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3次元のパーリンノイズをアルファベットでプロット
Plot three-dimensional perlin noise in the alphabet.
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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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofEasyCam cam; ofTrueTypeFont font; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); this->font.loadFont("fonts/Kazesawa-Bold.ttf", 28, true, true, true); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); int radius = 300; for (int y = -300; y <= 300; y += 50) { for (int deg = 0; deg < 360; deg += 5) { auto location = glm::vec3(0, y, -radius); auto rotation_y = glm::rotate(glm::mat4(), (float)(deg * DEG_TO_RAD), glm::vec3(0, 1, 0)); location = glm::vec4(location, 0) * rotation_y; ofPushMatrix(); ofTranslate(location); ofRotateY(180 - deg); ofSetColor(39, ofMap(location.z, -radius, radius, 0, 255)); char noise_value = ofMap(ofNoise(location.x * 0.008, location.y * 0.008, location.z * 0.008, ofGetFrameNum() * 0.003), 0, 1, 'A', 'Z'); this->font.drawString({ noise_value }, 0, 0); ofPopMatrix(); } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |