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.
Related
Here is the question:
There is a house with a backyard which is square bounded by
coordinates (0,0) in the southwest to (1000,1000) in
the northeast. In this yard there are a number of water sprinklers
placed to keep the lawn soaked in the middle of the summer. However,
it might or might not be possible to cross the yard without getting
soaked and without leaving the yard?
Input The input starts with a line containing an integer 1≤n≤1000, the
number of water sprinklers. A line follows for each sprinkler,
containing three integers: the (x,y)(x,y) location of the sprinkler
(0≤x,y,≤10000) and its range r (1≤r≤1000). The sprinklers will soak
anybody passing strictly within the range of the sprinkler (i.e.,
within distance strictly less than r).
The house is located on the west side (x=0) and a path is needed to
the east side of the yard (x=1000).
Output If you can find a path through the yard, output four real
numbers, separated by spaces, rounded to two digits after the decimal
place. These should be the coordinates at which you may enter and
leave the yard, respectively. If you can enter and leave at several
places, give the results with the highest y. If there is no way to get
through the yard without getting soaked, print a line containing
“IMPOSSIBLE”.
Sample Input
3
500 500 499
0 0 999
1000 1000 200
Sample output
0.00 1000.00 1000.00 800.00
Here is my thought process:
Define circle objects with x,y,r and write a function to determine if a given point is wet or not(inside the circle or not) on the circumference is not wet btw.
class circle {
int h;
int k;
int r;
public:
circle();
circle(int h, int k, int r){
this->h = h;
this->k = k;
this->r = r;
};
bool iswet(pair<int,int>* p){
if (pow(this->r - 0.001, 2) > (pow(p->first - this->h, 2) +
pow(p->second - this->k, 2) ) ) {
return true;
}
else
return false;
};
Then implement a depth first search, prioritizing to go up and right whenever possible.
However since circles are not guaranteed to be pass on integer coordinates an the result is expected in floats with double precision (xxx.xx). So if we keep everything in integers the grid suddenly becomes 100,000 x 100,000 which is way too big. Also the time limit is 1 sec.
So I thought ok lets stick to 1000x1000 and work with floats instead. Loop over int coordinates and whenever I hit a sprinkle just snap in the perimeter of the circle since we are safe in the perimeter. But in that case could not figure out how DFS work.
Here is the latest trial
#include <iostream>
#include <cmath>
#include <string>
#include <vector>
#include <deque>
#include <utility>
#include <unordered_set>
#include <iomanip>
using namespace std;
const int MAXY = 1e3;
const int MAXX = 1e3;
const int MINY = 0;
const int MINX = 0;
struct pair_hash {
inline std::size_t operator()(const std::pair<int,int> & v) const {
return v.first*31+v.second;
}
};
class circle {
int h;
int k;
int r;
public:
circle();
circle(int h, int k, int r){
this->h = h;
this->k = k;
this->r = r;
};
bool iswet(pair<float,float>* p){
if (pow(this->r - 0.001, 2) > (pow(p->first - this->h, 2) + pow(p->second - this->k, 2) ) ) {
this->closest_pair(p);
return true;
}
else
return false;
};
void closest_pair(pair<float,float>* p){
float vx = p->first - this->h;
float vy = p->second - this->k;
float magv = sqrt(vx * vx + vy * vy);
p->first = this->h + vx / magv * this->r;
p->second = this->k + vy / magv * this->r;
}
};
static bool test_sprinkles(vector<circle> &sprinkles, pair<float,float>* p){
for (int k = 0; k < sprinkles.size(); k++)
if (sprinkles[k].iswet(p)) return false;
return true;
}
int main(){
int n; // number of sprinkles
while (cin >> n){
vector<circle> sprinkles_array;
sprinkles_array.reserve(n);
int h, k, r;
while (n--){
cin >> h >> k >> r;
sprinkles_array.push_back(circle(h, k, r));
}/* code */
pair<float,float> enter = make_pair(0, MAXY);
deque<pair<float,float>> mystack;
mystack.push_back(enter);
pair<float,float>* cp;
bool found = false;
unordered_set<pair<float, float>, pair_hash> visited;
while (!mystack.empty()){
cp = &mystack.back();
if (cp->first == MAXX) {
found = true;
break;
}
visited.insert(*cp);
if (cp->second > MAXY || cp->second < MINY || cp ->first < MINX ) {
visited.insert(*cp);
mystack.pop_back();
continue;
}
if (!test_sprinkles(sprinkles_array,cp)) {
continue;
}
pair<int,int> newpair = make_pair(cp->first, cp->second + 1);
if (visited.find(newpair) == visited.end()) {
mystack.push_back(newpair);
continue;
}
else visited.insert(newpair);
newpair = make_pair(cp->first + 1 , cp->second);
if (visited.find(newpair) == visited.end()) {
mystack.push_back(newpair);
continue;
}
else visited.insert(newpair);
newpair = make_pair(cp->first, cp->second - 1);
if (visited.find(newpair) == visited.end()) {
mystack.push_back(newpair);
continue;
}
else visited.insert(newpair);
newpair = make_pair(cp->first - 1, cp->second);
if (visited.find(newpair) == visited.end()) {
mystack.push_back(newpair);
continue;
}
else visited.insert(newpair);
mystack.pop_back();
}
cout << setprecision(2);
cout << fixed;
if (found){
double xin = mystack.front().first;
double yin = mystack.front().second;
pair <float, float> p = mystack.back();
p.second++;
for (int k = 0; k < sprinkles_array.size(); k++)
if (sprinkles_array[k].iswet(&p)) break;
double xout = p.first;
double yout = p.second;
cout << xin << " " << yin << " " << xout << " " << yout << endl;
}
else
{
cout << "IMPOSSIBLE" << endl;
}
}
}
Yes #JosephIreland is right. Solved it with grouping intersecting (not touching) circles. Then these groups have maxy and min y coordinates. If it exceeds the yard miny and maxy the way is blocked.
Then these groups also have upper and lower intersection points with x=0 and x=1000 lines. If the upper points are larger than the yard maxy then the maximum entry/exit points are lower entery points.
#include <iostream>
#include <cmath>
#include <string>
#include <vector>
#include <utility>
#include <iomanip>
using namespace std;
const int MAXY = 1e3;
const int MAXX = 1e3;
const int MINY = 0;
const int MINX = 0;
struct circle {
int h;
int k;
int r;
float maxy;
float miny;
circle();
circle(int h, int k, int r){
this->h = h;
this->k = k;
this->r = r;
this->miny = this->k - r;
this->maxy = this->k + r;
};
};
struct group {
float maxy = -1;
float miny = -1;
vector<circle*> circles;
float upper_endy = -1;
float upper_starty = -1;
float lower_endy = -1;
float lower_starty = -1;
void add_circle(circle& c){
if ((c.maxy > this->maxy) || this->circles.empty() ) this->maxy = c.maxy;
if ((c.miny < this->miny) || this->circles.empty() ) this->miny = c.miny;
this->circles.push_back(&c);
// find where it crosses x=minx and x= maxx
float root = sqrt(pow(c.r, 2) - pow(MINX - c.h, 2));
float y1 = root + c.k;
float y2 = -root + c.k;
if (y1 > this->upper_starty) this->upper_starty = y1;
if (y2 > this->lower_starty) this->lower_starty = y2;
root = sqrt(pow(c.r, 2) - pow(MAXX - c.h, 2));
y1 = root + c.k;
y2 = -root + c.k;
if (y1 > this->upper_endy) this->upper_endy = y1;
if (y2 > this->lower_endy) this->lower_endy = y2;
};
bool does_intersect(circle& c1){
for(circle* c2 : circles){
float dist = sqrt(pow(c1.h - c2->h,2)) + sqrt(pow(c1.k - c2->k,2));
(dist < (c1.r + c2->r)) ? true : false;
};
};
};
int main(){
int n; // number of sprinkles
while (cin >> n){
vector<circle> sprinkles_array;
sprinkles_array.reserve(n);
int h, k, r;
while (n--){
cin >> h >> k >> r;
sprinkles_array.push_back(circle(h, k, r));
}/* code */
vector<group> groups;
group newgroup;
newgroup.add_circle(sprinkles_array[0]);
groups.push_back(newgroup);
for (int i = 1; i < sprinkles_array.size(); i++){
bool no_group = true;
for (group g:groups){
if (g.does_intersect(sprinkles_array[i])){
g.add_circle(sprinkles_array[i]);
no_group = false;
break;
}
}
if (no_group) {
group newgroup;
newgroup.add_circle(sprinkles_array[i]);
groups.push_back(newgroup);
}
}
float entery = MAXY;
float exity = MAXY;
bool found = true;
for (group g : groups){
if ((g.miny < MINY) && (g.maxy > MAXY)){
found = false;
break;
}
if (g.upper_starty > entery)
entery = g.lower_starty;
if (g.upper_endy > exity)
exity = g.lower_endy;
}
cout << setprecision(2);
cout << fixed;
if (found){
cout << float(MINX) << " " << entery << " " << float(MAXX) << " " << exity << endl;
}
else
{
cout << "IMPOSSIBLE" << endl;
}
}
}
My goal is simple: I want to create a rendering system in C++ that can draw thousands of bitmaps on screen. I have been trying to use threads to speed up the process but to no avail. In most cases, I have actually slowed down performance by using multiple threads. I am using this project as an educational exercise by not using hardware acceleration. That said, my question is this:
What is the best way to use several threads to accept a massive list of images to be drawn onto the screen and render them at break-neck speeds? I know that I won’t be able to create a system that can rival hardware accelerated graphics, but I believe that my idea is still feasible because the operation is so simple: copying pixels from one memory location to another.
My renderer design uses three core blitting operations: position, rotation, and scale of a bitmap image. I have it set up to only rotate an image when needed, and only scale an image when needed.
I have gone through several designs for this system. All of them too slow to get the job done (300 64x64 bitmaps at barely 60fps).
Here are the designs I have tried:
Immediately drawing a source bitmap on a destination bitmap for every image on screen (moderate speed).
Creating workers that accept a draw instruction and immediately begin working on it while other workers receive their instructions also (slowest).
Workers that receive packages of several instructions at a time (slower).
Saving all drawing instructions up and then parting them up in one swoop to several workers while other tasks (in theory) are being done (slowest).
Here is the bitmap class I am using to blit bitmaps onto each other:
class Bitmap
{
public:
Bitmap(int w, int h)
{
width = w;
height = h;
size = w * h;
pixels = new unsigned int[size];
}
virtual ~Bitmap()
{
if (pixels != 0)
{
delete[] pixels;
pixels = 0;
}
}
void blit(Bitmap *bmp, float x, float y, float rot, float sclx,
float scly)
{
// Position only
if (rot == 0 && sclx == 1 && scly == 1)
{
blitPos(bmp, x, y);
return;
}
// Rotate only
else if (rot != 0 && sclx == 1 && scly == 1)
{
blitRot(bmp, x, y, rot);
return;
}
// Scale only
else if (rot == 0 && (sclx != 1 || scly != 1))
{
blitScl(bmp, x, y, sclx, scly);
return;
}
/////////////////////////////////////////////////////////////////////////////
// If it is not one of those, you have to do all three... :D
/////////////////////////////////////////////////////////////////////////////
// Create a bitmap that is scaled to the new size.
Bitmap tmp((int)(bmp->width * sclx), (int)(bmp->height * scly));
// Find how much each pixel steps:
float step_x = (float)bmp->width / (float)tmp.width;
float step_y = (float)bmp->height / (float)tmp.height;
// Fill the scaled image with pixels!
float inx = 0;
int xOut = 0;
while (xOut < tmp.width)
{
float iny = 0;
int yOut = 0;
while (yOut < tmp.height)
{
unsigned int sample = bmp->pixels[
(int)(std::floor(inx) + std::floor(iny) * bmp->width)
];
tmp.drawPixel(xOut, yOut, sample);
iny += step_y;
yOut++;
}
inx += step_x;
xOut++;
}
blitRot(&tmp, x, y, rot);
}
void drawPixel(int x, int y, unsigned int color)
{
if (x > width || y > height || x < 0 || y < 0)
return;
if (color == 0x00000000)
return;
int index = x + y * width;
if (index >= 0 && index <= size)
pixels[index] = color;
}
unsigned int getPixel(int x, int y)
{
return pixels[x + y * width];
}
void clear(unsigned int color)
{
std::fill(&pixels[0], &pixels[size], color);
}
private:
void blitPos(Bitmap *bmp, float x, float y)
{
// Don't draw if coordinates are already past edges
if (x > width || y > height || y + bmp->height < 0 || x + bmp->width < 0)
return;
int from;
int to;
int destfrom;
int destto;
for (int i = 0; i < bmp->height; i++)
{
from = i * bmp->width;
to = from + bmp->width;
//////// Caps
// Bitmap is being drawn past the right edge
if (x + bmp->width > width)
{
int cap = bmp->width - ((x + bmp->width) - width);
to = from + cap;
}
// Bitmap is being drawn past the left edge
else if (x + bmp->width < bmp->width)
{
int cap = bmp->width + x;
from += (bmp->width - cap);
to = from + cap;
}
//////// Destination Maths
if (x < 0)
{
destfrom = (y + i) * width;
destto = destfrom + (bmp->width + x);
}
else
{
destfrom = x + (y + i) * width;
destto = destfrom + bmp->width;
}
// Bitmap is being drawn past either top or bottom edges
if (y + i > height - 1)
{
continue;
}
if (destfrom > size || destfrom < 0)
{
continue;
}
memcpy(&pixels[destfrom], &bmp->pixels[from], sizeof(unsigned int) * (to - from));
}
}
void blitRot(Bitmap *bmp, float x, float y, float rot)
{
float sine = std::sin(-rot);
float cosine = std::cos(-rot);
int x1 = (int)(-bmp->height * sine);
int y1 = (int)(bmp->height * cosine);
int x2 = (int)(bmp->width * cosine - bmp->height * sine);
int y2 = (int)(bmp->height * cosine + bmp->width * sine);
int x3 = (int)(bmp->width * cosine);
int y3 = (int)(bmp->width * sine);
int minx = (int)std::min(0, std::min(x1, std::min(x2, x3)));
int miny = (int)std::min(0, std::min(y1, std::min(y2, y3)));
int maxx = (int)std::max(0, std::max(x1, std::max(x2, x3)));
int maxy = (int)std::max(0, std::max(y1, std::max(y2, y3)));
int w = maxx - minx;
int h = maxy - miny;
int srcx;
int srcy;
int dest_x;
int dest_y;
unsigned int color;
for (int sy = miny; sy < maxy; sy++)
{
for (int sx = minx; sx < maxx; sx++)
{
srcx = sx * cosine + sy * sine;
srcy = sy * cosine - sx * sine;
dest_x = x + sx;
dest_y = y + sy;
if (dest_x <= width - 1 && dest_y <= height - 1
&& dest_x >= 0 && dest_y >= 0)
{
color = 0;
// Only grab a pixel if it is inside of the src image
if (srcx < bmp->width && srcy < bmp->height && srcx >= 0 &&
srcy >= 0)
color = bmp->getPixel(srcx, srcy);
// Only this pixel if it is not completely transparent:
if (color & 0xFF000000)
// Only if the pixel is somewhere between 0 and the bmp size
if (0 < srcx < bmp->width && 0 < srcy < bmp->height)
drawPixel(x + sx, y + sy, color);
}
}
}
}
void blitScl(Bitmap *bmp, float x, float y, float sclx, float scly)
{
// Create a bitmap that is scaled to the new size.
int finalwidth = (int)(bmp->width * sclx);
int finalheight = (int)(bmp->height * scly);
// Find how much each pixel steps:
float step_x = (float)bmp->width / (float)finalwidth;
float step_y = (float)bmp->height / (float)finalheight;
// Fill the scaled image with pixels!
float inx = 0;
int xOut = 0;
float iny;
int yOut;
while (xOut < finalwidth)
{
iny = 0;
yOut = 0;
while (yOut < finalheight)
{
unsigned int sample = bmp->pixels[
(int)(std::floor(inx) + std::floor(iny) * bmp->width)
];
drawPixel(xOut + x, yOut + y, sample);
iny += step_y;
yOut++;
}
inx += step_x;
xOut++;
}
}
public:
int width;
int height;
int size;
unsigned int *pixels;
};
Here is some code showing the latest method I have tried: saving up all instructions and then giving them to workers once they have all been received:
class Instruction
{
public:
Instruction() {}
Instruction(Bitmap* out, Bitmap* in, float x, float y, float rot,
float sclx, float scly)
: outbuffer(out), inbmp(in), x(x), y(y), rot(rot),
sclx(sclx), scly(scly)
{ }
~Instruction()
{
outbuffer = nullptr;
inbmp = nullptr;
}
public:
Bitmap* outbuffer;
Bitmap* inbmp;
float x, y, rot, sclx, scly;
};
Layer Class:
class Layer
{
public:
bool empty()
{
return instructions.size() > 0;
}
public:
std::vector<Instruction> instructions;
int pixel_count;
};
Worker Thread Class:
class Worker
{
public:
void start()
{
done = false;
work_thread = std::thread(&Worker::processData, this);
}
void processData()
{
while (true)
{
controller.lock();
if (done)
{
controller.unlock();
break;
}
if (!layers.empty())
{
for (int i = 0; i < layers.size(); i++)
{
for (int j = 0; j < layers[i].instructions.size(); j++)
{
Instruction* inst = &layers[i].instructions[j];
inst->outbuffer->blit(inst->inbmp, inst->x, inst->y, inst->rot, inst->sclx, inst->scly);
}
}
layers.clear();
}
controller.unlock();
}
}
void finish()
{
done = true;
}
public:
bool done;
std::thread work_thread;
std::mutex controller;
std::vector<Layer> layers;
};
Finally, the Render Manager Class:
class RenderManager
{
public:
RenderManager()
{
workers.reserve(std::thread::hardware_concurrency());
for (int i = 0; i < 1; i++)
{
workers.emplace_back();
workers.back().start();
}
}
void layer()
{
layers.push_back(current_layer);
current_layer = Layer();
}
void blit(Bitmap* out, Bitmap* in, float x, float y, float rot, float sclx, float scly)
{
current_layer.instructions.emplace_back(out, in, x, y, rot, sclx, scly);
}
void processInstructions()
{
if (layers.empty())
layer();
lockall();
int index = 0;
for (int i = 0; i < layers.size(); i++)
{
// Evenly distribute the layers in a round-robin fashion
Layer l = layers[i];
workers[index].layers.push_back(layers[i]);
index++;
if (index >= workers.size()) index = 0;
}
layers.clear();
unlockall();
}
void lockall()
{
for (int i = 0; i < workers.size(); i++)
{
workers[i].controller.lock();
}
}
void unlockall()
{
for (int i = 0; i < workers.size(); i++)
{
workers[i].controller.unlock();
}
}
void finish()
{
// Wait until every worker is done rendering
lockall();
// At this point, we know they have nothing more to draw
unlockall();
}
void endRendering()
{
for (int i = 0; i < workers.size(); i++)
{
// Send each one an exit code
workers[i].finish();
}
// Let the workers finish and then return
for (int i = 0; i < workers.size(); i++)
{
workers[i].work_thread.join();
}
}
private:
std::vector<Worker> workers;
std::vector<Layer> layers;
Layer current_layer;
};
Here is a screenshot of what the 3rd method I tried, and it's results:
Sending packages of draw instructions
What would really be helpful is that if someone could simply point me in the right direction in regards to what method I should try. I have tried these four methods and have failed, so I stand before those who have done greater things than I for help. The least intelligent person in the room is the one that does not ask questions because his pride does not permit it. Please keep in mind though, this is my first question ever on Stack Overflow.
I have a program that works in VS C++ and does not work with g++. Here is the code:
#define _USE_MATH_DEFINES
#include <cmath>
#include <iostream>
#include <vector>
#include <cstdio>
#include <algorithm>
#include <set>
#define EP 1e-10
using namespace std;
typedef pair<long long, long long> ii;
typedef pair<bool, int> bi;
typedef vector<ii> vii;
// Returns the orientation of three points in 2D space
int orient2D(ii pt0, ii pt1, ii pt2)
{
long long result = (pt1.first - pt0.first)*(pt2.second - pt0.second)
- (pt1.second - pt0.second)*(pt2.first - pt0.first);
return result == 0 ? 0 : result < 0 ? -1 : 1;
}
// Returns the angle derived from law of cosines center-pt1-pt2.
// Defined to be negative if pt2 is to the right of segment pt1 to center
double angle(ii center, ii pt1, ii pt2)
{
double aS = pow(center.first - pt1.first, 2) + pow(center.second - pt1.second, 2);
double bS = pow(pt2.first - pt1.first, 2) + pow(pt2.second - pt1.second, 2);
double cS = pow(center.first - pt2.first, 2) + pow(center.second - pt2.second, 2);
/* long long aS = (center.first - pt1.first)*(center.first - pt1.first) + (center.second - pt1.second)*(center.second - pt1.second);
long long bS = (pt2.first - pt1.first)*(pt2.first - pt1.first) + (pt2.second - pt1.second)*(pt2.second - pt1.second);
long long cS = (center.first - pt2.first)*(center.first - pt2.first) + (center.second - pt2.second)*(center.second - pt2.second);*/
int sign = orient2D(pt1, center, pt2);
return sign == 0 ? 0 : sign * acos((aS + bS - cS) / ((sqrt(aS) * sqrt(bS) * 2)));
}
// Computes the average point of the set of points
ii centroid(vii &pts)
{
ii center(0, 0);
for (int i = 0; i < pts.size(); ++i)
{
center.first += pts[i].first;
center.second += pts[i].second;
}
center.first /= pts.size();
center.second /= pts.size();
return center;
}
// Uses monotone chain to convert a set of points into a convex hull, ordered counter-clockwise
vii convexHull(vii &pts)
{
sort(pts.begin(), pts.end());
vii up, dn;
for (int i = 0; i < pts.size(); ++i)
{
while (up.size() > 1 && orient2D(up[up.size()-2], up[up.size()-1], pts[i]) >= 0)
up.pop_back();
while (dn.size() > 1 && orient2D(dn[dn.size()-2], dn[dn.size()-1], pts[i]) <= 0)
dn.pop_back();
up.push_back(pts[i]);
dn.push_back(pts[i]);
}
for (int i = up.size()-2; i > 0; --i)
{
dn.push_back(up[i]);
}
return dn;
}
// Tests if a point is critical on the polygon, i.e. if angle center-qpt-polygon[i]
// is larger (smaller) than center-qpt-polygon[i-1] and center-qpt-polygon[i+1].
// This is true iff qpt-polygon[i]-polygon[i+1] and qpt-polygon[i]-polygon[i-1]
// are both left turns (min) or right turns (max)
bool isCritical(vii &polygon, bool mx, int i, ii qpt, ii center)
{
int ip1 = (i + 1) % polygon.size();
int im1 = (i + polygon.size() - 1) % polygon.size();
int p1sign = orient2D(qpt, polygon[i], polygon[ip1]);
int m1sign = orient2D(qpt, polygon[i], polygon[im1]);
if (p1sign == 0 && m1sign == 0)
{
return false;
}
if (mx)
{
return p1sign <= 0 && m1sign <= 0;
}
else
{
return p1sign >= 0 && m1sign >= 0;
}
}
// Conducts modified binary search on the polygon to find tangent lines in O(log n) time.
// This is equivalent to finding a max or min in a "parabola" that is rotated and discrete.
// Vanilla binary search does not work and neither does vanilla ternary search. However, using
// the fact that there is only a single max and min, we can use the slopes of the points at start
// and mid, as well as their values when compared to each other, to determine if the max or min is
// in the left or right section
bi find_tangent(vii &polygon, bool mx, ii qpt, int start, int end, ii center)
{
// When query is small enough, iterate the points. This avoids more complicated code dealing with the cases not possible as
// long as left and right are at least one point apart. This does not affect the asymptotic runtime.
if (end - start <= 4)
{
for (int i = start; i < end; ++i)
{
if (isCritical(polygon, mx, i, qpt, center))
{
return bi(true, i);
}
}
return bi(false, -1);
}
int mid = (start + end) / 2;
// use modulo to wrap around the polygon
int startm1 = (start + polygon.size() - 1) % polygon.size();
int midm1 = (mid + polygon.size() - 1) % polygon.size();
// left and right angles
double startA = angle(center, qpt, polygon[start]);
double midA = angle(center, qpt, polygon[mid]);
// minus 1 angles, to determine slope
double startm1A = angle(center, qpt, polygon[startm1]);
double midm1A = angle(center, qpt, polygon[midm1]);
int startSign = abs(startm1A - startA) < EP ? 0 : (startm1A < startA ? 1 : -1);
int midSign = abs(midm1A - midA) < EP ? 0 : (midm1A < midA ? 1 : -1);
bool left = true;
// naively 27 cases: left and left angles can be <, ==, or >,
// slopes can be -, 0, or +, and each left and left has slopes,
// 3 * 3 * 3 = 27. Some cases are impossible, so here are the remaining 18.
if (abs(startA - midA) < EP)
{
if (startSign == -1)
{
left = !mx;
}
else
{
left = mx;
}
}
else if (startA < midA)
{
if (startSign == 1)
{
if (midSign == 1)
{
left = false;
}
else if (midSign == -1)
{
left = mx;
}
else
{
left = false;
}
}
else if (startSign == -1)
{
if (midSign == -1)
{
left = true;
}
else if (midSign == 1)
{
left = !mx;
}
else
{
left = true;
}
}
else
{
if (midSign == -1)
{
left = false;
}
else
{
left = true;
}
}
}
else
{
if (startSign == 1)
{
if (midSign == 1)
{
left = true;
}
else if (midSign == -1)
{
left = mx;
}
else
{
left = true;
}
}
else if (startSign == -1)
{
if (midSign == -1)
{
left = false;
}
else if (midSign == 1)
{
left = !mx;
}
else
{
left = false;
}
}
else
{
if (midSign == 1)
{
left = true;
}
else
{
left = false;
}
}
}
if (left)
{
return find_tangent(polygon, mx, qpt, start, mid+1, center);
}
else
{
return find_tangent(polygon, mx, qpt, mid, end, center);
}
}
int main(){
int n, m;
cin >> n >> m;
vii rawPoints(n);
for (int i = 0; i < n; ++i)
{
cin >> rawPoints[i].first >> rawPoints[i].second;
}
vii polygon = convexHull(rawPoints);
set<ii> points(polygon.begin(), polygon.end());
ii center = centroid(polygon);
for (int i = 0; i < m; ++i)
{
ii pt;
cin >> pt.first >> pt.second;
bi top = find_tangent(polygon, true, pt, 0, polygon.size(), center);
bi bot = find_tangent(polygon, false, pt, 0, polygon.size(), center);
// a query point is inside if it is collinear with its max (top) and min (bot) angled points, it is a polygon point, or if none of the points are critical
if (!top.first || orient2D(polygon[top.second], pt, polygon[bot.second]) == 0 || points.count(pt))
{
cout << "INSIDE" << endl;
}
else
{
cout << polygon[top.second].first << " " << polygon[top.second].second << " " << polygon[bot.second].first << " " << polygon[bot.second].second << endl;
}
}
}
My suspicion is there's something wrong with the angle function. I have narrowed it down to either that or find_tangent. I also see different results in g++ when I switch from double to long long in the angle function. The double results are closer to correct, but I can't see why it should be any different. The values I'm feeding in are small and no overflow/ rounding should be causing issues. I have also seen differences in doing pow(x, 2) or x*x when I assign to a double. I don't understand why this would make a difference.
Any help would be appreciated!
EDIT: Here is the input file: https://github.com/brycesandlund/Coursework/blob/master/Java/PrintPoints/points.txt
Here is the correct result:
https://github.com/brycesandlund/Coursework/blob/master/CompGeo/CompGeo/correct.txt
Here is the incorrect result:
https://github.com/brycesandlund/Coursework/blob/master/CompGeo/CompGeo/fast.txt
The problem was with this piece of code:
// Computes the average point of the set of points
ii centroid(vii &pts)
{
ii center(0LL, 0LL);
for (int i = 0; i < pts.size(); ++i)
{
center.first += pts[i].first;
center.second += pts[i].second;
}
center.first /= pts.size(); //right here!!
center.second /= pts.size();
return center;
}
I don't know why but g++ was taking the negative center.first and turning it into a positive, overflowed long long when dividing by the unsigned integer pts.size. By converting the statements into:
center.first /= (long long)pts.size();
center.second /= (long long)pts.size();
The output from g++ and VS c++ matches.
I am trying to write a bresenhams program for dy>dx.
Our teacher has told us to write bresenhans line drawing program in C++ which will satisfy all possible condition and she had thought us the algo for just dx>dy by providing this formula's
- G=G+2*dy-2dx;
- G=G+2*dy;
and leaving us the rest of the program as a research or H.W.
I however already figured out this program (only for dx>dy) using algorithm.I Just want to if those formula's are enough for the latter part or what modification is required?
#include<conio.h>
#include<iostream.h>
#include<stdio.h>
#include<graphics.h>
#include<math.h>
void main()
{
int i,x,y,x0,y0,x1,y1,G,dx,dy,gd=DETECT,gm;
initgraph(&gd,&gm,"d://tc//bgi//");
cout<<" Enter the first coordinate of a line : ";
cin>>x0>>y0;
cout<<"Enter the last coordinate of a line : ";
cin>>x1>>y1;
dx=x1-x0;
dy=y1-y0;
dx=abs(dx);
dy=abs(dy);
putpixel(x0,y0,WHITE);
G=2*dy-dx;
x=x0;y=y0;
if(dx>=dy)
{
for(x=x+1;x<=x1;x++)
{
if(G>0)
{
y=y+1;
G=G+2*dy-2*dx;
}
else
{
G=G+2*dy;
}
putpixel(x,y,WHITE);
}
}
Actually it is the same for dy>dx as dx>dy. But you should probably check the order in which the points are given. How I would do it:
Consider start and end to be input points, mem is the index of pixel in a framebuffer (or image or whatever) with given width and height.
k = d_y / d_x;
if (-1 <= k && k <= 1) {
c0 = 2 * abs(d_y);
c1 = c0 - 2 * abs(d_x);
p = c0 - abs(d_x);
if (start->x <= end->x) {
for (int i = start->x + 1; i < end->x; ++i) {
if (p < 0) {
p += c0;
++mem;
} else {
p += c1;
if (k >= 0) {
mem += width + 1;
} else {
mem += (1 - width);
}
}
colorBuffer[mem] = currentColor;
}
} else {
for (int i = start->x - 1; i > end->x; --i) {
if (p < 0) {
p += c0;
--mem;
} else {
p += c1;
if (k >= 0) {
mem -= width + 1;
} else {
mem += width - 1;
}
}
colorBuffer[mem] = currentColor;
}
}
}
else {
c0 = 2 * abs(d_x);
c1 = c0 - 2 * abs(d_y);
p = c0 - abs(d_y);
//this is the same as dx >= dy, just switch x and y
...
I'm trying to fix this triangle rasterizer, but cannot make it work correctly. For some reason it only draws half of the triangles.
void DrawTriangle(Point2D p0, Point2D p1, Point2D p2)
{
Point2D Top, Middle, Bottom;
bool MiddleIsLeft;
if (p0.y < p1.y) // case: 1, 2, 5
{
if (p0.y < p2.y) // case: 1, 2
{
if (p1.y < p2.y) // case: 1
{
Top = p0;
Middle = p1;
Bottom = p2;
MiddleIsLeft = true;
}
else // case: 2
{
Top = p0;
Middle = p2;
Bottom = p1;
MiddleIsLeft = false;
}
}
else // case: 5
{
Top = p2;
Middle = p0;
Bottom = p1;
MiddleIsLeft = true;
}
}
else // case: 3, 4, 6
{
if (p0.y < p2.y) // case: 4
{
Top = p1;
Middle = p0;
Bottom = p2;
MiddleIsLeft = false;
}
else // case: 3, 6
{
if (p1.y < p2.y) // case: 3
{
Top = p1;
Middle = p2;
Bottom = p0;
MiddleIsLeft = true;
}
else // case 6
{
Top = p2;
Middle = p1;
Bottom = p0;
MiddleIsLeft = false;
}
}
}
float xLeft, xRight;
xLeft = xRight = Top.x;
float mLeft, mRight;
// Region 1
if(MiddleIsLeft)
{
mLeft = (Top.x - Middle.x) / (Top.y - Middle.y);
mRight = (Top.x - Bottom.x) / (Top.y - Bottom.y);
}
else
{
mLeft = (Top.x - Bottom.x) / (Top.y - Bottom.y);
mRight = (Middle.x - Top.x) / (Middle.y - Top.y);
}
int finalY;
float Tleft, Tright;
for (int y = ceil(Top.y); y < (int)Middle.y; y++)
{
Tleft=float(Top.y-y)/(Top.y-Middle.y);
Tright=float(Top.y-y)/(Top.y-Bottom.y);
for (int x = ceil(xLeft); x <= ceil(xRight) - 1 ; x++)
{
FrameBuffer::SetPixel(x, y, p0.r,p0.g,p0.b);
}
xLeft += mLeft;
xRight += mRight;
finalY = y;
}
// Region 2
if (MiddleIsLeft)
{
mLeft = (Bottom.x - Middle.x) / (Bottom.y - Middle.y);
}
else
{
mRight = (Middle.x - Bottom.x) / (Middle.y - Bottom.y);
}
for (int y = Middle.y; y <= ceil(Bottom.y) - 1; y++)
{
Tleft=float(Bottom.y-y)/(Bottom.y-Middle.y);
Tright=float(Top.y-y)/(Top.y-Bottom.y);
for (int x = ceil(xLeft); x <= ceil(xRight) - 1; x++)
{
FrameBuffer::SetPixel(x, y, p0.r,p0.g,p0.b);
}
xLeft += mLeft;
xRight += mRight;
}
}
Here is what happens when I use it to draw shapes.
When I disable the second region, all those weird triangles disappear.
The wireframe mode works perfect, so this eliminates all the other possibilities other than the triangle rasterizer.
I kind of got lost in your implementation, but here's what I do (I have a slightly more complex version for arbitrary convex polygons, not just triangles) and I think apart from the Bresenham's algorithm it's very simple (actually the algorithm is simple too):
#include <stddef.h>
#include <limits.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#define SCREEN_HEIGHT 22
#define SCREEN_WIDTH 78
// Simulated frame buffer
char Screen[SCREEN_HEIGHT][SCREEN_WIDTH];
void SetPixel(long x, long y, char color)
{
if ((x < 0) || (x >= SCREEN_WIDTH) ||
(y < 0) || (y >= SCREEN_HEIGHT))
{
return;
}
Screen[y][x] = color;
}
void Visualize(void)
{
long x, y;
for (y = 0; y < SCREEN_HEIGHT; y++)
{
for (x = 0; x < SCREEN_WIDTH; x++)
{
printf("%c", Screen[y][x]);
}
printf("\n");
}
}
typedef struct
{
long x, y;
unsigned char color;
} Point2D;
// min X and max X for every horizontal line within the triangle
long ContourX[SCREEN_HEIGHT][2];
#define ABS(x) ((x >= 0) ? x : -x)
// Scans a side of a triangle setting min X and max X in ContourX[][]
// (using the Bresenham's line drawing algorithm).
void ScanLine(long x1, long y1, long x2, long y2)
{
long sx, sy, dx1, dy1, dx2, dy2, x, y, m, n, k, cnt;
sx = x2 - x1;
sy = y2 - y1;
if (sx > 0) dx1 = 1;
else if (sx < 0) dx1 = -1;
else dx1 = 0;
if (sy > 0) dy1 = 1;
else if (sy < 0) dy1 = -1;
else dy1 = 0;
m = ABS(sx);
n = ABS(sy);
dx2 = dx1;
dy2 = 0;
if (m < n)
{
m = ABS(sy);
n = ABS(sx);
dx2 = 0;
dy2 = dy1;
}
x = x1; y = y1;
cnt = m + 1;
k = n / 2;
while (cnt--)
{
if ((y >= 0) && (y < SCREEN_HEIGHT))
{
if (x < ContourX[y][0]) ContourX[y][0] = x;
if (x > ContourX[y][1]) ContourX[y][1] = x;
}
k += n;
if (k < m)
{
x += dx2;
y += dy2;
}
else
{
k -= m;
x += dx1;
y += dy1;
}
}
}
void DrawTriangle(Point2D p0, Point2D p1, Point2D p2)
{
int y;
for (y = 0; y < SCREEN_HEIGHT; y++)
{
ContourX[y][0] = LONG_MAX; // min X
ContourX[y][1] = LONG_MIN; // max X
}
ScanLine(p0.x, p0.y, p1.x, p1.y);
ScanLine(p1.x, p1.y, p2.x, p2.y);
ScanLine(p2.x, p2.y, p0.x, p0.y);
for (y = 0; y < SCREEN_HEIGHT; y++)
{
if (ContourX[y][1] >= ContourX[y][0])
{
long x = ContourX[y][0];
long len = 1 + ContourX[y][1] - ContourX[y][0];
// Can draw a horizontal line instead of individual pixels here
while (len--)
{
SetPixel(x++, y, p0.color);
}
}
}
}
int main(void)
{
Point2D p0, p1, p2;
// clear the screen
memset(Screen, ' ', sizeof(Screen));
// generate random triangle coordinates
srand((unsigned)time(NULL));
p0.x = rand() % SCREEN_WIDTH;
p0.y = rand() % SCREEN_HEIGHT;
p1.x = rand() % SCREEN_WIDTH;
p1.y = rand() % SCREEN_HEIGHT;
p2.x = rand() % SCREEN_WIDTH;
p2.y = rand() % SCREEN_HEIGHT;
// draw the triangle
p0.color = '1';
DrawTriangle(p0, p1, p2);
// also draw the triangle's vertices
SetPixel(p0.x, p0.y, '*');
SetPixel(p1.x, p1.y, '*');
SetPixel(p2.x, p2.y, '*');
Visualize();
return 0;
}
Output:
*111111
1111111111111
111111111111111111
1111111111111111111111
111111111111111111111111111
11111111111111111111111111111111
111111111111111111111111111111111111
11111111111111111111111111111111111111111
111111111111111111111111111111111111111*
11111111111111111111111111111111111
1111111111111111111111111111111
111111111111111111111111111
11111111111111111111111
1111111111111111111
11111111111111
11111111111
1111111
1*
The original code will only work properly with triangles that have counter-clockwise winding because of the if-else statements on top that determines whether middle is left or right. It could be that the triangles which aren't drawing have the wrong winding.
This stack overflow shows how to Determine winding of a 2D triangles after triangulation
The original code is fast because it doesn't save the points of the line in a temporary memory buffer. Seems a bit over-complicated even given that, but that's another problem.
The following code is in your implementation:
if (p0.y < p1.y) // case: 1, 2, 5
{
if (p0.y < p2.y) // case: 1, 2
{
if (p1.y < p2.y) // case: 1
{
Top = p0;
Middle = p1;
Bottom = p2;
MiddleIsLeft = true;
}
else // case: 2
{
Top = p0;
Middle = p2;
Bottom = p1;
MiddleIsLeft = false;
}
}
This else statement means that p2.y (or Middle) can equal p1.y (or Bottom). If this is true, then when region 2 runs
if (MiddleIsLeft)
{
mLeft = (Bottom.x - Middle.x) / (Bottom.y - Middle.y);
}
else
{
mRight = (Middle.x - Bottom.x) / (Middle.y - Bottom.y);
}
That else line will commit division by zero, which is not possible.