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    • ?
      A Former User @Christoph Hart
      last edited by

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

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

      code style just

      What do you dislike there? I quickly got used to it (GLSL is C-like so at least there's no Lua madness involved and once you've wrapped your head around how it works (it's really different from the 2D canvas approach), you'll start enjoying it.

      That it deviates from the 2D Canvas is what mainly gets my brain twisted!! It’s exactly that. I was so lost at first. Now that the panic attacks and the eye bleedings are residing, I am getting more and more into it. Following Martijn’s tutorials over and over again, making notes, messing with some numbers in the code and finally doing it yourself from scratch will get you there eventually. Funny that Martijn learned it from studying Shadertoy examples himself… Raymarching is on the list, yes… Deeply fascinated by what a bunch of numbers and words can generate!

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      • Christoph HartC
        Christoph Hart
        last edited by

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

        ready methods for drawing basic stuff

        This website is by far the best resource for code examples for GLSL primitives:

        301 Moved Permanently

        favicon

        (www.iquilezles.org)

        ustkU 1 Reply Last reply Reply Quote 1
        • ustkU
          ustk @Christoph Hart
          last edited by

          @Christoph-Hart Yeah I've just seen that finally, one can find many ready-made methods :)
          Once the principle is understood it becomes easy to adapt/modify

          Can't help pressing F5 in the forum...

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          • Christoph HartC
            Christoph Hart
            last edited by

            And there is this thing here:

            favicon

            (www.shadertoy.com)

            It's basically a 2D Graphics API for GLSL. I played around with it and it might ease the transition coming from the Panel Graphics API.

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            • A
              aaronventure
              last edited by

              I think you could introduce a question for those signing up. You already have to manually approve them, but something like what VI-C has could reduce the number of these spammers. "What do you call an audio file played back by a virtual instrument?"

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

                I don't think that will show them...

                bde096d8-09b3-4c9b-845a-93bb3437abad-image.png

                By now I'm used to deleting these manually, it's kind of gotten a relaxing hobby at this point...

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                • F
                  fellowfinch
                  last edited by

                  Question regarding exporting a standalone application with inserted shaders. I'm not a wiz in scripting, although learning. I did manage to get shaders working in interface designer, but whenever I export it to standalone the shaders are not visible.

                  I assume it's something obvious I might have forgotten to include, but couldn't find what might be wrong.

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                  • A
                    aaronventure @fellowfinch
                    last edited by

                    @fellowfinch Use OpenGL is disabled by default in a plugin that runs.

                    You need to compile HISE with the use_opengl flag enabled (it's somewhere in the projucer). You can see that in the General Settings file in the AppData folder of your plugin.

                    Also if you want to make sure that it gets set to 1, you can just tweak or create that file with the correct flag on install.

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                    • F
                      fellowfinch @aaronventure
                      last edited by

                      @aaronventure
                      thank you for your reply, however I still can't get HISE to export it with shaders.

                      I did the following;

                      • opened projucer and opened the HISE standalone file
                      • in hi_core module I chose "enabled" on USE_OPENGL and in juce_opengl I flagged use global path
                      • compiled it in xCode as a standalsone and opened the file in my Build folder
                      • in my project I went to "Settings" - Development and flagged "Use Open GL"
                      • exported as a standalone, and once the build was finished, opened it up but its lacking the shaders in the GUI

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

                      You can see that in the General Settings file in the AppData folder of your plugin.

                      Can't seem to find this particular folder, also probably should mention I'm using a Mac.

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

                      Also if you want to make sure that it gets set to 1, you can just tweak or create that file with the correct flag on install.

                      Still learning... how exactly do I do this? I tried searching for the files via search and opening up in Sublime to see if there is any file I can change that "open GL" is set to 1. I'm aware this strategy might not be viable...

                      I can provide any screenshots that might help to pinpoint the problem :)

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                      • A
                        aaronventure @fellowfinch
                        last edited by

                        @fellowfinch /Users/YOURNAME/Library/Application Support/Company Name/Project Name/`

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                        • F
                          fellowfinch @aaronventure
                          last edited by

                          @aaronventure

                          aha, I though you were referring to the folder where my project is stored.

                          I went into the path
                          /Users/YOURNAME/Library/Application Support/HISE/`

                          to the HISE General Settings and changed the "0" to 1, like so;

                          <?xml version="1.0" encoding="UTF-8"?>
                          
                          <GLOBAL_SETTINGS DISK_MODE="0" SCALE_FACTOR="1.0" VOICE_AMOUNT_MULTIPLIER="2"
                                           GLOBAL_BPM="-1.0" MIDI_CHANNELS="1" OPEN_GL="1"/>
                          

                          Sadly, when I tried exporting to standalone the shader files did not appear. Even though I can see that there is an include_juce_opengl file in the arm64 folder of the build.
                          I tried recompiling the HISE standalone app again, making double sure that the openGL was enabled and tried again, yet no shaders are present.

                          Just to make sure, shaders should appear by exporting the hise project and then finding it in the Binary folder as an exec file?

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                          • A
                            aaronventure @fellowfinch
                            last edited by

                            @fellowfinch if it's standalone, yes, it's .exe.

                            can you also try calling Settings.setEnableOpenGL(true) in your on init script?

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                            • F
                              fellowfinch @aaronventure
                              last edited by

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

                              Settings.setEnableOpenGL(true)

                              Content.makeFrontInterface(850, 420);
                              
                              Settings.setEnableOpenGL(true);
                              
                              //our sampler
                              const var Sampler1 = Synth.getChildSynth("Sampler1");
                              
                              //sample maps array
                              const var SampleMaps = Sampler.getSampleMapList();
                              const var ComboBox1 = Content.getComponent("ComboBox1");
                              
                              //combo box
                              ComboBox1.set("items", SampleMaps.join("\n"));
                              
                              
                              inline function onComboBox1Control(component, value)
                              {
                              	Sampler1.asSampler().loadSampleMap(SampleMaps[value-1]);
                              };
                              
                              Content.getComponent("ComboBox1").setControlCallback(onComboBox1Control);
                              
                              //image input
                              
                              const var pnlBCK = Content.getComponent("pnlBCK");
                              
                              pnlBCK.loadImage("{PROJECT_FOLDER}test.png", "bck");
                              
                              pnlBCK.setPaintRoutine(function(g)
                              {
                              	var a = this.getLocalBounds(0);
                              	
                              	g.drawImage("bck", a, 0, 0);
                              
                              	
                              });
                              
                              
                              //shaders
                              //static shader
                              const var Panel1 = Content.getComponent("Panel1");
                              const var shader = Content.createShader("shader");
                              
                              Panel1.setPaintRoutine(function(g)
                              {
                              	g.applyShader(shader, [0, 0, this.getWidth(), this.getHeight()]);
                              });
                              //earth shader
                              const var Panel2 = Content.getComponent("Panel2");
                              const var shader2 = Content.createShader("shader2");
                              
                              Panel2.setPaintRoutine(function(g)
                              {
                              	g.applyShader(shader2, [0, 0, this.getWidth(), this.getHeight()]);
                              });
                              
                              
                              

                              ran this and compiled ok, the generalSettings file also has a "1", alas shader is not seen in the exported file. I can interact and manipulate it normally inside of HISE though...

                              A LindonL 2 Replies Last reply Reply Quote 0
                              • A
                                aaronventure @fellowfinch
                                last edited by

                                @fellowfinch alright, this is the last one I have, then I'm all out of ideas.

                                There's a FloatingTile component with ContentType = CustomSettings, and one of them is a switch for enabling open GL. can you add that to your plugin, compile it, see if that works.

                                F 1 Reply Last reply Reply Quote 0
                                • LindonL
                                  Lindon @fellowfinch
                                  last edited by

                                  @fellowfinch do you have a graphics card that will render OpenGL?

                                  HISE Development for hire.
                                  www.channelrobot.com

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                                  • F
                                    fellowfinch @aaronventure
                                    last edited by

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

                                    There's a FloatingTile component with ContentType = CustomSettings, and one of them is a switch for enabling open GL. can you add that to your plugin, compile it, see if that works.

                                    Added this tile and checked if openGL is set to "true", compiled it and it did not work. Bummer :/

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

                                    @fellowfinch do you have a graphics card that will render OpenGL?

                                    I'm running an M1 Mac 14", I think it should handle the shaders

                                    here are the specs
                                    https://support.apple.com/kb/SP854?viewlocale=en_AM&locale=en_AM

                                    Is there any chance of ziping the project file here so anyone can try running it at their end and seeing if it works and maybe it's just my computer or? We can even do it through DM, if anyone has the willpower and time to help me pinpoint the problem.

                                    d.healeyD 1 Reply Last reply Reply Quote 0
                                    • d.healeyD
                                      d.healey @fellowfinch
                                      last edited by d.healey

                                      @fellowfinch Didn't Mac deprecate OpenGL and switch to Metal?

                                      Edit: Yup, here - https://developer.apple.com/library/archive/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_intro/opengl_intro.html

                                      e342e2dc-ea86-4f2d-8170-e9459287464f-image.png

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

                                      LindonL A F 3 Replies Last reply Reply Quote 1
                                      • LindonL
                                        Lindon @d.healey
                                        last edited by

                                        @d-healey said in I'll just leave this here...:

                                        @fellowfinch Didn't Mac deprecate OpenGL and switch to Metal?

                                        Edit: Yup, here - https://developer.apple.com/library/archive/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_intro/opengl_intro.html

                                        e342e2dc-ea86-4f2d-8170-e9459287464f-image.png

                                        yep there you go - no OpenGL on your machine.

                                        HISE Development for hire.
                                        www.channelrobot.com

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                                        • A
                                          aaronventure @d.healey
                                          last edited by

                                          @d-healey Oh well, good to know.

                                          Apple gonna Apple.

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                                          • F
                                            fellowfinch @d.healey
                                            last edited by

                                            @d-healey

                                            ahaaa, thank you for clarifying! I assume HISE does not support anything via Metal? Meaning I'm out of the lovely shaders for my plugs:anxious_face_with_sweat:

                                            A 1 Reply Last reply Reply Quote 0
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