[ Video ]
[ About ]
数式で描いたリンゴを照らす。
Illuminate apple.
[ Source ]
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 |
#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) {}; glm::vec3 make_apple_point(float u, float v); ofEasyCam cam; vector<ofLight> light_list; ofMesh mesh; }; |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 |
#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(0); ofSetLineWidth(0.25); ofEnableDepthTest(); ofColor specular_color, diffuse_color; ofSetSmoothLighting(true); for (int i = 0; i < 255; i += 32) { specular_color.setHsb(i, 255, 255); diffuse_color.setHsb(i, 255, 128); auto light = ofLight(); light.setSpecularColor(specular_color); light.setDiffuseColor(diffuse_color); light.enable(); this->light_list.push_back(light); } } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); for (auto& light : this->light_list) { auto location = glm::vec3(ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.008), 0, 1, -300, 300), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.008), 0, 1, -300, 300), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.008), 0, 1, -300, 300)); light.setPosition(glm::normalize(location) * 350); } this->mesh.clear(); int span = 8; int scale = 25; int index; for (int v = 0; v < 360; v += span) { for (int u = -170; u < 250; u += span) { index = this->mesh.getNumVertices(); this->mesh.addVertex(this->make_apple_point(u - span * 0.5, v - span * 0.5) * scale); this->mesh.addVertex(this->make_apple_point(u - span * 0.5, v + span * 0.5) * scale); this->mesh.addVertex(this->make_apple_point(u + span * 0.5, v + span * 0.5) * scale); this->mesh.addIndex(index); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 2); index = this->mesh.getNumVertices(); this->mesh.addVertex(this->make_apple_point(u - span * 0.5, v - span * 0.5) * scale); this->mesh.addVertex(this->make_apple_point(u + span * 0.5, v - span * 0.5) * scale); this->mesh.addVertex(this->make_apple_point(u + span * 0.5, v + span * 0.5) * scale); this->mesh.addIndex(index); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 2); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); for (auto& light : this->light_list) { ofSetColor(light.getSpecularColor()); ofDrawSphere(light.getPosition(), 5); } ofSetColor(255); this->mesh.draw(); this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::make_apple_point(float u, float v) { // 数学デッサン教室 描いて楽しむ数学たち リンゴ局面 apple surface P.33 u *= DEG_TO_RAD; v *= DEG_TO_RAD; float x = (4 + 3.8 * cos(u)) * cos(v); float y = (4 + 3.8 * cos(u)) * sin(v); float z = -5 * log10(1 - 0.315 * u) + 5 * sin(u) + 2 * cos(u); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |