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揺れる心。
Wavering heart.
[ Source ]
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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::vec2 make_point(float theta); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); for (float scale = 3; scale < 15; scale += 1) { auto start_index = this->face.getNumVertices(); for (int deg = 0; deg < 360; deg += 1) { vector<glm::vec3> vertices; vertices.push_back(glm::vec3(this->make_point(deg * DEG_TO_RAD) * scale, -15)); vertices.push_back(glm::vec3(this->make_point(deg * DEG_TO_RAD) * (scale + 0.5), -15)); vertices.push_back(glm::vec3(this->make_point((deg + 1) * DEG_TO_RAD) * (scale + 0.5), -15)); vertices.push_back(glm::vec3(this->make_point((deg + 1) * DEG_TO_RAD) * scale, -15)); vertices.push_back(glm::vec3(this->make_point(deg * DEG_TO_RAD) * scale, 15)); vertices.push_back(glm::vec3(this->make_point(deg * DEG_TO_RAD) * (scale + 0.5), 15)); vertices.push_back(glm::vec3(this->make_point((deg + 1) * DEG_TO_RAD) * (scale + 0.5), 15)); vertices.push_back(glm::vec3(this->make_point((deg + 1) * DEG_TO_RAD) * scale, 15)); for (auto& vertex : vertices) { auto angle = ofMap(ofNoise(scale * 0.025, vertex.y * 0.001 + ofGetFrameNum() * 0.01), 0, 1, -PI * 2, PI * 2); auto rotation = glm::rotate(glm::mat4(), angle, glm::vec3(0, 1, 0)); vertex = glm::vec4(vertex, 0) * rotation; } auto index = this->face.getNumVertices(); this->face.addVertices(vertices); this->frame.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 0); this->face.addIndex(index + 2); this->face.addIndex(index + 3); this->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 6); this->face.addIndex(index + 4); this->face.addIndex(index + 6); this->face.addIndex(index + 7); this->face.addIndex(index + 0); this->face.addIndex(index + 4); this->face.addIndex(index + 1); this->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 1); this->face.addIndex(index + 1); this->face.addIndex(index + 5); this->face.addIndex(index + 6); this->face.addIndex(index + 6); this->face.addIndex(index + 2); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 6); this->face.addIndex(index + 7); this->face.addIndex(index + 7); this->face.addIndex(index + 3); this->face.addIndex(index + 2); this->face.addIndex(index + 3); this->face.addIndex(index + 7); this->face.addIndex(index + 4); this->face.addIndex(index + 4); this->face.addIndex(index + 0); this->face.addIndex(index + 3); this->frame.addIndex(index + 0); this->frame.addIndex(index + 3); this->frame.addIndex(index + 1); this->frame.addIndex(index + 2); this->frame.addIndex(index + 4); this->frame.addIndex(index + 7); this->frame.addIndex(index + 5); this->frame.addIndex(index + 6); } if (this->face.getNumVertices() != start_index) { this->frame.addIndex(start_index + 0); this->frame.addIndex(start_index + 4); this->frame.addIndex(start_index + 0); this->frame.addIndex(start_index + 1); this->frame.addIndex(start_index + 5); this->frame.addIndex(start_index + 1); this->frame.addIndex(start_index + 5); this->frame.addIndex(start_index + 4); this->frame.addIndex(this->face.getNumVertices() - 1); this->frame.addIndex(this->face.getNumVertices() - 2); this->frame.addIndex(this->face.getNumVertices() - 1); this->frame.addIndex(this->face.getNumVertices() - 5); this->frame.addIndex(this->face.getNumVertices() - 6); this->frame.addIndex(this->face.getNumVertices() - 2); this->frame.addIndex(this->face.getNumVertices() - 6); this->frame.addIndex(this->face.getNumVertices() - 5); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); ofRotateY(ofGetFrameNum() * 0.5); ofSetColor(0); this->face.draw(); ofSetColor(255); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- // Reference by https://twitter.com/shiffman/status/1095764239665512453 glm::vec2 ofApp::make_point(float theta) { float x = 16 * (pow(sin(theta), 3)); float y = 13 * cos(theta) - 5 * cos(2 * theta) - 2 * cos(3 * theta) - cos(4 * theta); return glm::vec2(x, -y); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |