Author Topic: [Axiom] Advanced Graphics [in development]  (Read 10265 times)

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Offline ZippyDee

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[Axiom] Advanced Graphics [in development]
« on: February 27, 2012, 04:02:50 pm »
This has been in the works for a few weeks now, so I thought I'd make a thread about it.

I began writing this Axiom with a fixed-memory flood fill routine, but I failed miserably. I finally convinced jacobly to give it a try. Together we completely optimized the algorithm and he was able to write an awesomely optimized version. Then I started working on a filled circle algorithm, which jacobly volunteered to convert to Axiom format for me, but a few *cough* bugs were found. He has since been working with me to fix those bugs. All-in-all, this is basically an Axiom by both jacobly and myself.

This Axiom will be a collection of more advanced graphics routines which we hope will be greatly useful for graphics programs, and potentially games as well. Some of the routines will definitely NOT be useful for games, due to speed issues.

Currently written:
  • Fixed-Memory Flood Fill (needs optimization)
"Fixed-memory" means there is no risk for stack overflow AT ALL. However, the routine is subsequently very slow, so it will not be suitable for games or anything that needs fast dynamic area filling. It would be fine for a "paint bucket" tool in most on-calc graphics programs though. This will *hopefully* support grayscale filling as well.
  • Filled Circles (aaalmost done)
Fully clipped filled circle routine with variable buffer and variable fill type (on/off/invert) using numerical arguments.

Kinda sorta planned:
  • Vertical/Horizontal Line Segments (on/off/invert)
  • Clipped Lines (on/off/invert)
  • Rectangles (on/off/invert)
  • Rectangle outlines (on/off/invert)
  • Ellipses?

Any other suggestions for what this axiom could have?
« Last Edit: February 28, 2012, 12:41:09 am by ZippyDee »
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Offline DJ Omnimaga

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Re: [Axiom] Advanced Graphics [in development]
« Reply #1 on: February 27, 2012, 04:20:58 pm »
So I assume that is what you and Jacobly have been discussing on IRC at night in the past week or so, right? It seems nice as there seems to have been a lot of work being done on this so far. Screenshots would be nice to showcase the routines and how fast they were (make programs where you move the shapes/lines around and stuff maybe).

Clipped lines would be very handy for Boot2490's project, because he wanted to do some sort of GlassCars clone in Axe, but more Mario Kart style.

Glad it has on/off/invert too. no more need to manually invert the entire LCD everytime we draw lines. :P

Offline Hayleia

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Re: [Axiom] Advanced Graphics [in development]
« Reply #2 on: February 27, 2012, 04:27:08 pm »
Great idea :D
May Jacobly post here so he can be +1'd too ?

Any other suggestions for what this axiom could have?
Ellipses and filled ellipses (I don't really know how it is called in English but I guess it is called like that).
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Offline squidgetx

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Re: [Axiom] Advanced Graphics [in development]
« Reply #3 on: February 27, 2012, 04:28:45 pm »
This sounds cool, I'm sure a lot of people will find it useful. Good luck!

Offline ZippyDee

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Re: [Axiom] Advanced Graphics [in development]
« Reply #4 on: February 27, 2012, 04:33:14 pm »
Great idea :D
May Jacobly post here so he can be +1'd too ?

Any other suggestions for what this axiom could have?
Ellipses and filled ellipses (I don't really know how it is called in English but I guess it is called like that).

Ellipses are not nearly as easy as circles, but that *might* find its way into the Axiom at some point...We certainly need to get this filled-circle routine done first.
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Offline LincolnB

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Re: [Axiom] Advanced Graphics [in development]
« Reply #5 on: February 27, 2012, 04:34:34 pm »
Some form of curves, I'm not sure syntactically how the function would be called, would be nice. Also, being able to do everything on multiple buffers would be really nice.
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Offline ZippyDee

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Re: [Axiom] Advanced Graphics [in development]
« Reply #6 on: February 27, 2012, 04:35:04 pm »
Some form of curves, I'm not sure syntactically how the function would be called, would be nice. Also, being able to do everything on multiple buffers would be really nice.
All commands will have variable buffer arguments.
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Offline aeTIos

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Re: [Axiom] Advanced Graphics [in development]
« Reply #7 on: February 27, 2012, 04:39:17 pm »
Ellipses are EASY. No, no offense. You can draw an ellipse (unfortunately only horizontal and vertical) using multipliers on the sine andor cosine.
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Offline ZippyDee

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Re: [Axiom] Advanced Graphics [in development]
« Reply #8 on: February 27, 2012, 04:41:13 pm »
Ellipses are EASY. No, no offense. You can draw an ellipse (unfortunately only horizontal and vertical) using multipliers on the sine andor cosine.
You think we calculate the sin/cos of every point on this circle? These routines use integer arithmetic. Calculating the sin/cos of every point would be really slow and unnecessary. Sure, it's POSSIBLE, but there are better ways to do it. Implementing those better ways is what is difficult.
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Offline DJ Omnimaga

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Re: [Axiom] Advanced Graphics [in development]
« Reply #9 on: February 27, 2012, 04:41:57 pm »
Question, how does the line routine speed compares to the built-in Axe one?

Offline ZippyDee

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Re: [Axiom] Advanced Graphics [in development]
« Reply #10 on: February 27, 2012, 04:43:10 pm »
Question, how does the line routine speed compares to the built-in Axe one?
Well, that's a good question...It hasn't been written yet, so I can't answer it :P

There has been talk that if a clipped line routine is developed, Axe would use that one and this axiom might instead implement a non-clipped line routine for people who want the extra speed and don't need clipping.
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Offline jacobly

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Re: [Axiom] Advanced Graphics [in development]
« Reply #11 on: February 27, 2012, 04:44:01 pm »
Circles anyone? :D

Hint: trying pressing arrow keys, +, -, *, /, enter, and clear to exit.

Offline DJ Omnimaga

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Re: [Axiom] Advanced Graphics [in development]
« Reply #12 on: February 27, 2012, 04:49:59 pm »
Question, how does the line routine speed compares to the built-in Axe one?
Well, that's a good question...It hasn't been written yet, so I can't answer it :P

There has been talk that if a clipped line routine is developed, Axe would use that one and this axiom might instead implement a non-clipped line routine for people who want the extra speed and don't need clipping.
Oh ok. I was wondering since I am curious if for a 3D program like boot2490's it would be fast enough to allow a game to be playable.
Circles anyone? :D

Hint: trying pressing arrow keys, +, -, *, /, enter, and clear to exit.
That looks nice and seems quite fast actually. Here's a screenshot by the way :D

Offline LincolnB

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Re: [Axiom] Advanced Graphics [in development]
« Reply #13 on: February 27, 2012, 04:54:19 pm »
Looks very cool - but I'm not sure I got my question about curves (not ellipses) answered.
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Offline ZippyDee

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Re: [Axiom] Advanced Graphics [in development]
« Reply #14 on: February 27, 2012, 05:00:38 pm »
Looks very cool - but I'm not sure I got my question about curves (not ellipses) answered.
What kind of curves are you talking about? Bezier curves? Michael_Lee wrote an axe program to do Bezier Curves a while ago. I think it's in the Axe routines thread.

Also, another screenshot of circles:
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