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ペンキのしぶきっぽい絵を描いて、動画をマスク
Paint mask.
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						#pragma once #include "ofMain.h" #include "opencv2/opencv.hpp" 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) {}; 	cv::Size cap_size; 	cv::VideoCapture cap; 	cv::Mat frame; 	ofImage image; 	ofFbo fbo; 	ofShader shader; 	glm::vec2 location; 	float percent; 	float noise_seed; 	float noise_scale; 	ofColor color; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	this->cap_size = cv::Size(1280, 720); 	this->cap.open("D:\\video\\image2.mp4"); 	this->image.allocate(this->cap_size.width, this->cap_size.height, OF_IMAGE_COLOR); 	this->frame = cv::Mat(cv::Size(this->image.getWidth(), this->image.getHeight()), CV_MAKETYPE(CV_8UC3, this->image.getPixels().getNumChannels()), this->image.getPixels().getData(), 0); 	this->fbo.allocate(ofGetWidth(), ofGetHeight()); 	this->shader.load("shader/shader.vert", "shader/shader.frag"); 	this->location = glm::vec2(ofRandom(ofGetWidth() * 0.2, ofGetWidth() * 0.8), ofRandom(ofGetHeight() * 0.2, ofGetHeight() * 0.8)); 	this->percent = 0.0; 	this->noise_seed = ofRandom(10000); 	this->noise_scale = ofRandom(3, 8); 	this->color.setHsb(ofRandom(255), 255, 255); } //-------------------------------------------------------------- void ofApp::update() { 	// Read mp4 file. 	cv::Mat src; 	this->cap >> src; 	if (src.empty()) { 		this->cap.set(CV_CAP_PROP_POS_FRAMES, 1); 		return; 	} 	cv::resize(src, this->frame, this->cap_size); 	cv::cvtColor(this->frame, this->frame, CV_BGR2RGB); 	this->image.update(); 	// Draw image. 	if (this->percent < 1.0) { 		this->percent += 0.30; 	} 	else { 		this->location = glm::vec2(ofRandom(ofGetWidth()), ofRandom(ofGetHeight())); 		this->percent = 0.f; 		this->noise_seed = ofRandom(10000); 		this->noise_scale = ofRandom(3, 8); 		this->color.setHsb(ofRandom(255), 255, 255); 	} 	this->fbo.begin(); 	float base_radius = 80; 	ofPushMatrix(); 	ofTranslate(this->location); 	vector<glm::vec2> vertices; 	for (int i = 0; i < 3600; i++) { 		float deg = i * 0.1; 		auto noise_point = glm::vec2(cos(deg * DEG_TO_RAD), sin(deg * DEG_TO_RAD)); 		auto noise_value = ofNoise(this->noise_seed, noise_point.x * this->noise_scale, noise_point.y * this->noise_scale); 		float grow_radius = base_radius + pow((1 + noise_value), 7) * this->percent; 		auto point = glm::vec2(grow_radius * cos(deg * DEG_TO_RAD), grow_radius * sin(deg * DEG_TO_RAD)); 		vertices.push_back(point); 	} 	ofSetColor(this->color); 	ofBeginShape(); 	ofVertices(vertices); 	ofEndShape(); 	ofPopMatrix(); 	this->fbo.end(); } //-------------------------------------------------------------- void ofApp::draw() { 	this->shader.begin(); 	this->shader.setUniform1f("time", ofGetElapsedTimef()); 	this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); 	this->shader.setUniformTexture("tex1", this->image, 1); 	this->shader.setUniformTexture("tex2", this->fbo.getTexture(), 2); 	ofFill(); 	ofSetColor(255); 	ofDrawRectangle(0, 0, ofGetWidth(), ofGetHeight()); 	this->shader.end(); } //-------------------------------------------------------------- int main() { 	ofGLWindowSettings settings; 	settings.setGLVersion(3, 2); 	settings.setSize(1280, 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; 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));   outputColor = t1 * t2; }  |