Midpoint Algorithm in drawing line c++ - c++

This midpoint algorithm in c++ win32 doesn't work. It draws nothing or only horizontal lines. What error(s) am I making?
void midPoint(HDC hdc)
{
double dx = end.getXPoint()-start.getXPoint();
double dy = end.getYPoint()-start.getYPoint();
double x = start.getXPoint();
double y = start.getYPoint();
SetPixel(hdc,x,y,color);
double d = dx - (dy/2);
double d1 = dx;
double d2 = abs(dx-dy);
while(x < end.getXPoint())
{
d = abs(((( y+0.5)-start.getYPoint())*dx) - (((x+1)-start.getXPoint())*dy));
if(d < 0)
{
x = x+1;
y = y+1;
}
else
{
x = x+1;
}
SetPixel(hdc,x,y,color);
}
}

Your d is never <0. Revise the formula for d, especially the ( and ).
d = abs(((( y+0.5)-start.getYPoint())*dx) - (((x+1)-start.getXPoint())*dy));
if(d < 0)
{
x = x+1;
y = y+1; // never executed
}
else
{
x = x+1; // horizontal line
}
SetPixel(hdc,x,y,color);

As you are taking the abs value in the calculation of d, it will never be less than 0. So the value of X is alone getting incremented and you are getting the horizontal line.

Related

C++ console TicTacToe: Checking Win Conditions

The game board is stored as a 2D char array. The Player moves his cursor around the board using the numpad, and chooses with the enter key- current position of the cursor is stored in two ints.
After each move, the board is evaluated for a win using the below method.
void checkwin()
{
//look along lines from current position
int x = cursorPosX;
int y = cursorPosY;
int c = playerTurn ? 1 : 2; //which mark to look for
for (int xAxis = 0; xAxis <= 2; xAxis++) //look along x axis
{
x = WrapValue(0, sizeof(squares[0]), x + 1);
if (CheckPos(x, y) != c) //if we don't find the same mark, must not be a horizontal line, otherwise, break out.
{
x = cursorPosX; //reset x
for (int yAxis = 0; yAxis <= 2; yAxis++) //look along y axis
{
y = WrapValue(0, sizeof(squares[0]), y + 1);
if (CheckPos(x, y) != c)
{
y = cursorPosY;
//look for diagonal
for (int i = 0; i <= 2; i++ )
{
x = WrapValue(0, sizeof(squares[0]), x + 1);
y = WrapValue(0, sizeof(squares[0]), y + 1);
if (CheckPos(x, y) != c)
{
//failed everything, return
winConditions = -1;
return;
}
}
break;
}
}
break;
}
}
//if we make it out of the loops, we have a winner.
winConditions = playerTurn ? 0 : 1;
}
I get wrong results- returning a draw or win when not appropriate. I'm almost certain x and y get wrong values at some point and start checking the wrong spots.
Visual Studio stops updating a watch on x and y after going into the yAxis loop- I'm not sure why, but it prevents me from keeping track of those values. Am I breaking a rule about scoping somewhere? This is the only place I use x and y as variable names.
Relevant wrap method below. My aim was to always be able to check the other 2 spaces by adding, no matter where I was on the board
int WrapValue(int min, int max, int value)
{
auto range = max - min;
while (value >= max)
{
value -= range;
}
while (value < min)
{
value += range;
}
return value;
}
I'd appreciate a trained eye to tell me what I did wrong here. Thanks so much for your time.
Nesting for loops was a terrible idea. I solved the problem by refactoring the code into multiple separate loops that each do 1 thing, rather than fall through each other into deeper levels of hell.
for (int xAxis = 0; xAxis <= 2; xAxis++) //look along x axis
{
x = WrapValue(0, sizeof(squares[0]), x + 1);
if (CheckPos(x, y) != c) //if we don't find the same mark, must not be a horizontal line, otherwise, break out.
{
x = cursorPosX; //reset x
break;
}
else if (xAxis == 2)
{
winConditions = playerTurn ? 0 : 1;
return;
}
}
for (int yAxis = 0; yAxis <= 2; yAxis++) //look along y axis
{
y = WrapValue(0, sizeof(squares[0]), y + 1);
if (CheckPos(x, y) != c)
{
y = cursorPosY;
break;
}
else if (yAxis == 2)
{
winConditions = playerTurn ? 0 : 1;
return;
}
}
...ect
This violates DRY, but it does work the way it's supposed to, I'm sure I can simplify it later.
While I'm not entirely sure why the previous way didn't work, I do realize that it was just bad design to start with.

Square Root in C/C++

I am trying to implement my own square root function which gives square root's integral part only e.g. square root of 3 = 1.
I saw the method here and tried to implement the method
int mySqrt(int x)
{
int n = x;
x = pow(2, ceil(log(n) / log(2)) / 2);
int y=0;
while (y < x)
{
y = (x + n / x) / 2;
x = y;
}
return x;
}
The above method fails for input 8. Also, I don't get why it should work.
Also, I tried the method here
int mySqrt(int x)
{
if (x == 0) return 0;
int x0 = pow(2, (log(x) / log(2))/2) ;
int y = x0;
int diff = 10;
while (diff>0)
{
x0 = (x0 + x / x0) / 2; diff = y - x0;
y = x0;
if (diff<0) diff = diff * (-1);
}
return x0;
}
In this second way, for input 3 the loop continues ... indefinitely (x0 toggles between 1 and 2).
I am aware that both are essentially versions of Netwon's method but I can't figure out why they fail in certain cases and how could I make them work for all cases. I guess i have the correct logic in implementation. I debugged my code but still I can't find a way to make it work.
This one works for me:
uintmax_t zsqrt(uintmax_t x)
{
if(x==0) return 0;
uintmax_t yn = x; // The 'next' estimate
uintmax_t y = 0; // The result
uintmax_t yp; // The previous estimate
do{
yp = y;
y = yn;
yn = (y + x/y) >> 1; // Newton step
}while(yn ^ yp); // (yn != yp) shortcut for dumb compilers
return y;
}
returns floor(sqrt(x))
Instead of testing for 0 with a single estimate, test with 2 estimates.
When I was writing this, I noticed the result estimate would sometimes oscillate. This is because, if the exact result is a fraction, the algorithm could only jump between the two nearest values. So, terminating when the next estimate is the same as the previous will prevent an infinite loop.
Try this
int n,i;//n is the input number
i=0;
while(i<=n)
{
if((i*i)==n)
{
cout<<"The number has exact root : "<<i<<endl;
}
else if((i*i)>n)
{
cout<<"The integer part is "<<(i-1)<<endl;
}
i++;
}
Hope this helps.
You can try there C sqrt implementations :
// return the number that was multiplied by itself to reach N.
unsigned square_root_1(const unsigned num) {
unsigned a, b, c, d;
for (b = a = num, c = 1; a >>= 1; ++c);
for (c = 1 << (c & -2); c; c >>= 2) {
d = a + c;
a >>= 1;
if (b >= d)
b -= d, a += c;
}
return a;
}
// return the number that was multiplied by itself to reach N.
unsigned square_root_2(unsigned n){
unsigned a = n > 0, b;
if (n > 3)
for (a = n >> 1, b = (a + n / a) >> 1; b < a; a = b, b = (a + n / a) >> 1);
return a ;
}
Example of usage :
#include <assert.h>
int main(void){
unsigned num, res ;
num = 1847902954, res = square_root_1(num), assert(res == 42987);
num = 2, res = square_root_2(num), assert(res == 1);
num = 0, res = square_root_2(num), assert(res == 0);
}
Source

How to blur SDL_Surface without shaders?

I want to add blur effect to drawing text. I use SDL2 and SDL_TTF.
SDL_Surface has a transparency.
How to do it without shaders?
Below is the algorithm that I use. This is a simple averaging.
Uint32 p;
Uint8 r, g, b, a;
int x, y, px, py;
int blur_sum_factor;
for (y = 0; y < sfc_blur->h; y++)
{
for (x = 0; x < sfc_blur->w; x++)
{
double rd = 0.0, gd = 0.0, bd = 0.0, ad = 0.0;
blur_sum_factor = 0;
for (py = -blur_size; py <= blur_size; py++)
{
for (px = -blur_size; px <= blur_size; px++)
{
int x1 = x + px;
int y1 = y + py;
if (x1 < 0 || x1 >= sfc_blur->w || y1 < 0 || y1 >= sfc_blur->h)
continue;
p = get_pixel32(sfc_blur, x1, y1);
SDL_GetRGBA(p, sfc_blur->format, &r, &g, &b, &a);
rd += r;
gd += g;
bd += b;
blur_sum_factor++;
ad += a;
}
}
rd /= blur_sum_factor;
gd /= blur_sum_factor;
bd /= blur_sum_factor;
ad /= blur_sum_factor;
r = (Uint8)rd;
g = (Uint8)gd;
b = (Uint8)bd;
a = (Uint8)ad;
p = SDL_MapRGBA(sfc_blur_target->format, r, g, b, a);
put_pixel32(sfc_blur_target, x, y, p);
}
}
In result I have a dark area around the text.
(red background for better demonstration - the blur is applied only to text with transparency.)
p.s. I had never used shaders. And in this task I can't use shaders (even if I wanted it).
I solved this problem. I create two SDL_Surface: the first text and the second with the background color as the text. And then I make a blurry only alpha channel:
for (y = 0; y < sfc_blur->h; y++)
{
for (x = 0; x < sfc_blur->w; x++)
{
double rd = 0.0, gd = 0.0, bd = 0.0, ad = 0.0;
blur_sum_factor = 0;
for (py = -blur_size; py <= blur_size; py++)
{
for (px = -blur_size; px <= blur_size; px++)
{
int x1 = x + px;
int y1 = y + py;
if (x1 < 0 || x1 >= sfc_blur->w || y1 < 0 || y1 >= sfc_blur->h)
continue;
p = get_pixel32(sfc_blur, x1, y1);
SDL_GetRGBA(p, sfc_blur->format, &r, &g, &b, &a);
blur_sum_factor++;
ad += a;
}
}
ad /= blur_sum_factor;
p = get_pixel32(sfc_blur_target, x, y);
SDL_GetRGB(p, sfc_blur_target->format, &r, &g, &b);
a = (Uint8)ad;
p = SDL_MapRGBA(sfc_blur_target->format, r, g, b, a);
put_pixel32(sfc_blur_target, x, y, p);
}
}
Next I want to add the Gaussian Blur and parallelize the process.

Drawing lines with Bresenham's Line Algorithm

My computer graphics homework is to implement OpenGL algorithms using only the ability to draw points.
So obviously I need to get drawLine() to work before I can draw anything else. drawLine() has to be done using integers only. No floating point.
This is what I was taught. Basically, lines can be broken up into 4 different categories, positive steep, positive shallow, negative steep and negative shallow. This is the picture I am supposed to draw:
and this is the picture my program is drawing:
The colors are done for us. We are given vertices and we need to use Bresenham's Line algorithm to draw the lines based on the start and end points.
This is what I have so far:
int dx = end.x - start.x;
int dy = end.y - start.y;
//initialize varibales
int d;
int dL;
int dU;
if (dy > 0){
if (dy > dx){
//+steep
d = dy - 2*dx;
dL = -2*dx;
dU = 2*dy - 2*dx;
for (int x = start.x, y = start.y; y <= end.y; y++){
Vertex v(x,y);
drawPoint(v);
if (d >= 1){
d += dL;
}else{
x++;
d += dU;
}
}
} else {
//+shallow
d = 2*dy - dx;
dL = 2*dy;
dU = 2*dy - 2*dx;
for (int x = start.x, y = start.y; x <= end.x; x++) {
Vertex v(x,y);
drawPoint(v);
// if choosing L, next y will stay the same, we only need
// to update d by dL
if (d <= 0) {
d += dL;
// otherwise choose U, y moves up 1
} else {
y++;
d += dU;
}
}
}
} else {
if (-dy > dx){
cout << "-steep\n";
//-steep
d = dy - 2*dx;
//south
dL = 2*dx;
//southeast
dU = 2*dy - 2*dx;
for (int x = start.x, y = start.y; y >= end.y; --y){
Vertex v(x,y);
drawPoint(v);
//if choosing L, next x will stay the same, we only need
//to update d
if (d >= 1){
d -= dL;
} else {
x++;
d -= dU;
}
}
} else {
cout << "-shallow\n";
//-shallow
d = 2*dy - dx;
dL = 2*dy;
dU = 2*dy - 2*dx;
for (int x = start.x, y = start.y; x <= end.x; x++){
Vertex v(x,y);
drawPoint(v);
if (d >= 0){
d += dL;
} else {
--y;
d -= dU;
}
}
}
}
I know my error is going to be something silly, but I honestly cannot figure out what I am doing wrong. Why are some of the lines drawn incorrectly as shown above?
/*BRESENHAAM ALGORITHM FOR LINE DRAWING*/
#include<iostream.h>
#include<graphics.h>
#include<stdio.h>
#include<conio.h>
#include<stdlib.h>
#include<math.h>
#include<dos.h>
void bhm_line(int,int,int,int,int);
void main()
{
int ghdriver=DETECT,ghmode,errorcode,x1,x2,y1,y2;
initgraph(&ghdriver,&ghmode,"..\\bgi");
errorcode = graphresult();
if(errorcode !=grOk)
{
cout<<"Graphics error:%s\n"<<grapherrormsg(errorcode);
cout<<"Press any key to halt:";
getch();
exit(1);
}
clrscr();
cout<<"Enter the coordinates (x1,y1): ";
cin>>x1>>y1;
cout<<"Enter the coordinates (x2,y2): ";
cin>>x2>>y2;
bhm_line(x1,y1,x2,y2,1);
getch();
}
void bhm_line(int x1,int y1,int x2,int y2,int c)
{
int x,y,dx,dy,dx1,dy1,px,py,xe,ye,i;
dx=x2-x1;
dy=y2-y1;
dx1=fabs(dx);
dy1=fabs(dy);
px=2*dy1-dx1;
py=2*dx1-dy1;
if(dy1<=dx1)
{
if(dx>=0)
{
x=x1;
y=y1;
xe=x2;
}
else
{
x=x2;
y=y2;
xe=x1;
}
putpixel(x,y,c);
for(i=0;x<xe;i++)
{
x=x+1;
if(px<0)
{
px=px+2*dy1;
}
else
{
if((dx<0 && dy<0) || (dx>0 && dy>0))
{
y=y+1;
}
else
{
y=y-1;
}
px=px+2*(dy1-dx1);
}
delay(0);
putpixel(x,y,c);
}
}
else
{
if(dy>=0)
{
x=x1;
y=y1;
ye=y2;
}
else
{
x=x2;
y=y2;
ye=y1;
}
putpixel(x,y,c);
for(i=0;y<ye;i++)
{
y=y+1;
if(py<=0)
{
py=py+2*dx1;
}
else
{
if((dx<0 && dy<0) || (dx>0 && dy>0))
{
x=x+1;
}
else
{
x=x-1;
}
py=py+2*(dx1-dy1);
}
delay(0);
putpixel(x,y,c);
}
}
}
I implemented the original Bresenham's algorithm in C++ and tried to optimize as much as I could (especially regarding removing the IF from the interior loop).
It draws in a linear buffer instead of a surface, and for this matter, this implementation was almost as fast as EFLA (Extremely Fast Line Algorithm) (maybe 5% slower).
#include <vector>
#include <math.h>
using namespace std;
vector<unsigned char> buffer;
int imageSide = 2048; // the width of the surface
struct Point2Di
{
int x;
int y;
Point2Di(const int &x, const int &y): x(x), y(y){}
Point2Di(){}
};
void drawLine(const Point2Di &p0, const Point2Di &p1)
{
int dx = p1.x - p0.x;
int dy = p1.y - p0.y;
int dLong = abs(dx);
int dShort = abs(dy);
int offsetLong = dx > 0 ? 1 : -1;
int offsetShort = dy > 0 ? imageSide : -imageSide;
if(dLong < dShort)
{
swap(dShort, dLong);
swap(offsetShort, offsetLong);
}
int error = 2 * dShort - dLong;
int index = p0.y*imageSide + p0.x;
const int offset[] = {offsetLong, offsetLong + offsetShort};
const int abs_d[] = {2*dShort, 2*(dShort - dLong)};
for(int i = 0; i <= dLong; ++i)
{
buffer[index] = 255; // or a call to your painting method
const int errorIsTooBig = error >= 0;
index += offset[errorIsTooBig];
error += abs_d[errorIsTooBig];
}
}
The EFLA implementation that I am using is:
void drawLine(Point2Di p0, Point2Di p1)
{
bool yLonger=false;
int shortLen=p1.y-p0.y;
int longLen=p1.x-p0.x;
if (abs(shortLen)>abs(longLen)) {
swap(shortLen, longLen);
yLonger=true;
}
int decInc = longLen==0 ? decInc=0 : ((shortLen << 16) / longLen);
if (yLonger) {
p0.y*=imageSide;
p1.y*=imageSide;
if (longLen>0)
for (int j=0x8000+(p0.x<<16);p0.y<=p1.y;p0.y+=imageSide, j+=decInc)
buffer[p0.y + (j >> 16)] = 255; // or a call to your painting method
else
for (int j=0x8000+(p0.x<<16);p0.y>=p1.y;p0.y-=imageSide, j-=decInc)
buffer[p0.y + (j >> 16)] = 255; // or a call to your painting method
}
else
{
if (longLen>0)
for (int j=0x8000+(p0.y<<16);p0.x<=p1.x;++p0.x, j+=decInc)
buffer[(j >> 16) * imageSide + p0.x] = 255; // or a call to your painting method
else
for (int j=0x8000+(p0.y<<16);p0.x>=p1.x;--p0.x, j-=decInc)
buffer[(j >> 16) * imageSide + p0.x] = 255; // or a call to your painting method
}
}
In case anyone was wondering what the problem was, I still don't know what it was. What I ended up doing was re-factored my code so that the -shallow and -steep used the same algorithm as +shallow and +steep, respectively. After adjusting the x,y coordinates (negating the x or y coordinate), when I went to plot them I negated my original negation so that it plotted in the right spot.

Roguelike FOV problem

I am working on a college compsci project and I would like some help with a field of view algorithm. I works mostly, but in some situations the algorithm sees through walls and hilights walls the player should not be able to see.
void cMap::los(int x0, int y0, int radius)
{ //Does line of sight from any particular tile
for(int x = 0; x < m_Height; x++) {
for(int y = 0; y < m_Width; y++) {
getTile(x,y)->setVisible(false);
}
}
double xdif = 0;
double ydif = 0;
bool visible = false;
float dist = 0;
for (int x = MAX(x0 - radius,0); x < MIN(x0 + radius, m_Height); x++) { //Loops through x values within view radius
for (int y = MAX(y0 - radius,0); y < MIN(y0 + radius, m_Width); y++) { //Loops through y values within view radius
xdif = pow( (double) x - x0, 2);
ydif = pow( (double) y - y0, 2);
dist = (float) sqrt(xdif + ydif); //Gets the distance between the two points
if (dist <= radius) { //If the tile is within view distance,
visible = line(x0, y0, x, y); //check if it can be seen.
if (visible) { //If it can be seen,
getTile(x,y)->setVisible(true); //Mark that tile as viewable
}
}
}
}
}
bool cMap::line(int x0,int y0,int x1,int y1)
{
bool steep = abs(y1-y0) > abs(x1-x0);
if (steep) {
swap(x0, y0);
swap(x1, y1);
}
if (x0 > x1) {
swap(x0,x1);
swap(y0,y1);
}
int deltax = x1-x0;
int deltay = abs(y1-y0);
int error = deltax/2;
int ystep;
int y = y0;
if (y0 < y1)
ystep = 1;
else
ystep = -1;
for (int x = x0; x < x1; x++) {
if ( steep && getTile(y,x)->isBlocked()) {
getTile(y,x)->setVisible(true);
getTile(y,x)->setDiscovered(true);
return false;
} else if (!steep && getTile(x,y)->isBlocked()) {
getTile(x,y)->setVisible(true);
getTile(x,y)->setDiscovered(true);
return false;
}
error -= deltay;
if (error < 0) {
y = y + ystep;
error = error + deltax;
}
}
return true;
}
If anyone could help me make the first blocked tiles visible but stops the rest, I would appreciate it.
thanks,
Manderin87
You seem to be attempting to create a raycasting algorithm. I assume you have knowledge of how Bresenham's lines work, so I'll cut to the chase.
Instead of checking the visibility of each cell in the potential field of view, you only need to launch Bresenham lines from the FOV centre towards each cell at the very perimetre of the potential FOV area (the square you loop through). At each step of the Bresenham line, you check the cell status. The pseudocode for each ray would go like this:
while (current_cell != destination) {
current_cell.visible = true;
if (current_cell.opaque) break;
else current_cell = current_cell.next();
}
Please remember that raycasting produces tons of artifacts and you might also need postprocessing after you have calculated your field of view.
Some useful resources:
ray casting on Roguebasin
ray casting FOV implementation in libtcod (in C, you can dig through the repository for a C++ wrapper to it)
a FOV study