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@Bleuje
Created February 23, 2019 17:12
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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 = 5;
int numFrames = 100;
float shutterAngle = .6;
boolean recording = true;
OpenSimplexNoise noise;
float SEED;
void setup(){
size(600,600,P3D);
result = new int[width*height][3];
noise = new OpenSimplexNoise();
SEED = random(10,1000);
}
int m = 2500;
float radius = 1.0;
// 1-periodic function from a circle in noise
float F(float q){
return (float)noise.eval(SEED + radius*cos(TWO_PI*q),radius*sin(TWO_PI*q));
}
//offset or delay depending on a parameter
float offset(float p){
return 3.0*p;
}
void draw_(){
background(0);
push();
stroke(255);
noFill();
strokeWeight(3);
beginShape();
for(int i=0;i<m;i++){
float p = 1.0*i/m;
float x = p*width;
float y = map(F(offset(p)-t),-1,1,0,height);
vertex(x,y);
}
endShape();
pop();
}
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