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    I'll just leave this here...

    Scheduled Pinned Locked Moved General Questions
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    • NatanN
      Natan
      last edited by

      STRANGE!!! My Whole Chrome browsers Freezes Once i Try To Go To The Shadetroy Website :???

      ? ospfeigrpO 2 Replies Last reply Reply Quote 0
      • ?
        A Former User @Natan
        last edited by

        @Natan Chrome exploded immediately... Opening it on Firefox worked... after 5 min... 😂

        1 Reply Last reply Reply Quote 1
        • ospfeigrpO
          ospfeigrp @Natan
          last edited by

          @Natan I think it's because in browser is limited to webGL, not sure if this is the case in hise tho. if you enable opengl flag it should use that instead for rendering, so better performance.

          1 Reply Last reply Reply Quote 1
          • Christoph HartC
            Christoph Hart
            last edited by

            Well this is working:

            mario.gif

            ospfeigrpO 1 Reply Last reply Reply Quote 6
            • ospfeigrpO
              ospfeigrp @Christoph Hart
              last edited by

              @Christoph-Hart had a look at the docs seems textures input are not supported, can they be encoded anyway like base64 string? this is epic either way big thanks for adding this.

              Christoph HartC 1 Reply Last reply Reply Quote 0
              • NatanN
                Natan
                last edited by Natan

                Okey, Tried With My iPhone, And Website Works Just Fine.

                So are Those Animations Made With SVG? Vector?

                1 Reply Last reply Reply Quote 0
                • Christoph HartC
                  Christoph Hart @ospfeigrp
                  last edited by

                  @ospfeigrp said in I'll just leave this here...:

                  @Christoph-Hart had a look at the docs seems textures input are not supported, can they be encoded anyway like base64 string? this is epic either way big thanks for adding this.

                  No the problem is (as far as I understand) that the way this shader is implemented in JUCE it can't load assets like textures and adding texture support would require a complete reimplementation.

                  There's a bit discussion about this in the JUCE forum:

                  https://forum.juce.com/search?q=OpenGLGraphicsContextCustomShader

                  So are Those Animations Made With SVG? Vector?

                  No, they are procedurally generated graphics that run natively on the GPU and you can change multiple input parameters that will modify the appearance (so you can do more stuff than just selecting the filmstrip in an animation).

                  ? 1 Reply Last reply Reply Quote 3
                  • FortuneF
                    Fortune
                    last edited by Fortune

                    Looks cool.

                    But is this feature necessary, when there are really serious bugs that need to be fixed immediately in Hise? I think No :)

                    Bug fixes first please...

                    1 Reply Last reply Reply Quote 0
                    • ?
                      A Former User @Christoph Hart
                      last edited by

                      @Christoph-Hart crazy awesome. So that’d let you also influence those graphics interactively, right? Not just the one-way street of filmstrips or lottie for that matter. Although I hit like 350 something orange flags in XCode, I was able to compile the branch and started checking the YouTube account you mentioned in the docs. I’m still unsure though how you made your example work. Would you post a snippet like this?

                      Christoph HartC 1 Reply Last reply Reply Quote 0
                      • Dan KorneffD
                        Dan Korneff
                        last edited by

                        sick!! Gonna use this to add some Easter Eggs to my plugins

                        Dan Korneff - Producer / Mixer / Audio Nerd

                        1 Reply Last reply Reply Quote 1
                        • Christoph HartC
                          Christoph Hart @A Former User
                          last edited by

                          @UrsBollhalder It's all laid out in the docs:

                          1. Load a shader file.
                          2. Render it in the paint routine of a scriptpanel.

                          A example snippet is not very helpful because it requires the shader file to be in the script repo. I have added the ability of using base64 encoded strings, but it's not the most transparent way to learn how to use shaders in HISE.

                          Make sure to enable OpenGL in HISE (it's not the plugin OpenGL flag but a new one inside the Development settings).

                          ? 2 Replies Last reply Reply Quote 0
                          • d.healeyD
                            d.healey
                            last edited by

                            @Christoph-Hart Should we be migrating to the codegen_rewrite branch now or sticking with scriptnode?

                            Libre Wave - Freedom respecting instruments and effects
                            My Patreon - HISE tutorials
                            YouTube Channel - Public HISE tutorials

                            1 Reply Last reply Reply Quote 1
                            • Christoph HartC
                              Christoph Hart
                              last edited by

                              Yes it's now at a point where people can test drive the new stuff - but I wouldn't use it in a real project at the moment.

                              BTW the editor used for the GLSL code will be the new default code editor (I'm holding off with replacing the old code editor for HiseScript until all kinks are sorted out), so any feedback about quirks when editing GLSL code are welcome - there are still many small bugs, it's rather difficult to create a code editor almost from scratch...

                              1 Reply Last reply Reply Quote 3
                              • ?
                                A Former User @Christoph Hart
                                last edited by

                                @Christoph-Hart That makes sense. I’ll give it a go tonight...

                                1 Reply Last reply Reply Quote 0
                                • ?
                                  A Former User @Christoph Hart
                                  last edited by

                                  @Christoph-Hart So... I am obviously missing something...
                                  The shader.glsl script sits in the right column under my onControl Callback and in the script folder... OpenGL is enabled in the Settings, flag set for plugin (if needed)...

                                  Content.makeFrontInterface(600, 500);
                                  
                                  const var pnlShader = Content.getComponent("pnlShader");
                                  
                                  const var shader = Content.createShader("shader");
                                  
                                  //shader.setBlendFunc(true, shader.GL_ONE, shader.GL_ONE);
                                  
                                  
                                  pnlShader.setPaintRoutine(function(g)
                                  {
                                  	g.applyShader("shader", [0, 0, this.getWidth(), this.getHeight()]);
                                      
                                  });
                                  
                                  
                                  
                                  1 Reply Last reply Reply Quote 0
                                  • Christoph HartC
                                    Christoph Hart
                                    last edited by

                                    Are there any compile errors in the console? What's the shader code?

                                    ? 1 Reply Last reply Reply Quote 0
                                    • ?
                                      A Former User @Christoph Hart
                                      last edited by A Former User

                                      @Christoph-Hart It compiles without errors and the shader code is the example code in the docs:

                                      void main() // must be named `main()` without parameters
                                      {
                                          // Normalized pixel coordinates (from 0 to 1)
                                          vec2 uv = fragCoord/iResolution.xy;
                                      
                                          // Time varying pixel color
                                          vec3 col = 0.5 + 0.5*cos(iTime+uv.xyx+vec3(0,2,4));
                                      
                                          // Output to screen
                                          fragColor = pixelAlpha * vec4(col,1.0);
                                      }
                                      
                                      
                                      1 Reply Last reply Reply Quote 0
                                      • Christoph HartC
                                        Christoph Hart
                                        last edited by

                                        Are you on Windows or mac?

                                        This shader stuff is beyond awesome. Check out this 3D keyboard prototype:

                                        3dkeyboard.gif

                                        ? 1 Reply Last reply Reply Quote 10
                                        • ?
                                          A Former User @Christoph Hart
                                          last edited by

                                          @Christoph-Hart Ok. This is killing me!!! Why doesn't it work on my system! You have to drop me a bone I can gnaw on a bit at least... Do you have any idea why it isn't working? Beacuse this looks just crazy awesome!! And on a scale of 1 to 10, how unwise is it to start working on the codegen rewrite branch if I plan to release a plugin by the end of the year?

                                          1 Reply Last reply Reply Quote 1
                                          • Christoph HartC
                                            Christoph Hart
                                            last edited by

                                            I haven‘t tested it on macOS yet, so maybe something‘s off there. I‘ll take a look later this day.

                                            And yes you can definitely use the latest branch for a project that will be published in a few months - this branch is likely to be the master branch by then. Its just risky to switch an existing project to the newest branch (especially if you‘re using the old scriptnode stuff).

                                            ? 1 Reply Last reply Reply Quote 2
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