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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()); } |