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Author Topic: Synthclipse - a Fragmentarium clone in Eclipse disguise.  (Read 5525 times)
Description: GLSL demo development environment based on Eclipse IDE.
0 Members and 1 Guest are viewing this topic.
SCORPION
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Posts: 104


« Reply #15 on: February 19, 2014, 12:41:08 AM »

Thanks Explains _revers_ program started.
Very interesting program. I'll be happy to work in the program!
I can not find how to save an image or animation.
Is it impossible?
« Last Edit: February 19, 2014, 12:51:13 AM by SCORPION » Logged
_revers_
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Posts: 138



« Reply #16 on: February 19, 2014, 09:24:45 AM »

Unfortunately this is not yet implemented, but will be in the near future. I've changed my priorities. I will implement scripting and recording in the first place.
« Last Edit: February 19, 2014, 09:27:12 AM by _revers_ » Logged
_revers_
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Posts: 138



« Reply #17 on: February 22, 2014, 04:26:13 PM »

Synthclipse 0.1.3 is ready for downloads: https://sourceforge.net/projects/synthclipse/files/synthclipse-0.1.3/

I've added GLSL Sandbox importer.
Complete changelog is available here.
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SCORPION
Conqueror
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Posts: 104


« Reply #18 on: February 23, 2014, 03:23:47 AM »

It works, but not all of the script.
Some scripts do not run and fail, some are not displayed correctly.
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_revers_
Conqueror
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Posts: 138



« Reply #19 on: March 10, 2014, 07:20:40 PM »

Synthclipse 0.2.0 with high quality tiled rendering is out. Downloads. Changelog.





Now is the time to implement scripting and support for other shader types (geometry, tessellation, compute). I'll try to make scripting possible in Java, as well as in some other, more dynamic, language (JavaScript or Python probably).
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_revers_
Conqueror
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Posts: 138



« Reply #20 on: March 11, 2014, 09:41:14 PM »

Synthclipse 0.2.1 quick fix release.

Changelog:
- Fixed cube map's path resolving. Added test-cube-map-texture.fragx to the examples.
- Fixed "random" compilation error (sometimes shaders didn't compile)
« Last Edit: March 11, 2014, 09:51:11 PM by _revers_ » Logged
SCORPION
Conqueror
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Posts: 104


« Reply #21 on: March 12, 2014, 02:26:11 AM »

It works! Now, the program became fully operational!
Thanks to author!
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_revers_
Conqueror
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Posts: 138



« Reply #22 on: July 30, 2014, 12:49:29 AM »

It has been a long time since last update but finally I'm ready to release a new version of my application. Synthclipse 0.9 is ready for downloads.



What's new:
- Added JavaScript (JSX) scripting support
- Added support for other types of shaders (Geometry, Tessellation, Compute)
- Added Run Configurations support (last few shaders are now remembered in the "Run" menu)
- Added more sophisticated Color Uniform Control
- Lots of little bug fixes

The list maybe isn't very long, considering amout of time since last release, but bringing scripting support to Synthclipse along with all API and documentation was quite a big task for one person woking on the project only in free time (which lately I don't have much - I'm getting merried next month).

I've jumped from version 0.2 to 0.9 and changed status from alpha to beta since Synthclipse is almost ready for version 1.0. I've decided to not implement new features before releasing version 1.0. Until it happens I'm just going to fix bugs and maybe add some small improvements.

Apart from changes in the application I've updated whole site and started to distribute Synthclipse with Eclipse to simplify installation process.

One more thing worth mentioning is that Synthclipse now requires Java >= 8.

Useful links:
- Screenshots
- User Guide



« Last Edit: July 30, 2014, 01:00:06 AM by _revers_ » Logged
mclarekin
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Posts: 1739



« Reply #23 on: August 03, 2014, 01:34:27 AM »

Interesting, I must find time to try it out,

Congratulations on your impending marriage


Marriage can be summarised as  smiley Azn grin cheesy wink embarrass shocked :smiley lips are sealed undecided kiss sad cry tongue stuck out afro angel evil fiery huh? police alien tease angry snore hurt A Beer Cup A Beer Cup A Beer Cup lol
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SCORPION
Conqueror
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Posts: 104


« Reply #24 on: August 03, 2014, 01:52:53 AM »

Hi, Camill!
I see that you've worked on the program! I download the program to try!
But I have here a question.
Now https://www.shadertoy.com/
added the ability to add music code. Is there a possibility of your program to import it?
For example:
https://www.shadertoy.com/view/XdsSW2
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_revers_
Conqueror
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Posts: 138



« Reply #25 on: August 04, 2014, 10:21:27 AM »

@mclarekin:
Thanks smiley Although your marriage summary doesn't look encouraging (especially ending). Maybe I should reconsider my decision wink

@SCORPION:
Currently music generation/import is not supported but probably I could add this feature in the next release.
However, since I'm lack of time lately, this could be done in a month or two.
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_revers_
Conqueror
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Posts: 138



« Reply #26 on: August 05, 2014, 08:45:24 AM »

Synthclipse 0.9.1, quick fix release.

Changelog:
- Fixed Shadertoy importer (although music generation is still not supported)
- Fixed incorrect sub-frame rendering (seen in GraphPlotter.fragx shader)
- From now on JavaScript nature (Eclipse IDE detail) will be added to every new Synthclipse project during creation

Downloads.

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cKleinhuis
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formerly known as 'Trifox'


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« Reply #27 on: August 05, 2014, 09:54:03 AM »

ah, cool shadertoy importing wink  i am right now rendering a whole lot of those shaders to produce content for my visualisation ambitions right now, i will take a look into your synthclipse

sound importing/analyzing can come in very very handy, it should not be too hard to apply a fastfourier to a sound, i like it best when a line in can be choosen as well

but when it comes down to rendering, the software needs to be capable to produce a seamless sound analysis from sound that is currently not playing, but just influencing the parameters, so some thought needs to be put into that to be able to produce sound syncronised clips

sound syncronised clips is what i right now am doing with unity 3d engine, but there i have the problem i described above, and screen rendering is not fast enough, so i am right now stuck with rendering sound synced fractals, because there is no software to do it, realtime is less a problem wink sad
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divide and conquer - iterate and rule - chaos is No random!
_revers_
Conqueror
*******
Posts: 138



« Reply #28 on: August 05, 2014, 11:12:25 AM »

ah, cool shadertoy importing wink 
Thanks smiley

sound importing/analyzing can come in very very handy, it should not be too hard to apply a fastfourier to a sound, i like it best when a line in can be choosen as well
Sound importing/generating is on my TODO list since I would like Synthclipse to be as much compatible with Shadertoy as possible. Expect this feature in 1.0 version wink

but when it comes down to rendering, the software needs to be capable to produce a seamless sound analysis from sound that is currently not playing, but just influencing the parameters, so some thought needs to be put into that to be able to produce sound syncronised clips

Now in Synthclipse when recording video with "Use audio texture" option, in every frame an audio track is sought/fastforwarded to a time indicating by a current video time. Then 2048 audio samples are taken and FFT is applied to get a frequency spectrum. (The audio texture, as in Shadertoy, is 512 * 2 rectangular buffer where the first row is the frequency spectrum and the second row is the audio waveform). During recording no audio signal is send to a speaker, but before recording in the Audio Player View some track must be played or paused.

Do you think process:
"Get a current video frame time, seek audio track to that time, take 2048 audio samples, generate audio texture, render video frame, move to the next video frame and start from begininig."
isn't very accurate? I don't have much expirience with audio visualization so advices would be appreciated.

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cKleinhuis
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formerly known as 'Trifox'


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« Reply #29 on: August 05, 2014, 11:39:28 AM »

Quote
Do you think process:
"Get a current video frame time, seek audio track to that time, take 2048 audio samples, generate audio texture, render video frame, move to the next video frame and start from begininig."
isn't very accurate? I don't have much expirience with audio visualization so advices would be appreciated.


lol, i am no expert in that area either, but that sound exactly as what i want to do wink
live audio input via line-in would be nice as well, i am right now experiencing very much with sound visualisation techniques
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divide and conquer - iterate and rule - chaos is No random!
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