Procedural drawing using ndslice

Ali Çehreli via Digitalmars-d-learn digitalmars-d-learn at puremagic.com
Thu Feb 11 18:08:36 PST 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



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