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Source Code To Draw Diagonal Banding - Learn To Code

Started by kevin, August 24, 2023, 10:04:51 AM

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kevin

  Source Code To Draw Diagonal Banding


  This routine generates a colorful diagonal pattern with bands of colors across the screen. The colors in the bands change based on the position within the diagonal pattern, creating an interesting visual effect.


  This code generates a captivating visual display by enveloping the screen or any designated surface with an array of randomly colored bands. These bands are meticulously aligned to a grid-based pattern. The algorithm determines the grid tile that each pixel corresponds to, and subsequently calculates its specific displacement within that grid. Conceptually, this process involves assessing whether the point falls within the boundaries of a right-angled triangle for every scan line. While this methodology might initially seem intricate, no simpler alternative method has presented itself at this juncture


PlayBASIC Code: [Select]
   BandWidth=100

Bands = 10

dim Palette(100)
for lp =0 to Bands
Palette(lp) =rndrgb()
next

ScreenWidth =GetScreenWidth()
ScreenHeight=GetScreenHeight()


lockbuffer

for ylp=0 to ScreenHeight-1
OffsetY=mod(Ylp,BandWidth)

DiagX = BandWidth-OffsetY

ColourY=mod(Ylp/BandWidth,Bands); Xor Colour

for xlp=0 to ScreenWidth-1

// compute the grid along x axis
GridX=Xlp / BandWidth
ColourX =mod(GridX,Bands)

// Add the X and y grid positions to find
// which bandwe're in with the palette
Colour = mod(ColourX+ColourY,Bands)

// compute the Xpos to side what side of the
// triangle we're in; if we're higher then
// we're in the next band of colour
Offset =mod(xlp,BandWidth) > DiagX
Colour =mod(Colour + Offset , bands)

// draw it
dotc xlp,ylp,Palette(Colour)

next
next
unlockbuffer

Sync
waitkey
waitnokey






  Learn To Code , 2D , Grid, Diagonal Bands

kevin


   This is variation of the above code; except this version will read from a collection of pictures rather than just a random palette.

   You'll have to supply it a folder with a series of images named "frame01.png" , "frame02.png"  etc etc

   it assumes all the pictures
 
PlayBASIC Code: [Select]
   path$="-LOCATION-OF-FILES-FOLDER-"

#include "freeimage"

openscreen 1920,1080,32,1

Screen=NewImage(GetScreenWidth(),GetSCreenHeight(),true)



Dim Images(100)

Bands=0
for lp=01 to 100
file$="Frame"+digits$(lp,2)+".png"
if fileexist(path$+file$)
image=LoadNewIMage(Path$+File$,2)
Images(Bands) = Image
drawimage image,0,0,false
sync
Bands++
endif
next

;Bands=2
BandWidth=GetScreenWidth()/Bands

dim Palette(Bands)
dim IMagePOinter(Bands)
dim IMageModulo(Bands)


for lp =0 to Bands
Palette(lp) =rndrgb()

Image=Images(lp)
rendertoimage Image
lockbuffer
ThisRGB=point(0,0)
IMagePOinter(lp) =getimageptr(image)
IMageModulo(lp) =getimagepitch(image)
unlockbuffer

next
rendertoscreen



ScreenWidth =GetScreenWidth()
ScreenHeight=GetScreenHeight()


rendertoimage Screen
lockbuffer
ThisRgb=point(0,0)

for ylp=0 to ScreenHeight-1
OffsetY=mod(Ylp,BandWidth)

DiagX = BandWidth-OffsetY

ColourY=mod(Ylp/BandWidth,Bands); Xor Colour

for xlp=0 to ScreenWidth-1

// compute the grid along x axis
GridX=Xlp / BandWidth
ColourX =mod(GridX,Bands)

// Add the X and y grid positions to find
// which band we're in with the palette
Colour = mod(ColourX+ColourY,Bands)

// compute the Xpos to side what side of the
// triangle we're in; if we're higher then
// we're in the next band of colour
Offset =mod(xlp,BandWidth) > DiagX
Colour =mod(Colour + Offset , bands)


//
Ptr =IMagePOinter(Colour)+(xlp*4)
Ptr+=IMageModulo(Colour)*Ylp

ThisRGB =peekint(Ptr)
dotc xlp,ylp,ThisRGB

next
next
unlockbuffer
rendertoscreen
drawimage Screen,0,0,false

Sync

FreeImage_SavePNG Path$+"Output.png",Screen

waitkey
waitnokey






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