457 lines
13 KiB
Plaintext
457 lines
13 KiB
Plaintext
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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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);
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for (int i=0; i < cubes.length; i++) {
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posX += 100;
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cubes[i].beginDraw();
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cubes[i].clear();
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cubes[i].smooth();
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cubes[i].lights();
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cubes[i].stroke(255);
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cubes[i].strokeWeight(10);
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cubes[i].fill(127);
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//cubes[i].noFill();
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cubes[i].translate(posX, posY, posZ);
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cubes[i].rotateX(rotX);
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cubes[i].rotateY(rotY);
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cubes[i].rotateZ(rotZ);
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cubes[i].box(dimW, dimH, dimL);
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cubes[i].endDraw();
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if (blurAmount != 0) { // this blur chokes graphic processor
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blur.set("blurSize", blurAmount);
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blur.set("sigma", 9.0f);
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blur.set("horizontalPass", 0);
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bpass1.beginDraw();
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bpass1.clear();
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//bpass1.noLights();
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bpass1.shader(blur);
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bpass1.image(cubes[i], 0, 0);
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bpass1.endDraw();
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blur.set("horizontalPass", 1);
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cubes[i].beginDraw();
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cubes[i].clear();
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//cubes[i].noLights();
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cubes[i].shader(blur);
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cubes[i].image(bpass1, 0, 0);
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cubes[i].endDraw();
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}
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image(cubes[i], 0, 0);
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}
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}
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}
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// TEST PATTERN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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/* TO BE ADDED:
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- use quads
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- add textures
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>- more TO BE EXPANDED / REFINED!!! */
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void testPattern( boolean render,
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int imgBank, int imgID,
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int imgAlpha,
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int ylines,
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int density,
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int lwidth,
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int lalpha,
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int speed
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)
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{
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if (render) {
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tint(imgAlpha);
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image(imgPool[imgBank][imgID], 0, 0);
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blendMode(BLEND);
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int yheight = height/ylines;
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for (int y=0; y < ylines; y++) {
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int yloc = int((y+1)*height/(ylines+1));
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for (int x=0; x < width; x++) {
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int index = x + (y * (width/ylines));
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index = index % width;
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if (randz.get(index) < density * 0.01 * randz.get((index + x + y) % randz.size())) {
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int fx = (x + frameCount); // move!
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fx = fx * speed * 1 * randz.get((abs(index - x + y) % randz.size())) / randz.size(); // speed!
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fx %= width; // wrap at the right edge
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color imgC = imgPool[imgBank][imgID].get(fx, yloc);
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stroke(imgC, lalpha);
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strokeWeight(1 + map(brightness(imgC), 0, 255, 0, lwidth));
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line(fx, yheight * y + (yheight/30), fx, yheight * (y+1) - (yheight/30));
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}
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}
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}
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}
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}
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// SPHERES - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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// A 3D textured sphere with simple rotation control.
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// thanks to https://processing.org/examples/texturesphere.html
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// Texture Sphere written by Gillian Ramsay to better display the poles.
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// Previous version by Mike 'Flux' Chang (and cleaned up by Aaron Koblin).
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// Original based on code by Toxi.
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// modified to accomodate offscreen PGraphics
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void initializeSphere(int numPtsW, int numPtsH_2pi) {
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// The number of points around the width and height
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numPointsW=numPtsW+1;
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numPointsH_2pi=numPtsH_2pi; // How many actual pts around the sphere (not just from top to bottom)
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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)
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coorX=new float[numPointsW]; // All the x-coor in a horizontal circle radius 1
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coorY=new float[numPointsH]; // All the y-coor in a vertical circle radius 1
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coorZ=new float[numPointsW]; // All the z-coor in a horizontal circle radius 1
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multXZ=new float[numPointsH]; // The radius of each horizontal circle (that you will multiply with coorX and coorZ)
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for (int i=0; i<numPointsW ;i++) { // For all the points around the width
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float thetaW=i*2*PI/(numPointsW-1);
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coorX[i]=sin(thetaW);
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coorZ[i]=cos(thetaW);
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}
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for (int i=0; i<numPointsH; i++) { // For all points from top to bottom
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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
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float thetaH=(i-1)*2*PI/(numPointsH_2pi);
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coorY[i]=cos(PI+thetaH);
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multXZ[i]=0;
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}
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else {
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//The numPointsH_2pi and 2 below allows there to be a flat bottom if the numPointsH is odd
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float thetaH=i*2*PI/(numPointsH_2pi);
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//PI+ below makes the top always the point instead of the bottom.
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coorY[i]=cos(PI+thetaH);
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multXZ[i]=sin(thetaH);
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}
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}
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}
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void textureSphere(PGraphics pg, float rx, float ry, float rz, PImage t) {
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// These are so we can map certain parts of the image on to the shape
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float changeU=t.width/(float)(numPointsW-1);
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float changeV=t.height/(float)(numPointsH-1);
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float u=0; // Width variable for the texture
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float v=0; // Height variable for the texture
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pg.beginShape(TRIANGLE_STRIP);
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pg.texture(t);
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for (int i=0; i<(numPointsH-1); i++) { // For all the rings but top and bottom
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// Goes into the array here instead of loop to save time
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float coory=coorY[i];
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float cooryPlus=coorY[i+1];
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float multxz=multXZ[i];
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float multxzPlus=multXZ[i+1];
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for (int j=0; j<numPointsW; j++) { // For all the pts in the ring
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pg.normal(coorX[j]*multxz, coory, coorZ[j]*multxz);
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pg.vertex(coorX[j]*multxz*rx, coory*ry, coorZ[j]*multxz*rz, u, v);
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pg.normal(coorX[j]*multxzPlus, cooryPlus, coorZ[j]*multxzPlus);
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pg.vertex(coorX[j]*multxzPlus*rx, cooryPlus*ry, coorZ[j]*multxzPlus*rz, u, v+changeV);
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u+=changeU;
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}
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v+=changeV;
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u=0;
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}
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pg.endShape();
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}
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// TOOLS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void screenClean(color c) { // -----------------------------------------
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fill(c);
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noStroke();
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rect(0, 0, width, height);
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}
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void displayFps(boolean render) { // -----------------------------------
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if (render){
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// Display Fps
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fill(0); noStroke(); rect(width-80, height-30, 80, 30, 4);
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fill(200); text(int(frameRate)+"fps", width-40, height-10, 5);}
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}
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void autoSnap(boolean render) { // -------------------------------------
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// auto-save snapshots
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if (frameCount == 1000) {
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saveFrame("../snapshots/"
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+ year() + nf(month(),2)
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+ nf(day(),2)
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+ nf(hour(),2)
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+ nf(minute(),2)
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+ nf(second(),2)
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+ "_.png");
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}
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}
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