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虹色渦。
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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 face, line; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(0); ofSetLineWidth(2); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->line.clear(); int radius_span = 5; int deg_span = 30; for (int deg = 0; deg < 360; deg += deg_span) { for (int radius = 10; radius < 600; radius += radius_span) { float circle_deg = deg + ofMap(radius, 30, 600, 0, 360); float next_ciecle_deg = deg + ofMap(radius + radius_span, 30, 600, 0, 360); this->face.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->face.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->face.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->face.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->face.addIndex(this->face.getNumVertices() - 1); this->face.addIndex(this->face.getNumVertices() - 2); this->face.addIndex(this->face.getNumVertices() - 3); this->face.addIndex(this->face.getNumVertices() - 1); this->face.addIndex(this->face.getNumVertices() - 3); this->face.addIndex(this->face.getNumVertices() - 4); ofColor color; color.setHsb(ofMap((radius + deg - ofGetFrameNum() * 15) % 360, 0, 360, 0, 255), 130, 255); this->face.addColor(color); this->face.addColor(color); this->face.addColor(color); this->face.addColor(color); this->line.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->line.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->line.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->line.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->line.addIndex(this->line.getNumVertices() - 3); this->line.addIndex(this->line.getNumVertices() - 2); this->line.addIndex(this->line.getNumVertices() - 4); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addColor(ofColor(0)); this->line.addColor(ofColor(0)); this->line.addColor(ofColor(0)); this->line.addColor(ofColor(0)); } } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); this->face.draw(); this->line.draw(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |