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青い心。
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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::vec3 make_point(float theta); 	float noise_param; };  | 
					
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						#include "ofApp.h"	 //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	ofSetColor(0, 0, 255); 	ofNoFill(); 	ofSetLineWidth(2); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(139); 	noise_param += 0.013; } //-------------------------------------------------------------- void ofApp::draw() { 	ofTranslate(ofGetWindowSize() * 0.5 + glm::vec2(0, -50)); 	vector<ofColor> color_list; 	for (int value = 192; value >= 0; value -= 16) { 		color_list.push_back(ofColor(0, 0, value)); 	} 	float scale_span = 5; 	float deg_span = 5; 	for (int i = 0; i < color_list.size(); i++) { 		ofMesh mesh; 		float noise_seed = ofRandom(1000); 		for (float scale = 5; scale < 20; scale += scale_span) { 			for (float deg = 0; deg < 360; deg += deg_span) { 				auto noise_location = this->make_point((deg + deg_span * 0.5) * DEG_TO_RAD) * (scale + scale_span * 0.5); 				auto noise_value = ofNoise(noise_seed, noise_location.x * 0.005, noise_location.y * 0.005, noise_param); 				if (noise_value > 0.485 && noise_value < 0.515) { 					mesh.addVertex(this->make_point(deg * DEG_TO_RAD) * scale); 					mesh.addVertex(this->make_point((deg + deg_span) * DEG_TO_RAD) * scale); 					mesh.addVertex(this->make_point((deg + deg_span) * DEG_TO_RAD) * (scale + scale_span)); 					mesh.addVertex(this->make_point(deg * DEG_TO_RAD) * (scale + scale_span)); 					mesh.addIndex(mesh.getNumVertices() - 1); mesh.addIndex(mesh.getNumVertices() - 2); mesh.addIndex(mesh.getNumVertices() - 3); 					mesh.addIndex(mesh.getNumVertices() - 1); mesh.addIndex(mesh.getNumVertices() - 3); mesh.addIndex(mesh.getNumVertices() - 4); 					mesh.addColor(color_list[i]); 					mesh.addColor(color_list[i]); 					mesh.addColor(color_list[i]); 					mesh.addColor(color_list[i]); 				} 			} 		} 		mesh.draw(); 	} 	ofBeginShape(); 	for (float deg = 0; deg < 360; deg += 1) { 		ofVertex(this->make_point(deg * DEG_TO_RAD) * 20); 	} 	ofEndShape(true); } //-------------------------------------------------------------- // Reference by https://twitter.com/shiffman/status/1095764239665512453 glm::vec3 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::vec3(x, -y, 0); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |