moved drawSpheres into functions.pde
parent
1a944968b4
commit
1b95e8c095
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@ -1,262 +0,0 @@
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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Interface Fractures III - SILICON
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(c) nova@deviator.si
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IF3Si.pde
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*/
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// undecorate window (remove window borders etc) - - - - - - - - - - - - - - -
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public void init() { frame.removeNotify(); frame.setUndecorated(true);
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frame.addNotify(); super.init(); }
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// load libs
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import oscP5.*; // Open Sound Control
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import netP5.*;
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// declarations - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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// declare OSC object
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OscP5 oscP5;
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// IMAGE POOL, a 2D array
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PImage[][] imgPool;
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// texture (tiles)
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float texX = 0;
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float texY = 0;
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// generate an array of random numbers
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int[] rands = new int[500];
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IntList randz; // arrayList
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// for draw cube
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int cubesnum = 20;
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PGraphics[] cubes = new PGraphics[cubesnum];
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PShader blur;
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PGraphics bpass1, bpass2;
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// spheres
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int ptsW, ptsH;
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int numPointsW;
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int numPointsH_2pi;
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int numPointsH;
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float[] coorX;
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float[] coorY;
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float[] coorZ;
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float[] multXZ;
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PGraphics sphere;
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int tilesOverlap;
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void setup() { // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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float sizefactor = 1; // define the size of the screen, 1 = 1080p
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size( int( 1920 * sizefactor ),
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int( 1080 * sizefactor ),
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P3D ); // renderer
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// framerate
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frameRate(60);
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smooth(32); // 32??
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noCursor();
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background(10);
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println("\n\n~~~ Hello. Starting Interface Fractures III - SILICON." +
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" - - - - - - - - - - - - - - - - - - - - - -\n");
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// start oscP5, listening for incoming messages at port 12000
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println("~~~ starting oscP5 ...");
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oscP5 = new OscP5(this,12000);
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oscP5.plug(this,"ctlin","/ctlin"); // to be converted for PD OSC input
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// get all textures into an image pool
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println("\n\n~~~ loading textures into image pool ...\n");
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imgPool = getImages("/images/");
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// create an array of random value between -50 and 50
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for (int i=0; i < 500; i++) { rands[i] = i-250; }
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shuffle(rands);
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// drawCube ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` `
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// an array of PGraphics
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for (int i = 0; i < cubesnum; i++) {
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cubes[i] = createGraphics(width, height, P3D);
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}
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blur = loadShader("blur.glsl");
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bpass1 = createGraphics(width, height, P3D);
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bpass1.smooth();
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bpass2 = createGraphics(width, height, P3D);
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bpass2.smooth();
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randz = new IntList(width);
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for (int i=0; i < width; i++) {
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randz.set(i, i);
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}
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randz.shuffle();
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//println(randz);
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// spheres
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ptsW=30;
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ptsH=30;
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initializeSphere(ptsW, ptsH); // number of vertices around the width and height
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sphere = createGraphics(width, height, P3D);
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}
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// process OSC messages
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public void ctlin(int cc, int val) { // - - - - - - - - - - - - - - - - - - - - - - -
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// debug
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println("## OSC: /ctlin cc:" + cc + " value:" + val);
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if (cc == 2) { tilesOverlap = val; }
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/* // triggers are on controller number 0
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if (cc == 0) {
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}
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if (cc == 2) { flySpeedXfactor = (val - 64); } // speed (&direction) on X axis [-1 - 1] FIXit!
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if (cc == 3) { flySpeedYfactor = (val - 64); } // speed (&direction) on Y axis [-1 - 1] FIXit!
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*/
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}
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void draw() { // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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// clean screen ````````````````````````````````````````````````````|
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/*
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blendMode(BLEND);
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screenClean(color(50));
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// SPHERES -----------------------------------------------------------
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//offscreen render spheres
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sphere.beginDraw();
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sphere.blendMode(BLEND);
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sphere.rect(0, 0, width, height);
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sphere.blendMode(DARKEST);
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sphere.noStroke();
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sphere.pushMatrix();
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sphere.translate(width/2+(width/8), height/2, 580);
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sphere.rotateX(radians(float(frameCount) * 0.1));
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sphere.rotateY(radians(float(frameCount) * 0.23));
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sphere.rotateZ(radians(float(frameCount) * 0.2));
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textureSphere(sphere, 400, 400, 400, imgPool[3][1]);
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sphere.popMatrix();
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sphere.pushMatrix();
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sphere.translate(width/2+(width/8), height/2, 580);
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sphere.rotateX(radians(float(frameCount) * 0.2));
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sphere.rotateY(radians(float(frameCount) * 0.13));
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sphere.rotateZ(radians(float(frameCount) * 0.01));
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textureSphere(sphere, 390, 390, 390, imgPool[3][1]);
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sphere.popMatrix();
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sphere.endDraw();
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// tint(0);
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// image(sphere, 0, 0);
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textureWrap(REPEAT);
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//textureMode(NORMAL);
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pushMatrix();
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//tint(255);
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translate(width/2, height/2); // center coordinate system
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translate(((frameCount*1) % width) - width/2,0);
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//stroke(0,50);
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//strokeWeight(1);
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noStroke();
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float quadW = 500;
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float quadH = height;
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float v1x = 0; // sin(radians(frameCount))*250+400;
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pushMatrix() ;
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//rotate(PI/PI);
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beginShape(QUADS);
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texture(sphere);
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vertex(-quadW/2, -quadH/2, 0, 0);
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vertex( quadW/2, -quadH/2, quadW, 0);
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vertex( quadW/2, quadH/2, quadW, quadH);
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vertex(-quadW/2, quadH/2, 0, quadH);
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endShape();
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popMatrix();
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popMatrix();
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*/
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// --------------------------------------------------------------------------
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// SCENENGINES
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// draw tiles `````````````````````````````````````````````````````|
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tiles(boolean(1), // render on/off
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color(0, 0, 0, 80), // background color (HSBA)
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color(80, 70, 20, 100), // tile color
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20, // tile hue distance
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0, // blendMode
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6, // number of tiles on X axis
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1, // number of tiles on Y axis
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2, // texture bank number
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0, // texture number/id
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10, // texture speed X
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1, // texture speed Y
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tilesOverlap // overlap. 127 = 300%
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);
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// draw cubes `````````````````````````````````````````````````````|
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drawCube(boolean(0), cubes,
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100, height/2, -100,
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400, 300, 300,
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radians(frameCount), radians(frameCount*0.7), PI/2,
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0);
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// test pattern```````````````````````````````````````````````````|
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testPattern(boolean(0), // on/off
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2, 0, // img bank & ID
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255, // image alpha
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10, // number of horizontal 'lanes'
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10, // density
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4, // stroke width
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255, // stroke alpha
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2 // speed
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);
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// debug `````````````````````````````````````````````````````````|
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// draw test picture
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testPicture(boolean(0));
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// frames per second
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displayFps(true);
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// document
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autoSnap(false);
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} // --------------------------------------------------------------------------
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@ -1,456 +0,0 @@
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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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Interface Fractures III - SILICON
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(c) nova@deviator.si
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functions.pde
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*/
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// loads all images into an array - - - - - - - - - - - - - - - - - - - - - - - - -
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PImage[][] getImages(String folder) {
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PImage[][] imgPool; // declare 2D array imgPool
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File dir = new File(dataPath(sketchPath + folder)); // first folder
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String[] dirlist = dir.list(); // an array of folders (strings)
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dirlist = sort(dirlist); //
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imgPool = new PImage[dirlist.length][10]; // create 2d array imgPool
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for (int i = 0; i < dirlist.length; i++) {
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String fulldir = dataPath(sketchPath + folder + dirlist[i]) + "/";
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File dir2 = new File(fulldir);
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String[] filelist = dir2.list(); // an array of image names
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filelist = sort(filelist);
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if (filelist.length != 0) {
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for (int j = 0; j < filelist.length; j++) {
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println("imgPool[" + i + "][" + j + "]: " + fulldir + filelist[j]);
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imgPool[i][j] = loadImage(fulldir + filelist[j]);
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}
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} else {
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println("No files in this folder: " + fulldir);
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}
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}
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return imgPool;
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}
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// function to shuffle an array of integers - - - - - - - - - - - - - - - - - - - - -
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void shuffle(int[] a)
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{
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int temp, pick;
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for(int i=0; i<a.length; i++)
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{
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temp = a[i];
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pick = (int)random(a.length);
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a[i] = a[pick];
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a[pick] = temp;
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}
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}
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void switchBlendMode(int blendMode) // - - - - - - - - - - - - - - - - - - - - - - -
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{
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switch(blendMode) {
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case 0:
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blendMode(ADD); // additive blending with white clip: C = min(A*factor + B, 255)
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break;
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case 1:
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blendMode(SUBTRACT); // subtractive blend w/ black clip: C = max(B - A*factor, 0)
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break;
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case 2:
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blendMode(LIGHTEST); // only the lightest colour succeeds: C = max(A*factor, B)
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break;
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case 3:
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blendMode(DARKEST); // only the darkest colour succeeds: C = min(A*factor, B)
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break;
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case 4:
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blendMode(SCREEN); // opposite multiply, uses inverse values of the colors.
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break;
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case 5:
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blendMode(MULTIPLY); // multiply the colors, result will always be darker.
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break;
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case 6:
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blendMode(EXCLUSION); // similar to DIFFERENCE, but less extreme.
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break;
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case 7:
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blendMode(REPLACE); // pixels entirely replace others + don't utilize alpha values
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break;
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default:
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blendMode(BLEND); // linear interp. of colours: C = A*factor + B. Default.
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break;
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} // DIFFERENCE: subtract colors from underlying image. NOT SUPPORTED BY P3D!! */
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}
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// TILES - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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/* TODO:
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- different zooms (random?)
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- better rotation
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- multiple instances of the same thing - with
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different texture & some parameters + parameterize
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- zoom variations
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- ?amount of speed variations accross tiles
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*/
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void tiles( boolean render, // should we render or not?
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color bgfill, // backgorund color
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color tilecolor, // tile color
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int huedist, // tile color distance for interpolation
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int blendMode, // blending mode of tiles
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int numx, // number of tiles on X
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int numy, // number of tiles on Y
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int texBank,
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int texNum,
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float texSpeedX,
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float texSpeedY,
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float overlap )
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{
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if (render) {
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colorMode(HSB, 360, 100, 100, 100);
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blendMode(BLEND);
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fill(bgfill);
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noStroke();
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rect(0, 0, width, height);
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switchBlendMode(blendMode); // blendMode function using integers
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texSpeedX *= 0.01;
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texSpeedY *= 0.01;
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texX += sq(texSpeedX);
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texY += sq(texSpeedY);
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float numxfact = 1 / float(numx);
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float numyfact = 1 / float(numy);
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float aspectRatio = (height / float(numy)) / (width / float(numx));
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float offsetPerc = overlap * (300/127);
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float uniZoom = numxfact * (float(width)/1024);
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float offsetX = width * numxfact * offsetPerc * 0.01;
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float offsetY = height * numyfact * offsetPerc * 0.01;
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float texoffsetX = 1 + 0.01 * offsetPerc ;
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float texoffsetY = texoffsetX;
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float huefactor = float(huedist) / (numx * numy);
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for (int nx=0; nx < numx; nx++) {
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for (int ny=0; ny < numy; ny++) {
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int tileID = nx * numy + ny;
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float randX = rands[ (tileID % rands.length) ] * 0.01;
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float randY = rands[ ((tileID + 50) % rands.length) ] * 0.01;
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float newhue = hue(tilecolor) + huefactor * tileID;
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tint(newhue, saturation(tilecolor), brightness(tilecolor), alpha(tilecolor));
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textureWrap(REPEAT);
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textureMode(NORMAL);
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beginShape();
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texture(imgPool[texBank][texNum]);
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vertex(width * numxfact * nx - offsetX, height * numyfact * ny - offsetY, 0 + texX * randX, 0 + texY * randY);
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vertex(width * numxfact * (nx + 1) + offsetX, height * numyfact * ny - offsetY, 1 * uniZoom * texoffsetX + texX * randX, 0 + texY * randY);
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vertex(width * numxfact * (nx + 1) + offsetX, height * numyfact * (ny + 1) + offsetY, 1 * uniZoom * texoffsetX + texX * randX, aspectRatio * uniZoom * texoffsetY + texY * randY);
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vertex(width * numxfact * nx - offsetX, height * numyfact * (ny + 1) + offsetY, 0 + texX * randX, aspectRatio * uniZoom * texoffsetY + texY * randY);
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endShape();
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}
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}
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}
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}
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// TEST PICTURE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void testPicture(boolean render) {
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if (render) {
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fill(127);
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stroke(255);
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strokeWeight(1);
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rect(1, 1, width-2, height-2);
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ellipse(width/2, height/2, height-4, height-4);
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ellipse(height/4, height/4, height/2-4, height/2-4);
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ellipse(height/4, 3*height/4, height/2-4, height/2-4);
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ellipse(width-height/4, height/4, height/2-4, height/2-4);
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ellipse(width-height/4, 3*height/4, height/2-4, height/2-4);
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line(width/2, 0, width/2, height);
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line(0, height/2, width, height/2);
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fill(0);
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textSize(50);
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textAlign(CENTER,CENTER);
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text("Interface Fractures III", width/2, height/2,4);
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/* more tests:
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- horizontal and vertical block, moving fast!
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- flicker test, black&white, 60Hz
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- color and gray stripes of interpolation
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*/
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}
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}
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// DRAW CUBE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void drawCube( boolean render, PGraphics cubes[],
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int posX, int posY, int posZ,
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int dimW, int dimH, int dimL,
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float rotX, float rotY, float rotZ,
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int blurAmount
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//float xd, float yd
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)
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{
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if (render) {
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blendMode(BLEND);
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fill(0);
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rect(0, 0, width, height);
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//blendMode(LIGHTEST);
|
||||
for (int i=0; i < cubes.length; i++) {
|
||||
|
||||
posX += 100;
|
||||
|
||||
cubes[i].beginDraw();
|
||||
cubes[i].clear();
|
||||
cubes[i].smooth();
|
||||
cubes[i].lights();
|
||||
|
||||
cubes[i].stroke(255);
|
||||
cubes[i].strokeWeight(10);
|
||||
cubes[i].fill(127);
|
||||
//cubes[i].noFill();
|
||||
cubes[i].translate(posX, posY, posZ);
|
||||
cubes[i].rotateX(rotX);
|
||||
cubes[i].rotateY(rotY);
|
||||
cubes[i].rotateZ(rotZ);
|
||||
cubes[i].box(dimW, dimH, dimL);
|
||||
cubes[i].endDraw();
|
||||
|
||||
if (blurAmount != 0) { // this blur chokes graphic processor
|
||||
|
||||
blur.set("blurSize", blurAmount);
|
||||
blur.set("sigma", 9.0f);
|
||||
|
||||
blur.set("horizontalPass", 0);
|
||||
bpass1.beginDraw();
|
||||
bpass1.clear();
|
||||
//bpass1.noLights();
|
||||
bpass1.shader(blur);
|
||||
bpass1.image(cubes[i], 0, 0);
|
||||
bpass1.endDraw();
|
||||
|
||||
blur.set("horizontalPass", 1);
|
||||
cubes[i].beginDraw();
|
||||
cubes[i].clear();
|
||||
//cubes[i].noLights();
|
||||
cubes[i].shader(blur);
|
||||
cubes[i].image(bpass1, 0, 0);
|
||||
cubes[i].endDraw();
|
||||
}
|
||||
|
||||
image(cubes[i], 0, 0);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// TEST PATTERN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
/* TO BE ADDED:
|
||||
- use quads
|
||||
- add textures
|
||||
>- more TO BE EXPANDED / REFINED!!! */
|
||||
|
||||
void testPattern( boolean render,
|
||||
int imgBank, int imgID,
|
||||
int imgAlpha,
|
||||
int ylines,
|
||||
int density,
|
||||
int lwidth,
|
||||
int lalpha,
|
||||
int speed
|
||||
)
|
||||
{
|
||||
if (render) {
|
||||
|
||||
tint(imgAlpha);
|
||||
image(imgPool[imgBank][imgID], 0, 0);
|
||||
|
||||
blendMode(BLEND);
|
||||
|
||||
int yheight = height/ylines;
|
||||
|
||||
for (int y=0; y < ylines; y++) {
|
||||
int yloc = int((y+1)*height/(ylines+1));
|
||||
for (int x=0; x < width; x++) {
|
||||
|
||||
int index = x + (y * (width/ylines));
|
||||
index = index % width;
|
||||
if (randz.get(index) < density * 0.01 * randz.get((index + x + y) % randz.size())) {
|
||||
|
||||
int fx = (x + frameCount); // move!
|
||||
fx = fx * speed * 1 * randz.get((abs(index - x + y) % randz.size())) / randz.size(); // speed!
|
||||
fx %= width; // wrap at the right edge
|
||||
|
||||
color imgC = imgPool[imgBank][imgID].get(fx, yloc);
|
||||
stroke(imgC, lalpha);
|
||||
strokeWeight(1 + map(brightness(imgC), 0, 255, 0, lwidth));
|
||||
|
||||
line(fx, yheight * y + (yheight/30), fx, yheight * (y+1) - (yheight/30));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// SPHERES - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
// A 3D textured sphere with simple rotation control.
|
||||
// thanks to https://processing.org/examples/texturesphere.html
|
||||
// Texture Sphere written by Gillian Ramsay to better display the poles.
|
||||
// Previous version by Mike 'Flux' Chang (and cleaned up by Aaron Koblin).
|
||||
// Original based on code by Toxi.
|
||||
// modified to accomodate offscreen PGraphics
|
||||
|
||||
void initializeSphere(int numPtsW, int numPtsH_2pi) {
|
||||
|
||||
// The number of points around the width and height
|
||||
numPointsW=numPtsW+1;
|
||||
numPointsH_2pi=numPtsH_2pi; // How many actual pts around the sphere (not just from top to bottom)
|
||||
numPointsH=ceil((float)numPointsH_2pi/2)+1; // How many pts from top to bottom (abs(....) b/c of the possibility of an odd numPointsH_2pi)
|
||||
|
||||
coorX=new float[numPointsW]; // All the x-coor in a horizontal circle radius 1
|
||||
coorY=new float[numPointsH]; // All the y-coor in a vertical circle radius 1
|
||||
coorZ=new float[numPointsW]; // All the z-coor in a horizontal circle radius 1
|
||||
multXZ=new float[numPointsH]; // The radius of each horizontal circle (that you will multiply with coorX and coorZ)
|
||||
|
||||
for (int i=0; i<numPointsW ;i++) { // For all the points around the width
|
||||
float thetaW=i*2*PI/(numPointsW-1);
|
||||
coorX[i]=sin(thetaW);
|
||||
coorZ[i]=cos(thetaW);
|
||||
}
|
||||
|
||||
for (int i=0; i<numPointsH; i++) { // For all points from top to bottom
|
||||
if (int(numPointsH_2pi/2) != (float)numPointsH_2pi/2 && i==numPointsH-1) { // If the numPointsH_2pi is odd and it is at the last pt
|
||||
float thetaH=(i-1)*2*PI/(numPointsH_2pi);
|
||||
coorY[i]=cos(PI+thetaH);
|
||||
multXZ[i]=0;
|
||||
}
|
||||
else {
|
||||
//The numPointsH_2pi and 2 below allows there to be a flat bottom if the numPointsH is odd
|
||||
float thetaH=i*2*PI/(numPointsH_2pi);
|
||||
|
||||
//PI+ below makes the top always the point instead of the bottom.
|
||||
coorY[i]=cos(PI+thetaH);
|
||||
multXZ[i]=sin(thetaH);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void textureSphere(PGraphics pg, float rx, float ry, float rz, PImage t) {
|
||||
// These are so we can map certain parts of the image on to the shape
|
||||
float changeU=t.width/(float)(numPointsW-1);
|
||||
float changeV=t.height/(float)(numPointsH-1);
|
||||
float u=0; // Width variable for the texture
|
||||
float v=0; // Height variable for the texture
|
||||
|
||||
pg.beginShape(TRIANGLE_STRIP);
|
||||
pg.texture(t);
|
||||
for (int i=0; i<(numPointsH-1); i++) { // For all the rings but top and bottom
|
||||
// Goes into the array here instead of loop to save time
|
||||
float coory=coorY[i];
|
||||
float cooryPlus=coorY[i+1];
|
||||
|
||||
float multxz=multXZ[i];
|
||||
float multxzPlus=multXZ[i+1];
|
||||
|
||||
for (int j=0; j<numPointsW; j++) { // For all the pts in the ring
|
||||
pg.normal(coorX[j]*multxz, coory, coorZ[j]*multxz);
|
||||
pg.vertex(coorX[j]*multxz*rx, coory*ry, coorZ[j]*multxz*rz, u, v);
|
||||
pg.normal(coorX[j]*multxzPlus, cooryPlus, coorZ[j]*multxzPlus);
|
||||
pg.vertex(coorX[j]*multxzPlus*rx, cooryPlus*ry, coorZ[j]*multxzPlus*rz, u, v+changeV);
|
||||
u+=changeU;
|
||||
}
|
||||
v+=changeV;
|
||||
u=0;
|
||||
}
|
||||
pg.endShape();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// TOOLS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||
|
||||
void screenClean(color c) { // -----------------------------------------
|
||||
fill(c);
|
||||
noStroke();
|
||||
rect(0, 0, width, height);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void displayFps(boolean render) { // -----------------------------------
|
||||
if (render){
|
||||
// Display Fps
|
||||
fill(0); noStroke(); rect(width-80, height-30, 80, 30, 4);
|
||||
fill(200); text(int(frameRate)+"fps", width-40, height-10, 5);}
|
||||
}
|
||||
|
||||
void autoSnap(boolean render) { // -------------------------------------
|
||||
// auto-save snapshots
|
||||
if (frameCount == 1000) {
|
||||
saveFrame("../snapshots/"
|
||||
+ year() + nf(month(),2)
|
||||
+ nf(day(),2)
|
||||
+ nf(hour(),2)
|
||||
+ nf(minute(),2)
|
||||
+ nf(second(),2)
|
||||
+ "_.png");
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue