altering this fire program
in
Programming Questions
•
3 years ago
you'll recognize this as part of the fire from the 3DFireCube example that comes with Processing. I'd like to alter this a bit, to either a) give it a "high" state where the fire grows to two-thirds the screen height, or, b) (perhaps more complicated) to somehow create an ellipse of fire where the fire emanates outward from the centre. I don't understand all areas of this code, so I'm not sure where to make the adjustment to grow the fire in height at X interval. Can anyone point me in the right direction?
- import fullscreen.*;
import japplemenubar.*;
/**
* Fire Cube demo effect
* by luis2048.
*
* A rotating wireframe cube with flames rising up the screen.
* The fire effect has been used quite often for oldskool demos.
* First you create a palette of 256 colors ranging from red to
* yellow (including black). For every frame, calculate each row
* of pixels based on the two rows below it: The value of each pixel,
* becomes the sum of the 3 pixels below it (one directly below, one
* to the left, and one to the right), and one pixel directly two
* rows below it. Then divide the sum so that the fire dies out as
* it rises.
*/
// This will contain the pixels used to calculate the fire effect
int[][] fire;
// Flame colors
color[] palette;
float angle;
int[] calc1,calc2,calc3,calc4,calc5;
PGraphics pg;
FullScreen fs;
void setup(){
size(640, 480, P2D);
fs = new FullScreen(this);
frameRate(24);
fs.enter();
// Create buffered image for 3d cube
pg = createGraphics(width, height, P3D);
calc1 = new int[width];
calc3 = new int[width];
calc4 = new int[width];
calc2 = new int[height];
calc5 = new int[height];
colorMode(HSB);
fire = new int[width][height];
palette = new color[255];
// Generate the palette
for(int x = 0; x < palette.length; x++) {
//Hue goes from 0 to 85: red to yellow
//Saturation is always the maximum: 255
//Lightness is 0..255 for x=0..128, and 255 for x=128..255
palette[x] = color(x/3, 255, constrain(x*3, 0, 255));
}
// Precalculate which pixel values to add during animation loop
// this speeds up the effect by 10fps
for (int x = 0; x < width; x++) {
calc1[x] = x % width;
calc3[x] = (x - 1 + width) % width;
calc4[x] = (x + 1) % width;
}
for(int y = 0; y < height; y++) {
calc2[y] = (y + 1) % height;
calc5[y] = (y + 2) % height;
}
}
void draw() {
angle = angle + 0.05;
// Randomize the bottom row of the fire buffer
for(int x = 0; x < width; x++){
fire[x][height-1] = int(random(0,190)) ;
}
loadPixels();
int counter = 0;
// Do the fire calculations for every pixel, from top to bottom
for (int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
// Add pixel values around current pixel
fire[x][y] =
((fire[calc3[x]][calc2[y]]
+ fire[calc1[x]][calc2[y]]
+ fire[calc4[x]][calc2[y]]
+ fire[calc1[x]][calc5[y]]) << 5) / 129;
// Output everything to screen using our palette colors
pixels[counter] = palette[fire[x][y]];
// Extract the red value using right shift and bit mask
// equivalent of red(pg.pixels[x+y*w])
if ((pg.pixels[counter++] >> 16 & 0xFF) == 128) {
// Only map 3D cube 'lit' pixels onto fire array needed for next frame
fire[x][y] = 128;
}
}
}
updatePixels();
}
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