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沢山動かす。
Move a lot.
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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(int len, int param); ofEasyCam cam; ofMesh face, line; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(255); ofSetLineWidth(3); ofEnableDepthTest(); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->line.clear(); int width = 10; for (int y = -150; y <= 150; y += width) { for (int len = 150; len <= 300; len += 2) { ofColor color; color.setHsb(ofRandom(255), 130, 255); int start_param = ofRandom(1000) + ofGetFrameNum() * ofRandom(0.5, 0.8); int end_param = start_param + 5; for (int param = start_param; param <= end_param; param++) { vector<glm::vec3> vertices; vertices.push_back(glm::vec3(this->make_point(len, param), width * 0.5 + y)); vertices.push_back(glm::vec3(this->make_point(len, param), width * -0.5 + y)); this->face.addVertices(vertices); this->line.addVertices(vertices); this->face.addColor(ofColor(0)); this->face.addColor(ofColor(0)); this->line.addColor(color); this->line.addColor(color); if (param > start_param) { this->face.addIndex(this->face.getNumVertices() - 1); this->face.addIndex(this->face.getNumVertices() - 2); this->face.addIndex(this->face.getNumVertices() - 4); this->face.addIndex(this->face.getNumVertices() - 1); this->face.addIndex(this->face.getNumVertices() - 3); this->face.addIndex(this->face.getNumVertices() - 4); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 3); this->line.addIndex(this->line.getNumVertices() - 2); this->line.addIndex(this->line.getNumVertices() - 4); } if (param % 25 == 0 || param == start_param) { this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } } this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 1.8); ofRotateX(ofGetFrameNum() * 1.2); this->face.draw(); this->line.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- glm::vec2 ofApp::make_point(int len, int param) { param = param % 100; if (param < 25) { return glm::vec2(ofMap(param, 0, 25, -len * 0.5, len * 0.5), -len * 0.5); } else if (param < 50) { return glm::vec2(len * 0.5, ofMap(param, 25, 50, -len * 0.5, len * 0.5)); } else if (param < 75) { return glm::vec2(ofMap(param, 50, 75, len * 0.5, -len * 0.5), len * 0.5); } else { return glm::vec2(-len * 0.5, ofMap(param, 75, 100, len * 0.5, -len * 0.5)); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |