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色指定のHSBのHueをFrameCountで増やす。
Increase HSB Hue of color specification by FrameCount.
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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) {}; ofEasyCam cam; vector<ofMesh> mesh_list; vector<ofMesh> frame_list; vector<glm::vec3> direction_list; vector<glm::vec3> noise_seed_list; vector<float> hue_list; vector<float> noise_step_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); for (int i = 0; i < 150; i++) { ofMesh mesh, frame; frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); glm::vec3 base = glm::vec3(ofRandom(-100, 100), ofRandom(-100, 100), ofRandom(-100, 100)); switch ((int)ofRandom(3)) { case 0: mesh.addVertex(base + glm::vec3(5, 0, 0)); mesh.addVertex(base + glm::vec3(-5, 0, 0)); frame.addVertex(base + glm::vec3(5, 0, 0)); frame.addVertex(base + glm::vec3(-5, 0, 0)); break; case 1: mesh.addVertex(base + glm::vec3(0, 5, 0)); mesh.addVertex(base + glm::vec3(0, -5, 0)); frame.addVertex(base + glm::vec3(0, 5, 0)); frame.addVertex(base + glm::vec3(0, -5, 0)); break; case 2: mesh.addVertex(base + glm::vec3(0, 0, 5)); mesh.addVertex(base + glm::vec3(0, 0, -5)); frame.addVertex(base + glm::vec3(0, 0, 5)); frame.addVertex(base + glm::vec3(0, 0, -5)); break; } int hue = ofRandom(255); this->hue_list.push_back(hue); ofColor mesh_color; mesh_color.setHsb(hue, 255, 255); mesh.addColor(mesh_color); mesh.addColor(mesh_color); frame.addColor(ofColor(239)); frame.addColor(ofColor(239)); frame.addIndex(0); frame.addIndex(1); this->mesh_list.push_back(mesh); this->frame_list.push_back(frame); auto direction = glm::vec3(ofRandom(-1, 1), ofRandom(-1, 1), ofRandom(-1, 1)); direction = glm::normalize(direction) * 5; this->direction_list.push_back(direction); auto noise_seed = glm::vec3(glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000))); this->noise_seed_list.push_back(noise_seed); this->noise_step_list.push_back(0.f); } } //-------------------------------------------------------------- void ofApp::update() { for (int i = this->mesh_list.size() - 1; i > -1; i--) { while (true) { this->noise_step_list[i] += 0.01; auto angle_x = ofMap(ofNoise(this->noise_seed_list[i].x, this->noise_step_list[i]), 0, 1, -PI, PI); auto angle_y = ofMap(ofNoise(this->noise_seed_list[i].y, this->noise_step_list[i]), 0, 1, -PI, PI); auto angle_z = ofMap(ofNoise(this->noise_seed_list[i].z, this->noise_step_list[i]), 0, 1, -PI, PI); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); glm::vec3 rotate_direction = glm::vec4(this->direction_list[i], 0) * rotation_z * rotation_y * rotation_x; auto right = this->mesh_list[i].getVertex(this->mesh_list[i].getNumVertices() - 2); auto left = this->mesh_list[i].getVertex(this->mesh_list[i].getNumVertices() - 1); auto center = (right + left) / 2; auto feature = center + rotate_direction; if (glm::length(feature) < 300) { this->mesh_list[i].addVertex(right + rotate_direction); this->mesh_list[i].addVertex(left + rotate_direction); this->frame_list[i].addVertex(right + rotate_direction); this->frame_list[i].addVertex(left + rotate_direction); this->hue_list[i] = (int)(this->hue_list[i] + 6) % 255; ofColor mesh_color; mesh_color.setHsb(this->hue_list[i], 255, 255); this->mesh_list[i].addColor(mesh_color); this->mesh_list[i].addColor(mesh_color); this->frame_list[i].addColor(ofColor(239)); this->frame_list[i].addColor(ofColor(239)); break; } } if (this->mesh_list[i].getNumVertices() > 150) { this->mesh_list[i].removeVertex(0); this->mesh_list[i].removeVertex(1); this->mesh_list[i].removeColor(0); this->mesh_list[i].removeColor(1); } else { int index = this->mesh_list[i].getNumVertices() - 1; this->mesh_list[i].addIndex(index); this->mesh_list[i].addIndex(index - 2); this->mesh_list[i].addIndex(index - 3); this->mesh_list[i].addIndex(index); this->mesh_list[i].addIndex(index - 1); this->mesh_list[i].addIndex(index - 3); } if (this->frame_list[i].getNumVertices() > 100) { this->frame_list[i].removeVertex(0); this->frame_list[i].removeVertex(1); this->frame_list[i].removeColor(0); this->frame_list[i].removeColor(1); } else { int index = this->frame_list[i].getNumVertices() - 1; this->frame_list[i].addIndex(index); this->frame_list[i].addIndex(index - 2); this->frame_list[i].addIndex(index - 1); this->frame_list[i].addIndex(index - 3); if (index == 99) { this->frame_list[i].addIndex(98); this->frame_list[i].addIndex(99); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.25); for (int i = 0; i < this->mesh_list.size(); i++) { this->mesh_list[i].draw(); this->frame_list[i].drawWireframe(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
[ Link ]
https://github.com/junkiyoshi/openframeworks20210826