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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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