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霧箱。
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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; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(1.5); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); int span = 20; float threshold = 0.55; float frame_param = ofGetFrameNum() * 0.05; float coordinate_param = 0.0075; for (int len = 300; len > 160; len -= 10) { ofColor color = ofColor(ofMap(len, 150, 300, 255, 0)); int z = len + span * 0.5; float angle; glm::highp_mat4 rotation; for (int i = 0; i <= 6; i++) { for (int x = -len; x <= len; x += span) { for (int y = -len; y <= len; y += span) { if (i <= 4) { angle = PI * 0.5 * i; rotation = glm::rotate(glm::mat4(), angle, glm::vec3(0, 1, 0)); } if (i == 5) { angle = PI * 0.5; rotation = glm::rotate(glm::mat4(), angle, glm::vec3(1, 0, 0)); } if (i == 6) { angle = PI * 0.5 * 3; rotation = glm::rotate(glm::mat4(), angle, glm::vec3(1, 0, 0)); } glm::vec3 noise_location = glm::vec4(x, y, z, 0) * rotation; auto noise_value = ofNoise(glm::vec4(noise_location * coordinate_param, frame_param)); if (noise_value < threshold) { continue; } auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec4(x - span * 0.5, y - span * 0.5, z, 0) * rotation); vertices.push_back(glm::vec4(x + span * 0.5, y - span * 0.5, z, 0) * rotation); vertices.push_back(glm::vec4(x + span * 0.5, y + span * 0.5, z, 0) * rotation); vertices.push_back(glm::vec4(x - span * 0.5, y + span * 0.5, z, 0) * rotation); this->face.addVertices(vertices); this->face.addColor(color); this->face.addColor(color); this->face.addColor(color); this->face.addColor(color); 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); } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum()); ofRotateX(ofGetFrameNum() * 1.5); this->face.draw(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |