Make room for future sketches

This commit is contained in:
Joshua Seigler 2019-11-05 00:40:21 -05:00 committed by Joshua Seigler
parent 2e601c4bb1
commit 23828113b2
5 changed files with 31 additions and 6 deletions

147
app/sketches/1.js Normal file
View file

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new p5(sketch => {
// reused dimensions and a seed
let seed, width, height, maxD, goalInstances;
// offscreen layers
let buffer, pass1, pass2;
// shaders
let blurH, blurV;
sketch.preload = () => {
// shaders, we will use the same vertex shader and frag shaders for both passes
blurH = sketch.loadShader('shaders/blur-two-pass/base.vert', 'shaders/blur-two-pass/blur.frag');
blurV = sketch.loadShader('shaders/blur-two-pass/base.vert', 'shaders/blur-two-pass/blur.frag');
}
sketch.setup = () => {
goalInstances = 100;
window.onhashchange = () => {
seed = window.location.hash.substr(1);
generate();
};
seed = window.location.hash.substr(1);
sketch.noStroke();
sketch.colorMode(sketch.HSB, 100);
width = document.documentElement.scrollWidth;
height = document.documentElement.scrollHeight;
maxD = (width + height) * 1.75 / Math.sqrt(goalInstances);
sketch.createCanvas(width, height);
buffer = sketch.createGraphics(maxD, maxD);
pass1 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
pass2 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
buffer.noStroke();
pass1.noStroke();
pass2.noStroke();
generate();
};
sketch.draw = () => {
};
sketch.keyPressed = () => {
if (sketch.key == ' ') {
seed = null;
generate();
}
};
sketch.doubleClicked = () => {
seed = null;
generate();
};
function generate() {
if (seed) {
sketch.randomSeed(seed);
} else {
let seed = Math.floor(sketch.random(1000000000000));
window.location.hash = seed;
sketch.randomSeed(seed);
}
sketch.noiseSeed(sketch.random());
sketch.blendMode(sketch.BLEND);
sketch.background('#000');
sketch.blendMode(sketch.ADD);
let resolution = 2;
let sqpxEach = width * height / goalInstances; // square pixels per circle, helps with gridding
let unit = Math.sqrt(sqpxEach);
let rows = Math.max(1, Math.round(height / unit)) + 1;
let cols = Math.max(1, Math.round(width / unit)) + 1;
let noiseOffset = sketch.random(0, 1000);
for (let i = 0; i < rows * cols; i++) {
// calculate row and col from i
let col = i % cols;
let row = Math.floor(i / cols);
buffer.noStroke();
buffer.background('#000');
// perlin noise "intensity"
let intensity = sketch.noise(
noiseOffset + row / rows * resolution,
noiseOffset + col / cols * resolution
);
let d = maxD * intensity; // diameter
let c = sketch.color(100 * sketch.random(), 100, intensity * 90 + 10, intensity * 70 + 10); // color
buffer.fill(c);
buffer.circle(maxD / 2, maxD / 2, d); // always at the center of the buffer
// giant, lo-fi blur
pass1.shader(blurH);
blurH.setUniform('tex0', buffer);
blurH.setUniform('texelSize', [8.0/maxD, 8.0/maxD]);
blurH.setUniform('direction', [1.0, 0.0]);
pass1.rect(0,0,maxD, maxD);
pass2.shader(blurV);
blurV.setUniform('tex0', pass1);
blurV.setUniform('texelSize', [8.0/maxD, 8.0/maxD]);
blurV.setUniform('direction', [0.0, 1.0]);
pass2.rect(0,0,maxD, maxD);
// regular blur to hide artifacts
pass1.shader(blurH);
blurH.setUniform('tex0', pass2);
blurH.setUniform('texelSize', [1.0/maxD, 1.0/maxD]);
blurH.setUniform('direction', [1.0, 0.0]);
pass1.rect(0,0,maxD, maxD);
pass2.shader(blurV);
blurV.setUniform('tex0', pass1);
blurV.setUniform('texelSize', [1.0/maxD, 1.0/maxD]);
blurV.setUniform('direction', [0.0, 1.0]);
pass2.rect(0,0,maxD, maxD);
buffer.image(pass2, 0, 0, maxD, maxD);
buffer.fill('#000');
let cutoutAngle = sketch.random(2 * Math.PI);
buffer.circle(d * Math.cos(cutoutAngle), d * Math.sin(cutoutAngle), sketch.random(0.3, 0.5) * d);
do {
let a1 = sketch.random(2 * Math.PI);
let a2 = sketch.random(2 * Math.PI);
buffer.stroke(0);
buffer.strokeWeight(1 + d * Math.pow(sketch.random(0.7368), 3));// as much as 0.4*d
buffer.line(
maxD * (Math.sin(a1) + 0.5), maxD * (Math.cos(a1) + 0.5),
maxD * (Math.sin(a2) + 0.5), maxD * (Math.cos(a2) + 0.5)
);
} while (sketch.random() < 0.5 + 0.45 * intensity);
let displacementAngle = sketch.random(0, Math.PI * 2);
let displacementAmount = sketch.random(unit);
let w = width / (cols - 1) * col + displacementAmount * Math.cos(displacementAngle);
let h = height / (rows - 1) * row + displacementAmount * Math.sin(displacementAngle);
sketch.image(buffer, w - maxD / 2, h - maxD / 2);
}
}
});