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二つのofFboに絵を描いてGLSLにテキスチャとして送信。ピクセル単位で重なった・重なっていないで色を分けて描写する
Draw a picture in two ofFbo and send it to GLSL as texture. Pixel unit overlap · Do not overlap · Color depicting.
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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; ofFbo fbo2; ofShader shader; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(0); 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); float radius = 300; ofBeginShape(); for (int deg = 0; deg < 360; deg += 3) { glm::vec2 noise_point = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); float noise_radius = ofMap(ofNoise(noise_point.x * 0.003, noise_point.y * 0.003, ofGetFrameNum() * 0.005), 0, 1, radius * 0.5, radius); ofVertex(noise_radius * cos(deg * DEG_TO_RAD) + ofGetWidth() * 0.5, noise_radius * sin(deg * DEG_TO_RAD) + ofGetHeight() * 0.5); } ofEndShape(); this->fbo1.end(); this->fbo2.begin(); ofClear(0); for (int x = 0; x < ofGetWidth(); x += 120) { ofDrawRectangle(x, 0, 60, ofGetHeight()); } this->fbo2.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); 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 == t2){ c = vec4(vec3(0.937), 1.0); }else{ c = vec4(vec3(0.153), 1.0); } outputColor = c; } |