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The Prismatic Sun.
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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) {}; ofMesh mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetCircleResolution(60); } //-------------------------------------------------------------- void ofApp::update() { this->mesh.clear(); int deg_span = 6; ofColor color; for (int deg = 0; deg < 360; deg += deg_span * 2) { for (int radius = 50; radius < 720; radius += 15) { int hue = ((int)ofMap(deg, 0, 360, 0, 255) + radius / 2 - ofGetFrameNum()) % 255; color.setHsb(hue, 255, 255); this->mesh.addVertex(glm::vec3(radius * cos((deg + deg_span * 0.5) * DEG_TO_RAD), radius * sin((deg + deg_span * 0.5) * DEG_TO_RAD), 0)); this->mesh.addVertex(glm::vec3(radius * cos((deg - deg_span * 0.5) * DEG_TO_RAD), radius * sin((deg - deg_span * 0.5) * DEG_TO_RAD), 0)); this->mesh.addColor(color); this->mesh.addColor(color); if (radius > 50) { this->mesh.addIndex(this->mesh.getNumVertices() - 1); this->mesh.addIndex(this->mesh.getNumVertices() - 3); this->mesh.addIndex(this->mesh.getNumVertices() - 4); this->mesh.addIndex(this->mesh.getNumVertices() - 1); this->mesh.addIndex(this->mesh.getNumVertices() - 2); this->mesh.addIndex(this->mesh.getNumVertices() - 4); } } } this->mesh.addVertex(glm::vec3()); this->mesh.addColor(ofColor(255)); int center_index = this->mesh.getNumVertices() - 1; for (int deg = 0; deg < 360; deg += deg_span) { int hue = ((int)ofMap(deg, 0, 360, 0, 255) - ofGetFrameNum()) % 255; color.setHsb(hue, 255, 255); this->mesh.addVertex(glm::vec3(35 * cos((deg + deg_span) * DEG_TO_RAD), 35 * sin((deg + deg_span) * DEG_TO_RAD), 0)); this->mesh.addVertex(glm::vec3(35 * cos((deg - deg_span) * DEG_TO_RAD), 35 * sin((deg - deg_span) * DEG_TO_RAD), 0)); this->mesh.addColor(color); this->mesh.addColor(color); this->mesh.addIndex(center_index); this->mesh.addIndex(this->mesh.getNumVertices() - 2); this->mesh.addIndex(this->mesh.getNumVertices() - 1); } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); this->mesh.draw(); ofSetColor(239); ofFill(); ofDrawRectangle(glm::vec2(ofGetWidth() * -0.5, ofGetHeight() * -0.5), ofGetWidth(), 30); ofDrawRectangle(glm::vec2(ofGetWidth() * -0.5, ofGetHeight() * 0.5), ofGetWidth(), -30); ofDrawRectangle(glm::vec2(ofGetWidth() * -0.5, ofGetHeight() * -0.5), 30, ofGetHeight()); ofDrawRectangle(glm::vec2(ofGetWidth() * 0.5, ofGetHeight() * -0.5), -30, ofGetHeight()); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |