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

Loading and drawing an image

For loading and drawing an image, you need to declare the image object, load the image from a file, and add a drawing function call in the testApp::draw() function. Perform the following steps:

  1. Declare the image as an ofImage object:

    ofImage image;

    The best way is to declare images in the testApp class declaration in the testApp.h file. For simplicity, sometimes we will declare them right on top of the testApp.cpp file.

  2. Load an image from a file using the loadImage function:

    image.loadImage( fileName );

    Here, fileName is a string value specifying the filename; for example, sunflower.png. Normally, images should be located in the bin/data folder of your application. If you want to use an image from another folder, it is possible to use absolute paths; for example, image.loadImage( "C:\\myimage.png" ) in Windows.

  3. Draw the image using the image.draw( x, y ) function inside the testApp::draw() function. Here, x and y are float values specifying the top-left corner of the...