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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;
};