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重なると反転
Overlap and invert.
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#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; }; |
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#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()); } |
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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)); vec4 c; if(t1 == t2){ c = vec4(vec3(0.937), 1.0); }else{ c = vec4(vec3(0.153), 1.0); } outputColor = c; } |