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分割円。
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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& mesh, glm::vec3 location, float radius, float width, int deg_start, int deg_end, ofColor color); ofMesh mesh; float noise_param; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openFrameworks"); ofBackground(39); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); this->noise_param = ofRandom(1000); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); int width = 10; int deg_span = 30; ofColor color; for (int x = 180; x < ofGetWidth(); x += 360) { for (int y = 180; y < ofGetHeight(); y += 360) { for (int i = 0; i < 8; i++) { color.setHsb(ofMap(i, 0, 8, 0, 255), 200, 255, 128); for (int deg = 0; deg < 360; deg += deg_span) { auto noise_param = ofRandom(1000); int radius = ofMap(ofNoise(noise_param, cos(deg * DEG_TO_RAD) * 15, sin(deg * DEG_TO_RAD) * 15, this->noise_param), 0, 1, 30, 180); this->setRingToMesh(this->mesh, glm::vec3(x, y, 0), radius, width, deg, deg + deg_span, color); } } } } this->noise_param += 0.02; } //-------------------------------------------------------------- void ofApp::draw() { this->mesh.draw(); /* // ffmpeg -i img_%04d.jpg aaa.mp4 int start = 50; if (ofGetFrameNum() > start) { std::ostringstream os; os << std::setw(4) << std::setfill('0') << ofGetFrameNum() - start; ofImage image; image.grabScreen(0, 0, ofGetWidth(), ofGetHeight()); image.saveImage("image/cap/img_" + os.str() + ".jpg"); if (ofGetFrameNum() - start >= 25 * 20) { std::exit(1); } } */ } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& mesh, glm::vec3 location, float radius, float width, int deg_start, int deg_end, ofColor color) { if (deg_start == deg_end) { return; } int deg_span = 5; for (int deg = deg_start; deg < deg_end; deg += deg_span) { auto index = mesh.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(location + glm::vec3((radius + width * 0.5) * cos(deg * DEG_TO_RAD), (radius + width * 0.5) * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(location + glm::vec3((radius + width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius + width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), 0)); vertices.push_back(location + glm::vec3((radius - width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius - width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), 0)); vertices.push_back(location + glm::vec3((radius - width * 0.5) * cos(deg * DEG_TO_RAD), (radius - width * 0.5) * sin(deg * DEG_TO_RAD), 0)); mesh.addVertices(vertices); mesh.addIndex(index + 0); mesh.addIndex(index + 1); mesh.addIndex(index + 2); mesh.addIndex(index + 0); mesh.addIndex(index + 2); mesh.addIndex(index + 3); mesh.addColor(color); mesh.addColor(color); mesh.addColor(color); mesh.addColor(color); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
[ Link ]
https://github.com/junkiyoshi/DoodleDeProgramming/tree/d5b860e02f67d57e44f0574eb82cbb2c66cfb96a