diff options
Diffstat (limited to 'testpoints/src/testApp.cpp')
| -rw-r--r-- | testpoints/src/testApp.cpp | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/testpoints/src/testApp.cpp b/testpoints/src/testApp.cpp new file mode 100644 index 0000000..c62dcf3 --- /dev/null +++ b/testpoints/src/testApp.cpp @@ -0,0 +1,88 @@ +#include "testApp.h" + + /* + maybe draw pixel lines to a range of buffers and then play them in various 3D directions + pixel lines can have nice, missing corners and be nicely smoothed + + is it insane not to do this in vvvv + + can there be an editing interface + + have a play with vvvv/ max and try to replicate this idea QUICKLY? + */ + + +//-------------------------------------------------------------- +void testApp::setup(){ + + +} + + + +//-------------------------------------------------------------- +void testApp::update(){ + ofBackground(0,0,0); + for (int i=0;i<10;i++){ + points.push_back(ofPoint(ofRandom(ofGetWidth()),ofRandom(ofGetWidth()),ofRandom(ofGetWidth()))); + speeds.push_back(ofPoint(ofRandom(10)-5,ofRandom(10)-5,ofRandom(10)-5)); + colours.push_back(ofColor(ofRandom(127)+128,ofRandom(127)+128,ofRandom(127)+128)); + sizes.push_back(ofRandom(6)+1); + } +} + +//-------------------------------------------------------------- +void testApp::draw(){ + //glEnable(GL_PROGRAM_POINT_SIZE); + //glEnable(GL_POINT_SMOOTH); + //glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); + glEnable( GL_BLEND ); + glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); + ofPushMatrix(); + ofTranslate(ofGetWidth()/2,ofGetHeight()/2,ofGetHeight()/2); + + for (int i=0;i<points.size();i++){ + points[i]+=speeds[i]; + speeds[i]-=points[i]*.01; + glPointSize(sizes[i]); + glBegin(GL_POINTS); + glColor3ub(colours[i].r,colours[i].g,colours[i].b); + glVertex3f(points[i].x,points[i].y,points[i].z); + glEnd(); + } + + //glDisable( GL_BLEND ); + //glDisable(GL_PROGRAM_POINT_SIZE); + ofPopMatrix(); + string msg=ofToString(ofGetFrameRate(), 2); + msg+="\n"+ofToString(points.size()); + ofDrawBitmapString(msg,20,20); +} + + +//-------------------------------------------------------------- +void testApp::keyPressed (int key){ + + +} + +//-------------------------------------------------------------- +void testApp::mouseMoved(int x, int y ){ + +} + +//-------------------------------------------------------------- +void testApp::mouseDragged(int x, int y, int button){ + +} + +//-------------------------------------------------------------- +void testApp::mousePressed(int x, int y, int button){ + +} + +//-------------------------------------------------------------- +void testApp::mouseReleased(){ + +} + |
