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Amiga Format CD40 (1999-05-11)(Future Publishing)(GB)(Track 1 of 3)[!][issue 1999-06].iso
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paul_qureshi
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flair.c
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1999-03-27
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From: LarsPC@
Reply-To: lars@scala.no
Newsgroups: comp.graphics.algorithms
Subject: Re: Lens Flares
Date: 14 Mar 1996 13:59:22 GMT
Organization: Scala AS, Norway
Message-ID: <4i98nq$k4l@trance.scala.no>
References: <4i7u68$944@tribune.usask.ca>
In <4i7u68$944@tribune.usask.ca>, aa266@sfn.saskatoon.sk.ca (Graeme Humphries) writes:
> Does anybody have (or know where I can get) some code or
>explanations as to how to do lense flares? They look extremely cool, but
>I just haven't seen any description of how to do it.
This program was written for an Amiga (that I don't have any longer), so
I hope this version is working properly.
It does not draw the extra reflections that you see moving around when
you change the flare position. They are positioned at fixed ratios along
a line from the flare through the center of the screen and does not seem
to be all that difficult to add.
This program is *slow* :-) Let me know what you think.
-= Lars =- lars@scala.no
/*
* flare.c
*
* Lars Hamre, 1995
* lars@scala.no
*
* tab = 4 spaces
*/
#include <exec/types.h>
#include <dos/dos.h>
#include <intuition/intuition.h>
#include <graphics/gfx.h>
#include <proto/exec.h>
#include <proto/dos.h>
#include <proto/graphics.h>
#include <proto/intuition.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
/*************************************************************************/
struct Screen *scr;
struct Window *win;
struct RastPort *rp;
ULONG rgbtab[1 + 3*256 + 1];
int Width = 640;
int Height = 480;
/*************************************************************************/
// Return random value between -1 and 1
double frand1d(LONG x)
{
LONG s = 71 * x; s = s * 8192 ^ s;
return 1.0 - ((s*(s*s*15731+789221)+1376312589)& 0x7fffffff)/1073741824.0;
}
// Return bandlimited noise. Each integer value has a different
// random number. Values in-between use linear interpolation.
double Noise1D(double x)
{
LONG i;
double f,n0,n1;
i = floor(x);
f = x - i;
n0 = frand1d(i);
n1 = frand1d(i+1);
return n0 + (n1-n0)*f;
}
// Draw the flare
void doit(double r)
{
struct RastPort temprp = *rp;
UBYTE col[640];
LONG x, y;
double dx, dy, d, a, f, v;
double linear = 0.03;
double gauss = 0.006;
double mix = 0.50;
double ring,rmin,rmax,rmid,rwid;
// ring position and width
rmid = 27;
rwid = 1.6;
rmax = rmid + rwid;
rmin = rmid - rwid;
f = r;
r = 0;
temprp.Layer = NULL;
temprp.BitMap = AllocBitMap(640,1,8,0,rp->BitMap);
for (y=0; y<Height; y++)
{
dy = Height/2 - y;
for (x=0; x<Width; x++)
{
dx = x - Width/2;
// Get distance from center of flare
d = sqrt(dx*dx + dy*dy) * 0.5; // 0.5 controls diameter
// The center of the flare is modelled as a gaussian
// bump, and the glow around is a simple falloff.
// Mix and match as you like.
//
// If calculating in RGB try making the bump white
// and the glow red-orange.
a = exp(-d*d*gauss)*mix + exp(-d*linear)*(1-mix);
// Draw the ring around the flare. An orange-red
// color is appropriate here as well.
// Try RGB = {80,20,10} (or was it darker?)
if (d<rmin || d>rmax)
ring = 0;
else
{
ring = fabs(d-rmid)/rwid;
ring = 1 - ring*ring*(3 - 2*ring);
ring *= 0.10;
}
a += ring;
// Creates random lines out from the center.
// v/PI*17 controls the number of lines.
// v*10 sets the noise frequency
// *2 is the noise modulation
v = atan2(dx, dy)+PI;
v = (fmod(v/PI*17 + 1.0 + Noise1D(v*10), 1.0) - 0.5)*2;
v = fabs(v);
v = pow(v, 5.0);
// Add lines and fade out over distance.
a += 0.10*v / (1 + d*0.1);
// Clip to maximum value
if (a>1)
a = 1;
col[x] = 255.0 * a;
}
WritePixelLine8(rp, 0, y, Width, col, &temprp);
}
FreeBitMap(temprp.BitMap);
}
/*********************************************************/
#define GAMMA 1.0 // 1.8
// Create a grayscale palette
void SetColors(void)
{
LONG i, r, g, b, p;
for (i=0; i<256; i++)
{
r = 255 * pow(i/255.0, 1/GAMMA);
g = 255 * pow(i/255.0, 1/GAMMA);
b = 255 * pow(i/255.0, 1/GAMMA);
rgbtab[1 + i*3 + 0] = r<<24;
rgbtab[1 + i*3 + 1] = g<<24;
rgbtab[1 + i*3 + 2] = b<<24;
}
rgbtab[0] = (256 << 16) | 0;
LoadRGB32(&scr->ViewPort, rgbtab);
}
void main(void)
{
srand(time(0));
if (scr = OpenScreenTags(NULL,
SA_Width, 640,
SA_Height, 480,
SA_Depth, 8,
SA_DisplayID, VGAPRODUCT_KEY,
SA_ShowTitle, FALSE,
TAG_END))
{
SetColors();
if (win = OpenWindowTags(NULL,
WA_CustomScreen, scr,
WA_IDCMP, IDCMP_RAWKEY,
WA_Activate, TRUE,
WA_Borderless, TRUE,
WA_Backdrop, TRUE,
TAG_END))
{
struct IntuiMessage *imsg;
BOOL running = TRUE;
double r=1;
rp = win->RPort;
doit(r);
while (running)
{
WaitPort(win->UserPort);
while (imsg = (struct IntuiMessage *) GetMsg(win->UserPort))
{
switch (imsg->Class)
{
case IDCMP_RAWKEY:
switch (imsg->Code)
{
case 80:
running = FALSE;
break;
}
break;
}
ReplyMsg((struct Message *) imsg);
}
}
CloseWindow(win);
}
else printf("Couldn't open window\n");
CloseScreen(scr);
}
else printf("Couldn't open screen\n");
}