Engi - webGL dataflow programming editor - open source
category: general [glöplog]
We've been working on this WebGL/HTML5 visual programming editor / engine for some years now, and finally it's released for everyone to use. It's open source with MIT license and there's an online demo.
This is the system I used to make the TPOLM demo at last year's Revision party. http://www.pouet.net/prod.php?which=61217
The main coder on this is Gaia/AP and kschzt/tpolm made the backend. Myself i've been testing and using it.
Source code & technical info:
https://github.com/engijs/engi
Quick introduction:
http://www.engijs.org/help/introduction.html
Online version:
http://engijs.org/
With the online version you can easily share stuff by just copy pasting the URL.
Reiska's pixel shader tunnel:
http://www.engijs.org/#/data/graphs/tunnel_shader.json
Rotating Jugi's object:
http://www.engijs.org/#/data/graphs/jugi_object_rotate_moody_blues_version.json
Check it out! We are happy to answer any questions :)
This is the system I used to make the TPOLM demo at last year's Revision party. http://www.pouet.net/prod.php?which=61217
The main coder on this is Gaia/AP and kschzt/tpolm made the backend. Myself i've been testing and using it.
Source code & technical info:
https://github.com/engijs/engi
Quick introduction:
http://www.engijs.org/help/introduction.html
Online version:
http://engijs.org/
With the online version you can easily share stuff by just copy pasting the URL.
Reiska's pixel shader tunnel:
http://www.engijs.org/#/data/graphs/tunnel_shader.json
Rotating Jugi's object:
http://www.engijs.org/#/data/graphs/jugi_object_rotate_moody_blues_version.json
Check it out! We are happy to answer any questions :)
Just took a quick look, and this looks good :D
been watching fthr playing with this last year, and it definitely has a lot of potential. has a few limitations, but now being open source you can extend it at will.
been thinking of doing some websound api modules for it. maybe porting a softsynth. to be able to use the tool as both sound and visuals editor :) have to find the free time for it first though.
been thinking of doing some websound api modules for it. maybe porting a softsynth. to be able to use the tool as both sound and visuals editor :) have to find the free time for it first though.
I get nothing but a black screen. Chrome 33.0.something, NVIDIA Geforce GT 540M.
@Preacher - your gfx card may be blacklisted by chrome. - check here: https://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists
If that's the case you may try this:
On desktop devices (including Chrome OS) visit chrome://flags/ and look for "Override software rendering list" By enabling this, you instruct Chrome to ignore the blacklist and attempt to run no matter what. (You should also make sure that "Disable WebGL" isn't enabled, as that will block WebGL whether it's supported or not.)
On desktop devices (including Chrome OS) visit chrome://flags/ and look for "Override software rendering list" By enabling this, you instruct Chrome to ignore the blacklist and attempt to run no matter what. (You should also make sure that "Disable WebGL" isn't enabled, as that will block WebGL whether it's supported or not.)
The sites gives a
:\
Quote:
502 Bad Gateway
----------------------------
nginx/1.1.19
:\
hah, no longer :)
Nice!
Thanks, now it works when I disabled the blacklist. Funny thing though, ShaderToy worked fine here before. Now I'm gonna play around a bit with this thing...
cant help but hearing Mick Jagger singing ANGIE in my brain now :P
Is there any way to delete nodes?!
@raer hold shift and click on the nodes input/output
Black screen. Tested with firefox and chrome. Nvidia 9800 GT 1GB.
@mu6k interesting! on windows? does webGL content work for you in general? check http://doesmybrowsersupportwebgl.com/ do you get any errors?
driver and browser support for webgl is still so beta :(
Over here, using shift seems to sever the node connection, but not delete it.
Nice work!
Nice work!
Ah yes, by nodes you mean what I call "plugins". Anyway those are deleted holding shift and clicking on their header bar thingy.
Nice work!
Yep, webgl works fine. I write shaders on shadertoy.
Here is what doesmybrowsersupportwebgl.com prints out:
Here is what doesmybrowsersupportwebgl.com prints out:
Quote:
Yay
Context Name webgl
Platform Win64
Agent Mozilla/5.0 (Windows NT 6.1; Win64; x64; rv:24.0) Gecko/20100101 Firefox/24.0 Waterfox/24.0
Vendor Mozilla
Version WebGL 1.0
Renderer Mozilla
Shading Language Version WebGL GLSL ES 1.0
Max Vertex Attribs 16
Max Vertex Texture Image Units 32
Max Varying Vectors 15
Max Uniform Vectors 1024
RGBA Bits 8, 8, 8, 8
Depth Bits 24
Max Combined Texture Image Units 96
Max Texture Size 8192
Max Cube Map Texture Size 8192
Num. Compressed Texture Formats null
Max Render Buffer Size 8192
Max Viewport Dimensions 8192, 8192
Aliased Line Width Range 1, 10
Aliased Point Size Range 1, 63
Supported Extensions OES_element_index_uint
OES_texture_float
OES_texture_float_linear
OES_standard_derivatives
EXT_texture_filter_anisotropic
MOZ_WEBGL_lose_context
WEBGL_lose_context
MOZ_WEBGL_compressed_texture_s3tc
WEBGL_compressed_texture_s3tc
MOZ_WEBGL_depth_texture
WEBGL_depth_texture
@mu6k your problem is maybe solved now, please try again ;) Thanks a lot for reporting that! We think it was because your browser still requiring 'experimental-webgl' context request. But there's no reason we shouldn't support that, so it's now fixed.
This sounds very cool! I've looked a bit at dataflow programming in the past, but never gotten very far.
I get a black box in the upper right corner as well though (WebGL normally works fine for me).
This is what doesmybrowsersupportwebgl.com prints in case its useful:
I get a black box in the upper right corner as well though (WebGL normally works fine for me).
This is what doesmybrowsersupportwebgl.com prints in case its useful:
Quote:
Yay
Context Name webgl
Platform Linux x86_64
Agent Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/33.0.1750.117 Safari/537.36
Vendor WebKit
Version WebGL 1.0 (OpenGL ES 2.0 Chromium)
Renderer WebKit WebGL
Shading Language Version WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium)
Max Vertex Attribs 16
Max Vertex Texture Image Units 32
Max Varying Vectors 31
Max Uniform Vectors 1024
RGBA Bits 8, 8, 8, 8
Depth Bits 24
Max Combined Texture Image Units 192
Max Texture Size 16384
Max Cube Map Texture Size 16384
Num. Compressed Texture Formats null
Max Render Buffer Size 16384
Max Viewport Dimensions 16384, 16384
Aliased Line Width Range 1, 10
Aliased Point Size Range 1, 2047
Supported Extensions ANGLE_instanced_arrays
WEBKIT_EXT_texture_filter_anisotropic
OES_element_index_uint
OES_standard_derivatives
OES_texture_float
OES_texture_float_linear
OES_texture_half_float
OES_texture_half_float_linear
OES_vertex_array_object
WEBKIT_WEBGL_compressed_texture_s3tc
WEBKIT_WEBGL_depth_texture
WEBGL_draw_buffers
WEBGL_lose_context
WEBGL_debug_renderer_info
yep, now it works! :D