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色反転。
Color reverse.
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#pragma once #include "ofMain.h" #include "ofxBox2d.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) {}; ofFbo fbo1; ofFbo fbo2; ofShader shader; ofxBox2d box2d; vector<shared_ptr<ofxBox2dCircle>> circle_list; vector<float> radius_list; vector<float> life_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(0); ofEnableDepthTest(); this->fbo1.allocate(ofGetWidth(), ofGetHeight()); this->fbo2.allocate(ofGetWidth(), ofGetHeight()); this->shader.load("shader/shader.vert", "shader/shader.frag"); this->box2d.init(); this->box2d.setGravity(0, 50); this->box2d.createBounds(); this->box2d.setFPS(60); this->box2d.registerGrabbing(); } //-------------------------------------------------------------- void ofApp::update() { for (int i = this->circle_list.size() - 1; i > -1; i--) { this->life_list[i] -= 0.75; if (this->life_list[i] < 0) { this->circle_list.erase(this->circle_list.begin() + i); this->radius_list.erase(this->radius_list.begin() + i); this->life_list.erase(this->life_list.begin() + i); } } if (ofGetFrameNum() % 10 == 0) { auto radius = ofRandom(10, 30); auto circle = make_shared<ofxBox2dCircle>(); circle->setPhysics(0.5, 0.83, 0.1); circle->setup(this->box2d.getWorld(), ofRandom(ofGetWidth() * 0.5 - radius, ofGetWidth() * 0.5 + radius), radius, radius); circle->setRotation(ofRandom(360)); this->circle_list.push_back(circle); this->radius_list.push_back(radius); this->life_list.push_back(255); } this->box2d.update(); this->fbo1.begin(); ofClear(0); for (int i = 0; i < this->circle_list.size(); i++) { ofDrawCircle(glm::vec2(this->circle_list[i]->getPosition()), this->radius_list[i]); } this->fbo1.end(); this->fbo2.begin(); ofClear(0); for (int x = 0; x < ofGetWidth(); x += 120) { ofDrawRectangle(x, 0, 60, ofGetHeight()); } this->fbo2.end(); } //-------------------------------------------------------------- void ofApp::draw() { ofFill(); this->shader.begin(); this->shader.setUniform1f("time", ofGetElapsedTimef()); this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); this->shader.setUniformTexture("tex1", this->fbo1.getTexture(), 1); this->shader.setUniformTexture("tex2", this->fbo2.getTexture(), 2); ofDrawRectangle(glm::vec2(0, 0), ofGetWidth(), ofGetHeight()); this->shader.end(); } //-------------------------------------------------------------- int main() { ofGLWindowSettings settings; settings.setGLVersion(3, 2); settings.setSize(720, 720); ofCreateWindow(settings); ofRunApp(new ofApp()); } |
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#version 150 uniform mat4 modelViewProjectionMatrix; in vec4 position; in vec2 texcoord; out vec2 texCoordVarying; void main(){ texCoordVarying = texcoord; 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)); vec4 c; if(t1 == t2){ c = vec4(vec3(0.937), 1.0); }else{ c = vec4(vec3(0.153), 1.0); } outputColor = c; } |