This addon allows you to animate a repeating image texture inside a plane.
There are three elements to think about: the window, the plane and the texture.
If you just call
setup("filename.png") without any other arguments, the plane will by default stretch to fill the window, whatever size that may be. In the example below the window is 260 x 260 px and the plane has filled the window.
//setup ofxTexturePlane plane; ofSetWindowShape(260, 260); plane.setup("building.png"); //update & draw plane.incrementTextureOffsetY(0.1); plane.draw();
The plane doesn't move because the default
draw() position is
(0, 0). However the image texture moves because
incrementTextureOffsetY(0.1) is incrementing the texture offset by one-tenth each time
update() is called.
Changing the scale
In the example above, the image texture is 500px wide and 2000px tall. The smallest of those two dimensions is the width, at 500px.
Unless you specify otherwise, the image texture in the plane will be initialized to a scale of
1.0. This means that the smaller dimension of the image texture, be it width or height, will be stretched or squeezed to fit perfectly inside the plane. The larger dimension will be stretched or squeezed so that the image texture retains it's original proportions.
You can override the scale using a
setup() argument. To illustrate the different scales, this example shows how to draw two planes side-by-side, and to initialize the planes with custom dimensions.
//setup ofxTexturePlane plane1, plane2; ofSetWindowShape(580, 300); ofVec2f size = ofVec2f(260, 260); plane1.setup("building.png", size, 0.5); plane2.setup("building.png", size, 2.0); //update plane1.incrementTextureOffsetY(0.1); plane2.incrementTextureOffsetY(0.1); //draw ofBackground(ofColor::wheat); plane1.draw(20, 20); plane2.draw(300, 20);
Changing the texture offset
In the examples above, the image texture offset setting is always set to the default
TEXTURE_OFFSET_TOP_LEFT. However you can choose any of the offset constants to automatically position the texture for you.
//setup ofxTexturePlane plane1, plane2, plane3, plane4; ofSetWindowShape(580, 580); ofVec2f size = ofVec2f(260, 260); plane1.setup("building.png", size, 1.7, TEXTURE_OFFSET_TOP_LEFT); plane2.setup("building.png", size, 1.7, TEXTURE_OFFSET_TOP_RIGHT); plane3.setup("building.png", size, 1.7, TEXTURE_OFFSET_BOTTOM_RIGHT); plane4.setup("building.png", size, 1.7, TEXTURE_OFFSET_BOTTOM_LEFT); //draw ofBackground(ofColor::wheat); plane1.draw(20, 20); plane2.draw(300, 20); plane3.draw(300, 300); plane4.draw(20, 300);
Note that there are many many offset constants, not just the four above. They are worth experimenting with.
Animating the scale or texture offset
Anything you set via
setup() you can also set or increment later, to animate the texture on different frames. For example you can set or increment the texture offset using numerical arguments. Here are some random examples.
plane.setTextureOffsetX(mouseX * 0.003); //set X only, based on mouse movement plane.setTextureOffset(0.25, 0.75); //set both dimensions directly plane.incrementTextureOffsetX(-0.003); //increment the texture toward the left plane.incrementTextureOffset(0.003, 0.003); //increment the texture diagonally
You can also increment the texture scale each frame, creating the effect of a zoom.
(Note that all the
sign variable is doing in
update() below is switching between 1 and -1 every 10 frames. This is so that it increments by 0.1 each frame and then increments by -0.1 each frame, bouncing it back and forth).
//setup ofSetWindowShape(580, 300); ofVec2f size = ofVec2f(260, 260); plane1.setup("building.png", size, 1.0); plane2.setup("building.png", size, 1.75); //update int sign = ((int)floor(ofGetFrameNum() * 0.1) % 2 == 0) ? 1 : -1; plane1.incrementTextureScale(0.1 * sign); plane2.incrementTextureScale(0.1 * sign); //draw ofBackground(ofColor::wheat); plane1.draw(20, 20); plane2.draw(300, 20);
Or you can just set the scale directly at any time.
The addon has no dependencies. Tested against openFrameworks 0.9.3.