This is a live-coding tool, where you can write a 2D fragment/pixel shader while it is running in the background. It's a fork of Bonzomatic that add network communication (WebSocket Server). The goal is to send a shader as text across a network and receive it somewhere else for display. The shader is send when you ask for compilation (ctrl+r) and also at regular updates (interval can be set in config.json) Bonzomatic can be launched as "sender" or as "grabber" if you want to send your shader or visualize a distant shader.
- F2: toggle texture preview
- F3: in a grabber bonzo to toggle following the coder's caret or allowing free scrolling
- F4: reset shader time to zero
- F5 or Ctrl-R: recompile shader
- F11 or Ctrl/Cmd-f: hide shader overlay
- Alt-F4 or Shift+Escape: exbobolate your planet
On Windows, both DirectX 9 and 11 are supported
For the OpenGL version (for any platform), at least OpenGL 4.1 is required.
Sender and grabber must launch the same version (DX9/DX11/Ogl) DX9/DX11 versions are not recommanded if you launch several grabbing Bonzomatic on the same PC
- double-clic on Bonzomatic.exe
- In the dialogue, choose "Sender" as network setting
- put "ws://drone.alkama.com:9000" as server name (it should already be there)
- choose a room name (can be anything)
- choose your pseudo (please, dont use the pseudo from someone else :D )
- If someone is connected to that room, they should see your shader live
- double-clic on Bonzomatic.exe
- In the dialogue, choose "Grabber" as network setting
- put "ws://drone.alkama.com:9000" as server name (it should already be there)
- put the room name chosen by the other person
- put the pseudo of the other person
- If someone is sending to that room/pseudo you should see it
- Launch a simple local server by double-clicking on BonzoServer.exe (it's in the same folder as Bonzomatic)
- double-clic on Bonzomatic.exe
- In the dialogue, choose "Grabber" as network setting
- put "ws://127.0.0.1:8000" as server name
- clic on "Run""
- Open a new Bonzomatic.exe, do the same settings but select "Sender" as network setting
- If you change the code in bonzomatic window from the sender, you should see the result updated on both bonzomatic.
You can find a server (coded in Go by Alkama) ready to be deployed here: https://github.com/alkama/BonzomaticServer
If you want to code your own server, connection is made using websockets. A simple echo server that broadcast received messages to everyone connected is enough for now.
You can configure Bonzomatic by tweaking the config.json
that is next to the binary executable.
You can also pass command line options:
- configfile=config2.json
- skipdialog
- serverURL=ws://127.0.0.1:8000/roomname/nickname
- networkMode=grabber
The config.json file can have the following contents: (all fields are optional)
{
"window":{ // default window size / state, if there's a setup dialog, it will override it
"width":1280,
"height":720,
"fullscreen":false,
"resizable": true,
"hideConsole": false,
},
"font":{ // all paths in the file are also relative to the binary, but again, can be absolute paths if that's more convenient
"file": "ProFontWindows.ttf",
"size":16,
},
"codernamefont": { // alternative font that is used to display the coder's name
"file": "ProFontWindows.ttf",
"size": 16
},
"rendering":{
"fftSmoothFactor": 0.9, // 0.0 means there's no smoothing at all, 1.0 means the FFT is completely smoothed flat
"fftAmplification": 1.0, // 1.0 means no change, larger values will result in brighter/stronger bands, smaller values in darker/weaker ones
"fftCapturePlaybackDevices": true, // If true, will capture from playback devices (desktop sound) instead of capture devices (mic)
"fftCaptureDeviceSearchString": "", // If not empty, will search a device name containing this string
"fftPeakNormalization": true, // If true, FFT will be normalized so as not to depend on the audio level
"fftPeakMinValue": 0.01, // Minimum audio peak that will be scaled
"fftPeakSmoothing": 0.995 // If audio peak drops, we smooth the transition to adjust it slowly
},
"textures":{ // the keys below will become the shader variable names
"texChecker":"textures/checker.png",
"texNoise":"textures/noise.png",
"texTex1":"textures/tex1.jpg",
},
"gui":{
"outputHeight": 200,
"opacity": 192, // 255 means the editor occludes the effect completely, 0 means the editor is fully transparent
"texturePreviewWidth": 64,
"spacesForTabs": false,
"tabSize": 8,
"visibleWhitespace": true,
"autoIndent": "smart", // can be "none", "preserve" or "smart"
"scrollXFactor": 1.0, // if horizontal scrolling is too slow you can speed it up here (or change direction)
"scrollYFactor": 1.0, // if vertical scrolling is too slow you can speed it up here (or change direction)
"alwaysdisplaycodername": true // if network is enabled, decide if coder's name is always displayed even when hidding editor text
},
"midi":{ // the keys below will become the shader variable names, the values are the CC numbers
"fMidiKnob": 16, // e.g. this would be CC#16, i.e. by default the leftmost knob on a nanoKONTROL 2
},
// this section is if you want to enable NDI streaming; otherwise just ignore it
"ndi":{
"enabled": true,
"connectionString": "<ndi_product something=\"123\"/>", // metadata sent to the receiver; completely optional
"identifier": "hello!", // device identifier; must be unique, also helps source discovery/identification in the receiver if there are multiple sources on the network
"frameRate": 60.0, // frames per second
"progressive": true, // progressive or interleaved?
},
// this section is there is you want to use networking
"network": {
"enabled": true,
"serverURL": "ws://127.0.0.1:8000",
"networkMode": "grabber", // can be sender or grabber
"udpateInterval": 0.3, // duration between two shader sending
"SyncTimeWithSender": true, // grabber will have same shader time than sender
"SendMidiControls": true, // sender will broadcast it's midi control's
"GrabMidiControls": true // grabber will apply recieved midi control's
},
// this section is if you want to customise colors to your liking
"theme":{
"text": "FFFFFF", // color format is "RRGGBB" or "AARRGGBB" in hexadecimal
"comment": "00FF00",
"number": "FF8000",
"op": "FFCC00",
"keyword": "FF6600",
"type": "00FFFF",
"builtin": "44FF88",
"preprocessor": "C0C0C0",
"selection": "C06699CC", // background color when selecting text
"charBackground": "C0000000", // if set, this value will be used (instead of gui opacity) behind characters
},
"postExitCmd":"copy_to_dropbox.bat" // this command gets ran when you quit Bonzomatic, and the shader filename gets passed to it as first parameter. Use this to take regular backups.
}
If you want the shader to be backed up once you quit Bonzomatic, you can use the above postExitCmd
parameter in the config, and use a batch file like this:
@echo off
REM ### cf. https://stackoverflow.com/a/23476347
for /f "tokens=2 delims==" %%a in ('wmic OS Get localdatetime /value') do set "dt=%%a"
set "YY=%dt:~2,2%" & set "YYYY=%dt:~0,4%" & set "MM=%dt:~4,2%" & set "DD=%dt:~6,2%"
set "HH=%dt:~8,2%" & set "Min=%dt:~10,2%" & set "Sec=%dt:~12,2%"
copy %1 X:\MyShaderBackups\%YYYY%%MM%%DD%-%HH%%Min%%Sec%.glsl
This will copy the shader timestamped into a specified folder.
As you can see you're gonna need CMAKE for this, but don't worry, a lot of it is automated at this point.
Use at least Visual C++ 2010. For the DX9/DX11 builds, obviously you'll be needing a DirectX SDK, though a lot of it is already in the Windows 8.1 SDK as well. You will need to install NDI SDK and install Visual Studio with components ATL and MFC Then: mkdir build && cd build cmake -DCMAKE_BUILD_TYPE=Release ../ cmake --build .
cmake
should take care of everything:
mkdir build && cd build
cmake -DCMAKE_BUILD_TYPE=Release ../
cmake --build .
The Bonzomatic.app bundle, resulting from the compilation, should be found in ./build/Bonzomatic.app
. You can place it anywhere.
We do NOT recommend putting it in /Applications. Bonzomatic is looking for config.json files and resources living at the same level of the app.
You'll need xorg-dev
and libglu1-mesa-dev
; after that cmake
should take care of the rest:
apt install xorg-dev libglu1-mesa-dev cmake
cd Bonzomatic
cmake .
make
make install
Xenocara contains all required components. Hack away with
cmake .
make
or use the port
cd /usr/ports/graphics/bonzomatic
make install
If you want to organize a competition using Bonzomatic at your party, here's a handy-dandy guide on how to get started: https://github.com/Gargaj/Bonzomatic/wiki/How-to-set-up-a-Live-Coding-compo
- "Bonzomatic" by Gargaj (https://github.com/Gargaj/Bonzomatic)
- "ScintillaGL" project by Mykhailo Parfeniuk (https://github.com/sopyer/ScintillaGL)
- Riverwash LiveCoding Tool by Michał Staniszewski and Michal Szymczyk (http://www.plastic-demo.org)
- Scintilla editing component by the Scintilla Dev Team (https://www.scintilla.org)
- OpenGL Extension Wrangler Library by Nigel Stewart (http://glew.sourceforge.net)
- mini_al by David Reid (https://github.com/dr-soft/mini_al)
- KISSFFT by Mark Borgerding (https://github.com/mborgerding/kissfft)
- STB Image and Truetype libraries by Sean Barrett (https://nothings.org)
- GLFW by whoever made GLFW (https://www.glfw.org/faq.html)
- JSON++ by Hong Jiang (https://github.com/hjiang/jsonxx)
- NDI(tm) SDK by NewTek(tm) (https://www.newtek.com/ndi.html)
- Mongoose Embedded Web Server Library by Cesanta (https://github.com/cesanta/mongoose)
These software are available under their respective licenses.
The network part has been written by NuSan and is public domain. The remainder of this project code was (mostly, I guess) written by Gargaj / Conspiracy and is public domain. OSX / macOS maintenance and ports by Alkama / Tpolm + Calodox; Linux maintenance by PoroCYon / K2.
If you have anything to say, do it at https://www.pouet.net/topic.php?which=9881 or