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Fog box.
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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) {}; void setBoxToMesh(ofMesh& face_target, glm::vec3 location, float size, ofColor color); void setBoxToMesh(ofMesh& face_target, glm::vec3 location, float height, float width, float depth, ofColor color); ofEasyCam cam; ofMesh face; float len; vector<glm::vec3> box_location_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofNoFill(); ofEnableDepthTest(); this->len = 5; for (auto x = -100; x <= 100; x += this->len) { for (auto y = -100; y <= 100; y += this->len) { for (auto z = -100; z <= 100; z += this->len) { this->box_location_list.push_back(glm::vec3(x, y, z)); } } } } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); auto noise_location = glm::vec3(ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.01), 0, 1, -300, 300), ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.01), 0, 1, -300, 300), ofMap(ofNoise(noise_seed.z, ofGetFrameNum() * 0.01), 0, 1, -300, 300)); for (int i = 0; i < this->box_location_list.size(); i++) { auto noise_value = ofNoise(glm::vec4(this->box_location_list[i] * 0.005, ofGetFrameNum() * 0.02)); if (noise_value > 0.55) { this->setBoxToMesh(this->face, this->box_location_list[i], this->len, ofColor(0, 16)); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofDrawBox(200 + this->len); this->face.drawFaces(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, glm::vec3 location, float size, ofColor color) { this->setBoxToMesh(face_target, location, size, size, size, color); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, glm::vec3 location, float height, float width, float depth, ofColor color) { int index = face_target.getVertices().size(); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addIndex(index + 0); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 0); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 4); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 0); face_target.addIndex(index + 4); face_target.addIndex(index + 1); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 1); face_target.addIndex(index + 1); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 6); face_target.addIndex(index + 2); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 7); face_target.addIndex(index + 3); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 7); face_target.addIndex(index + 4); face_target.addIndex(index + 4); face_target.addIndex(index + 0); face_target.addIndex(index + 3); for (int i = 0; i < 8; i++) { face_target.addColor(color); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |