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背景を描写せずに、上書きを続ける。周りだけ塗りつぶして枠とする。
Continue to overwrite without describing the background. Fill in only the area around it to make a frame.
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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) {}; 	glm::vec2 make_point(float theta); };  | 
					
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						#include "ofApp.h"	 //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	ofSetColor(39); 	ofSetBackgroundAuto(false); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	for (int i = 0; i < 2; i++) { 		auto location = glm::vec2(ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.05), 0, 1, 50, 670), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.05), 0, 1, 50, 670)); 		auto scale = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.05), 0, 1, 1, 10); 		ofPushMatrix(); 		ofTranslate(location); 		ofRotate(ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.05), 0, 1, -360, 360)); 		ofSetColor(39); 		ofFill(); 		ofBeginShape(); 		for (auto deg = 0; deg < 360; deg += 1) { 			ofVertex(this->make_point(deg * DEG_TO_RAD) * scale); 		} 		ofEndShape(true); 		ofSetColor(239); 		ofNoFill(); 		ofBeginShape(); 		for (auto deg = 0; deg < 360; deg += 1) { 			ofVertex(this->make_point(deg * DEG_TO_RAD) * scale); 		} 		ofEndShape(true); 		ofPopMatrix(); 	} 	ofSetColor(239); 	ofFill(); 	ofBeginShape(); 	ofVertex(0, 0); 	ofVertex(ofGetWidth(), 0); 	ofVertex(ofGetWidth(), ofGetHeight()); 	ofVertex(0, ofGetHeight()); 	ofNextContour(true); 	ofVertex(50, 50); 	ofVertex(ofGetWidth() - 50, 50); 	ofVertex(ofGetWidth() - 50, ofGetHeight() - 50); 	ofVertex(50, ofGetHeight() - 50); 	ofEndShape(true); } //-------------------------------------------------------------- //Reference by https://twitter.com/shiffman/status/1095764239665512453 glm::vec2 ofApp::make_point(float theta) { 	float x = 16 * (pow(sin(theta), 3)); 	float y = 13 * cos(theta) - 5 * cos(2 * theta) - 2 * cos(3 * theta) - cos(4 * theta); 	return glm::vec2(x, -y); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |