-
Notifications
You must be signed in to change notification settings - Fork 3
/
Copy pathpencils-hd.js
284 lines (269 loc) · 8.78 KB
/
pencils-hd.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
import {
Command,
GUI,
String,
Float,
Key,
Control,
} from "../libraries/gui/gui.js";
import { getLargeCanvas } from "../libraries/misc.js";
import { oldieHD } from "../libraries/effects.js";
// Base to avoid writing always the same
const sketch = (s) => {
let gui,
canvas,
inner = 57,
outer = 74,
innerH,
outerH;
let hd = 1.0;
innerH = inner * hd;
outerH = outer * hd;
let largeCanvas;
s.setup = () => {
let { w, h } = getLargeCanvas(s, 1600);
s.pixelDensity(1);
canvas = s.createCanvas(w, h);
canvas.mousePressed(() => {});
s.frameRate(20);
gui = createGUI();
gui.toggle(() => {
gui.spin(() => {
plot();
gui.spin();
});
});
};
function pencil(scene, x, y, inner, outer, leadColor) {
// Draws a pencil bottom with these parameters. Leadcolor is used
// for the outer color, lead proper uses a darker shade via color
// lerping.
//console.log(`Pencil at ${x}, ${y} (${inner}, ${outer})`)
let center = {
x: x,
y: y,
};
const [r, g, b] = [s.noise(x, y), s.noise(y, x), s.noise(x + y, y * x)];
let lightBrown = s.color(224 + 30 * r, 158 + 30 * g, 64 + 30 * b, 100);
const darkBrown = s.color(151, 95, 49);
// Outer shell, filled in noised brown-ish
// Possible improvement: very subtle (1-2 px) curve
scene.beginShape();
scene.stroke(leadColor);
scene.strokeWeight(hd * 4);
scene.fill(darkBrown);
for (let i = 0; i < 6; i++) {
let hex = center.x + outer * s.cos((i * 2.0 * s.PI) / 6);
let hey = center.y + outer * s.sin((i * 2.0 * s.PI) / 6);
scene.vertex(hex, hey);
}
scene.endShape(s.CLOSE);
// Color veins from outside to simulate color bleed from the
// outer shell.
let density = 10;
let factor = 10;
scene.stroke(leadColor);
for (let i = 0; i <= 5; i++) {
let x1 = center.x + outer * s.cos((i * 2.0 * s.PI) / 6);
let y1 = center.y + outer * s.sin((i * 2.0 * s.PI) / 6);
let x2 = center.x + outer * s.cos(((i + 1) * 2.0 * s.PI) / 6);
let y2 = center.y + outer * s.sin(((i + 1) * 2.0 * s.PI) / 6);
scene.strokeWeight(hd * 3 * s.noise(x1, y1));
for (let j = 0; j < density; j++) {
let startx = x1 + (j * (x2 - x1)) / density;
let starty = y1 + (j * (y2 - y1)) / density;
let dx = center.x - startx;
let dy = center.y - starty;
let norm = Math.sqrt(dx * dx + dy * dy);
let length = hd * s.noise(startx, starty);
let endx = startx + (dx * length * factor) / norm;
let endy = starty + (dy * length * factor) / norm;
scene.line(startx, starty, endx, endy);
}
}
// Simulating wood grain using a similar trick to what I did
// in Iris. Lines from out to in, lighter brown with transparency
density = hd * 30;
factor = 35 * hd;
let shift = 3 * hd;
for (let i = 0; i <= 5; i++) {
let x1 = center.x + outer * s.cos((i * 2.0 * s.PI) / 6);
let y1 = center.y + outer * s.sin((i * 2.0 * s.PI) / 6);
let x2 = center.x + outer * s.cos(((i + 1) * 2.0 * s.PI) / 6);
let y2 = center.y + outer * s.sin(((i + 1) * 2.0 * s.PI) / 6);
scene.strokeWeight(hd * 2 * s.noise(x1, y1));
for (let j = 0; j < density; j++) {
lightBrown.setAlpha(50 + 10 * s.noise(i, j));
scene.stroke(lightBrown);
let squish = s.noise(i, j);
let startx = x1 + ((j + squish) * (x2 - x1)) / density;
let starty = y1 + ((j + squish) * (y2 - y1)) / density;
let dx = center.x - startx;
let dy = center.y - starty;
let norm = Math.sqrt(dx * dx + dy * dy);
let length = s.noise(startx, starty);
let endx = startx + (dx * length * factor) / norm;
let endy = starty + (dy * length * factor) / norm;
scene.line(
startx + (dx * shift) / norm,
starty + (dy * shift) / norm,
endx,
endy,
);
}
}
// Same but coming from inside
density = hd * 150;
factor = outer;
shift = 0;
for (let i = 0; i <= 5; i++) {
const x1 = center.x + outer * s.cos((i * 2.0 * s.PI) / 6);
const y1 = center.y + outer * s.sin((i * 2.0 * s.PI) / 6);
const x2 = center.x + outer * s.cos(((i + 1) * 2.0 * s.PI) / 6);
const y2 = center.y + outer * s.sin(((i + 1) * 2.0 * s.PI) / 6);
scene.strokeWeight(hd * s.noise(y1, x1));
for (let j = 0; j < density; j++) {
lightBrown.setAlpha(30 + 10 * s.noise(i * x, j));
scene.stroke(lightBrown);
const endx = x1 + (j * (x2 - x1)) / density;
const endy = y1 + (j * (y2 - y1)) / density;
const dx = endx - center.x;
const dy = endy - center.y;
const norm = Math.sqrt(dx * dx + dy * dy);
const length = s.noise(i, j);
scene.line(
center.x + (dx * shift) / norm,
center.y + (dy * shift) / norm,
center.x + ((dx * length) / norm) * factor,
center.y + ((dy * length) / norm) * factor,
);
}
}
// Wiggly inner lead, similar to the main color in iris, using
// a poorly closed curve
const black = s.color(0);
const darkLead = s.lerpColor(leadColor, black, 0.2);
const evenDarkerLead = s.color(leadColor, black, 0.4);
const adjustedLength = inner / 20;
scene.beginShape();
for (let i = 0; i < 50; i++) {
const angle = (i * s.TWO_PI) / 50;
const colour = s.lerpColor(darkLead, evenDarkerLead, s.random());
scene.fill(darkLead);
scene.stroke(evenDarkerLead);
const r = inner / 2 + adjustedLength * s.noise(x * y * i);
scene.curveVertex(x + r * Math.cos(angle), y + r * Math.sin(angle));
}
scene.endShape(s.CLOSE);
}
function plot() {
outer = outerH * hd;
inner = innerH * hd;
let scene = s.createGraphics(hd * s.width, hd * s.height);
scene.background(s.color(0));
let arch = outer - (outer * Math.sqrt(3)) / 2;
const hgap = outer + 2 * outer + 6 * hd;
const vgap = outer - arch + 2 * hd;
// Set up for an hexagonal grid with a very mild gap between
// each pencil
for (let i = 0; i <= scene.width / hgap + 1; i++) {
for (let j = 0; j <= scene.height / vgap + 1; j++) {
const hshift = j % 2 == 0 ? -2 * hd : outer / 2 + outer + 1 * hd;
const vshift = j % 2 != 0 ? 0 : 0;
pencil(
scene,
i * hgap + hshift,
j * vgap + vshift,
inner,
outer,
s.color(
200 * s.noise(i * j),
200 * s.noise(i, j),
200 * s.noise(j, i),
),
);
}
}
// This granulate is based on a blog post, link in the source.
// Granulating improves the wooden feeling by a lot. This is the
// same effect I used for the "old cloth feel" in 80s. It's super
// slow though
oldieHD(s, scene, 0.1 * hd, hd, s.MULTIPLY);
largeCanvas = scene;
let c = scene.get();
c.resize(s.width, 0);
s.image(c, 0, 0);
}
s.draw = () => {
s.noLoop();
};
function createGUI() {
let info =
'Inspired by <a href="https://twitter.com/meezwhite/status/1611791711969181697?s=12&t=ym-awO5tGUYR8G03Ua4bww">this</a> Genuary entry by <a href="https://twitter.com/meezwhite">meezwhite</a>';
let subinfo =
"Tap the canvas to enable the controls below<br/>Very high resolutions can fail depending on the browser";
let S = new Key("s", () => {
largeCanvas.save("img.png");
});
let saveCmd = new Command(S, "save the canvas");
let R = new Key("r", () => {
gui.spin(() => {
canvas.clear();
largeCanvas.clear();
s.noiseSeed(s.random(-100, 100));
plot();
gui.spin();
});
});
let resetCanvas = new Command(R, "redraw");
let incR = new Key(")", () => {
innerH += 5;
outerH += 7;
});
let decR = new Key("(", () => {
if (innerH > 5) {
innerH -= 5;
outerH -= 7;
}
});
let rInner = new String(() => innerH + "/" + outerH);
let rInnerControl = new Control(
[decR, incR],
"+/- inner/outer radius",
rInner,
);
let decH = new Key(",", () => {
if (hd > 0) {
hd -= 0.1;
}
});
let incH = new Key(".", () => {
if (hd < 10) {
hd += 0.1;
}
});
let hdInfo = new Float(() => hd);
let hdControl = new Control(
[decH, incH],
"+/- resolution export factor",
hdInfo,
);
let gui = new GUI(
"Pencils, RB 2023/03",
info,
subinfo,
[saveCmd, resetCanvas],
[rInnerControl, hdControl],
);
let QM = new Key("?", () => gui.toggle());
let hide = new Command(QM, "hide this");
gui.addCmd(hide);
gui.update();
return gui;
}
s.keyReleased = () => {
gui.dispatch(s.key);
};
};
p5.disableFriendlyErrors = true;
let p5sketch = new p5(sketch);