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もつれる色付き帯。時間経過で色が変化。
Tangle color lines.
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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; ofMesh mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); int hue = ofGetFrameNum() * 0.1; for (auto x = -300; x <= 300; x += 600) { for (auto y = -300; y <= 300; y += 600) { auto location = glm::vec3(x, y, 0); hue += 64; for (auto i = 0; i < 3; i++) { auto radius = 250 + i; auto noise_base = glm::vec3(ofRandom(-1000, 1000), ofRandom(-1000, 1000), 0); ofColor color; color.setHsb(int(hue + i * 85) % 255, 180, 255); for (auto deg = 0; deg < 360; deg += 1) { int index = this->mesh.getVertices().size(); vector<glm::vec3> vertices = { glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 3), glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), 3), glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), -3), glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), -3) }; for (auto& vertex : vertices) { auto noise_seed_x = noise_base.x + vertex.x * 0.001; auto noise_seed_y = noise_base.y + vertex.y * 0.001; auto noise_seed_z = noise_base.z + vertex.z * 0.001; auto angle_x = ofMap(ofNoise(noise_seed_x, ofGetFrameNum() * 0.0008), 0, 1, -PI * 2, PI * 2); auto angle_y = ofMap(ofNoise(noise_seed_y, ofGetFrameNum() * 0.0008), 0, 1, -PI * 2, PI * 2); auto angle_z = ofMap(ofNoise(noise_seed_z, ofGetFrameNum() * 0.0008), 0, 1, -PI * 2, PI * 2); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); this->mesh.addVertex(location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x); this->mesh.addColor(color); } this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 2); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 3); this->mesh.addIndex(index + 2); } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->mesh.draw(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |