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デジタルな数字を部位ごとに表示・非表示。
digital number * noise.
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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) {}; 	void draw_digital(glm::vec2 location); 	void draw_hexagon(glm::vec2 location, float deg); 	int hexagon_height = 40; 	int hexagon_width = 10; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetColor(39); 	this->hexagon_height = 40; 	this->hexagon_width = 10; } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	for (int x = 120; x <= ofGetWidth() - 120; x += this->hexagon_height * 1.5) { 		for (int y = 120; y <= ofGetHeight() - 120; y += this->hexagon_height * 3) { 			this->draw_digital(glm::vec2(x, y)); 		} 	} } //-------------------------------------------------------------- void ofApp::draw_digital(glm::vec2 location) { 	vector<pair<glm::vec2, float>> part_list = { 		make_pair<glm::vec2, float>(location + glm::vec2(0, -this->hexagon_height), 90), 		make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * -0.5, this->hexagon_height * 0.5), 0), 		make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * 0.5, this->hexagon_height * 0.5), 0), 		make_pair<glm::vec2, float>(location + glm::vec2(0, 0), 90), 		make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * -0.5, this->hexagon_height * -0.5), 0), 		make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * 0.5, this->hexagon_height * -0.5), 0), 		make_pair<glm::vec2, float>(location + glm::vec2(0, this->hexagon_height), 90) 	}; 	for (auto& part : part_list) { 		auto noise_value = ofNoise(part.first.x, part.first.y, (ofGetFrameNum() + ofRandom(1000)) * 0.015); 		if (noise_value < 0.65) { 			this->draw_hexagon(part.first, part.second); 		} 	} } //-------------------------------------------------------------- void ofApp::draw_hexagon(glm::vec2 location, float deg) { 	ofPushMatrix(); 	ofTranslate(location); 	ofRotate(deg); 	vector<glm::vec2> vertices; 	vertices.push_back(glm::vec2(this->hexagon_width * -0.4, this->hexagon_height * -0.4)); 	vertices.push_back(glm::vec2(this->hexagon_width * -0.4, this->hexagon_height *  0.4)); 	vertices.push_back(glm::vec2(0, this->hexagon_height *  0.5)); 	vertices.push_back(glm::vec2(this->hexagon_width *  0.4, this->hexagon_height *  0.4)); 	vertices.push_back(glm::vec2(this->hexagon_width *  0.4, this->hexagon_height * -0.4)); 	vertices.push_back(glm::vec2(0, this->hexagon_height *  -0.5)); 	ofFill(); 	ofSetColor(39); 	ofBeginShape(); 	ofVertices(vertices); 	ofEndShape(true); 	ofNoFill(); 	ofSetColor(239); 	ofBeginShape(); 	ofVertices(vertices); 	ofEndShape(true); 	ofPopMatrix(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |