#include "ofApp.h"
//--------------------------------------------------------------
void ofApp::setup() {
ofSetFrameRate(60);
ofSetWindowTitle("openframeworks");
ofBackground(239);
ofSetColor(39);
ofSetLineWidth(2);
ofEnableDepthTest();
this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES);
}
//--------------------------------------------------------------
void ofApp::update() {
ofSeedRandom(39);
this->face.clear();
this->frame.clear();
float size = 300;
this->setBoxRecursive(glm::vec3(0, 0, 0), size);
}
//--------------------------------------------------------------
void ofApp::draw() {
this->cam.begin();
ofRotateY(ofGetFrameNum());
ofRotateX(ofGetFrameNum() * 0.77);
ofSetColor(39);
this->face.draw();
ofSetColor(239);
this->frame.draw();
this->cam.end();
}
//--------------------------------------------------------------
void ofApp::setBoxRecursive(glm::vec3 location, float size) {
vector<glm::vec3> location_list = {
location + glm::vec3(-size * 0.5, -size * 0.5, size * 0.5),
location + glm::vec3(-size * 0.5, size * 0.5, size * 0.5),
location + glm::vec3(size * 0.5, size * 0.5, size * 0.5),
location + glm::vec3(size * 0.5, -size * 0.5, size * 0.5),
location + glm::vec3(-size * 0.5, -size * 0.5, -size * 0.5),
location + glm::vec3(-size * 0.5, size * 0.5, -size * 0.5),
location + glm::vec3(size * 0.5, size * 0.5, -size * 0.5),
location + glm::vec3(size * 0.5, -size * 0.5, -size * 0.5)
};
if (size < 50) {
for (auto& l : location_list) {
auto noise_value = ofNoise(glm::vec4(l * 0.05, ofGetFrameNum() * 0.003));
if (noise_value < 0.60) {
this->setBoxToMesh(this->face, this->frame, l, size);
}
}
}
else {
for (auto& l : location_list) {
auto noise_value = ofNoise(glm::vec4(l * 0.05, ofGetFrameNum() * 0.003));
if (size == 300 || noise_value < 0.50) {
this->setBoxRecursive(l, size * 0.5);
}
else if (noise_value < 0.70) {
this->setBoxToMesh(this->face, this->frame, l, size);
}
}
}
}
//--------------------------------------------------------------
void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size) {
this->setBoxToMesh(face_target, frame_target, location, size, size, size);
}
//--------------------------------------------------------------
void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth) {
int face_index = face_target.getNumVertices();
int frame_index = frame_target.getNumVertices();
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(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2);
face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3);
face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6);
face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7);
face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 1);
face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1);
face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6);
face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 1);
face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7);
face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 2);
face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 4);
face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 3);
frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * -0.5));
frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * -0.5));
frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * 0.5));
frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * 0.5));
frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * -0.5));
frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * -0.5));
frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * 0.5));
frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * 0.5));
frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1);
frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2);
frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3);
frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 0);
frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5);
frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 6);
frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 7);
frame_target.addIndex(frame_index + 7); frame_target.addIndex(frame_index + 4);
frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 4);
frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 5);
frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 6);
frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 7);
}
//--------------------------------------------------------------
int main() {
ofSetupOpenGL(720, 720, OF_WINDOW);
ofRunApp(new ofApp());
}