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ノイズと文字。
Noise x Font.
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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; int font_size; ofTrueTypeFont font; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(3); ofEnableDepthTest(); this->font_size = 50; this->font.loadFont("fonts/Kazesawa-Bold.ttf", this->font_size, true, true, true); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); //ofRotateX(180); vector<char> charactors = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'A', 'B', 'C', 'D', 'E', 'F' }; int span = 80; for (int z = -160; z <= 160; z += span) { for (int x = -160; x <= 160; x += span) { for (int y = -160; y <= 160; y += span) { auto location = glm::vec3(x, y, z); int charactor_index = ofMap(ofNoise(location.x * 0.001, location.y * 0.001, location.z * 0.001, ofGetFrameNum() * 0.005), 0, 1, 0, charactors.size()); auto path = this->font.getCharacterAsPoints(charactors[charactor_index], true, false); auto outline = path.getOutline(); ofPushMatrix(); ofTranslate(location); ofFill(); 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(this->font_size - vertices[vertices_index].x, vertices[vertices_index].y + this->font.stringHeight(string{ charactors[charactor_index] }) * 0.5); ofVertex(location); } } ofEndShape(true); ofNoFill(); 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(this->font_size - vertices[vertices_index].x, vertices[vertices_index].y + this->font.stringHeight(string{ charactors[charactor_index] }) * 0.5); ofVertex(location); } } ofEndShape(true); ofPopMatrix(); } } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |