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色を着ける。
Coloring.
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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); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_MULTIPLY); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { ofColor color; vector<ofColor> color_list; vector<int> hex_list = { 0x264653, 0x2a9d8f, 0xe9c46a, 0xf4a261, 0xe76f51 }; for (auto hex : hex_list) { color.setHex(hex); color_list.push_back(color); } for (int x = 60 + 75; x < ofGetWidth() - 60; x += 150) { for (int y = 60 + 75; y < ofGetHeight() - 60; y += 150) { ofPushMatrix(); ofTranslate(x, y); for (int k = 0; k < color_list.size(); k++) { auto noise_seed_deg = ofRandom(1000); auto noise_seed_radius = ofRandom(1000); vector<glm::vec2> vertices; for (int i = 0; i < 25; i++) { auto noise_deg = ofMap(ofNoise(noise_seed_deg, (ofGetFrameNum() + i) * 0.001), 0, 1, -360, 360); auto noise_radius = ofMap(ofNoise(noise_seed_radius, (ofGetFrameNum() + i) * 0.01), 0, 1, -75, 75); vertices.push_back(glm::vec2(noise_radius * cos(noise_deg * DEG_TO_RAD), noise_radius * sin(noise_deg * DEG_TO_RAD))); } ofSetColor(color_list[k]); for (int i = 0; i < 10; i++) { ofRotateZ(36); ofBeginShape(); ofVertices(vertices); ofEndShape(); } } ofPopMatrix(); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |