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

Drawing to an offscreen canvas


In this recipe, we will learn how to draw in an offscreen canvas using the OpenGL Frame Buffer Object (FBO).

We will draw in an FBO and draw it onscreen as well as texture a rotating cube.

Getting ready

Include the necessary files to work with OpenGL and the FBOs as well as the useful include directives.

Add the following code to the top of the source file:

#include "cinder/gl/gl.h"
#include "cinder/gl/Fbo.h"

using namespace ci;

How to do it…

We will use a ci::gl::Fbo object, a wrapper to an OpenGL FBO, to draw in an offscreen destination.

  1. Declare a ci::gl::Fbo object as well as a ci::Vec3f object to define the cube's rotation:

    gl::FbomFbo;
    Vec3f mCubeRotation;
  2. Initialize mFbo with a size of 256 x 256 pixels by adding the following code in the setup method:

    mFbo = gl::Fbo( 256, 256 );
  3. Animate mCubeRotation in the update method:

    mCubeRotation.x += 1.0f;
    mCubeRotation.y += 1.0f;
  4. Declare a method where we will draw to the FBO:

    void drawToFbo();
  5. In the implementation of drawToFbo...