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						#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) {}; 	ofMesh mesh; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(255); 	int size = 10; 	for (int x = 30; x < 690; x += size) { 		for (int y = 30; y < 690; y += size) { 			int index = this->mesh.getNumVertices(); 			this->mesh.addVertex(glm::vec3(x, y, 0)); 			this->mesh.addVertex(glm::vec3(x + size, y, 0)); 			this->mesh.addVertex(glm::vec3(x + size, y + size, 0)); 			this->mesh.addVertex(glm::vec3(x, y + size, 0)); 			this->mesh.addIndex(index + 0); 			this->mesh.addIndex(index + 1); 			this->mesh.addIndex(index + 2); 			this->mesh.addIndex(index + 0); 			this->mesh.addIndex(index + 2); 			this->mesh.addIndex(index + 3); 			this->mesh.addColor(ofColor(0)); 			this->mesh.addColor(ofColor(0)); 			this->mesh.addColor(ofColor(0)); 			this->mesh.addColor(ofColor(0)); 		} 	} } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	auto noise_seed = glm::vec4(ofRandom(1000), ofRandom(1000), ofRandom(1000), ofRandom(1000)); 	auto noise_step = 0.001; 	auto frame_step = 0.03; 	for (int i = 0; i < this->mesh.getNumVertices(); i++) { 		auto vertex = this->mesh.getVertex(i); 		auto noise_value = glm::vec3( 			ofNoise(noise_seed.r, vertex.x * noise_step, vertex.y * noise_step + ofGetFrameNum() * frame_step), 			ofNoise(noise_seed.g, vertex.x * noise_step, vertex.y * noise_step + ofGetFrameNum() * frame_step), 			ofNoise(noise_seed.b, vertex.x * noise_step, vertex.y * noise_step + ofGetFrameNum() * frame_step)); 		auto r = noise_value.r < 0.2 ? 0 : noise_value.r < 0.7 ? ofMap(noise_value.r, 0.2, 0.7, 0, 255) : 255; 		auto g = noise_value.g < 0.2 ? 0 : noise_value.g < 0.7 ? ofMap(noise_value.g, 0.2, 0.7, 0, 255) : 255; 		auto b = noise_value.b < 0.2 ? 0 : noise_value.b < 0.7 ? ofMap(noise_value.b, 0.2, 0.7, 0, 255) : 255; 		this->mesh.setColor(i, ofColor(r, g, b, 255)); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->mesh.draw(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |