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半球。
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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(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableDepthTest(); ofSetLineWidth(1.5); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); int radius = 250; float phi_deg_step = 10; float theta_deg_step = 3; for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { for (float theta_deg = 0; theta_deg < 180; theta_deg += theta_deg_step) { 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))); for (auto& vertex : vertices) { if (vertex.z > 0) { vertex.z = 0; auto noise_value = ofNoise(vertex.x * 0.01, vertex.y * 0.01, ofGetFrameNum() * 0.02); auto len = glm::length(vertex); if (noise_value > 0.35) { vertex.z = ofMap(noise_value, 0.35, 1, 0, 300) * ofMap(len, 0, radius, 1, 0); } } } this->face.addVertices(vertices); for (auto& vertex : vertices) { if (vertex.z > 0) { vertex.z += 0.1; } } this->frame.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); this->frame.addIndex(index + 0); this->frame.addIndex(index + 1); this->frame.addIndex(index + 0); this->frame.addIndex(index + 2); this->frame.addIndex(index + 3); this->frame.addIndex(index + 1); this->frame.addIndex(index + 3); this->frame.addIndex(index + 2); for (int i = index; i < this->face.getNumVertices(); i++) { auto color_value = this->face.getVertex(i).z > 0 ? ofMap(this->face.getVertex(i).z, 0, 300, 0, 39) : 0; this->face.addColor(ofColor(color_value)); this->frame.addColor(ofColor(255)); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateZ(ofGetFrameNum()); this->face.draw(); this->frame.draw(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |