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パラメータをミスったらなんか面白い感じに。
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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) {}; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(2); ofNoFill(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); ofRotate(90); auto radius_min = 110; auto radius_max = 180; auto radius_span = 8; for (int radius = radius_min; radius < radius_max; radius += radius_span) { ofColor color; color.setHsb(ofRandom(255), 180, 255); auto start_deg = ofGetFrameNum() * ofRandom(3, 8) + ofRandom(720); auto len = ofRandom(80, 360); vector<glm::vec2> vertices_in, vertices_out; auto first = true; for (int deg = start_deg; deg < start_deg + len; deg += 1) { int position_deg = deg % 720; if (position_deg < 360) { vertices_in.push_back(glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)) + glm::vec2((radius_min + radius_max) * -0.5, -30)); vertices_out.push_back(glm::vec2((radius + radius_span) * cos(deg * DEG_TO_RAD), (radius + radius_span) * sin(deg * DEG_TO_RAD)) + glm::vec2((radius_min + radius_max) * -0.5, 30)); } else { int tmp_radius = ofMap(radius, radius_min, radius_max, radius_max, radius_min); vertices_in.push_back(glm::vec2(-1 * tmp_radius * cos(deg * DEG_TO_RAD), tmp_radius * sin(deg * DEG_TO_RAD)) + glm::vec2((radius_min + radius_max) * 0.5, -30)); vertices_out.push_back(glm::vec2(-1 * (tmp_radius - radius_span) * cos(deg * DEG_TO_RAD), (tmp_radius - radius_span) * sin(deg * DEG_TO_RAD)) + glm::vec2((radius_min + radius_max) * 0.5, 30)); } } reverse(vertices_out.begin(), vertices_out.end()); ofFill(); ofSetColor(color); ofBeginShape(); ofVertices(vertices_in); ofVertices(vertices_out); ofEndShape(true); ofNoFill(); ofSetColor(39); ofBeginShape(); ofVertices(vertices_in); ofVertices(vertices_out); ofEndShape(true); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |