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半分が円形、半分はofNoiseで変化する図形。
Shape is half circle and half shape is changing from ofNoise.
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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); ofSetLineWidth(2); ofSetCircleResolution(36); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { int base_radius = ofGetWidth() / 14; for (int x = base_radius; x < ofGetWidth(); x += base_radius * 2) { for (int y = base_radius; y < ofGetHeight(); y += base_radius * 2) { ofPushMatrix(); ofTranslate(x, y); int radius = base_radius * 0.95; ofNoFill(); ofDrawCircle(glm::vec2(), radius); radius = base_radius * 0.85; ofFill(); ofBeginShape(); for (int deg = 0; deg < 360; deg += 10) { glm::vec2 point = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); float threshold = ofMap(ofNoise((point.x + x) * 0.005, (point.y + y) * 0.005, ofGetFrameNum() * 0.03), 0, 1, 0, -radius); if (threshold > point.y) { point.y = threshold; } ofVertex(point); } ofEndShape(true); ofPopMatrix(); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |