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ImDrawList coding party - deadline Nov 30, 2020! #3606
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Here are some examples I made to get you started: Circles #define V2 ImVec2
void FX(ImDrawList* d, V2 a, V2 b, V2 sz, ImVec4 mouse, float t)
{
for (int n = 0; n < (1.0f + sinf(t * 5.7f)) * 40.0f; n++)
d->AddCircle(V2(a.x + sz.x * 0.5f, a.y + sz.y * 0.5f), sz.y * (0.01f + n * 0.03f),
IM_COL32(255, 140 - n * 4, n * 3, 255));
} Squares #define V2 ImVec2
void FX(ImDrawList* d, V2 a, V2 b, V2 sz, ImVec4, float t)
{
float sx = 1.f / 16.f;
float sy = 1.f / 9.f;
for (float ty = 0.0f; ty < 1.0f; ty += sy)
for (float tx = 0.0f; tx < 1.0f; tx += sx)
{
V2 c((tx + 0.5f * sx), (ty + 0.5f * sy));
float k = 0.45f;
d->AddRectFilled(
V2(a.x + (c.x - k * sx) * sz.x, a.y + (c.y - k * sy) * sz.y),
V2(a.x + (c.x + k * sx) * sz.x, a.y + (c.y + k * sy) * sz.y),
IM_COL32(ty * 200, tx * 255, 100, 255));
}
} Curves #define V2 ImVec2
void FX(ImDrawList* d, V2 a, V2 b, V2 sz, ImVec4, float t0)
{
for (float t = t0; t < t0 + 1.0f; t += 1.0f / 100.0f)
{
V2 cp0(a.x, b.y);
V2 cp1(b);
float ts = t - t0;
cp0.x += (0.4f + sin(t) * 0.3f) * sz.x;
cp0.y -= (0.5f + cos(ts * ts) * 0.4f) * sz.y;
cp1.x -= (0.4f + cos(t) * 0.4f) * sz.x;
cp1.y -= (0.5f + sin(ts * t) * 0.3f) * sz.y;
d->AddBezierCurve(V2(a.x, b.y), cp0, cp1, b, IM_COL32(100 + ts*150, 255 - ts*150, 60, ts * 200), 5.0f);
}
} Waves #define V2 ImVec2
#define ARFM d->AddRectFilledMultiColor
#define ACF d->AddCircleFilled
#define CH s.SetCurrentChannel
void FX(ImDrawList* d, V2 a, V2 b, V2 sz, ImVec4, float t)
{
ARFM(a, b, 0xFF1E1E1E, 0xFF1E281E, 0xFF1E1E5A, 0xFF321E78);
ARFM(a, V2(b.x, a.y + sz.y*0.4f), 0x1EFFDCFF, 0x14FFFFDC, 0x001E1E5A, 0x00321E78);
auto s = d->_Splitter;
s.Split(d, 2);
for (int n = 0; n < 256; n++)
{
V2 c(a.x + n / 256.f * sz.x, b.y + 20 - cos(t - 0.1f * n / 2) * 10 + cos(t) * 5);
float r(40 + sin(t + n / 2) * 40);
CH(d, 0);
ACF(c, r + 1, 0x80FFFFFF);
CH(d, 1);
ACF(c, r, IM_COL32(255, n / 2, n / 8, 255));
}
s.Merge(d);
d->AddRect(a, b, IM_COL32(128, 128, 128, 100));
} |
Thunder Storm #define min(x,y) ((x)<(y)?x:y)
#define wh(a) ImColor(1.f,1.f,1.f,a)
void FX(ImDrawList* d, ImVec2 a, ImVec2 b, ImVec2 sz, ImVec2, float t)
{
static float fl;
if ((rand() % 500) == 0) fl = t;
if ((t-fl) > 0)
{
auto ft = 0.25f;
d->AddRectFilled(a, b, wh((ft - (t - fl)) / ft));
}
for (int i = 0; i < 2000; ++i) {
unsigned h = ImGui::GetID(d+i + int(t/4));
auto f = fmodf(t + fmodf(h / 777.f, 99), 99);
auto tx = h % (int)sz.x;
auto ty = h % (int)sz.y;
if (f < 1) {
auto py = ty - 1000 * (1 - f);
d->AddLine({ a.x + tx, a.y + py }, { a.x + tx, a.y + min(py + 10,ty) }, (ImU32)-1);
}
else if (f < 1.2f)
d->AddCircle({ a.x + tx, a.y + ty }, (f - 1) * 10 + h % 5, wh(1-(f-1)*5.f));
}
} |
The Matrix effect, slowly been shaving off spaces and making the code uglier and uglier //v1.1
#define V2 ImVec2
void FX(ImDrawList*d,V2 a,V2,V2 sz,ImVec4,float t)
{
static struct{int y,h,c; float t,s;} m[40]={0};
static int S=0x1234;
static float t0=t;
float ZI=t*.07f,Z=ZI+1.f;
for(int x=0;x<40;x++)
{
auto& M=m[x];
int i=x>=15&&x<25;
if(M.s==0.f||M.y>16)
{
M.h = (t<7.f||i)*((int)(2+t*.5f) + S%(int)(6+(t*0.3f)));
M.y = (M.s==0.f)*-(S%15)-M.h;
M.c += S;
M.s = (5+(S%14))*(.01f-t*.001f);
if(t>5.f&&i)
{
M.c = (340003872375972UL>>(x*5-75))&31;
M.h = i?(x!=19):0;
}
}
if((M.t-=t-t0)<0.f)
{
if(t<6.f||!i||M.y!=6)
M.y++;
M.t += M.s;
}
char c=64|M.c%42;
for(int j=0; j<M.h; j++,c=64|(c^M.c+M.h^j)%42)
for(int f=(j+1==M.h)?13:4+(M.c&1);f--;)
d->AddText(0, 13*(i?Z:-Z), V2(a.x-(sz.x*.5f*ZI)+x*8*Z+sin(j+t*f), a.y-(sz.y*.5f*ZI)+(M.y+j)*13*Z+cos(x*f-t)), 0x3c68bb5b, &c, &c+1);
S|=((S&1)^((S&8)>>2))<<16;
S>>=1;
}
t0 = t;
} |
Tiny Loading Screen! Had a bunch of fun trying to get this as small I could, managed to get it just under 600 bytes for now. #define V ImVec2
#define R d->AddRectFilled
#define C(x) IM_COL32((sin(x) + 1) * 255 / 2, (cos(x) + 1) * 255 / 2, 99, 255)
#include <set>
void FX(ImDrawList* d, V a, V b, V s, ImVec4, float t) {
static auto z = 0.f;
if (t > z + 2) z += 2;
auto c = C(z + 2);
R(a, b, C(z));
for (auto B = b.x, i = 0.f, o = s.y / 8; i < 8; ++i, B = b.x) {
if (auto w = (i / 7) * .2f, x = std::max(t - z - w, 0.f); t - z < w + 1)
B = a.x + (x < .5 ? 8 * x * x * x * x : std::min(1 - pow(-2 * x + 2, 4.f) / 2, 1.f)) * s.x;
R(V(a.x, a.y + o * i), V(B, a.y + o * i + o), c);
}
} |
Here's my attempt at some abstract fireworks... with about four bytes to spare. The code has ended up pretty unreadable as a result, sadly. #define V ImVec2
#define R rand()
#define I int
#define F float
#define S ((F)R/32767)
#define T(d,b,e)p[j].d=(b*(j&1^j>>1?1:-1))+(e*((j>1)?1:-1))+c.d+a.d;
#define X(a)I a=128+(R&127);
struct P {F x,y,vx,vy,a;I l,s,f,d;};P p[8192]={0};
void A(V o, I f){P t;t.x=o.x;t.y=o.y;t.vx=S*3-1.5;t.vy=S*2.5-(f?4:1);t.l=R%(f?50:99);t.s=R;t.f=f;for(I j=0;j<9;j++){t.d=j;t.a=1-(F)j/9;for(I i=0;i<8192;i++)if(!p[i].l){p[i]=t;break;}}}
void FX(ImDrawList*d,V a,V b,V sz,V mn,F t0){I g=R;for(I i=200;i;--i)d->AddLine(V(a.x,a.y+i),V(b.x,a.y+i),IM_COL32(0,0,i,255));I e=0;for(I i=0;i<8192;i++){P&c=p[i];if(c.l){if(c.d)c.d--;else{srand(c.s);c.x+=c.vx;c.y+=c.vy;c.vy+=.04;c.l-=(c.vy>0)?1:0;F s=(S*3+.1)*(c.f+1);F n=(t0*(c.l<0?0:1))+(i*S*2.5-1.5);F sa=sin(n)*s;F ca=cos(n)*s;V p[4];for(I j=0;j<4;j++){T(x,sa,ca);T(y,ca,-sa);}X(r)X(g)X(b)d->AddConvexPolyFilled(p,c.f?4:3,IM_COL32(r,g,b,(c.f?255:c.l)*c.a));if(!c.l&&c.f&&c.a==1){I l=R%40+15;for(I j=0;j<l;j++)A(V(c.x,c.y),0);}}if(c.f)e++;}}
srand(g);if(e<512)A(V(S*420-50,200),1);} |
Old school plasma.
|
Guitar for strumming. #define V2 ImVec2
#define C1 0xA7A830FF
#define C2 0x775839FF
float amp[6], ml;
int pk;
void FX(ImDrawList* d, V2 a, V2 b, V2 s, ImVec4 m, float t)
{
if (m.z > -1)
pk |= 2;
m.y *= s.y; m.x *= s.x;
m.y += a.y; m.x += a.x;
float st = sin(10*t), th, y, w;
d->AddRectFilledMultiColor(V2(a.x, a.y+40), V2(b.x, b.y-40), C1, C1, C2, C2);
for (float i = a.x + 10, j = 20; i < b.x; i += (j += 10))
d->AddRectFilled(V2(i, a.y+38), V2(i + 8, b.y-38), 0xFF888888, 8);
for (int i = 0; i < 6; i++) {
y = a.y + 48 + i * 16.6; th = 4-i*.5f; w = 1;
int N = 10;
for (int j = 0; j < N; j++) {
float x = a.x + j * s.x / N, k = (w *= -1) * amp[i] * st;
d->AddBezierCurve(V2(x,y+k),V2(x+10,y+k),V2(x+s.x/N-10,y-k),V2(x+s.x/N,y-k),-1u,th);
}
amp[i] *= 0.9;
if (pk == 3) {
float A=ml, B=m.y;
if((A<=y&&B>y)||(A>=y&&B<y))amp[i]+=A-B;
}
}
ml = m.y;
if (pk >>= 1) d->AddTriangleFilled(V2(m.x, m.y), V2(m.x-15, m.y-15), V2(m.x+10, m.y-25), 0xFF0000FF);
} |
Complementary colors I guess? I have to optimize the hell out of it to get it under 1K, the code looks so ugly now :'( But it's quite fun! #define min(a,b) (a<b?a:b)
#define max(a,b) (a>b?a:b)
#define fract(x) (abs(x-floor(x)))
#define rand(x,se) (fract(sin(x)*se))
#define eps 1e-3
#define V2 ImVec2
#define C 10000.0f
float mix(float a,float b,float v) {return a+(b-a)*v;}float ss(float a,float b,float v) {return mix(a,b,3.0f*v*v-2.0f*v*v*v);}float perlin(float v,float se) {v=v*0.7f+eps;float f=floor(v);float s=fract(v);float a=rand(f,se);float b=rand(f+1.0f,se);return ss(a,b,s);}float perlin_d(float v,float se) {v *= 2.0f;float f=floor(v);float s=fract(v);float a=rand(f,se);float b=rand(f+1.0f,se);return ss(a,b,s);}void FX(ImDrawList* d,ImVec2 a,ImVec2 b,ImVec2 sz,ImVec4 mouse,float t) {t *= 0.3f;float sa[]={255.0f,0.0f};float sb[]={125.0f,130.0f};float sc[]={0.0f,255.0f};for(int i=0;i<2;i++) {for(int x=0;x<sz.x;x++) {float p=0.5f+rand(1.0f,(C-sa[i]));float bt=perlin(x/sz.x+t*p,C-sa[i])*sz.y;float tp=perlin(x/sz.x+t*p,C-sb[i])*sz.y;float h=tp-bt;d->AddRectFilled(V2(a.x+x,a.y+bt),V2(a.x+x+1,a.y+bt+h),IM_COL32(sa[i],sb[i],sc[i],200));}}} |
I updated the test bed today (to 0.22) to use Beautiful submissions everyone! |
Snake Game (781 bytes) #define v2 ImVec2
#define px(v,c) d->AddRectFilled(a+v*2,a+v*2+v2(2,2),c);
#define fr(v,x) for(int v=0;v<x;++v)
#define eq(l,r) l.x==r.x&l.y==r.y
#define kd(k) ImGui::IsKeyDown(ImGui::GetKeyIndex(k))
v2 sn[160*90]={{20,20}};
int ln=0,tg=4;
float lf;
v2 dr(1,0);
v2 fd(99,45);
void FX(ImDrawList* d, v2 a, v2 b, v2 sz, v2, float t)
{
if (t-lf>0.033f){
lf=t;
if (ln<tg){ln++;sn[ln]=sn[ln-1];}
else fr(x,ln)sn[x]=sn[x+1];
sn[ln]+=dr;
bool e=sn[ln].x<0|sn[ln].x>159|sn[ln].y<0|sn[ln].y>89;
fr(x,ln-1)e|=eq(sn[x],sn[ln]);
if(e)ln=0,tg=4,sn[0]={20,20};
if(eq(sn[ln],fd))tg+=4,fd={rand()%150+5.f,rand()%80+5.f};
if(kd(1))dr={-1,0};
if(kd(2))dr={1,0};
if(kd(3))dr={0,-1};
if(kd(4))dr={0,1};
}
fr(x,ln+1)px(sn[x],-1);
px(fd,-256);
} |
Mosaic. It wasn't what I was trying to do, but ended up in a neat place. #define v2 ImVec2
#define wh(a) ImColor(1.f,1.f,1.f,a)
#define px(v,c) d->AddRectFilled(a+v*2,a+v*2+v2(2,2),c);
#define fr(v,x) for(int v=0;v<x;++v)
#define frc(x) ((x)-int(x))
#define hash(x) (srand(x),ImLerp(rand()/32767.f,rand()/32767.f,0.5f))
#define noise(x) ImLerp(hash(x),hash(x+1),frc(x))
void FX(ImDrawList* d, v2 a, v2 b, v2 sz, v2 mm, float t)
{
fr(x,160)fr(y,90){
auto rx=x-80;
auto ry=y-45;
auto an=ImAtan2(rx,ry);an=an<0?M_PI*2+an:an;
auto len=(rx*rx+ry*ry+0.1f)+t*4;
auto n0 = noise(an);
auto n1 = noise(len);
auto al= n0+n1;
px(v2(x,y),wh(al));
}
} |
Hershey vectorial font! 3.8 KiB. I have not stripped the ASCII chars in the font to make the code fit under 1KiB, bc I wanted to make something useful as well. Sorry for breaking the rules! :D void Hershey(ImDrawList* d, ImVec2 pos, ImVec2 sca, ImVec2 old, char *s) {
static const char *fnt[] = {
"AQ","IKFVFH@@FCEBFAGBFC","FQEVEO@@MVMO","LVLZE:@@RZK:@@EMSM@@DGRG","[UIZI=@@MZ"
"M=@@RSPUMVIVFUDSDQEOFNHMNKPJQIRGRDPBMAIAFBDD","`YVVDA@@IVKTKRJPHOFODQDSEUGVIVK"
"UNTQTTUVV@@RHPGOEOCQASAUBVDVFTHRH","c[XMXNWOVOUNTLRGPDNBLAHAFBECDEDGEIFJMNNOOQ"
"OSNULVJUISIQJNLKQDSBUAWAXBXC","HKFTEUFVGUGSFQEP","KOLZJXHUFQELEHFCH?J<L:","KOD"
"ZFXHUJQKLKHJCH?F<D:","IQIVIJ@@DSNM@@NSDM","F[NSNA@@EJWJ","IKGBFAEBFCGBG@F>E=",\
"C[EJWJ","FKFCEBFAGBFC","CWUZC:","RUJVGUERDMDJEEGBJALAOBQERJRMQROULVJV","EUGRIS"
"LVLA","OUEQERFTGUIVMVOUPTQRQPPNNKDARA","PUFVQVKNNNPMQLRIRGQDOBLAIAFBECDE","GUN"
"VDHSH@@NVNA","RUPVFVEMFNIOLOONQLRIRGQDOBLAIAFBECDE","XUQSPUMVKVHUFREMEHFDHBKAL"
"AOBQDRGRHQKOMLNKNHMFKEH","FURVHA@@DVRV","^UIVFUESEQFOHNLMOLQJRHREQCPBMAIAFBECD"
"EDHEJGLJMNNPOQQQSPUMVIV","XUQOPLNJKIJIGJELDODPESGUJVKVNUPSQOQJPENBKAIAFBED","L"
"KFOENFMGNFO@@FCEBFAGBFC","OKFOENFMGNFO@@GBFAEBFCGBG@F>E=","DYUSEJUA","F[EMWM@@"
"EGWG","DYESUJEA","USDQDRETFUHVLVNUOTPRPPONNMJKJH@@JCIBJAKBJC","x\\SNRPPQMQKPJO"
"ILIIJGLFOFQGRI@@MQKOJLJIKGLF@@SQRIRGTFVFXHYKYMXPWRUTSUPVMVJUHTFREPDMDJEGFEHCJB"
"MAPASBUCVD@@TQSISGTF","ISJVBA@@JVRA@@EHOH","XVEVEA@@EVNVQURTSRSPRNQMNL@@ELNLQK"
"RJSHSERCQBNAEA","SVSQRSPUNVJVHUFSEQDNDIEFFDHBJANAPBRDSF","PVEVEA@@EVLVOUQSRQSN"
"SIRFQDOBLAEA","LTEVEA@@EVRV@@ELML@@EARA","ISEVEA@@EVRV@@ELML","WVSQRSPUNVJVHUF"
"SEQDNDIEFFDHBJANAPBRDSFSI@@NISI","IWEVEA@@SVSA@@ELSL","CIEVEA","KQMVMFLCKBIAGA"
"EBDCCFCH","IVEVEA@@SVEH@@JMSA","FREVEA@@EAQA","LYEVEA@@EVMA@@UVMA@@UVUA","IWEV"
"EA@@EVSA@@SVSA","VWJVHUFSEQDNDIEFFDHBJANAPBRDSFTITNSQRSPUNVJV","NVEVEA@@EVNVQU"
"RTSRSORMQLNKEK","YWJVHUFSEQDNDIEFFDHBJANAPBRDSFTITNSQRSPUNVJV@@MES?","QVEVEA@@"
"EVNVQURTSRSPRNQMNLEL@@LLSA","UURSPUMVIVFUDSDQEOFNHMNKPJQIRGRDPBMAIAFBDD","FQIV"
"IA@@BVPV","KWEVEGFDHBKAMAPBRDSGSV","FSBVJA@@RVJA","LYCVHA@@MVHA@@MVRA@@WVRA",""
"FUDVRA@@RVDA","GSBVJLJA@@RVJL","IURVDA@@DVRV@@DARA","LOEZE:@@FZF:@@EZLZ@@E:L:",
"COAVO>","LOJZJ:@@KZK:@@DZKZ@@D:K:","KQGPISKP@@DMIRNM@@IRIA","CQA?Q?","HKGVFUES"
"EQFPGQFR","RTPOPA@@PLNNLOIOGNELDIDGEDGBIALANBPD","RTEVEA@@ELGNIOLONNPLQIQGPDNB"
"LAIAGBED","OSPLNNLOIOGNELDIDGEDGBIALANBPD","RTPVPA@@PLNNLOIOGNELDIDGEDGBIALANB"
"PD","RSDIPIPKOMNNLOIOGNELDIDGEDGBIALANBPD","IMKVIVGUFRFA@@COJO","WTPOP?O<N;L:I"
":G;@@PLNNLOIOGNELDIDGEDGBIALANBPD","KTEVEA@@EKHNJOMOONPKPA","IIDVEUFVEWDV@@EOE"
"A","LKFVGUHVGWFV@@GOG>F;D:B:","IREVEA@@OOEE@@IIPA","CIEVEA","S_EOEA@@EKHNJOMOO"
"NPKPA@@PKSNUOXOZN[K[A","KTEOEA@@EKHNJOMOONPKPA","RTIOGNELDIDGEDGBIALANBPDQGQIP"
"LNNLOIO","RTEOE:@@ELGNIOLONNPLQIQGPDNBLAIAGBED","RTPOP:@@PLNNLOIOGNELDIDGEDGBI"
"ALANBPD","INEOEA@@EIFLHNJOMO","RROLNNKOHOENDLEJGILHNGOEODNBKAHAEBDD","IMFVFEGB"
"IAKA@@COJO","KTEOEEFBHAKAMBPE@@POPA","FQCOIA@@OOIA","LWDOHA@@LOHA@@LOPA@@TOPA",
"FRDOOA@@OODA","JQCOIA@@OOIAG=E;C:B:","IROODA@@DOOO@@DAOA","hOJZHYGXFVFTGRHQIOI"
"MGK@@HYGWGUHSIRJPJNILEJIHJFJDIBHAG?G=H;@@GIIGIEHCGBF@F>G<H;J:","CIEZE:","hOFZH"
"YIXJVJTIRHQGOGMIK@@HYIWIUHSGRFPFNGLKJGHFFFDGBHAI?I=H;@@IIGGGEHCIBJ@J>I<H;F:",""
"XYDGDIELGMIMKLOIQHSHUIVK@@DIEKGLILKKOHQGSGUHVKVM" };
for( char c, *glyph; (c = *s++, glyph = (char*)fnt[c - 32], c > 0 && c < 127); ) {
if( c != '\n' && c != '\r' ) {
if( c > 32 ) for( int pen = 0, i = 0; i < (glyph[0] - 65); i++ ) {
int x = glyph[2 + i*2 + 0] - 65, y = glyph[2 + i*2 + 1] - 65;
if( x == -1 && y == -1 ) pen = 0; else {
ImVec2 next = ImVec2(pos.x+sca.x*x, pos.y-sca.y*y);
if( !pen ) pen = 1; else d->AddLine(old, next, 0.9*(ImU32)-1);
old = next;
}
}
pos.x += sca.x * (glyph[1] - 65);
}
}
}
void FX(ImDrawList* d, ImVec2 a, ImVec2 b, ImVec2 sz, ImVec4 mouse, float t) {
ImVec2 pos(a.x,((a+b)/2).y), sca(1,sin(t*5)+1+0.5f);
char str[128]; sprintf(str, "Hello imgui! %5.2fs", t);
Hershey(d, pos, sca, ImVec2(), str);
} |
#define V2 ImVec2
#define W 64
#define H 48
#define S 0x07
#define T 0x1F
#define U 0x0F
#define I int
#define F float
I w=0,P[]={S,S,S,T,S,S,0x2F,U,S,0x47,U,S,0x57,0x17,S,0x67,T,S,0x77,T,S,0x8F,0x27,S,0x9F,0x2F,S,0xAF,0x3F,S,0xBF,0x47,S,0xC7,0x47,S,0xDF,0x4F,S,0xDF,0x57,S,0xDF,0x57,S,0xD7,0x5F,S,0xD7,0x5F,S,0xD7,0x67,U,0xCF,0x6F,U,0xCF,0x77,U,0xCF,0x7F,U,0xCF,0x87,0x17,0xC7,0x87,0x17,0xC7,0x8F,0x17,0xC7,0x97,T,0xBF,0x9F,T,0xBF,0x9F,T,0xFF,0xFF,0xFF};
char i[W*H];
void FX(ImDrawList *d,V2 a,V2 b,V2 sz,ImVec4,F t){if(!w){memset(i,0,W*H);memset(i+(H-1)*W,27,W);w=1;}for(I x=0;x<W;x++){for(I y=1;y<H;y++){I j=y*W+x,p=i[j];if(!p)i[j-W]=0;else{I r=I(3.f*rand()/RAND_MAX),d=j-r+1;i[d-W]=p-(r&1);}}};I j=0;F sx=1.f/W,sy=1.f/H,k=0.45f,ty=0;for(I y=0;y<H;y++,ty+=sy){F tx=0;for(I x=0;x<W;x++,tx+=sx){V2 c((tx+.5f*sx),(ty+.5f*sy));I *z=P+i[j++]*3;d->AddRectFilled(V2(a.x+(c.x-k*sx)*sz.x,a.y+(c.y-k*sy)*sz.y),V2(a.x+(c.x+k*sx)*sz.x,a.y+(c.y+k*sy)*sz.y),IM_COL32(z[0],z[1],z[2],255));}}} |
tribute to https://tixy.land/ 473 bytes
|
A Breakout/Arkanoid type of game implementation in 1014 bytes. (Control paddle with mouse, use right-click to reset)
Update:
|
Came across this by accident. I think it looks quite cool. 521 bytes #define V ImVec2
#define CF d->AddCircleFilled
#define RAND(a) (float)rand()/(float)(RAND_MAX/a)
void FX(ImDrawList*d,V a,V b,V s,ImVec4 m,float t) {
static bool o = true;
static V bs[1000];
if(o){
o=false;
for(int i=0;i<1000;++i){
float g=RAND(IM_PI/2)+(IM_PI/4);
float r=RAND(50)+5;
bs[i]=V(g,r);
}
}
for(int i=0;i<1000;++i){
float
g=bs[i].x,
r=bs[i].y;
r+=sin(t+i)*100;
CF(V(r*cos(g),r*sin(g))+(s/2+a)+V(r*cos(t),0),i%2+1,IM_COL32(r+100,50,fabs(r)+100,200));
}
} |
I made a Mandelbrot set visualization with mouse-centered zoom/de-zoom: I also took the liberty to change from Source code (1024 bytes)#include <complex>
ImVec2 shift(-2.12,-0.9);
float scale = 0.01;
float zoom_factor = 0.9;
size_t max_iter = 32;
void FX(ImDrawList* d, ImVec2 a, ImVec2, ImVec2 sz, ImVec4 m, float)
{
if((m.x >= 0 && m.x <= 1 && m.y >= 0 && m.y <= 1) && (m.z > 0 || m.w > 0))
{
float zf = m.z > 0 ? zoom_factor : 1 / zoom_factor;
shift.x -= (m.x * sz.x * scale * (zf - 1));
shift.y -= (m.y * sz.y * scale * (zf - 1));
scale *= zf;
}
for(size_t x = 0; x < sz.x; ++x)
{
for (size_t y = 0; y < sz.y; ++y)
{
std::complex<double> c(shift.x + x /(sz.x-1.0)*(sz.x * scale), shift.y + y /(sz.y-1.0)*(sz.y * scale)), z;
size_t iter;
for (iter = 0; iter < max_iter && std::abs(z) < 2.0; ++iter)
z = z * z + c;
double v = std::log(iter) / std::log(max_iter - 1);
if(iter < max_iter)
d->AddRectFilled(ImVec2(a.x+ x,a.y+ y), ImVec2(a.x+ x +1,a.y+ y +1), IM_COL32((v*255), 255-(v*255), 255, 255));
else
d->AddRectFilled(ImVec2(a.x+ x,a.y+ y), ImVec2(a.x+ x +1,a.y+ y +1), IM_COL32(0, 0,0, 255));
}
}
} |
Mandatory tunnel 971 bytes
|
Awesome stuff so far. I started by looking at some of the first entries, and decided to play with circles. So I went on googling for something to find some inspiration, and I though it would be cool to replicate this: Black and White Minimal Circles Anyway, while playing with the drawing algorithm something went wrong and I ended up with an out of control Death Star laser-shooting randomly onto the galaxy! Death Star - 926 bytes#define V2 ImVec2
#define CR(o,r,c) d->AddCircle(o,r,c)
#define LN(a,b,c) d->AddLine(a,b,c)
#define FORI(n) for(int i=0;i<n;++i)
void FX(ImDrawList*d,V2 a,V2 b,V2 sz,ImVec4,float t){
static float pr{t}, tm{};
static auto st=[](){ImVector<V2> v; v.resize(512); FORI(512) v[i]=V2(rand()%480,rand()%270); return v;}();
V2 hsz{sz/2}, o{a+hsz}, dir{sinf(tm),cosf(tm)}, c, sf;
float dt{}, rad{hsz.y*0.7}, r;
int cnt{rad/2}, sh{!(int(t)%2)}, inc;
FORI(512) CR(st[i],1,0xFF333333);
if(!sh) dt=t-pr,tm+=dt;
pr=t;
ImU32 BL{0xFF000000}, WH{0xFFFFFFFF}, G{0xFF00FF00};
FORI(cnt){r=rad-i,inc=i; c={o.x+inc*dir.x,o.y+inc*dir.y}; CR(c,r,WH);}
V2 la{o.x-rad,o.y}, lb{o.x+rad,o.y};
LN(la,lb,BL);
FORI(cnt){r=rad-(cnt+i), inc=(cnt-i); c={o.x+inc*dir.x,o.y+inc*dir.y}; CR(c,r,WH);}
if(sh){la=o+dir*rad/8; lb=o+dir*hsz.x*2; sf={3*sinf(t*1024),3*cosf(t*1024)}; LN(la,lb,G); LN(la+sf,lb+sf,G); LN(la-sf,lb-sf,G);}
} |
Following the Mandelbrot set visualization, this time I made a Julia sets visualization: Inspired by this Wikipedia gif, the Julia sets represented are generated by
where Source code (1024 bytes)#include <complex>
#define C(r,g,b) IM_COL32(255*(r), 255*(g), 255*(b), 255)
size_t max_iter = 256;
float color_f = 48.0;
float speed_f = 2.0;
ImU32 to_color(float v)
{
v = 1.f - std::log(v * color_f+1) / std::log(color_f+1);
size_t p = v * 5.0;
double g = (v * 5.0 - p);
ImU32 colors[] = {C(1, 0, 1-g),C(1, g, 0),C(1-g, 1, 0),C(0, 1, g),C(0, 1-g, 1),C(0, 0, 1),};
return colors[p];
}
void FX(ImDrawList* d, ImVec2 a, ImVec2, ImVec2 sz, ImVec4, float t)
{
for (size_t x = 0; x < sz.x; ++x)
for (size_t y = 0; y < sz.y; ++y)
{
std::complex<double> z(-2.1+x/(sz.x-1.0)*(sz.x*0.013), -1.15+y/(sz.y-1.0)*(sz.y*0.013));
std::complex<double> c(0.7885*std::cos(t/speed_f),0.7885*std::sin(t/speed_f));
size_t iter;
for (iter = 0; iter < max_iter && std::abs(z) < 2.0; ++iter)
z=z*z+c;
if(iter < max_iter)
d->AddRectFilled(ImVec2(a.x+x,a.y+y), ImVec2(a.x+x+1,a.y+y+1), to_color((float)iter / max_iter));
else
d->AddRectFilled(ImVec2(a.x+x,a.y+y), ImVec2(a.x+x+1,a.y+y+1), 0XFF000000);
}
} |
A little driving game. Use the mouse buttons to move left and right. #define V2 ImVec2
#define R d->AddRectFilled
#define RED 0xff0000ff
void FX(ImDrawList* d, V2 a, V2 b, V2 sz, ImVec4 m, float t)
{
static float mx = a.x + 160;
float dy = 36, dt = 8;
int i = fmodf(dt * t, 2) < 1 ? 1 : 0;
auto v = fmodf(dt * t, 1), y = a.y - dy + v * dy;
for (int s = 1 + sz.y / dy; s > 0; --s, y += dy) {
float c = sinf(t + v / dy - s / dy) * 40;
V2 tl = { c + a.x + sz.x / 2 - 64, y };
V2 br = { c + a.x + sz.x / 2 + 64, y + dy };
R(tl, br, (++i & 1) ? 0xffffffff : RED);
tl.x += 8;
br.x -= 8;
R(tl, br, 0xff3f3f3f);
}
if (m.z >= 0) mx--; if (m.w >= 0) mx++;
R({ mx - 8, b.y - sz.y / 4 - 15 }, { mx + 8, b.y - sz.y / 4 + 15 }, 0xff00ff00, 4);
R({ mx - 7, b.y - sz.y / 4 - 8 }, { mx + 7, b.y - sz.y / 4 + 12 }, 0xff007f00, 4);
R({ mx - 6, b.y - sz.y / 4 + 12 }, { mx - 2, b.y - sz.y / 4 + 14 }, RED);
R({ mx + 2, b.y - sz.y / 4 + 12 }, { mx + 6, b.y - sz.y / 4 + 14 }, RED);
} |
Inspired by this party, my entry is a Game of Life pulsar oscillator (see Wikipedia) Uses left mouse button clicks to process next generation. My algorithm is probably not efficient, and I need quite a big data input, so had to make the code ugly to get to 994 bytes:
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@pmalin I love that that the compression of the gif paints in an extra mountain range on the right side. Extra scenic! |
Second entry: Sail boat! Based on a small game jam entry I made a few years back. Source is 1019 bytes -- thanks to @andwn for brainstorming additional ideas to shed off characters: #define C cos
#define W(I){F R=H(I)*62,X=a.x+s.x/8*((I%11)-1)+C(R+t)*10,Y=a.y+s.y/8*(I/11)+40+sin(R+t)*10,E=1-exp(-(I/11)/3.);\
d->AddTriangleFilled(V(X,Y),V(X+300,Y+90),V(X-300,Y+90),ImColor(.94f-.17f*E,.61-.25*E,.36+.38*E));}
using F=float;using V=ImVec2;
ImU32 c[7]={0xff00a4fb,0xff00a4fb,(ImU32)-1,(ImU32)-1,0xff262aa2,0xff01007d,0xff64c9fd};
F M=FLT_MAX;V N=V(M,M);F H(F x){F y=C(x)*42;return y-floor(y);}
void FX(auto *d,V a,V b,V s,auto m,F t){d->AddRectFilled(a,b,c[6]);int i=0,j=0,k=0;
for(;i<33;i++)W(i)
F x=C(t*1.3)*2+a.x+s.x*.5,y=15+C(t*1.4)*2.5+C(t*2)*3+a.y+s.y*.5,r=C(t)/10+C(t*1.33)/12,
f[98]={-11,-3.5,4,-24,1.5,-3.5,M,M,5.5,-2,3,-24,11,-2,M,M,2.8,-24,4,-24,4,-2,2.8,-2,M,M,-11,-4.4,4,-4.4,4,-3.5,-11,-3.5,M,M,-12,-2,12,-2,12,0,-12,0,M};
V *v=(V*)f;v[48]=N;
for(i=25;i--;){F d=.1308*i;v[i+23]=V(C(d)*11,sin(d)*8);};
for(;i<49;i++)
if(v[i].x==M){d->AddConvexPolyFilled(&v[j],i-j,c[k]);j=i+1;k++;}
else{v[i]=V(x+(C(r)*v[i].x-sin(r)*v[i].y)*3.5,y+(sin(r)*v[i].x+C(r)*v[i].y)*3.5);}
for(i=33;i<88;i++)W(i)} |
Got an hour to remove the STL dependency from my entry (particularly as I see there are some cool ports above) and polish it a bit. Calling it "spirals" -- source is now down to 1010 bytes, with some formatting retained :)
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A little shot'em up. Lots of features bypassed to make it fit in 1Ko (missile, gui, sort, planet background, level of difficulty etc.) edit: updated sphere visual (1022b).
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Inspired by 'Symmetry in Chaos' from Michael Field and Martin Golubitsky. 997 bytes.
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There you go, 15 bytes removed#define Q 999
#define L(i,x)for(I i=0;i<x;i++)
#define D(a,b)pow(pow(a.p.x-b.p.x,2)+pow(a.p.y-b.p.y,2),.5)
#define S(...)L(i,Q)if(!E[i].i){E[i]={__VA_ARGS__};i=Q;}
#define J (rand()&511)*.002
#define H(a)a.h--;L(i,8)S(a.p,V(cos(J*9),sin(J*9))*99,2,120,0)
using V=ImVec2;using I=int;struct T{V p,v;I i=0,h=99,s=2;};T E[Q],C,&M=E[Q-1],&N=E[Q-2];void FX(ImDrawList*d,V a,V b,V sz,ImVec4 m,float t){C.p=a+sz/2;M.p=a+V(m.x,m.y)*sz;N.p=a+sz*V(.75,.5)+V(sin(t),cos(t*2))*40;if(t<2){M.i=N.i=9;M.s=1;}else{S(V(b.x,a.y+sz.y*J),V(-50-J*50,0),1,40,0)L(i,Q)if(E[i].i){T&e=E[i];e.p+=e.v/50;I j=50+16*e.i;d->AddCircleFilled(e.p,e.i>8?e.s*10+J*(99-e.h)*.1:e.i,ImColor(e.s&2?j:e.h,e.s&1?j:e.h,e.s?0:e.h)*2,32);if(D(C,e)>200+e.i)e.h=0;L(j,Q){T&f=E[j];if(e.h*f.h&&e.s*f.s==2&&D(e,f)<(f.i+e.i)){H(e);H(f);}}if(!e.h){if(e.i==8)L(i,16)S(e.p,V(cos(J*7),sin(J*7))*99,4,1)e.i=0;}if(e.i==2)e.h-=5;}if(M.h*N.h){if(J<.1)S(N.p,M.p-N.p,4,4)if(J<.01)S(N.p,V(-50,0),8,4)if(!m.z)L(j,4)S(M.p+V(0,(j&1)*(j-2)*4),V(500,j<3?(j-1)*250:0),4,1,1)}}} changes :
edit: nvm I can’t count, that’s not 15 at all, that’s only 5 my bad |
!m.z do not work on my visual since it is the mouse (a float) edit: finally i saved 16bytes (thx @Organic-Code) :), i'll try tonight to improve the gfx quality of the spheres |
That’s peculiar, I am building it using MVSC (not visual studio itself though) |
This is my entry, Wolf3D style sw rendering in imgui, called imguiWolf. |
Fluid paint #define U using
#define L for(I
#define M L y=Y;y--;)L x=X;x--;){
#define R return
#define Z [x][y]
enum{X=160,Y=90};U I=int;U F=float;U A=ImVec2;U B=ImVec4;U C=ImColor;U D=A[X][Y];U E=B[X][Y];A operator+(A a,A b){R{a.x+b.x, a.y+b.y};}A operator*(A v,F f){R{f*v.x,f*v.y};}A G(A v){R{v.x-I(v.x),v.y-I(v.y)};}A J(A p){R A(p.x*-.5+p.y*.87,-p.x*.87-p.y*.5);}F K(F a,F b){R a<b?a:b;}E c,d;D e,f,g,h,i;F j,k;void FX(ImDrawList*_,A a,A b,A,B m,F t){F s,z;M g Z=g Z*.9;d Z=c Z;f Z=e Z;}M A u((x+.5)/X,(y+.5)/Y),a=u*2,t(cos(a.x),sin(a.x)),v;s=.01;L l=4;l--;s*=3.7)L m=3;m--;t=J(t)){A q=t*s,r=u+q,p(cos(a.y),sin(a.y)),b,o,w;z=0;L i=3;i--;p=J(p)){b=p*s,w=G(r+b);I x=w.x*X,y=w.y*Y;o=f Z;z+=(o.x*b.y-o.y*b.x)/(b.x*b.x+b.y*b.y);}v=v+A(-q.y*.02,q.x*.03)*z*.33;}u=G(u+v);I i=u.x*X,m=u.y*Y;c Z=d[i][m];e Z=(f[i][m]+g Z*.08)*.99;}s=m.x,z=m.y;M F a=s*X-x,b=z*Y-y,d=1-K(sqrt(a*a+b*b)/12,1);d*=m.z>0;if(d)c Z=C::HSV(t-I(t),sin(t)*.3+.7,1);e Z=e Z+A((j-s)*16,(k-z)*9)*d*.5;}j=s,k=z;M s=a.x+x*2,z=a.y+y*2;_->AddLine({s,z},{s+1,z+2},C(c Z));}} Mouse left-click + drag to paint. Sorry for the heavily compressed code :-s! Inspired by flockaroo's fluid dynamics (https://www.shadertoy.com/view/MdKXRy). |
Ok, here is another one. I thought the ImDrawList coding party needed a disco ball. #define V ImVec2
#define F float
void R(F&x,F&y,F r){F s=sin(r),c=cos(r),t=c*x-s*y;y=s*x+c*y;x=t;}
F c,e,f,g,l,r,x,y,z;
int i,j,k,u,v,K=24,J=48;
F L(F a){l*=l>0;return sqrt(1-exp(-a*(l+.1)-l*l*l));}
void T(F u){R(x,z,c+6.28*u);}
V P(F t){t*=3.14/K;return V(sin(t),cos(t));}
void FX(ImDrawList*d,V a,V b,V S,ImVec4 I,F t){
V o[4],m=(a+b)/2;c=t/2;
k=sin(t*13)*24+24;j=-0xafefb0+k*0x101;d->AddRectFilledMultiColor(a,b,j,j+0x503010,j+0x4050,j+0x7040);
for(k=K;--k;){for(j=J;j--;){for(i=4;i--;){
u=j+(i%3>0);v=-(i/2);
V p=P(k+v);x=p.x;y=p.y;z=0;
T((F)u/J);e=x;f=y;z=S.y/(g=z+2.5);
o[i]=m+V(x,y)*z;}
V v1=P(k),v2=P(k-1);
x=v1.y-v2.y;y=v2.x-v1.x;z=0;
l=sqrt(x*x+y*y);x=x/l;y=y/l;T((j+.5)/J);
r=2*(x*e+y*f+z*g);
e-=r*x;f-=r*y;g-=r*z;
l=sqrt(e*e+f*f+g*g);
x=atan2(e,g);y=atan2(sqrt(e*e+g*g),f);
l=sin(x*5+sin(y*3+t))+sin(x*9+sin(y*5+t))+cos(y*4+sin(x*5+t));
l=l/4+.5;
I.x=l;I.y=l*.9*(.8+e/4);I.z=(.5-f/2)*l/2;I.w=1;
if(r>0)d->AddConvexPolyFilled(o,4,ImColor(I)),d->AddPolyline(o,4,0xff<<24,true,1);
}}} (1022 bytes) |
Amazing work all! As per the undefined behavior of what constitute a deadline of "Nov 30", let's make it maximum-optimistic Pacific Time, aka about 19 extra hours from the time of this post. What shall we do with this to provide some kind of climax?
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3D Sierpinksi Triangle |
Hello, here's my entry, mixing random terrain generation and some kind of simulation (pseudo random movement, boundary checking). Randomness strives to eat all vegetation; once that happens, everything starts all over.
1022Kb, my backend is limited to 60 FPS, I hope the simulation runs well on other configs. Thanks for ImGui, thanks for all entries, this was a marvellous week ! |
Thought I'd do something with hexagons! 1024 bytes exactly.
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I'm late to the party but here goes. seven segment timer (resizable).
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#3606 (comment) Might be a headache to put into place though, not all code snippets assumes the same compiler parameters (I had to modify about half of those I tested) |
@mgood7123 you’ve posted ~15 messages on this repo and opened various issues today, please be kind to not treat this is a chat room and keep discussions focused and mindful that this is a shared space (people get notifications when you send a message) |
sorry |
is this available somewhere? if so where can i find it? |
how do you record the snippets and upload them on the GitHub? is there a imGui middle ware for there? |
This is very nice, and it's exactly what I am looking for but I tried to figure out how to replace the text at the end and it is the char c = 64 if you change the value then it will randomize another ASCII chars but could you please explain a little bit from that code maybe to change to 0 1 0 or maybe to display 'Thanks' |
ImDrawList coding party!
Two days ago I thought:
"It'd be fun to organize a contest for writing special effects using the ImDrawList api, with a constraint on source code size. May be fun to see what people can come up with using shape/vector-based api (quite different from a pixel-shading function). Would you participate?"
It's by no mean a great api but it has served many well, to draw custom widgets etc, let's get it some extra love..
Here's a testbed
imdrawlist_party.cpp
which you can paste in your application or any dear imgui example:https://gist.github.com/ocornut/51367cc7dfd2c41d607bb0acfa6caf66
Rules:
fx.inl
must be <= 1024 bytes.Prizes:
Function signature:
If not using a given parameter, you can omit its name in your function to save a few characters.
To record gif files you can use ShareX https://getsharex.com or ScreenToGif https://www.screentogif.com/
Let's get started! You can post on this thread, on discord or on twitter!
Known issues
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