[ Video ]
[ About ]
Glowing random walkers.
[ 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 27 28 29 30 31 32 33 34  | 
						#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; 	vector<glm::vec2> noise_seed_list; 	vector<glm::vec2> location_list; 	vector<glm::vec2> velocity_list; 	vector<glm::vec3> location_color_list; 	vector<float> color_value_list; };  | 
					
| 
					 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  | 
						#include "ofApp.h"	 //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(0); 	ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); 	ofSetColor(255); 	this->number_of_targets = 500; 	for (int i = 0; i < this->number_of_targets; i++) { 		this->target_list.push_back(glm::vec2()); 		this->color_list.push_back(glm::vec3(1, 1, 1)); 	} 	this->shader.load("shader/shader.vert", "shader/shader.frag"); 	for (int i = 0; i < 3; 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() * 0.0035), 0, 1, 100, ofGetWidth() - 100), ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.0035), 0, 1, 100, ofGetHeight() - 100)); 		auto next = glm::vec2(ofMap(ofNoise(noise_seed.x, (ofGetFrameNum() + 1) * 0.0035), 0, 1, 100, ofGetWidth() - 100), ofMap(ofNoise(noise_seed.y, (ofGetFrameNum() + 1) * 0.0035), 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)); 		glm::vec3 tmp_color; 		switch ((int)ofRandom(3)) 		{ 		case 0: 			tmp_color += glm::vec3(0.6, 0.4, 0.4); 			break; 		case 1: 			tmp_color += glm::vec3(0.4, 0.6, 0.4); 			break; 		case 2: 			tmp_color += glm::vec3(0.4, 0.4, 0.6); 			break; 		} 		this->location_color_list.push_back(tmp_color); 		this->color_value_list.push_back(1); 	} 	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; 		this->color_value_list[i] *= 0.985; 		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->location_color_list.erase(this->location_color_list.begin() + i); 			this->color_value_list.erase(this->color_value_list.begin() + i); 		} 	} 	for (int i = 0; i < this->target_list.size(); i++) { 		if (i < this->location_list.size()) { 			this->target_list[i] = this->location_list[i]; 			this->color_list[i] = this->location_color_list[i] * this->color_value_list[i]; 		} 		else { 			this->color_list[i] = glm::vec3(0); 		} 	} } //-------------------------------------------------------------- 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(); } //-------------------------------------------------------------- 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 = 500; 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 = 0.035 / 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); }  |