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円にノイズの円をミルフィーユ
Circle plus noisy circles.
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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) {}; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofNoFill(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { float radius = 35; float span = 120; for (int x = span * 0.5; x < ofGetWidth(); x += span) { for (int y = span * 0.5; y < ofGetHeight(); y += span) { for (int i = 0; i < 5; i++) { ofBeginShape(); for (int deg = 0; deg < 360; deg += 1) { glm::vec2 base = glm::vec2(x, y) + glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); float noise_value = ofNoise(base.x * 0.03, base.y * 0.03, ofGetFrameNum() * 0.01); float tmp_radius = radius + ofMap(noise_value, 0, 1, 0, 30) * i * 0.2; ofVertex(glm::vec2(x, y) + glm::vec2(tmp_radius * cos(deg * DEG_TO_RAD), tmp_radius * sin(deg * DEG_TO_RAD))); } ofEndShape(true); } } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |