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だいぶ前にOpenCVでやって影の生成をシェーダを使ってやってみました。はやいっ!
Generate shadows with shaders.
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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 27 28 | #pragma once #include "ofMain.h" #include "Ripple.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 mouseEntered(int x, int y) {}; 	void mouseExited(int x, int y) {}; 	void windowResized(int w, int h) {}; 	void dragEvent(ofDragInfo dragInfo) {}; 	void gotMessage(ofMessage msg) {}; 	vector<unique_ptr<Ripple>> ripples; 	ofFbo fbo; 	ofShader shader; }; | 
| 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 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetLineWidth(3); 	this->fbo.allocate(ofGetWidth(), ofGetHeight()); 	this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { 	// Make New Ripple 	if (ofGetFrameNum() % 3 == 0) { 		ofPoint point(ofRandom(this->fbo.getWidth()), ofRandom(this->fbo.getHeight()), ofRandom(500, 1000)); 		unique_ptr<Ripple> ripple(new Ripple(point)); 		this->ripples.push_back(move(ripple)); 	} 	// Draw Ripples 	this->fbo.begin(); 	ofClear(0); 	for (int i = this->ripples.size() - 1; i >= 0; i--) { 		if (this->ripples[i]->isLife()) { 			this->ripples[i]->update(); 			this->ripples[i]->draw(); 		} 		else { 			this->ripples.erase(this->ripples.begin() + i); 		} 	} 	this->fbo.end(); } //-------------------------------------------------------------- void ofApp::draw() { 	this->shader.begin(); 	this->shader.setUniform1f("time", ofGetElapsedTimef()); 	this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); 	this->shader.setUniformTexture("tex", this->fbo.getTexture(), 1); 	ofDrawRectangle(0, 0, ofGetWidth(), ofGetHeight()); 	this->shader.end(); 	this->fbo.draw(0, 0); } //-------------------------------------------------------------- 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 9 10 11 12 13 14 15 16 17 18 19 20 21 | #pragma once #include "ofMain.h" class Ripple { public: 	Ripple(); 	Ripple(ofPoint point); 	void update(); 	void draw(); 	bool isLife(); private: 	ofPoint point; 	float radius; 	float radius_max; 	float radius_span; 	ofColor body_color; 	bool life; }; | 
| 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 | #include "Ripple.h" Ripple::Ripple() : Ripple(ofPoint()) { } Ripple::Ripple(ofPoint point) { 	this->point = point; 	this->radius = 1; 	this->radius_max = point.z / 10; 	this->body_color.setHsb(ofRandom(255), 255, 255); 	this->life = true; } void Ripple::update() { 	if (this->life == false) { 		return; 	} 	if (this->point.z > 0) { 		this->point -= ofPoint(0, 0, 10); 		return; 	} 	if (this->radius > this->radius_max) { 		this->life = false; 		return; 	} 	else { 		this->radius += 1; 	} } void Ripple::draw() { 	ofPushMatrix(); 	ofTranslate(this->point); 	if (this->point.z > 0) { 		ofSetColor(this->body_color); 		ofDrawLine(ofPoint(), ofPoint(0, 0, 30)); 	} 	else { 		ofSetColor(this->body_color, ofMap(this->radius, 1, this->radius_max, 255, 10)); 		ofBeginShape(); 		for (int deg = 0; deg <= 360; deg += 10) { 			ofVertex(this->radius * cos(deg * DEG_TO_RAD), this->radius * sin(deg * DEG_TO_RAD)); 		} 		for (int deg = 360; deg >= 0; deg -= 10) { 			ofVertex(this->radius * 0.9 * cos(deg * DEG_TO_RAD), this->radius * 0.9 * sin(deg * DEG_TO_RAD)); 		} 		ofEndShape(true); 	} 	ofPopMatrix(); } bool Ripple::isLife() { 	return this->life; } | 
| 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 | #version 150 uniform float time; uniform vec2 resolution; uniform sampler2DRect tex; out vec4 outputColor; void main() {   vec4 t = texture(tex, vec2(gl_FragCoord.x - 25, (resolution.y - gl_FragCoord.y) - 25));   float gray = dot(t.rgb, vec3(0.299, 0.587, 0.114));   outputColor = vec4(vec3(gray), t.a * 0.2); } |