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24 changed files with 920 additions and 28 deletions
187
app/1/index.js
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187
app/1/index.js
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new p5(sketch => {
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sketch.disableFriendlyErrors = true;
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// reused dimensions and a seed
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let seed, width, height, maxD, goalInstances, noiseResolution, blurQuality;
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// canvas
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let canvas;
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// offscreen layers
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let buffer, pass1, pass2, noise;
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// shaders
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let blurH, blurV, whiteNoise;
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sketch.preload = () => {
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blurH = sketch.loadShader('../shaders/base.vert', '../shaders/blur-two-pass.frag');
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blurV = sketch.loadShader('../shaders/base.vert', '../shaders/blur-two-pass.frag');
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whiteNoise = sketch.loadShader('../shaders/base.vert', '../shaders/white-noise.frag');
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}
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sketch.setup = () => {
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noiseResolution = 2;
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blurQuality = 2;
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goalInstances = 70;
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window.onhashchange = () => {
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seed = window.location.hash.substr(1);
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generate();
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};
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seed = window.location.hash.substr(1);
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sketch.noStroke();
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sketch.colorMode(sketch.HSB, 100);
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width = sketch.windowWidth;
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height = sketch.windowHeight;
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canvas = sketch.createCanvas(width, height);
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maxD = (width + height) * 1.75 / Math.sqrt(goalInstances);
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buffer = sketch.createGraphics(maxD, maxD);
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pass1 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
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pass2 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
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noise = sketch.createGraphics(width, height, sketch.WEBGL);
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buffer.noStroke();
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pass1.noStroke();
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pass2.noStroke();
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noise.noStroke();
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generate();
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};
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sketch.draw = () => {
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};
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sketch.keyPressed = () => {
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if (sketch.key == ' ') {
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seed = null;
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generate();
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} else if (sketch.key == 's') {
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sketch.saveCanvas('seigler-p5-1-gradient_burst-' + seed + '.jpg', 'jpg');
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}
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};
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sketch.doubleClicked = () => {
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seed = null;
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generate();
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};
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let resizeTimer;
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sketch.windowResized = () => {
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clearTimeout(resizeTimer);
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resizeTimer = setTimeout(() => {
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window.location.reload();
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}, 100);
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};
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function generate() {
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if (seed) {
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sketch.randomSeed(seed);
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} else {
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let seed = Math.floor(sketch.random(1000000000000));
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window.location.hash = seed;
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sketch.randomSeed(seed);
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}
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sketch.noiseSeed(sketch.random());
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sketch.blendMode(sketch.BLEND);
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sketch.background('#000');
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sketch.blendMode(sketch.ADD);
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let sqpxEach = width * height / goalInstances; // square pixels per circle, helps with gridding
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let unit = Math.sqrt(sqpxEach);
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let rows = Math.max(1, Math.round(height / unit)) + 1;
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let cols = Math.max(1, Math.round(width / unit)) + 1;
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let noiseOffset = sketch.random(0, noiseResolution * 1000);
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let indices = [];
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for (let i = 0; i < rows * cols; i++) {
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indices[i] = i;
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}
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shuffle(indices);
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for (let i = 0; i < rows * cols; i++) {
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// calculate row and col from i
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let col = indices[i] % cols;
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let row = Math.floor(indices[i] / cols);
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buffer.noStroke();
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buffer.background('#000');
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// perlin noise "intensity"
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let intensity = sketch.noise(
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noiseOffset + row / rows * noiseResolution,
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noiseOffset + col / cols * noiseResolution
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);
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let d = maxD * intensity; // diameter
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let c = sketch.color(100 * sketch.random(), 100, intensity * 90 + 10, intensity * 70 + 10); // color
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buffer.fill(c);
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buffer.circle(maxD / 2, maxD / 2, d); // always at the center of the buffer
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let blurSize = maxD / 80;
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// blurQuality is number of blur iterations
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for (let pass = 0; pass < blurQuality; pass++) {
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let radius = (blurQuality - pass) * blurSize / blurQuality;
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pass1.shader(blurH);
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blurH.setUniform('tex0', pass == 0 ? buffer : pass2);
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blurH.setUniform('texelSize', [radius/maxD, radius/maxD]);
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blurH.setUniform('direction', [1.0, 0.0]);
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pass1.rect(0, 0, maxD, maxD);
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pass2.shader(blurV);
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blurV.setUniform('tex0', pass1);
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blurV.setUniform('texelSize', [radius/maxD, radius/maxD]);
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blurV.setUniform('direction', [0.0, 1.0]);
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pass2.rect(0, 0, maxD, maxD);
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}
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buffer.image(pass2, 0, 0, maxD, maxD);
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if (sketch.random() > 0.5) {
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buffer.fill('#000');
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let cutoutAngle = sketch.random(2 * Math.PI);
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let cutoutDiameter = sketch.random(0.1, 1.5) * d / 2;
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let cutoutAdjustment = cutoutDiameter * sketch.random(-0.7, 0.3);
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buffer.circle(
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(maxD + (cutoutAdjustment + d) * Math.cos(cutoutAngle)) / 2,
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(maxD + (cutoutAdjustment + d) * Math.sin(cutoutAngle)) / 2,
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cutoutDiameter * 2
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);
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}
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do {
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let a1 = sketch.random(2 * Math.PI);
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let a2 = sketch.random(2 * Math.PI);
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buffer.stroke(0);
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buffer.strokeWeight(1 + d * Math.pow(sketch.random(0.7368), 3));// as much as 0.4*d
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buffer.line(
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maxD * (Math.sin(a1) + 0.5), maxD * (Math.cos(a1) + 0.5),
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maxD * (Math.sin(a2) + 0.5), maxD * (Math.cos(a2) + 0.5)
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);
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} while (sketch.random() < 0.5 + 0.45 * intensity);
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let displacementAngle = sketch.random(0, Math.PI * 2);
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let displacementAmount = sketch.random(unit);
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let w = width / (cols - 1) * col + displacementAmount * Math.cos(displacementAngle);
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let h = height / (rows - 1) * row + displacementAmount * Math.sin(displacementAngle);
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sketch.image(buffer, w - maxD / 2, h - maxD / 2);
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}
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noise.shader(whiteNoise);
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whiteNoise.setUniform('u_resolution', [width, height]);
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whiteNoise.setUniform('u_alpha', 0.05);
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noise.rect(0, 0, width, height);
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sketch.blendMode(sketch.OVERLAY);
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sketch.image(noise, 0, 0);
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}
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function shuffle(array) { // Fisher-Yates shuffle
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var i = 0, j = 0, temp = null;
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for (i = array.length - 1; i > 0; i -= 1) {
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j = Math.floor(sketch.random() * (i + 1));
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temp = array[i];
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array[i] = array[j];
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array[j] = temp;
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}
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}
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});
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