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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; 	float font_size; 	ofTrueTypeFont font; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetLineWidth(2); 	ofEnableDepthTest(); 	this->font_size = 80; 	this->font.loadFont("fonts/Kazesawa-Bold.ttf", this->font_size, true, true, true); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateX(180); 	string word = "ABCDEFGHEJKLMNOPQRSTUVWXYZ!"; 	int sample_count = 30; 	int span = 300; 	vector<glm::vec3> base_location = { 		glm::vec3(-350, -350, 0), glm::vec3(350, -350, 0), 		glm::vec3(-350, 350, 0), glm::vec3(350, 350, 0), 	}; 	for (int k = 0; k < base_location.size(); k++) { 		for (int radius = 100; radius <= 300; radius += 100) { 			auto noise_param = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); 			for (int i = 0; i < word.size(); i++) { 				ofPath chara_path = this->font.getCharacterAsPoints(word[i], true, false); 				vector<ofPolyline> outline = chara_path.getOutline(); 				ofFill(); 				ofSetColor(239); 				ofBeginShape(); 				for (int outline_index = 0; outline_index < outline.size(); outline_index++) { 					if (outline_index != 0) { ofNextContour(true); } 					auto vertices = outline[outline_index].getResampledByCount(sample_count).getVertices(); 					for (auto& vertex : vertices) { 						auto location = vertex - glm::vec3(this->font_size * 0.5, this->font_size * -0.5, 320); 						auto rotation = glm::rotate(glm::mat4(), (i * 13.5f) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); 						location = glm::vec4(location, 0) * rotation; 						auto noise_location = glm::vec4(this->font_size * 0.5, this->font_size * -0.5, 320, 0) * rotation; 						auto angle_x = ofMap(ofNoise(noise_param.x, noise_location.x * 0.0005, ofGetFrameNum() * 0.01), 0, 1, -PI * 1.5, PI * 1.5); 						auto angle_y = ofMap(ofNoise(noise_param.x, noise_location.y * 0.0005, ofGetFrameNum() * 0.01), 0, 1, -PI * 1.5, PI * 1.5); 						auto angle_z = ofMap(ofNoise(noise_param.x, noise_location.z * 0.0005, ofGetFrameNum() * 0.01), 0, 1, -PI * 1.5, PI * 1.5); 						auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); 						auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); 						auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); 						location = glm::vec4(location, 0) * rotation_z * rotation_y * rotation_x; 						location = glm::normalize(location) * radius; 						location += base_location[k]; 						ofVertex(location); 					} 				} 				ofEndShape(); 				ofNoFill(); 				ofSetColor(39); 				ofBeginShape(); 				for (int outline_index = 0; outline_index < outline.size(); outline_index++) { 					if (outline_index != 0) { ofNextContour(true); } 					auto vertices = outline[outline_index].getResampledByCount(sample_count).getVertices(); 					for (auto& vertex : vertices) { 						auto location = vertex - glm::vec3(this->font_size * 0.5, this->font_size * -0.5, 320); 						auto rotation = glm::rotate(glm::mat4(), (i * 13.5f) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); 						location = glm::vec4(location, 0) * rotation; 						auto noise_location = glm::vec4(this->font_size * 0.5, this->font_size * -0.5, 320, 0) * rotation; 						auto angle_x = ofMap(ofNoise(noise_param.x, noise_location.x * 0.0005, ofGetFrameNum() * 0.01), 0, 1, -PI * 1.5, PI * 1.5); 						auto angle_y = ofMap(ofNoise(noise_param.x, noise_location.y * 0.0005, ofGetFrameNum() * 0.01), 0, 1, -PI * 1.5, PI * 1.5); 						auto angle_z = ofMap(ofNoise(noise_param.x, noise_location.z * 0.0005, ofGetFrameNum() * 0.01), 0, 1, -PI * 1.5, PI * 1.5); 						auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); 						auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); 						auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); 						location = glm::vec4(location, 0) * rotation_z * rotation_y * rotation_x; 						location = glm::normalize(location) * radius; 						location += base_location[k]; 						ofVertex(location); 					} 				} 				ofEndShape(); 			} 		} 	} 	this->cam.end(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |