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正方形の上で波紋。
Ripple on square.
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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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofEasyCam cam; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofNoFill(); ofSetLineWidth(3); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.8); auto len = 300; for (int i = 0; i < 6; i++) { if (i < 4) { ofRotateX(90); } else if (i < 5) { ofRotateY(90); } else { ofRotateY(180); } for (int k = 0; k < 8; k++) { auto location = glm::vec3(ofRandom(-len * 0.5, len * 0.5), ofRandom(-len * 0.5, len * 0.5), len * 0.5); auto radius = (int)(ofRandom(100) + ofGetFrameNum()) % 100; auto alpha = 255; if (radius > 50) { alpha = ofMap(radius, 50, 100, 255, 0); } ofSetColor(39, alpha); ofBeginShape(); for (int deg = 0; deg < 360; deg++) { auto point = location + glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); if (point.y > len * 0.5) { point.y = len * 0.5; } if (point.y < -len * 0.5) { point.y = -len * 0.5; } if (point.x > len * 0.5) { point.x = len * 0.5; } if (point.x < -len * 0.5) { point.x = -len * 0.5; } ofVertex(point); } ofEndShape(true); } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |