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回転するオーブ。
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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 28 29 30 | #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; 	ofMesh base_mesh; }; | 
| 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 | #include "ofApp.h"	 //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(255); 	ofSetColor(255); 	auto ico_sphere = ofIcoSpherePrimitive(200, 3); 	this->base_mesh = ico_sphere.getMesh(); 	this->shader.load("shader/shader.vert", "shader/shader.frag"); 	cout << this->base_mesh.getNumVertices();  } //-------------------------------------------------------------- void ofApp::update() { 	this->target_list.clear(); 	this->color_list.clear(); 	for (auto v : this->base_mesh.getVertices()) { 		for (int i = 0; i < 4; i++) { 			auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.0025, ofGetFrameNum() * 0.005)), 0, 1, -90, 90) * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); 			auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.0025, ofGetFrameNum() * 0.005)), 0, 1, -90, 90) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); 			auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.0025, ofGetFrameNum() * 0.005)), 0, 1, -90, 90) * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); 			v = glm::vec4(v, 0) * rotation_z * rotation_y * rotation_x; 		} 		this->target_list.push_back(v + glm::vec2(ofGetWindowWidth() * 0.5, ofGetWindowHeight() * 0.5)); 	} } //-------------------------------------------------------------- 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, 1000); 	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 | #version 150 const int number_of_targets = 1000; uniform float time; uniform vec2 resolution; uniform vec2 targets[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 = 0.0035 / length(p - t); 	float r = v * 1.0; 	float g = v * 1.0; 	float b = v * 0.5;     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); } |