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棘に色を付ける。
Thorn of color.
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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; float base_radius; ofIcoSpherePrimitive ico_sphere; ofMesh face, frame; float noise_param; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(1.5); ofEnableDepthTest(); this->base_radius = 65; this->ico_sphere = ofIcoSpherePrimitive(this->base_radius, 2); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); this->noise_param = ofRandom(1000); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); int radius_start = this->base_radius; int radius_max = this->base_radius * 3; for (auto& triangle : this->ico_sphere.getMesh().getUniqueFaces()) { auto noise_seed_x = ofRandom(1000); auto noise_seed_y = ofRandom(1000); auto noise_seed_z = ofRandom(1000); auto noise_value = ofNoise(ofRandom(1000), this->noise_param); int radius_end = noise_value > 0.7 ? ofMap(noise_value, 0.7, 1, radius_start, radius_max) : radius_start; this->frame.addVertex(glm::vec3()); for (int radius = radius_start; radius <= radius_end; radius += 1) { auto mesh_index = this->face.getNumVertices(); auto frame_index = this->frame.getNumVertices(); auto param = ofMap(radius, radius_start, radius_max, 0, PI * 0.15); auto angle_x = ofMap(ofNoise(noise_seed_x, radius * 0.0075 + this->noise_param), 0, 1, -param, param); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto angle_y = ofMap(ofNoise(noise_seed_y, radius * 0.0075 + this->noise_param), 0, 1, -param, param); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto angle_z = ofMap(ofNoise(noise_seed_z, radius * 0.0075 + this->noise_param), 0, 1, -param, param); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); glm::vec3 avg = (triangle.getVertex(0) + triangle.getVertex(1) + triangle.getVertex(2)) / 3; glm::vec3 location = glm::normalize(avg) * radius; vector<glm::vec3> vertices; vertices.push_back(glm::vec4(location + glm::normalize(triangle.getVertex(0) - avg) * ofMap(radius, radius_start, radius_end, glm::length(triangle.getVertex(0) - avg), 0), 0) * rotation_z * rotation_y * rotation_x); vertices.push_back(glm::vec4(location + glm::normalize(triangle.getVertex(1) - avg) * ofMap(radius, radius_start, radius_end, glm::length(triangle.getVertex(1) - avg), 0), 0) * rotation_z * rotation_y * rotation_x); vertices.push_back(glm::vec4(location + glm::normalize(triangle.getVertex(2) - avg) * ofMap(radius, radius_start, radius_end, glm::length(triangle.getVertex(2) - avg), 0), 0) * rotation_z * rotation_y * rotation_x); this->face.addVertices(vertices); this->frame.addVertices(vertices); auto hue = ofMap(radius, radius_start, radius_max, 255, 0); ofColor color; for (int i = 0; i < vertices.size(); i++) { color.setHsb(hue, 130, 255); this->face.addColor(color); this->frame.addColor(ofColor(255)); } if (radius == radius_start || radius == radius_end) { this->face.addIndex(mesh_index + 0); this->face.addIndex(mesh_index + 1); this->face.addIndex(mesh_index + 2); this->frame.addIndex(frame_index + 0); this->frame.addIndex(frame_index + 1); this->frame.addIndex(frame_index + 1); this->frame.addIndex(frame_index + 2); this->frame.addIndex(frame_index + 2); this->frame.addIndex(frame_index + 0); } if (radius > radius_start) { this->face.addIndex(mesh_index + 0); this->face.addIndex(mesh_index + 1); this->face.addIndex(mesh_index - 2); this->face.addIndex(mesh_index + 0); this->face.addIndex(mesh_index - 2); this->face.addIndex(mesh_index - 3); this->face.addIndex(mesh_index + 1); this->face.addIndex(mesh_index + 2); this->face.addIndex(mesh_index - 1); this->face.addIndex(mesh_index + 1); this->face.addIndex(mesh_index - 1); this->face.addIndex(mesh_index - 2); this->face.addIndex(mesh_index + 2); this->face.addIndex(mesh_index + 0); this->face.addIndex(mesh_index - 3); this->face.addIndex(mesh_index + 2); this->face.addIndex(mesh_index - 3); this->face.addIndex(mesh_index - 1); this->frame.addIndex(frame_index + 0); this->frame.addIndex(frame_index - 3); this->frame.addIndex(frame_index + 1); this->frame.addIndex(frame_index - 2); this->frame.addIndex(frame_index + 2); this->frame.addIndex(frame_index - 1); } } } this->noise_param += ofMap(ofGetFrameNum() % 60, 0, 60, 0.02, 0); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.5); this->frame.drawWireframe(); this->face.draw(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |