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Noisy walkers.
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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) {}; 	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::vec3> location_color_list; 	vector<float> life_list; };  | 
					
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						#include "ofApp.h"	 //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(0); 	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"); } //-------------------------------------------------------------- void ofApp::update() { 	if (this->location_list.size() < this->number_of_targets) { 		for (int i = 0; i < 2; i++) { 			this->location_list.push_back(glm::vec2(ofRandom(0, ofGetWidth()), ofRandom(0, ofGetHeight()))); 			glm::vec3 tmp_color; 			switch ((int)ofRandom(3)) 			{ 			case 0: 				tmp_color += glm::vec3(0.66, 0.25, 0.25); 				break; 			case 1: 				tmp_color += glm::vec3(0.25, 0.65, 0.25); 				break; 			case 2: 				tmp_color += glm::vec3(0.25, 0.25, 0.65);				 				break; 			} 			this->location_color_list.push_back(tmp_color); 			this->life_list.push_back(250); 		} 	} 	int radius = 5; 	for (int i = this->location_list.size() - 1; i >= 0; i--) { 		this->life_list[i] -= 1; 		if (this->life_list[i] < 0) { 			this->location_list.erase(this->location_list.begin() + i); 			this->location_color_list.erase(this->location_color_list.begin() + i); 			this->life_list.erase(this->life_list.begin() + i); 			continue; 		} 		auto deg = ofMap(ofNoise(glm::vec3(this->location_list[i] * 0.01, ofGetFrameNum() * 0.003)), 0, 1, -360, 360); 		this->location_list[i] = this->location_list[i] + glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); 	} 	for (int i = 0; i < this->number_of_targets; i++) { 		if (i < this->location_list.size()) { 			this->target_list[i] = this->location_list[i]; 			this->color_list[i] = this->location_color_list[i]; 		} 		else { 			this->target_list[i] = glm::vec2(); 			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()); }  | 
					
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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 = 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(0.937);   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 = 0.03 / 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); }  |