Vizor is a visual programming environment for WebGL, WebVR and other HTML5 APIs. It features live preview, data flow visualization, network communication, publishing, unlimited undo, and a catalog of ready-made patches that can be used as modular building blocks. Complex logic can be nested in subgraphs and they can be rendered directly to a specific render target, or simply used as a texture. Loops are modeled as nested graphs that are evaluated once per loop iteration.
Try the cloud version of Vizor now at vizor.io.
$ npm install && npm install -g gulp $ brew install graphicsmagick $ gulp
NOTE: Currently using Web Sockets or OSC requires running Vizor locally.
To build the LESS, plugins, etc [continuously]:
$ gulp [watch]
Running the tests:
$ npm install -g mocha $ npm test
- Make sure MongoDB and Redis are running.
- Run the server:
$ npm start
- Open in the browser: http://localhost:8000/edit
If you have access to an Oculus Rift DK1 or DK2 and want to play with the VR features, you currently need one of Toji's special Chromium builds. You can find them here: http://blog.tojicode.com/2014/07/bringing-vr-to-chrome.html
A note on plugins
Vizor features hundreds of plugins, including ways to obtain or create data:
- Cameras: Perspective, orthographic and screen space. Obtain aspect radio and viewport size.
- Input: Gamepad, VR headset, keyboard, mouse position, button state and scroll wheel.
- Loading assets: HTML5 audio, images, JSON, 3d scenes and HTML5 video. Select files directly from UI or provide URLs to load as strings from the graph.
- Matrices: Translation, rotation, scale and planar projection.
- Meshes: Cube, grid, null (transform visualization), plane, quad, sphere and user defined (Blender exporter is included).
- Open Sound Control: Receive float / xy float.
- Shaders: Diffuse only, automatically generated from mesh and material, user defined, normal as color and texture with UV-transforms.
- System state: Initialized, assets started, failed, and successfully loaded. Graphs can emit these signals via plugins to integrate with the global asset load logic when procedurally generating data.
- Text rendering.
- Time: Absolute, frame delta.
- Typed array generation.
- Web Sockets.
- Crypto: Check the current balances of a named CounterWallet.
- Virtual Reality: Camera / MHD / Sensor info. Sensor velocity / acceleration. Full Oculus Rift support.
- Various plugins to provide UI for direct manipulation or input of values: Knobs, sliders, input fields for labels and constant values, toggle and action buttons, color pickers, text editors, PRNGs and many other similar plugins for providing data directly from the graph view.
...Ways to modify data:
- Audio: Get duration and current playback position. Analysis (FFT), gain, buffer source.
- Color: Add, mix, multiply and set alpha.
- Data type conversions. Format or parse strings, compose complex types from primitives, convert between primitive types and split / merge cameras to / from constituent matrices.
- Curves: Looping cubic interpolation of keypoints.
- Filters: First order low pass, sample and hold, toggle.
- Instanced meshes: Clear transforms, rotate, scale, translate.
- Light sources (point, directional): Diffuse color, direction, intensity, position, specular color and type.
- Logic: And, equals, if, if...else, less than, more than, nand, not, or, switch and xor.
- Materials: Alpha clip, ambient color, blend mode (none, add, sub, mul, normal), diffuse color, double sided, attach lights, shininess, textures (diffuse, emission, specular and normal maps), z-buffer (use / write).
- Math: Add, clamp, divide, module, multiply, negate, subtract, delta, abs, cos, exp, log, max, min, sin, sqrt, tan, ceil, floor and round.
- Matrix: Concatenate, get component, invert, set component and transpose.
- Mesh: Primitive type (points, lines, line strip, line loop, triangles, tristrip, trifan). Obtain or set the maximum primitive count to render.
- Object: Convert named member to float, bool, string, object or typed array. Access any array item of the those same types by index and object member name.
- Oscillators: Cosine, sawtooth, sine, square, triangle.
- Scene: Get bounding box, get mesh, get mesh count.
- String: Concatenate, parse JSON.
- Tweens: In / out (circular, cubic, exponential, quadratic, quartic, quintic and sinusoidal).
- Typed arrays: Array to mesh, array to texture, get element, get element as type, length, set element, set element as type.
- Virtual Reality: Create Oculus Rift compatible left / right camera from an input camera.
- Vector: Add, cross, dot product, magnitude, multiply, normalize, scale and transform.
- Video: Current time and duration.
...Ways to utilize data:
- 3D: Render scene, render mesh, create instanced meshes (arrays, cubic volumes, using iterated function systems or distribution textures) and record the current framebuffer.
- Audio: Player / Source player.
- Debug visualization: On-canvas visualization of booleans, colors, arbitrary data, floats, matrices, objects, function plots, text and vectors.
- Sequencing: Stop playback.
- Video: Player.
...And ways to structure logic or store state:
- Create infinitely nested sub-graphs or loops.
- Create named in- and output proxies in a graph to have them automatically reflected as a slot on the parent node of the graph the proxy is in.
- Create named registers to store values of any supported data type between graph updates as state storage or feedback loops.
Vizor is released under the MIT License