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Thread: GlSlang Shader Designer

  1. #1
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    GlSlang Shader Designer

    Hello i am writing an app, a GLSLang Shader Designer (glslang shader compiler-viewer in real time), because i don't want to write shaders with notepad. This is the general aspect of the main dialog: http://www.typhoonlabs.com/~ffelagun...rDesigner.jpg.
    I would accept some ideas and features for the app.
    I try make this app for all de opengl glslang comunity.

    P.D: the program is only-windows because i am using the .net framework in C++.
    "!I don't know... fly casual"

  2. #2
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    Re: GlSlang Shader Designer

    Hey, great! :-)

    I think that more than only one Vertex Shader/Fragment Shader per program (as defined in the Spec) support would be nice!
    There is a theory which states that if ever anybody discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.

    There is another theory which states that this has already happened...

  3. #3
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    Re: GlSlang Shader Designer

    I have that feature on my mind
    "!I don't know... fly casual"

  4. #4
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    Re: GlSlang Shader Designer

    Looking good

  5. #5
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    Re: GlSlang Shader Designer

    Sweet!

    I was planning on the same type of program. (Once NVIDIA ships GLSL drivers.)

  6. #6
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    Re: GlSlang Shader Designer

    Looks like much more useful than ATI Ashli(at least public version 1.1). Great.

    >> the program is only-windows because i am using the .net framework in C++.
    If yщu have plans to publish a program sources, it would not be a problem to translate it to Mono/GTK#(for Linux/BSD/OSX/IRIX).

    [This message has been edited by ayaromenok (edited 12-19-2003).]
    Andrey Yaromenok

  7. #7
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    Re: GlSlang Shader Designer

    Hello, i'm almost ending the app, but in two days i will have to travel because christmas holidays, and during two weeks i can't code nothing (will i survive?). I'm think that near 10-January (maybe earlyer)i will finished the first version.
    Releasing source code.... that signify that all people can laught at my dirty code XD.

    If you want the source code, i'll clean and release it without problems
    Here are some screensots of th app
    P.D: The only thing that i doesn't code are the glslang apply code in the rendering loop, and the example meshes. (at the moment only render a single plane and the modulated textures) http://www.typhoonlabs.com/~ffelagund/

    [This message has been edited by Ffelagund (edited 12-19-2003).]
    "!I don't know... fly casual"

  8. #8
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    Re: GlSlang Shader Designer

    interesting app. is it heavy on resources? ShaderWorks is running slow.

    let me know if you need testers

  9. #9
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    Re: GlSlang Shader Designer

    I think that the app is very light, on mi PC (WinXP pro. 256 RAM, 3DLabs VP 560, AMD duron 1Ghz) the app runs fine (near 1100 fps on render with no shader program active).
    Some specs of the app:
    Use glew to load extensions (portable and free)
    Use DevIL to load textures (portable and free)
    Not allowed textures non power of two (3dlabs cards hasn't that extension)
    At Least six vertex shaders and six fragment shader per program shader object (next version it will be dynamically assigned).
    Textures only 2D (next version 1D, 3D and cube maps will be added).
    Meshes to show the shader program: plane (tesselated to 10x10 quads), sphere, cube and teapot.
    Compiler and Linker shader program output (maybe in the next version software compilation without render and the StandAlone compiler from 3dlabs?)

    That are all folks (like bugs bunny...) i accept more ideas to add features
    "!I don't know... fly casual"

  10. #10
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    Re: GlSlang Shader Designer

    suggestion: custom mesh to preview shader

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