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3色万華鏡。
3 color kaleidoscope.
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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) {}; vector<ofMesh> line_list; ofMesh near_line; vector<ofColor> base_color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(2); this->near_line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); ofColor color; vector<int> hex_list = { 0xef476f, 0x06d6a0, 0x073b4c }; for (auto hex : hex_list) { color.setHex(hex); this->base_color_list.push_back(color); } } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->line_list.clear(); this->near_line.clear(); for (int k = 0; k < 3; k++) { auto noise_seed_deg = ofRandom(1000); auto noise_seed_radius = ofRandom(1000); vector<glm::vec3> vertices; for (int i = 0; i < 50; i++) { auto noise_deg = ofMap(ofNoise(noise_seed_deg, (ofGetFrameNum() + i) * 0.003), 0, 1, -360, 360); auto noise_radius = ofMap(ofNoise(noise_seed_radius, (ofGetFrameNum() + i) * 0.004), 0, 1, -350, 350); vertices.push_back(glm::vec3(noise_radius * cos(noise_deg * DEG_TO_RAD), noise_radius * sin(noise_deg * DEG_TO_RAD), 0)); } for (int deg = 0; deg < 360; deg += 60) { auto rotation = glm::rotate(glm::mat4(), deg * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); ofMesh line; line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); for (int i = 0; i < vertices.size(); i++) { line.addVertex(glm::vec4(vertices[i], 0) * rotation + glm::vec4(ofGetWidth() * 0.5, ofGetHeight() * 0.5, 0, 0)); line.addColor(this->base_color_list[k]); if (i > 0) { line.addIndex(i); line.addIndex(i - 1); } } this->line_list.push_back(line); } } for (int i = 0; i < this->line_list.size(); i++) { for (int k = i + 1; k < this->line_list.size(); k++) { for (int m = 0; m < this->line_list[i].getNumVertices(); m++) { bool m_flag = false; int m_index = m; for (int p = 0; p < this->line_list[k].getNumVertices(); p++) { if (glm::distance(this->line_list[i].getVertex(m), this->line_list[k].getVertex(p)) < 30) { if (m_flag == false) { m_index = this->near_line.getNumVertices(); this->near_line.addVertex(this->line_list[i].getVertex(m)); this->near_line.addColor(this->line_list[i].getColor(m)); m_flag = true; } this->near_line.addVertex(this->line_list[k].getVertex(p)); this->near_line.addColor(this->line_list[k].getColor(p)); this->near_line.addIndex(m_index); this->near_line.addIndex(this->near_line.getNumVertices() - 1); } } } } } } //-------------------------------------------------------------- void ofApp::draw() { for (auto& line : this->line_list) { line.draw(); } this->near_line.draw(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |