Tuesday, 13 November 2012

Put fire on your photos!

The following script is an excellent example of adding fire effects on a photo, better than FLASH:

Here the source:

rebol [
    title: "Fire and Smoke particles generator."
    purpose: "A particle engine demo which generates fire and smoke, with a lot of control and some compositing built-in"
    version: 1.0.2
    date: 2010-09-18
    file: %fire-smoke-particle-generator.r
    license: MIT
]
;save %particle-fire-setup.r fire-setup
;save %particle-smoke-setup.r smoke-setup

;----------------------------------
;- SETUP PROPERTIES
;-     fire-setup:
fire-setup: any [
    all [
        exists? %particle-fire-setup.r
        attempt [load %particle-fire-setup.r]
    ]
load decompress 64#{
eJztl19qwzAMxt8Hu0MukKB/tuUD7Cgb7HVPPf7sMGiULI4VGuhgpVCX74f6WZLl
dIxwG0mG15fyGWHAAaZQvn18fr0PY5bbGKAh0kKcyLwsS7dROlktjFAfi7GauMMy
ZVZKGEHmxdu44kM0ph/P58JjPx/ZyZOPD2zKCxMHBZKYcV4Em/myWYzLzLOEmDJg
XWyC16KidOOlVD7aNleTTuCivbFRu2klF62WXrBlsc42UR9a6tiLzod4UfJ+MWmZ
DXRGXJ1Zjwi2QftFDPbgrFW0s2yrYtpVW46P1NhS59m866qtzvs9q0pTjeddRTth
YEJ7Piyt1scBXXuun1Zw0S4nSqaqR75rPrmTzjY0/5J83VXLDzHsqGWHi3uCpwR8
f2/G1nPAiZZz/JHwqov/DI1JzH1/gAc7pv/pn0tP4nU0dTuhuZj6LDhdidfZdCHu
NOPDA5jHpCNc1IeTC2d1eXfizq3WPxR873edomBOgUHnxYavt5uLl0vjMxaOxcGT
k1cnH0/EBwcvLp6yfd445JNtnzb/DRBrc6mbEAAA
}

]
;-     smoke-setup:
smoke-setup: any [
    all [
        exists? %particle-smoke-setup.r
        attempt [load %particle-smoke-setup.r]
    ]
load decompress 64#{
eJytlDEOwzAIRfdKuYMvgGRTTMmBOkVVhy4cP5C5n0pWN8tPmM8HQ2OaE1vbbt3p
3hu3EefP6308G42pAbmC/Tu8GHh1ZycFcXuVUBMKgI+oQ/8PTQqovBppGQmNNQzT
vKmACTYv1SDvStbXmJozkBmuwRfNB5iaEImGzRTmKtD6UIRKEpQwGSohe4f6UzAV
F2RzgRSiMfOy/NdwI8gqFMPr4hKEOv8DSgXhOjkBDzAYsvkEAAA=
}
]
;----------------------------------
;- SMOKE PROPERTIES
;-     smoke-lift:
smoke-lift: 5
;-     smoke-clr:
smoke-clr: 175.175.175
;-     smoke-opacity:
smoke-opacity: 0.0.0.160
;-     smoke-life:
smoke-life: 2
;-     smoke-life-variance:
smoke-life-variance: 1
;----------------------------------
;- FIRE PROPERTIES
;-     fire-life:
fire-life: 1
;-     fire-life-variance:
fire-life-variance: 0.5
;-     fire-clr:
fire-clr: gold
;-     fire-Opacity:
fire-Opacity: 0.0.0.150
;- ENVIRONMENT CONTROLS
;-     wind-strength:
wind-strength: 3
;-     air-turbulence:
air-turbulence: 5x5 ; a which adds random variation in all directions to all particle movement note that this value becomes +/- n

;- GENERAL VIEW AND SIMULATION CONTROLS

unless exists? %house.png [
    house-url: http://www.pointillistic.com/open-REBOL/moa/files/house.png
    branches-url: http://www.pointillistic.com/open-REBOL/moa/files/branches.png
    print "--------------------------------------------------------------"
    print "this script will download two images from the web to your disk."
    print "they will be saved   at the same location as this script."
    print "--------------------------------------------------------------"
    print ""
    probe house-url
    probe branches-url
    print ""
    ask"press enter to continue..."
    write/binary %house.png read/binary house-url
    write/binary %branches.png read/binary branches-url
]
bg-img: load %house.png
fg-img: load %branches.png
;-     view-scale:
view-scale: 0.5
;-     view-offset:
view-offset: 0x0
;-     view-origin:
view-origin: 200x200
;-     paused?:
paused?: false
;-     update?:
update?: false
;-     gradients?:
gradients?: none
;-     gen-rate:
gen-rate: 400
;-     particles:
; stored as sets of:   position [pair!] velocity [pair!] age [decimal!] life [decimal!]
;      
;
;         position: last pair position of a particle
;
;         velocity: its last known velocity in termes of /second
;
;         age:   its current age, accumulated via all previous move-particles()
;
;         life: particle's life expectancy
;
;         type: particle type as a word, used for later use. (ex: fire generates smoke, smoke dies)
;
particles: []
;-     particle-items:
particle-items: 5
;-     birth-points:
; stored as sets of:  
;       position [pair!] velocity [pair!] life [decimal!] life-variance [decimal!] type [word!]
;
;         position: birth place of a particle
;
;         velocity: launch velocity
;
;         life: particle's minimal life expectancy
;
;         life-variance: a paiitcle's life variance   (a random amount added to life at each birth)
;
;         type: particle type as a word, used for later use. (ex: fire generates smoke, smoke dies)
;
birth-points: []
append birth-points fire-setup
append birth-points smoke-setup
;-     birth-point-items:
birth-point-items: 5
;-     simulation:
;
; holds the particle draw block
simulation: make block! 100000
;-  
;- FUNCTIONS
;------------------------
;-     birth-particles()
;------------------------
birth-particles: func [
    rate [integer!] "number of particles to generate"
    density [decimal!]   "a percentage for each birth points (usually equal to time delta)"
    /local pos vel life type life-variance origins
][
    ;print to-time rate
    unless empty? birth-points [
        origins: (length? birth-points) / birth-point-items
        loop rate [
            birth-point: at birth-points (birth-point-items * (random origins) - birth-point-items + 1)
            set [pos vel life life-variance type] birth-point
            if density > ( (0.0001 * random 10000)) [
                ;prin "!"
                insert particles reduce [
                    pos
                    vel
                    0.0
                    (life + random life-variance)
                    type
                ]
            ]
        ]
    ]
]
;-----------------
;-     distance()
;-----------------
distance: func [
    a
    b
][square-root (power (b/x - a/x) 2) + power (b/y - a/y) 2 ]
;------------------------
;-     age-particles()
;------------------------
age-particles: func [
    delta [decimal!] "how much age to add to particles"
    /local pos vel age life type
][
    ;prin ">"

    unless empty? particles [
        ;delta: delta - (0.000001 * random 10000)
        until [
            set [pos vel age life type] particles
            either age > life [
                ; particle is too old   we must kill it
                remove/part particles particle-items
            ][
;               print "---"
;               ?? pos
;               ?? vel
;               ?? age
;               ?? life
;               ?? type
                vel: variate-velocity pos vel age delta type
                age: age + delta
               
                ; for now the only real property is position, but eventually, we could
                ; fork this process to a per particle process, to allow more powerfull
                ; effects like death based on proximity, collisions, color variance, etc.
                pos: pos + (vel * delta) ; unfortunately the integer nature of R2 pairs can make some movements static.
                                        ; one way to cure this is to multiply the amounts and downscale them via a scale matrix in AGG.
                change particles reduce [pos vel age]
                particles: skip particles particle-items
            ]
            tail? particles
        ]
        particles: head particles
    ]
]
;------------------------
;-     variate-velocity()
;------------------------
variate-velocity: func [pos vel age delta type ][
    ; no variance for now
    ; eventually, each type will have an algorithm to control movement, which might even require
    ; particle list inspection (proximity, etc)
   
    switch/default type [
        smoke [
            vel: vel + (age * wind-strength * 1x0)
            vel: vel + (smoke-lift * 0x-1 )
            vel: vel + (random (2 * air-turbulence)) - air-turbulence
        ]
        fire [
            ;vel: vel + (smoke-lift * 0x-1 )
            vel: vel + (age * wind-strength * 1x0)
            vel: vel + (random (2 * air-turbulence)) - air-turbulence
        ]
    ][vel ]
]
;-----------------
;-     hose-fire()
; removes particle sources near position.
;-----------------
hose-fire: func [
    blk [block!]
    offset [pair!]
    /local pos vel life life-variance type
][
   
    until [
        set [pos vel life life-variance type] blk
        either (10 > distance pos offset) [
            ; particle is too old   we must kill it
            remove/part blk birth-point-items
        ][
            blk: skip blk birth-point-items
        ]
        tail? blk
    ]
]
;------------------------
;-     generate-simulation-results()
;
; returns a draw block which represents the particles
;
; the particles types are currently hard-coded, but can
; this can easily be modified for more control.
;------------------------
generate-simulation-results: func [/local pos vel age life type fade clr fade-clr rad age-ratio ][
    ; first we clear previous simulation results.
    clear simulation
    append simulation [
        pen none
        ; center the view
        translate view-origin
        translate view-offset
        scale view-scale view-scale
    ]
    prin "."
   
    foreach [pos vel age life type] particles [
        switch type [
            smoke [
               
                either gradients? [
                    fade-clr: 0.0.0.255 - smoke-opacity
                    fade: (smoke-opacity + (fade-clr * (age / life)))
                    rad: (60 * age / 5)
                    clr: smoke-clr + fade
                    append   simulation compose [
                        fill-pen radial (pos) 0 (rad) 0 1 1 (clr )(clr + (fade * .08))(clr + 0.0.0.255)
                        circle (pos) (rad)
                   
                    ]
                ][
                    fade-clr: 0.0.0.255 - smoke-opacity
                    fade: (smoke-opacity + (fade-clr * (age / life)))
                    append   simulation compose [
                        fill-pen (smoke-clr + fade)
                        circle (pos) (40 * age / 5)
                   
                    ]
                ]
            ]
       
            fire [
                fade: (life - age ) / life
                spent: age / life
;               either gradients? [
;                   clr:   red + 0.20.0 + (gold + 0.0.30 * fade)
;                   iclr: clr
;                   if fade > .75 [
;                       iclr: white - clr
;                       iclr: clr + ( iclr * (fade - 0.75 * 4 ));white * 0.75 + (white * fade
;                   ]
;                   clr: clr + fire-Opacity
;                   fade: 0.0.0.255 - fire-opacity
;                   rad: 7 * (life - age) / life
;                   append   simulation compose [
;                       ;pen black
;                       fill-pen radial (pos) 0 (rad) 0 1 2 (iclr )((clr + (fade / 2)))(clr + 0.0.0.255)
;                       circle (pos) (rad * 2) (rad * 4)
;                   ]
;               ][
                    rad: 3
                    rad: either spent < 0.2 [
                        clr:   red + 0.20.0 + (gold + 0.0.30 * fade)
                        clr: gold * (0.2 - spent * 2) + clr
                        spent * rad * 5
                    ][
                        clr:   red + 0.20.0 + (gold + 0.0.30 * fade)
                        1 - (spent - 0.2 * 1.25) * rad
                    ]
                   
                    clr: clr + fire-Opacity
                    append   simulation compose [
                        fill-pen (clr)
                        circle (pos) (rad) (rad * 1.4)
                    ]
;               ]
            ]
        ]
   
    ]
]
; show the console behind the rest.
print ""
;-  
;- WINDOW:
win: view/new/options layout [
    style scroller scroller 300x15
    style text text right 110x18
    space 2x2
    across
    simulation-pane: box with [
        image: bg-img
        text: none
        color: none
        effect: [draw simulation ]
        size: 400x400
        offset: 50x50
        edge: none
        rate: 30
    ]
    return
    ;-     commands
    btn 100 "pause" [
        paused?: not paused?
        face/text: either paused? ["play"]["pause"]
        simulation-pane/feel/last-time: now/precise - 0:0:0.006
        show face
    ]
    btn 100 "reset"[
        clear birth-points
        clear particles
    ]
    btn 100 "restart"clear particles ]
    return
    pad 0x5
    text -1x-1"use gradients (CPU intensive)"
    pad 0x2
    check [
        gradients?: face/data
        update?: true
    ]
    origin 420x20
   
    h3 "Environment:" left
    return
    text   "Wind"
    scroller   0.1 [
        wind-strength: face/data * 30
        ?? wind-strength
    ]
    return
   
    text "Turbulence"
    scroller   0.2 [
        air-turbulence: face/data * 30x30
        ?? air-turbulence
    ]
    return
   
    pad 0x10
    h3 "Birth Control:"
    return
   
    ;-     particle properties
    text "Rate"
    scroller 260x15 0.4 [
        gen-rate: to-integer (face/data * 1000)
        ?? gen-rate
        rate-txt/text: to-string gen-rate
        show rate-txt
    ]
    rate-txt: text right 40x15 "200" edge [size: 1x1 effect: 'ibevel] para [origin: 0x-2]
    return
    text "Fire life"
    scroller   0.2 [
        fire-life: face/data * 3
        fire-life
    ]
    return
   
    text "Smoke life"
    scroller   0.2 [
        smoke-life: face/data * 3
        smoke-life
    ]
    return
   
    pad 0x20
    h3 "Looks"
    return
   
    text "Smoke Opacity"
    scroller   0.2 [
        smoke-Opacity: 0.0.0.255 * (1 - face/data)
        smoke-Opacity
        update?: true
    ]
    return
   
    text   "Smoke Darkness"
    scroller   0.93 [
        smoke-clr: white * (1 - face/data)
        smoke-clr
        update?: true
    ]
    return
   
    text "Fire Opacity"
    scroller   0.4 [
        fire-Opacity: 0.0.0.255 * (1 - face/data)
        fire-Opacity
        update?: true
    ]
    return
   
    pad 0x20
    h3 "view:"
    return
    text "Scale"
    scroller   [
        view-scale: face/data * 30
        view-scale: (3 * face/data) + 0.5
        update?: true
    ]
    space 5x5
    return
    pad 0x20
    h3 "Notes:"
    return
    pad 20x0
    text left as-is 400x140 wrap {*Click for new fire origin, right-click for smoke!
*Shift Click & Drag to move the whole setup.
*Control-Click near a particle source to REMOVE it.
*If you reduce Fire or Smoke Life *before* creating new fires or smoke sources, they will die out sooner (i.e. smaller flames).
*Rate is shared accross all particle sources, so the more sources you have, the more you will have to crank up the rate.
*When too many particles are visible, refresh will start to slow down, but speed is preserved.}

    return
    origin 20x20
][all-over]
fg-pane: make face [
    size: 400x400
    text: none
    effect: none
    image: fg-img
    edge: none
]
fg-pane/effect: [merge]
simulation-pane/pane: fg-pane
;-  
;------------------------
;- simulation-feel()
;------------------------
simulation-pane/feel: make face/feel [
    last-time: now/precise
    current-time: none
    drag-pos: none
    setup: none
    engage: func [face action event][
        ;?? action
        switch action [
            over [
                if drag-pos [
                    view-offset: event/offset - drag-pos
                    update?: true
                ]
            ]
            away [
            ]
            time [
                if any [update? not paused?] [
                    unless paused? [
                        current-time: now/precise
                        delta: to-decimal difference current-time last-time
                        birth-particles gen-rate (delta * 2)
                        age-particles delta
                        last-time: current-time
                    ]
                    generate-simulation-results
                    prin (length? particles) / particle-items
                    show simulation-pane
                    update?: false
                ]
            ]
            ;-     -down
            down [
                either event/shift [
                    drag-pos: event/offset - view-offset
                ][
                    either event/control [
                        hose-fire birth-points ( ((event/offset   - view-origin - view-offset) * (1 / view-scale)) )
                        hose-fire fire-setup ( ((event/offset   - view-origin - view-offset) * (1 / view-scale)) )
                        hose-fire smoke-setup ( ((event/offset   - view-origin - view-offset) * (1 / view-scale)) )
                    ][
                        setup: compose [
                            ( ((event/offset   - view-origin - view-offset) * (1 / view-scale)) )
                            0x-60
                            (fire-life)
                            (fire-life-variance)
                            fire
                        ]
                        append birth-points setup
                        append fire-setup setup
                    ]
                ]
            ]
            up [drag-pos: none ]
            ;-     -alt-down
            alt-down [
                setup: compose [
                    ( ((event/offset   - view-origin - view-offset) * (1 / view-scale)) )
                    0x-30
                    (smoke-life)
                    (smoke-life-variance)
                    smoke
                ]
                append birth-points setup
                append smoke-setup setup
            ]
        ]
       
    ]
]
;- start
do-events
save %particle-fire-setup.r fire-setup
save %particle-smoke-setup.r smoke-setup

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