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Fog box.
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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) {}; 	void setBoxToMesh(ofMesh& face_target, glm::vec3 location, float size, ofColor color); 	void setBoxToMesh(ofMesh& face_target, glm::vec3 location, float height, float width, float depth, ofColor color); 	ofEasyCam cam; 	ofMesh face; 	float len; 	vector<glm::vec3> box_location_list; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetColor(39); 	ofNoFill(); 	ofEnableDepthTest(); 	this->len = 5; 	for (auto x = -100; x <= 100; x += this->len) { 		for (auto y = -100; y <= 100; y += this->len) { 			for (auto z = -100; z <= 100; z += this->len) { 				this->box_location_list.push_back(glm::vec3(x, y, z)); 			} 		} 	} } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	this->face.clear(); 	auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); 	auto noise_location = glm::vec3(ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.01), 0, 1, -300, 300), ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.01), 0, 1, -300, 300), ofMap(ofNoise(noise_seed.z, ofGetFrameNum() * 0.01), 0, 1, -300, 300)); 	for (int i = 0; i < this->box_location_list.size(); i++) { 		auto noise_value = ofNoise(glm::vec4(this->box_location_list[i] * 0.005, ofGetFrameNum() * 0.02)); 		if (noise_value > 0.55) { 			this->setBoxToMesh(this->face, this->box_location_list[i], this->len, ofColor(0, 16)); 		} 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofDrawBox(200 + this->len); 	this->face.drawFaces(); 	this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, glm::vec3 location, float size, ofColor color) { 	this->setBoxToMesh(face_target, location, size, size, size, color); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, glm::vec3 location, float height, float width, float depth, ofColor color) { 	int index = face_target.getVertices().size(); 	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(index + 0); face_target.addIndex(index + 1); face_target.addIndex(index + 2); 	face_target.addIndex(index + 0); face_target.addIndex(index + 2); face_target.addIndex(index + 3); 	face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 6); 	face_target.addIndex(index + 4); face_target.addIndex(index + 6); face_target.addIndex(index + 7); 	face_target.addIndex(index + 0); face_target.addIndex(index + 4); face_target.addIndex(index + 1); 	face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 1); 	face_target.addIndex(index + 1); face_target.addIndex(index + 5); face_target.addIndex(index + 6); 	face_target.addIndex(index + 6); face_target.addIndex(index + 2); face_target.addIndex(index + 1); 	face_target.addIndex(index + 2); face_target.addIndex(index + 6); face_target.addIndex(index + 7); 	face_target.addIndex(index + 7); face_target.addIndex(index + 3); face_target.addIndex(index + 2); 	face_target.addIndex(index + 3); face_target.addIndex(index + 7); face_target.addIndex(index + 4); 	face_target.addIndex(index + 4); face_target.addIndex(index + 0); face_target.addIndex(index + 3); 	for (int i = 0; i < 8; i++) { 		face_target.addColor(color); 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |