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お互いに反発するパーティクル、サイズは速度とリンク。
Particles are repelling each other. Particle size is linked with velocity.
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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<float> sizes; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); this->box2d.init(); this->box2d.setGravity(0, 0); this->box2d.createBounds(); this->box2d.setFPS(30); this->box2d.registerGrabbing(); this->number_of_targets = 150; 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); 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->sizes.push_back(1.0f); } this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { for (int i = 0; i < this->circles.size(); i++) { for (int j = i + 1; j < this->circles.size(); j++) { float distance = this->circles[i]->getPosition().distance(this->circles[j]->getPosition()); if (distance < 80) { this->circles[i]->addForce(this->circles[i]->getPosition() - this->circles[j]->getPosition(), 1.0); this->circles[j]->addForce(this->circles[j]->getPosition() - this->circles[i]->getPosition(), 1.0); } } } for (int i = 0; i < this->circles.size(); i++) { this->sizes[i] = ofMap(this->circles[i]->getVelocity().length(), 0, 8, 0, 1); } 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); this->shader.setUniform1fv("sizes", &this->sizes[0], 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 = 150; out vec4 outputColor; uniform float time; uniform vec2 resolution; uniform vec4 targets[number_of_targets]; uniform vec4 colors[number_of_targets]; uniform float sizes[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 * sizes[i]; float g = 0.03 / length(p - t) * colors[i].y * sizes[i]; float b = 0.03 / length(p - t) * colors[i].z * sizes[i]; 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); } |