# Bonzomatic [![Build status](https://ci.appveyor.com/api/projects/status/ix6fwi6nym1tu4e7?svg=true)](https://ci.appveyor.com/project/Gargaj/bonzomatic) [![Build Status](https://travis-ci.org/Gargaj/Bonzomatic.svg)](https://travis-ci.org/Gargaj/Bonzomatic) [![Beerpay](https://beerpay.io/Gargaj/Bonzomatic/badge.svg)](https://beerpay.io/Gargaj/Bonzomatic) ## What's this? This is a live-coding tool, where you can write a 2D fragment/pixel shader while it is running in the background. ![Screenshot](http://i.imgur.com/8K8IztLl.jpg) The tool was originally conceived and implemented after the Revision 2014 demoscene party's live coding competition where two contestants improv-code an effect in 25 minutes head-to-head: https://www.youtube.com/watch?v=-5P9rRUXaR0 ## Keys - F2: toggle texture preview - F5 or Ctrl-R: recompile shader - F11: hide shader overlay - Alt-F4: exbobolate your planet ## Configuration Create a ```config.json``` with e.g. the following contents: (all fields are optional) ``` javascript { "font":{ "file":"Input-Regular_(InputMono-Medium).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 }, "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, }, "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 */ } } ``` ## Building As you can see you're gonna need [CMAKE](https://cmake.org/) for this, but don't worry, a lot of it is automated at this point. * On Windows, use at least Visual C++ 2010, or 2013 if your 2010 install doesn't have MFC. 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. * On Linux, you'll need ```xorg-dev```; after that ```cmake``` should take care of the rest. * On OSX, ```cmake``` should take care of everything. ## Credits and acknowledgements ### Original / parent project authors - "ScintillaGL" project by Mykhailo Parfeniuk (https://github.com/sopyer/ScintillaGL) - Riverwash LiveCoding Tool by MichaƂ Staniszewski and Michal Szymczyk (http://www.plastic-demo.org/) ### Libraries and other included software - Scintilla editing component by the Scintilla Dev Team (http://www.scintilla.org/) - OpenGL Extension Wrangler Library by Nigel Stewart (http://glew.sourceforge.net/) - BASS.DLL by Ian Luck (http://www.un4seen.com/) - STB Image and Truetype libraries by Sean Barrett (http://nothings.org/) - GLFW by whoever made GLFW (http://www.glfw.org/faq.html) - JSON++ by Hong Jiang (https://github.com/hjiang/jsonxx) These software are available under their respective licenses. The remainder of this project code was (mostly, I guess) written by Gargaj / Conspiracy and is public domain. ## Contact / discussion forum If you have anything to say, do it at http://www.pouet.net/topic.php?which=9881 or [![Join the chat at https://gitter.im/Gargaj/Bonzomatic](https://badges.gitter.im/Gargaj/Bonzomatic.svg)](https://gitter.im/Gargaj/Bonzomatic?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)