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    I'll just leave this here...

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    • 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...

      1 Reply Last reply Reply Quote 0
      • 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...

            1 Reply Last reply Reply Quote 5
            • 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 :)

                  A 1 Reply Last reply Reply Quote 0
                  • A
                    aaronventure @fellowfinch
                    last edited by

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

                    F 1 Reply Last reply Reply Quote 0
                    • 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?

                      A 1 Reply Last reply Reply Quote 0
                      • 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

                              1 Reply Last reply Reply Quote 0
                              • 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

                                    1 Reply Last reply Reply Quote 0
                                    • A
                                      aaronventure @d.healey
                                      last edited by

                                      @d-healey Oh well, good to know.

                                      Apple gonna Apple.

                                      1 Reply Last reply Reply Quote 0
                                      • 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:

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                                        • A
                                          aaronventure @fellowfinch
                                          last edited by

                                          @fellowfinch You can try webview which will run a frontend in the native browser so you can use WebGL (check if that will work in Safari), but the limitation is that you cannot display any other components on top of the webview.

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

                                            @aaronventure

                                            I have checked and indeed my browser supports webGL, but wouldn't this be a tad bad since the end users might not get the shader graphics due to them being on different systems?

                                            I assume you can port openGL shaders to Metal shaders but HISE may not support that? Or am I thinking wrongly here...

                                            A O 2 Replies Last reply Reply Quote 0
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