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ボックス文字。
Boxes 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) {}; void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth); ofEasyCam cam; vector<glm::vec3> location_list; ofMesh face, line; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(2); ofEnableDepthTest(); ofFbo fbo; fbo.allocate(ofGetWidth(), ofGetHeight()); fbo.begin(); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); ofClear(0); ofSetColor(0); ofTrueTypeFont font; font.loadFont("fonts/Kazesawa-Bold.ttf", 350, true, true, true); string word = "JK"; font.drawString(word, font.stringWidth(word) * -0.5, font.stringHeight(word)); fbo.end(); auto span = 15; ofPixels pixels; fbo.readToPixels(pixels); for (int x = 0; x < fbo.getWidth(); x += span) { for (int y = 0; y < fbo.getHeight(); y += span) { ofColor color = pixels.getColor(x, y); if (color != ofColor(0, 0)) { for (int z = span * -25; z <= span * 25; z += span) { this->location_list.push_back(glm::vec3(x - ofGetWidth() * 0.5, ofGetHeight() - y - ofGetWidth() * 0.25, z)); } } } } this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->line.clear(); for (int i = 0; i < this->location_list.size(); i++) { this->setBoxToMesh(this->face, this->line, this->location_list[i], 15, 15, 15); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(335); ofSetColor(255); this->face.draw(); ofSetColor(0); this->line.draw(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth) { int index = face_target.getVertices().size(); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addIndex(index + 0); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 0); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 4); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 0); face_target.addIndex(index + 4); face_target.addIndex(index + 1); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 1); face_target.addIndex(index + 1); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 6); face_target.addIndex(index + 2); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 7); face_target.addIndex(index + 3); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 7); face_target.addIndex(index + 4); face_target.addIndex(index + 4); face_target.addIndex(index + 0); face_target.addIndex(index + 3); frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * 0.5)); frame_target.addIndex(index + 0); frame_target.addIndex(index + 1); frame_target.addIndex(index + 1); frame_target.addIndex(index + 2); frame_target.addIndex(index + 2); frame_target.addIndex(index + 3); frame_target.addIndex(index + 3); frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); frame_target.addIndex(index + 5); frame_target.addIndex(index + 5); frame_target.addIndex(index + 6); frame_target.addIndex(index + 6); frame_target.addIndex(index + 7); frame_target.addIndex(index + 7); frame_target.addIndex(index + 4); frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); frame_target.addIndex(index + 1); frame_target.addIndex(index + 5); frame_target.addIndex(index + 2); frame_target.addIndex(index + 6); frame_target.addIndex(index + 3); frame_target.addIndex(index + 7); auto rotation = glm::rotate(glm::mat4(), ofMap(ofNoise(face_target.getVertices().back().z * 0.0008 + ofGetFrameNum() * 0.01), 0, 1, PI * -2.5, PI * 2.5), glm::vec3(0, 0, 1)); for (int i = index; i < face_target.getNumVertices(); i++) { glm::vec3 rotated_location = glm::vec4(face_target.getVertex(i), 0) * rotation; face_target.setVertex(i, rotated_location); rotated_location = glm::vec4(frame_target.getVertex(i), 0) * rotation; frame_target.setVertex(i, rotated_location); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |