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色の渦。
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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) {}; ofMesh mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(255); } //-------------------------------------------------------------- void ofApp::update() { this->mesh.clear(); int radius_span = 5; int deg_span = 60; for (int deg = 0; deg < 360; deg += deg_span) { for (int radius = 30; radius < 600; radius += radius_span) { float circle_deg = deg + ofMap(radius, 30, 600, 0, 180); float next_ciecle_deg = deg + ofMap(radius + radius_span, 30, 600, 0, 180); this->mesh.addVertex(glm::vec3(radius * cos((circle_deg - deg_span * 0.2) * DEG_TO_RAD), radius * sin((circle_deg - deg_span * 0.2) * DEG_TO_RAD), 0)); this->mesh.addVertex(glm::vec3(radius * cos((circle_deg + deg_span * 0.2) * DEG_TO_RAD), radius * sin((circle_deg + deg_span * 0.2) * DEG_TO_RAD), 0)); this->mesh.addVertex(glm::vec3((radius + radius_span) * cos((next_ciecle_deg + deg_span * 0.2) * DEG_TO_RAD), (radius + radius_span) * sin((next_ciecle_deg + deg_span * 0.2) * DEG_TO_RAD), 0)); this->mesh.addVertex(glm::vec3((radius + radius_span) * cos((next_ciecle_deg - deg_span * 0.2) * DEG_TO_RAD), (radius + radius_span) * sin((next_ciecle_deg - deg_span * 0.2) * DEG_TO_RAD), 0)); this->mesh.addIndex(this->mesh.getNumVertices() - 1); this->mesh.addIndex(this->mesh.getNumVertices() - 2); this->mesh.addIndex(this->mesh.getNumVertices() - 3); this->mesh.addIndex(this->mesh.getNumVertices() - 1); this->mesh.addIndex(this->mesh.getNumVertices() - 3); this->mesh.addIndex(this->mesh.getNumVertices() - 4); ofColor color; color.setHsb(ofMap((radius + ofGetFrameNum() * 15) % 600, 0, 500, 0, 255), 130, 255); this->mesh.addColor(color); this->mesh.addColor(color); this->mesh.addColor(color); this->mesh.addColor(color); } } for (int deg = deg_span * 0.5; deg < 360 + deg_span; deg += deg_span) { for (int radius = 30; radius < 600; radius += radius_span) { float circle_deg = deg + ofMap(radius, 30, 600, 0, 180); float next_ciecle_deg = deg + ofMap(radius + radius_span, 30, 600, 0, 180); this->mesh.addVertex(glm::vec3(radius * cos((circle_deg - deg_span * 0.2) * DEG_TO_RAD), radius * sin((circle_deg - deg_span * 0.2) * DEG_TO_RAD), 0)); this->mesh.addVertex(glm::vec3(radius * cos((circle_deg + deg_span * 0.2) * DEG_TO_RAD), radius * sin((circle_deg + deg_span * 0.2) * DEG_TO_RAD), 0)); this->mesh.addVertex(glm::vec3((radius + radius_span) * cos((next_ciecle_deg + deg_span * 0.2) * DEG_TO_RAD), (radius + radius_span) * sin((next_ciecle_deg + deg_span * 0.2) * DEG_TO_RAD), 0)); this->mesh.addVertex(glm::vec3((radius + radius_span) * cos((next_ciecle_deg - deg_span * 0.2) * DEG_TO_RAD), (radius + radius_span) * sin((next_ciecle_deg - deg_span * 0.2) * DEG_TO_RAD), 0)); this->mesh.addIndex(this->mesh.getNumVertices() - 1); this->mesh.addIndex(this->mesh.getNumVertices() - 2); this->mesh.addIndex(this->mesh.getNumVertices() - 3); this->mesh.addIndex(this->mesh.getNumVertices() - 1); this->mesh.addIndex(this->mesh.getNumVertices() - 3); this->mesh.addIndex(this->mesh.getNumVertices() - 4); ofColor color; color.setHsb(ofMap(600 - (radius + ofGetFrameNum() * 15) % 500, 0, 500, 0, 255), 130, 255); this->mesh.addColor(color); this->mesh.addColor(color); this->mesh.addColor(color); this->mesh.addColor(color); } } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); this->mesh.draw(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |