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@beesandbombs
Created August 15, 2019 22:22
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noise box
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();
}
float c01(float g) {
return constrain(g, 0, 1);
}
void draw() {
if (recording) {
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("f###.gif");
if (frameCount==numFrames)
exit();
} else if (preview) {
c = mouseY*1.0/height;
if (mousePressed)
println(c);
t = (millis()/(20.0*numFrames))%1;
draw_();
} else {
t = mouseX*1.0/width;
c = mouseY*1.0/height;
if (mousePressed)
println(c);
draw_();
}
}
//////////////////////////////////////////////////////////////////////////////
int samplesPerFrame = 8;
int numFrames = 360;
float shutterAngle = .5;
boolean recording = false,
preview = true;
void setup() {
size(750, 750, P3D);
smooth(8);
rectMode(CENTER);
pixelDensity(recording ? 1 : 2);
result = new int[width*height][3];
fill(32);
noStroke();
ortho();
}
void boxx(){
for(int i=0; i<4; i++){
push();
fill(i%2==0?c1:c2);
rotateY(HALF_PI*i);
translate(0,0,l/2);
rect(0,0,l,l);
pop();
}
for(int i=0; i<2; i++){
push();
fill(c3);
rotateX(HALF_PI+PI*i);
translate(0,0,l/2);
rect(0,0,l,l);
pop();
}
}
float x, y, z, tt;
int N = 10;
color c1 = #ffa5ab, c2 = #94e0c5, c3 = #5b8aa2;
float l = 12;
float t1, t2, t3, t4, t5, t6;
float ee = 3;
void draw_() {
background(250);
push();
translate(width/2, height/2);
rotateX(-ia);
rotateY(QUARTER_PI);
for(int i=-N; i<=N; i++){
for(int j=-N; j<=N; j++){
for(int k=-N; k<=N; k++){
push();
tt = t + 0.75*noise(0.02*i+123, 0.02*j+234, 0.02*k+345);
tt = (tt + 1000)%1;
t1 = ease(c01(6*tt),ee);
t2 = ease(c01(6*tt-1),ee);
t3 = ease(c01(6*tt-2),ee);
t4 = ease(c01(6*tt-3),ee);
t5 = ease(c01(6*tt-4),ee);
t6 = ease(c01(6*tt-5),ee);
rotateX(-HALF_PI*t6);
rotateY(-HALF_PI*t5);
rotateX(-HALF_PI*t4);
rotateY(-HALF_PI*t3);
rotateX(-HALF_PI*t2);
rotateY(-HALF_PI*t1);
translate(i*l,j*l,k*l);
boxx();
pop();
}
}
}
pop();
}
@animanoir
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Newbie here:

What does result[i][0] += pixels[i] >> 16 & 0xff; means?

@beesandbombs
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Author

beesandbombs commented Aug 15, 2019

Newbie here:

What does result[i][0] += pixels[i] >> 16 & 0xff; means?

i wrote everything above the ////// bit a long time ago. but as i recall, pixels[i] >> 16 & 0xff is a quicker way of accessing red(pixels[i]). i’m adding it to a result array in order to apply a motion blur effect.

@animanoir
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Thank you! I really like your work, it's inspiring.

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