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/* passable motion blur effect using frame blending | |
* basically move your 'draw()' into 'sample()', time runs from 0 to 1 | |
* by dave | |
* http://beesandbombs.tumblr.com | |
*/ | |
int samplesPerFrame = 32; // more is better but slower. 32 is enough probably | |
int numFrames = 48; | |
float shutterAngle = 2.0; // this should be between 0 and 1 realistically. exaggerated for effect here | |
int[][] result; | |
float time; | |
void setup() { | |
size(500, 500); | |
result = new int[width*height][3]; | |
} | |
void draw() { | |
for (int i=0; i<width*height; i++) | |
for (int a=0; a<3; a++) | |
result[i][a] = 0; | |
for (int sa=0; sa<samplesPerFrame; sa++) { | |
time = map(frameCount + sa*shutterAngle/samplesPerFrame, 0, numFrames, 0, 1); | |
sample(); | |
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] = (result[i][0]/samplesPerFrame) << 16 | | |
(result[i][1]/samplesPerFrame) << 8 | (result[i][2]/samplesPerFrame); | |
updatePixels(); | |
saveFrame("f##.png"); | |
if (frameCount==numFrames) | |
exit(); | |
} | |
void sample() { | |
background(0); | |
fill(255); | |
noStroke(); | |
rectMode(CENTER); | |
pushMatrix(); | |
translate(width/2, height/2); | |
rotate(HALF_PI*time); | |
rect(0, 0, 200, 200); | |
popMatrix(); | |
} |
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