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Layered sphere.
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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, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->frame.clear(); float phi_deg_step = 8; float theta_deg_step = 8; float noise_param = 0.5; float threshold = 0.55; ofColor color; vector<int> hex_list = { 0xef476f, 0xffd166, 0x06d6a0, 0x118ab2, 0x073b4c }; vector<ofColor> color_list; for (auto hex : hex_list) { color.setHex(hex); color_list.push_back(color); } int color_index = 0; for (float radius = 100; radius <= 200; radius += 25) { for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { for (float theta_deg = theta_deg_step; theta_deg < 180; theta_deg += theta_deg_step) { auto noise_value = ofNoise(cos(phi_deg * DEG_TO_RAD) * noise_param, sin(phi_deg * DEG_TO_RAD) * noise_param, cos(theta_deg * DEG_TO_RAD) * noise_param, (ofGetFrameNum() + radius) * 0.015); if (noise_value < threshold) { continue; } auto noise_1 = ofNoise(cos(phi_deg * DEG_TO_RAD) * noise_param, sin(phi_deg * DEG_TO_RAD) * noise_param, cos((theta_deg - theta_deg_step) * DEG_TO_RAD) * noise_param, (ofGetFrameNum() + radius) * 0.015); auto noise_2 = ofNoise(cos((phi_deg + phi_deg_step) * DEG_TO_RAD) * noise_param, sin((phi_deg + phi_deg_step) * DEG_TO_RAD) * noise_param, cos(theta_deg * DEG_TO_RAD) * noise_param, (ofGetFrameNum() + radius) * 0.015); auto noise_3 = ofNoise(cos((phi_deg - phi_deg_step) * DEG_TO_RAD) * noise_param, sin((phi_deg - phi_deg_step) * DEG_TO_RAD) * noise_param, cos(theta_deg * DEG_TO_RAD) * noise_param, (ofGetFrameNum() + radius) * 0.015); auto noise_4 = ofNoise(cos(phi_deg * DEG_TO_RAD) * noise_param, sin(phi_deg * DEG_TO_RAD) * noise_param, cos((theta_deg + theta_deg_step) * DEG_TO_RAD) * noise_param, (ofGetFrameNum() + radius) * 0.015); auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); 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); for (int k = 0; k < 4; k++) { this->face.addColor(ofColor(color_list[color_index], 192)); this->frame.addColor(ofColor(39)); } if (noise_1 < threshold) { this->frame.addVertex(vertices[0]); this->frame.addVertex(vertices[1]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_2 < threshold) { this->frame.addVertex(vertices[0]); this->frame.addVertex(vertices[2]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_3 < threshold) { this->frame.addVertex(vertices[1]); this->frame.addVertex(vertices[3]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_4 < threshold) { this->frame.addVertex(vertices[2]); this->frame.addVertex(vertices[3]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } } } color_index = (color_index + 1) % color_list.size(); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(ofGetFrameNum() * 0.37); ofRotateY(ofGetFrameNum() * 0.72); this->frame.draw(); this->face.draw(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |