[ Video ]
[ About ]
黒と白。
Black and white.
[ Source ]
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 |
#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) {}; ofFbo fbo1; ofFbo fbo2; ofShader shader; glm::vec3 noise_param; }; |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 |
#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(0); ofEnableDepthTest(); this->fbo1.allocate(ofGetWidth(), ofGetHeight()); this->fbo2.allocate(ofGetWidth(), ofGetHeight()); this->shader.load("shader/shader.vert", "shader/shader.frag"); this->noise_param = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->fbo1.begin(); ofClear(0); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); ofRotateY(90); int span = 15; ofMesh face, frame; frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); float frame_step = 0.02; float len_step = 0.002; for (float len = ofGetWidth() * 0.8; len > 0; len -= span) { int index = face.getNumVertices(); auto loc = glm::vec3( len * ofMap(ofNoise(this->noise_param.x, ofGetFrameNum() * frame_step + len * len_step), 0, 1, 0, 0.5), len * ofMap(ofNoise(this->noise_param.y, ofGetFrameNum() * frame_step + len * len_step), 0, 1, 0, 0.5), len * ofMap(ofNoise(this->noise_param.z, ofGetFrameNum() * frame_step + len * len_step), 0, 1, 0, 0.5) ); auto next = glm::vec3( (len - span) * ofMap(ofNoise(this->noise_param.x, ofGetFrameNum() * frame_step + (len - span) * len_step), 0, 1, 0, 0.5), (len - span) * ofMap(ofNoise(this->noise_param.y, ofGetFrameNum() * frame_step + (len - span) * len_step), 0, 1, 0, 0.5), (len - span) * ofMap(ofNoise(this->noise_param.z, ofGetFrameNum() * frame_step + (len - span) * len_step), 0, 1, 0, 0.5) ); face.addVertex(glm::vec3(loc.x, loc.y, loc.z)); face.addVertex(glm::vec3(-loc.x, loc.y, loc.z)); face.addVertex(glm::vec3(-next.x, next.y, next.z)); face.addVertex(glm::vec3(next.x, next.y, next.z)); frame.addVertex(glm::vec3(loc.x, loc.y, loc.z)); frame.addVertex(glm::vec3(-loc.x, loc.y, loc.z)); frame.addVertex(glm::vec3(-next.x, next.y, next.z)); frame.addVertex(glm::vec3(next.x, next.y, next.z)); face.addIndex(index + 0); face.addIndex(index + 1); face.addIndex(index + 2); face.addIndex(index + 0); face.addIndex(index + 2); face.addIndex(index + 3); frame.addIndex(index + 0); frame.addIndex(index + 3); frame.addIndex(index + 1); frame.addIndex(index + 2); } frame.addIndex(0); frame.addIndex(1); frame.addIndex(frame.getNumVertices() - 1); frame.addIndex(frame.getNumVertices() - 2); for (int i = 0; i < 6; i++) { ofRotateX(60); ofSetColor(0); face.draw(); ofSetColor(255); frame.drawWireframe(); } this->fbo1.end(); this->fbo2.begin(); ofClear(0); span = 72; auto flag = true; for (int x = 0; x < ofGetWidth(); x += span) { for (int y = 0; y < ofGetHeight(); y += span) { if (flag) { ofDrawRectangle(x, y, span, span); } flag = !flag; } flag = !flag; } this->fbo2.end(); } //-------------------------------------------------------------- void ofApp::draw() { ofFill(); this->shader.begin(); this->shader.setUniform1f("time", ofGetElapsedTimef()); this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); this->shader.setUniformTexture("tex1", this->fbo1.getTexture(), 1); this->shader.setUniformTexture("tex2", this->fbo2.getTexture(), 2); ofDrawRectangle(glm::vec2(0, 0), ofGetWidth(), ofGetHeight()); this->shader.end(); } //-------------------------------------------------------------- int main() { ofGLWindowSettings settings; settings.setGLVersion(3, 2); settings.setSize(720, 720); ofCreateWindow(settings); ofRunApp(new ofApp()); } |
1 2 3 4 5 6 7 8 9 10 11 12 |
#version 150 uniform mat4 modelViewProjectionMatrix; in vec4 position; in vec2 texcoord; out vec2 texCoordVarying; void main(){ texCoordVarying = texcoord; gl_Position = modelViewProjectionMatrix * position; } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 |
#version 150 uniform float time; uniform vec2 resolution; uniform sampler2DRect tex1; uniform sampler2DRect tex2; in vec2 texCoordVarying; out vec4 outputColor; void main() { vec4 t1 = texture(tex1, vec2(gl_FragCoord.x, resolution.y - gl_FragCoord.y)); vec4 t2 = texture(tex2, vec2(gl_FragCoord.x, resolution.y - gl_FragCoord.y)); vec4 c; if(t1 == t2){ c = vec4(vec3(0.937), 1.0); }else{ c = vec4(vec3(0.153), 1.0); } outputColor = c; } |