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動く柄。
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#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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofEasyCam cam; ofMesh mesh; ofTrueTypeFont font; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableDepthTest(); ofNoFill(); ofSetColor(0); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); int len = 300; int span = 1; float angle; glm::highp_mat4 rotation; for (int i = 0; i <= 6; i++) { for (int x = len * -0.5; x < len * 0.5; x += span) { for (int y = len * -0.5; y < len * 0.5; y += span) { if (i <= 4) { angle = PI * 0.5 * i; rotation = glm::rotate(glm::mat4(), angle, glm::vec3(0, 1, 0)); } if (i == 5) { angle = PI * 0.5; rotation = glm::rotate(glm::mat4(), angle, glm::vec3(1, 0, 0)); } if (i == 6) { angle = PI * 0.5 * 3; rotation = glm::rotate(glm::mat4(), angle, glm::vec3(1, 0, 0)); } glm::vec3 noise_location = glm::vec4(x, y, len * 0.5, 0) * rotation; auto noise_value = ofNoise(noise_location.x * 0.005, noise_location.y * 0.0025, noise_location.z * 0.0025 + ofGetFrameNum() * 0.03); if (noise_value < 0.45 || noise_value > 0.55) { continue; } vector<glm::vec3> vertices; vertices.push_back(glm::vec4(x, y, len * 0.5, 0) * rotation); vertices.push_back(glm::vec4(x + span, y, len * 0.5, 0) * rotation); vertices.push_back(glm::vec4(x + span, y + span, len * 0.5, 0) * rotation); vertices.push_back(glm::vec4(x, y + span, len * 0.5, 0) * rotation); this->mesh.addVertices(vertices); this->mesh.addIndex(this->mesh.getNumVertices() - 1); this->mesh.addIndex(this->mesh.getNumVertices() - 4); this->mesh.addIndex(this->mesh.getNumVertices() - 3); this->mesh.addIndex(this->mesh.getNumVertices() - 1); this->mesh.addIndex(this->mesh.getNumVertices() - 2); this->mesh.addIndex(this->mesh.getNumVertices() - 3); for (int i = 0; i < 4; i++) { if (noise_value > 0.49 && noise_value < 0.51) { this->mesh.addColor(ofColor(255)); } else { this->mesh.addColor(ofColor(0)); } } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 1.44); ofRotateX(ofGetFrameNum() * 2.88); this->mesh.draw(); ofDrawBox(300); this->cam.end(); /* int start = 220; 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); } } */ } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |