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配色デザインインスピレーションブックⅢという本を購入して参照しました。
Vivid Purple.
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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) {}; float radius; vector<vector<glm::vec2>> hexagon_list; vector<ofColor> color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(0); ofSetLineWidth(1.5); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); this->radius = 30; vector<glm::vec2> start_location_list; auto x_span = this->radius * sqrt(3); auto flg = true; for (float y = 0; y < ofGetHeight() + this->radius; y += this->radius * 1.5) { for (float x = 0; x < ofGetWidth() + this->radius; x += x_span) { glm::vec2 location; if (flg) { location = glm::vec2(x, y); } else { location = glm::vec2(x + (this->radius * sqrt(3) / 2), y); } start_location_list.push_back(location); } flg = !flg; } vector<ofColor> color_palette; // 配色デザイン ビビットパープル P168 color_palette.push_back(ofColor(109, 23, 129)); color_palette.push_back(ofColor(75, 83, 158)); color_palette.push_back(ofColor(132, 93, 159)); color_palette.push_back(ofColor(66, 35, 128)); color_palette.push_back(ofColor(200, 64, 114)); color_palette.push_back(ofColor(0, 160, 158)); color_palette.push_back(ofColor(215, 130, 63)); //color_palette.push_back(ofColor(0, 0, 0)); for (int i = 0; i < color_palette.size() * 3; i++) { int r = ofRandom(start_location_list.size()); auto log_list = vector<glm::vec2>(); log_list.push_back(start_location_list[r]); this->hexagon_list.push_back(log_list); this->color_list.push_back(color_palette[i % color_palette.size()]); } } //-------------------------------------------------------------- void ofApp::update() { if (ofGetFrameNum() % 4 == 0) { auto span = this->radius * sqrt(3); for (auto& log_list : this->hexagon_list) { int r = ofRandom(6); int deg_start = r * 60; for (int deg = deg_start; deg < deg_start + 360; deg += 60) { auto tmp_location = log_list.back() + glm::vec2(span * cos(deg * DEG_TO_RAD), span * sin(deg * DEG_TO_RAD)); if (tmp_location.x < 0 || tmp_location.x > ofGetWidth() + this->radius || tmp_location.y < 0 || tmp_location.y > ofGetHeight() + this->radius) { continue; } log_list.push_back(tmp_location); break; } while (log_list.size() > 10) { log_list.erase(log_list.begin()); } } } } //-------------------------------------------------------------- void ofApp::draw() { int color_index = 0; for (auto& log_list : this->hexagon_list) { for (int i = 0; i < log_list.size(); i++) { vector<glm::vec2> vertices_1; for (auto deg = 90; deg < 450; deg += 60) { vertices_1.push_back(log_list[i] + glm::vec2(this->radius * ((i + 1) * 0.1)* cos(deg * DEG_TO_RAD), this->radius* ((i + 1) * 0.1)* sin(deg * DEG_TO_RAD))); } ofSetColor(ofColor(this->color_list[color_index], 128)); ofFill(); ofBeginShape(); ofVertices(vertices_1); ofEndShape(true); ofSetColor(ofColor(this->color_list[color_index])); ofNoFill(); ofBeginShape(); ofVertices(vertices_1); ofEndShape(true); } color_index++; } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |