Code archives/Graphics/Deformation FX
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From Blitz et cetera article Image used: | |||||
;Image FX: Constriction, whirl and ripple by Matt Merkulov Const xsiz = 640, ysiz = 480 Global ib, x2#, y2#, r, g, b Const prec = 1, bf = 0, fx = 1 Const stp# = 1.0 / prec, div = prec * prec Graphics xsiz, ysiz, 32 i = LoadImage("image2.jpg") ib = ImageBuffer(i) For y# = 0 To ysiz - 1 For x# = 0 To xsiz - 1 r = 0: g = 0: b = 0 For xx# = 0 To .9999 Step stp# For yy# = 0 To .9999 Step stp# x2# = x# + xx# y2# = y# + yy# Select fx Case 1;constriction dx# = x2# - 460.0 dy# = y2# - 360.0 rad# = Sqr(dx# * dx# + dy# * dy#) If rad# = 0 Then rad# = 1 If rad# < 100.0 Then x2# = dx# * (.5 + 50.0 / rad#) + 460.0 y2# = dy# * (.5 + 50.0 / rad#) + 360.0 End If Case 2;whirl x2# = x2# - 320.0 y2# = y2# - 240.0 ang# = Sqr(x2# * x2# + y2# * y2#) * .3 - 90;"unwrapping" ;ang# = 360 / (Sqr(x2# * x2# + y2# * y2#) * .05 + 1);"wrapping" xx2# = x2# x2# = x2# * Cos(ang#) + y2# * Sin(ang#) y2# = y2# * Cos(ang#) - xx2# * Sin(ang#) x2# = x2# + 320.0 y2# = y2# + 240.0 Case 3;ripple dx# = x2# - 320.0 dy# = y2# - 240.0 ang# = Sqr(dx# * dx# + dy# * dy#) * 4 ;x2# = x2# - Cos(ang#) * 15 y2# = y2# - Sin(ang#) * 15 End Select pixelcol Next Next r = r / div g = g / div b = b / div WritePixel x#, y#, r Shl 16 + g Shl 8 + b Next Next WaitKey: End Function pixelcol() If x2# < 0 Or x2# >= xsiz Or y2# < 0 Or y2# >= ysiz Then Return xx = Int(x2# - .5) yy = Int(y2# - .5) p00 = ReadPixel(xx, yy, ib) If bf Then p01 = ReadPixel(xx, yy + 1, ib) p10 = ReadPixel(xx + 1, yy, ib) p11 = ReadPixel(xx + 1, yy + 1, ib) dx2# = x2# - xx dx1# = 1.0 - dx2# r1# = dx1# * (p00 Shr 16 And 255) + dx2# * (p10 Shr 16 And 255) g1# = dx1# * (p00 Shr 8 And 255) + dx2# * (p10 Shr 8 And 255) b1# = dx1# * (p00 And 255) + dx2# * (p10 And 255) r2# = dx1# * (p01 Shr 16 And 255) + dx2# * (p11 Shr 16 And 255) g2# = dx1# * (p01 Shr 8 And 255) + dx2# * (p11 Shr 8 And 255) b2# = dx1# * (p01 And 255) + dx2# * (p11 And 255) dx2# = y2# - yy dx1# = 1.0 - dx2# r = r + Int(dx1# * r1# + dx2# * r2#) g = g + Int(dx1# * g1# + dx2# * g2#) b = b + Int(dx1# * b1# + dx2# * b2#) Else r = r + (p00 Shr 16 And 255) g = g + (p00 Shr 8 And 255) b = b + (p00 And 255) End If End Function |
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