OpenGL gfx in SynthEdit SEM (SDK3)
project status : experimental : July 2014
THIS IS NOT YET READY FOR PRIME-TIME
this download is here for anyone wanting to look-over the project in it's current state, and maybe have a play or ping-back some crit.
DO NOT use this in a vst plugin just yet - there are still some creases to iron-out
SynthEdit © Jef M
SEGL : by daz disley daz@dazdisley.co.uk
www.dazdisley.co.uk
Further work on top of ph0n3s original Test
In additon to Rand's info below, this SEM now static-links the glew functions
required to get things up and running, so doesn't require end user .dll
SEM test in SynthEdit 1.1914
- multiple instances
- draws to control view, panel view and controls on module
multiple instances tested and running in (so far) :
Reaper
FLStudio
VSTHost
Audition
Ableton
TODO : plenty testing
based on : ph0n3s GLSL Test
OpenGL GLSL Module demonstration for Synthedit May, 2012
By Rand Williams j.rand.williams@gmail.com (ph0n3s)
Code for this project based on NeHe OpenGL tutorial Lesson 1.
Created By Jeff Molofee 2000 http://nehe.gamedev.net/
Code for this project based on OpenGL:Codes:Simple GLSL example
http://content.gpwiki.org/index.php/OpenGL:Codes:Simple_GLSL_example
Written By Leonid
Using GLEW The OpenGL Extension Wrangler Library
The OpenGL Extension Wrangler Library
Copyright (C) 2002-2007, Milan Ikits
Copyright (C) 2002-2007, Marcelo E. Magallon
Copyright (C) 2002, Lev Povalahev All rights reserved.
Mesa 3-D graphics library 7.0 Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
Copyright (c) 2007 The Khronos Group Inc.
The automatic code generation scripts are released under the GNU GPL.
http://glew.sourceforge.net/
to get up and running you'll need :
eventually, the users of your plugins will need :-
Visual C++ Redistributable Packages for Visual Studio 2013 (download)
so ... with everything installed, use the following paths :
-
SE Modules folder : C:\Users\User\Documents\SE\modules
SDK : C:\sesdk
-
Modules : C:\Users\User\Documents\SE\modules\GL
- SEGL (download)
-
you should see : C:\sesdk\SEGL\SEGL.cpp and a bunch of other files
use the form below to generate your SEM start-point - this will give you a zipfile in which you'll find a folder. copy this folder to the SDK folder, so it too is sibling of the other SDK example projects
navigate to the folder, and open <SEMNAME>.vcxproj using VC
compile
IMPORTANT NOTE :: once you've compiled your SEM REMEMBER to copy the shaders to the same folder as the SEM !
this defaults to : C:\Users\User\Documents\SE\modules\GL and for each blank project the files you'll need will be :
-
<SEMNAME>.vert - this is the GLSL vertex shader
<SEMNAME>.frag - this is the GLSL fragment shader

Daz's magic SEGL SEM source generator
use this form to input some basic information about your SEGL SEM
find me on the sesdk mailing list : here
or on the SE users facebook group : here
good luck !
If you fancy giving a plugin made with this stuff a quick test, download this and put it in your plugins folder - and please let me know over on facebook if it runs in your host ... the graphics don't quite draw exactly as they should just yet, but at the moment I'm more interested to see if it runs in your host, loads & shuts-down nicely, plays alongside other plugins politely etc etc ...
