generative/app/7/index.js

159 lines
4.7 KiB
JavaScript

const Delaunay = require('./delaunay.js');
new p5(sketch => {
sketch.disableFriendlyErrors = true;
// reused dimensions and a seed
let seed, width, height, noiseResolution, overdraw, blurQuality;
const layers = {}; // offscreen layers
const shaders = {}; // shaders
const lib = {}; // libraries
const assets = {}; // fonts, images, sound files
sketch.preload = () => {
shaders.whiteNoise = sketch.loadShader(
'../shaders/base.vert',
'../shaders/white-noise.frag'
);
// shaders.blurH = sketch.loadShader(
// '../shaders/base.vert',
// '../shaders/blur-two-pass.frag'
// );
// shaders.blurV = sketch.loadShader(
// '../shaders/base.vert',
// '../shaders/blur-two-pass.frag'
// );
}
sketch.setup = () => {
filenamePrefix = 'seigler-p5-7-estrellas-';
overdraw = 0.1;
width = Math.floor(sketch.windowWidth * (1 + overdraw));
height = Math.floor(sketch.windowHeight * (1 + overdraw));
noiseResolution = [0.2, 0.1, 0.05, 2];
blurQuality = 2;
window.onhashchange = () => {
seed = window.location.hash.substr(1);
generate();
};
seed = window.location.hash.substr(1);
sketch.colorMode(sketch.HSL, 1);
sketch.createCanvas(sketch.windowWidth, sketch.windowHeight);
layers.stars = sketch.createGraphics(width, height);
layers.stars.colorMode(sketch.HSL, 1);
layers.noise = sketch.createGraphics(width, height, sketch.WEBGL);
// layers.blur1 = sketch.createGraphics(width, height, sketch.WEBGL);
// layers.blur2 = sketch.createGraphics(width, height, sketch.WEBGL);
generate();
};
sketch.draw = () => {
};
sketch.keyReleased = () => {
if (sketch.key == ' ') {
seed = null;
generate();
} else if (sketch.key == 's') {
sketch.saveCanvas(filenamePrefix + seed + '.jpg', 'jpg');
}
};
sketch.doubleClicked = () => {
seed = null;
generate();
};
let resizeTimer;
sketch.windowResized = () => {
clearTimeout(resizeTimer);
resizeTimer = setTimeout(() => {
window.location.reload();
}, 100);
};
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(0, 1000000000));
layers.stars.clear();
layers.stars.fill(1);
layers.stars.noStroke();
addStars(layers.stars);
sketch.blendMode(sketch.BLEND);
sketch.background(0);
layers.noise.shader(shaders.whiteNoise);
shaders.whiteNoise.setUniform('u_resolution', [width, height]);
shaders.whiteNoise.setUniform('u_alpha', 0.05);
layers.noise.rect(0, 0, width, height);
sketch.image(layers.stars, Math.round(-width * overdraw/2), Math.round(-height * overdraw/2));
sketch.blendMode(sketch.OVERLAY);
sketch.image(layers.noise, 0, 0);
}
function addStars(layer) {
const bigStars = new Array(Math.round(width * height / 2000));
const littleStars = new Array(Math.round(width * height / 200));
for (let i = 0; i < bigStars.length; i++) {
bigStars[i] = [sketch.random(width), sketch.random(height)];
}
for (let i = 0; i < littleStars.length; i++) {
littleStars[i] = [sketch.random(width), sketch.random(height)];
}
layer.noStroke();
layer.fill(1);
littleStars.forEach(star => {
layer.circle(star[0], star[1], sketch.random(0.25, 0.5));
});
const triangles = Delaunay.triangulate(bigStars);
layer.stroke(235/360, 0.82, 0.42, 0.28);
layer.strokeWeight(2);
layer.strokeCap(sketch.SQUARE);
layer.noFill();
for (let i = 0; i < triangles.length; i += 3) {
if (sketch.random() > 0.85) {
layer.triangle(
bigStars[triangles[i ]][0], bigStars[triangles[i ]][1],
bigStars[triangles[i + 1]][0], bigStars[triangles[i + 1]][1],
bigStars[triangles[i + 2]][0], bigStars[triangles[i + 2]][1]
);
}
}
layer.noStroke();
layer.fill(1);
bigStars.forEach(star => {
layer.circle(star[0], star[1], sketch.random(0.75, 2));
});
}
// give Perlin noise 0-1 a uniform distribution
function flattenPerlin(x) {
return 23.8615 * Math.pow(x, 5)
- 59.6041 * Math.pow(x, 4)
+ 47.2472 * Math.pow(x, 3)
- 11.3053 * Math.pow(x, 2)
+ 0.806219 * x - 0.00259101;
}
// returns abs angle from a to b to c
function three_point_angle(A,B,C) {
var AB = Math.sqrt(Math.pow(B.x-A.x,2)+ Math.pow(B.y-A.y,2));
var BC = Math.sqrt(Math.pow(B.x-C.x,2)+ Math.pow(B.y-C.y,2));
var AC = Math.sqrt(Math.pow(C.x-A.x,2)+ Math.pow(C.y-A.y,2));
return Math.acos((BC*BC+AB*AB-AC*AC)/(2*BC*AB));
}
});