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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); } |