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柱たち。
Pillars.
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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_mesh, frame_mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); this->frame_mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face_mesh.clear(); this->frame_mesh.clear(); int radius_span = 10; int deg_span = 8; for (int radius = 100; radius < 300; radius += radius_span * 4) { for (int deg_start = 0; deg_start < 360; deg_start += deg_span) { auto noise_seed = glm::vec2((300 - radius) * cos(deg_start * DEG_TO_RAD), (300 - radius) * sin(deg_start * DEG_TO_RAD)); auto noise_value = ofNoise(glm::vec3(noise_seed * 0.01, ofGetFrameNum() * 0.005)); auto z = ofMap(noise_value, 0, 1, -radius, radius); int param_index = this->face_mesh.getNumVertices(); for (int deg = deg_start; deg < deg_start + deg_span; deg++) { int index = this->face_mesh.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), z)); vertices.push_back(glm::vec3((radius + radius_span) * cos(deg * DEG_TO_RAD), (radius + radius_span) * sin(deg * DEG_TO_RAD), z)); vertices.push_back(glm::vec3((radius + radius_span) * cos((deg + 1) * DEG_TO_RAD), (radius + radius_span) * sin((deg + 1) * DEG_TO_RAD), z)); vertices.push_back(glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), z)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3((radius + radius_span) * cos(deg * DEG_TO_RAD), (radius + radius_span) * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3((radius + radius_span) * cos((deg + 1) * DEG_TO_RAD), (radius + radius_span) * sin((deg + 1) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), 0)); this->face_mesh.addVertices(vertices); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 3); this->face_mesh.addIndex(index + 4); this->face_mesh.addIndex(index + 5); this->face_mesh.addIndex(index + 6); this->face_mesh.addIndex(index + 4); this->face_mesh.addIndex(index + 6); this->face_mesh.addIndex(index + 7); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 3); this->face_mesh.addIndex(index + 7); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 4); this->face_mesh.addIndex(index + 7); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 6); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 5); this->face_mesh.addIndex(index + 6); this->frame_mesh.addVertices(vertices); this->frame_mesh.addIndex(index + 0); this->frame_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 4); this->frame_mesh.addIndex(index + 7); this->frame_mesh.addIndex(index + 1); this->frame_mesh.addIndex(index + 2); this->frame_mesh.addIndex(index + 5); this->frame_mesh.addIndex(index + 6); } this->face_mesh.addIndex(param_index + 0); this->face_mesh.addIndex(param_index + 1); this->face_mesh.addIndex(param_index + 5); this->face_mesh.addIndex(param_index + 0); this->face_mesh.addIndex(param_index + 4); this->face_mesh.addIndex(param_index + 5); this->frame_mesh.addIndex(param_index + 0); this->frame_mesh.addIndex(param_index + 1); this->frame_mesh.addIndex(param_index + 4); this->frame_mesh.addIndex(param_index + 5); this->frame_mesh.addIndex(param_index + 0); this->frame_mesh.addIndex(param_index + 4); this->frame_mesh.addIndex(param_index + 1); this->frame_mesh.addIndex(param_index + 5); param_index = this->face_mesh.getNumVertices() - 8; this->face_mesh.addIndex(param_index + 2); this->face_mesh.addIndex(param_index + 3); this->face_mesh.addIndex(param_index + 6); this->face_mesh.addIndex(param_index + 3); this->face_mesh.addIndex(param_index + 6); this->face_mesh.addIndex(param_index + 7); this->frame_mesh.addIndex(param_index + 2); this->frame_mesh.addIndex(param_index + 3); this->frame_mesh.addIndex(param_index + 6); this->frame_mesh.addIndex(param_index + 7); this->frame_mesh.addIndex(param_index + 2); this->frame_mesh.addIndex(param_index + 6); this->frame_mesh.addIndex(param_index + 3); this->frame_mesh.addIndex(param_index + 7); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateZ(ofGetFrameNum() * 0.5); ofSetColor(39); this->face_mesh.draw(); ofSetColor(239); this->frame_mesh.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |