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Over 1505 days.
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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) {}; ofTrueTypeFont font; ofFbo fbo1, fbo2; ofShader shader; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); this->font.loadFont("fonts/Kazesawa-Bold.ttf", 180, true, true, true); this->fbo1.allocate(ofGetWidth(), ofGetHeight()); this->fbo2.allocate(ofGetWidth(), ofGetHeight()); this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { this->fbo1.begin(); ofClear(0); ofSetColor(39); vector<string> word_list = { "over", "15 5", "days" }; vector<glm::vec2> base_location_list = { glm::vec2(ofGetWidth() * 0.5 - this->font.stringWidth(word_list[0]) * 0.5, ofGetHeight() * 0.5 - 150), glm::vec2(ofGetWidth() * 0.5 - this->font.stringWidth(word_list[1]) * 0.5, ofGetHeight() * 0.5 + 60), glm::vec2(ofGetWidth() * 0.5 - this->font.stringWidth(word_list[2]) * 0.5, ofGetHeight() * 0.5 + 270) }; this->font.drawString(word_list[0], base_location_list[0].x, base_location_list[0].y); this->font.drawString(word_list[1], base_location_list[1].x, base_location_list[1].y); this->font.drawString(word_list[2], base_location_list[2].x, base_location_list[2].y); this->fbo1.end(); this->fbo2.begin(); ofClear(0); ofSetColor(39); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); int radius = 30; ofFill(); ofDrawCircle(glm::vec2(ofGetWidth() * 0.1, 0), radius); auto deg_span = 15; for (auto deg_start = ofGetFrameNum() * 0.2; deg_start <= ofGetFrameNum() * 0.5 + 360; deg_start += deg_span * 2) { vector<glm::vec2> vertices_1, vertices_2; for (auto deg = deg_start; deg <= deg_start + deg_span; deg++) { vertices_1.push_back(glm::vec2((radius + 10) * cos(deg * DEG_TO_RAD) + ofGetWidth() * 0.1, (radius + 10) * sin(deg * DEG_TO_RAD))); vertices_2.push_back(glm::vec2((radius * 14) * cos(deg * DEG_TO_RAD) + ofGetWidth() * 0.1, (radius * 14) * sin(deg * DEG_TO_RAD))); } reverse(vertices_2.begin(), vertices_2.end()); ofBeginShape(); ofVertices(vertices_1); ofVertices(vertices_2); ofEndShape(true); } this->fbo2.end(); } //-------------------------------------------------------------- void ofApp::draw() { ofSetColor(255); 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 != vec4(0.0) && t2 == vec4(0.0)){ c = t1; }else if(t1 == vec4(0.0) && t2 != vec4(0.0)){ c = t2; }else{ c = vec4(vec3(0.937), 1.0); } outputColor = c; } |