hue donut
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| 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###.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 = 144; | |
| float shutterAngle = .6; | |
| boolean recording = false, | |
| preview = true; | |
| void setup() { | |
| size(750, 750, P3D); | |
| smooth(8); | |
| result = new int[width*height][3]; | |
| colorMode(HSB,1); | |
| noStroke(); | |
| } | |
| float x, y, z, tt; | |
| int nSides = 72, nCircs = 360; | |
| float R = 180, r = 70; // radii | |
| PImage fr; | |
| float hue, hueSpread = 0.3; | |
| float th; | |
| float chop = .7; // can draw fewer because of overlap trick... | |
| void hueCirc(float initHue){ | |
| beginShape(); | |
| for(int i=0; i<nSides; i++){ | |
| th = TWO_PI*i/nSides; | |
| x = r*cos(th); | |
| y = r*sin(th); | |
| hue = (initHue + map(y,r,-r,0,hueSpread)) %1; | |
| fill(hue,1,1); | |
| vertex(r*cos(th), r*sin(th)); | |
| } | |
| endShape(CLOSE); | |
| } | |
| void draw_() { | |
| background(0); | |
| push(); | |
| translate(width/2, height/2); | |
| for(int i=0; i<nCircs*chop; i++){ | |
| push(); | |
| translate(R*sin(TWO_PI*i/nCircs + PI), R*cos(TWO_PI*i/nCircs + PI)); | |
| hueCirc(t); | |
| pop(); | |
| } | |
| // now take care of that overlap! | |
| fr = get(); | |
| for(int i=0; i<nCircs*chop; i++){ | |
| push(); | |
| translate(R*sin(TWO_PI*i/nCircs), R*cos(TWO_PI*i/nCircs)); | |
| hueCirc(t); | |
| pop(); | |
| } | |
| pop(); | |
| copy(fr,0,0,width/2,height,0,0,width/2,height); | |
| } |
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