Live-coding console tool that renders GLSL Shaders. Every file you use (frag/vert shader, images and geometries) are watched for modification, so they can be updated on the fly.
Install the GLFW 3 library and other dependencies:
sudo apt-get update
sudo apt-get upgrade
sudo apt-get install libglfw3-dev git-core
Download the glslViewer code, compile and install:
git clone http://github.com/patriciogonzalezvivo/glslViewer
cd glslViewer
make
sudo make install
This was tested with Ubuntu 16.04.
These instructions may not work for all users. For example, it seems that libglfw3-dev conflicts with the older libglfw-dev. The previous Ubuntu install instructions direct you to download and compile glfw3 manually:
sudo apt-get update
sudo apt-get upgrade
sudo apt-get install git-core cmake xorg-dev libglu1-mesa-dev
cd ~
git clone https://github.com/glfw/glfw.git
cd glfw
cmake .
make
sudo make install
Install the GLFW 3 library, build tools, and other dependencies:
sudo apt-get update
sudo apt-get upgrade
sudo apt-get install libglfw3-dev xorg-dev libglu1-mesa-dev git-core dh-make fakeroot build-essential
Download the glslViewer code, compile and install. These instructions use deb-helper to build a native debian package, to build a simple binary, follow the Ubuntu instructions above.
git clone https://github.com/patriciogonzalezvivo/glslViewer.git
cd glslViewer
fakeroot dh binary
cd ..
sudo dpkg -i glslviewer_1.5_amd64.deb
(The arch part of the .deb filename will differ on other cpu architectures.)
This was tested with the Debian testing distribution on January 28th 2018.
Get Raspbian, a Debian-based Linux distribution made for Raspberry Pi and then do:
sudo apt-get install glslviewer
Or, if you want to compile the code yourself:
cd ~
git clone http://github.com/patriciogonzalezvivo/glslViewer
cd glslViewer
make
sudo make install
sudo pacman -S glu glfw-x11
git clone http://github.com/patriciogonzalezvivo/glslViewer
cd glslViewer
make
sudo make install
Or simply install the AUR package glslviewer-git with an AUR helper.
Use Homebrew to install glslViewer and its dependencies:
brew update
brew upgrade
brew install glslviewer
If you prefer to compile from source directly from this repository you need to install GLFW, pkg-config
first and then download the code, compile and install.
brew update
brew upgrade
brew tap homebrew/versions
brew install glfw3 pkg-config
cd ~
git clone http://github.com/patriciogonzalezvivo/glslViewer
cd glslViewer
make
make install
If glfw3
was installed before, after running the code above, remove glfw3
and try:
brew install glfw3 pkg-config
export PKG_CONFIG_PATH=/usr/local/lib/pkgconfig
make
make install
GlslViewer now ships with a Python package. It's essentially a wrapper that allows to compile, benchmaark and render shaders from a Python script.
- First make sure you have the setup tools
sudo apt install python-setuptools
- Once you compile the binnaries do
sudo make install_python
In the most simple scenario you just want to load a fragment shader. For that you need to:
- Run the app passing the shader as an argument
cd examples
glslViewer test.frag
- Then edit the shader with your favorite text editor.
vim test.frag
Note: In RaspberryPi you can avoid taking over the screen by using the -l
flags so you can see the console. Also you can edit the shader file through ssh/sftp.
Note: On Linux and macOS you may used to edit your shaders with Sublime Text, if that's your case you should try this Sublime Text 2 plugin that launch glslViewer every time you open a shader.
You can also load both fragments and vertex shaders. Of course modifying a vertex shader makes no sense unless you load an interesting geometry. That's why glslViewer
can load .ply
files. Try doing:
glslViewer bunny.frag bunny.vert bunny.ply
You can load PNGs and JPEGs images to a shader. They will be automatically loaded and assigned to a uniform name according to the order they are passed as arguments: ex. u_tex0
, u_tex1
, etc. Also the resolution will be assigned to vec2
uniform according to the texture uniform's name: ex. u_tex0Resolution
, u_tex1Resolution
, etc.
glslViewer test.frag test.png
In case you want to assign custom names to your textures uniforms you must specify the name with a flag before the texture file. For example to pass the following uniforms uniform sampled2D imageExample;
and uniform vec2 imageExampleResolution;
is defined in this way:
glslViewer shader.frag -imageExample image.png
Beside for texture uniforms other arguments can be add to glslViewer
:
-
-x [pixels]
set the X position of the billboard on the screen -
-y [pixels]
set the Y position of the billboard on the screen -
-w [pixels]
or--width [pixels]
set the width of the billboard -
-h [pixels]
or--height [pixels]
set the height of the billboard -
-s [seconds]
exit app after a specific amount of seconds -
-o [image.png]
save the viewport to an image file before -
-l
to draw a 500x500 billboard on the top right corner of the screen that let you see the code and the shader at the same time. (RaspberryPi only) -
-c
or--cursor
show cursor. -
--headless
headless rendering. Very useful for making images or benchmarking. -
-I[include_folder]
add an include folder to default for#include
files -
-D[define]
add system#define
s directly from the console argument -
-[texture_uniform_name] [texture.png]
: add textures associated with differentuniform sampler2D
names -
-vFlip
all textures after will be flipped vertically -
-v
verbose outputs -
--help
display the available command line options
Once glslViewer is running the CIN is listening for some commands, so you can pass data through regular *nix pipes.
-
int
,floats
,vec2
,vec3
andvec4
uniforms can be passed as comma separated values (CVS), where the first column is for the name of the uniform and the rest for the numbers of values the uniform have. Note that there is a distinction betweenint
andfloat
so remember to put.
(floating points) to your values. -
help
: return this list of commands -
date
: return content ofu_date
, return the current year, month, day and seconds -
time
: return content ofu_time
, the elapsed time since the app start -
delta
: return content ofu_delta
, return the last delta time between frames -
fps
: return content ofu_fps
, return the number of frames per second -
frag
: return the source of the fragment shader -
vert
: return the source of the vertex shader -
buffers
: return a list of active buffers as their sampler2D uniform name -
uniforms
: return a list of active uniforms together with their values in CSV format -
textures
: return a list of active textures as their sampler2D uniform name folowed by the file path to the source image -
window_width
,window_height
,screen_size
andviewport
: return the size of the windows, screen and viewport (content ofu_resolution
) -
pixel_density
: return the pixel density -
mouse_x
,mouse_y
andmouse
: return the position of the mouse (content ofu_mouse
) -
camera_distance
: returns the distance of the camera to the model. If a value is provide separated by a comma will set the distance. Ex:camera_distance,10.0
-
camera_position
: returns the position of the camera. If a value is provide separated by commas will set the position. Ex:camera_position,0.0,0.0,10.0
-
view3d
: returns the position of the camera, the up-vector and the center of the object; -
screenshot,[filename]
: save a screenshot of what's being rendered. If there is no filename as argument will default to what was defined after the-o
argument when glslViewer was launched. -
q
,quit
orexit
: close glslViewer
-
uniform sampler2D u_tex[number]
: default textures names -
uniform float u_time;
: shader playback time (in seconds) -
uniform float u_delta;
: delta time between frames (in seconds) -
uniform vec4 u_date;
: year, month, day and seconds -
uniform vec2 u_resolution;
: viewport resolution (in pixels) -
uniform vec2 u_mouse;
: mouse pixel coords -
varying vec2 v_texcoord
: UV of the billboard ( normalized ) -
uniform vec3 u_eye
: Position of the 3d camera when rendering 3d objects -
uniform vec2 u_view2d
: 2D position of viewport that can be changed by dragging -
uniform vec3 u_eye3d
: Position of the camera -
uniform vec3 u_centre3d
: Position of the center of the object -
uniform vec3 u_up3d
: Up-vector of the camera
You can include other GLSL code using a traditional #include "file.glsl"
macro.
Note: included files are not under watch so changes will not take effect until the main file is saved.
Beside the defines you can pass as an argument using -D[define]
you can relay on the following native defines automatically generated for you.
-
GLSLVIEWER
: you can use it to tell your shader it's being render in GlslViewer. -
PLATFORM_OSX
: added only on MacOS/OSX platforms. -
PLATFORM_RPI
: added only only on RaspberryPi devices. -
PLATFORM_LINUX
: added only in i86 and 64bit Linux platforms. -
BACKGROUND
: added on background shader. -
BACKGROUND
: added on background shader. -
BUFFER_[NUMBER]
: added on each buffer pass.
You can use multiple buffers by forking the code using #ifdef BUFFER_[number]
, #if defined (BUFFER_[number])
and/or #elif defined (BUFFER_[number])
. Then you can fetch the content of those buffers by using the uniform sampler2D u_buffer[number]
texture. Ex.:
uniform sampler2D u_buffer0;
uniform sampler2D u_buffer1;
varying vec2 v_texcoord;
void main() {
vec3 color = vec3(0.0);
vec2 st = v_texcoord;
#ifdef BUFFER_0
color.g = abs(sin(u_time));
#elif defined( BUFFER_1 )
color.r = abs(sin(u_time));
#else
color.b = abs(sin(u_time));
color = mix(color,
mix(texture2D(u_buffer0, st).rgb,
texture2D(u_buffer1, st).rgb,
step(0.5, st.x) ),
step(0.5, st.y));
#endif
gl_FragColor = vec4(color, 1.0);
}
There is a more extense example on examples/test_multibuffer.frag
and examples/grayscott.frag
.
If you load a 3D model or set a shader without opacity you will notice the background is black by defaltt (actually transparent in RaspberryPi).
It's possible to set a background by adding a #ifdef BACKGROUND
check and adding your code there. Check the example examples/head.frag
- Open a Fragment shader:
glslViewer examples/test.frag
- Open a Fragment shader with an image:
glslViewer examples/test.frag examples/test.png
- Open a Fragment and Vertex shader with a geometry:
glslViewer examples/bunny.frag examples/bunny.vert examples/bunny.ply
- Open a Fragment that use two buffers as a Ping-Pong to do a reaction diffusion example:
glslViewer examples/grayscott.frag
- Open a Fragment that use OS defines to know what platform is running on:
glslViewer examples/test_platform.frag
- Change the value of a uniform by passing CSV on the console IN:
glslViewer examples/temp.frag
u_temp,30
u_temp,40
u_temp,50
u_temp,60
u_temp,70
- Create a bash pipe to animate the uniform value using the CPU temperature of your Raspberry PI:
examples/.temp.sh | glslViewer examples/temp.frag
- Run a headless instance of glslViewer that exits after 1 second outputting a high resolution PNG image:
glslViewer examples/mandelbrot.frag -w 2048 -h 2048 --headless -s 1 -o mandelbrot.png
- Make an SVG from a shader using potrace and ImageMagic:
glslViewer examples/cross.frag --headless -s 1 -o cross.png
convert cross.png cross.pnm
potrace cross.pnm -s -o cross.svg
glslLoader
is a python script that is installed together with glslViewer
binary which let you download any shader made with The book of shaders editor (editor.thebookofshaders.com) . Just pass as argument the log number
glslLoader 170208142327
Patricio Gonzalez Vivo: github | twitter | website
Thanks to:
-
Karim’s Naaki lot of concept and code was inspired by his: fragTool.
-
Doug Moen he help to add the compatibility to ShaderToy shaders and some RayMarching features were added for his integration with his project: curv.
-
Yvan Sraka for putting the code in shape and setting it up for TravisCI.