Book Image

Processing 2: Creative Programming Cookbook

Book Image

Processing 2: Creative Programming Cookbook

Overview of this book

Processing is probably the best known creative coding environment that helps you bridge the gap between programming and art. It enables designers, artists, architects, students and many others to explore graphics programming and computational art in an easy way, thus helping you boost your creativity. "Processing 2: Creative Programming Cookbook" will guide you to explore and experience the open source Processing language and environment, helping you discover advanced features and exciting possibilities with this programming environment like never before. You'll learn the basics of 2D and 3D graphics programming, and then quickly move up to advanced topics such as audio and video visualization, computer vision, and much more with this comprehensive guide. Since its birth in 2001, Processing has grown a lot. What started out as a project by Ben Fry and Casey Reas has now become a widely used graphics programming language. Processing 2 has a lot of new and exciting features. This cookbook will guide you to explore the completely new and cool graphics engine and video library. Using the recipes in this cookbook, you will be able to build interactive art for desktop computers, Internet, and even Android devices! You don't even have to use a keyboard or mouse to interact with the art you make. The book's next-gen technologies will teach you how to design interactions with a webcam or a microphone! Isn't that amazing? "Processing 2: Creative Programming Cookbook" will guide you to explore the Processing language and environment using practical and useful recipes.
Table of Contents (18 chapters)
Processing 2: Creative Programming Cookbook
About the Author
About the Reviewers

Offscreen drawing

In some cases, you want to be able to draw things on a blank image, before drawing it to the screen. This can be easily done in Processing with the PGraphics object.

How to do it...

The first thing you need to do is declare a PGraphics object at the beginning of your sketch, and initialize it with the createGraphics() function inside setup(). I've added the x and y variable to add some animation to the sketch. You can clear the background by clicking the mouse.

PGraphics pg;

float x;
float y;

void setup()
  size( 640, 480 );

  pg = createGraphics( 64, 64, JAVA2D );

  background( 255 );
  imageMode( CENTER );

  x = 0;
  y = 0;

The first thing we'll do inside the draw() function is draw some lines onto the PGraphics object. The object will then be drawn to the screen using the image() function. The last piece of code inside the draw function is used to calculate the x and y values to animate the sketch.

void draw()
  pg.background( 255...