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

Capturing from the camera


In this recipe we will learn how to capture and display frames from a camera.

Getting ready

Include the necessary files to capture images from a camera and draw them to OpenGL textures:

#include "cinder/gl/gl.h"
#include "cinder/gl/Texture.h"
#include "cinder/Capture.h"

Also add the following using statements:

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

How to do it…

We will now capture and draw frames from the camera.

  1. Declare the following members in your application class:

        Capture mCamera;
        gl::Texture mTexture;
  2. In the setup method we will initialize mCamera:

        try{
            mCamera = Capture( 640, 480 );
            mCamera.start();
        } catch( ... ){
            console() << "Could not initialize the capture" << endl;
  3. In the update method, we will check if mCamera was successfully initialized. Also if there is any new frame available, copy the camera's image into mTexture:

        if( mCamera ){
            if( mCamera.checkNewFrame() ){
         ...