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ofFboに3枚の画像を描いて、shaderで重なった部分を消す。
Draw three images on the ofFbo and use the shader to remove the overlapping parts.
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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) {}; void draw_arrow(glm::vec2 location, glm::vec2 next_location, float size); ofShader shader; ofFbo fbo1; ofFbo fbo2; ofFbo fbo3; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(0); this->shader.load("shader/shader.vert", "shader/shader.frag"); this->fbo1.allocate(ofGetWidth(), ofGetHeight()); this->fbo2.allocate(ofGetWidth(), ofGetHeight()); this->fbo3.allocate(ofGetWidth(), ofGetHeight()); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); vector<glm::vec2> location_list; vector<glm::vec2> next_list; this->fbo1.begin(); ofClear(0); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); for (int i = 0; i < 3; i++) { auto deg = ofGetFrameNum() + i * 120; auto location = glm::vec2(230 * cos(deg * DEG_TO_RAD), 230 * sin(deg * DEG_TO_RAD)); auto next = glm::vec2(230 * cos((deg + 1) * DEG_TO_RAD), 230 * sin((deg + 1) *DEG_TO_RAD)); location_list.push_back(location); next_list.push_back(next); } for (int i = 0; i < location_list.size(); i++) { this->draw_arrow(location_list[i], next_list[i], 120); } this->fbo1.end(); this->fbo2.begin(); ofClear(0); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); for (int i = 0; i < location_list.size(); i++) { auto location = location_list[i]; auto next = next_list[i]; int range = 120; for (int k = 0; k < 10; k++) { auto child_noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); auto child_location = location + glm::vec2(ofMap(ofNoise(child_noise_seed.x, ofGetFrameNum() * 0.01), 0, 1, -range, range), ofMap(ofNoise(child_noise_seed.y, ofGetFrameNum() * 0.01), 0, 1, -range, range)); auto child_next = next + glm::vec2(ofMap(ofNoise(child_noise_seed.x, (ofGetFrameNum() + 1) * 0.01), 0, 1, -range, range), ofMap(ofNoise(child_noise_seed.y, (ofGetFrameNum() + 1) * 0.01), 0, 1, -range, range)); this->draw_arrow(child_location, child_next, 30); } } this->fbo2.end(); this->fbo3.begin(); ofClear(0); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); int out = 600; int in = 500; ofBeginShape(); ofVertex(out * -0.5, out * -0.5); ofVertex(out * 0.5, out * -0.5); ofVertex(out * 0.5, out * 0.5); ofVertex(out * -0.5, out * 0.5); ofNextContour(true); ofVertex(in * -0.5, in * -0.5); ofVertex(in * 0.5, in * -0.5); ofVertex(in * 0.5, in * 0.5); ofVertex(in * -0.5, in * 0.5); ofEndShape(); this->fbo3.end(); } //-------------------------------------------------------------- void ofApp::draw() { 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); this->shader.setUniformTexture("tex3", this->fbo3.getTexture(), 3); ofDrawRectangle(glm::vec2(0, 0), ofGetWidth(), ofGetHeight()); this->shader.end(); } //-------------------------------------------------------------- void ofApp::draw_arrow(glm::vec2 location, glm::vec2 next_location, float size) { auto angle = std::atan2(next_location.y - location.y, next_location.x - location.x); ofFill(); ofBeginShape(); ofVertex(location + glm::vec2(size * cos(angle), size * sin(angle))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5))); ofEndShape(); ofBeginShape(); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); ofEndShape(); } //-------------------------------------------------------------- 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; void main(){ gl_Position = modelViewProjectionMatrix * position; } |
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#version 150 uniform float time; uniform vec2 resolution; uniform sampler2DRect tex1; uniform sampler2DRect tex2; uniform sampler2DRect tex3; 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 t3 = texture(tex3, vec2(gl_FragCoord.x, resolution.y - gl_FragCoord.y)); vec4 c; if((t1 == t2 && t1 == t3) || (t1 == t2 && t3 == vec4(0.0)) || (t2 == t3 && t1 == vec4(0.0)) || (t1 == t3 && t2 == vec4(0.0))){ c = vec4(vec3(0.937), 1.0); }else{ c = vec4(vec3(0.153), 1.0); } outputColor = c; } |