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歪み正方形。
Distortion square.
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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<vector<glm::vec3>> base_rect_list, draw_rect_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(2); ofNoFill(); ofEnableDepthTest(); int len = 400; int span = len * 0.1; for (int x = len * -0.5; x < len * 0.5; x += span) { for (int y = len * -0.5; y < len * 0.5; y += span) { int z = len * 0.5; for (int i = 0; i < 4; i++) { auto rotation_y = glm::rotate(glm::mat4(), (float)(i * 90 * DEG_TO_RAD), glm::vec3(0, 1, 0)); vector<glm::vec3> rect; rect.push_back(glm::vec4(x, y, z, 0) * rotation_y); rect.push_back(glm::vec4(x + span, y, z, 0) * rotation_y); rect.push_back(glm::vec4(x + span, y + span, z, 0) * rotation_y); rect.push_back(glm::vec4(x, y + span, z, 0) * rotation_y); this->base_rect_list.push_back(rect); } for (int i = 0; i < 2; i++) { auto rotation_x = glm::rotate(glm::mat4(), (float)((90 + i * 180) * DEG_TO_RAD), glm::vec3(1, 0, 0)); vector<glm::vec3> rect; rect.push_back(glm::vec4(x, y, z, 0) * rotation_x); rect.push_back(glm::vec4(x + span, y, z, 0) * rotation_x); rect.push_back(glm::vec4(x + span, y + span, z, 0) * rotation_x); rect.push_back(glm::vec4(x, y + span, z, 0) * rotation_x); this->base_rect_list.push_back(rect); } } } } //-------------------------------------------------------------- void ofApp::update() { this->draw_rect_list.clear(); for (auto& base_rect : this->base_rect_list) { vector<glm::vec3> draw_rect; for (auto& point : base_rect) { auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(point.y * 0.001 + ofGetFrameNum() * 0.015), 0, 1, -PI, PI), glm::vec3(0, 1, 0)); auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(point.x * 0.001 + ofGetFrameNum() * 0.015), 0, 1, -PI, PI), glm::vec3(1, 0, 0)); glm::vec3 location = glm::vec4(point, 0) * rotation_y * rotation_x; draw_rect.push_back(location); } this->draw_rect_list.push_back(draw_rect); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); for (auto& rect : this->draw_rect_list) { vector<glm::vec3> fill_rect; for (auto& point : rect) { fill_rect.push_back(point * 0.99); } ofFill(); ofSetColor(239); ofBeginShape(); ofVertices(fill_rect); ofEndShape(true); ofNoFill(); ofSetColor(39); ofBeginShape(); ofVertices(rect); ofEndShape(true); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
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