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
About the Author
About the Reviewers

An emitter

In this section, we add to the project the emitter, which will create particles at a specified rate.


An example of this is 03-Particles/02-ParticlesEmitter.

The example is based on the 03-Particles/01-SingleParticle project, implemented in the previous section. We implement the emitter right inside the testApp class. In the class declaration, replace the following line with declaration of a single particle Particle p; with an array of particles:

vector<Particle> p;    //Particles


We will delete inactive particles from any parts of the p array. So for computational efficiency, it is preferable to use the deque class instead of vector. But for simplicity, in this example, we use vector. It works fast enough for our purposes in the example.

See usage of deque in the Radial slit-scan example section in Chapter 5, Working with Videos.

Next, add the declaration of the parameter bornRate and the supplementary variable bornCount:

float bornRate;       //Particles born rate per...