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写輪眼 Generator.
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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) {}; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetLineWidth(3); 	ofSetCircleResolution(30); 	ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	for (int x = 120; x <= 720 - 120; x += 120) { 		for (int y = 120; y <= 720 - 120; y += 120) { 			ofPushMatrix(); 			ofTranslate(x, y); 			ofSetColor(239, 39, 39); 			ofFill(); 			ofDrawCircle(glm::vec3(0, 0, -1), 54); 			auto head_size = 9; 			ofMesh mesh; 			vector<glm::vec3> right, left, frame; 			auto noise_seed_deg = ofRandom(1000); 			auto noise_seed_radius = ofRandom(1000); 			glm::vec3 last_location; 			float last_theta, last_radius; 			for (int i = 0; i < 25; i++) { 				auto noise_deg = ofMap(ofNoise(noise_seed_deg, (ofGetFrameNum() + i) * 0.005), 0, 1, -360, 360); 				auto noise_radius = ofMap(ofNoise(noise_seed_radius, (ofGetFrameNum() + i) * 0.01), 0, 1, -50, 50); 				auto next_noise_deg = ofMap(ofNoise(noise_seed_deg, (ofGetFrameNum() + i + 1) * 0.005), 0, 1, -360, 360); 				auto next_noise_radius = ofMap(ofNoise(noise_seed_radius, (ofGetFrameNum() + i + 1) * 0.01), 0, 1, -50, 50); 				auto location = glm::vec3(noise_radius * cos(noise_deg * DEG_TO_RAD), noise_radius * sin(noise_deg * DEG_TO_RAD), 0); 				auto next = glm::vec3(next_noise_radius * cos(next_noise_deg * DEG_TO_RAD), next_noise_radius * sin(next_noise_deg * DEG_TO_RAD), 0); 				auto direction = next - location; 				auto theta = atan2(direction.y, direction.x); 				right.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, head_size) * cos(theta + PI * 0.5), ofMap(i, 0, 25, 0, head_size) * sin(theta + PI * 0.5), 0)); 				left.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, head_size) * cos(theta - PI * 0.5), ofMap(i, 0, 25, 0, head_size) * sin(theta - PI * 0.5), 0)); 				last_location = location; 				last_theta = theta; 				last_radius = noise_radius; 			} 			for (int i = 0; i < right.size(); i++) { 				mesh.addVertex(left[i]); 				mesh.addVertex(right[i]); 			} 			for (int i = 0; i < mesh.getNumVertices() - 2; i += 2) { 				mesh.addIndex(i + 0); mesh.addIndex(i + 1); mesh.addIndex(i + 3); 				mesh.addIndex(i + 0); mesh.addIndex(i + 2); mesh.addIndex(i + 3); 			} 			auto tmp_head_size = ofMap(mesh.getNumVertices() - 2, 0, mesh.getNumVertices(), 0, head_size); 			mesh.addVertex(last_location); 			int index = mesh.getNumVertices(); 			for (auto theta = last_theta - PI * 0.5; theta <= last_theta + PI * 0.5; theta += PI / 20) { 				mesh.addVertex(last_location + glm::vec3(tmp_head_size * cos(theta), tmp_head_size * sin(theta), 0)); 				frame.push_back(last_location + glm::vec3(tmp_head_size * cos(theta), tmp_head_size * sin(theta), 0)); 			} 			for (int i = index; i < mesh.getNumVertices() - 1; i++) { 				mesh.addIndex(index); mesh.addIndex(i + 0); mesh.addIndex(i + 1); 			} 			int span = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.003), 0, 1, 1, 7); 			int deg_span = 360 / span; 			ofSetColor(39); 			for (int deg = 0; deg < 360; deg += 30) { 				ofRotate(deg_span); 				mesh.draw(); 			} 			ofNoFill(); 			ofDrawCircle(glm::vec3(), last_radius); 			ofDrawCircle(glm::vec3(), 55); 			ofPopMatrix(); 		} 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |