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P3D-test
Shdr-master
processing-tool-editor
processing
README.md

README.md

GLSL-Editor-Processing

Instructions to run and test:

  1. Download the repo as zip to a local directory and unzip the contents.

  2. Download Node.js if not already installed on your computer.

Build instructions for Shdr

  1. Launching Shdr from command line:

    Open a terminal/console/command prompt, change to the Shdr-master directory. Run the following commands,

    For Windows

    Install Electron locally:

      npm install --save-dev electron
    

    Install Electron globally:

      npm install electron -g
    

    For MacOS

    Install electron locally:

      sudo npm install electron --save-dev --unsafe-perm=true
    

    Install electron globally:

      sudo npm install electron -g --unsafe-perm=true
    

    Install Node.js (works for both Windows and MacOS):

      npm install
    
  2. Launch Shdr using by running this command while in the GLSL-Editor-Processing/Shdr-master directory

      npm start
    

    The last command (npm start) should launch Shdr editor as a separate window. Close the Shdr editor.

Packaging instructions for Shdr

  1. Open a terminal/console/command prompt, change to the Shdr-master directory. Type and run the commands in the order shown:

    For Windows:

      npm install electron-packager --save-dev
    

    And then run this ('--arch=ia32' for Windows 32-bit OR '--arch=x64' for Windows 64-bit):

      electron-packager . Shdr --overwrite --asar=true --platform=win32 --arch=ia32 --prune=true --out=release-builds
    

    For MacOS:

      sudo npm install electron-packager -g --unsafe-perm=true
    

    and then this:

      electron-packager . --overwrite --platform=darwin --arch=x64 --prune=true --out=release-builds
    

    If above for MacOS doesn't work, run this:

      ./node_modules/electron-packager/cli.js . --overwrite --platform=darwin --arch=x64 --prune=true --out=release-builds    
    

    Running this command would create a folder by the name of 'release-builds' inside the Shdr-master directory, which would contain the Shdr.exe. The pacakaged Shdr folder inside release-builds needs to be renamed and placed inside Processing tools directory later.

Build instructions for processing core and processing tool

  1. Install Apache Ant

    On Windows and Linux, use the installation instructions Or on Ubuntu 16.04, it's just a matter of sudo apt-get install ant On macOS, it’s much easier to install via Homebrew or MacPorts. Ant 1.8 or later is required.

  2. Build the processing-tool-editor project:

    Using Eclipse:

    1. Open the processing-tool-editor project in Elipse.

    2. Right click the project in the left panel and go to properties-> Java Build Path-> Libraries. Add external jars(core.jar and pde.jar) from the lib folder in the processing-tool-editor project directory.

    3. Set the appropriate classpath.local.location in build.properties in resources folder. Currently it is set to this:

       classpath.local.location=X:/GLSL-Editor-Processing/processing-tool-editor/lib
      
    4. (Ignore for now)Set the appropriate path to Shdr.exe in ShaderTool.java inside the run() function as shown below

       Process process = new ProcessBuilder("X:\\GLSL-Editor-Processing\\Shdr-master\\release-builds\\Shdr-win32-ia32\\Shdr.exe").start();
      
    5. Compile using Ant:

    • From the menu bar, choose Window → Show View → Ant. A tab with the title "Ant" will pop up on the right side of your Eclipse editor.
    • Drag the resources/build.xml file in there, and a new item "ProcessingTools" will appear.
    • Press the "Play" button inside the "Ant" tab.

    After successful compilation you should see "Shader Editor" in the Tools dropdown inside the PDE.

    1. Go to the Sketchbook folder in your computer(by default inside Documents) and locate the ShaderEditor folder inside tools. Create a new folder 'app' and place the packaged Shdr folder (see end of ##### Packaging instructions for Shdr) inside release-builds inside 'app'. Your final path should look like this:

      ...\Processing\tools\ShaderEditor\app\win32\Shdr.exe

    Using command line:

    1. Follow point (2) and (3) under 'Using Eclipse'

    2. Open a terminal/console/command prompt, change to the resources directory inside processing-tool-editor folder, and type and run the command

       'ant' 
      

    This will build and install the tool and you should see "Shader Editor" in the Tools dropdown inside the PDE.

    1. Follow point (6) under 'Using Eclipse'
  3. Launching PDE (Processing Development Environment) from command line

    In your terminal/console/command prompt, change to the 'GLSL-Editor-Processing/processing/build' directory and run the following commands:

      ant clean
      ant build
      ant run
    

    The last command should launch the PDE.

Testing our shader tool

  1. Run the PDE sketch by clicking the play button (make sure the sketch is not empty).

  2. Once the sketch is running, open the 'Shader Tool' from the Tools menu. (Make sure you have either saved your sketch or have an existing sketch opened before you run the tool or you will be asked to save your sketch.) Successful run should show a separate display widow and this message printed on the PDE console:

      "Server started. Waiting for clients to connect.."
    
  3. Launching Shdr - Next, in your terminal/console/command prompt, change to the 'GLSL-Editor-Processin/Shdr-master' directory. Type and Run this command:

      npm start
    

    This should launch Shdr as a separate window with a text editor on the left and a model of a 3D monkey on the right. Once that happens you should see these printed messages:

    PDE's console:

      "Message received from client is World" 
    

    Command Line:

      "Connected to Server".
    
  4. Make changes to Shdr editor contents. If shader has been called inside the sketch you should see changes applied to PDE rendering display in real-time

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