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色の切り替え。
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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) {}; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofNoFill(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { float back_color_value, color_value; if (ofGetFrameNum() % 240 < 120) { back_color_value = ofMap(ofGetFrameNum() % 240, 0, 120, 239, 39); color_value = ofMap(ofGetFrameNum() % 240, 0, 120, 39, 239); } else { back_color_value = ofMap(ofGetFrameNum() % 240, 120, 240, 39, 239); color_value = ofMap(ofGetFrameNum() % 240, 120, 240, 239, 39); } ofBackground(ofColor(back_color_value)); ofColor color(color_value); for (int k = 0; k < 35; k++) { ofMesh mesh; vector<glm::vec3> right, left, frame; auto x = ofRandom(50, ofGetWindowWidth() - 50); auto base_y = ofRandom(ofGetWindowHeight()); auto speed = ofRandom(5, 20); float head_size = 9; glm::vec3 last_location; float last_theta; for (int i = 0; i < 25; i++) { auto location = glm::vec3(x, (int)(base_y + (ofGetFrameNum() + i) * speed) % 1220 - 200, 0); auto next = glm::vec3(x, (int)(base_y + (ofGetFrameNum() + i + 1) * speed) % 1220 - 200, 0); auto direction = next - location; auto theta = atan2(direction.y, direction.x); right.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, head_size) * cos(theta + PI * 0.5), ofMap(i, 0, 25, 0, head_size) * sin(theta + PI * 0.5), 0)); left.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, head_size) * cos(theta - PI * 0.5), ofMap(i, 0, 25, 0, head_size) * sin(theta - PI * 0.5), 0)); last_location = location; last_theta = theta; } for (int i = 0; i < right.size(); i++) { mesh.addVertex(left[i]); mesh.addVertex(right[i]); mesh.addColor(ofColor(color, ofMap(i, 0, right.size(), 0, 255))); mesh.addColor(ofColor(color, ofMap(i, 0, right.size(), 0, 255))); } for (int i = 0; i < mesh.getNumVertices() - 2; i += 2) { mesh.addIndex(i + 0); mesh.addIndex(i + 1); mesh.addIndex(i + 3); mesh.addIndex(i + 0); mesh.addIndex(i + 2); mesh.addIndex(i + 3); } auto tmp_head_size = ofMap(mesh.getNumVertices() - 2, 0, mesh.getNumVertices() - 2, 0, head_size); tmp_head_size = head_size; mesh.addVertex(last_location); mesh.addColor(color); int index = mesh.getNumVertices(); for (auto theta = last_theta - PI * 0.5; theta <= last_theta + PI * 0.5; theta += PI / 10) { mesh.addVertex(last_location + glm::vec3(tmp_head_size * cos(theta), tmp_head_size * sin(theta), 0)); mesh.addColor(color); frame.push_back(last_location + glm::vec3(tmp_head_size * cos(theta), tmp_head_size * sin(theta), 0)); } for (int i = index; i < mesh.getNumVertices() - 1; i++) { mesh.addIndex(index); mesh.addIndex(i + 0); mesh.addIndex(i + 1); } mesh.draw(); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
[ Link ]
https://github.com/junkiyoshi/Insta20230519/