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

Creating a terrain with Perlin noise


In this recipe, we will learn how to construct a surface in 3D using Perlin noise to create organic deformations that resemble a piece of terrain.

Getting ready

Include the necessary files to draw using OpenGL, Perlin noise, a Maya camera for navigation, and Cinder's math utilities. Add the following code to the top of the source file:

#include "cinder/gl/gl.h"
#include "cinder/Perlin.h"
#include "cinder/MayaCamUI.h"
#include "cinder/CinderMath.h"

Also, add the following using statements:

using namespace ci;
using namespace ci::app;
using namespace std;

How to do it…

We will create a grid of 3D points and use Perlin noise to calculate a smooth surface.

  1. Declare struct to store the vertices of the terrain by adding the following code before the applications class declaration:

    struct Vertice{
        Vec3f position;
        Color color;
    };
  2. Add the following members to the applications class declaration:

    vector< vector<Vertice> > mTerrain;
    int mNumRows, mNumLines...