[PD] porting vade shaders collection to Pd
Marco Donnarumma
devel at thesaddj.com
Tue Jan 3 12:06:39 CET 2012
Thanks Cyrille,
Ok, will move on the gem-dev.
M
On Tue, Jan 3, 2012 at 11:31 AM, cyrille henry <ch at chnry.net> wrote:
>
>
> Le 30/12/2011 12:59, Marco Donnarumma a écrit :
>
> ok,
>> what's the correct way to update the help-files?
>>
>> Just edit them and submit somewhere?
>>
> yes.
> but please use the gem-dev mailing list for discussion about gem
> development.
>
> Cheers
> Cyrille
>
>
>
>
>> cheers,
>> M
>>
>>
>>
>> On Tue, Dec 27, 2011 at 11:12 PM, cyrille henry <ch at chnry.net <mailto:
>> ch at chnry.net>> wrote:
>>
>>
>>
>> Le 27/12/2011 14:44, Marco Donnarumma a écrit :
>>
>> Hi Guido, Cyrille,
>>
>> thanks for bringing the discussion further.
>> Actually Guido, I think I read you on the Pd forum few days ago
>> and checked your patches too, nice work.
>>
>> As for the documentation.
>> Personally, a great part of my first attempts at working with glsl
>> in Pd were completely mined by the absence of a wrapper object for the glsl
>> compilation; the lack of a [pix_shader] or [a_shad] for instance. It would
>> be useful to have [pix_shader] included in GEM.
>> It might sound silly, but as Guido mentioned, getting a shader to
>> work it's a much of a trial-and-error exercise.
>> Thus, in my experience, it took a lot of time to figure out where
>> to look for bugs or problems.
>>
>> I needed to study glsl (obviously) to start understanding; but I
>> believe that users would benefit from the inclusion of some initial, basic
>> information within the glsl help patches. For example, shader with
>> rectangular textures won't work if you don't switch the [pix_texture] mode
>> adequately.
>> This is not explained anywhere in Pd, and, yes, of course you can
>> getting to it by learning with on-line resources, but it would be far
>> easier to place a [comment] somewhere in the Pd patch. (I don't think it's
>> there already, but please tell me if so.).
>>
>> this is what the 1st example do explain.
>> at least, i thought it does. maybe it should be a bit more verbose.
>>
>>
>>
>>
>> Shortly, imho the present glsl help are very complex for a noob
>> because:
>> _there isn't an "official" wrapper, so the loading/compilation
>> process is visible and appears quite confusing.
>>
>> wow. this is strange for me. I always do a copy/paste.
>> anyway, there is now a _glsl abstraction since i use it for the 14th
>> example.
>> other examples can be update to use it.
>>
>>
>>
>> _uniforms and how to control them from a Pd patch are not
>> explained anywhere (within Pd)
>>
>> this is used (but not explain) in most example.
>> i believed an example is better than text, but it look like i'm wrong.
>>
>>
>>
>>
>> _basic and clear info about getting a new shader to work in Pd are
>> missing
>>
>> you just have to imitate the "basic example"...
>>
>>
>>
>> of course, the whole glsl thing is complex and need further study
>> anyway, but it would be awesome to inform the glsl in GEM with the stuff
>> above.
>>
>> feel free to update help and examples.
>> i thought it was clear. examples provide the information i wish i had
>> before creating them...
>>
>> cheers
>> Cyrille
>>
>>
>>
>> M
>>
>>
>>
>>
>> On Tue, Dec 27, 2011 at 2:10 PM, cyrille henry <ch at chnry.net<mailto:
>> ch at chnry.net> <mailto:ch at chnry.net <mailto:ch at chnry.net>>> wrote:
>>
>>
>>
>> Le 27/12/2011 13:02, Guido Tamino a écrit :
>>
>> Hello,
>>
>> actually the [pix_shader] abstraction comes from a depth
>> of field simulation I made with glsl/gem a while ago. Download link,
>> documentation and demo video are available at the link below. If anyone
>> wants to try it out, the depth of field patch is pretty self-explainatory
>> and should work just out of the box.
>> http://vimeo.com/30188933
>>
>> Before being swamped with work I was interested in porting
>> Vade shaders and other glsl stuff to PD. I implemented his blur shaders
>> (motion blur, zoom blur and fast blur) and they all seems to work fine but
>> a lot of work has to be done before using them as solid generic effects.
>> http://guidotamino.it/____**download/glslBlur.zip<http://guidotamino.it/____download/glslBlur.zip><
>> http://guidotamino.it/__**download/glslBlur.zip<http://guidotamino.it/__download/glslBlur.zip>>
>> <http://guidotamino.it/__**download/glslBlur.zip<http://guidotamino.it/__download/glslBlur.zip><
>> http://guidotamino.it/**download/glslBlur.zip<http://guidotamino.it/download/glslBlur.zip>
>> >>
>>
>>
>>
>> A couple months ago I opened a discussion with Cyrille on
>> the theme but we were both too busy with work to fully dive into the
>> subject.
>>
>> since then, i made a "good" triangle blur shader to work with
>> a modified version of guildo patch.
>> i commit everything as a gem example yesterday.
>>
>>
>> In the meanwhile I played around with the optical flow
>> experiments by the jitter community with nice results, a demo could be seen
>> here:
>> http://vimeo.com/30517302
>>
>> nice.
>>
>>
>>
>> I'm definetely interested in developing a set of glsl
>> wrappers to make the whole thing easier for a beginner. I am a beginner
>> myself and I had some tough times trying to figure out things like how to
>> multipass glsl effects or how to feed multiple textures to a shader. This
>> kind of stuff is almost undocumented and needs a lot of trial and error in
>> order to be understood.
>>
>> there are few multipass example in gem.
>> I try to make 1 example for each technical possibility.
>> nothing is fully documented, but i think everything is
>> documented.
>> at least, everything that i'm aware of. (i was also a glsl
>> noob before making gem examples...)
>>
>> do you think that more multipass example are needed?
>> or is it just that since it's complex, it need time to be
>> fully understood?
>>
>> cheer
>> Cyrille
>>
>> Best,
>> Guido
>>
>> Il giorno 27/dic/2011, alle ore 11.22, philippe boisnard
>> ha scritto:
>>
>> Hello
>>
>> We have worked in codelab french forum about that
>> since one month :
>> I give you the first test-lib that I have created :
>> <a_shader-tr.zip>
>> [a_cons] is a usefull abstract to create box of
>> variables.
>>
>> 2 exemples with multipass of texture
>> http://t-pas-net.com/videos/__**__test_multi_shad.mov<http://t-pas-net.com/videos/____test_multi_shad.mov><
>> http://t-pas-net.com/videos/_**_test_multi_shad.mov<http://t-pas-net.com/videos/__test_multi_shad.mov>>
>> <http://t-pas-net.com/videos/_**_test_multi_shad.mov<http://t-pas-net.com/videos/__test_multi_shad.mov><
>> http://t-pas-net.com/videos/**test_multi_shad.mov<http://t-pas-net.com/videos/test_multi_shad.mov>
>> >>
>>
>>
>> http://vimeo.com/33974266
>>
>> Yet, I adapt GLSL. system of particules with pmpd.
>> http://t-pas-net.com/videos/__**__fragGLSLtest5.mov<http://t-pas-net.com/videos/____fragGLSLtest5.mov><
>> http://t-pas-net.com/videos/_**_fragGLSLtest5.mov<http://t-pas-net.com/videos/__fragGLSLtest5.mov>>
>> <http://t-pas-net.com/videos/_**_fragGLSLtest5.mov<http://t-pas-net.com/videos/__fragGLSLtest5.mov><
>> http://t-pas-net.com/videos/**fragGLSLtest5.mov<http://t-pas-net.com/videos/fragGLSLtest5.mov>
>> >>
>> http://t-pas-net.com/videos/__**__testGLSL_pmpd.flv<http://t-pas-net.com/videos/____testGLSL_pmpd.flv><
>> http://t-pas-net.com/videos/_**_testGLSL_pmpd.flv<http://t-pas-net.com/videos/__testGLSL_pmpd.flv>>
>> <http://t-pas-net.com/videos/_**_testGLSL_pmpd.flv<http://t-pas-net.com/videos/__testGLSL_pmpd.flv><
>> http://t-pas-net.com/videos/**testGLSL_pmpd.flv<http://t-pas-net.com/videos/testGLSL_pmpd.flv>
>> >>
>>
>>
>>
>> :-)
>>
>> p
>>
>> Le 27 déc. 2011 à 10:36, Marco Donnarumma a écrit :
>>
>> Hi all,
>>
>> while studying glsl (after attending Cyrille's
>> workshop at the PdCon), I'm porting Vade's collection of shaders [1] to Pd,
>> and I only need to know I'm not reinventing the
>> wheel.
>>
>> I'm creating a glsl-help-files lib, based on the
>> [pix_shader] wrap by Cyrille; adding ready made patches for diverse shaders
>> and briefly explaining while some work out of the box and some others not.
>> It could be useful to have such documentation in
>> Pd, as the glsl topic is not covered in depth, or at least not enough for a
>> noob in this field as myself.
>>
>> I recall Marius was doing something similar, but
>> I'm not sure how the project ended up.
>>
>> [1] http://001.vade.info/?page_id=**____20<http://001.vade.info/?page_id=____20><
>> http://001.vade.info/?page_**id=__20 <http://001.vade.info/?page_id=__20>>
>> <http://001.vade.info/?page___**id=20<http://001.vade.info/?page___id=20><
>> http://001.vade.info/?page_**id=20 <http://001.vade.info/?page_id=20>>>
>>
>>
>>
>>
>> --
>> Marco Donnarumma
>> Independent New Media and Sonic Arts Practitioner,
>> Performer, Teacher
>> ACE, Sound Design MSc by Research (ongoing)
>> The University of Edinburgh, UK
>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>> Portfolio: http://marcodonnarumma.com <
>> http://marcodonnarumma.com/>
>> Research: http://res.marcodonnarumma.com <
>> http://res.marcodonnarumma.__**__com/ <http://res.marcodonnarumma.__**com/
>> <http://res.marcodonnarumma.**com/ <http://res.marcodonnarumma.com/>>>>
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>> --
>> Marco Donnarumma
>> Independent New Media and Sonic Arts Practitioner, Performer,
>> Teacher
>> ACE, Sound Design MSc by Research (ongoing)
>> The University of Edinburgh, UK
>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>> Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/
>> >
>> Research: http://res.marcodonnarumma.com <
>> http://res.marcodonnarumma.__**com/ <http://res.marcodonnarumma.**com/<http://res.marcodonnarumma.com/>>>
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>>
>>
>> --
>> Marco Donnarumma
>> Independent New Media and Sonic Arts Practitioner, Performer, Teacher
>> ACE, Sound Design MSc by Research (ongoing)
>> The University of Edinburgh, UK
>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>> Portfolio: http://marcodonnarumma.com <http://marcodonnarumma.com/>
>> Research: http://res.marcodonnarumma.com <http://res.marcodonnarumma.**
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>
>
--
Marco Donnarumma
Independent New Media and Sonic Arts Practitioner, Performer, Teacher
ACE, Sound Design MSc by Research (ongoing)
The University of Edinburgh, UK
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com | http://www.thesaddj.com |
http://www.flxer.net
Director: http://www.liveperformersmeeting.net
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