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スプリット&ローテート。
Split & Rotate.
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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) {}; ofEasyCam cam; cv::VideoCapture cap; cv::Size cap_size; int number_of_frames; vector<cv::Mat> frame_list; ofImage image; cv::Mat frame; ofMesh mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(255); ofEnableDepthTest(); this->cap.open("D:\\MP4\\Pexels Videos 2795749.mp4"); this->cap_size = cv::Size(1280, 720); this->image.allocate(this->cap_size.width, this->cap_size.height, OF_IMAGE_COLOR); this->frame = cv::Mat(cv::Size(this->image.getWidth(), this->image.getHeight()), CV_MAKETYPE(CV_8UC3, this->image.getPixels().getNumChannels()), this->image.getPixels().getData(), 0); this->number_of_frames = this->cap.get(cv::CAP_PROP_FRAME_COUNT); for (int i = 0; i < this->number_of_frames; i++) { cv::Mat src, tmp; this->cap >> src; if (src.empty()) { continue; } cv::resize(src, tmp, this->cap_size); cv::cvtColor(tmp, tmp, cv::COLOR_BGR2RGB); this->frame_list.push_back(tmp); } } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); int n = (int)(ofGetFrameNum() * 0.54) % this->number_of_frames; this->frame_list[n].copyTo(this->frame); this->image.update(); this->mesh.clear(); int x_span = 64; int y_span = 36; auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (int i = 0; i < 10; i++) { int start_index = this->mesh.getNumVertices(); // 上 int x = this->cap_size.width * -0.5 + i * x_span * 0.5; int y = this->cap_size.height * -0.5 + i * y_span; int index = start_index; this->mesh.addVertex(glm::vec3(x, y, 0)); this->mesh.addVertex(glm::vec3(x * -1, y, 0)); this->mesh.addVertex(glm::vec3(x * -1, y + y_span, 0)); this->mesh.addVertex(glm::vec3(x, y + y_span, 0)); this->mesh.addTexCoord(glm::vec3(i * x_span * 0.5, i * y_span, 0)); this->mesh.addTexCoord(glm::vec3(this->cap_size.width - i * x_span * 0.5, i * y_span, 0)); this->mesh.addTexCoord(glm::vec3(this->cap_size.width - i * x_span * 0.5, i * y_span + y_span, 0)); this->mesh.addTexCoord(glm::vec3(i * x_span * 0.5, i * y_span + y_span, 0)); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 2); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 2); this->mesh.addIndex(index + 3); // 左 index = this->mesh.getNumVertices(); this->mesh.addVertex(glm::vec3(x, y + y_span, 0)); this->mesh.addVertex(glm::vec3(x + x_span * 0.5, y + y_span, 0)); this->mesh.addVertex(glm::vec3(x + x_span * 0.5, y * -1 - y_span, 0)); this->mesh.addVertex(glm::vec3(x, y * -1 - y_span, 0)); this->mesh.addTexCoord(glm::vec3(i * x_span * 0.5, i * y_span + y_span, 0)); this->mesh.addTexCoord(glm::vec3(i * x_span * 0.5 + x_span * 0.5, i * y_span + y_span, 0)); this->mesh.addTexCoord(glm::vec3(i * x_span * 0.5 + x_span * 0.5, this->cap_size.height - i * y_span - y_span, 0)); this->mesh.addTexCoord(glm::vec3(i * x_span * 0.5, this->cap_size.height - i * y_span - y_span, 0)); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 2); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 2); this->mesh.addIndex(index + 3); // 下 y = this->cap_size.height * 0.5 - i * y_span - y_span; index = this->mesh.getNumVertices(); this->mesh.addVertex(glm::vec3(x, y, 0)); this->mesh.addVertex(glm::vec3(x * -1, y, 0)); this->mesh.addVertex(glm::vec3(x * -1, y + y_span, 0)); this->mesh.addVertex(glm::vec3(x, y + y_span, 0)); this->mesh.addTexCoord(glm::vec3(i * x_span * 0.5, this->cap_size.height - i * y_span - y_span, 0)); this->mesh.addTexCoord(glm::vec3(this->cap_size.width - i * x_span * 0.5, this->cap_size.height - i * y_span - y_span, 0)); this->mesh.addTexCoord(glm::vec3(this->cap_size.width - i * x_span * 0.5, this->cap_size.height - i * y_span, 0)); this->mesh.addTexCoord(glm::vec3(i * x_span * 0.5, this->cap_size.height - i * y_span, 0)); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 2); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 2); this->mesh.addIndex(index + 3); // 右 x = this->cap_size.width * 0.5 - i * x_span * 0.5 - x_span * 0.5; y = this->cap_size.height * -0.5 + i * y_span; index = this->mesh.getNumVertices(); this->mesh.addVertex(glm::vec3(x, y + y_span, 0)); this->mesh.addVertex(glm::vec3(x + x_span * 0.5, y + y_span, 0)); this->mesh.addVertex(glm::vec3(x + x_span * 0.5, y * -1 - y_span, 0)); this->mesh.addVertex(glm::vec3(x, y * -1 - y_span, 0)); this->mesh.addTexCoord(glm::vec3(this->cap_size.width - i * x_span * 0.5 - x_span * 0.5, i * y_span + y_span, 0)); this->mesh.addTexCoord(glm::vec3(this->cap_size.width - i * x_span * 0.5, i * y_span + y_span, 0)); this->mesh.addTexCoord(glm::vec3(this->cap_size.width - i * x_span * 0.5, this->cap_size.height - i * y_span - y_span, 0)); this->mesh.addTexCoord(glm::vec3(this->cap_size.width - i * x_span * 0.5 - x_span * 0.5, this->cap_size.height - i * y_span - y_span, 0)); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 2); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 2); this->mesh.addIndex(index + 3); for (int k = start_index; k < this->mesh.getNumVertices(); k++) { auto angle_x = ofMap(ofNoise(noise_seed.x, i * 0.085 + ofGetFrameNum() * 0.015), 0, 1, -PI * 0.3, PI * 0.3); auto angle_y = ofMap(ofNoise(noise_seed.y, i * 0.085 + ofGetFrameNum() * 0.015), 0, 1, -PI * 0.3, PI * 0.3); auto angle_z = ofMap(ofNoise(noise_seed.z, i * 0.085 + ofGetFrameNum() * 0.015), 0, 1, -PI * 0.3, PI * 0.3); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); glm::vec3 vertex = glm::vec4(this->mesh.getVertex(k), 0) * rotation_y * rotation_x; this->mesh.setVertex(k, vertex); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); ofSetColor(255); this->image.bind(); this->mesh.draw(); this->image.unbind(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |