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ランダムウォークの座標をshaderに送って光らせる。
Send the coordinates of the random walk to the shader to make it glow.
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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) {}; vector<glm::vec3> base_color_list; int number_of_targets; vector<glm::vec2> target_list; vector<glm::vec3> target_color_list; int frame_span; float size; vector<glm::vec2> location_list; vector<int> current_index_list; vector<int> next_index_list; vector<glm::vec3> color_list; ofShader shader; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); ofSetCircleResolution(72); this->base_color_list.push_back(glm::vec3(0.4, 0.25, 0.25)); this->base_color_list.push_back(glm::vec3(0.25, 0.4, 0.25)); this->base_color_list.push_back(glm::vec3(0.25, 0.25, 0.4)); this->frame_span = 60; this->size = 15; this->number_of_targets = 120; for (int x = this->size * 6; x <= ofGetWidth() - this->size * 6; x += this->size * 3) { for (int y = this->size * 6; y <= ofGetHeight() - this->size * 6; y += this->size * 3) { this->location_list.push_back(glm::vec2(x, y)); } } for (int i = 0; i < this->number_of_targets; i++) { this->target_list.push_back(glm::vec2()); this->target_color_list.push_back(glm::vec3(1, 1, 1)); this->current_index_list.push_back(0); this->next_index_list.push_back(ofRandom(this->location_list.size())); this->color_list.push_back(this->base_color_list[ofRandom(this->base_color_list.size())]); } this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { for (int i = 0; i < this->current_index_list.size(); i++) { if (ofGetFrameNum() % (this->frame_span * 2) == 0) { int next_index = this->next_index_list[i]; int current_index = next_index; vector<int> near_indexes; for (int location_index = 0; location_index < this->location_list.size(); location_index++) { if (current_index == location_index) { continue; } if (glm::distance(this->location_list[current_index], this->location_list[location_index]) < this->size * 5) { near_indexes.push_back(location_index); } } if (near_indexes.size() > 0) { next_index = near_indexes[ofRandom(near_indexes.size())]; } this->current_index_list[i] = current_index; this->next_index_list[i] = next_index; } } for (int i = 0; i < this->number_of_targets; i++) { if (ofGetFrameNum() % (this->frame_span * 2) < this->frame_span) { this->target_list[i] = this->location_list[this->current_index_list[i]]; this->target_color_list[i] = this->color_list[i]; } else { this->target_list[i] = this->location_list[this->next_index_list[i]]; this->target_color_list[i] = this->color_list[i]; } } } //-------------------------------------------------------------- void ofApp::draw() { int frame_param = ofGetFrameNum() % this->frame_span; ofSetLineWidth(5); for (int i = 0; i < this->next_index_list.size(); i++) { ofSetColor(ofMap(this->target_color_list[i].x, 0.25, 0.4, 0, 255), ofMap(this->target_color_list[i].y, 0.25, 0.4, 0, 255), ofMap(this->target_color_list[i].z, 0.25, 0.4, 0, 255)); int current_index = this->current_index_list[i]; int next_index = this->next_index_list[i]; auto angle_current = std::atan2(this->location_list[next_index].y - this->location_list[current_index].y, this->location_list[next_index].x - this->location_list[current_index].x); auto satellite_point_current = this->location_list[current_index] + glm::vec2(this->size * cos(angle_current), this->size * sin(angle_current)); auto angle_next = std::atan2(this->location_list[current_index].y - this->location_list[next_index].y, this->location_list[current_index].x - this->location_list[next_index].x); auto satellite_point_next = this->location_list[next_index] + glm::vec2(this->size * cos(angle_next), this->size * sin(angle_next)); if (ofGetFrameNum() % (this->frame_span * 2) < this->frame_span) { auto distance = glm::distance(satellite_point_next, satellite_point_current); distance = ofMap(frame_param, 0, this->frame_span, 0, distance); auto direction = satellite_point_next - satellite_point_current; ofDrawLine(satellite_point_current, satellite_point_current + glm::normalize(direction) * distance); } else { auto distance = glm::distance(satellite_point_next, satellite_point_current); distance = ofMap(frame_param, 0, this->frame_span, distance, 0); auto direction = satellite_point_next - satellite_point_current; ofDrawLine(satellite_point_next, satellite_point_next - glm::normalize(direction) * distance); } } ofSetLineWidth(0.1); ofSetColor(255); ofNoFill(); for (int location_index = 0; location_index < this->location_list.size(); location_index++) { ofDrawCircle(this->location_list[location_index], this->size); } for (int i = 0; i < this->target_color_list.size(); i++) { if (ofGetFrameNum() % (this->frame_span * 2) < this->frame_span) { float p = ofGetFrameNum() % this->frame_span < this->frame_span * 0.5 ? 1 : ofMap(ofGetFrameNum() % this->frame_span, this->frame_span * 0.5, this->frame_span, 1, 0); this->target_color_list[i] = this->target_color_list[i] * p; } else { this->target_color_list[i] = this->target_color_list[i] * ofMap(ofGetFrameNum() % this->frame_span, 0, this->frame_span, 0, 1); } } 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->target_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 = 120; 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(0.0); 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 v = 0.035 / 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); } |