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
Credits
Foreword
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

Texturing


You can wrap any image or texture on the surface using the mesh.addTexCoord( texPoint ) function. Here texPoint is of the ofPoint type. It is a 2D point that should lie in range [0, w] × [0, h], where w × h is the size of the image that you want to use as a texture. Remember that you should call this function as many times as you call the mesh.addVertex() function so that all the vertices will have texture coordinates.

During rendering each primitive of the mesh (whether triangle, line, or point depends on the mesh's mode), the texture coordinates of each rendered pixel will be calculated by OpenGL as interpolation of texture coordinates of the primitive's vertices. Resulting texture coordinates for the pixel are used for the pixel's color computing. In other words, the final pixel color is computed using three values: the color given by the texture, the color of the last ofSetColor() calling, and the shading information obtained from the light and normals data. To change the algorithm...