Live Coding Compo Framework
category: code [glöplog]
I think I'll do some fiddling around and go for DX9 first simply because I'm more familiar with it at this point. I looked at the Scintilla bindings yesterday and realized (duh) that all it does is render quads, so if I move that part to the renderer, I can halve the platform-dependent code.
I'd be glad to help porting it to DX11/DXGI properly in a week or so (need to finish a paid project first) with good compatibility for Vista/Win7/Win8.
Made quick-and-dirty crippled linux port without FFT(bass), clipboard and dialog support. Not sure whether I'm feeling like making it feature-complete at this point. Fork is here if anyone interested: https://github.com/w23/Bonzomatic
provod: there's a linux version of BASS, you can just use that.
Anyway, added a DX9 rendering backend; Plek, now's your turn ;)
Anyway, added a DX9 rendering backend; Plek, now's your turn ;)
provod: I merged it to the main repo.
gargaj: noted.
Gargaj: I've tried Linux BASS and it didn't work out of the box for me, so I didn't commit it in. Further investigation is needed, it could as well be my rather weird setup at fault here.
can some one post exe of Bonzomatic , i successfully build it with C:B , but nothing rendered on the background , only text editor is visible
Have a look at the Release section on the github page.
I've been digging into getting Bonzomatic working on Mac OSX, but SDL1 is proving to be the pits. The default GLSL version that SDL support is 1.2 without the ability to change it in SDL1. SDL2 supports contexts, but breaks other things in platform_sdl. I'm half-tempted to throw together a platform_glfw and leverage a much simpler interface.
I have a semi-working SDL2 version but it doesn't render anything - my assumption is that it dislikes immediate mode.
Frankly, and this may sound conservative, feel free to do anything but keep in mind that the Windows build takes priority over anything else because of Revision.
Frankly, and this may sound conservative, feel free to do anything but keep in mind that the Windows build takes priority over anything else because of Revision.
SDL2 by itself should definitely work just fine in immediate mode, works just fine here (in a completely different project).
I'll push the branch up to Github in a minute in case anyone feels like DEBUGGING OPENGL. I don't.
@gargaj: what repo should I fork to insert bonafide DX11 stuff?
the main one (https://github.com/Gargaj/Bonzomatic)
Allrite so I'll be contributing to a worse version of Shadertoy!
I'm in :)
I'm in :)
Also it's a bit of a mess. Shape up guys :)
I got a GLFW renderer working on OSX 10.10 (Yosemite) enabling GLSL 4.10, but it's only displaying a black screen. More OSX fixes committed to another branch as well. I want to get it working before send any more pull-requests though, since I'm using CMake to generate separate SDL and GLFW binaries.
https://github.com/Gargaj/Bonzomatic/releases now with DX11 renderer (sorry plek you snooze you lose ;)
Now with handy texture preview!
By the way, I wonder if Revision will have the live coding event again!
Me, too!
Slightly OT: If there'll be another live coding event again I suggest providing contestants for each round with a theme. That should even force people to improvize who try to get a headstart by memorizing whole shaders :)
astonishing! please add exit on esc support :P