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速度の可視化 + 色反転。
Create particle from velocity. And, color reverse
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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) {}; ofFbo fbo1; ofFbo fbo2; ofShader shader; vector<glm::vec2> noise_seed_list; vector<glm::vec2> location_list; vector<glm::vec2> velocity_list; }; |
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#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"); for (int i = 0; i < 2; i++) { this->noise_seed_list.push_back(glm::vec2(ofRandom(1000), ofRandom(1000))); } } //-------------------------------------------------------------- void ofApp::update() { for (auto& noise_seed : this->noise_seed_list) { auto location = glm::vec2(ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.003), 0, 1, 100, ofGetWidth() - 100), ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.003), 0, 1, 100, ofGetHeight() - 100)); auto next = glm::vec2(ofMap(ofNoise(noise_seed.x, (ofGetFrameNum() + 1) * 0.003), 0, 1, 100, ofGetWidth() - 100), ofMap(ofNoise(noise_seed.y, (ofGetFrameNum() + 1) * 0.003), 0, 1, 100, ofGetHeight() - 100)); auto distance = location - next; distance *= 2; auto future = location + distance * 30; auto random_deg = ofRandom(360); future += glm::vec2(30 * cos(random_deg * DEG_TO_RAD), 30 * sin(random_deg * DEG_TO_RAD)); auto future_distance = future - location; this->location_list.push_back(location); this->velocity_list.push_back(glm::normalize(future_distance) * glm::length(distance)); } for (int i = this->location_list.size() - 1; i > -1; i--) { this->location_list[i] += this->velocity_list[i]; this->velocity_list[i] *= 1.01; if (glm::distance(glm::vec2(ofGetWidth() * 0.5, ofGetHeight() * 0.5), this->location_list[i]) > 720) { this->location_list.erase(this->location_list.begin() + i); this->velocity_list.erase(this->velocity_list.begin() + i); } } this->fbo1.begin(); ofClear(0); for (auto& location : this->location_list) { ofDrawCircle(location, 5); for (auto& other : this->location_list) { if (location == other) continue; if (glm::distance(location, other) < 50) { ofDrawLine(location, other); } } } this->fbo1.end(); this->fbo2.begin(); ofClear(0); int span = 180; 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()); } |
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#version 150 uniform mat4 modelViewProjectionMatrix; in vec4 position; in vec2 texcoord; out vec2 texCoordVarying; void main(){ texCoordVarying = texcoord; gl_Position = modelViewProjectionMatrix * position; } |
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#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; } |