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removing old opengl library
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@@ -1,165 +0,0 @@
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/**
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* Geometry
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* by Marius Watz.
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*
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* Using sin/cos lookup tables, blends colors, and draws a series of
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* rotating arcs on the screen.
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*/
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import processing.opengl.*;
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// Trig lookup tables borrowed from Toxi; cryptic but effective.
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float sinLUT[];
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float cosLUT[];
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float SINCOS_PRECISION=1.0;
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int SINCOS_LENGTH= int((360.0/SINCOS_PRECISION));
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// System data
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boolean dosave=false;
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int num;
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float pt[];
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int style[];
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void setup() {
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size(1024, 768, OPENGL);
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background(255);
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// Fill the tables
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sinLUT=new float[SINCOS_LENGTH];
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cosLUT=new float[SINCOS_LENGTH];
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for (int i = 0; i < SINCOS_LENGTH; i++) {
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sinLUT[i]= (float)Math.sin(i*DEG_TO_RAD*SINCOS_PRECISION);
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cosLUT[i]= (float)Math.cos(i*DEG_TO_RAD*SINCOS_PRECISION);
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}
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num = 150;
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pt = new float[6*num]; // rotx, roty, deg, rad, w, speed
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style = new int[2*num]; // color, render style
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// Set up arc shapes
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int index=0;
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float prob;
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for (int i=0; i<num; i++) {
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pt[index++] = random(PI*2); // Random X axis rotation
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pt[index++] = random(PI*2); // Random Y axis rotation
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pt[index++] = random(60,80); // Short to quarter-circle arcs
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if(random(100)>90) pt[index]=(int)random(8,27)*10;
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pt[index++] = int(random(2,50)*5); // Radius. Space them out nicely
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pt[index++] = random(4,32); // Width of band
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if(random(100)>90) pt[index]=random(40,60); // Width of band
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pt[index++] = radians(random(5,30))/5; // Speed of rotation
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// get colors
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prob = random(100);
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if(prob<30) style[i*2]=colorBlended(random(1), 255,0,100, 255,0,0, 210);
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else if(prob<70) style[i*2]=colorBlended(random(1), 0,153,255, 170,225,255, 210);
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else if(prob<90) style[i*2]=colorBlended(random(1), 200,255,0, 150,255,0, 210);
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else style[i*2]=color(255,255,255, 220);
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if(prob<50) style[i*2]=colorBlended(random(1), 200,255,0, 50,120,0, 210);
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else if(prob<90) style[i*2]=colorBlended(random(1), 255,100,0, 255,255,0, 210);
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else style[i*2]=color(255,255,255, 220);
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style[i*2+1]=(int)(random(100))%3;
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}
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}
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void draw() {
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background(0);
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int index=0;
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translate(width/2, height/2, 0);
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rotateX(PI/6);
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rotateY(PI/6);
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for (int i = 0; i < num; i++) {
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pushMatrix();
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rotateX(pt[index++]);
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rotateY(pt[index++]);
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if(style[i*2+1]==0) {
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stroke(style[i*2]);
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noFill();
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strokeWeight(1);
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arcLine(0,0, pt[index++],pt[index++],pt[index++]);
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}
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else if(style[i*2+1]==1) {
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fill(style[i*2]);
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noStroke();
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arcLineBars(0,0, pt[index++],pt[index++],pt[index++]);
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}
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else {
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fill(style[i*2]);
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noStroke();
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arc(0,0, pt[index++],pt[index++],pt[index++]);
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}
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// increase rotation
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pt[index-5]+=pt[index]/10;
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pt[index-4]+=pt[index++]/20;
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popMatrix();
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}
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}
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// Get blend of two colors
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int colorBlended(float fract,
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float r, float g, float b,
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float r2, float g2, float b2, float a) {
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r2 = (r2 - r);
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g2 = (g2 - g);
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b2 = (b2 - b);
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return color(r + r2 * fract, g + g2 * fract, b + b2 * fract, a);
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}
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// Draw arc line
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void arcLine(float x,float y,float deg,float rad,float w) {
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int a=(int)(min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1));
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int numlines=(int)(w/2);
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for (int j=0; j<numlines; j++) {
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beginShape();
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for (int i=0; i<a; i++) {
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vertex(cosLUT[i]*rad+x,sinLUT[i]*rad+y);
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}
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endShape();
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rad += 2;
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}
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}
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// Draw arc line with bars
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void arcLineBars(float x,float y,float deg,float rad,float w) {
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int a = int((min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1)));
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a /= 4;
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beginShape(QUADS);
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for (int i=0; i<a; i+=4) {
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vertex(cosLUT[i]*(rad)+x,sinLUT[i]*(rad)+y);
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vertex(cosLUT[i]*(rad+w)+x,sinLUT[i]*(rad+w)+y);
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vertex(cosLUT[i+2]*(rad+w)+x,sinLUT[i+2]*(rad+w)+y);
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vertex(cosLUT[i+2]*(rad)+x,sinLUT[i+2]*(rad)+y);
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}
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endShape();
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}
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// Draw solid arc
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void arc(float x,float y,float deg,float rad,float w) {
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int a = int(min (deg/SINCOS_PRECISION,SINCOS_LENGTH-1));
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beginShape(QUAD_STRIP);
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for (int i = 0; i < a; i++) {
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vertex(cosLUT[i]*(rad)+x,sinLUT[i]*(rad)+y);
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vertex(cosLUT[i]*(rad+w)+x,sinLUT[i]*(rad+w)+y);
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}
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endShape();
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}
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