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munching squares

 
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hcavolsdsadgadsg
I'm a spammer
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Joined: 11 Jun 2007
Posts: 5801

PostPosted: Sat Feb 20, 2010 3:48 am    Post subject: munching squares Reply with quote

fun with effects
http://www.mediafire.com/?qdqknmnfndq

edit: and a newer one, now with color.
http://www.mediafire.com/?kdyi45jixvz



idea stolen from
http://www.nihilogic.dk/labs/pocket_full_of_canvas/#presets/munchingsquares.js


surprisingly simple actually, looks great imo.
http://mathworld.wolfram.com/MunchingSquares.html


Code:
for n
   for y
      for x
         if((x ^ y) < n)
            color = whatever
         else
            color = whatever
         drawpixel
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hcavolsdsadgadsg
I'm a spammer
Reputation: 26

Joined: 11 Jun 2007
Posts: 5801

PostPosted: Wed Feb 24, 2010 10:53 pm    Post subject: Reply with quote

here is this abortion of code if anyone is interested in case someone wants to use it for whatever.

try not to shit yourself.

Code:
#define DIB_RGB(r,g,b)((COLORREF)(((BYTE)(b)|((WORD)((BYTE)(g))<<8))|(((DWORD)(BYTE)(r))<<16)))

#include <Windows.h>

int __cdecl main         (void);
int __cdecl mainCRTStartup   (void)   { return main(); }

int __cdecl main(void)
{
   //////////////////////////////////////////////////////////////////////////
   HDC         hdc,
            hdcMem;
   HBITMAP      dib,
            hbmOld;
   BITMAPINFO   bi;
   DWORD*      bits;
   //////////////////////////////////////////////////////////////////////////
   int SCREEN_HEIGHT   = 512;
   int SCREEN_WIDTH   = 512;
   int W_SIZE         = (512 - 1);
   int SCRBUF_SIZE      = (SCREEN_WIDTH * SCREEN_HEIGHT) * 4;
   //////////////////////////////////////////////////////////////////////////
   memset(&bi, 0, sizeof(bi));
   bi.bmiHeader.biSize     = sizeof(BITMAPINFO);
   bi.bmiHeader.biWidth    = SCREEN_WIDTH;
   bi.bmiHeader.biHeight   = -SCREEN_HEIGHT; //top down
   bi.bmiHeader.biPlanes   = 1;
   bi.bmiHeader.biBitCount = 32;

   hdc      = GetDC(NULL);
   hdcMem   = CreateCompatibleDC(hdc);
   dib      = CreateDIBSection(hdc, &bi, DIB_RGB_COLORS, (void**)&bits, NULL, 0);
   hbmOld   = (HBITMAP)SelectObject(hdcMem, dib);

   while(!GetAsyncKeyState(VK_ESCAPE))
   {   
      COLORREF c;
      int x, y, n;

      for(n = 0; n < W_SIZE; n++) //number of "munches"
      {
         for(y = 0; y < W_SIZE; y++)
         {
            for(x = 0; x < W_SIZE; x++)
            {
               DWORD* dst = bits + (y * SCREEN_WIDTH + x);
                                       //play with the comparison for fun results
               if((x ^ y) < n)               //the divide is for 512, meh
                  c = DIB_RGB((n / 2) ^ 255, (y / 2) ^ 255, (x / 2) ^ 255);   //xor to 'reverse' the values 0 ^ 255 = 255... so
               else                     //start at bright colors rather than 0 / black
                  c = 0x00000000;            //x, y, and n all increase at different intervals
               *dst = c;                  //handy for a nice gradient effect
            }                           //be sure to keep colors in 255 range... might have to divide
         }

         BitBlt(hdc, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hdcMem, 0, 0, SRCCOPY);
         memset(bits, 0, SCRBUF_SIZE);
         Sleep(20);   //1000 / x = fps, 50 is smooth and light on cpu
      }            //performance is almost directly proportional to number of pixels
   }               //keep resolution low if speed is an issue

   SelectObject(hdcMem, hbmOld);
   DeleteObject(dib);
   ReleaseDC(NULL, hdc);   
   DeleteDC(hdcMem);
   return 0;
}
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