~&, grad)
    If grad = 1 Then
        red = _Red32(clr~&)
        grn = _Green32(clr~&)
        blu = _Blue32(clr~&)
        alpha = _Alpha32(clr~&)
    End If
    r2 = radius * radius
    For y = -radius To radius
        x = Sqr(r2 - y * y)
        'if doing gradient
        If grad = 1 Then
            For i = -x To x
                dis = Sqr(i * i + y * y) / radius
                red2 = red * (1 - dis) + (red / 2) * dis
                grn2 = grn * (1 - dis) + (grn / 2) * dis
                blu2 = blu * (1 - dis) + (blu / 2) * dis
                clr2~& = _RGBA(red2, grn2, blu2, alpha)
                Line (cx + i, cy + y)-(cx + i, cy + y), clr2~&, BF
            Next
        Else
            Line (cx - x, cy + y)-(cx + x, cy + y), clr~&, BF
        End If
    Next
End Sub

Find my programs here in Dav's QB64 Corner
Reply
#85
Thankyou I no longer have the urge to duck.
b = b + ...
Reply
#86
Hey @Dav, I tried running your BALLFIELD above, but get Illegal Function line 96, which reads: x = SQR(r2 - y * y)
I'm on a Mac. Any idea why I can run it? Seems like the SQR function oughta work for me too, darn it... Thnx.
Reply
#87
Any chance r2 = 0? SQR does not do negative numbers.

Try adding an exit sub if radius = 0 ?

Works fine for me in Windows. QB64pe v13.1
b = b + ...
Reply
#88
(09-03-2024, 12:16 AM)NakedApe Wrote: Hey @Dav, I tried running your BALLFIELD above, but get Illegal Function line 96, which reads: x = SQR(r2 - y * y)
I'm on a Mac. Any idea why I can run it? Seems like the SQR function oughta work for me too, darn it... Thnx.

Hmm, I dunno.  Works for me, but I'm in Linux.  Probably bplus is right about the SQR is getting a bad number some reason.  Maybe you could alter the SUB to make sure SQR gets a positive, like this, just for trying sake, try this in the FC sub instead and see what happens.

- Dav

Not saying this is a solution or fix, let’s just see if it gets you past that error and see what happens next or if it will run at all…

Code: (Select All)
        precalc = r2 - y * y: If precalc <= 0 Then precalc = 1
        x = Sqr(precalc)

Find my programs here in Dav's QB64 Corner
Reply
#89
Thanks, Dav and bplus! I subbed in the two lines above and ka-pow a colorful world sprang to life. Very cool stuff! I need to give the program a once over for sure. I'd love to understand 3D more, been trying to find a good resource to learn from.
Reply
#90
(09-03-2024, 02:51 AM)NakedApe Wrote: I had fun noodling around with this over the weekend. Some lightweight 3D stuff. I threw in the wav file.

Edit: Oops, didn't close the sound file - bad form. This goes before the SYSTEM: _SndClose scanSnd

Code: (Select All)
Option _Explicit '                      side scrolling starScapes
Screen _NewImage(1280, 720, 32) '
_MouseHide '
Type globe
    x As Single '
    y As Single
    radius As Single
    frameCol As _Unsigned Long
    dotCol As _Unsigned Long
End Type
Dim As Long scanSnd
Dim globe(10) As globe
Dim As Integer i, j, k, bright, fCol(11), pSpot(11)
Dim As Single percent, radAdder, iOAspect(4), tempAsp(4), xScroller
Dim As _Byte grow, scan, signer, played
Dim Shared As Long starScape, starScape2
scanSnd = _SndOpen("fuzzyNoise.wav"): _SndVol scanSnd, .5
i = 1 '                                    it's all about the 1st globe right now
globe(i).radius = 5 '                      start values
globe(i).x = _Width / 2
globe(i).y = _Height / 2
Data 1.15,1.4,1.8,2.7,5.8
For j = 0 To 4: Read iOAspect(j): Next '    store aspect data (inner Oval Aspects)
Data 60,90,110,130,160,181,190,182,160,137,100,70
For j = 0 To 11: Read fCol(j): Next '      store globe section fill greys
Data -122,-102,-82,-57,-35,-10,13,35,60,81,102,123
For j = 0 To 11: Read pSpot(j): Next '      store paint locations
grow = -1: scan = 0 '                      flags
radAdder = .75: signer = 1 '                radius adder value & sign for scan
setStars '                                  create backdrop, software image
restart:
For j = 0 To 4: tempAsp(j) = iOAspect(j): Next '            initial aspects for inner ovals
Do '                                                        MAIN
    Cls
    _Limit 120
    xScroller = xScroller - .2 '                            scroll stars to the left
    _PutImage (0 + xScroller, 0), starScape
    _PutImage (1281 + xScroller, 0), starScape2
    If xScroller < -1280 Then xScroller = 0

    radAdder = globe(i).radius * .0075 * Sgn(radAdder) '    rate of change is a factor of size
    percent = globe(i).radius / 130 '                      adjust paint points by radius / orig size
    bright = globe(i).radius * 1.7 + 150 '                  brightness = function of size
    If bright > 254 Then bright = 255 '                    mind the max
    globe(i).frameCol = _RGB32(150) '                      grey frame
    globe(i).dotCol = _RGB32(255, 255, 0, bright) '        variable brightness for paint dot locs
    Print "arrows to steer"
    Print "spacebar to stop/start"
    Print "<s> to scan"
    Print "<esc> to exit" '                                                        user inputs & controls
    If _KeyDown(19200) Then globe(i).x = globe(i).x - 2.5 + globe(i).radius / 200 ' steers more when it's small, less when big
    If _KeyDown(19712) Then globe(i).x = globe(i).x + 2.5 - globe(i).radius / 200
    If _KeyDown(18432) Then globe(i).y = globe(i).y - 2 + globe(i).radius / 200
    If _KeyDown(20480) Then globe(i).y = globe(i).y + 2 - globe(i).radius / 200
    If _KeyHit = 32 Then '                                  space bar stops / starts movement
        If grow <> 0 Then
            grow = 0
            _KeyClear
        ElseIf grow = 0 Then grow = -1
            _KeyClear
        End If
    End If
    If grow Then '                                          size control
        globe(i).radius = globe(i).radius + radAdder
        If globe(i).radius > 250 Then radAdder = -radAdder
        If globe(i).radius < 1 Then radAdder = -radAdder
    End If
    If _KeyDown(115) Or _KeyDown(83) Then scan = -1: _KeyClear '            scan = quick wiggle, show paint spots, move/color globe sections
    If scan Then
        j = 0
        Do '                                                scan control
            k = k + 1
            If Not played And scanSnd > 0 Then _SndPlay scanSnd: played = -1
            If k = 160 Or k = 320 Or k = 480 Then signer = -signer
            globe(i).x = globe(i).x + .25 * signer
            tempAsp(j) = tempAsp(j) + .08 ' was .05
            j = j + 1
            If tempAsp(j) > 5.5 Then tempAsp(j) = 1.15
        Loop Until j = UBound(tempAsp)
        If k > 600 Then
            scan = 0: k = 0 '                              scan resets itself
            If _SndPlaying(scanSnd) Then _SndStop scanSnd: played = 0
            GoTo restart
        End If
    End If ' -----------------------------------------------------------------------------
    '                                                                                          draw globe
    If scan And globe(i).radius > 10 Then '                                                    if scan, paint inside of globe 1st
        Circle (globe(i).x, globe(i).y), globe(i).radius - 3, _RGB32(255, 10, 0), , , 1
        Paint (globe(i).x, globe(i).y), _RGB32(200, 100, 200, bright), _RGB32(255, 10, 0)
    End If

    Circle (globe(i).x, globe(i).y), globe(i).radius, globe(i).frameCol, , , 1 '                draw main circle
    For j = 0 To 4
        Circle (globe(i).x, globe(i).y), globe(i).radius, globe(i).frameCol, , , tempAsp(j) '  draw inside ovals
    Next
    Line (globe(i).x, globe(i).y - globe(i).radius)-(globe(i).x, globe(i).y + globe(i).radius), globe(i).frameCol ' middle line

    If globe(i).radius > 8 Then ' was 10                                                        paint globe sections
        For j = 0 To 11
            Paint (globe(i).x + (percent * pSpot(j)), globe(i).y), _RGB32(fCol(j), fCol(j), fCol(j), bright), globe(i).frameCol '
        Next
        If scan Then
            For j = 0 To 11 '                                                                  draw paint spots during scan
                If globe(i).radius < 30 Then ' was 80
                    PSet (globe(i).x + (percent * pSpot(j)), globe(i).y), globe(i).dotCol '    paint locs based on % of orig 130 radius @ x = 200
                Else Circle (globe(i).x + (percent * pSpot(j)), globe(i).y), globe(i).radius / 102, globe(i).dotCol '  draw dots more to scale, sorta
                End If
            Next
        End If
    End If
    _Display
Loop Until _KeyDown(27)
System
' ---------------------------------------------
Sub setStars () '                              starscape backdrop
    Dim c As Integer
    Dim As Long virtual
    virtual = _NewImage(1280, 720, 32) '
    _Dest virtual
    c = 0
    Do: c = c + 1
        PSet ((Int(Rnd * _Width)), Int(Rnd * _Height)), _RGB32(190 + Rnd * 20) '              whites
    Loop Until c = 2000
    c = 0
    Do: c = c + 1
        PSet ((Int(Rnd * _Width)), Int(Rnd * _Height)), _RGB32(100 + Rnd * 22) '                grays
    Loop Until c = 6000 '
    starScape = _CopyImage(virtual, 32) '      software image
    starScape2 = _CopyImage(virtual, 32) '      another copy to allow sideways scrolling
    _Dest 0: _FreeImage virtual
End Sub


Attached Files
.wav   fuzzyNoise.wav (Size: 753.66 KB / Downloads: 9)
Reply




Users browsing this thread: 1 Guest(s)