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満ち欠け。
Increase and decrease.
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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) {}; vector<glm::vec2> location_list; vector<float> deg_list; vector<int> param_list; vector<ofColor> color_list, base_color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(2); ofSetCircleResolution(30); ofColor color; vector<int> hex_list = { 0xef476f, 0xffd166, 0x06d6a0, 0x118ab2, 0x073b4c }; for (auto hex : hex_list) { color.setHex(hex); this->base_color_list.push_back(color); } float span = 120; for (float x = span * 0.5; x < ofGetWidth(); x += span) { for (float y = span * 0.5; y < ofGetHeight(); y += span) { this->location_list.push_back(glm::vec2(x, y)); this->deg_list.push_back(ofRandom(360)); this->param_list.push_back((int)ofRandom(90) * 4); this->color_list.push_back(this->base_color_list[(int)ofRandom(this->base_color_list.size())]); } } } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { int radius = 38; for(int i = 0; i < this->location_list.size(); i++) { this->param_list[i] = (this->param_list[i] + 4) % 360; if (this->param_list[i] == 0) { this->deg_list[i] = ofRandom(360); this->color_list[i] = this->base_color_list[(int)ofRandom(this->base_color_list.size())]; } vector<glm::vec2> vertices; if (this->param_list[i] > 0 && this->param_list[i] < 180) { for (int deg = 0; deg < this->param_list[i]; deg += 1) { vertices.push_back(glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD))); } for (int deg = 360 - this->param_list[i]; deg < 360; deg += 1) { vertices.push_back(glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD))); } } if (this->param_list[i] >= 180 && this->param_list[i] < 360) { auto tmp_param = this->param_list[i] - 180; for (int deg = tmp_param; deg < 180; deg += 1) { vertices.push_back(glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD))); } for (int deg = 180; deg < 360 - tmp_param ; deg += 1) { vertices.push_back(glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD))); } } ofPushMatrix(); ofTranslate(this->location_list[i]); ofRotate(this->deg_list[i]); ofFill(); ofSetColor(this->color_list[i]); ofBeginShape(); ofVertices(vertices); ofEndShape(true); ofNoFill(); ofSetColor(39); ofDrawCircle(glm::vec2(), 43); ofPopMatrix(); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |