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

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

      1 Reply Last reply Reply Quote 1
      • 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... 馃檨 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.

            ? 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...:

              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 ? 馃悥

                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鈥檚 not yet working on my system but that channel shows off some impressive stuff you can make with shader code!

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

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

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

                      @Christoph-Hart 馃コ馃コ馃コ

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                      • ?
                        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鈥榣l push a fix in a few hours...

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

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                        • 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

                                1 Reply Last reply Reply Quote 0
                                • 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 :)

                                      ? 1 Reply Last reply Reply Quote 2
                                      • ?
                                        A Former User @Dominik Mayer
                                        last edited by A Former User

                                        @Dominik-Mayer Thanks for this Dominik. I tried your snippet but my interface still returns an unknown error! Are you on Mac or Windows?

                                        EDIT: Thinks for the myValue inclusion in your script. That was a question I actually had! 馃檹

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

                                          Hmm, I'm at the end of my options to figure out why it's not working on your end - I just checked and it works on my mac mini which has an ancient GPU and shader version.

                                          A last thing you can do is to download and compile the JUCE OpenGL 2d demo app here:

                                          Link Preview Image
                                          JUCE/examples/GUI/OpenGLDemo2D.h at master 路 juce-framework/JUCE

                                          JUCE is an open-source cross-platform C++ application framework for desktop and mobile applications, including VST, VST3, AU, AUv3, LV2 and AAX audio plug-ins. - JUCE/examples/GUI/OpenGLDemo2D.h at master 路 juce-framework/JUCE

                                          favicon

                                          GitHub (github.com)

                                          And see if these minimal shaders work.

                                          ? 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...:

                                            Hmm, I'm at the end of my options to figure out why it's not working on your end - I just checked and it works on my mac mini which has an ancient GPU and shader version.

                                            A last thing you can do is to download and compile the JUCE OpenGL 2d demo app here:

                                            Link Preview Image
                                            JUCE/examples/GUI/OpenGLDemo2D.h at master 路 juce-framework/JUCE

                                            JUCE is an open-source cross-platform C++ application framework for desktop and mobile applications, including VST, VST3, AU, AUv3, LV2 and AAX audio plug-ins. - JUCE/examples/GUI/OpenGLDemo2D.h at master 路 juce-framework/JUCE

                                            favicon

                                            GitHub (github.com)

                                            And see if these minimal shaders work.

                                            Will do so Christoph. Thanks for the efforts... So this might be something on my end really! Maybe a GPU problem? I鈥檒l check the JUCE example...

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