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お互いに近づくと輝きを増すランダムウォーク。
光る処理はShaderを使用。
Random walks that shine as they get closer to each other.
Shader is used for the glowing process.
[ 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 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) {}; ofShader shader; int number_of_targets; vector<glm::vec4> location_list; vector<float> size_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); this->number_of_targets = 65; this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->location_list.clear(); this->size_list.clear(); for (int i = 0; i < this->number_of_targets; i++) { auto location = glm::vec4(ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005), 0, 1, 0, ofGetWidth()), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005), 0, 1, 0, ofGetHeight()), 0, 0); this->location_list.push_back(location); this->size_list.push_back(0.1); } for (int i = 0; i < this->number_of_targets; i++) { for (int k = i + 1; k < this->number_of_targets; k++) { auto distance = glm::distance(this->location_list[i], this->location_list[k]); if (distance < 50) { this->size_list[i] += 0.25; this->size_list[k] += 0.25; } } } } //-------------------------------------------------------------- void ofApp::draw() { this->shader.begin(); this->shader.setUniform1f("time", ofGetElapsedTimef()); this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); this->shader.setUniform4fv("targets", &this->location_list[0].x, this->number_of_targets); this->shader.setUniform1fv("sizes", &this->size_list[0], this->number_of_targets); ofRect(0, 0, ofGetWidth(), ofGetHeight()); this->shader.end(); } //-------------------------------------------------------------- int main() { ofGLWindowSettings settings; settings.setGLVersion(3, 2); settings.setSize(720, 720); ofCreateWindow(settings); ofRunApp(new ofApp()); } |
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#version 150 uniform mat4 modelViewProjectionMatrix; in vec4 position; void main(){ gl_Position = modelViewProjectionMatrix * position; } |
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#version 150 const int number_of_targets = 65; out vec4 outputColor; uniform float time; uniform vec2 resolution; uniform vec4 targets[number_of_targets]; uniform float sizes[number_of_targets]; void main() { vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y); vec3 color = vec3(0.0); for(int i = 0; i < number_of_targets; i++){ vec2 t = vec2(targets[i].x, -targets[i].y) / min(resolution.x, resolution.y) * 2.0; t.xy += vec2(-resolution.x, resolution.y) / min(resolution.x, resolution.y); float r = 0.03 / length(p - t) * sizes[i]; vec3 c = vec3(smoothstep(0.03, 1.0, r), smoothstep(0.03, 1.0, r), smoothstep(0.03, 1.0, r)); color += c; } outputColor = vec4(color, 1.0); } |