added files from player evaluation - BUILDING completed -

This commit is contained in:
Katharina Ott 2019-06-13 17:20:54 +02:00
parent 6232221061
commit 4399c724d3
39 changed files with 284 additions and 0 deletions

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bin/data/settings.json Normal file
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{
"warps": [
{
"blend": {
"edges": "0, 0, 0.5, 0.5",
"exponent": 2.0,
"gamma": "1, 1, 1",
"luminance": "0.5, 0.5, 0.5"
},
"brightness": 1.0,
"type": 2,
"warp": {
"columns": 2,
"control points": [
"0, 0",
"1, 0",
"1, 1",
"0, 1"
],
"rows": 2
}
}
]
}

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@ -0,0 +1,16 @@
#version 150
in vec2 vTexCoord;
in vec4 vColor;
out vec4 fragColor;
void main(void)
{
vec2 uv = vTexCoord * 2.0 - 1.0;
float d = dot(uv, uv);
float rim = smoothstep(0.7, 0.8, d);
rim += smoothstep(0.3, 0.4, d) - smoothstep(0.5, 0.6, d);
rim += smoothstep(0.1, 0.0, d);
fragColor = mix(vec4( 0.0, 0.0, 0.0, 0.25), vColor, rim);
}

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#version 150
// OF default uniforms and attributes
uniform mat4 modelViewProjectionMatrix;
uniform vec4 globalColor;
in vec4 position;
in vec2 texcoord;
in vec4 color;
// App uniforms and attributes
in vec4 iPositionScale;
in vec4 iColor;
out vec2 vTexCoord;
out vec4 vColor;
void main(void)
{
vTexCoord = texcoord;
vColor = globalColor * iColor;
gl_Position = modelViewProjectionMatrix * vec4(position.xy * iPositionScale.z + iPositionScale.xy, position.zw);
}

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#version 150
uniform sampler2D uTexture;
uniform vec4 uExtends;
uniform vec3 uLuminance;
uniform vec3 uGamma;
uniform vec4 uEdges;
uniform vec4 uCorners;
uniform float uExponent;
uniform bool uEditing;
in vec2 vTexCoord;
in vec4 vColor;
out vec4 fragColor;
float map(in float value, in float inMin, in float inMax, in float outMin, in float outMax)
{
return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
}
float grid(in vec2 uv, in vec2 size)
{
vec2 coord = uv / size;
vec2 grid = abs(fract(coord - 0.5) - 0.5) / (2.0 * fwidth(coord));
float line = min(grid.x, grid.y);
return 1.0 - min(line, 1.0);
}
void main(void)
{
vec4 texColor = texture(uTexture, vTexCoord);
vec2 mapCoord = vec2(map(vTexCoord.x, uCorners.x, uCorners.z, 0.0, 1.0), map(vTexCoord.y, uCorners.y, uCorners.w, 0.0, 1.0));
float a = 1.0;
if (uEdges.x > 0.0) a *= clamp(mapCoord.x / uEdges.x, 0.0, 1.0);
if (uEdges.y > 0.0) a *= clamp(mapCoord.y / uEdges.y, 0.0, 1.0);
if (uEdges.z > 0.0) a *= clamp((1.0 - mapCoord.x) / uEdges.z, 0.0, 1.0);
if (uEdges.w > 0.0) a *= clamp((1.0 - mapCoord.y) / uEdges.w, 0.0, 1.0);
const vec3 one = vec3(1.0);
vec3 blend = (a < 0.5) ? (uLuminance * pow(2.0 * a, uExponent)) : one - (one - uLuminance) * pow(2.0 * (1.0 - a), uExponent);
texColor.rgb *= pow(blend, one / uGamma);
if (uEditing)
{
float f = grid(mapCoord.xy * uExtends.xy, uExtends.zw);
vec4 gridColor = vec4(1.0f);
fragColor = mix(texColor * vColor, gridColor, f);
}
else
{
fragColor = texColor * vColor;
}
}

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#version 150
// OF default uniforms and attributes
uniform mat4 modelViewProjectionMatrix;
uniform vec4 globalColor;
in vec4 position;
in vec2 texcoord;
in vec4 color;
// App uniforms and attributes
out vec2 vTexCoord;
out vec4 vColor;
void main(void)
{
vTexCoord = texcoord;
vColor = globalColor;
gl_Position = modelViewProjectionMatrix * position;
}

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#version 150
uniform sampler2D uTexture;
uniform vec3 uLuminance;
uniform vec3 uGamma;
uniform vec4 uEdges;
uniform vec4 uCorners;
uniform float uExponent;
in vec2 vTexCoord;
in vec4 vColor;
out vec4 fragColor;
float map(in float value, in float inMin, in float inMax, in float outMin, in float outMax)
{
return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
}
void main(void)
{
vec4 texColor = texture(uTexture, vTexCoord);
vec2 mapCoord = vec2(map(vTexCoord.x, uCorners.x, uCorners.z, 0.0, 1.0), map(vTexCoord.y, uCorners.y, uCorners.w, 0.0, 1.0));
float a = 1.0;
if (uEdges.x > 0.0) a *= clamp(mapCoord.x / uEdges.x, 0.0, 1.0);
if (uEdges.y > 0.0) a *= clamp(mapCoord.y / uEdges.y, 0.0, 1.0);
if (uEdges.z > 0.0) a *= clamp((1.0 - mapCoord.x) / uEdges.z, 0.0, 1.0);
if (uEdges.w > 0.0) a *= clamp((1.0 - mapCoord.y) / uEdges.w, 0.0, 1.0);
const vec3 one = vec3(1.0);
vec3 blend = (a < 0.5) ? (uLuminance * pow(2.0 * a, uExponent)) : one - (one - uLuminance) * pow(2.0 * (1.0 - a), uExponent);
texColor.rgb *= pow(blend, one / uGamma);
fragColor = texColor * vColor;
}

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#version 150
// OF default uniforms and attributes
uniform mat4 modelViewProjectionMatrix;
uniform vec4 globalColor;
in vec4 position;
in vec2 texcoord;
in vec4 color;
// App uniforms and attributes
out vec2 vTexCoord;
out vec4 vColor;
void main(void)
{
vTexCoord = texcoord;
vColor = globalColor;
gl_Position = modelViewProjectionMatrix * position;
}

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<default>
<sizeMin>0.05</sizeMin>
<sizeMax>4</sizeMax>
<mass>100</mass>
<drag>0</drag>
<maxLife>10</maxLife>
<velMin>-80</velMin>
<velMax>80</velMax>
<color></color>
</default>

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bin/data/xml/default.xml Normal file
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<default>
<sizeMin>0.05</sizeMin>
<sizeMax>4</sizeMax>
<mass>100</mass>
<drag>0</drag>
<maxLife>10</maxLife>
<velMin>-80</velMin>
<velMax>80</velMax>
<color></color>
</default>

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<default>
<sizeMin>0.05</sizeMin>
<sizeMax>4</sizeMax>
<mass>100</mass>
<drag>0</drag>
<maxLife>10</maxLife>
<velMin>-80</velMin>
<velMax>80</velMax>
<color></color>
</default>

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bin/data/xml/radial.xml Normal file
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<default>
<sizeMin>0.05</sizeMin>
<sizeMax>4</sizeMax>
<mass>100</mass>
<drag>0</drag>
<maxLife>10</maxLife>
<velMin>-80</velMin>
<velMax>80</velMax>
<color></color>
</default>

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bin/data/xml/rain.xml Normal file
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<default>
<sizeMin>0.05</sizeMin>
<sizeMax>4</sizeMax>
<mass>100</mass>
<drag>0</drag>
<maxLife>10</maxLife>
<velMin>-80</velMin>
<velMax>80</velMax>
<color></color>
</default>

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bin/data/xml/symbol.xml Normal file
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<default>
<sizeMin>0.01</sizeMin>
<sizeMax>4.0</sizeMax>
<massMin>100</massMin>
<massMax>250</massMax>
<drag>0</drag>
<maxLife>ofRandom(maxAge - 5, maxAge)</maxLife>
<velMin>-80</velMin>
<velMax>80</velMax>
<color>(5, 241, 219)</color>
<age>0.0</age>
<valueToMoveToTop>0</valueToMoveToTop>
<valueToMoveToRight>0</valueToMoveToRight>
<counterToMoveParticlesToRight>70</counterToMoveParticlesToRight>
<particleLeftScene>false</particleLeftScene>
</default>
vel.set(ofRandom(-20.0, 20.0), ofRandom(-90, -100));

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@ -14,6 +14,7 @@ Particle::Particle()
}
// -----------------------------------
Particle::~Particle()
@ -76,6 +77,18 @@ void Particle::updateParticle(double deltaT, ofVec2f attractor, bool cloudAttrac
}
//--------------------------------------------------------------
void Particle::doMovementOfParticlesAtRain(bool tornadoIsFinished, double deltaT, float sceneSizeX)
{
if (tornadoIsFinished == false) { //Movement of partile from bottom to top
position += vel * deltaT;
age += deltaT;
if (position.x >= sceneSizeX) {
position.x = ofRandom(-1, -5);
}
}
}
//--------------------------------------------------------------
void Particle::doMovementOfParticlesAtSymbols(double deltaT, ofVec2f &attractor)