Book Image

Mastering openFrameworks: Creative Coding Demystified

By : Denis Perevalov
Book Image

Mastering openFrameworks: Creative Coding Demystified

By: Denis Perevalov

Overview of this book

openFrameworks is a powerful programming toolkit and library designed to assist the creative process through simplicity and intuitiveness. It's a very handy software library written in C++ to reduce the software development process, helping you to kick-start creative coding. With the help of C++ and shaders support, openFrameworks allows for the processing of all kinds of media information with your custom-developed algorithms at the lowest possible level, with the fastest speed. "Mastering openFrameworks: Creative Coding Demystified" will introduce you to a world of creative coding projects, including interactive installations, audio-visual, and sound art projects. You will learn how to make your own projects using openFrameworks. This book focuses on low-level data processing, which allows you to create really unique and cutting-edge installations and projects. "Mastering openFrameworks: Creative Coding Demystified" provides a complete introduction to openFrameworks, including installation, core capabilities, and addons. Advanced topics like shaders, computer vision, and depth cameras are also covered. We start off by discussing the basic topics such as image and video loading, rendering and processing, playing sound samples, and synthesizing new sounds. We then move on to cover 3D graphics, computer vision, and depth cameras. You will also learn a number of advanced topics such as video mapping, interactive floors and walls, video morphing, networking, and using geometry shaders. You will learn everything you need to know in order to create your own projects; create projects of all levels, ranging from simple creative-code experiments, to big interactive systems consisting of a number of computers, depth cameras, and projectors.
Table of Contents (22 chapters)
Mastering openFrameworks: Creative Coding Demystified
Credits
Foreword
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

Using FBO for offscreen drawings


FBO in computer graphics stands for frame buffer object. This is an offscreen raster buffer where openFrameworks can draw just like on the screen. You can draw something in this buffer, and then draw the buffer contents on the screen. The picture in the buffer is not cleared with each testApp::draw() calling, so you can use FBO for accumulated drawings.

In openFrameworks, FBO is represented by the class ofFBO.

The typical scheme of its usage is the following:

  1. Declare an ofFbo object, fbo, in the testApp class declaration.

    ofFbo fbo;
  2. Initialize fbo with some size in the testApp::setup() function.

    int w = ofGetWidth();
    int h = ofGetHeight();
    fbo.allocate( w, h );
  3. Draw something in fbo. You can do it not only in testApp::draw() but also in testApp::setup() and testApp::update(). To begin drawing, call fbo.begin() . After this, all drawing commands, such as ofBackground() and ofLine(), will draw to fbo. To finish drawing, call fbo.end(). For example, to fill fbo with...