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回転するオーブ。
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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) {}; int number_of_targets; vector<glm::vec2> target_list; vector<glm::vec3> color_list; ofShader shader; ofMesh base_mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetColor(255); auto ico_sphere = ofIcoSpherePrimitive(200, 3); this->base_mesh = ico_sphere.getMesh(); this->shader.load("shader/shader.vert", "shader/shader.frag"); cout << this->base_mesh.getNumVertices(); } //-------------------------------------------------------------- void ofApp::update() { this->target_list.clear(); this->color_list.clear(); for (auto v : this->base_mesh.getVertices()) { for (int i = 0; i < 4; i++) { auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.0025, ofGetFrameNum() * 0.005)), 0, 1, -90, 90) * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.0025, ofGetFrameNum() * 0.005)), 0, 1, -90, 90) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.0025, ofGetFrameNum() * 0.005)), 0, 1, -90, 90) * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); v = glm::vec4(v, 0) * rotation_z * rotation_y * rotation_x; } this->target_list.push_back(v + glm::vec2(ofGetWindowWidth() * 0.5, ofGetWindowHeight() * 0.5)); } } //-------------------------------------------------------------- void ofApp::draw() { ofFill(); this->shader.begin(); this->shader.setUniform1f("time", ofGetElapsedTimef()); this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); this->shader.setUniform2fv("targets", &this->target_list[0].x, 1000); 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 = 1000; uniform float time; uniform vec2 resolution; uniform vec2 targets[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 = 0.0035 / length(p - t); float r = v * 1.0; float g = v * 1.0; float b = v * 0.5; 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); } |