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数式で描いたリンゴを照らす。
Illuminate apple.
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| 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()); } |