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

Rotating, scaling, and translating


In this recipe, we will learn how to transform our graphics using OpenGL transformations.

We will draw a unit cube at [0,0,0] coordinates and then we will translate it to the center of the window, apply rotation, and scale it to a more visible size.

Getting ready

Include the necessary files to draw with OpenGL and add the helpful using statements. Add the following code to the top of the source file:

#include "cinder/gl/gl.h"
using namespace ci;
using namespace ci::app;
using namespace std;

How to do it…

We will apply rotation, translation, and scaling to alter the way our cube is rendered. We will use Cinder's wrappers for OpenGL.

  1. Let's declare variables to store our values for the translation, rotation, and scale transformations:

        Vec3f mTranslation;
        Vec3f mScale;
        Vec3f mRotation;
  2. To define the translation amount, let's translate half the window's width on the x axis and half the window's height on the y axis. This will bring anything we draw at [0...