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Flower blanket.
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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) {}; vector<glm::vec2> location_list; vector<float> radius_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_MULTIPLY); while (this->location_list.size() < 8) { auto location = glm::vec2(ofRandom(140, ofGetWidth() - 140), ofRandom(140, ofGetHeight() - 140)); auto radius = ofRandom(65, 120); auto flag = true; for (int i = 0; i < this->location_list.size(); i++) { if (glm::distance(location, this->location_list[i]) < this->radius_list[i] + radius) { flag = false; break; } } if (flag) { this->location_list.push_back(location); this->radius_list.push_back(radius); } } while (this->location_list.size() < 45) { auto location = glm::vec2(ofRandom(140, ofGetWidth() - 140), ofRandom(140, ofGetHeight() - 140)); auto radius = ofRandom(10, 40); auto flag = true; for (int i = 0; i < this->location_list.size(); i++) { if (glm::distance(location, this->location_list[i]) < this->radius_list[i] + radius) { flag = false; break; } } if (flag) { this->location_list.push_back(location); this->radius_list.push_back(radius * 1.2); } } } //-------------------------------------------------------------- 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 i = 0; i < this->location_list.size(); i++) { ofPushMatrix(); ofTranslate(this->location_list[i]); for (int k = 0; k < color_list.size(); k++) { auto noise_seed_deg = ofRandom(1000); auto noise_seed_radius = ofRandom(1000); int frame_param = ofRandom(1000); vector<glm::vec2> vertices; for (int m = 0; m < 15; m++) { auto noise_deg = ofMap(ofNoise(noise_seed_deg, (frame_param + ofGetFrameNum() + m) * 0.002), 0, 1, -360, 360); auto noise_radius = ofMap(ofNoise(noise_seed_radius, (frame_param + ofGetFrameNum() + m) * 0.02), 0, 1, this->radius_list[i] * -1, this->radius_list[i]); 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 m = 0; m < 10; m++) { ofRotateZ(36); ofBeginShape(); ofVertices(vertices); ofEndShape(); } } ofPopMatrix(); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |