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球体に雨を降らせる(色付き)
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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) {}; ofEasyCam cam; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(1.2); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); //ofRotateX(ofGetFrameNum()); //ofRotateY(ofGetFrameNum()); ofColor color; ofFill(); ofSetColor(0); ofDrawSphere(245); for (int k = 0; k < 250; k++) { color.setHsb(ofRandom(255), 180, 255); ofPushMatrix(); ofRotateZ(ofRandom(360)); ofRotateY(ofRandom(360)); ofRotateX(ofRandom(360)); auto location = glm::vec3(0, 0, 250); auto radius = (int)(ofRandom(1000) + ofGetFrameNum() * 2) % 180 - 100; if (radius < 0) { auto z = ofMap(radius, -100, 0, 1500, 0); ofSetColor(color); ofDrawLine(location + glm::vec3(0, 0, z), location + glm::vec3(0, 0, z + 40)); } else { ofSetColor(color, radius > 25 ? ofMap(radius, 25, 80, 255, 0) : 255); ofNoFill(); ofBeginShape(); for (int deg = 0; deg < 360; deg++) { auto vertex = location + glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); vertex = glm::normalize(vertex) * 250; ofVertex(vertex); } ofEndShape(true); ofSetColor(color, radius > 25 ? ofMap(radius, 25, 80, 32, 0) : 32); ofFill(); ofBeginShape(); for (int deg = 0; deg < 360; deg++) { auto vertex = location + glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); vertex = glm::normalize(vertex) * 250; ofVertex(vertex); } ofEndShape(true); } ofPopMatrix(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |