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@Bleuje
Last active February 2, 2021 21:29
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// 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 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 = 1;
int numFrames = 30;
float shutterAngle = 0.9;
boolean recording = true;
OpenSimplexNoise noise;
int n1 = 80;
int n2 = 64*3;
int N = 4;
int K = n2/N;
float smth = 190;
float rmin = 21;
// softplus is a smooth x -> max(0,x)
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;
}
PVector position2(float p,float theta){
float pp = map(1-p,0,1,-0.9*width,2.9*width);
float r = rmin + softplus(pp,smth);
float z = softplus(-pp,smth)-100;
float ppp = 1-pow(1-p,2.0);
float x = r*cos(theta+9*ppp);
float y = r*sin(theta+9*ppp);
return new PVector(x,y,z);
}
class Thing{
float seed = random(10,1000);
int i,j;
Thing(int i_,int j_){
i = i_;
j = j_;
}
float displacementI = 10;
PVector displacement(float p){
return new PVector(dx(p),dy(p),dz(p));
}
float dx(float p){
return displacementI*(float)noise.eval(3*seed+8.0*p,0);
}
float dy(float p){
return displacementI*(float)noise.eval(4*seed+8.0*p,0);
}
float dz(float p){
return displacementI*(float)noise.eval(5*seed+8.0*p,0);
}
float dr(float p){
return ((float)noise.eval(6*seed+11.0*p,0)+1)/2;
}
void show(){
for(int k=0;k<=K;k++){
float ind = j+(k+t)*N;
float p0 = map(ind+0.5,0,n2,0,1);
float p1 = map(ind,0,n2,0,1);
float p2 = map(ind+1,0,n2,0,1);
float theta0 = TWO_PI*(i+0.5)/n1;
float theta1 = TWO_PI*(i)/n1;
float theta2 = TWO_PI*(i+1)/n1;
float amt = 0.75+0.75*ease(map(sin(TWO_PI*(-10*p0-t)-1*theta0),-1,1,0,1),2.0);
PVector v0 = position2(p0,theta0).add(displacement(p0).mult(0.8));
PVector v1 = position2(p1,theta1);
PVector v2 = position2(p2,theta1);
PVector v3 = position2(p2,theta2);
PVector v4 = position2(p1,theta2);
fill(0);
strokeWeight(1.0);
stroke(22);
beginShape();
vertex(v0.x,v0.y,v0.z);
vertex(v1.x,v1.y,v1.z);
vertex(v2.x,v2.y,v2.z);
endShape(CLOSE);
beginShape();
vertex(v0.x,v0.y,v0.z);
vertex(v3.x,v3.y,v3.z);
vertex(v2.x,v2.y,v2.z);
endShape(CLOSE);
beginShape();
vertex(v0.x,v0.y,v0.z);
vertex(v3.x,v3.y,v3.z);
vertex(v4.x,v4.y,v4.z);
endShape(CLOSE);
beginShape();
vertex(v0.x,v0.y,v0.z);
vertex(v1.x,v1.y,v1.z);
vertex(v4.x,v4.y,v4.z);
endShape(CLOSE);
noStroke();
fill(255);
push();
translate(v0.x,v0.y,v0.z);
sphere(1.5*dr(p0)*amt);
pop();
}
}
}
Thing[] array = new Thing[n1*N];
void setup(){
size(600,600,P3D);
result = new int[width*height][3];
noise = new OpenSimplexNoise();
int k=0;
for(int i=0;i<n1;i++){
for(int j=0;j<N;j++){
array[k] = new Thing(i,j);
k++;
}
}
}
void draw_(){
background(0);
push();
translate(width/2,-40+height/2,0.35*width);
rotateX(0.9);
for(int k=0;k<n1*N;k++){
array[k].show();
}
pop();
}
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