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重なると反転
Overlap and invert.
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| 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 | #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 windowResized(int w, int h) {}; 	void dragEvent(ofDragInfo dragInfo) {}; 	void gotMessage(ofMessage msg) {}; 	glm::vec2 make_point(int len, int param); 	ofShader shader; 	ofFbo tex1; 	ofFbo tex2; }; | 
| 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 99 100 101 102 103 104 105 106 107 108 109 110 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	ofSetLineWidth(3); 	ofSetColor(0); 	this->shader.load("shader/shader.vert", "shader/shader.frag"); 	this->tex1.allocate(ofGetWidth(), ofGetHeight()); 	this->tex2.allocate(ofGetWidth(), ofGetHeight()); 	this->tex1.begin(); 	ofClear(0); 	ofBeginShape(); 	for (int deg = 0; deg < 360; deg += 5) { 		ofVertex(250 * cos(deg * DEG_TO_RAD) + ofGetWidth() * 0.5, 250 * sin(deg * DEG_TO_RAD) + ofGetHeight() * 0.5); 	} 	ofEndShape(); 	this->tex1.end(); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	this->tex2.begin(); 	ofClear(0); 	ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); 	int size = ofGetWidth(); 	for (int i = 0; i < 8; i++) { 		int line_param = ofRandom(1, 5); 		int start_param = ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005) * 100; 		vector<glm::vec2> vertices; 		for (int param = start_param; param < start_param + line_param; param++) { 			vertices.push_back(glm::vec2(this->make_point(size * 0.95, param))); 		} 		start_param += 50 + ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.001), 0, 1, -15, 15); 		for (int param = start_param; param < start_param + line_param; param++) { 			vertices.push_back(glm::vec2(this->make_point(size * 0.95, param))); 		} 		ofBeginShape(); 		ofVertices(vertices); 		ofEndShape(true); 	} 	this->tex2.end(); } //-------------------------------------------------------------- void ofApp::draw() { 	ofFill(); 	this->shader.begin(); 	this->shader.setUniform1f("time", ofGetElapsedTimef()); 	this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); 	this->shader.setUniformTexture("tex1", this->tex1.getTexture(), 1); 	this->shader.setUniformTexture("tex2", this->tex2.getTexture(), 2); 	ofDrawRectangle(glm::vec2(0, 0), ofGetWidth(), ofGetHeight()); 	this->shader.end(); } //-------------------------------------------------------------- glm::vec2 ofApp::make_point(int len, int param) { 	param = param % 100; 	if (param < 25) { 		return glm::vec2(ofMap(param, 0, 25, -len * 0.5, len * 0.5), -len * 0.5); 	} 	else if (param < 50) { 		return glm::vec2(len * 0.5, ofMap(param, 25, 50, -len * 0.5, len * 0.5)); 	} 	else if (param < 75) { 		return glm::vec2(ofMap(param, 50, 75, len * 0.5, -len * 0.5), len * 0.5); 	} 	else { 		return glm::vec2(-len * 0.5, ofMap(param, 75, 100, len * 0.5, -len * 0.5)); 	} } //-------------------------------------------------------------- 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 | #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 | #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));   vec4 c;   if(t1 == t2){   	c = vec4(vec3(0.937), 1.0);   }else{   	c = vec4(vec3(0.153), 1.0);   }   outputColor = c; } |