#include "ofApp.h"
//--------------------------------------------------------------
void ofApp::setup() {
ofSetFrameRate(30);
ofSetWindowTitle("openFrameworks");
ofBackground(255);
ofEnableDepthTest();
this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES);
}
//--------------------------------------------------------------
void ofApp::update() {
ofSeedRandom(39);
this->face.clear();
this->frame.clear();
for (float scale = 3; scale < 15; scale += 1) {
auto start_index = this->face.getNumVertices();
for (int deg = 0; deg < 360; deg += 1) {
vector<glm::vec3> vertices;
vertices.push_back(glm::vec3(this->make_point(deg * DEG_TO_RAD) * scale, -15));
vertices.push_back(glm::vec3(this->make_point(deg * DEG_TO_RAD) * (scale + 0.5), -15));
vertices.push_back(glm::vec3(this->make_point((deg + 1) * DEG_TO_RAD) * (scale + 0.5), -15));
vertices.push_back(glm::vec3(this->make_point((deg + 1) * DEG_TO_RAD) * scale, -15));
vertices.push_back(glm::vec3(this->make_point(deg * DEG_TO_RAD) * scale, 15));
vertices.push_back(glm::vec3(this->make_point(deg * DEG_TO_RAD) * (scale + 0.5), 15));
vertices.push_back(glm::vec3(this->make_point((deg + 1) * DEG_TO_RAD) * (scale + 0.5), 15));
vertices.push_back(glm::vec3(this->make_point((deg + 1) * DEG_TO_RAD) * scale, 15));
for (auto& vertex : vertices) {
auto angle = ofMap(ofNoise(scale * 0.025, vertex.y * 0.001 + ofGetFrameNum() * 0.01), 0, 1, -PI * 2, PI * 2);
auto rotation = glm::rotate(glm::mat4(), angle, glm::vec3(0, 1, 0));
vertex = glm::vec4(vertex, 0) * rotation;
}
auto index = this->face.getNumVertices();
this->face.addVertices(vertices);
this->frame.addVertices(vertices);
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);
this->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 6);
this->face.addIndex(index + 4); this->face.addIndex(index + 6); this->face.addIndex(index + 7);
this->face.addIndex(index + 0); this->face.addIndex(index + 4); this->face.addIndex(index + 1);
this->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 1);
this->face.addIndex(index + 1); this->face.addIndex(index + 5); this->face.addIndex(index + 6);
this->face.addIndex(index + 6); this->face.addIndex(index + 2); this->face.addIndex(index + 1);
this->face.addIndex(index + 2); this->face.addIndex(index + 6); this->face.addIndex(index + 7);
this->face.addIndex(index + 7); this->face.addIndex(index + 3); this->face.addIndex(index + 2);
this->face.addIndex(index + 3); this->face.addIndex(index + 7); this->face.addIndex(index + 4);
this->face.addIndex(index + 4); this->face.addIndex(index + 0); this->face.addIndex(index + 3);
this->frame.addIndex(index + 0); this->frame.addIndex(index + 3);
this->frame.addIndex(index + 1); this->frame.addIndex(index + 2);
this->frame.addIndex(index + 4); this->frame.addIndex(index + 7);
this->frame.addIndex(index + 5); this->frame.addIndex(index + 6);
}
if (this->face.getNumVertices() != start_index) {
this->frame.addIndex(start_index + 0); this->frame.addIndex(start_index + 4);
this->frame.addIndex(start_index + 0); this->frame.addIndex(start_index + 1);
this->frame.addIndex(start_index + 5); this->frame.addIndex(start_index + 1);
this->frame.addIndex(start_index + 5); this->frame.addIndex(start_index + 4);
this->frame.addIndex(this->face.getNumVertices() - 1); this->frame.addIndex(this->face.getNumVertices() - 2);
this->frame.addIndex(this->face.getNumVertices() - 1); this->frame.addIndex(this->face.getNumVertices() - 5);
this->frame.addIndex(this->face.getNumVertices() - 6); this->frame.addIndex(this->face.getNumVertices() - 2);
this->frame.addIndex(this->face.getNumVertices() - 6); this->frame.addIndex(this->face.getNumVertices() - 5);
}
}
}
//--------------------------------------------------------------
void ofApp::draw() {
this->cam.begin();
ofRotateX(180);
ofRotateY(ofGetFrameNum() * 0.5);
ofSetColor(0);
this->face.draw();
ofSetColor(255);
this->frame.drawWireframe();
this->cam.end();
}
//--------------------------------------------------------------
// Reference by https://twitter.com/shiffman/status/1095764239665512453
glm::vec2 ofApp::make_point(float theta) {
float x = 16 * (pow(sin(theta), 3));
float y = 13 * cos(theta) - 5 * cos(2 * theta) - 2 * cos(3 * theta) - cos(4 * theta);
return glm::vec2(x, -y);
}
//--------------------------------------------------------------
int main() {
ofSetupOpenGL(720, 720, OF_WINDOW);
ofRunApp(new ofApp());
}