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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()); }  |