Book Image

Cinder Creative Coding Cookbook

Book Image

Cinder Creative Coding Cookbook

Overview of this book

Cinder is one of the most exciting frameworks available for creative coding. It is developed in C++ for increased performance and allows for the fast creation of visually complex, interactive applications."Cinder Creative Coding Cookbook" will show you how to develop interactive and visually dynamic applications using simple-to-follow recipes.You will learn how to use multimedia content, draw generative graphics in 2D and 3D, and animate them in compelling ways. Beginning with creating simple projects with Cinder, you will use multimedia, create animations, and interact with the user.From animation with particles to using video, audio, and images, the reader will gain a broad knowledge of creating applications using Cinder.With recipes that include drawing in 3D, image processing, and sensing and tracking in real-time from camera input, the book will teach you how to develop interesting applications."Cinder Creative Coding Cookbook" will give you the necessary knowledge to start creating projects with Cinder that use animations and advanced visuals.
Table of Contents (19 chapters)
Cinder Creative Coding Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Implementing 2D metaballs


In this recipe, we will learn how we can implement organic looking objects called metaballs.

Getting ready

In this recipe, we are going to use the code base from the Applying repulsion and attraction forces recipe in Chapter 5, Building Particle Systems.

How to do it…

We will implement the metaballs' rendering using a shader program. Perform the following steps to do so:

  1. Create a file inside the assets folder with a name, passThru_vert.glsl, and put the following code snippet inside it:

    void main()
    {
      gl_Position = ftransform();
      gl_TexCoord[0] = gl_MultiTexCoord0;
      gl_FrontColor = gl_Color; 
    }
  2. Create a file inside the assets folder with a name, mb_frag.glsl, and put the following code snippet inside it:

    #version 120
    
    uniform vec2 size;
    uniform int num;
    uniform vec2 positions[100];
    uniform float radius[100];
    
    void main(void)
    {
    
      // Get coordinates
      vec 2 texCoord = gl_TexCoord[0].st;
      
      vec4 color = vec4(1.0,1.0,1.0, 0.0);
      float a = 0.0;
      
      int i;  
      for(i ...