Created
March 12, 2019 23:51
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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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