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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(); | |
| } | |
| void draw() { | |
| if (!recording) { | |
| t = mouseX*1.0/width; | |
| 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); | |
| 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("fr###.png"); | |
| println(frameCount,"/",numFrames); | |
| if (frameCount==numFrames) | |
| exit(); | |
| } | |
| } | |
| ////////////////////////////////////////////////////////////////////////////// | |
| int samplesPerFrame = 5; | |
| int numFrames = 80; | |
| float shutterAngle = .8; | |
| boolean recording = true; | |
| OpenSimplexNoise noise; | |
| void setup(){ | |
| size(500,500); | |
| result = new int[width*height][3]; | |
| noiseDetail(1); | |
| noise = new OpenSimplexNoise(); | |
| } | |
| int N = 75; | |
| int n = 100; | |
| float l = 250; | |
| float scl = 0.01; | |
| float r = 0.5; | |
| void draw_(){ | |
| background(0); | |
| noStroke(); | |
| stroke(255); | |
| strokeWeight(2); | |
| for(int i=0;i<N;i++){ | |
| float y = map(i,0,N-1,0,height); | |
| fill(255*(i%2)); | |
| fill(0); | |
| beginShape(); | |
| vertex(-1,height+10); | |
| for(int j=0;j<n;j++){ | |
| float x = map(j,0,n-1,-1,width); | |
| float intensity = ease(constrain(map(dist(x,y,width/2,height/2),0,0.5*width,1,0),0,1),2.0); | |
| float yy = y + intensity*l*(float)noise.eval(100*y+scl*x,10+r*cos(TWO_PI*t + 0.05*i),10+r*sin(TWO_PI*t + 0.05*i)); | |
| vertex(x,yy); | |
| } | |
| vertex(width,height+10); | |
| endShape(); | |
| } | |
| } |
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This one makes me imagine that the "probability clouds" for sub-atomic particles could actually look like this...or a beautiful and better frequency analysis tool for music and audio with currentTime being width/2 ... I'm really glad I found your articles, they are fantastic and inspiring, thanks for sharing them!
made by https://necessarydisorder.wordpress.com/2017/11/15/drawing-from-noise-and-then-making-animated-loopy-gifs-from-there/