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ideas.js
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ideas.js
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// 5C0D looks pretty nice
import {
createBaseGUI,
Command,
GUI,
Integer,
Float,
Key,
Control,
Seeder
} from '../libraries/gui/gui.js'
import {
getLargeCanvas,
signature
} from '../libraries/misc.js'
import {
solarizedDark,
} from '../libraries/palettes.js'
import {
oldieHD,
} from '../libraries/effects.js'
const sketch = (s) => {
let gui, R
let cfg = {
hd: 1,
seeder: undefined,
largeCanvas: undefined
}
let W, H
const PI = s.PI
s.preload = () => {
cfg.font = s.loadFont("../libraries/fonts/Monoid-Retina.ttf")
}
s.setup = () => {
let {
w,
h
} = getLargeCanvas(s, 1600)
let canvas = s.createCanvas(w, h)
s.pixelDensity(1)
canvas.mousePressed(() => {})
s.frameRate(20)
s.noLoop()
cfg.seeder = new Seeder()
gui = createGUI()
gui.fetch()
gui.toggle()
R.action()
}
function d([x, y, r1], [p, q, r2]){
return Math.sqrt((x-p)*(x-p)+(y-q)*(y-q))
}
function pseudoblue() {
// The pseudo-blue noise function by Fil https://observablehq.com/@fil/pseudoblue
const xmix = (x, y) => ((x * 212281 + y * 384817) & 0x5555555) * 0.003257328990228013;
const ymix = (x, y) => ((x * 484829 + y * 112279) & 0x5555555) * 0.002004008016032064;
const s = 6;
let a, b;
return (x, y) => {
let v = 0;
for (let i = 0; i < s; ++i) {
b = y;
a = 1 & (x ^ xmix((x >>= 1), (y >>= 1)));
b = 1 & (b ^ ymix(x, y));
v = (v << 2) | (a + (b << 1) + 1) % 4;
}
return v / (1 << (s << 1));
};
}
function plot() {
let scene = s.createGraphics(cfg.hd * 1800 << 0, cfg.hd * 1200 << 0)
W = scene.width, H = scene.height
let cv = s.createGraphics(W, H)
let dly = s.createGraphics(W, H)
scene.randomSeed(cfg.seeder.get())
scene.noiseSeed(cfg.seeder.get())
scene.colorMode(s.RGB, 1.0)
cv.colorMode(s.RGB, 1.0)
cv.fill(0.15)
cv.background(0.87)
let circles = []
for(let i=0;i<12;i++){
// Lazy circle packing
const x = scene.random(0.1*W, 0.9*W)
const y = scene.random(0.1*H, 0.9*H)
const r = scene.random(0.05*H, 0.3*H)
let valid = true
for(let circle of circles){
const dis = d([x, y, r], circle)
const rr = circle[2]
if(dis < r+rr+Math.min(r, rr)/2){
valid = false
break
}
}
if(valid){
circles.push([x, y, r])
} else {
i--
continue
}
}
for(let circle of circles){
cv.circle(...circle)
}
const blu = pseudoblue()
let ps = []
const factor = 4
cv.loadPixels()
// Blue noise dithering without dithering.
// Tweaked to have some "error" (that 0.9 factor)
for(let i=0;i<W;i+=factor){
for(let j=0;j<H;j+=factor){
const f = blu(i, j)
const index = 4 * (j * W + i);
const r = cv.pixels[index]
const g = cv.pixels[index+1]
const b = cv.pixels[index+2]
const gr = (r+g+b)/(3.0*255.0)
if(gr < 0.9*f){
scene.stroke(0)
scene.fill(0)
ps.push([i, j])
} else {
scene.stroke(100)
scene.fill(100)
}
}
}
scene.stroke(0)
scene.fill(0)
scene.colorMode(s.HSB, 360, 100, 100, 1)
scene.background(solarizedDark.base02)
for(let j=0;j<30000;j++){
const p1 = scene.random(ps.length) << 0
const p2 = scene.random(ps.length) << 0
const weight = 1*cfg.hd << 0
scene.strokeWeight(weight >= 1 ? weight : 1)
const _h = 90+360*scene.noise(j/10000)
const h = _h > 360 ? _h - 360 : _h
const s = scene.random(50, 100)
const b = scene.random(70, 100)
const alpha = 0.05+0.25*scene.noise(j/10000)
let color
scene.noFill()
if(scene.random()<0.8){
const _hh = h + 90
const hh = _hh > 360 ? _hh - 360 : _hh
let color2
if(scene.random()<0.5){
color2 = scene.color(hh, s*2.0, b, alpha)
} else {
color2 = scene.color(hh, s/3.0, b, alpha)
}
scene.stroke(color2)
if(scene.random()<0.3){
const weight = 3*cfg.hd << 0
scene.strokeWeight(weight >= 1 ? weight : 1)
}
scene.circle(...ps[p1], scene.random(5, 20)*cfg.hd << 0)
scene.circle(...ps[p2], scene.random(5, 20)*cfg.hd << 0)
} else {
if(scene.random()<0.3){
color = scene.color(h, s*3.0, b, alpha)
} else {
color = scene.color(h, s, b, alpha)
}
scene.stroke(color)
scene.line(...ps[p1], ...ps[p2])
}
}
// Add a texture, makes it look better at high res particularly
oldieHD(s, scene, 0.1, cfg.hd, s.HARD_LIGHT)
const identifier = `${cfg.seeder.hex()}@${cfg.hd.toPrecision(2)}`
const sigCfg = {
s: s,
scene: scene,
color: "#101020",
shadow: "darkgrey",
fontsize: 9,
right: scene.width,
bottom: scene.height,
identifier: identifier,
sig: "rb'23",
hd: cfg.hd,
font: cfg.font
}
signature(sigCfg)
cfg.largeCanvas = scene
let c = scene.get()
c.resize(s.width, 0)
s.image(c, 0, 0)
}
const createGUI = (gui) => {
cfg.title = "Ideas, RB 2023/6 \u{1F1E8}\u{1F1ED}"
cfg.info = "Lately I'm in \"circles\"."
cfg.subinfo = "Not fully resolution independent because I use a blue noise function on almost every pixel, and that depends on the resolution. Added a texture overlay because otherwise it felt a bit too flat when zoomed"
cfg.s = s
R = new Key("r", () => {
gui.spin(() => {
cfg.s.clear()
plot()
gui.spin()
gui.unmark()
gui.update()
})
})
let resetCanvas = new Command(R, "reset")
cfg.commands = [resetCanvas, cfg.seeder.command]
cfg.controls = [cfg.seeder.control]
gui = createBaseGUI(cfg)
return gui
}
s.keyReleased = () => {
gui.dispatch(s.key)
}
}
p5.disableFriendlyErrors = true
let p5sketch = new p5(sketch)