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Color orbs.
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| 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 | #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) {}; 	int number_of_targets; 	vector<glm::vec2> target_list; 	vector<glm::vec3> color_list; 	ofShader shader; }; | 
| 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 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(0); 	ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); 	this->number_of_targets = 30; 	for (int i = 0; i < this->number_of_targets; i++) { 		this->target_list.push_back(glm::vec2()); 		this->color_list.push_back(glm::vec3()); 	} 	this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	for (int i = 0; i < this->number_of_targets; i++) { 		auto location_noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); 		this->target_list[i] = glm::vec2( 			ofMap(ofNoise(location_noise_seed.x, ofGetFrameNum() * 0.0005), 0, 1, 30, ofGetWidth() - 30), 			ofMap(ofNoise(location_noise_seed.y, ofGetFrameNum() * 0.0005), 0, 1, 30, ofGetHeight() - 30)); 		auto color_noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); 		this->color_list[i] = glm::vec3( 			ofMap(ofNoise(color_noise_seed.x, ofGetFrameNum() * 0.005), 0, 1, 0.25, 1), 			ofMap(ofNoise(color_noise_seed.y, ofGetFrameNum() * 0.005), 0, 1, 0.25, 1), 			ofMap(ofNoise(color_noise_seed.z, ofGetFrameNum() * 0.005), 0, 1, 0.25, 1)); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	ofFill(); 	this->shader.begin(); 	this->shader.setUniform1f("time", ofGetElapsedTimef()); 	this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); 	this->shader.setUniform2fv("targets", &this->target_list[0].x, this->number_of_targets); 	this->shader.setUniform3fv("colors", &this->color_list[0].x, this->number_of_targets); 	ofDrawRectangle(0, 0, ofGetWidth(), ofGetHeight()); 	this->shader.end(); 	for (int i = 0; i < this->number_of_targets; i++) { 		ofSetColor(this->color_list[i].x * 255, this->color_list[i].y * 255, this->color_list[i].z * 255); 		ofBeginShape(); 		for (int deg = 0; deg <= 360; deg += 1) { 			ofVertex(this->target_list[i] + glm::vec2(30 * cos(deg * DEG_TO_RAD), 30 * sin(deg * DEG_TO_RAD))); 		} 		for (int deg = 360; deg >= 0; deg -= 1) { 			ofVertex(this->target_list[i] + glm::vec2(33 * cos(deg * DEG_TO_RAD), 33 * sin(deg * DEG_TO_RAD))); 		} 		ofEndShape(true); 	} } //-------------------------------------------------------------- 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 | #version 150 uniform mat4 modelViewProjectionMatrix; in vec4 position; void main(){ 	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 27 28 29 30 | #version 150 const int number_of_targets = 30; uniform float time; uniform vec2 resolution; uniform vec2 targets[number_of_targets]; uniform vec3 colors[number_of_targets]; out vec4 outputColor; 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 v = 0.05 / length(p - t); 	float r = v * colors[i].x; 	float g = v * colors[i].y; 	float b = v * colors[i].z;     vec3 c = vec3(smoothstep(0.05, 1.0, r), smoothstep(0.05, 1.0, g), smoothstep(0.05, 1.0, b));     color += c;   }   outputColor = vec4(color, 1.0); } |