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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 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) {}; void setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float width, float height, glm::highp_mat4 rotation); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openframeworks"); ofBackground(39); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); for (int x = -300; x < 0; x += 300) { int i = 0; for (int y = -450; y <= 450; y += 300) { glm::highp_mat4 rotation; i++; for (auto radius = 60; radius <= 140; radius += 10) { glm::highp_mat4 rotation; auto noise_value = ofNoise(y, ofGetFrameNum() * 0.006 - radius * 0.0005); if (noise_value < 0.2) { noise_value = 0; } else if (noise_value < 0.4) { noise_value = ofMap(noise_value, 0.2, 0.4, 0, 0.5); } else if (noise_value < 0.6) { noise_value = 0.5; } else if (noise_value < 0.8) { noise_value = ofMap(noise_value, 0.6, 0.8, 0.5, 1.0); } else { noise_value = 1; } rotation = glm::rotate(glm::mat4(), ofMap(noise_value, 0, 1, -360, 360) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); this->setRingToMesh(this->face, this->frame, glm::vec3(i % 2 ? x : -x, y, 0), radius, 5, 5, rotation); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(255); this->face.draw(); ofSetColor(0); this->frame.drawWireframe(); this->cam.end(); /* int start = 250 + 115; if (ofGetFrameNum() > start) { ostringstream os; os << setw(4) << setfill('0') << ofGetFrameNum() - start; ofImage image; image.grabScreen(0, 0, ofGetWidth(), ofGetHeight()); image.saveImage("image/cap/img_" + os.str() + ".jpg"); if (ofGetFrameNum() - start >= 25 * 20) { std::exit(1); } } */ } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float width, float height, glm::highp_mat4 rotation) { int deg_span = 1; for (int deg = 0; deg < 360; deg += deg_span) { auto face_index = face_target.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3((radius + width * 0.5) * cos(deg * DEG_TO_RAD), (radius + width * 0.5) * sin(deg * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3((radius + width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius + width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3((radius + width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius + width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3((radius + width * 0.5) * cos(deg * DEG_TO_RAD), (radius + width * 0.5) * sin(deg * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3((radius - width * 0.5) * cos(deg * DEG_TO_RAD), (radius - width * 0.5) * sin(deg * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3((radius - width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius - width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3((radius - width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius - width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3((radius - width * 0.5) * cos(deg * DEG_TO_RAD), (radius - width * 0.5) * sin(deg * DEG_TO_RAD), height * 0.5)); for (auto& vertex : vertices) { vertex = glm::vec4(vertex + location, 0) * rotation; } face_target.addVertices(vertices); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 2); auto frame_index = frame_target.getNumVertices(); frame_target.addVertices(vertices); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 7); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 3); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |