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赤と白。
Red and white.
[ Source ]
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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) {}; ofShader shader; ofFbo fbo1; ofFbo fbo2; ofFbo fbo3; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(255); ofSetColor(0); ofSetCircleResolution(60); this->shader.load("shader/shader.vert", "shader/shader.frag"); this->fbo1.allocate(ofGetWidth(), ofGetHeight()); this->fbo2.allocate(ofGetWidth(), ofGetHeight()); this->fbo3.allocate(ofGetWidth(), ofGetHeight()); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); vector<glm::vec2> location_list; vector<glm::vec2> next_list; this->fbo1.begin(); ofClear(0); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); auto noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); for (int k = 0; k < 12; k++) { ofMesh mesh; vector<glm::vec3> right, left, frame; glm::vec3 last_location; float last_theta; for (int i = 0; i < 28; i++) { auto radius = ofMap(ofNoise((ofGetFrameNum() + i + k * 30) * 0.02), 0, 1, 150, 380); auto next_radius = ofMap(ofNoise((ofGetFrameNum() + i + 1 + k * 30) * 0.02), 0, 1, 150, 380); auto location = glm::vec3(radius * cos((ofGetFrameNum() + i + k * 30) * -DEG_TO_RAD), radius * sin((ofGetFrameNum() + i + k * 30) * -DEG_TO_RAD), 0); auto next = glm::vec3(next_radius * cos((ofGetFrameNum() + i + 1 + k * 30) * -DEG_TO_RAD), next_radius * sin((ofGetFrameNum() + i + 1 + k * 30) * -DEG_TO_RAD), 0); auto direction = next - location; auto theta = atan2(direction.y, direction.x); right.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, 8) * cos(theta + PI * 0.5), ofMap(i, 0, 25, 0, 8) * sin(theta + PI * 0.5), 0)); left.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, 8) * cos(theta - PI * 0.5), ofMap(i, 0, 25, 0, 8) * sin(theta - PI * 0.5), 0)); last_location = location; last_theta = theta; } for (int i = 0; i < right.size(); i++) { mesh.addVertex(left[i]); mesh.addVertex(right[i]); } for (int i = 0; i < mesh.getNumVertices() - 2; i += 2) { mesh.addIndex(i + 0); mesh.addIndex(i + 1); mesh.addIndex(i + 3); mesh.addIndex(i + 0); mesh.addIndex(i + 2); mesh.addIndex(i + 3); } mesh.addVertex(last_location); int index = mesh.getNumVertices(); for (auto theta = last_theta - PI * 0.5; theta <= last_theta + PI * 0.5; theta += PI / 20) { mesh.addVertex(last_location + glm::vec3(8 * cos(theta), 8 * sin(theta), 0)); frame.push_back(last_location + glm::vec3(8 * cos(theta), 8 * sin(theta), 0)); } for (int i = index; i < mesh.getNumVertices() - 1; i++) { mesh.addIndex(index); mesh.addIndex(i + 0); mesh.addIndex(i + 1); } mesh.draw(); } this->fbo1.end(); this->fbo2.begin(); ofClear(0); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); for (int k = 0; k < 12; k++) { ofMesh mesh; vector<glm::vec3> right, left, frame; glm::vec3 last_location; float last_theta; for (int i = 0; i < 28; i++) { auto radius = ofMap(ofNoise((ofGetFrameNum() + i + k * 30) * 0.02), 0, 1, 150, 380); auto next_radius = ofMap(ofNoise((ofGetFrameNum() + i + 1 + k * 30) * 0.02), 0, 1, 150, 380); auto location = glm::vec3(radius * cos((ofGetFrameNum() + i + k * 30) * DEG_TO_RAD), radius * sin((ofGetFrameNum() + i + k * 30) * DEG_TO_RAD), 0); auto next = glm::vec3(next_radius * cos((ofGetFrameNum() + i + 1 + k * 30) * DEG_TO_RAD), next_radius * sin((ofGetFrameNum() + i + 1 + k * 30) * DEG_TO_RAD), 0); auto direction = next - location; auto theta = atan2(direction.y, direction.x); right.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, 8) * cos(theta + PI * 0.5), ofMap(i, 0, 25, 0, 8) * sin(theta + PI * 0.5), 0)); left.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, 8) * cos(theta - PI * 0.5), ofMap(i, 0, 25, 0, 8) * sin(theta - PI * 0.5), 0)); last_location = location; last_theta = theta; } for (int i = 0; i < right.size(); i++) { mesh.addVertex(left[i]); mesh.addVertex(right[i]); } for (int i = 0; i < mesh.getNumVertices() - 2; i += 2) { mesh.addIndex(i + 0); mesh.addIndex(i + 1); mesh.addIndex(i + 3); mesh.addIndex(i + 0); mesh.addIndex(i + 2); mesh.addIndex(i + 3); } mesh.addVertex(last_location); int index = mesh.getNumVertices(); for (auto theta = last_theta - PI * 0.5; theta <= last_theta + PI * 0.5; theta += PI / 20) { mesh.addVertex(last_location + glm::vec3(8 * cos(theta), 8 * sin(theta), 0)); frame.push_back(last_location + glm::vec3(8 * cos(theta), 8 * sin(theta), 0)); } for (int i = index; i < mesh.getNumVertices() - 1; i++) { mesh.addIndex(index); mesh.addIndex(i + 0); mesh.addIndex(i + 1); } mesh.draw(); } this->fbo2.end(); this->fbo3.begin(); ofClear(0); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); int out = 600; int in = 500; ofBeginShape(); ofVertex(out * -0.5, out * -0.5); ofVertex(out * 0.5, out * -0.5); ofVertex(out * 0.5, out * 0.5); ofVertex(out * -0.5, out * 0.5); ofNextContour(true); ofVertex(in * -0.5, in * -0.5); ofVertex(in * 0.5, in * -0.5); ofVertex(in * 0.5, in * 0.5); ofVertex(in * -0.5, in * 0.5); ofEndShape(); out = 300; in = 400; ofBeginShape(); ofVertex(out * -0.5, out * -0.5); ofVertex(out * 0.5, out * -0.5); ofVertex(out * 0.5, out * 0.5); ofVertex(out * -0.5, out * 0.5); ofNextContour(true); ofVertex(in * -0.5, in * -0.5); ofVertex(in * 0.5, in * -0.5); ofVertex(in * 0.5, in * 0.5); ofVertex(in * -0.5, in * 0.5); ofEndShape(); this->fbo3.end(); } //-------------------------------------------------------------- void ofApp::draw() { 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); this->shader.setUniformTexture("tex3", this->fbo3.getTexture(), 3); 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; void main(){ gl_Position = modelViewProjectionMatrix * position; } |
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#version 150 uniform float time; uniform vec2 resolution; uniform sampler2DRect tex1; uniform sampler2DRect tex2; uniform sampler2DRect tex3; 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 t3 = texture(tex3, vec2(gl_FragCoord.x, resolution.y - gl_FragCoord.y)); vec4 c; if((t1 == t2 && t1 == t3) || (t1 == t2 && t3 == vec4(0.0)) || (t2 == t3 && t1 == vec4(0.0)) || (t1 == t3 && t2 == vec4(0.0))){ c = vec4(vec3(1, 0, 0), 1.0); }else{ c = vec4(vec3(1), 1.0); } outputColor = c; } |