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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<glm::vec3> base_location_list; vector<ofColor> base_color_list; vector<vector<glm::vec3>> log_list; vector<ofColor> color_list; vector<float> life_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofNoFill(); ofEnableDepthTest(); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_MULTIPLY); ofColor color; vector<int> hex_list = { 0xef476f, 0xffd166, 0x06d6a0, 0x118ab2, 0x073b4c }; for (auto hex : hex_list) { color.setHex(hex); this->base_color_list.push_back(color); } for (int x = -300; x <= 300; x += 2) { this->base_location_list.push_back(glm::vec3(x, -300, -300)); this->base_location_list.push_back(glm::vec3(x, -300, 300)); this->base_location_list.push_back(glm::vec3(x, 300, -300)); this->base_location_list.push_back(glm::vec3(x, 300, 300)); } for (int y = -300; y <= 300; y += 2) { this->base_location_list.push_back(glm::vec3(-300, y, -300)); this->base_location_list.push_back(glm::vec3(-300, y, 300)); this->base_location_list.push_back(glm::vec3(300, y, -300)); this->base_location_list.push_back(glm::vec3(300, y, 300)); } for (int z = -300; z <= 300; z += 2) { this->base_location_list.push_back(glm::vec3(-300, -300, z)); this->base_location_list.push_back(glm::vec3(-300, 300, z)); this->base_location_list.push_back(glm::vec3(300, -300, z)); this->base_location_list.push_back(glm::vec3(300, 300, z)); } } //-------------------------------------------------------------- void ofApp::update() { int radius = 3; while (this->log_list.size() < 3000) { int font_location_index = ofRandom(this->base_location_list.size()); vector<glm::vec3> log; log.push_back(this->base_location_list[font_location_index]); this->log_list.push_back(log); this->color_list.push_back(this->base_color_list[(int)ofRandom(this->base_color_list.size())]); this->life_list.push_back(ofRandom(60, 120)); } for (int i = this->log_list.size() - 1; i >= 0; i--) { this->life_list[i] -= 1; if (this->life_list[i] < 0) { this->log_list.erase(this->log_list.begin() + i); this->color_list.erase(this->color_list.begin() + i); this->life_list.erase(this->life_list.begin() + i); continue; } auto deg = ofMap(ofNoise(glm::vec4(this->log_list[i].back() * 0.0035, ofGetFrameNum() * 0.006)), 0, 1, -360, 360); auto theta = ofMap(ofNoise(glm::vec4(this->log_list[i].back() * 0.0035, (ofGetFrameNum() + 10000) * 0.006)), 0, 1, -360, 360); this->log_list[i].push_back(this->log_list[i].back() + glm::vec3(radius * cos(deg * DEG_TO_RAD) * sin(theta * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD) * sin(theta * DEG_TO_RAD), radius * cos(theta * DEG_TO_RAD))); while (this->log_list[i].size() > 100) { this->log_list[i].erase(this->log_list[i].begin()); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.25); for (int i = 0; i < this->log_list.size(); i++) { ofSetColor(this->color_list[i]); if (this->life_list[i] > 30) { ofSetLineWidth(1.5); } else { ofSetLineWidth(ofMap(this->life_list[i], 0, 30, 0, 1.5)); } ofBeginShape(); ofVertices(this->log_list[i]); ofEndShape(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |