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The Party 1994: Try This At Home
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lenssrc
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lens.txt
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1993-12-01
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43 lines
This package contains example source to do a lens effect. The QuickBASIC
program 'LENS.BAS' will calculate the magnification displacement data file
that is used when compiling 'LENS.ASM', the demonstration program. Each
time you run LENS.BAS, have it write its calculations to LENS.INC and then
when it's done, recompile the assembly source.
The demonstration program is a real quick hack. It does not use double
buffering so the image flickers. It requires a mouse driver (and obviously
a mouse to be installed) to operate. It loads a TGA file and displays it.
No checking is done on the TGA file and it must be of the dimensions
320x200x256. I am aware that there are several variants of TGA's and I do
not know if they are all compatible, but if you want to have the example
program load your own picture, use the Graphics Workshop to convert it.
If you want to understand how the generator program works, read the
information in the enclosed zip file. The text and image were created by
another author. The basic algorithm is essentially the same, except the
placement of origin in the calculation model (his was at the closest point
on the plane to the center of the sphere, while mine was in the center of
the sphere). Also, I don't know if the way he calculates the coordinates
of the actual point to be displayed is the same as mine (it went over my
head) but I essentially use a mid-point algorithm. Note that my variables
are different from his. Since the point (x,y,0) is bouncing up (incrementing
Z) and stopping when it touches the side of the sphere, that point is
(x,y,sqr(r^2-x^2-y^2)). That point and origin(0,0,0) form a line and the
place where that line intersects the plane 'Z = m'. The point on the plane
is (?,?,m). The Z-coordinate in that point is m, which is a fractional
portion between origin and the point on the sphere. That means that if you
multiply x by sqr(r^2-x^2-y^2)/m you get the X-coordinate on the plane and
if you multiply y by sqr(r^2-x^2-y^2)/M you get the Y-coordinate on the
plane. Now, the X and Y coordinates are of course the actual point to
display, but are in the range of -r to -r+d-1, so just add r and you get
them between 0 and d-1
Have fun!
Jeff
.-------------------------------------------------------------.
| Jeff Lawson of JL Enterprises haroldf@rcf.usc.edu |
| University of Southern California Phone: (213) 258-5604 |
| Course Assistant for Computer Use (213) 258-4264 |
`-------------------------------------------------------------'