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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Interface Fractures III - SILICON
(c) nova@deviator.si
IF3Si.pde
*/
// undecorate window (remove window borders etc) - - - - - - - - - - - - - - -
public void init() { frame.removeNotify(); frame.setUndecorated(true);
frame.addNotify(); super.init(); }
// load libs
import oscP5.*; // Open Sound Control
import netP5.*;
// declarations - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// declare OSC object
OscP5 oscP5;
// IMAGE POOL, a 2D array
PImage[][] imgPool;
// texture (tiles)
float texX = 0;
float texY = 0;
// generate an array of random numbers
int[] rands = new int[500];
IntList randz; // arrayList
// for draw cube
int cubesnum = 20;
PGraphics[] cubes = new PGraphics[cubesnum];
PShader blur;
PGraphics bpass1, bpass2;
// spheres
int ptsW, ptsH;
int numPointsW;
int numPointsH_2pi;
int numPointsH;
float[] coorX;
float[] coorY;
float[] coorZ;
float[] multXZ;
PGraphics sphere;
void setup() { // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
float sizefactor = 1; // define the size of the screen, 1 = 1080p
size( int( 1920 * sizefactor ),
int( 1080 * sizefactor ),
P3D ); // renderer
// framerate
frameRate(60);
smooth(32); // 32??
noCursor();
background(10);
println("\n\n~~~ Hello. Starting Interface Fractures III - SILICON." +
" - - - - - - - - - - - - - - - - - - - - - -\n");
// start oscP5, listening for incoming messages at port 12000
println("~~~ starting oscP5 ...");
oscP5 = new OscP5(this,12000);
oscP5.plug(this,"ctlin","/ctlin"); // to be converted for PD OSC input
// get all textures into an image pool
println("\n\n~~~ loading textures into image pool ...\n");
imgPool = getImages("/images/");
// create an array of random value between -50 and 50
for (int i=0; i < 500; i++) { rands[i] = i-250; }
shuffle(rands);
// drawCube ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` `
// an array of PGraphics
for (int i = 0; i < cubesnum; i++) {
cubes[i] = createGraphics(width, height, P3D);
}
blur = loadShader("blur.glsl");
bpass1 = createGraphics(width, height, P3D);
bpass1.smooth();
bpass2 = createGraphics(width, height, P3D);
bpass2.smooth();
randz = new IntList(width);
for (int i=0; i < width; i++) {
randz.set(i, i);
}
randz.shuffle();
//println(randz);
// spheres
ptsW=30;
ptsH=30;
initializeSphere(ptsW, ptsH); // number of vertices around the width and height
sphere = createGraphics(width, height, P3D);
}
void draw() { // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// clean screen ````````````````````````````````````````````````````|
/*
blendMode(BLEND);
screenClean(color(50));
// SPHERES -----------------------------------------------------------
//offscreen render spheres
sphere.beginDraw();
sphere.blendMode(BLEND);
sphere.rect(0, 0, width, height);
sphere.blendMode(DARKEST);
sphere.noStroke();
sphere.pushMatrix();
sphere.translate(width/2+(width/8), height/2, 580);
sphere.rotateX(radians(float(frameCount) * 0.1));
sphere.rotateY(radians(float(frameCount) * 0.23));
sphere.rotateZ(radians(float(frameCount) * 0.2));
textureSphere(sphere, 400, 400, 400, imgPool[3][1]);
sphere.popMatrix();
sphere.pushMatrix();
sphere.translate(width/2+(width/8), height/2, 580);
sphere.rotateX(radians(float(frameCount) * 0.2));
sphere.rotateY(radians(float(frameCount) * 0.13));
sphere.rotateZ(radians(float(frameCount) * 0.01));
textureSphere(sphere, 390, 390, 390, imgPool[3][1]);
sphere.popMatrix();
sphere.endDraw();
// tint(0);
// image(sphere, 0, 0);
textureWrap(REPEAT);
//textureMode(NORMAL);
pushMatrix();
//tint(255);
translate(width/2, height/2); // center coordinate system
translate(((frameCount*1) % width) - width/2,0);
//stroke(0,50);
//strokeWeight(1);
noStroke();
float quadW = 500;
float quadH = height;
float v1x = 0; // sin(radians(frameCount))*250+400;
pushMatrix() ;
//rotate(PI/PI);
beginShape(QUADS);
texture(sphere);
vertex(-quadW/2, -quadH/2, 0, 0);
vertex( quadW/2, -quadH/2, quadW, 0);
vertex( quadW/2, quadH/2, quadW, quadH);
vertex(-quadW/2, quadH/2, 0, quadH);
endShape();
popMatrix();
popMatrix();
*/
// --------------------------------------------------------------------------
// SCENENGINES
// draw tiles `````````````````````````````````````````````````````|
tiles(boolean(1), // render on/off
color(0, 0, 0, 80), // background color (HSBA)
color(80, 70, 20, 100), // tile color
20, // tile hue distance
0, // blendMode
6, // number of tiles on X axis
1, // number of tiles on Y axis
2, // texture bank number
0, // texture number/id
10, // texture speed X
1, // texture speed Y
64 // overlap. 127 = 300%
);
// draw cubes `````````````````````````````````````````````````````|
drawCube(boolean(0), cubes,
100, height/2, -100,
400, 300, 300,
radians(frameCount), radians(frameCount*0.7), PI/2,
0);
// test pattern```````````````````````````````````````````````````|
testPattern(boolean(0), // on/off
2, 0, // img bank & ID
255, // image alpha
10, // number of horizontal 'lanes'
10, // density
4, // stroke width
255, // stroke alpha
2 // speed
);
// debug `````````````````````````````````````````````````````````|
// draw test picture
testPicture(boolean(0));
// frames per second
displayFps(true);
// document
autoSnap(false);
} // --------------------------------------------------------------------------