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