openFrameworks prototypes
An openFrameworks run in this lab is three C++ files that become an app. It is
the slow, heavy, real one: it opens a window, it can hold a GL context and read
the machine's audio and sensors, and it builds with a toolchain rather than
loading in a browser.
The shape of a run
lab/openframeworks/<slug>/
src/ofApp.h the declaration: state, params, the virtuals
src/ofApp.cpp THE PROTOTYPE. setup(), update(), draw(). Edit this.
src/main.cpp the window, the loop, and the headless switches
addons.make one addon per line (empty by default)
bin/data/ a prototype's assets live here (tracked)
.gitignore obj/, bin/<slug> — the APP IS NEVER COMMITTED
README.md GENERATED: what it is, and the exact build command
NOTES.md GENERATED: the seed, what to look at, what to try
No build files ship and no binary is ever committed. config.make and the
platform project are the projectGenerator's output for one openFrameworks
version on one platform, so a checked-in copy is wrong the moment either
changes. lab_new writes the three files that are the prototype; the README's
recipe fills in the rest:
$OF_ROOT/projectGenerator/projectGenerator -o"$(pwd)" -p$(uname -s | tr '[:upper:]' '[:lower:]') .
make && make RunRelease
Time belongs in update(), never in draw()
This is the one rule that separates an openFrameworks prototype from a stutter:
void ofApp::update() {
// everything that moves, at the frame's own dt - so 30 fps and 120 fps
// behave the same
const float dt = ofClamp(static_cast<float>(ofGetLastFrameTime()), 0.0f, 0.1f);
time += dt;
for (auto& particle : particles) { /* advance */ }
}
void ofApp::draw() {
// draw the state update() reached. Nothing here changes the system.
}
ofClamp on dt is not decoration: the first frame after a window move or a
breakpoint can hand you a second of elapsed time, and a simulation that trusts it
teleports.
Reproducibility is two calls, and both are needed
void ofApp::setup() {
ofSeedRandom(static_cast<std::uint32_t>(options.seed)); // ofRandom becomes a function of the seed
seedOffset = static_cast<float>(options.seed % 4096) * 0.37f; // ofNoise does NOT see the seed
// ...
}
ofNoise is a pure function of its coordinates — it has no internal state to
seed. So the seed has to enter the noise field as an offset applied to the
coordinates, or every seed draws the same field while the particles move
differently. That is the single most common way an openFrameworks sketch stops
being reproducible, and it looks like it works.
ofRandom is not std::rand: use ofRandom(min, max) and ofRandom(max), and
seed once in setup().
What the shape of the files is for
-
ofApp.h — the class, the Params struct, the state, and the virtuals you
override. Keep numbers that a person would tune in Params, and derive
everything else.
-
ofApp.cpp — the algorithm. Private helpers (angleAt, respawn,
populate) read far better than one long draw().
-
main.cpp — the window and the loop. It already takes --seed,
--frames, --headless and --png, so a prototype can prove it drew
something without a person watching:
./bin/<slug> --headless --frames 120 --png frame.png
The C++ that actually costs you
- Fixed populations, not growing vectors. Rebirth a particle instead of
erasing it from a
std::vector, or the frame time drifts as the vector
reallocates.
params.particles is a cost, not a look. 2 600 particles with one
ofDrawLine each is comfortable; 200 000 is not, and the number that is
comfortable is machine-specific — say which one you measured in NOTES.md.
ofSetColor/ofSetLineWidth per particle is the honest version when every
particle's look differs; if you find yourself doing it for thousands of
identical particles, that is the signal to move to a mesh or a shader.
ofEnableAlphaBlending() once in setup(), not per frame.
- A veil, not a clear.
ofSetColor(8, 8, 10, veil); ofDrawRectangle(...)
accumulates paths into density; ofBackground(...) throws the history away.
windowResized() rebuilds anything derived from the window size, because
the field is the window.
Build, run, and what "checked" means
lab_new runtime=openframeworks concept="..." slug=drifting-field
lab_read run=openframeworks/drifting-field file=src/ofApp.cpp
... edit src/ofApp.cpp ...
lab_lint run=openframeworks/drifting-field
lab_lint checks the three files structurally everywhere — the class derives
from ofBaseApp, setup/update/draw are declared and defined, main.cpp
really starts the loop, and the run's .gitignore still keeps the app out of the
repository. When openFrameworks is installed (found through DSH_OF_ROOT or
OF_ROOT), it also compiles the run with g++ -fsyntax-only against that
install's headers, which is the only answer that proves the C++ is C++. Without
an install the answer says not-compiled — a warning, not a pass.
If openFrameworks was not found, lab_runtimes action=info runtime=openframeworks
prints every path that was searched and how to set DSH_OF_ROOT. You can still
write and edit a run without it; you cannot check the C++ without it.
Where the numbers are
src/ofApp.h holds Params and kSeed; src/ofApp.cpp holds the algorithm.
Keys already wired in the generated prototype: r reseeds and rebuilds, n
changes the noise scale, f changes the flow, c clears, space saves a PNG.
Keep that habit — one key for one visible change is the fastest way to find out
what an algorithm is actually doing.