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隣接する描写の有無で線を引く場所を決める。
Decide where to draw the line based on whether or not there are adjacent depictions.
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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; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(1.5); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); int span = 30; float threshold = 0.5; float frame_param = ofGetFrameNum() * 0.003; float coordinate_param = 0.0065; for (int z = -300; z <= 300; z += span) { for (int x = -300; x <= 300; x += span) { for (int y = -300; y <= 300; y += span) { auto noise_value = ofNoise(x * coordinate_param, y * coordinate_param, z * coordinate_param, frame_param); if (noise_value < threshold) { continue; } auto noise_1 = ofNoise((x - span) * coordinate_param, y * coordinate_param, z * coordinate_param, frame_param); auto noise_2 = ofNoise(x * coordinate_param, (y + span) * coordinate_param, z * coordinate_param, frame_param); auto noise_3 = ofNoise((x + span) * coordinate_param, y * coordinate_param, z * coordinate_param, frame_param); auto noise_4 = ofNoise(x * coordinate_param, (y - span) * coordinate_param, z * coordinate_param, frame_param); auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(x - span * 0.5, y - span * 0.5, z)); vertices.push_back(glm::vec3(x + span * 0.5, y - span * 0.5, z)); vertices.push_back(glm::vec3(x + span * 0.5, y + span * 0.5, z)); vertices.push_back(glm::vec3(x - span * 0.5, y + span * 0.5, z)); this->face.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 0); this->face.addIndex(index + 2); this->face.addIndex(index + 3); if (noise_1 < threshold || x == -300) { this->frame.addVertex(vertices[0]); this->frame.addVertex(vertices[3]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_2 < threshold || y == 300) { this->frame.addVertex(vertices[2]); this->frame.addVertex(vertices[3]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_3 < threshold || x == 300) { this->frame.addVertex(vertices[1]); this->frame.addVertex(vertices[2]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_4 < threshold || y == -300) { this->frame.addVertex(vertices[0]); this->frame.addVertex(vertices[1]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum()); ofRotateX(ofGetFrameNum() * 1.5); ofSetColor(255); this->frame.draw(); ofSetColor(0); this->face.draw(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |