[ Video ]
[ About ]
エレクトロニクス・パレード
RGB random walk.
[ Source ]
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 |
#pragma once #include "ofMain.h" #include "Particle.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) {}; ofShader shader; int number_of_targets; vector<glm::vec3> colors; ofFbo src; ofFbo dst; vector<Particle> particles; vector<ofPoint> locations; vector<vector<int>> next_indexes; }; |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 |
#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); int span = 72; for (int x = 0; x <= ofGetWidth(); x += span) { for (int y = 0; y <= ofGetHeight(); y += span) { this->locations.push_back(ofPoint(x, y)); } } for (int i = 0; i < this->locations.size(); i++) { vector<int> next_index = vector<int>(); for (int j = 0; j < this->locations.size(); j++) { if (i == j) { continue; } float distance = this->locations[i].distance(this->locations[j]); if (distance <= span) { next_index.push_back(j); } } this->next_indexes.push_back(next_index); } this->number_of_targets = 120; for (int i = 0; i < this->number_of_targets; i++) { this->particles.push_back(Particle(this->locations, this->next_indexes)); glm::vec3 color = glm::vec3(1.0, 1.0, 1.0); int color_type = ofRandom(3); switch (color_type) { case 0: color = glm::vec3(0.8, 0.3, 0.3); break; case 1: color = glm::vec3(0.3, 0.8, 0.3); break; case 2: color = glm::vec3(0.3, 0.3, 0.8); break; } this->colors.push_back(color); } this->src.allocate(ofGetWidth(), ofGetHeight()); this->dst.allocate(ofGetWidth(), ofGetHeight()); this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { for (Particle& particle : this->particles) { particle.Upate(); } } //-------------------------------------------------------------- void ofApp::draw() { vector<glm::vec2> targets; for (int i = 0; i < this->number_of_targets; i++) { glm::vec2 p = glm::vec2(this->particles[i].location.x, this->particles[i].location.y); targets.push_back(p); } this->dst.begin(); this->shader.begin(); this->shader.setUniform1f("time", ofGetElapsedTimef()); this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); this->shader.setUniform2fv("targets", &targets[0].x, this->number_of_targets); this->shader.setUniform3fv("colors", &this->colors[0].x, this->number_of_targets); this->shader.setUniformTexture("fbo", this->src.getTexture(), 1); this->src.draw(0, 0); this->shader.end(); this->dst.end(); this->dst.draw(0, 0); std::swap(this->src, this->dst); } //-------------------------------------------------------------- int main() { ofGLWindowSettings settings; settings.setGLVersion(3, 2); settings.setSize(720, 720); ofCreateWindow(settings); ofRunApp(new ofApp()); } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 |
#pragma once #include "ofMain.h" class Particle { public: Particle(vector<ofPoint> locations, vector<vector<int>> next_indexes); ~Particle(); void Upate(); void Draw(); ofPoint location; private: vector<ofPoint> locations; vector<vector<int>> next_indexes; int locations_index; int next_index; }; |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 |
#include "Particle.h" //-------------------------------------------------------------- Particle::Particle(vector<ofPoint> locations, vector<vector<int>> next_indexes) { this->locations = locations; this->next_indexes = next_indexes; while (true) { this->locations_index = (int)ofRandom(this->locations.size()); if (this->next_indexes[this->locations_index].size() > 0) { this->next_index = this->next_indexes[this->locations_index][(int)ofRandom(this->next_indexes[this->locations_index].size())]; break; } } } //-------------------------------------------------------------- Particle::~Particle() { } //-------------------------------------------------------------- void Particle::Upate() { int frame_span = 20; if (ofGetFrameNum() % frame_span == 0) { this->locations_index = this->next_index; this->next_index = this->next_indexes[this->locations_index][(int)ofRandom(this->next_indexes[this->locations_index].size())]; } ofPoint distance = this->locations[this->next_index] - this->locations[this->locations_index]; this->location = this->locations[this->locations_index] + distance / frame_span * (ofGetFrameNum() % frame_span); } //-------------------------------------------------------------- void Particle::Draw() { } |
1 2 3 4 5 6 7 8 |
#version 150 uniform mat4 modelViewProjectionMatrix; in vec4 position; void main(){ gl_Position = modelViewProjectionMatrix * position; } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 |
#version 150 const int number_of_targets = 100; out vec4 outputColor; uniform float time; uniform vec2 resolution; uniform vec2 targets[number_of_targets]; uniform vec3 colors[number_of_targets]; uniform sampler2DRect fbo; 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 r = 0.01 / length(p - t) * colors[i].x; float g = 0.01 / length(p - t) * colors[i].y; float b = 0.01 / length(p - t) * 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; } vec4 fbo_value = texture(fbo, vec2(gl_FragCoord.x, gl_FragCoord.y)); outputColor = vec4(color, 1.0) + fbo_value * 0.95; } |