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3D noise walk line from A.
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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; ofTrueTypeFont font; string word; vector<glm::vec3> font_location_list; vector<ofColor> base_color_list; glm::vec3 noise_seed; vector<vector<glm::vec3>> log_list; vector<ofColor> color_list; vector<float> life_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofNoFill(); ofEnableDepthTest(); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); ofColor color; vector<int> hex_list = { 0xef476f, 0xffd166, 0x06d6a0, 0x118ab2, 0x073b4c }; for (auto hex : hex_list) { color.setHex(hex); this->base_color_list.push_back(color); } this->noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); this->font.loadFont("fonts/Kazesawa-Bold.ttf", 500, true, true, true); this->word = "A"; int sample_count = 500; 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(); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { outline[outline_index] = outline[outline_index].getResampledByCount(sample_count); vector<glm::vec3> vertices = outline[outline_index].getVertices(); for (auto& vertex : vertices) { vertex = vertex + glm::vec3(this->font.stringWidth(this->word) * -0.5, this->font.stringHeight(this->word) * 0.5, 0); } this->font_location_list.insert(this->font_location_list.end(), vertices.begin(), vertices.end()); } } } //-------------------------------------------------------------- void ofApp::update() { int radius = 3; while (this->log_list.size() < 2500) { int font_location_index = ofRandom(this->font_location_list.size()); vector<glm::vec3> log; log.push_back(this->font_location_list[font_location_index]); this->log_list.push_back(log); this->color_list.push_back(this->base_color_list[(int)ofRandom(this->base_color_list.size())]); this->life_list.push_back(ofRandom(90)); } for (int i = this->log_list.size() - 1; i >= 0; i--) { this->life_list[i] -= 1; if (this->life_list[i] < 0) { this->log_list.erase(this->log_list.begin() + i); this->color_list.erase(this->color_list.begin() + i); this->life_list.erase(this->life_list.begin() + i); continue; } auto x = ofMap(ofNoise(glm::vec4(this->log_list[i].back() * 0.003, this->noise_seed.x + ofGetFrameNum() * 0.005)), 0, 1, -15, 15); auto y = ofMap(ofNoise(glm::vec4(this->log_list[i].back() * 0.003, this->noise_seed.y + ofGetFrameNum() * 0.005)), 0, 1, -15, 15); auto z = ofMap(ofNoise(glm::vec4(this->log_list[i].back() * 0.003, this->noise_seed.z + ofGetFrameNum() * 0.005)), 0, 1, -15, 15); this->log_list[i].push_back(this->log_list[i].back() + glm::vec3(x, y, z)); while (this->log_list[i].size() > 90) { this->log_list[i].erase(this->log_list[i].begin()); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); ofRotateY(ofGetFrameNum()); for (int i = 0; i < this->log_list.size(); i++) { ofSetColor(this->color_list[i]); if (this->life_list[i] > 30) { ofSetLineWidth(1); } else { ofSetLineWidth(ofMap(this->life_list[i], 0, 30, 0, 1)); } ofBeginShape(); ofVertices(this->log_list[i]); ofEndShape(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |