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残像。
Afterimage.
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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 setRingToMesh(ofMesh& face_target, glm::vec3 location, float radius, int deg_start, int deg_end); ofEasyCam cam; ofMesh face; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); for (int radius = 50; radius <= 250; radius += 50) { this->setRingToMesh(this->face, glm::vec3(), radius, 0, 360); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->face.draw(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& face_target, glm::vec3 location, float radius, int deg_start, int deg_end) { auto noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); int deg_span = 1; for (int i = 0; i < 15; i++) { auto angle_x = ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.005 + i * 0.003), 0, 1, -PI, PI); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto angle_y = ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.005 + i * 0.003), 0, 1, -PI, PI); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto next_angle_x = ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.005 + (i + 1) * 0.003), 0, 1, -PI, PI); auto next_rotation_x = glm::rotate(glm::mat4(), next_angle_x, glm::vec3(1, 0, 0)); auto next_angle_y = ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.005 + (i + 1) * 0.003), 0, 1, -PI, PI); auto next_rotation_y = glm::rotate(glm::mat4(), next_angle_y, glm::vec3(0, 1, 0)); for (int deg = deg_start; deg < deg_end; deg += deg_span) { auto face_index = face_target.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(location + glm::vec4(radius * cos(deg * DEG_TO_RAD) , radius * sin(deg * DEG_TO_RAD), 0, 0) * rotation_y * rotation_x); vertices.push_back(location + glm::vec4(radius * cos((deg + deg_span) * DEG_TO_RAD), radius * sin((deg + deg_span) * DEG_TO_RAD), 0, 0) * rotation_y * rotation_x); vertices.push_back(location + glm::vec4(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0, 0) * next_rotation_y * next_rotation_x); vertices.push_back(location + glm::vec4(radius * cos((deg + deg_span) * DEG_TO_RAD), radius * sin((deg + deg_span) * DEG_TO_RAD), 0, 0) * next_rotation_y * next_rotation_x); face_target.addVertices(vertices); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 2); face_target.addColor(ofColor(39, ofMap(i, 0, 15, 128, 255))); face_target.addColor(ofColor(39, ofMap(i, 0, 15, 128, 255))); face_target.addColor(ofColor(39, ofMap(i + 1, 0, 15, 128, 255))); face_target.addColor(ofColor(39, ofMap(i + 1, 0, 15, 128, 255))); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |