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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; float noise_step; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openFrameworks"); ofBackground(39); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); this->noise_step = ofRandom(1000); } //-------------------------------------------------------------- void ofApp::update() { this->mesh.clear(); if (ofGetFrameNum() % 50 < 25) { this->noise_step += ofMap(ofGetFrameNum() % 50, 0, 25, 0.2, 0.002); } else { this->noise_step += 0.002; } float span = 1; ofColor color; for (int k = 0; k < 3; k++) { for (float x = ofGetWindowWidth() * -0.5 + 30; x < ofGetWindowWidth() * 0.5 - 30 - span; x += span) { for (float y = ofGetWindowHeight() * -0.5 + 30; y < ofGetWindowHeight() * 0.5 - 30 - span; y += span) { this->mesh.addVertex(glm::vec3(x, y, 0)); this->mesh.addVertex(glm::vec3(x + span, y, 0)); this->mesh.addVertex(glm::vec3(x + span, y + span, 0)); this->mesh.addVertex(glm::vec3(x, y + span, 0)); for (int i = this->mesh.getNumVertices() - 4; i < this->mesh.getNumVertices(); i++) { auto noise_value = ofMap(ofNoise(k * 0.5, this->mesh.getVertex(i).x * 0.001, this->mesh.getVertex(i).y * 0.001, glm::length(this->mesh.getVertex(i)) * 0.004 - this->noise_step), 0, 1, 0, 3); int int_noise_value = noise_value; float param = noise_value - int_noise_value; param = abs(param - 0.5); auto hue = (int)ofMap(noise_value, 0, 3, 128, 255 + 128) % 255; auto alpha = param < 0.2 ? ofMap(param, 0, 0.2, 255, 0) : 0; color.setHsb((int)ofMap(k, 0, 3, 128, 255 + 128) % 255, 200, 200, alpha); this->mesh.addColor(color); } 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); } } } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); this->mesh.draw(); /* int start = 50; if (ofGetFrameNum() > start) { ostringstream os; os << setw(4) << setfill('0') << ofGetFrameNum() - start; ofImage image; image.grabScreen(0, 0, ofGetWidth(), ofGetHeight()); image.saveImage("image/cap/img_" + os.str() + ".jpg"); if (ofGetFrameNum() - start >= 25 * 20) { std::exit(1); } } */ } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |