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フレームを散りばめる。
Scattered frames.
[ Source ]
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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) {}; ofEasyCam cam; cv::VideoCapture cap; cv::Size cap_size; int number_of_frames; vector<cv::Mat> frame_list; ofImage image; cv::Mat frame; vector<ofMesh> mesh_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(255); ofEnableDepthTest(); ofSetRectMode(ofRectMode::OF_RECTMODE_CENTER); this->cap.open("D:\\video\\image16.mp4"); this->cap_size = cv::Size(256, 144); 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->number_of_frames = 30 * 25; // Second * FrameRate for (int i = 0; i < this->number_of_frames; i++) { cv::Mat src, tmp; this->cap >> src; if (src.empty()) { continue; } cv::resize(src, tmp, this->cap_size); cv::cvtColor(tmp, tmp, cv::COLOR_BGR2RGB); this->frame_list.push_back(tmp); } for (int i = 0; i < 128; i++) { ofMesh mesh; mesh.addVertex(glm::vec3(-128, -72, 0)); mesh.addVertex(glm::vec3(128, -72, 0)); mesh.addVertex(glm::vec3(128, 72, 0)); mesh.addVertex(glm::vec3(-128, 72, 0)); mesh.addTexCoord(glm::vec3(0, 0, 0)); mesh.addTexCoord(glm::vec3(256, 0, 0)); mesh.addTexCoord(glm::vec3(256, 144, 0)); mesh.addTexCoord(glm::vec3(0, 144, 0)); mesh.addIndex(0); mesh.addIndex(1); mesh.addIndex(2); mesh.addIndex(0); mesh.addIndex(2); mesh.addIndex(3); this->mesh_list.push_back(mesh); } } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); for (auto& mesh : this->mesh_list) { auto location = glm::vec3(ofRandom(-1280, 1280), ofRandom(-720, 720), 0); int n = ((int)ofMap(location.x, -1280, 1280, this->number_of_frames, 0) + ofGetFrameNum()) % this->number_of_frames; this->frame_list[n].copyTo(this->frame); this->image.update(); ofPushMatrix(); ofTranslate(location); ofRotateZ(ofRandom(360)); ofFill(); this->image.bind(); mesh.draw(); this->image.unbind(); ofNoFill(); ofDrawRectangle(0, 0, 256, 144); ofPopMatrix(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(1280, 720, OF_WINDOW); ofRunApp(new ofApp()); } |