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跳ねる文字。
Jumping characters.
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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) {}; ofEasyCam cam; int font_size; ofTrueTypeFont font; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); this->font_size = 100; this->font.loadFont("fonts/Kazesawa-Bold.ttf", this->font_size, true, true, true); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); vector<char> charactors = { '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', '!' }; int span = this->font_size * 1.3; for (int i = 0; i < charactors.size(); i++) { int x = (i % 6) * span - span * 3; int y = (i / 6) * (span * 1.5) - (span * 1.5) * 3; int z = 0; int rotate = 0; float noise_value = ofNoise(x * 0.005, y * 0.005, ofGetFrameNum() * 0.005); if (noise_value > 0.5) { z = ofMap(noise_value, 0.5, 1, 0, -500); rotate = ofMap(noise_value, 0.5, 1, 0, 360 * 5); } ofPushMatrix(); ofTranslate(x, y, z); ofRotateX(rotate); ofRotateY(rotate); auto path = font.getCharacterAsPoints(charactors[i], true, false); auto outline = 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].getVertices(); for (int vertices_index = 0; vertices_index < vertices.size(); vertices_index++) { auto location = glm::vec2(vertices[vertices_index].x - this->font.stringWidth(string{ charactors[i] }) * 0.5, vertices[vertices_index].y + this->font.stringHeight(string{ charactors[i] }) * 0.5); ofVertex(location); } } ofEndShape(true); 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].getVertices(); for (int vertices_index = 0; vertices_index < vertices.size(); vertices_index++) { auto location = glm::vec2(vertices[vertices_index].x - this->font.stringWidth(string{ charactors[i] }) * 0.5, vertices[vertices_index].y + this->font.stringHeight(string{ charactors[i] }) * 0.5); ofVertex(location); } } ofEndShape(true); ofPopMatrix(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |