digitalmars.D.learn - Procedural drawing using ndslice
- Claude (59/59) Feb 11 2016 Hello,
- John Colvin (6/65) Feb 11 2016 I had a go at trying the sort of thing you are talking about:
- =?UTF-8?Q?Ali_=c3=87ehreli?= (52/109) Feb 11 2016 Here is a very very rough proof of concept:
- Claude (5/5) Feb 12 2016 Thanks for your replies, John and Ali. I wasn't sure I was clear.
Hello,
I come from the C world and try to do some procedural terrain
generation, and I thought ndslice would help me to make things
look clean, but I'm very new to those semantics and I need help.
Here's my problem: I have a C-style rough implementation of a
function drawing a disk into a 2D buffer. Here it is:
import std.math;
import std.stdio;
void draw(ref float[16][16] buf, int x0, int y0, int x1, int y1)
{
float xc = cast(float)(x0 + x1) / 2;
float yc = cast(float)(y0 + y1) / 2;
float xr = cast(float)(x1 - x0) / 2;
float yr = cast(float)(y1 - y0) / 2;
float disk(size_t x, size_t y)
{
float xx, yy;
xx = (x - xc) / xr;
yy = (y - yc) / yr;
return 1.0 - sqrt(xx * xx + yy * yy);
}
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x++)
{
buf[x][y] = disk(x, y);
writef(" % 3.1f", buf[x][y]);
}
writeln("");
}
}
void main()
{
float[16][16] buf;
draw(buf, 2, 2, 10, 10);
}
The final buffer contains values where positive floats are the
inside of the disk, negative are outside, and 0's represents the
perimeter of the disk.
I would like to simplify the code of draw() to make it look more
something like:
Slice!(stuff) draw(int x0, int y0, int x1, int y1)
{
float disk(size_t x, size_t y)
{
// ...same as above
}
return Slice!stuff.something!disk.somethingElseMaybe;
}
Is it possible?
Do I need to back-up the slice with an array, or could the slice
be used lazily and modified as I want using some other drawing
functions.
auto diskNoiseSlice = diskSlice.something!AddNoiseFunction;
... until I do a:
auto buf = mySlice.array;
... where the buffer would be allocated in memory and filled with
the values according to all the drawing primitives I used on the
slice.
Feb 11 2016
On Thursday, 11 February 2016 at 13:05:41 UTC, Claude wrote:
Hello,
I come from the C world and try to do some procedural terrain
generation, and I thought ndslice would help me to make things
look clean, but I'm very new to those semantics and I need help.
Here's my problem: I have a C-style rough implementation of a
function drawing a disk into a 2D buffer. Here it is:
import std.math;
import std.stdio;
void draw(ref float[16][16] buf, int x0, int y0, int x1, int y1)
{
float xc = cast(float)(x0 + x1) / 2;
float yc = cast(float)(y0 + y1) / 2;
float xr = cast(float)(x1 - x0) / 2;
float yr = cast(float)(y1 - y0) / 2;
float disk(size_t x, size_t y)
{
float xx, yy;
xx = (x - xc) / xr;
yy = (y - yc) / yr;
return 1.0 - sqrt(xx * xx + yy * yy);
}
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x++)
{
buf[x][y] = disk(x, y);
writef(" % 3.1f", buf[x][y]);
}
writeln("");
}
}
void main()
{
float[16][16] buf;
draw(buf, 2, 2, 10, 10);
}
The final buffer contains values where positive floats are the
inside of the disk, negative are outside, and 0's represents
the perimeter of the disk.
I would like to simplify the code of draw() to make it look
more something like:
Slice!(stuff) draw(int x0, int y0, int x1, int y1)
{
float disk(size_t x, size_t y)
{
// ...same as above
}
return Slice!stuff.something!disk.somethingElseMaybe;
}
Is it possible?
Do I need to back-up the slice with an array, or could the
slice be used lazily and modified as I want using some other
drawing functions.
auto diskNoiseSlice = diskSlice.something!AddNoiseFunction;
... until I do a:
auto buf = mySlice.array;
... where the buffer would be allocated in memory and filled
with the values according to all the drawing primitives I used
on the slice.
I had a go at trying the sort of thing you are talking about:
http://dpaste.dzfl.pl/8f9da4f4cc34
That won't work with std.experimental.ndslice in 2.070.0, so
either use dmd git master or use the latest version of ndslice in
mir (https://github.com/DlangScience/mir).
Feb 11 2016
On 02/11/2016 05:05 AM, Claude wrote:
Hello,
I come from the C world and try to do some procedural terrain
generation, and I thought ndslice would help me to make things look
clean, but I'm very new to those semantics and I need help.
Here's my problem: I have a C-style rough implementation of a function
drawing a disk into a 2D buffer. Here it is:
import std.math;
import std.stdio;
void draw(ref float[16][16] buf, int x0, int y0, int x1, int y1)
{
float xc = cast(float)(x0 + x1) / 2;
float yc = cast(float)(y0 + y1) / 2;
float xr = cast(float)(x1 - x0) / 2;
float yr = cast(float)(y1 - y0) / 2;
float disk(size_t x, size_t y)
{
float xx, yy;
xx = (x - xc) / xr;
yy = (y - yc) / yr;
return 1.0 - sqrt(xx * xx + yy * yy);
}
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x++)
{
buf[x][y] = disk(x, y);
writef(" % 3.1f", buf[x][y]);
}
writeln("");
}
}
void main()
{
float[16][16] buf;
draw(buf, 2, 2, 10, 10);
}
The final buffer contains values where positive floats are the inside of
the disk, negative are outside, and 0's represents the perimeter of the
disk.
I would like to simplify the code of draw() to make it look more
something like:
Slice!(stuff) draw(int x0, int y0, int x1, int y1)
{
float disk(size_t x, size_t y)
{
// ...same as above
}
return Slice!stuff.something!disk.somethingElseMaybe;
}
Is it possible?
Do I need to back-up the slice with an array, or could the slice be used
lazily and modified as I want using some other drawing functions.
auto diskNoiseSlice = diskSlice.something!AddNoiseFunction;
... until I do a:
auto buf = mySlice.array;
... where the buffer would be allocated in memory and filled with the
values according to all the drawing primitives I used on the slice.
Here is a very very rough proof of concept:
import std.stdio;
struct LazyLine(Element, int Length, alias func) {
int y;
Element opIndex(int x) {
return func(y, x);
}
}
struct LazyRect(Element, int Height, int Width, alias func) {
Element opIndex(A...)(A args) {
const y = args[0];
const x = args[1];
auto line = LazyLine!(Element, Width, func)(y);
return line[x];
}
auto chain(alias nextFunc)() {
return NextLazyRect!(Element, Height, Width, nextFunc,
typeof(this))(this);
}
}
struct NextLazyRect(Element, int Height, int Width, alias func,
PreviousLazyRect) {
PreviousLazyRect previous;
Element opIndex(A...)(A args) {
const y = args[0];
const x = args[1];
return func(previous[y, x]);
}
}
auto abc(int line, int row) {
return line * 10 + row;
}
auto xyz(float f) {
return f / 10;
}
void main() {
auto rect = LazyRect!(float, 3, 5, abc)().chain!xyz;
foreach (line; 0 .. 5) {
foreach (row; 0 .. 4) {
writef("%6.1f", rect[line, row]);
}
writeln();
}
}
Output:
0.0 0.1 0.2 0.3
1.0 1.1 1.2 1.3
2.0 2.1 2.2 2.3
3.0 3.1 3.2 3.3
4.0 4.1 4.2 4.3
Ali
Feb 11 2016
Thanks for your replies, John and Ali. I wasn't sure I was clear. I'm going to try to see if I can fit Ali concept (totally lazy, which is what I was looking for) within ndslices, so that I can also use it in 3D and apply window() function to the result and mess around with it.
Feb 12 2016









John Colvin <john.loughran.colvin gmail.com> 