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RGB hexes
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));
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###.png");
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 = 4;
int numFrames = 240;
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();
}
float r = 40;
float hexHeight(float x_) {
return map(abs(x_), 0, r*mn, r, r/2);
}
void hexSlice(float x1, float x2) {
x1 = constrain(x1, -r*mn, r*mn);
x2 = constrain(x2, -r*mn, r*mn);
if (x1*x2>=0)
quad(x1, hexHeight(x1), x1, -hexHeight(x1), x2, -hexHeight(x2), x2, hexHeight(x2));
else {
hexSlice(x1, 0);
hexSlice(0, x2);
}
}
int numSlices = 5;
void hexx(float q) {
for (int i=0; i<numSlices; i++) {
hexSlice(map(i, 0, numSlices-1+q, -r*mn, r*mn), map(i+q, 0, numSlices-1+q, -r*mn, r*mn));
}
}
color[] colours = {#b02020, #20b020, #2020b0};
float sp = 2*r*mn;
float hexDist;
float x, y, z, tt;
int N = 8;
void draw_() {
background(30);
blendMode(ADD);
push();
translate(width/2, height/2);
for (int a=0; a<3; a++) {
fill(colours[a]);
for (int i=-N; i<N; i++) {
for (int j=-N; j<N; j++) {
x = i*sp;
y = (j-2/3.0)*mn*sp;
if (j%2 !=0)
x += .5*sp;
hexDist = max(abs(y), abs(.5*y+mn*x), abs(.5*y - mn*x));
tt = ease(map(cos(TWO_PI*t*(3-a) - 0.00003*sq(hexDist) + atan2(x, y)), 1, -1, 0, 1));
push();
translate(x, y);
rotate(TWO_PI*a/3);
hexx(tt);
pop();
}
}
}
//thing(t);
pop();
}
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