Computer screen tunnel5/27/2023 ![]() To make sure we won't ask for a pixel outside the texture, but use The modulo division through the width and height of the texture are Texture by using the tables, and shifted with the animation value. Then for every pixel (x,y), the correct texel is gotten from the Used for shifting the tables for rotation and the moving. The animation variable is set to the time in seconds, and will be Texture will be having on screen, or how long the texture stretches The ratio variable is the ratio between the width and height the Texture will be wrapped exactly one time around the tunnel. Header, and returns the angle in radians of a given point by giving Screen(screenWidth, screenHeight, 0, "Tunnel Effect") (you can also load one from a bitmap instead). Here the main function starts, and a blue XOR texture is generated Y-coordinate first because we use horizontal scanlines Whole screen buffer can be drawn at once instead of using pset for ![]() Screen, but if you also want to move the center of the tunnelĪround on the screen, you'll have to make them bigger.Īnd the buffer array is used to draw the pixels to, so that the The distanceTable is the precalculated table for the inverseĭistance of every pixel, and the angleTable is the precalculatedĪngle of every pixel. ![]() The bigger its size, theīetter the effect, I recommend making it at least 256*256 pixels,īecause it'll be as big as the screen, and the rotation goes very Here a few values are defined and buffers are created. Texture has, the effect will always have the same speed, and the The code is made so that no matter what size the ![]() Rotates, and the center of the tunnel always remains in the center This code creates a tunnel where you fly forward while the tunnel Repeated over and over (but always smaller as it's closer to theĬenter of the screen). It through the size of the texture, this way we get the texture When a value outside the texture is asked, modulo divide The texture has only a finite size, while the values gotten by theĭistance go up to infinity, and the values of the angle are The distance table makes you move forwards or backwards. Shifting the angle table makes the tunnel rotate, while shifting And, to get theĪnimation, the values of the angle and distance table are shifted: The texture it should draw at the current pixel. This animation loop goes every frame, through every pixel (x,y),Īnd then uses the angle and distance table to ask which texel of Then after everything is precalculated the animation loop starts. Where the center of the screen represents the origin. The angle table contains the angle of every pixel of the screen, Pixels represent parts of the tunnel close to the camera). ![]() While the pixels on the sides of the screen get a low value (these (those are very far away, as you can see on the picture above), This gives pixels of the center of the screen a very high value Inverse of the distance to the center of the screen this pixel has. The distance table contains for every pixel of the screen, the TheseĬalculations are stored in two tables: one for the angle and one While the animation runs, but it's precalculated. The animation of the tunnel actually isn't calculated on the fly This tutorial will explain how toĪn example tunnel looks like this, only in reality itįirst, you need a texture, which is the texture of the sides of the This effect shows a tunnel in which you fly while the One of those cool effects used in oldskool demos is the TunnelĮffect. Tunnel Effect Lode's Computer Graphics Tutorial Tunnel Effect ![]()
0 Comments
Leave a Reply. |