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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) {}; glm::vec3 make_point(float R, float r, float u, float v, float scale = 1.0); ofEasyCam cam; ofMesh face; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(0); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); float phi_deg_step = 0.25; float theta_deg_step = 0.25; float R = 230; float r = R * 0.3; float threshold_1 = 0.5 - 0.02; float threshold_2 = 0.5 + 0.02; for (float threshold_base = 0; threshold_base <= 1.0; threshold_base += 0.1) { float threshold_1 = threshold_base - 0.01; float threshold_2 = threshold_base + 0.01; for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { for (float theta_deg = 0; theta_deg < 360; theta_deg += theta_deg_step) { auto noise_location = this->make_point(R, r, theta_deg, phi_deg) * 0.003; auto noise_value = ofNoise(noise_location.x, noise_location.y, ofGetFrameNum() * 0.0025, noise_location.z); if (noise_value <= threshold_1 || noise_value >= threshold_2) { continue; } auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg - theta_deg_step * 0.5, phi_deg - phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg + theta_deg_step * 0.5, phi_deg - phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg - theta_deg_step * 0.5, phi_deg + phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg + theta_deg_step * 0.5, phi_deg + phi_deg_step * 0.5))); for (auto& vertex : vertices) { vertex.z = 0; } this->face.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 3); this->face.addIndex(index + 0); this->face.addIndex(index + 3); this->face.addIndex(index + 2); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->face.draw(); /* int start = 1; if (ofGetFrameNum() > start) { ostringstream os; os << setw(4) << setfill('0') << ofGetFrameNum() - start; ofImage image; image.grabScreen(0, 0, ofGetWidth(), ofGetHeight()); image.saveImage("image/cap/img_" + os.str() + ".jpg"); if (ofGetFrameNum() - start >= 25 * 20) { std::exit(1); } } */ this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::make_point(float R, float r, float u, float v, float scale) { // 数学デッサン教室 描いて楽しむ数学たち P.31 u *= DEG_TO_RAD; v *= DEG_TO_RAD; auto x = (R + r * cos(u) * scale) * cos(v); auto y = (R + r * cos(u) * scale) * sin(v); auto z = r * sin(u) * scale; return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |