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文字の輪郭をフレーム番号で制御する。
Controlling the outline of a character by frame number.
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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; ofTrueTypeFont font; int font_size; vector<char> charactor_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetWindowTitle("openFrameworks"); ofSetFrameRate(60); ofBackground(0); ofSetColor(10, 10, 255); ofNoFill(); ofSetLineWidth(2); this->font_size = 55; this->font.loadFont("fonts/msgothic.ttc", this->font_size, true, true, true); this->charactor_list = { 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '!' }; } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); ofRotateY(sin(ofGetFrameNum() * 0.01) * 30); ofRotateX(sin(ofGetFrameNum() * 0.02) * 15); int sample_count = 180; for (int x = this->font_size * -3; x <= this->font_size * 3; x += this->font_size * 1.25) { for (int y = this->font_size * -3; y <= this->font_size * 3; y += this->font_size * 1.25) { for (int z = this->font_size * -3; z <= this->font_size * 3; z += this->font_size * 1.25) { ofPath path = this->font.getCharacterAsPoints(this->charactor_list[(int)ofRandom(this->charactor_list.size())], true, false); vector<ofPolyline> outline = path.getOutline(); auto frame_param = (int)ofRandom(sample_count * 2) + ofGetFrameNum() * (int)ofRandom(2, 4); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { outline[outline_index] = outline[outline_index].getResampledByCount(sample_count); vector<glm::vec3> vertices = outline[outline_index].getVertices(); ofBeginShape(); for (int vertices_index = 0; vertices_index < vertices.size(); vertices_index++) { glm::vec3 vertex = glm::vec3(x + this->font_size * 0.25, y + this->font_size, 0) + glm::vec3(vertices[vertices_index].x, vertices[vertices_index].y, z + vertices[vertices_index].z); if (frame_param % (sample_count * 2) < sample_count) { if (vertices_index < frame_param % sample_count) { ofVertex(vertex); } } else { if (vertices_index > frame_param % sample_count) { ofVertex(vertex); } } if (vertices_index == frame_param % sample_count) { ofFill(); ofDrawSphere(vertex, 2); ofNoFill(); } } ofEndShape(); } } } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |