[ Video ]
[ About ]
ffmpegを使って、キャプチャ動画とそれをリバースさせた動画を合成する。
Using ffmpeg, synthesize the captured video and the video that was reversed from it.
[ Source ]
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#pragma once #include "ofMain.h" class Actor { public: Actor(vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list); Actor(int select_index, vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list); void update(const int& frame_span, vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list); glm::vec3 getLocation(); deque<glm::vec3> getLog(); private: int select_index; int next_index; glm::vec3 location; deque<glm::vec3> log; }; class ofApp : public ofBaseApp { public: void setup(); void update(); void draw(); void keyPressed(int key) { if (key == 'r' && key == 'R') { this->rec_flag = true; } }; 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) {}; bool rec_flag = false; ofTrueTypeFont font; vector<string> word_list; int word_index; vector<glm::vec3> location_list; vector<vector<int>> next_index_list; vector<int> destination_list; vector<unique_ptr<Actor>> actor_list; ofEasyCam cam; }; |
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#include "ofApp.h" //-------------------------------------------------------------- Actor::Actor(vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list) { this->select_index = ofRandom(location_list.size()); while (true) { auto itr = find(destination_list.begin(), destination_list.end(), this->select_index); if (itr == destination_list.end()) { destination_list.push_back(this->select_index); break; } this->select_index = (this->select_index + 1) % location_list.size(); } this->next_index = this->select_index; } //-------------------------------------------------------------- Actor::Actor(int select_index, vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list) { this->select_index = select_index; while (true) { auto itr = find(destination_list.begin(), destination_list.end(), this->select_index); if (itr == destination_list.end()) { destination_list.push_back(this->select_index); break; } this->select_index = (this->select_index + 1) % location_list.size(); } this->next_index = this->select_index; this->location = location_list[this->select_index]; } //-------------------------------------------------------------- void Actor::update(const int& frame_span, vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list) { if (ofGetFrameNum() % frame_span == 0) { auto tmp_index = this->select_index; this->select_index = this->next_index; int retry = next_index_list[this->select_index].size(); this->next_index = next_index_list[this->select_index][(int)ofRandom(next_index_list[this->select_index].size())]; while (--retry > 0) { auto destination_itr = find(destination_list.begin(), destination_list.end(), this->next_index); if (destination_itr == destination_list.end()) { if (tmp_index != this->next_index) { destination_list.push_back(this->next_index); break; } } this->next_index = next_index_list[this->select_index][(this->next_index + 1) % next_index_list[this->select_index].size()]; } if (retry <= 0) { destination_list.push_back(this->select_index); this->next_index = this->select_index; } } auto param = ofGetFrameNum() % frame_span; auto distance = location_list[this->next_index] - location_list[this->select_index]; this->location = location_list[this->select_index] + distance / frame_span * param; this->log.push_front(this->location); while (this->log.size() > 50) { this->log.pop_back(); } } //-------------------------------------------------------------- glm::vec3 Actor::getLocation() { return this->location; } //-------------------------------------------------------------- deque<glm::vec3> Actor::getLog() { return this->log; } //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); this->font.loadFont("fonts/Kazesawa-Bold.ttf", 350, true, true, true); this->word_list = vector<string>{ "S", "&", "B" }; this->word_index = 0; } //-------------------------------------------------------------- void ofApp::update() { if (ofGetFrameNum() % 120 == 0) { this->location_list.clear(); this->next_index_list.clear(); this->destination_list.clear(); this->actor_list.clear(); auto span = 8; for (int x = span * 10; x < ofGetWidth() - span * 10; x += span) { for (int y = span * 10; y < ofGetHeight() - span * 10; y += span) { for (int z = -300; z <= 300; z += 300) { this->location_list.push_back(glm::vec3(x, y, z)); } } } for (auto& location : this->location_list) { vector<int> next_index = vector<int>(); int index = -1; for (auto& other : this->location_list) { index++; if (location == other) { continue; } float distance = glm::distance(location, other); if (distance <= span) { if (location.x > ofGetWidth() * 0.5 && location.x <= other.x) { if (location.y > ofGetHeight() * 0.5 && location.y <= other.y) { next_index.push_back(index); } if (location.y <= ofGetHeight() * 0.5 && location.y >= other.y) { next_index.push_back(index); } } if (location.x <= ofGetWidth() * 0.5 && location.x >= other.x) { if (location.y > ofGetHeight() * 0.5 && location.y <= other.y) { next_index.push_back(index); } if (location.y <= ofGetHeight() * 0.5 && location.y >= other.y) { next_index.push_back(index); } } } } this->next_index_list.push_back(next_index); } for (int z = -300; z <= 300; z += 300) { ofFbo fbo; fbo.allocate(ofGetWidth(), ofGetHeight()); fbo.begin(); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); ofClear(0); ofSetColor(0); string word = this->word_list[this->word_index]; this->word_index = (this->word_index + 1) % this->word_list.size(); this->font.drawString(word, this->font.stringWidth(word) * -0.5, this->font.stringHeight(word) - 150); fbo.end(); ofPixels pixels; fbo.readToPixels(pixels); for (int x = 0; x < fbo.getWidth(); x += span) { for (int y = 0; y < fbo.getHeight(); y += span) { ofColor color = pixels.getColor(x, y); if (color != ofColor(0, 0)) { for (int i = 0; i < this->location_list.size(); i++) { if (this->location_list[i] == glm::vec3(x, y, z)) { this->actor_list.push_back(make_unique<Actor>(i, this->location_list, this->next_index_list, this->destination_list)); break; } } } } } } } if (ofGetFrameNum() % 120 < 15) { return; } int frame_span = 1; int prev_index_size = 0; if (ofGetFrameNum() % frame_span == 0) { prev_index_size = this->destination_list.size(); } for (auto& actor : this->actor_list) { actor->update(frame_span, this->location_list, this->next_index_list, this->destination_list); } if (prev_index_size != 0) { this->destination_list.erase(this->destination_list.begin(), this->destination_list.begin() + prev_index_size); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); ofTranslate(ofGetWidth() * -0.5, ofGetHeight() * -0.5, 300); for (auto& actor : this->actor_list) { ofSetColor(39); ofFill(); ofDrawBox(actor->getLocation(), 8); ofSetColor(239); ofNoFill(); ofDrawBox(actor->getLocation(), 8); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
[ Link ]
https://github.com/junkiyoshi/Insta20210817
[ Kinako ]