[ Video ]
[ About ]
私は好きな言葉をケージに入れて飼育します。
I keep my favorite words in a cage.
[ Source ]
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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); ofEnableDepthTest(); this->font_size = 18; 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); ofRotateY(ofGetFrameNum()); vector<glm::vec3> location_list; for (int x = -200; x <= 200; x += 200) { for (int y = -200; y <= 200; y += 200) { for (int z = -200; z <= 200; z += 200) { location_list.push_back(glm::vec3(x, y, z)); } } } vector<string> word_list = { "Hip", "Godzilla", "Meat", "Sun", "Cake", "Whisky", "Microsoft", "Sony", "C#", "Happy", "Leg", "Love", "Cute", "oF", "Jump", "Cat", "Japan", "Game", "C++", "FF14", "Walk", "Programming", "Dog", "Hentai", "PC", "Run", "Sake", }; int sample_count = 50; int word_index = 0; for (auto& location : location_list) { ofPushMatrix(); ofTranslate(location); auto word = word_list[word_index++]; auto noise_param = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); auto word_size = this->font.getStringBoundingBox(word, 0, 0); vector<ofPath> word_path = this->font.getStringAsPoints(word, true, false); for (int word_index = 0; word_index < word_path.size(); word_index++) { vector<ofPolyline> outline = word_path[word_index].getOutline(); 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].getResampledByCount(sample_count).getVertices(); for (auto& vertex : vertices) { auto noise_location = glm::vec3( ofMap(ofNoise(noise_param.x, vertex.x * 0.008 - ofGetFrameNum() * 0.02), 0, 1, -100, 100), ofMap(ofNoise(noise_param.y, vertex.x * 0.008 - ofGetFrameNum() * 0.02), 0, 1, -100, 100), ofMap(ofNoise(noise_param.z, vertex.x * 0.008 - ofGetFrameNum() * 0.01), 0, 1, -100, 100)); ofVertex(noise_location + vertex - glm::vec3(word_size.getWidth() * 0.5, -word_size.getHeight() * 0.5, 0)); } } ofEndShape(); } ofNoFill(); ofSetColor(139); ofDrawBox(200); ofPopMatrix(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |