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ハートフル。
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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) {}; glm::vec2 make_point(float theta); float random_seed; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(39); ofSetLineWidth(3); } //-------------------------------------------------------------- void ofApp::update() { if (ofGetFrameNum() % 90 == 0) { this->random_seed = ofRandom(1000); } ofSeedRandom(this->random_seed); } //-------------------------------------------------------------- void ofApp::draw() { ofColor color; for (int i = 0; i < 360; i++) { auto location = glm::vec2(ofRandom(0, ofGetWindowWidth()), ofRandom(0, ofGetWindowHeight())); location += glm::vec2(ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005), 0, 1, -30, 30), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005), 0, 1, -30, 30)); auto scale = ofRandom(3, 8); color.setHsb(ofRandom(255), 80, 255); ofPushMatrix(); ofTranslate(location); ofRotate(ofRandom(-45, 45)); ofFill(); ofSetColor(color); ofBeginShape(); for (int deg = 0; deg < 360; deg++) { ofVertex(this->make_point(deg * DEG_TO_RAD) * scale); } ofEndShape(true); color.setSaturation(255); ofNoFill(); ofSetColor(color); ofBeginShape(); for (int deg = 0; deg < 360; deg++) { ofVertex(this->make_point(deg * DEG_TO_RAD) * scale); } ofEndShape(true); ofPopMatrix(); } } //-------------------------------------------------------------- // Reference by https://twitter.com/shiffman/status/1095764239665512453 glm::vec2 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::vec2(x, -y); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |