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ノイズを使ったランダムウォーク&色の反転
Noisy walk and invert color.
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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) {}; ofFbo fbo1; ofFbo fbo2; ofShader shader; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(5); this->fbo1.allocate(ofGetWidth(), ofGetHeight()); this->fbo2.allocate(ofGetWidth(), ofGetHeight()); this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); ofSetColor(39); this->fbo1.begin(); ofClear(0); int length = 30; int x_span = 120; int y_span = 120; ofColor color; for (int x = 0; x < ofGetWidth(); x += x_span) { for (int y = 0; y < ofGetHeight(); y += y_span) { color.setHsb(ofRandom(255), 230, 200); ofSetColor(color); float x_seed = ofRandom(100); float y_seed = ofRandom(100); ofPoint point; ofPoint prev_point = ofPoint(); for (int l = 0; l < length; l++) { point = ofPoint(ofMap(ofNoise(x_seed, (ofGetFrameNum() + l) * 0.015), 0, 1, x, x + x_span), ofMap(ofNoise(y_seed, (ofGetFrameNum() + l) * 0.015), 0, 1, y, y + y_span)); if (l != 0) { ofDrawLine(prev_point, point); } prev_point = point; } ofDrawCircle(point, 10); } } this->fbo1.end(); ofSetColor(39); this->fbo2.begin(); ofClear(0); for (int y = 0; y < ofGetHeight(); y += 60) { int x_start = y % 120; for (int x = x_start; x < ofGetWidth(); x += 120) { ofDrawRectangle(x, y, 60, 60); } } this->fbo2.end(); } //-------------------------------------------------------------- void ofApp::draw() { ofSetColor(255); ofFill(); this->shader.begin(); this->shader.setUniform1f("time", ofGetElapsedTimef()); this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); this->shader.setUniformTexture("tex1", this->fbo1.getTexture(), 1); this->shader.setUniformTexture("tex2", this->fbo2.getTexture(), 2); ofDrawRectangle(glm::vec2(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; 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 tex1; uniform sampler2DRect tex2; in vec2 texCoordVarying; out vec4 outputColor; void main() { vec4 t1 = texture(tex1, vec2(gl_FragCoord.x, resolution.y - gl_FragCoord.y)); vec4 t2 = texture(tex2, vec2(gl_FragCoord.x, resolution.y - gl_FragCoord.y)); vec4 c; if(t1 != vec4(0.0) && t2 == vec4(0.0)){ c = t1; }else if(t1 == vec4(0.0) && t2 != vec4(0.0)){ c = t2; }else{ c = vec4(vec3(0.937), 1.0); } outputColor = c; } |