Fire Effect
A D V E R T I S E M E N T
Introduction
This is a very short tutorial, about the very classic Fire Effect, and creating
a fire color palette for it. Maybe this article will be extended later with fire
made by particles or other better looking fires.
The
Classic Fire Effect
This fire effect has been used quite often for java demos, oldskool demos,
etc... It's very easy to program, and gives very neat looking fire.
First you have to create a palette, typically of 256 colors, but it can be any
other amount as well here because we emulate it. With the HSLtoRGB function it's
easy to create a good palette, select a hue range from red to yellow, keep
saturation at 255, and brightness from 0 to 255 so that more red colors become
darker as well. The palette is created to be used with the drawBuffer function,
so the RGB colors are stored in a single integer value in BGR order.
To contain the fire, you need a buffer (called fire[][] here) with the same size
as the screen. In a graphics mode that uses a palette, this buffer can be the
screen itself, but here we use RGB mode and the palette is emulated. The buffer
starts with every pixel at 0. Then at the bottom row, give a random value to
each pixel, and keep changing the random values every frame. Each 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 it, one to
the left of this one, and one to the right of this one), and one pixel directly
two rows below it. Then divide the sum through a value slightly larger than 4,
so that the fire dies out as it rises. The larger the value you divide it
through, the lower the flames can rise. For example, if you use *16, /65, which
is the same as dividing through 4.0625, the flames will rise higher than if you
use *4, /17, which is the same as dividing through 4.25. If you divide it though
4, the fire keeps rising forever, and if you divide it though 5, it dies out way
to fast.
This image shows which pixels are included in the calculation: the pixel with
the cross is the current pixel, and the 4 green pixels are the ones used to
calculate the value of the current pixel.
Do this from top to bottom, if you do the calculations in the wrong order, some
pixels will already be recalculated while other pixels that depend on them still
have to be calculated. Each new frame may depend only on the values of the
previous frame. The top of the screen has y-coordinate 0, and the bottom has
y-coordinate h-1.
On the sides of the screen, the pixels have no neighbors to the left or right
anymore, and to overcome this, the effect can be made circular so that the
rightmost pixel has the leftmost pixel as it's neighbor and vica versa. For
this, modulo division through the width of the screen can be used on the
x-coordinate of the neighbors.
The version of the effect here isn't very fast at high resolutions, but there's
still set a maximum number of frames per second by using the waitFrame function,
so that it won't run too fast on faster computers in the future.
Because we have a fire buffer, we can use the drawBuffer function instead of
drawing each pixel separately, which is much faster. The buffer that gets drawn
isn't the same as the fire array though, because that one has values from 0 to
256, which gives the wrong colors. Instead we create a new buffer and store the
RGB color gotten from the palette in it, and then draw this buffer (which also
has the name "buffer" here).
Put the following code inside the the main.cpp file. The comments in the code
will explain a bit more:
#include <cmath>
#include <string>
#include <vector>
#include <iostream>
#include "quickcg.h"
using namespace QuickCG;
//define the width and height of the screen and the buffers
const int screenWidth = 640;
const int screenHeight = 128;
Uint32 fire[screenWidth][screenHeight]; //this buffer will contain the fire
Uint32 buffer[screenWidth][screenHeight]; //this is the buffer to be drawn to the screen
Uint32 palette[256]; //this will contain the color palette
int main(int argc, char *argv[])
{
//set up the screen
screen(screenWidth, screenHeight, 0, "fire");
//declarations
ColorRGB color; //used during palette generation
float time = getTime(), oldTime; //the time of this and the previous frame, for timing
//make sure the fire buffer is zero in the beginning
for(int x = 0; x < w; x++)
for(int y = 0; y < h; y++)
fire[x][y] = 0;
//generate the palette
for(int x = 0; x < 256; x++)
{
//HSLtoRGB is used to generate colors:
//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
color = HSLtoRGB(ColorHSL(x / 3, 255, std::min(255, x * 2)));
//set the palette to the calculated RGB value
palette[x] = RGBtoINT(color);
}
//start the loop (one frame per loop)
while(!done())
{
//timing: set to maximum 50 milliseconds per frame = 20 frames per second
oldTime = time;
waitFrame(oldTime, 0.05);
time = getTime();
//randomize the bottom row of the fire buffer
for(int x = 0; x < w; x++) fire[x][h - 1] = abs(32768 + rand()) % 256;
//do the fire calculations for every pixel, from top to bottom
for(int y = 0; y < h - 1; y++)
for(int x = 0; x < w; x++)
{
fire[x][y] =
((fire[(x - 1 + w) % w][(y + 1) % h]
+ fire[(x) % w][(y + 1) % h]
+ fire[(x + 1) % w][(y + 1) % h]
+ fire[(x) % w][(y + 2) % h])
* 32) / 129;
}
//set the drawing buffer to the fire buffer, using the palette colors
for(int x = 0; x < w; x++)
for(int y = 0; y < h; y++)
{
buffer[x][y] = palette[fire[x][y]];
}
//draw the buffer and redraw the screen
drawBuffer(buffer[0]);
redraw();
}
}
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If you run it, first everything is black, and the flames rise two pixels every
frame until they reached their maximum height. Then they'll still keep animating
because the bottom is randomized every frame:
If you don't randomize the bottom of the fire buffer every frame but only at the
beginning, the flames won't be animated either, and once they have risen to
their maximum height, they'll stay still forever:
By changing parameters, you can tweak the fire, for example this is what I got
for changing the calculations to:
fire[x][y]= ((fire[(x - 1) % w][(y + 1) % h]
+ fire[(x) % w][(y + 2) % h]
+ fire[(x + 1) % w][(y + 1) % h]
+ fire[(x) % w][(y + 3) % h])
* 64) / 257;
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Instead of randomizing the bottom row of pixels you can also randomize the edges
of objects, for example to make flaming text, ...
. Reproduced with permission.
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