Image collage in p5js with custom masks - processing

I'm trying to make a collage in p5.js using multiple images and masks. I wrote a simple test code for three images and circle-masks. The output should be three circles each filled with a different image. However, I only get one circle filled with the last image. Could anyone please help me?
let newImg, graphicsCanvas;
function setup() {
createCanvas(600, 600);
noLoop();
}
function draw() {
for (let i=0; i<3; i++) {
newImg = loadImage(`images/${i}.png`, addImg);
}
}
function addImg() {
graphicsCanvas = createGraphics(width, height);
graphicsCanvas.noStroke();
graphicsCanvas.fill(255);
graphicsCanvas.circle(random(500), height/2, 150);
newImg.mask(graphicsCanvas);
image(newImg, 0, 0);
}

Related

How do I create a line that recedes as you draw more in p5.js?

Currently working on a site that features some line drawing while hovering. How can I make the line recede naturally as you draw more? Right now I've figured out how to draw a continual line.
var canvas;
var button;
function windowResized() {
console.log('resized');
resizeCanvas(windowWidth, windowHeight);
}
function setup () {
canvas = createCanvas(windowWidth, windowHeight);
canvas.position(0,0);
canvas.style('z-index', '-1')
background(175);
// button = createButton("Start Your Walk");
}
function draw () {
strokeWeight(4);
console.log('button')
line(pmouseX, pmouseY, mouseX, mouseY)
}
You may store the values of your mouse position in an array and then draw the points of the array in order. When the array is updated, if it is full, you will have to erase the last point of the array, move all the points one position backwards and add the new point. The following would be an example code. I recomend you to consult this page for documentation and also the p5 reference.
var mousePositions = [];
function setup() {
createCanvas(400, 400);
}
function draw() {
background(220);
v = createVector(mouseX, mouseY);
mousePositions.push(v);
noFill();
beginShape();
for(var i = 0; i < mousePositions.length; i++){
vertex(mousePositions[i].x, mousePositions[i].y);
}
endShape();
if(mousePositions.length > 25){
mousePositions.shift();
}
}

Accessing a variable from setup() in (draw) in p5.js

I am drawing a scatterplot with p5.js and want to access the x and y points from inside the setup() function for use with mouseovers in the draw() function. How can I make the x and y point variables globally accessible? I'm afraid I don't understand scoping well enough yet. Do they need to be initialized as arrays...?
function setup() {
//create canvas
createCanvas(windowWidth, windowHeight);
//loop through the videoDatatwo array of objects and get xpoints and ypoints
for (var i = 0; i < videoDatatwo.length; i++) {
videoDatatwo[i].xpoint = map(videoDatatwo[i].Reach, 0, 47674, 150, width - 400);
videoDatatwo[i].ypoint = map(videoDatatwo[i].Views, 0, 9248, height - 150, 150);
}
}
If you want a variable to be available in both the setup() and draw() functions, then you need to declare it outside of those functions. Here's an example:
var message;
function setup() {
createCanvas(500, 500);
message = 'hello world';
}
function draw() {
text(message, 100, 100);
}
This code declares the message variable at the top of the sketch, then it initializes it in the setup() function, and finally it references it in the draw() function.
The same concept would apply to arrays.

How can I show only a part of an image in Processing?

I want to compare two images (same size) fr a presentation with a shifting line. On the left side of this line the one image is should be displayed while on the right side the other picture should stay visible.
This is what I tried (bitmap and ch are the images)
PImage bitmap;
PImage ch;
int framerate = 1000;
void setup() {
size(502, 316);
bitmap = loadImage("bitmap_zentriert.jpg"); // Load an image into the program
ch = loadImage("Karte_schweiz_zentriert.jpg"); // Load an image into the program
frameRate(40); //framerate
}
void draw() {
background(255);
image(ch, 10, 10); // the one image in the back
image(bitmap, 10, 10, bitmap.width, bitmap.height, 10, 10, mouseX, bitmap.height); //show part of the second image in front
rect(mouseX, 10, 1, bitmap.height-1); //make line
}
But the image "bitmap" is the whole image distorted.
How can I do that?
I'd recommend using a PGraphics buffer, which is essentially "Another sketch" that also acts as an Image for drawing purposes, and most definitely not looping at "a thousand frames per second". Only draw something when you have something new to draw, using the redraw function in combination with mouse move events:
PImage img1, img2;
PGraphics imagebuffer;
void setup() {
size(502, 316);
imagebuffer = createGraphics(width, height);
img1 = loadImage("first-image.jpg");
img2 = loadImage("second-image.jpg");
noLoop();
}
void mouseMoved() {
redraw();
}
void draw() {
image(img1, 0, 0);
if (mouseX>0) {
imagebuffer = createGraphics(mouseX, height);
imagebuffer.beginDraw();
imagebuffer.image(img2, 0, 0);
imagebuffer.endDraw();
image(imagebuffer, 0, 0);
}
}
In our setup we load the image and turn off looping because we'll be redrawing based on redraw, and then in response to mouse move events, we generate a new buffer that is only as wide as the current x-coordinate of the mouse, draw our image, which gets cropped "for free" because the buffer is only limited width, and then we draw that buffer as if it were an image on top of the image we already have.
There are many ways to do it, one thing I suggest is to create a 3rd image with the same width and height, then you load the two images pixels and insert in your 3rd image part of image1 pixels and then second part from image2, I wrote this code to test it out, works fine:
PImage img1, img2, img3;
void setup() {
size(500, 355);
img1 = loadImage("a1.png"); // Load an image into the program
img2 = loadImage("a2.png"); // Load an image into the program
img3 = createImage(width, height, RGB); //create your third image with same width and height
img1.loadPixels(); // Load the image pixels so you can access the array pixels[]
img2.loadPixels();
frameRate(40); // frame rate
}
void draw() {
background(255);
// Copy first half from first image
for(int i = 0; i < mouseX; i++)
{
for (int j = 0; j < height ; j++) {
img3.pixels[j*width+i] = img1.pixels[j*width+i];
}
}
// Copy second half from second image
for(int i = mouseX; i < width; i++)
{
for (int j = 0; j < height ; j++) {
img3.pixels[j*width+i] = img2.pixels[j*width+i];
}
}
// Update the third image pixels
img3.updatePixels();
// Simply draw that image
image(img3, 0, 0); // The one image in the back
// Draw the separation line
rect(mouseX, 0, 0, height); // Make line
}
Result :

How do I save a p5.js canvas as a very large PNG?

I know how to save the canvas using p5.js. However I want to save the canvas as a very large png (for example 8000x8000) so that I can use it in Photoshop and scale down the image to the appropriate size. Is there a simple way of doing this besides creating a new canvas behind the scenes that is too large for the browser window?
You could use the createGraphics() function to create an off-screen buffer. Then you can draw it to the screen using the image() function, or you can call its save() function to store it as a file. Here's an example:
let pg;
function setup() {
createCanvas(400, 400);
pg = createGraphics(4000, 4000);
pg.background(32);
}
function draw() {
pg.ellipse(random(pg.width), random(pg.height), 100, 100);
image(pg, 0, 0, width, height);
}
function mousePressed(){
pg.save("pg.png");
}
Draw everything into a pGraphics object.
Normally you draw this "output" just as an image to the canvas.
But if you want to export a high-res version of it, you scale it up first.
let scaleOutput = 1;
let output;
let canvas;
// setup
function setup() {
// other stuff...
output = createGraphics(1000, 640);
canvas = createCanvas(1000, 640);
}
// the draw loop
function draw() {
// Clear Canvas
background(255);
output.clear();
// Set scale
output.push();
output.scale(scaleOutput);
// Draw to your output here...
output.pop();
// Show on canvas
image(output, 0, 0);
}
// Scale up graphics before exporting
function exportHighRes() {
// HighRes Export
scaleOutput = 5;
output = createGraphics(scaleOutput * 1000, scaleOutput * 640);
draw();
save(output, "filename", 'png');
// Reset Default
scaleOutput = 1;
output = createGraphics(1000, 640);
draw();
}
// Export when key is pressed
function keyReleased() {
if (key == 'e' || key == 'E') exportHighRes();
}

Moving an objects while others stay static in a click controlled sketch

So I'm trying to build an animation that I can step through with mouse clicks. Adding individual objects click by click is easy. Sequence I want is as follows:
One object(a) drawn initially.
First mouse click adds an object(b).
Second mouse click adds an object(c).
Third mouse click, object(c) should move across the screen and disappear.
I'm having a problem on the last part of the sequence. I can't figure out how to make the object move and still maintain the static part of the sketch. The normal way of doing movement is to change the coordinates of the object with each loop through the draw() function, and use the background to cover up the previous objects. Can't do that in this case because I need object(a) and object(b) to be persistent.
Code below. Thanks for your help!
var count = 0;
function setup() {
createCanvas(200, 200);
a = new Object1(20, 40);
b = new Object1(20, 85);
c = new Object1(20, 130);
}
function draw() {
background(200);
a.display();
if (count == 1) {
b.display();
}
if (count == 2) {
b.display();
c.display();
}
if (count == 3) { //this is where I have a problem
}
if (count > 3) {
count = 0;
}
}
function Object1(ix, iy, itext) {
this.x = ix;
this.y = iy;
this.text = itext;
this.display = function() {
fill(160);
rect(this.x, this.y, 40, 40);
}
}
function mousePressed() {
count++;
}
Generally how you'd do this is by drawing the static part of your scene to an off-screen buffer, which you can create using the createGraphics() function. From the reference:
var pg;
function setup() {
createCanvas(100, 100);
pg = createGraphics(100, 100);
}
function draw() {
background(200);
pg.background(100);
pg.noStroke();
pg.ellipse(pg.width/2, pg.height/2, 50, 50);
image(pg, 50, 50);
image(pg, 0, 0, 50, 50);
}
You'd draw the static part to the buffer, then draw the buffer to the screen, then draw the dynamic stuff on top of it each frame.
This has been discussed before, so I'd recommend doing a search for stuff like "processing pgraphics" and "p5.js buffer" to find a bunch more information.

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