#pragma once #include "ofMain.h" /* click on the image to choose a colour (maybe draw a line or outline a range of colours?) works really well. now, how to appy a transform this approach maps the whole image onto the whole screen. the texcoords come from the vertex shader? I suppose that it's necessary to add extra transforms and extract extra texcoords from the vertex shader although it'd be possible to use a simplistic shader in this way and create the scaled textures normally as Fbos need a tutorial on transforming textures using the GPU */ 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 mouseEntered(int x, int y); void mouseExited(int x, int y); void windowResized(int w, int h); void dragEvent(ofDragInfo dragInfo); void gotMessage(ofMessage msg); ofShader shader; ofImage backgroundImage; ofImage foregroundImage; ofFbo maskFbo; ofColor keyColour; float keyMinDist; float keyMaxDist; };