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薄墨ビー玉。
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#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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofEasyCam cam; ofMesh mesh; vector<ofMeshFace> triangle_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_SUBTRACT); auto ico_sphere = ofIcoSpherePrimitive(130, 4); this->triangle_list.insert(this->triangle_list.end(), ico_sphere.getMesh().getUniqueFaces().begin(), ico_sphere.getMesh().getUniqueFaces().end()); } //-------------------------------------------------------------- void ofApp::update() { this->mesh.clear(); ofSeedRandom(39); int hue_start = 0; for (int x = -150; x <= 150; x += 300) { for (int y = -150; y <= 150; y += 300) { auto noise_seed = ofRandom(1000); hue_start += 64; for (int k = 0; k < this->triangle_list.size(); k++) { glm::vec3 avg = (this->triangle_list[k].getVertex(0) + this->triangle_list[k].getVertex(1) + this->triangle_list[k].getVertex(2)) / 3; vector<glm::vec3> vertices; vertices.push_back(this->triangle_list[k].getVertex(0)); vertices.push_back(this->triangle_list[k].getVertex(1)); vertices.push_back(this->triangle_list[k].getVertex(2)); for (auto& v : vertices) { auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.005, noise_seed + ofGetFrameNum() * 0.0085)), 0, 1, -220, 220) * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.005, noise_seed + ofGetFrameNum() * 0.0085)), 0, 1, -220, 220) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.005, noise_seed + ofGetFrameNum() * 0.0085)), 0, 1, -220, 220) * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); v = glm::vec4(v, 0) * rotation_z * rotation_y * rotation_x; v += glm::vec3(x, y, 0); } this->mesh.addVertices(vertices); ofColor color; color.setHsb((int)ofMap(avg.z, -130, 130, hue_start, hue_start + 128) % 255, 255, 255); for (int i = 0; i < 3; i++) { this->mesh.addColor(ofColor(color, 16)); } this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->mesh.draw(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |