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@takawo さんの投稿からインスパイアッ!
Inspire by @takawo at twitter.
格子状に並べた正方形を一定周期で振幅する波で分割し,波の上下を区分けしながら色付けする.#p5js #creativecoding #dailycoding https://t.co/vfbfPT5duR pic.twitter.com/VKV91Dt3Z2
— ǝʞnsunɥs oʍɐʞɐʇ (@takawo) 2019年4月8日
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#pragma once #include "ofMain.h" class ofApp : public ofBaseApp { public: void setup(); void update(); void draw(); void keyPressed(int key) {}; void keyReleased(int key) {}; void mouseMoved(int x, int y) {}; void mouseDragged(int x, int y, int button) {}; void mousePressed(int x, int y, int button) {}; void mouseReleased(int x, int y, int button) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; void draw_shape(vector<glm::vec2>& side, vector<glm::vec2>& noise); }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { int span = 144; int len = 120; bool flag = true; for (int location_y = span * 0.5; location_y < ofGetHeight(); location_y += span) { for (int location_x = span * 0.5; location_x < ofGetWidth(); location_x += span) { ofPushMatrix(); ofTranslate(location_x, location_y); float noise_seed = ofRandom(100); vector<glm::vec2> top, noise, bottom; for (int x = -len * 0.5; x <= len * 0.5; x += 1) { if (ofRandom(100) < 3 && bottom.size() > 30 && x < len * 0.4) { this->draw_shape(bottom, noise); } noise.push_back(glm::vec2(x, ofMap(ofNoise(location_y, (location_x + x) * 0.005, ofGetFrameNum() * 0.005), 0, 1, -len * 0.35, len * 0.35) + 1)); bottom.push_back(glm::vec2(x, len * 0.5)); } if (bottom.size() > 0) { this->draw_shape(bottom, noise); } for (int x = -len * 0.5; x <= len * 0.5; x += 1) { if (ofRandom(100) < 3 && top.size() > 30 && x < len * 0.4) { this->draw_shape(top, noise); } noise.push_back(glm::vec2(x, ofMap(ofNoise(location_y , (location_x + x) * 0.005, ofGetFrameNum() * 0.005), 0, 1, -len * 0.35, len * 0.35) - 1)); top.push_back(glm::vec2(x, len * -0.5)); } if (top.size() > 0) { this->draw_shape(top, noise); } ofPopMatrix(); } } } //-------------------------------------------------------------- void ofApp::draw_shape(vector<glm::vec2>& side, vector<glm::vec2>& noise){ ofColor color; color.setHsb(ofRandom(255), 180, 235); ofSetColor(color); std::reverse(noise.begin(), noise.end()); ofBeginShape(); ofVertices(side); ofVertices(noise); ofEndShape(true); side.clear(); noise.clear(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |