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Colorful and Ribbon Random Walk.
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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) {}; ofEasyCam cam; vector<ofMesh> mesh_list; vector<ofMesh> frame_list; vector<glm::vec3> direction_list; vector<glm::vec3> noise_seed_list; vector<ofColor> color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(0); ofSetLineWidth(3); ofEnableDepthTest(); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); } //-------------------------------------------------------------- void ofApp::update() { float alpha = 96; if (ofGetFrameNum() % 8 == 0 && this->frame_list.size() < 300) { ofColor color; color.setHsb(ofRandom(255), 255, 255); this->color_list.push_back(color); ofMesh mesh, frame; frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); int r = ofRandom(3); switch (r) { case 0: mesh.addVertex(glm::vec3(5, 0, 0)); mesh.addVertex(glm::vec3(-5, 0, 0)); mesh.addColor(ofColor(color, alpha)); mesh.addColor(ofColor(color, alpha)); frame.addVertex(glm::vec3(5, 0, 0)); frame.addVertex(glm::vec3(-5, 0, 0)); frame.addColor(color); frame.addColor(color); break; case 1: mesh.addVertex(glm::vec3(0, 5, 0)); mesh.addVertex(glm::vec3(0, -5, 0)); mesh.addColor(ofColor(color, alpha)); mesh.addColor(ofColor(color, alpha)); frame.addVertex(glm::vec3(0, 5, 0)); frame.addVertex(glm::vec3(0, -5, 0)); frame.addColor(color); frame.addColor(color); break; case 2: mesh.addVertex(glm::vec3(0, 0, 5)); mesh.addVertex(glm::vec3(0, 0, -5)); mesh.addColor(ofColor(color, alpha)); mesh.addColor(ofColor(color, alpha)); frame.addVertex(glm::vec3(0, 0, 5)); frame.addVertex(glm::vec3(0, 0, -5)); frame.addColor(color); frame.addColor(color); break; } frame.addIndex(0); frame.addIndex(1); this->mesh_list.push_back(mesh); this->frame_list.push_back(frame); auto direction = glm::vec3(ofRandom(-1, 1), ofRandom(-1, 1), ofRandom(-1, 1)); direction = glm::normalize(direction) * 5; this->direction_list.push_back(direction); auto noise_seed = glm::vec3(glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000))); this->noise_seed_list.push_back(noise_seed); } for (int i = this->mesh_list.size() - 1; i > -1; i--) { auto angle_x = ofMap(ofNoise(this->noise_seed_list[i].x, ofGetFrameNum() * 0.01), 0, 1, -PI, PI); auto angle_y = ofMap(ofNoise(this->noise_seed_list[i].y, ofGetFrameNum() * 0.01), 0, 1, -PI, PI); auto angle_z = ofMap(ofNoise(this->noise_seed_list[i].z, ofGetFrameNum() * 0.01), 0, 1, -PI, PI); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); glm::vec3 rotate_direction = glm::vec4(this->direction_list[i], 0) * rotation_z * rotation_y * rotation_x; auto right = this->mesh_list[i].getVertex(this->mesh_list[i].getNumVertices() - 2); auto left = this->mesh_list[i].getVertex(this->mesh_list[i].getNumVertices() - 1); this->mesh_list[i].addVertex(right + rotate_direction); this->mesh_list[i].addVertex(left + rotate_direction); this->mesh_list[i].addColor(ofColor(this->color_list[i], alpha)); this->mesh_list[i].addColor(ofColor(this->color_list[i], alpha)); this->frame_list[i].addVertex(right + rotate_direction); this->frame_list[i].addVertex(left + rotate_direction); this->frame_list[i].addColor(this->color_list[i]); this->frame_list[i].addColor(this->color_list[i]); if (this->mesh_list[i].getNumVertices() > 100) { this->mesh_list[i].removeVertex(1); this->mesh_list[i].removeVertex(0); this->mesh_list[i].removeColor(1); this->mesh_list[i].removeColor(0); } else { int index = this->mesh_list[i].getNumVertices() - 1; this->mesh_list[i].addIndex(index); this->mesh_list[i].addIndex(index - 2); this->mesh_list[i].addIndex(index - 3); this->mesh_list[i].addIndex(index); this->mesh_list[i].addIndex(index - 1); this->mesh_list[i].addIndex(index - 3); } if (this->frame_list[i].getNumVertices() > 100) { this->frame_list[i].removeVertex(1); this->frame_list[i].removeVertex(0); this->frame_list[i].removeColor(1); this->frame_list[i].removeColor(0); } else { int index = this->frame_list[i].getNumVertices() - 1; this->frame_list[i].addIndex(index); this->frame_list[i].addIndex(index - 2); this->frame_list[i].addIndex(index - 1); this->frame_list[i].addIndex(index - 3); if (index == 99) { this->frame_list[i].addIndex(98); this->frame_list[i].addIndex(99); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.25); for (int i = 0; i < this->mesh_list.size(); i++) { this->mesh_list[i].draw(); this->frame_list[i].drawWireframe(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |