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GLSLを使ってライフゲーム。ピクセル単位で計算してるけど、サクサク動く!
Life game on GLSL. It is speedy.
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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) {}; ofFbo src; ofFbo dst; ofShader shader; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); this->src.allocate(ofGetWidth(), ofGetHeight()); this->dst.allocate(ofGetWidth(), ofGetHeight()); this->shader.load("shader/shader.vert", "shader/shader.frag"); ofSeedRandom(39); this->src.begin(); ofClear(0); for (int i = 0; i < 50000; i++) { ofRandom(2) > 1 ? ofSetColor(255) : ofSetColor(128); ofDrawRectangle(ofRandom(ofGetWidth()), ofRandom(ofGetHeight()), 1, 1); } this->src.end(); ofSetColor(255); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->dst.begin(); ofClear(0); this->shader.begin(); this->shader.setUniform1f("time", ofGetElapsedTimef()); this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); this->shader.setUniformTexture("tex", this->src.getTexture(), 1); this->src.draw(0, 0); this->shader.end(); this->dst.end(); this->dst.draw(0, 0); std::swap(this->dst, this->src); } //-------------------------------------------------------------- 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; in vec2 texcoord; out vec2 texCoordVarying; void main(){ texCoordVarying = texcoord; gl_Position = modelViewProjectionMatrix * position; } |
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#version 150 uniform float time; uniform vec2 resolution; uniform sampler2DRect tex; in vec2 texCoordVarying; out vec4 outputColor; void main() { vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y); float count = 0.0; for(float x = -1.0; x <= 1.0; x++){ for(float y = -1.0; y <= 1.0; y++){ float r = texture(tex, texCoordVarying + vec2(x, y)).r; if(r == 1.0){ count++; } } } float my = texture(tex, texCoordVarying).r; float next; if(my == 0.0){ if(count == 2){ next = 1.0; }else{ next = 0.0; } }else if(my == 1.0){ next = 0.5; }else if(my == 0.5){ next = 0.0; } outputColor = vec4(vec3(next, next, 0.0), 1.0); } |