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歪み文字。
Warped character.
[ 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) {}; ofTrueTypeFont font; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(0); ofSetColor(255); ofNoFill(); ofSetLineWidth(1.5); this->font.loadFont("fonts/Kazesawa-Bold.ttf", 90, true, true, true); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); for (int y = -240 + 40; y < ofGetHeight() - 480; y += 120) { string word = "JunKiyoshi"; auto path_list = font.getStringAsPoints(word, true, false); for (auto path : path_list) { auto outline = path.getOutline(); ofBeginShape(); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { if (outline_index != 0) { ofNextContour(true); } outline[outline_index] = outline[outline_index].getResampledByCount(300); 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(word) * 0.5, y + vertices[vertices_index].y + this->font.stringHeight(word) * 0.5); auto len = glm::length(location); auto noise_location = glm::normalize(location); auto radius = ofMap(ofNoise(glm::vec3(noise_location, ofGetFrameNum() * 0.02)), 0, 1, 60, 360); if (len > radius - 35 && len < radius) { location = glm::normalize(location) * (radius + 35); } if (len < radius + 35 && len > radius) { location = glm::normalize(location) * (radius + 35); } ofVertex(location); } } ofEndShape(true); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |