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青い心。
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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) {}; glm::vec3 make_point(float theta); float noise_param; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(0, 0, 255); ofNoFill(); ofSetLineWidth(2); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(139); noise_param += 0.013; } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5 + glm::vec2(0, -50)); vector<ofColor> color_list; for (int value = 192; value >= 0; value -= 16) { color_list.push_back(ofColor(0, 0, value)); } float scale_span = 5; float deg_span = 5; for (int i = 0; i < color_list.size(); i++) { ofMesh mesh; float noise_seed = ofRandom(1000); for (float scale = 5; scale < 20; scale += scale_span) { for (float deg = 0; deg < 360; deg += deg_span) { auto noise_location = this->make_point((deg + deg_span * 0.5) * DEG_TO_RAD) * (scale + scale_span * 0.5); auto noise_value = ofNoise(noise_seed, noise_location.x * 0.005, noise_location.y * 0.005, noise_param); if (noise_value > 0.485 && noise_value < 0.515) { mesh.addVertex(this->make_point(deg * DEG_TO_RAD) * scale); mesh.addVertex(this->make_point((deg + deg_span) * DEG_TO_RAD) * scale); mesh.addVertex(this->make_point((deg + deg_span) * DEG_TO_RAD) * (scale + scale_span)); mesh.addVertex(this->make_point(deg * DEG_TO_RAD) * (scale + scale_span)); mesh.addIndex(mesh.getNumVertices() - 1); mesh.addIndex(mesh.getNumVertices() - 2); mesh.addIndex(mesh.getNumVertices() - 3); mesh.addIndex(mesh.getNumVertices() - 1); mesh.addIndex(mesh.getNumVertices() - 3); mesh.addIndex(mesh.getNumVertices() - 4); mesh.addColor(color_list[i]); mesh.addColor(color_list[i]); mesh.addColor(color_list[i]); mesh.addColor(color_list[i]); } } } mesh.draw(); } ofBeginShape(); for (float deg = 0; deg < 360; deg += 1) { ofVertex(this->make_point(deg * DEG_TO_RAD) * 20); } ofEndShape(true); } //-------------------------------------------------------------- // Reference by https://twitter.com/shiffman/status/1095764239665512453 glm::vec3 ofApp::make_point(float theta) { float x = 16 * (pow(sin(theta), 3)); float y = 13 * cos(theta) - 5 * cos(2 * theta) - 2 * cos(3 * theta) - cos(4 * theta); return glm::vec3(x, -y, 0); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |