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Rising sun flag to 3D.
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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<ofColor> color_list; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetLineWidth(1.5); 	ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { 	if (ofGetFrameNum() % 12 == 0) { 		ofMesh mesh, frame; 		frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); 		int r = ofRandom(3); 		switch (r) { 		case 0: 			mesh.addVertex(glm::vec3(10, 0, 0)); 			mesh.addVertex(glm::vec3(-10, 0, 0)); 			frame.addVertex(glm::vec3(10, 0, 0)); 			frame.addVertex(glm::vec3(-10, 0, 0)); 			break; 		case 1: 			mesh.addVertex(glm::vec3(0, 10, 0)); 			mesh.addVertex(glm::vec3(0, -10, 0)); 			frame.addVertex(glm::vec3(0, 10, 0)); 			frame.addVertex(glm::vec3(0, -10, 0)); 			break; 		case 2: 			mesh.addVertex(glm::vec3(0, 0, 10)); 			mesh.addVertex(glm::vec3(0, 0, -10)); 			frame.addVertex(glm::vec3(0, 0, 10)); 			frame.addVertex(glm::vec3(0, 0, -10)); 			break; 		} 		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) * 30; 		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->color_list.push_back(ofColor(239, 39, 39, 192)); 	} 	for (int i = this->mesh_list.size() - 1; i > -1; i--) { 		auto angle_x = ofMap(ofNoise(this->noise_seed_list[i].x, ofGetFrameNum() * 0.01), 0, 1, -PI, PI); 		auto angle_y = ofMap(ofNoise(this->noise_seed_list[i].y, ofGetFrameNum() * 0.01), 0, 1, -PI, PI); 		auto angle_z = ofMap(ofNoise(this->noise_seed_list[i].z, ofGetFrameNum() * 0.01), 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); 		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); 		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); 		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); 		auto num = this->mesh_list[i].getNumVertices(); 		this->color_list[i] = num < 300 ? this->color_list[i] : ofColor(this->color_list[i], ofMap(num, 300, 450, 192, 0)); 		if (num > 450) { 			this->mesh_list.erase(this->mesh_list.begin() + i); 			this->frame_list.erase(this->frame_list.begin() + i); 			this->direction_list.erase(this->direction_list.begin() + i); 			this->noise_seed_list.erase(this->noise_seed_list.begin() + i); 			this->color_list.erase(this->color_list.begin() + i); 		} 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofSetColor(239, 39, 39); 	ofDrawSphere(80); 	for (int i = 0; i < this->mesh_list.size(); i++) { 		ofSetColor(this->color_list[i]); 		this->mesh_list[i].draw(); 		ofSetColor(239, 39, 39, this->color_list[i].a * 2); 		this->frame_list[i].drawWireframe(); 	} 	this->cam.end(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |