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数字の上のパーティクル
Particles on numbers.
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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 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) {}; float font_size; ofTrueTypeFont font; ofFbo fbo; ofPixels pix; ofShader shader; int number_of_targets; vector<glm::vec4> targets; vector<glm::vec4> colors; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); this->font.loadFont("fonts/Kazesawa-Bold.ttf", 350, true, true, true); this->number_of_targets = 350; for (int i = 0; i < this->number_of_targets; i++) { glm::vec4 target = glm::vec4(0.0, 0.0, 0.0, 0.0); this->targets.push_back(target); glm::vec4 color = glm::vec4(1.0, 1.0, 1.0, 0.0); int color_type = ofRandom(6); 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; case 3: color = glm::vec4(1.0, 1.0, 0.0, 0.0); break; case 4: color = glm::vec4(0.0, 1.0, 1.0, 0.0); break; case 5: color = glm::vec4(1.0, 0.0, 1.0, 0.0); break; } this->colors.push_back(color); } this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->fbo.allocate(ofGetWidth(), ofGetHeight()); this->fbo.begin(); ofClear(0); ofSetColor(0); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); time_t now = time(NULL); struct tm *pnow = localtime(&now); string word = std::to_string(pnow->tm_sec); this->font.drawString(word, this->font.stringWidth(word) * -0.5, this->font.stringHeight(word) * 0.5); this->fbo.end(); this->fbo.readToPixels(this->pix); int i = 0; while (i < this->number_of_targets) { int x = ofRandom(ofGetWidth()); int y = ofRandom(ofGetHeight()); ofColor pix_color = this->pix.getColor(x, y); if (pix_color != ofColor(0)) { continue; } float x_increase = ofMap(ofNoise(ofRandom(this->number_of_targets), ofGetFrameNum() * 0.05), 0, 1, -20, 20); float y_increase = ofMap(ofNoise(ofRandom(this->number_of_targets), ofGetFrameNum() * 0.05), 0, 1, -20, 20); x += x_increase; y += y_increase; this->targets[i] = glm::vec4(x, y, 0.0, 0.0); i++; } } //-------------------------------------------------------------- void ofApp::draw() { this->shader.begin(); this->shader.setUniform1f("time", ofGetElapsedTimef()); this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); this->shader.setUniform4fv("targets", &this->targets[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 = 400; 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 = 0.01 / length(p - t) * colors[i].x; float g = 0.01 / length(p - t) * colors[i].y; float b = 0.01 / length(p - t) * colors[i].z; vec3 c = vec3(smoothstep(0.03, 1.0, r), smoothstep(0.03, 1.0, g), smoothstep(0.03, 1.0, b)); color += c; } outputColor = vec4(color, 1.0); } |
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