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Noise layer.
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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 setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float width, float height, int deg_start, int deg_end, ofColor face_color, ofColor frame_color); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(2); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); auto radius = 150; for (int z = -140; z <= 140; z += 20) { ofColor face_color = (z + 100) % 40 == 0 ? ofColor(39) : ofColor(239); ofColor frame_color = (z + 100) % 40 == 0 ? ofColor(239) : ofColor(39); this->setRingToMesh(this->face, this->frame, glm::vec3(0, 0, z), 150, 40, 18, 0, 360, face_color, frame_color); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->face.draw(); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float width, float height, int deg_start, int deg_end, ofColor face_color, ofColor frame_color) { if (deg_start == deg_end) { return; } int index = face_target.getNumVertices(); float deg_span = 1; for (float deg = deg_start; deg <= deg_end; deg += deg_span) { auto noise_location = location + glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0); auto next_noise_location = location + glm::vec3(radius * cos((deg + deg_span) * DEG_TO_RAD), radius * sin((deg + deg_span) * DEG_TO_RAD), 0); int out_radius = radius + width * ofMap(ofNoise(glm::vec3(noise_location.x * 0.015, noise_location.y * 0.015, noise_location.z * 0.0035 + ofGetFrameNum() * 0.025)), 0, 1, 0, 1.25); int next_out_radius = radius + width * ofMap(ofNoise(glm::vec3(next_noise_location.x * 0.015, next_noise_location.y * 0.015, next_noise_location.z * 0.0035 + ofGetFrameNum() * 0.025)), 0, 1, 0, 1.25); auto face_index = face_target.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(out_radius * cos(deg * DEG_TO_RAD), out_radius * sin(deg * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(next_out_radius * cos((deg + deg_span) * DEG_TO_RAD), next_out_radius * sin((deg + deg_span) * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(next_out_radius * cos((deg + deg_span) * DEG_TO_RAD), next_out_radius * sin((deg + deg_span) * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3(out_radius * cos(deg * DEG_TO_RAD), out_radius * sin(deg * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3((radius - width * 0.5) * cos(deg * DEG_TO_RAD), (radius - width * 0.5) * sin(deg * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3((radius - width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius - width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3((radius - width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius - width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3((radius - width * 0.5) * cos(deg * DEG_TO_RAD), (radius - width * 0.5) * sin(deg * DEG_TO_RAD), height * 0.5)); for (auto& vertex : vertices) { vertex += location; } face_target.addVertices(vertices); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 2); auto frame_index = frame_target.getNumVertices(); frame_target.addVertices(vertices); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 7); for (int i = 0; i < 8; i++) { this->face.addColor(face_color); this->frame.addColor(frame_color); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |