Thanks for this great code !
I have added a simple save/load and Runshader system (I have delete all the previous shader, but you can add them in this code) :
Code: Select all
;/ GLSL example to test new OpenGLGadget - PJ 06/2014.
EnableExplicit
Enumeration ;/ Window
#Window_Main
EndEnumeration
Enumeration ;/ Gadget
#Gad_OpenGL
#Gad_Editor
#Gad_ShaderSelector_Combo
EndEnumeration
Enumeration ;/ Menu
#Menu_Open
#Menu_Save
#Menu_Run
EndEnumeration
Structure System
Width.i
Height.i
Shader_Width.i
Shader_Height.i
Event.i
Exit.i
MouseX.i
MouseY.i
App_CurrentTime.i
App_StartTime.i
Editor_LastText.s
Shader_Vertex_Text.s
Shader_Fragment_Text.s
Shader_Vertex.i
Shader_Fragment.i
Shader_Program.i
Shader_Uniform_Time.i
Shader_Uniform_Resolution.i
Shader_Uniform_Mouse.i
Shader_Uniform_SurfacePosition.i
FPS_Timer.i
Frames.i
FPS.i
EndStructure
Global System.System
Procedure Init_Main()
Protected MyLoop.i
System\Width.i = 1024
System\Height = 480
System\Shader_Width = 640
System\Shader_Height = 480
OpenWindow(#Window_Main,0,0,System\Width,System\Height,"",#PB_Window_ScreenCentered|#PB_Window_SystemMenu)
If CreateMenu(0, WindowID(#Window_Main))
MenuTitle("File")
MenuItem(#Menu_Open,"Open")
MenuItem(#Menu_Save,"Save")
MenuBar()
MenuItem(#Menu_Run,"Run Shader")
EndIf
OpenGLGadget(#Gad_OpenGL,0,0,System\Shader_Width,System\Shader_Height,#PB_OpenGL_Keyboard)
ComboBoxGadget(#Gad_ShaderSelector_Combo,System\Shader_Width+4,2,System\Width - (System\Shader_Width+8),24)
AddGadgetItem(#Gad_ShaderSelector_Combo,-1,"Shader: "+Str(1))
SetGadgetState(#Gad_ShaderSelector_Combo,0)
EditorGadget(#Gad_Editor,System\Shader_Width+4,30,System\Width - (System\Shader_Width+8),System\Height-30)
System\App_StartTime = ElapsedMilliseconds()
System\Shader_Vertex_Text = "attribute vec3 position;"
System\Shader_Vertex_Text + "attribute vec2 surfacePosAttrib;"
System\Shader_Vertex_Text + "varying vec2 surfacePosition;"
System\Shader_Vertex_Text + " void main() {"
System\Shader_Vertex_Text + " surfacePosition = surfacePosAttrib;"
System\Shader_Vertex_Text + " gl_Position = vec4( position, 1.0 );"
System\Shader_Vertex_Text + " }"
EndProcedure
Init_Main()
;{ Opengl shader setup & routines
#GL_VERTEX_SHADER = $8B31
#GL_FRAGMENT_SHADER = $8B30
Prototype glCreateShader(type.l)
Prototype glCreateProgram()
Prototype glCompileShader(shader.l)
Prototype glLinkProgram(shader.l)
Prototype glUseProgram(shader.l)
Prototype glAttachShader(Program.l, shader.l)
Prototype glShaderSource(shader.l, numOfStrings.l, *strings, *lenOfStrings) :
Prototype.i glGetUniformLocation(Program.i, name.s)
Prototype glUniform1i(location.i, v0.i)
Prototype glUniform2i(location.i, v0.i, v1.i)
Prototype glUniform1f(location.i, v0.f)
Prototype glUniform2f(location.i, v0.f, v1.f)
Prototype glGetShaderInfoLog(shader.i, bufSize.l, *length_l, *infoLog)
Global glCreateShader.glCreateShader = wglGetProcAddress_("glCreateShader")
Global glCreateProgram.glCreateProgram = wglGetProcAddress_("glCreateProgram")
Global glCompileShader.glCompileShader = wglGetProcAddress_("glCompileShader")
Global glLinkProgram.glLinkProgram = wglGetProcAddress_("glLinkProgram")
Global glUseProgram.glUseProgram = wglGetProcAddress_("glUseProgram")
Global glAttachShader.glAttachShader = wglGetProcAddress_("glAttachShader")
Global glShaderSource.glShaderSource = wglGetProcAddress_("glShaderSource")
Global glGetUniformLocation.glGetUniformLocation = wglGetProcAddress_("glGetUniformLocation")
Global glUniform1i.glUniform1i = wglGetProcAddress_("glUniform1i")
Global glUniform2i.glUniform2i = wglGetProcAddress_("glUniform2i")
Global glUniform1f.glUniform1f = wglGetProcAddress_("glUniform1f")
Global glUniform2f.glUniform2f = wglGetProcAddress_("glUniform2f")
Global glGetShaderInfoLog.glGetShaderInfoLog = wglGetProcAddress_("glGetShaderInfoLog")
Procedure Shader_Compile_Link_Use(Vertex.s,Fragment.s,Use.i=1)
Protected VertShader.i, FragShader.i, *TxtPointer, Program.i
Protected Textlength.i, Mytext.s = Space(1024)
;/ Compile Vertex shader
VertShader.i = glCreateShader(#GL_VERTEX_SHADER)
*TxtPointer = @Vertex
glShaderSource(VertShader, 1, @*TxtPointer, #Null)
glCompileShader(VertShader)
Debug "Vert: "+VertShader
glGetShaderInfoLog(VertShader,1023,@Textlength,@Mytext)
Debug MyText
;/ Compile Fragment Shader
FragShader.i = glCreateShader(#GL_FRAGMENT_SHADER)
*TxtPointer = @Fragment
glShaderSource(FragShader, 1, @*TxtPointer, #Null)
glCompileShader(FragShader)
Debug "Frag: "+FragShader
glGetShaderInfoLog(FragShader,1023,@Textlength,@Mytext)
Debug MyText
;/ Create Shader Program
Program = glCreateProgram()
glAttachShader(Program,VertShader)
Debug "Attached Vert Shader"
glAttachShader(Program,FragShader)
Debug "Attached Frag Shader"
glLinkProgram(Program)
Debug "Link program"
If Use = 1
glUseProgram(Program)
EndIf
ProcedureReturn Program
EndProcedure
;}
Procedure Shader_Set(Fragment.i, shader$="")
If System\Shader_Program <> 0 ;/ delete the previous shaders
glUseProgram(0);
EndIf
If Fragment = -2 ; run the shader
System\Shader_Fragment_Text = GetGadgetText(#Gad_Editor)
ElseIf Fragment = -1 ; load the shader
System\Shader_Fragment_Text = shader$+Chr(10)
Else
Select Fragment
Case 0
System\Shader_Fragment_Text = "uniform float time;"+Chr(10)
System\Shader_Fragment_Text + "uniform vec2 resolution;"+Chr(10)
System\Shader_Fragment_Text + ""+Chr(10)
System\Shader_Fragment_Text + "void main( void ) {"+Chr(10)
System\Shader_Fragment_Text + " vec2 p = ( gl_FragCoord.xy / resolution.xy ) - 0.2;"+Chr(10)
System\Shader_Fragment_Text + " float sx = 0.3 * (p.x + 0.8) * sin( 3.0 * p.x - 1. * time);"+Chr(10)
System\Shader_Fragment_Text + " float dy = 4./ ( 123. * abs(p.y - sx));"+Chr(10)
System\Shader_Fragment_Text + " dy += 1./ (160. * length(p - vec2(p.x, 0.)));"+Chr(10)
System\Shader_Fragment_Text + " gl_FragColor = vec4( (p.x + 0.1) * dy, 0.3 * dy, dy, 2.1 );"+Chr(10)
System\Shader_Fragment_Text + "}"+Chr(10)
EndSelect
EndIf
System\Shader_Program = Shader_Compile_Link_Use(System\Shader_Vertex_Text,System\Shader_Fragment_Text)
If System\Shader_Program = 0
MessageRequester("Unsupported Device?","No Shader Support Available",#PB_MessageRequester_Ok)
End
EndIf
;/ store shader uniform locations
Debug "Shader: "+System\Shader_Program
System\Shader_Uniform_Time = glGetUniformLocation(System\Shader_Program, "time")
System\Shader_Uniform_Mouse = glGetUniformLocation(System\Shader_Program, "mouse")
System\Shader_Uniform_Resolution = glGetUniformLocation(System\Shader_Program, "resolution")
System\Shader_Uniform_SurfacePosition.i = glGetUniformLocation(System\Shader_Program, "surfacePosition")
Debug "Time location: "+System\Shader_Uniform_Time
Debug "Mouse location: "+System\Shader_Uniform_Mouse
Debug "Res location: "+System\Shader_Uniform_Resolution
Debug "SurfacePos location: "+System\Shader_Uniform_SurfacePosition
SetGadgetText(#Gad_Editor,System\Shader_Fragment_Text)
EndProcedure
Procedure OpenShader()
Define filename$ ="", txt$ = ""
filename$ = OpenFileRequester("Open shader","","All|*.*",0)
If filename$ <> ""
If ReadFile(0, filename$)
While Eof(0) = 0
txt$ + ReadString(0) +Chr(10)
Wend
CloseFile(0)
Shader_Set(-1,txt$)
Else
MessageRequester("Information","Impossible d'ouvrir le fichier!")
EndIf
EndIf
EndProcedure
Procedure SaveShader()
Define filename$ =""
filename$ = SaveFileRequester("Save","","txt|*.txt",0)
If filename$ <> ""
If OpenFile(0, filename$)
WriteStringN(0, GetGadgetText(#Gad_Editor))
CloseFile(0)
EndIf
EndIf
EndProcedure
Procedure RunShader()
Shader_Set(-2)
EndProcedure
Shader_Set(0)
Procedure Render()
;/ set shader Uniform values
glUniform2f(System\Shader_Uniform_Resolution,System\Shader_Width,System\Shader_Height)
glUniform1f(System\Shader_Uniform_Time,(System\App_CurrentTime-System\App_StartTime) / 1000.0)
glUniform2i(System\Shader_Uniform_SurfacePosition.i,1.0,1.0)
glBegin_(#GL_QUADS)
glVertex2f_(-1,-1)
glVertex2f_( 1,-1)
glVertex2f_( 1, 1)
glVertex2f_(-1, 1)
glEnd_()
System\Frames + 1
If System\App_CurrentTime > System\FPS_Timer
System\FPS = System\Frames
System\Frames = 0
System\FPS_Timer = System\App_CurrentTime + 1000
SetWindowTitle(#Window_Main,"GLSL Testing - PJ 07/06/2014 - FPS: "+Str(System\FPS))
EndIf
SetGadgetAttribute(#Gad_OpenGL,#PB_OpenGL_FlipBuffers,1)
EndProcedure
Repeat
Repeat
System\Event = WindowEvent()
Select System\Event
Case #PB_Event_Menu
Select EventMenu()
Case #Menu_Open
OpenShader()
Case #Menu_Save
SaveShader()
Case #Menu_Run
RunShader()
EndSelect
Case #PB_Event_CloseWindow
System\Exit = #True
Case #PB_Event_Gadget
Select EventGadget()
Case #Gad_ShaderSelector_Combo
Select EventType()
Case #PB_EventType_Change
Debug "Set to: "+GetGadgetState(#Gad_ShaderSelector_Combo)
Shader_Set(GetGadgetState(#Gad_ShaderSelector_Combo))
EndSelect
Case #Gad_OpenGL
Select EventType()
Case #PB_EventType_MouseMove
System\MouseX = GetGadgetAttribute(#Gad_OpenGL,#PB_OpenGL_MouseX)
System\MouseY = GetGadgetAttribute(#Gad_OpenGL,#PB_OpenGL_MouseY)
glUniform2f(System\Shader_Uniform_Mouse,System\MouseX / System\Shader_Width,(System\Shader_Height-System\MouseY) / System\Shader_Height)
EndSelect
EndSelect
EndSelect
Until System\Event = 0
System\App_CurrentTime = ElapsedMilliseconds()
Render()
Until System\Exit
Blob
Code: Select all
// Blobs by @paulofalcao
uniform float time;
uniform vec2 resolution;
float makePoint(float x,float y,float fx,float fy,float sx,float sy,float t){
float xx=x+sin(t*fx)*sx;
float yy=y+cos(t*fy)*sy;
return 1.0/sqrt(xx*xx+yy*yy);
}
void main( void ) {
vec2 p=(gl_FragCoord.xy/resolution.x)*2.0-vec2(1.0,resolution.y/resolution.x);
p=p*2.0;
float x=p.x;
float y=p.y;
float a=
makePoint(x,y,3.3,2.9,0.3,0.3,time);
a=a+makePoint(x,y,1.9,2.0,0.4,0.4,time);
a=a+makePoint(x,y,0.8,0.7,0.4,0.5,time);
a=a+makePoint(x,y,2.3,0.1,0.6,0.3,time);
a=a+makePoint(x,y,0.8,1.7,0.5,0.4,time);
a=a+makePoint(x,y,0.3,1.0,0.4,0.4,time);
a=a+makePoint(x,y,1.4,1.7,0.4,0.5,time);
a=a+makePoint(x,y,1.3,2.1,0.6,0.3,time);
a=a+makePoint(x,y,1.8,1.7,0.5,0.4,time);
float b=
makePoint(x,y,1.2,1.9,0.3,0.3,time);
b=b+makePoint(x,y,0.7,2.7,0.4,0.4,time);
b=b+makePoint(x,y,1.4,0.6,0.4,0.5,time);
b=b+makePoint(x,y,2.6,0.4,0.6,0.3,time);
b=b+makePoint(x,y,0.7,1.4,0.5,0.4,time);
b=b+makePoint(x,y,0.7,1.7,0.4,0.4,time);
b=b+makePoint(x,y,0.8,0.5,0.4,0.5,time);
b=b+makePoint(x,y,1.4,0.9,0.6,0.3,time);
b=b+makePoint(x,y,0.7,1.3,0.5,0.4,time);
float c=
makePoint(x,y,3.7,0.3,0.3,0.3,time);
c=c+makePoint(x,y,1.9,1.3,0.4,0.4,time);
c=c+makePoint(x,y,0.8,0.9,0.4,0.5,time);
c=c+makePoint(x,y,1.2,1.7,0.6,0.3,time);
c=c+makePoint(x,y,0.3,0.6,0.5,0.4,time);
c=c+makePoint(x,y,0.3,0.3,0.4,0.4,time);
c=c+makePoint(x,y,1.4,0.8,0.4,0.5,time);
c=c+makePoint(x,y,0.2,0.6,0.6,0.3,time);
c=c+makePoint(x,y,1.3,0.5,0.5,0.4,time);
vec3 d=vec3(a,b,c)/32.0;
gl_FragColor = vec4(d.x,d.y,d.z,1.0);
}
Code: Select all
// code by shadertoy ?
uniform vec2 resolution;
uniform float time;
float snoise(vec3 uv, float res)
{
const vec3 s = vec3(1e0, 1e2, 1e3);
uv *= res;
vec3 uv0 = floor(mod(uv, res))*s;
vec3 uv1 = floor(mod(uv+vec3(1.), res))*s;
vec3 f = fract(uv); f = f*f*(3.0-2.0*f);
vec4 v = vec4(uv0.x+uv0.y+uv0.z, uv1.x+uv0.y+uv0.z,
uv0.x+uv1.y+uv0.z, uv1.x+uv1.y+uv0.z);
vec4 r = fract(sin(v*1e-1)*1e3);
float r0 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);
r = fract(sin((v + uv1.z - uv0.z)*1e-1)*1e3);
float r1 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);
return mix(r0, r1, f.z)*2.-1.;
}
void main(void)
{
vec2 p = -.5 + gl_FragCoord.xy / resolution.xy;
p.x *= resolution.x/resolution.y;
float color = 3.0 - (3.*length(2.*p));
vec3 coord = vec3(atan(p.x,p.y)/6.2832+.5, length(p)*.4, .5);
for(int i = 1; i <= 7; i++)
{
float power = pow(2.0, float(i));
color += (1.5 / power) * snoise(coord + vec3(0.,-time*.05, time*.01), power*16.);
}
gl_FragColor = vec4( color, pow(max(color,0.),2.)*0.4, pow(max(color,0.),3.)*0.15 , 1.0);
}
Code: Select all
// "Seascape" by Alexander Alekseev aka TDM - 2014
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
uniform vec2 resolution;
uniform float time;
uniform vec4 mouse;
const int NUM_STEPS = 8;
const float PI = 3.1415;
const float EPSILON = 1e-3;
float EPSILON_NRM = 0.1 / resolution.x;
// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
float SEA_TIME = time * SEA_SPEED;
mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
// math
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
hash( i + vec2(1.0,0.0) ), u.x),
mix( hash( i + vec2(0.0,1.0) ),
hash( i + vec2(1.0,1.0) ), u.x), u.y);
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (3.1415 * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// sky
vec3 getSkyColor(vec3 e) {
e.y = max(e.y,0.0);
vec3 ret;
ret.x = pow(1.0-e.y,2.0);
ret.y = 1.0-e.y;
ret.z = 0.6+(1.0-e.y)*0.4;
return ret;
}
// sea
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
float fresnel = 1.0 - max(dot(n,-eye),0.0);
fresnel = pow(fresnel,3.0) * 0.65;
vec3 reflected = getSkyColor(reflect(eye,n));
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
vec3 color = mix(refracted,reflected,fresnel);
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += vec3(specular(n,l,eye,60.0));
return color;
}
// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm);
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++) {
tmid = mix(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p);
if(hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
}
return tmid;
}
// main
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= resolution.x / resolution.y;
float _time = time * 0.3 + mouse.x*0.01;
// ray
vec3 ang = vec3(sin(_time*3.0)*0.1,sin(_time)*0.2+0.3,_time);
vec3 ori = vec3(0.0,3.5,_time*5.0);
vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
dir = normalize(dir) * fromEuler(ang);
// tracing
vec3 p;
heightMapTracing(ori,dir,p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
vec3 light = normalize(vec3(0.0,1.0,0.8));
// color
vec3 color = mix(
getSkyColor(dir),
getSeaColor(p,n,light,dir,dist),
pow(smoothstep(0.0,-0.05,dir.y),0.3));
// post
gl_FragColor = vec4(pow(color,vec3(0.75)), 1.0);
}