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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) {}; ofFbo fbo1, fbo2; ofShader shader; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(3); ofEnableDepthTest(); 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); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); ofRotateX(ofGetFrameNum() * 0.37); ofRotateY(ofGetFrameNum() * 0.72); ofMesh face, frame; frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); float phi_deg_step = 5; float theta_deg_step = 3; float radius = 250; for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { for (float theta_deg = 0; theta_deg < 180; theta_deg += theta_deg_step) { auto noise_value = ofNoise(radius * cos(phi_deg * DEG_TO_RAD) * 0.02, radius * sin(phi_deg * DEG_TO_RAD) * 0.02, radius * cos(theta_deg * DEG_TO_RAD) * 0.02, ofGetFrameNum() * 0.005); if (noise_value < 0.45) { continue; } auto noise_1 = ofNoise(radius * cos(phi_deg * DEG_TO_RAD) * 0.02, radius * sin(phi_deg * DEG_TO_RAD) * 0.02, radius * cos((theta_deg - theta_deg_step) * DEG_TO_RAD) * 0.02, ofGetFrameNum() * 0.005); auto noise_2 = ofNoise(radius * cos((phi_deg + phi_deg_step) * DEG_TO_RAD) * 0.02, radius * sin((phi_deg + phi_deg_step) * DEG_TO_RAD) * 0.02, radius * cos(theta_deg * DEG_TO_RAD) * 0.02, ofGetFrameNum() * 0.005); auto noise_3 = ofNoise(radius * cos((phi_deg - phi_deg_step) * DEG_TO_RAD) * 0.02, radius * sin((phi_deg - phi_deg_step) * DEG_TO_RAD) * 0.02, radius * cos(theta_deg * DEG_TO_RAD) * 0.02, ofGetFrameNum() * 0.005); auto noise_4 = ofNoise(radius * cos(phi_deg * DEG_TO_RAD) * 0.02, radius * sin(phi_deg * DEG_TO_RAD) * 0.02, radius * cos((theta_deg + theta_deg_step) * DEG_TO_RAD) * 0.02, ofGetFrameNum() * 0.005); auto index = face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); face.addVertices(vertices); face.addIndex(index + 0); face.addIndex(index + 1); face.addIndex(index + 3); face.addIndex(index + 0); face.addIndex(index + 3); face.addIndex(index + 2); if (noise_1 < 0.45) { frame.addVertex(vertices[0]); frame.addVertex(vertices[1]); frame.addIndex(frame.getNumVertices() - 1); frame.addIndex(frame.getNumVertices() - 2); } if (noise_2 < 0.45) { frame.addVertex(vertices[0]); frame.addVertex(vertices[2]); frame.addIndex(frame.getNumVertices() - 1); frame.addIndex(frame.getNumVertices() - 2); } if (noise_3 < 0.45) { frame.addVertex(vertices[1]); frame.addVertex(vertices[3]); frame.addIndex(frame.getNumVertices() - 1); frame.addIndex(frame.getNumVertices() - 2); } if (noise_4 < 0.45) { frame.addVertex(vertices[2]); frame.addVertex(vertices[3]); frame.addIndex(frame.getNumVertices() - 1); frame.addIndex(frame.getNumVertices() - 2); } } } ofSetColor(0); face.draw(); ofSetColor(255); frame.drawWireframe(); this->fbo1.end(); this->fbo2.begin(); ofClear(0); ofSetColor(0); int span = 180; auto flag = true; for (int x = 0; x < ofGetWidth(); x += span) { for (int y = 0; y < ofGetHeight(); y += span) { if (flag) { ofDrawRectangle(x, y, span, span); } flag = !flag; } flag = !flag; } 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(t2 == vec4(0.0)){ c = t1; }else{ if(t1 == vec4(vec3(1.0), 1.0)){ c = vec4(vec3(0.0), 1); }else{ if(t1 == vec4(0.0)){ c = vec4(vec3(0), 1); }else{ c = vec4(vec3(0.937), 1.0); } } } outputColor = c; } |