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#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;
};
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