Created
January 31, 2023 21:42
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// Processing code by Etienne JACOB | |
// inspired by a shader from tdhooper : https://www.shadertoy.com/view/wsfGDS | |
// motion blur template by beesandbombs | |
int[][] result; | |
float t, c; | |
float c01(float x) | |
{ | |
return constrain(x,0,1); | |
} | |
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 map(float x, float a, float b, float c, float d, boolean constr) | |
{ | |
return constr ? constrain(map(x,a,b,c,d),min(c,d),max(c,d)) : map(x,a,b,c,d); | |
} | |
float mp01(float x, float a, float b) | |
{ | |
return map(x,a,b,0,1,true); | |
} | |
float pow_(float p,float g) | |
{ | |
return 1-pow(1-p,g); | |
} | |
float tanh(float x) | |
{ | |
return (float)Math.tanh(x); | |
} | |
float softplus(float q,float p){ | |
float qq = q+p; | |
if(qq<=0){ | |
return 0; | |
} | |
if(qq>=2*p){ | |
return qq-p; | |
} | |
return 1/(4*p)*qq*qq; | |
} | |
float mn = .5*sqrt(3), ia = atan(sqrt(.5)); | |
void push() { | |
pushMatrix(); | |
pushStyle(); | |
} | |
void pop() { | |
popStyle(); | |
popMatrix(); | |
} | |
void draw() { | |
if (!recording) { | |
t = (mouseX*1.2/width)%1; | |
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); | |
t %= 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(); | |
if (frameCount<=numFrames) | |
{ | |
saveFrame("fr###.gif"); | |
println(frameCount,"/",numFrames); | |
} | |
if (frameCount==numFrames) | |
stop(); | |
} | |
} | |
////////////////////////////////////////////////////////////////////////////// | |
int samplesPerFrame = 11; | |
int numFrames = 150; | |
float shutterAngle = 1.6; | |
boolean recording = true; | |
PVector rotX(PVector u,float angle) | |
{ | |
float x = u.x; | |
float y = u.y*cos(angle) - u.z*sin(angle); | |
float z = u.y*sin(angle) + u.z*cos(angle); | |
return new PVector(x,y,z); | |
} | |
PVector rotY(PVector u,float angle) | |
{ | |
float y = u.y; | |
float x = u.x*cos(angle) - u.z*sin(angle); | |
float z = u.x*sin(angle) + u.z*cos(angle); | |
return new PVector(x,y,z); | |
} | |
PVector rotZ(PVector u,float angle) | |
{ | |
float z = u.z; | |
float y = u.y*cos(angle) - u.x*sin(angle); | |
float x = u.y*sin(angle) + u.x*cos(angle); | |
return new PVector(x,y,z); | |
} | |
PVector rotate2D(PVector v,float angle) | |
{ | |
return new PVector(cos(angle)*v.x-sin(angle)*v.y,sin(angle)*v.x+cos(angle)*v.y); | |
} | |
class vec4 | |
{ | |
float x,y,z,w; | |
vec4(float a,float b,float c,float d) | |
{ | |
x = a; | |
y = b; | |
z = c; | |
w = d; | |
} | |
} | |
int n = 104; | |
class Dot | |
{ | |
vec4 pos4D; | |
int I,J; | |
Dot(int i,int j) | |
{ | |
I = i; | |
J = j; | |
} | |
void show() | |
{ | |
float theta = map(I+(J%2==0?0:0.5)*(1-t),0,n,0,TWO_PI); | |
float phi = map(J+(I%2==0?0:0.5)*t,0,n,0,TWO_PI); | |
pos4D = new vec4(cos(theta)/sqrt(2),sin(theta)/sqrt(2),cos(phi)/sqrt(2),sin(phi)/sqrt(2)); | |
float x,y,z,w; | |
x = pos4D.x; | |
y = pos4D.y; | |
z = pos4D.z; | |
w = pos4D.w; | |
PVector toRot1 = new PVector(z,y); | |
toRot1 = rotate2D(toRot1,HALF_PI*t); | |
z = toRot1.x; | |
y = toRot1.y; | |
PVector toRot2 = new PVector(x,w); | |
toRot2 = rotate2D(toRot2,HALF_PI*t); | |
x = toRot2.x; | |
w = toRot2.y; | |
float dist4 = 1.2; | |
w += dist4; | |
if(w<=0) | |
{ | |
return; | |
} | |
float X = x/w; | |
float Y = y/w; | |
float Z = z/w; | |
PVector v3 = new PVector(X,Y,Z); | |
v3 = rotX(v3,0); | |
float dist3 = 1.6; | |
v3.z += dist3; | |
if(v3.z<=0) | |
{ | |
return; | |
} | |
float xx = 200*v3.x/v3.z; | |
float yy = 200*v3.y/v3.z; | |
float sw = 2.7/v3.z; | |
float f = map(v3.z,0.7,2.3,1.8,0,true); | |
stroke(255,255*f); | |
strokeWeight(sw); | |
point(xx,yy); | |
} | |
} | |
Dot [] array = new Dot[n*n]; | |
void setup(){ | |
size(600,600,P3D); | |
result = new int[width*height][3]; | |
smooth(8); | |
int k = 0; | |
for(int i=0;i<n;i++) | |
{ | |
for(int j=0;j<n;j++) | |
{ | |
array[k] = new Dot(i,j); | |
k++; | |
} | |
} | |
} | |
void draw_(){ | |
background(0); | |
push(); | |
translate(width/2,height/2); | |
for(int k=0;k<n*n;k++) | |
{ | |
array[k].show(); | |
} | |
pop(); | |
} |
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