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今日はアイデアが降りて来なかったので、過去の投稿を掛け合わせてみました。OpenCVを使って影を作っています
Drop shadow.
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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) {}; ofFbo fbo; ofPixels pixels; cv::Mat pixels_mat; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(3); this->fbo.allocate(ofGetWidth() + 25, ofGetHeight() + 25); this->fbo.readToPixels(this->pixels); // Link pixels And pixels_mat this->pixels_mat = cv::Mat(this->pixels.getHeight(), this->pixels.getWidth(), CV_8UC4, this->pixels.getData()); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); ofSetColor(39); this->fbo.begin(); ofClear(0); ofTranslate(this->fbo.getWidth() * 0.5, this->fbo.getHeight() * 0.5); auto radius_base = 250; auto len = 125; auto deg_span = 5; for (auto deg = 0; deg < 360; deg += deg_span) { auto noise_point = glm::vec2(radius_base * cos(deg * DEG_TO_RAD), radius_base * sin(deg * DEG_TO_RAD)); auto noise_value = ofNoise(noise_point.x * 0.01, noise_point.y * 0.01, ofGetFrameNum() * 0.01); auto radius = radius_base; if (noise_value > 0.7) { radius += ofMap(noise_value, 0.7, 1.0, 0, radius_base * 0.5); } if (noise_value < 0.3) { radius -= ofMap(noise_value, 0.0, 0.3, radius_base * 0.5, 0); } ofBeginShape(); ofVertex(glm::vec2(radius * cos((deg - deg_span * 0.45) * DEG_TO_RAD), radius * sin((deg - deg_span * 0.45) * DEG_TO_RAD))); ofVertex(glm::vec2(radius * cos((deg + deg_span * 0.45) * DEG_TO_RAD), radius * sin((deg + deg_span * 0.45) * DEG_TO_RAD))); ofVertex(glm::vec2((radius - len) * cos((deg + deg_span * 0.45) * DEG_TO_RAD), (radius - len) * sin((deg + deg_span * 0.45) * DEG_TO_RAD))); ofVertex(glm::vec2((radius - len) * cos((deg - deg_span * 0.45) * DEG_TO_RAD), (radius - len) * sin((deg - deg_span * 0.45) * DEG_TO_RAD))); ofEndShape(true); } this->fbo.end(); // Copy Fbo To pixels this->fbo.readToPixels(this->pixels); // Gray cv::Mat gray_mat; cv::cvtColor(this->pixels_mat, gray_mat, cv::COLOR_RGBA2GRAY); for (int y = 0; y < this->pixels_mat.cols; y++) { for (int x = 0; x < this->pixels_mat.rows; x++) { if (gray_mat.at<unsigned char>(y, x) > 0) { this->pixels_mat.at<cv::Vec4b>(y, x) = cv::Vec4b(gray_mat.at<unsigned char>(y, x), gray_mat.at<unsigned char>(y, x), gray_mat.at<unsigned char>(y, x), this->pixels_mat.at<cv::Vec4b>(y, x)[3]); } } } // Blur Process cv::GaussianBlur(this->pixels_mat, this->pixels_mat, cv::Size(19, 19), 10, 10); } //-------------------------------------------------------------- void ofApp::draw() { // Draw Shadow ofSetColor(255, 192); ofImage draw_image; draw_image.setFromPixels(this->pixels); draw_image.draw(-5, -5); // Draw Fbo Image ofSetColor(255); this->fbo.draw(-25, -25); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |