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    • 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?

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        • 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
          • ?
            A Former User @Christoph Hart
            last edited by A Former User

            @Christoph-Hart Hey Christoph. Awesome. Thank you! Well, no scriptnode so far. It’s on the to-do list. I was busy working on a granular processor and an Euclidean Sequencer... so... I might just risk it...

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            • Christoph HartC
              Christoph Hart
              last edited by

              Please check again, I noticed that Intel HD graphic cards do not support the #line directive, so I deactivated this.

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

                @Christoph-Hart No luck so far... 🙁 I was already getting excited!

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                • Christoph HartC
                  Christoph Hart
                  last edited by Christoph Hart

                  I added a getOpenGLStatistics method to the shader class - it needs to render the shader once before it returns something useful though, so you need to add it after the applyShader function in the paint routine (and the script panel needs to be visible on the screen):

                  g.applyShader(shader, [0, 0, this.getWidth(), this.getHeight()]);
                  Console.print(shader.getOpenGLStatistics()));
                  

                  Can you post the output, maybe this will give a glue.

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                  • ?
                    A Former User @Christoph Hart
                    last edited by

                    @Christoph-Hart said in I'll just leave this here...:

                    I added a getOpenGLStatistics method to the shader class - it needs to render the shader once before it returns something useful though, so you need to add it after the applyShader function in the paint routine (and the script panel needs to be visible on the screen):

                    g.applyShader(shader, [0, 0, this.getWidth(), this.getHeight()]);
                    Console.print(shader.getOpenGLStatistics()));
                    

                    Can you post the output, maybe this will give a glue.

                    I put the getOpenGLStatistics after the applyShader line as instructed.

                    Now. The output seems to be a bit inconsistent... I get this normally:

                    Screenshot 2021-06-05 at 14.45.02.png

                    then occasionally, after hitting compile a few more times, I do get the following:

                    Screenshot 2021-06-05 at 14.45.32.png

                    Christoph HartC 1 Reply Last reply Reply Quote 0
                    • lalalandsynthL
                      lalalandsynth
                      last edited by

                      hmm, can anyone explain what this is ? How can I make graphics using this ? 🐖

                      https://lalalandaudio.com/

                      https://lalalandsynth.com/

                      https://www.facebook.com/lalalandsynth

                      https://www.facebook.com/lalalandsynth

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

                        @lalalandsynth Have a look at the Art of Code YouTube channel... link in docs! It’s not yet working on my system but that channel shows off some impressive stuff you can make with shader code!

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

                          Ah that gl_fc stuff is helpful - I had it myself on macOS. I‘ll push a fix in a few hours...

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

                            @Christoph-Hart 🥳🥳🥳

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

                              @Christoph-Hart said in I'll just leave this here...:

                              Ah that gl_fc stuff is helpful - I had it myself on macOS. I‘ll push a fix in a few hours...

                              Also this one is joining the party:
                              Interface:! ERROR: 0:16: '}' : syntax error: syntax error

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

                                Can you try again, I just pushed a fix for the first compile error - I think it should fix the other one too.

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

                                  @Christoph-Hart I just pulled and compiled... but still get those lines back...

                                  Screenshot 2021-06-05 at 19.47.14.png

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                                  • Christoph HartC
                                    Christoph Hart
                                    last edited by

                                    Damn that's a sticky one.

                                    Don't bother about the Line 12 errors, they're just a follow up from the other stuff. Are there any other error messages popping up? For some reason the GLSL language is less standardized than I hoped it would be, so these macOS shenanigans are super annoying.

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

                                      @Christoph-Hart said in I'll just leave this here...:

                                      Damn that's a sticky one.

                                      Don't bother about the Line 12 errors, they're just a follow up from the other stuff. Are there any other error messages popping up? For some reason the GLSL language is less standardized than I hoped it would be, so these macOS shenanigans are super annoying.

                                      I'll do some more digging... Maybe also try a few of the other, simple examples on shadertoy...

                                      This one's new:
                                      Screenshot 2021-06-05 at 21.56.21.png

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                                      • Christoph HartC
                                        Christoph Hart
                                        last edited by

                                        Nah, it's something around the glue code that I have to add in order to make it work, so any example will cause the same error.

                                        I will have to check again thoroughly on Monday, but what macOS version and GPU are you using?

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

                                          @Christoph-Hart said in I'll just leave this here...:

                                          Nah, it's something around the glue code that I have to add in order to make it work, so any example will cause the same error.

                                          I will have to check again thoroughly on Monday, but what macOS version and GPU are you using?

                                          macOS Catalina 10.15., MacPro 2019 (3.2 GHz 16-Core Intel Xeon W) with an AMD Radeon Pro 580X 8 GB card

                                          1 Reply Last reply Reply Quote 0
                                          • Dominik MayerD
                                            Dominik Mayer
                                            last edited by Dominik Mayer

                                            I'll leave this HISE snippet here for a quickstart into GLSL with HISE: (requires the latest scriptnode_codegen_rewrite branch)

                                            HiseSnippet 954.3ocsV01aaSDG+bZLrXHSLI9.XkW4HUxbfsARSSj17vVzZSsl2JHgPcWsuDepmuyx97FQSUhOZ7J97v2.3+4yN1EbKn.Dk27+4e+e7rWpHfjkIRQF8d81DBx3SM82xkQSivTNZ4Ljw8MOEmIIo1ZVGuMAmkQBQFFG7bECidcQE+9su8XLCyCH0rPnyEz.xIzXprlq2jWRYrE3PxqowMz9QSVFH3SELQNfmCLcQI3fqvaHqvJ05XhL9n4gToH0WhkjLjQ2iEga8iDumq0+bZF8RFQQLF4CNRydgfEpPrhKZZDkE5Uk2YHvKd0UgCzUgO27TZHcG+5pwmUHvt1hl0CiN2E7F2DdtsBO21fmQC30UCuGX5GjRSj0RTX6SLWxgF0ZLzBZBKstnN+ZGyoBPCtbTL9JxhTfXmENOw08P6G65N7o8s5aAMhLo86vo1dXNgM19Y1U1tgHmJhSDbfvYfV7.kU01jEAM2zF1DjRfRheAamAZwCzQ5gOTSNJiHOlQ3gKx4ANxzbxgk9YzyO4B+WM8hiNw6EGY2j6YqlqcReKMNTNwC5UxWIxkTNwYM3LIUvc1Lru0G5a0ayHbRBaaITzt5P6e.xc3uLhloxuuiFJibFVy3ED5lHoyveTEtqqhYcB+Rt3xauFUHsHcobFfJ6JTYK3ExTlkJXNAU1bH3UVNoDy0En2voqEowyvRryf3smqTZPkxJnUfr6DEJ2TFuoXF6RXEy4lvPmdMv3JgjbF2Yn0Gr5Ycsk8eVz50sJqzcLnN2lX0xe5cYnCOO9RU2QmdUJBaA2bMy71WyZdEHPWUZnnfujSkmkP321sATYoTsFVhJPUYwR38KWB8YTn6fnvt1GaVTGQE.t4kQzaVp5YUtA7HDkDRpjpR.iYj2AmI0618LmQxtRJRfKd65dvkOcP6Ws4qF2Kh48L0i9neZW.+4US1VG8YSduZbdGie45IQEiy6371zInFgp6ea9UGJTyP4kOA8WOVAmLEg4Lr7l2QUOdTJ.5523fk5nDOiJ21rD9u93Zq82+gv8AldTYPT63sSK3E5z+ei2xmp5aNe8ZRfrFrcMW78+29tTqPQehcyoXYJEFHLWkG6CubGP.jvgIR0loQG0Njl1UQqpL9vQ9BheG9UJbrh1nT33JgnXbPp3h.8lm5wv6UvAvDu3aB5AebBPauakyzzcjKJFdi9hf.Uo3K.r2tMe4dXyWsG17n8vlGuG17j8vludOr4atSaTedzQ4RQrdMAX3Mu3zmgwbNFlxJlHQ+APSk4ct
                                            

                                            The new shader.glsl file will get created in the the Scripts folder of your project. Now it has to be filled with some content to make it work: Gladly Chris has introduced a new shortcut to directly access the .glsl file in HISE. Click the "onInit"-callback dropdown on the top of the Code Editor to open the file directly in the Code-editor, paste this snippet and compile [f5].

                                            uniform float myValue;
                                            
                                            void main()
                                            {
                                                // Normalized pixel coordinates (from 0 to 1)
                                                vec2 uv = fragCoord/iResolution.xy;
                                            
                                                // Time varying pixel color
                                                vec3 col = myValue * sin(uv.xyx+vec3(1,2,3));
                                            
                                                // Output to screen
                                                fragColor = pixelAlpha * vec4(col, 1);
                                            }
                                            

                                            Happy journey :)

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