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色泡。
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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) {}; vector<glm::vec2> noise_seed_list; vector<glm::vec2> location_list; vector<glm::vec2> velocity_list; vector<ofColor> color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_SUBTRACT); ofSetCircleResolution(60); ofSetLineWidth(2); for (int i = 0; i < 1; i++) { this->noise_seed_list.push_back(glm::vec2(ofRandom(1000), ofRandom(1000))); } } //-------------------------------------------------------------- void ofApp::update() { int index = 0; auto radius = 30; ofColor color; for (auto& noise_seed : this->noise_seed_list) { auto deg = ofGetFrameNum() * 6 + index * 120; auto next_deg = deg + 3; auto location = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); auto next = glm::vec2(radius * cos(next_deg * DEG_TO_RAD), radius * sin(next_deg * DEG_TO_RAD)); auto distance = location - next; distance *= 1; for (int i = 0; i < 2; i++) { auto future = location + distance * 8; auto random_deg = ofRandom(360); future += glm::vec2(10 * cos(random_deg * DEG_TO_RAD), 10 * sin(random_deg * DEG_TO_RAD)); auto future_distance = future - location; this->location_list.push_back(location); this->velocity_list.push_back(glm::normalize(future_distance) * glm::length(distance)); //color.setHsb(ofRandom(255), 255, 255, ofRandom(100, 150)); auto hue = (int)(ofGetFrameNum() * 3 + ofRandom(64)) % 255; color.setHsb(hue, 255, 255, ofRandom(30, 50)); this->color_list.push_back(color); } index++; } for (int i = this->location_list.size() - 1; i > -1; i--) { this->location_list[i] += this->velocity_list[i]; this->velocity_list[i] *= 1.01; if (glm::distance(glm::vec2(), this->location_list[i]) > 1000) { this->location_list.erase(this->location_list.begin() + i); this->velocity_list.erase(this->velocity_list.begin() + i); this->color_list.erase(this->color_list.begin() + i); } } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); ofRotateY(180); ofFill(); int index = 0; for (auto& location : this->location_list) { ofSetColor(this->color_list[index++], 150); ofPushMatrix(); ofTranslate(location); auto size = ofMap(glm::length(location), 30, 360, 3, 38); ofDrawCircle(glm::vec2(), size); ofPopMatrix(); } ofNoFill(); index = 0; for (auto& location : this->location_list) { ofSetColor(this->color_list[index++], 255); ofPushMatrix(); ofTranslate(location); auto size = ofMap(glm::length(location), 30, 360, 3, 38); ofDrawCircle(glm::vec2(), size); ofPopMatrix(); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |