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@naikrovek
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Last active January 25, 2016 19:07
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// by david whyte >:)
int[][] result;
float t;
float ease(float p) {
return 3*p*p - 2*p*p*p;
}
float ease(float p, float g) {
if (p < 0.5)
return 0.5 * pow(2*p, g);
else
return 1 - 0.5 * pow(2*(1 - p), g);
}
float mn = .5*sqrt(3);
void setup() {
setup_();
result = new int[width*height][3];
}
void draw() {
if (!recording) {
t = mouseX*1.0/width;
draw_();
} else {
for (int i=0; i<width*height; i++)
for (int a=0; a<3; a++)
result[i][a] = 0;
for (int sa=0; sa<samplesPerFrame; sa++) {
t = map(frameCount-1 + sa*shutterAngle/samplesPerFrame, 0, numFrames, 0, 1);
draw_();
loadPixels();
for (int i=0; i<pixels.length; i++) {
result[i][0] += pixels[i] >> 16 & 0xff;
result[i][1] += pixels[i] >> 8 & 0xff;
result[i][2] += pixels[i] & 0xff;
}
}
loadPixels();
for (int i=0; i<pixels.length; i++)
pixels[i] = 0xff << 24 |
int(result[i][0]*1.0/samplesPerFrame) << 16 |
int(result[i][1]*1.0/samplesPerFrame) << 8 |
int(result[i][2]*1.0/samplesPerFrame);
updatePixels();
saveFrame("f###.gif");
if (frameCount==numFrames)
exit();
}
}
//////////////////////////////////////////////////////////////////////////////
int samplesPerFrame = 4;
int numFrames = 150;
float shutterAngle = .7;
boolean recording = true;
void setup_() {
size(500,
500, P2D);
smooth(8);
stroke(32);
noFill();
strokeWeight(3.5);
}
float x, y, tt;
int N = 16;
float r = 16;
int n = 4;
float sp = 4.5*r;
float th;
float cx, cy;
void thing(float q) {
pushMatrix();
beginShape();
for (int i=0; i<N; i++) {
tt = map(cos(TWO_PI*q + HALF_PI*i/(N-1)),1,-1,0,1);
tt = ease(constrain(1.5*tt - 0.25,0,1),1.8);
th = map(i, 0, N-1, -QUARTER_PI, QUARTER_PI);
x = r*sin(th);
y = lerp(r*cos(th), .5*sp-r*cos(th), tt);
vertex(x, y);
}
endShape();
popMatrix();
}
void draw_() {
background(250);
pushMatrix();
translate(width/2, height/2);
for (int a=-n; a<=n; a++) {
for (int b=-2*n; b<=2*n; b++) {
pushMatrix();
cx = a*sp;
cy = b*.5*sp;
if(b%2 != 0)
cx += .5*sp;
translate(cx, cy);
for (int i=0; i<4; i++) {
pushMatrix();
rotate(HALF_PI*i);
thing(t - 0.0008*sqrt(cx*cx+cy*cy));
popMatrix();
}
popMatrix();
}
}
popMatrix();
}
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