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クリエイティブ・コーディング・盆栽。
Creative Coding BONSAI.
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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) {}; ofEasyCam cam; vector<glm::vec3> location_list; glm::vec3 noise_seed; vector<vector<glm::vec3>> log_list; vector<ofColor> color_list; vector<float> life_list; vector<glm::vec3> param_list; ofMesh mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofEnableDepthTest(); this->noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (int x = -500; x <= 500; x += 50) { for (int y = -500; y <= 500; y += 50) { this->location_list.push_back(glm::vec3(x, y, 0)); } } } //-------------------------------------------------------------- void ofApp::update() { int span = 180; this->mesh.clear(); if (ofGetFrameNum() % span == 0) { for (int i = 0; i < this->location_list.size(); i += 1) { vector<glm::vec3> log; log.push_back(this->location_list[i]); this->log_list.push_back(log); this->color_list.push_back(ofColor(ofRandom(39, 139))); this->life_list.push_back(span); glm::vec3 param; int p = ofRandom(3); if (p < 1) param = glm::vec3(15, 0, 0); if (p >= 1 && p < 2) param = glm::vec3(0, 15, 0); if (p >= 2 && p < 3) param = glm::vec3(0, 0, 15); this->param_list.push_back(param); } } for (int i = this->log_list.size() - 1; i >= 0; i--) { this->life_list[i] -= 1; if (this->life_list[i] < 0) { this->log_list.erase(this->log_list.begin() + i); this->color_list.erase(this->color_list.begin() + i); this->life_list.erase(this->life_list.begin() + i); this->param_list.erase(this->param_list.begin() + i); continue; } auto x = ofMap(ofNoise(glm::vec4(this->log_list[i].back() * 0.001, this->noise_seed.x + ofGetFrameNum() * 0.008)), 0, 1, -100, 100); auto y = ofMap(ofNoise(glm::vec4(this->log_list[i].back() * 0.001, this->noise_seed.y + ofGetFrameNum() * 0.008)), 0, 1, -100, 100); auto z = ofMap(ofNoise(glm::vec4(this->log_list[i].back() * 0.001, this->noise_seed.z + ofGetFrameNum() * 0.008)), 0, 1, 0, 20); this->log_list[i].push_back(this->log_list[i].back() + glm::vec3(x, y, z)); } for (int i = 0; i < this->log_list.size(); i++) { for (int k = 0; k < this->log_list[i].size(); k++) { int index = this->mesh.getNumVertices(); this->mesh.addVertex(this->log_list[i][k] + this->param_list[i]); this->mesh.addVertex(this->log_list[i][k] - this->param_list[i]); this->mesh.addColor(ofColor(this->color_list[i])); this->mesh.addColor(ofColor(this->color_list[i])); if (k > 0) { this->mesh.addIndex(index + 0); this->mesh.addIndex(index - 1); this->mesh.addIndex(index - 2); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 1); this->mesh.addIndex(index - 1); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateZ(ofGetFrameNum() * 0.5); this->mesh.drawFaces(); ofDrawBox(glm::vec3(0, 0, -150), 1000, 1000, 300); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |