Skip to content

Instantly share code, notes, and snippets.

Embed
What would you like to do?
// Processing code by Etienne JACOB
// motion blur template by beesandbombs
// opensimplexnoise code in another tab might be necessary
// --> code here : https://gist.github.com/Bleuje/fce86ef35b66c4a2b6a469b27163591e
int[][] result;
float t, c;
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 softplus(float q,float p){
float qq = q+p;
if(qq<=0){
return 0;
}
if(qq>=2*p){
return qq-p;
}
return 1/(4*p)*qq*qq;
}
float mn = .5*sqrt(3), ia = atan(sqrt(.5));
void push() {
pushMatrix();
pushStyle();
}
void pop() {
popStyle();
popMatrix();
}
void draw() {
if (!recording) {
t = mouseX*1.0/width;
c = mouseY*1.0/height;
if (mousePressed)
println(c);
draw_();
} else {
for (int i=0; i<width*height; i++)
for (int a=0; a<3; a++)
result[i][a] = 0;
c = 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("fr###.gif");
println(frameCount,"/",numFrames);
if (frameCount==numFrames)
exit();
}
}
//////////////////////////////////////////////////////////////////////////////
int samplesPerFrame = 5;
int numFrames = 180;
float shutterAngle = .6;
boolean recording = true;
//OpenSimplexNoise noise;
int DEPTH = 5;
float SWMAX = 3.0;
float R = 300;
void setup(){
size(600,600,P3D);
result = new int[width*height][3];
//noise = new OpenSimplexNoise();
}
void drawFractal(int it,PVector v1,PVector v2,PVector v3,float p)
{
if(it>=DEPTH) return;
float sw = map(it+p,0,DEPTH,SWMAX,0);
strokeWeight(sw);
triangle(v1.x,v1.y,v2.x,v2.y,v3.x,v3.y);
PVector u1 = v1.copy().add(v2).mult(0.5);
PVector u2 = v2.copy().add(v3).mult(0.5);
PVector u3 = v3.copy().add(v1).mult(0.5);
drawFractal(it+1,v1,u1,u3,p);
drawFractal(it+1,u1,v2,u2,p);
drawFractal(it+1,u3,u2,v3,p);
}
void drawThing(float p,PVector v1,PVector v2,PVector v3)
{
PVector u1 = v1.copy().add(v2).mult(0.5);
PVector u2 = v2.copy().add(v3).mult(0.5);
PVector u3 = v3.copy().add(v1).mult(0.5);
PVector w1 = v2.copy().lerp(u1,p);
PVector w2 = v2.copy().lerp(u2,p);
PVector w3 = v3.copy().lerp(u2,p);
PVector w4 = v3.copy().lerp(u3,p);
drawFractal(0,v1,w1,w4,p);
drawFractal(0,w1,v2,w2,p);
drawFractal(0,w4,w3,v3,p);
}
void draw_(){
background(0);
push();
translate(width/2,height/2+50);
noFill();
blendMode(ADD);
for(int col=0;col<3;col++)
{
stroke(255*int(col==0),255*int(col==1),255*int(col==2));
float a1 = TWO_PI*0.0/3.0-HALF_PI;
PVector v1 = new PVector(R*cos(a1),R*sin(a1));
float a2 = TWO_PI*1.0/3.0-HALF_PI;
PVector v2 = new PVector(R*cos(a2),R*sin(a2));
float a3 = TWO_PI*2.0/3.0-HALF_PI;
PVector v3 = new PVector(R*cos(a3),R*sin(a3));
strokeWeight(SWMAX);
triangle(v1.x,v1.y,v2.x,v2.y,v3.x,v3.y);
int N = 16;
for(int i=0;i<N;i++){
float t2 = 3*t+0.011*col+0.0015*i;
float q = t2%1;
float rot = floor(t2)%3;
push();
rotate(TWO_PI*rot/3);
drawThing(ease(constrain(q,0,1),2.1),v1,v2,v3);
pop();
}
}
blendMode(NORMAL);
pop();
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment