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Fill in gaps.
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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) {}; ofFbo fbo; ofPixels pix; vector<tuple<ofColor, glm::vec2, float>> circles; int count; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); this->fbo.allocate(ofGetWidth(), ofGetHeight()); this->count = 300; } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->fbo.begin(); ofClear(0); ofSetColor(0); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); for (int k = 0; k < 8; k++) { auto noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); ofMesh mesh; vector<glm::vec3> right, left; glm::vec3 last_location; float last_theta; int len = 30; int head_size = 25; for (int i = 0; i < len; i++) { auto location = glm::vec3(ofMap(ofNoise(noise_seed.x, (ofGetFrameNum() + i) * 0.005), 0, 1, -325, 325), ofMap(ofNoise(noise_seed.y, (ofGetFrameNum() + i) * 0.005), 0, 1, -350, 350), 0); auto next = glm::vec3(ofMap(ofNoise(noise_seed.x, (ofGetFrameNum() + i + 1) * 0.005), 0, 1, -325, 325), ofMap(ofNoise(noise_seed.y, (ofGetFrameNum() + i + 1) * 0.005), 0, 1, -350, 350), 0); auto direction = next - location; auto theta = atan2(direction.y, direction.x); right.push_back(location + glm::vec3(ofMap(i, 0, len, 0, head_size) * cos(theta + PI * 0.5), ofMap(i, 0, len, 0, head_size) * sin(theta + PI * 0.5), 0)); left.push_back(location + glm::vec3(ofMap(i, 0, len, 0, head_size) * cos(theta - PI * 0.5), ofMap(i, 0, len, 0, head_size) * sin(theta - PI * 0.5), 0)); last_location = location; last_theta = theta; } for (int i = 0; i < right.size(); i++) { mesh.addVertex(left[i]); mesh.addVertex(right[i]); } for (int i = 0; i < mesh.getNumVertices() - 2; i += 2) { mesh.addIndex(i + 0); mesh.addIndex(i + 1); mesh.addIndex(i + 3); mesh.addIndex(i + 0); mesh.addIndex(i + 2); mesh.addIndex(i + 3); } auto tmp_head_size = ofMap(len - 2, 0, len, 0, head_size); mesh.addVertex(last_location); int index = mesh.getNumVertices(); for (auto theta = last_theta - PI * 0.5; theta <= last_theta + PI * 0.5; theta += PI / 20) { mesh.addVertex(last_location + glm::vec3(tmp_head_size * cos(theta), tmp_head_size * sin(theta), 0)); } for (int i = index; i < mesh.getNumVertices() - 1; i++) { mesh.addIndex(index); mesh.addIndex(i + 0); mesh.addIndex(i + 1); } mesh.draw(); } this->fbo.end(); this->fbo.readToPixels(this->pix); } //-------------------------------------------------------------- void ofApp::draw() { this->circles.clear(); while (circles.size() < this->count) { int x = ofRandom(ofGetWidth()); int y = ofRandom(ofGetHeight()); ofColor pix_color = this->pix.getColor(x, y); if (pix_color != ofColor(0)) { continue; } ofColor color; color.setHsb(ofRandom(255), 255, 255); glm::vec2 point = glm::vec2(x, y); float radius = ofRandom(2, 8); bool flag = true; for (int i = 0; i < circles.size(); i++) { if (glm::distance(point, get<1>(circles[i])) < get<2>(circles[i]) + radius) { flag = false; break; } } if (flag) { circles.push_back(make_tuple(color, point, radius)); } } for (int circles_index = 0; circles_index < circles.size(); circles_index++) { ofColor color = get<0>(circles[circles_index]); glm::vec2 point = get<1>(circles[circles_index]); float radius = get<2>(circles[circles_index]); ofSetColor(color); ofDrawCircle(point, radius); } ofPopMatrix(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
[ Link ]
https://github.com/junkiyoshi/Insta20210615
[ Kinako ]