[ Video ]
[ About ]
東京オリンピック2020!
Tokyo olympics 2020 !
[ 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; vector<float> noise_param_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(0); ofEnableDepthTest(); this->font_size = 80; this->font.loadFont("fonts/Kazesawa-Bold.ttf", this->font_size, true, true, true); this->noise_param_list.push_back(ofRandom(1000)); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); if (ofGetFrameNum() % 30 < 20) { auto noise_param = this->noise_param_list.back() + ofMap(ofGetFrameNum() % 30, 0, 20, 0.02, 0.001); this->noise_param_list.push_back(noise_param); } else { auto noise_param = this->noise_param_list.back(); this->noise_param_list.push_back(noise_param); } while (this->noise_param_list.size() > 5) { this->noise_param_list.erase(this->noise_param_list.begin()); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); string word = "TOKYO OLYMPIC 2020+1"; int sample_count = 50; int span = 200; vector<glm::vec3> base_location = { glm::vec3(-250, -250, 0), glm::vec3(250, -250, 0), glm::vec3(-250, 250, 0), glm::vec3(250, 250, 0), }; for (int k = 0; k < base_location.size(); k++) { for (int radius = 230; radius <= 230; 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(0); 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, this->noise_param_list[0]), 0, 1, -PI * 1.5, PI * 1.5); auto angle_y = ofMap(ofNoise(noise_param.x, noise_location.y * 0.0005, this->noise_param_list[0]), 0, 1, -PI * 1.5, PI * 1.5); auto angle_z = ofMap(ofNoise(noise_param.x, noise_location.z * 0.0005, this->noise_param_list[0]), 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(); for (int m = 0; m < this->noise_param_list.size(); m++) { ofNoFill(); ofSetColor(255); 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, this->noise_param_list[m]), 0, 1, -PI * 1.5, PI * 1.5); auto angle_y = ofMap(ofNoise(noise_param.x, noise_location.y * 0.0005, this->noise_param_list[m]), 0, 1, -PI * 1.5, PI * 1.5); auto angle_z = ofMap(ofNoise(noise_param.x, noise_location.z * 0.0005, this->noise_param_list[m]), 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(true); } } } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
[ Link ]
https://github.com/junkiyoshi/Insta20210723
[ Kinako ]