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

Adding lights


In this chapter, we will learn how to illuminate a 3D scene using OpenGL lights.

Getting ready

Include the necessary files to use OpenGL lights, materials, and draw. Add the following code to the top of the source file:

#include "cinder/gl/gl.h"
#include "cinder/gl/Light.h"
#include "cinder/gl/Material.h"

Also add the following using statements:

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

How to do it…

We will use the default OpenGL light rendering methods to illuminate our scene. We will use the ci::gl::Material and ci::gl::Light classes, which are wrappers around the OpenGL functionality.

  1. Declare ci::gl::Material to define the material properties of the objects being drawn and ci::Vec3f to define the lights position.

    gl::Material mMaterial;
    Vec3f mLightPos;
  2. Let's set the materials Ambient, Diffuse, Specular, Emission, and Shininess properties by adding the following code in the setup method:

    mMaterial.setAmbient( Color::black() );
    mMaterial.setDiffuse( Color( 1...