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ofxBox2dで2D物理演算をした座標情報をシェーダーへ送信。完全に雰囲気でGLSLを書いている状態である。
Send the result of physical calculation by ofxBox2d to the Shader.
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#pragma once #include "ofMain.h" #include "ofxBox2d.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) {}; ofxBox2d box2d; ofShader shader; int number_of_targets; vector<shared_ptr<ofxBox2dCircle>> circles; vector<glm::vec4> colors; vector<ofPoint> force_fields; int force_field_radius; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); this->box2d.init(); this->box2d.setGravity(0, 0); this->box2d.createBounds(); this->box2d.setFPS(60); this->box2d.registerGrabbing(); this->number_of_targets = 39; for (int i = 0; i < this->number_of_targets; i++) { this->circles.push_back(shared_ptr<ofxBox2dCircle>(new ofxBox2dCircle)); this->circles.back().get()->setPhysics(1.5, 0.5, 0.1); this->circles.back().get()->setup(this->box2d.getWorld(), ofRandom(ofGetWidth()), ofRandom(ofGetHeight()), 15); int color_type = ofRandom(3); glm::vec4 color; switch (color_type) { case 0: color = glm::vec4(1.0, 0.0, 0.0, 0.0); break; case 1: color = glm::vec4(0.0, 1.0, 0.0, 0.0); break; case 2: color = glm::vec4(0.0, 0.0, 1.0, 0.0); break; } this->colors.push_back(color); } this->shader.load("shader/shader.vert", "shader/shader.frag"); this->force_fields.push_back(ofPoint(ofGetWidth() / 4, ofGetHeight() / 4)); this->force_fields.push_back(ofPoint(ofGetWidth() / 4 * 3, ofGetHeight() / 4)); this->force_fields.push_back(ofPoint(ofGetWidth() / 4 * 3, ofGetHeight() / 4 * 3)); this->force_fields.push_back(ofPoint(ofGetWidth() / 4, ofGetHeight() / 4 * 3)); this->force_field_radius = 300; } //-------------------------------------------------------------- void ofApp::update() { for (int i = 0; i < this->circles.size(); i++) { shared_ptr<ofxBox2dCircle> circle = this->circles[i]; ofPoint point = circle->getPosition(); for (int field_index = 0; field_index < this->force_fields.size(); field_index++) { float distance = point.distance(this->force_fields[field_index]); if (distance < this->force_field_radius) { ofPoint p = ofPoint(this->force_field_radius * cos((field_index * 90 + 10) * DEG_TO_RAD), this->force_field_radius * sin((field_index * 90 + 10) * DEG_TO_RAD)); circle->addForce(p, ofMap(distance, 0, this->force_field_radius, 0.1, 0.01)); } } } this->box2d.update(); } //-------------------------------------------------------------- void ofApp::draw() { vector<glm::vec4> points; for (int i = 0; i < this->number_of_targets; i++) { glm::vec4 p = glm::vec4(this->circles[i]->getPosition().x, this->circles[i]->getPosition().y, 0, 0); points.push_back(p); } this->shader.begin(); this->shader.setUniform1f("time", ofGetElapsedTimef()); this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); this->shader.setUniform4fv("targets", &points[0].x, this->number_of_targets); this->shader.setUniform4fv("colors", &this->colors[0].x, this->number_of_targets); ofRect(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 = 39; out vec4 outputColor; uniform float time; uniform vec2 resolution; uniform vec4 targets[number_of_targets]; uniform vec4 colors[number_of_targets]; 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 r = 0.03 / length(p - t) * colors[i].x; float g = 0.03 / length(p - t) * colors[i].y; float b = 0.03 / length(p - t) * colors[i].z; color += vec3(r, g, b); } outputColor = vec4(color, 1.0); } |