Replies: 76 comments 79 replies
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I have actually been looking at Pharo for my ide design, I haven't seen
Glamorous Toolkit until now. Adhoc is designed with smalltalk in mind, btw.
…On Sun, Aug 21, 2022 at 1:21 PM Kaveh Kardan ***@***.***> wrote:
[Starting a new discussion on this topic from the Introductions
discussion.]
I am thinking of basing the GUI on a design like the Glamorous Toolkit
<https://gtoolkit.com/>, which is based on Smalltalk.
Each GUI panel will be a customizable inspector window for the current
selection. For this, I imagine being able to embed an editor window to
represent and edit the code view of the objects. The editor would be
connected to slime so that the user can directly modify and evaluate code
in it and see the results in the 3D views.
In fact all the UI, including 3D views and the like, will be implemented
as such inspector windows. This may mean that it would be better if all the
GUI used the same compositor as the 3D scene.
I would recommend checking out the link above and watching the first video
to get an idea of how their toolkit works and how it may apply to our
system.
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GToolkit is awesome. I even switched from Lisp to Smalltalk to use it for a good long while. But I decided Lisp is an easier language for me to think in and gave up that nice environment to come back. GToolkit implementation strategy seems to work well too. They build it on one modern cross-platform graphics framework and when a better one comes along they do a port (so far from Morphic to Moz2D to Skia.) That takes work but it avoids being stuck between incompatible native toolkits on different platforms. I don't like the all-or-nothing aspect of GToolkit though. I don't want to use their text editor or Git client. I think it should play nicer with external tools. |
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Yeah. According to the bottom of https://github.com/feenkcom/gtoolkit#components they have four layers:
I'm not sure if there ideas there that could be borrowed/ported onto OpenGL/Vulkan. It seems to work well for them and to have been implemented quickly by a small team, anyway. |
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So unless you want to use some foreign toolkit it seems like pure 3d is the only way you can get cross platform. |
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My thinking is an immediate mode GUI built on top of OpenGL, along the lines of ImGui or NanoGUI. That seems to be the simplest way to go with the fewest dependencies. I am thinking of those toolkits as inspiration, not something we want to build wrappers around. I think for what we're doing, it's important that the gui be written in CL for maximum extensibility. Let's keep an eye on Alloy, and maybe evaluate it down the road. Still early days. A lot to be discovered. |
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I have already written wrappers to imgui, if one needs to see how Imgui
handles situations.
…On Mon, Aug 22, 2022 at 1:53 PM Kaveh Kardan ***@***.***> wrote:
My thinking is an immediate mode GUI built on top of OpenGL, along the
lines of ImGui <https://github.com/ocornut/imgui> or NanoGUI
<https://github.com/ocornut/imgui>.
That seems to be the simplest way to go with the fewest dependencies. I am
thinking of those toolkits as inspiration, not something we want to build
wrappers around. I think for what we're doing, it's important that the gui
be written in CL for maximum extensibility.
Let's keep an eye on Alloy <https://github.com/Shirakumo/alloy>, and
maybe evaluate it down the road.
Still early days. A lot to be discovered.
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One thing I would like to point out about immediate mode guis is that they
are designed to be run in the render thread or a support render thread (if
using vulkan) and if the events they trigger also run in the render thread
(which is the typical way to use them), then any unhandled errors that
happen while developing crash the whole program. I think fatal errors like
that while developing the gui are unacceptable, so you need to build the
app in such a way that events are handled in other threads and the render
thread is basically "fixed function" (to borrow the term) so it will never
crash on erroneous input.
…On Mon, Aug 22, 2022 at 4:07 PM Andrew Wolven ***@***.***> wrote:
I have already written wrappers to imgui, if one needs to see how Imgui
handles situations.
On Mon, Aug 22, 2022 at 1:53 PM Kaveh Kardan ***@***.***>
wrote:
> My thinking is an immediate mode GUI built on top of OpenGL, along the
> lines of ImGui <https://github.com/ocornut/imgui> or NanoGUI
> <https://github.com/ocornut/imgui>.
>
> That seems to be the simplest way to go with the fewest dependencies. I
> am thinking of those toolkits as inspiration, not something we want to
> build wrappers around. I think for what we're doing, it's important that
> the gui be written in CL for maximum extensibility.
>
> Let's keep an eye on Alloy <https://github.com/Shirakumo/alloy>, and
> maybe evaluate it down the road.
>
> Still early days. A lot to be discovered.
>
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That is good to know. Also annoying. :) I am not an expert on threading, and my only experience with it in CL has been that UI interactions have to be on the main thread on MacOS. I imagine that our system should be doing a lot of multithreading to take advantage of all those CPU cores. And offload whatever is possible onto the GPU for computations. If we were willing to put in the work, what is the conceptually simplest and most minimal layer we can build a cross-platform gui on top of? Something like GLFW for handling events and device input, and bare OpenGL for display? In such a case, I imagine we would be reproducing some or most of the work done by ImGui in CL? |
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I was planning on piecemeal replacing ImGui until it's all Lisp. ImGui is
actually a pretty substantial facility with it's docking and multiple OS
window support. GLFW is fine for now but could potentially be replaced by
"glop" if you desire a pure-lisp solution.
There is also the issue of compute shaders. I personally wouldn't be
interested in any graphical lisp software that did not include support for
compute shaders. The GPU is capable of solving certain types of problems
like Nurbs evaluation and meshing in 1/100th the time of the CPU. I think
Baggers even wrote a little lisp compiler which compiles Lisp to GLSL. I'm
not for certain, but I think compute shaders were not introduced in OpenGL
until OpenGL v3 or v4. You will find that OpenGL 4 is as alien compared to
OpenGL 1.1/1.2 as Vulkan is to OpenGL 1.1/1.2. So if you decide you want
to include developers that use compute shaders, I would recommend Vulkan
and Metal as the graphics languages. For a decade now, game developers
have been complaining about threading issues/bugs with OpenGL and that's
why Khronos adopted Vulkan as it's new flagship standard for the decades to
come. So when you decide you have had enough with the limitations of
OpenGL 1.1/1.2 (if indeed that is what you are using) then I would
seriously consider switching to a Vulkan/Metal combination. I have been
planning on writing Metal bindings for some time now, because I have a mac,
and ultimately want people with Macs to be able to use Regen.
…On Mon, Aug 22, 2022 at 4:38 PM Kaveh Kardan ***@***.***> wrote:
That is good to know. Also annoying. :)
I am not an expert on threading, and my only experience with it in CL has
been that UI interactions have to be on the main thread on MacOS. I imagine
that our system should be doing a lot of multithreading to take advantage
of all those CPU cores. And offload whatever is possible onto the GPU for
computations.
If we were willing to put in the work, what is the conceptually simplest
and most minimal layer we can build a cross-platform gui on top of?
Something like GLFW for handling events and device input, and bare OpenGL
for display? In such a case, I imagine we would be reproducing some or most
of the work done by ImGui in CL?
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you can't get rid of win32, cocoa or X to manage the window system, but
what can be lisp is lisp in glop, or at least could be.
…On Mon, Aug 22, 2022 at 5:21 PM Johannes Martinez Calzada < ***@***.***> wrote:
glop is not pure lisp. Pretty sure mfiano, 3b, and some others also have
lisp dsls for shaders.
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Yes, compute shaders are exactly what I meant by running CL code on the GPU. I'm all for that. I don't want people complaining that our system is slow because it's written in Lisp. :) I don't know much about Vulkan except a couple of videos I have watched. Never used it, but by all accounts it is more complicated to use than OpenGL. Here's what I'm thinking: Once we have an SBCL version of the code running on MacOS and Linux (the Windows version can be done later once somebody volunteers) using OpenGL, then if someone wants to work on a Vulkan version of our rendering code, I say go for it. If it goes well, maybe at some point we abandon OpenGL and go completely Vulkan. |
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So I'm really starting to like GLOP. Totally unlike GLFW where the window and context are melded never to be separated. If you don't mind I can take a look at moving stuff to glop, probably over an abstraction layer, and then see if it works on windows after it works on linux. |
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that sounds excellent
…On Tue, Aug 23, 2022 at 10:55 AM Johannes Martinez Calzada < ***@***.***> wrote:
So I'm really starting to like GLOP. Totally unlike GLFW where the window
and context are melded never to be separated.
You can create multiple contexts and attach them to different windows. I
can also make an x11 surface from the glop window and manipulate it through
CLX. Which means there is also the possibility of not being restrained by
the eventing system and use an os specific event loop, or multiple event
loops.
If you don't mind I can take a look at moving stuff to glop, probably over
an abstraction layer, and then see if it works on windows after it works on
linux.
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you might want to touch base with |3b|
…On Tue, Aug 23, 2022 at 12:11 PM Andrew Wolven ***@***.***> wrote:
that sounds excellent
On Tue, Aug 23, 2022 at 10:55 AM Johannes Martinez Calzada <
***@***.***> wrote:
> So I'm really starting to like GLOP. Totally unlike GLFW where the window
> and context are melded never to be separated.
> You can create multiple contexts and attach them to different windows. I
> can also make an x11 surface from the glop window and manipulate it through
> CLX. Which means there is also the possibility of not being restrained by
> the eventing system and use an os specific event loop, or multiple event
> loops.
>
> If you don't mind I can take a look at moving stuff to glop, probably
> over an abstraction layer, and then see if it works on windows after it
> works on linux.
>
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Is anybody here experienced with windows dev? God I hate that POS. |
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im just looking at the code -- why it would give that message.
…On Fri, Sep 9, 2022 at 3:42 PM Johannes Martinez Calzada < ***@***.***> wrote:
if it has multiple cmap tables for different languages or multiple fonts
within one file I don't think 3b has pushed that yet. But it's recent stuff
he's working on.
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I came across this while looking for lispm's comments on S-expressions: https://news.ycombinator.com/item?id=15119836
I don't think I could find this person, never mind winning the lottery or finding any smart friends. Oh well, "missed opportunities"...back to imitating Blender. |
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Both needing to remember we're on Kaveh's turf--his repo his rules. |
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@JMC-design
glyph:raster is reporting sizes larger than the size of the bounding box.
I'm investigating, but maybe you could shed some light on it?
…On Sun, Sep 11, 2022 at 6:49 AM mikel evins ***@***.***> wrote:
Hmm...you haven't seen a Facebook page pretending to be me, have you? I
don't use Facebook, either.
I did have a Facebook page briefly, because it was required for some work
I did. I followed what instructions I could find tio delete it, though, so
if there is one that purports to be me, it's a faker.
(I'm not sure why anyone would pretend to be me, but I know of at least
one website that uses copies of some of my homepage content for no reason
that I understand.)
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It was actually a width I had a problem with, not a height. But I just
used the greater of the two numbers. It was for the width of a "cell" for
a glyph on a texture for the whole font, so extra blank space doesn't do
anything but use more memory. So I have it working. A text engine commit
is on its way, where everything supporting the text engine is lisp, except
for opengl itself.
How are things going with glop?
…On Mon, Sep 12, 2022 at 10:10 PM Johannes Martinez Calzada < ***@***.***> wrote:
Do you have a specific example? Or it's like that for every font, every
glyph. I'll look into it tomorrow, I know there's probably some problems
with glyphs that extend below the baseline. Even ones that extend slightly
like 0's are going to get 1 pixel below baseline (floor) even if it's too
small that the render doesn't go past the baseline.
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You can test whether it is the rasterization process or the texturing
process by rendering the whole font atlas with glDrawPixels. If the atlas
bitmap is blurry then it's the rasterization, if not then it's the
texturization. The texture coordinates are floats and may have precision
problems if the boundaries of the glyphs are at ratios which cannot be
represented exactly by a floating point number. Whether or not this is the
case, I think we should abandon that code and use the 3b-bmfont atlas.
…On Tue, Sep 27, 2022 at 6:48 PM Kaveh Kardan ***@***.***> wrote:
@JMC-design <https://github.com/JMC-design> The text is fuzzy when
rendered, even if I make sure it is at integer pixel locations (it's
fuzzier if not). Can you think of a reason why that might be? My ad-hoc
testing seems to indicate each glyph is approx 7.3 pixels wide, if that
could have something to do with it.
[image: Screen Shot 2022-09-27 at 1 47 30 PM]
<https://user-images.githubusercontent.com/103860793/192656927-559f66cd-20c3-49b9-866e-5c932933a7a4.png>
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I have been working on the graphics language independent portion of a
graphics engine the past week. Basically, I'm working on all the functions
necessary to build and maintain draw lists for various primitives.
After I get the draw-lists system working, I need to test it. This
requires pipeline classes and their respective shader programs. As it is,
I have lots of pipeline and shader code written for Vulkan, only a little
smidgen of pipeline and shader code written for OpenGL 3.3 (from the text
engine) and none for Metal. So the short of it is that this graphics
engine will support Vulkan first.
In my last few years of graphics development, I have been moving away from
the "code-compile-start-test-crash-recode-recompile-restart-retest-crash"
cycle of development which C++ developers consider to be the norm, hence
the popularity of immediate mode guis, and I am moving to a more
stable-running-lisp-image based development. To do this it is important to
not crash the render loop, which forces a warm or cold restart of the
program to debug. So the next thing I need to do after getting draw-lists
and pipelines implemented is to implement a rendering architecture where
draw list changes can be injected into the render loop and are perfectly
safe, while the application logic runs in another thread, and can fall into
the slime debugger without stopping the program. I have an implementation
of this sort of thing for my Hemlock port. Choice of graphics languages
affects the architecture since OpenGL has double buffering and Vulkan can
have two, three or more framebuffers going at once, hence requiring the
work partitioning to be different. My initial version will be for the
least common denominator: double buffering, but in the future I want to
partition the work of maintaining the scene to allow for the performance
enhancements of Vulkan/Metal, so I am putting a little bit of thought into
that as I do this.
It's likely to be several weeks before I have an initial version of the
engine running, and then it's going to take some time and work to port
kons-9 to it.
…-AKW
On Wed, Sep 28, 2022 at 3:33 PM Kaveh Kardan ***@***.***> wrote:
I agree with moving to 3b-bmfont. Is your plan still to:
1. port the existing OpenGL code to 3.3 so we are more up to date and
at parity between Linux/Win and MacOS
2. move to 3b-bmfont (which requires 3.3)
3. work on moving over to Vulkan/Metal
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Basically it's lisp code to drive the vulkan api and set up pipeline
objects, build and manage draw lists, and execute pipelines. The shaders
are written in GLSL 450.
…On Sun, Oct 9, 2022 at 3:27 AM Luke Gorrie ***@***.***> wrote:
I have lots of pipeline and shader code written for Vulkan
Just out of curiosity, may I ask what this code generally look like?
I'm wondering if it's e.g. written in GLSL, or S-exp GLSL, or
S-exp-compiled-to-SPIRV, or...?
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put this in your .sbclrc
(setf *read-default-float-format* 'double-float)
…On Fri, Sep 2, 2022 at 3:19 PM Kaveh Kardan ***@***.***> wrote:
Sounds good.
How can I change my default to double-float?
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font:code-points calls font:glyphs which calls font:code-points
…On Fri, Sep 9, 2022 at 3:46 PM Andrew Wolven ***@***.***> wrote:
im just looking at the code -- why it would give that message.
On Fri, Sep 9, 2022 at 3:42 PM Johannes Martinez Calzada <
***@***.***> wrote:
> if it has multiple cmap tables for different languages or multiple fonts
> within one file I don't think 3b has pushed that yet. But it's recent stuff
> he's working on.
>
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My version of hemlock could probably be ported to Alloy fairly easily. The
only thing that I would worry about is that the current version uses a
pseudo-windowing system (internally called viewports) which allows a
"window" to be dragged out of the main window onto the desktop. It also
has docking, which is cool too. (That is, if anyone is interested in using
hemlock in the future.)
For those who might want to know why to use hemlock, hemlock has a rich set
of text editing features compatible with gnu emacs, and could not only be
used with file editing, but text widgets as well. Currently it uses emacs
keys, but I'm working on a Windows key mode as well. It also has a Lisp
Listener and a CMD mode on windows, and the unix shell mode could be fixed
up to work as well. There are emacs style Ctrl-s, and Ctrl-r search
features, a directory editor, and other emacs-like features. One of the
things I like most about it is the command and key binding system which can
be used as an intelligent way to add functionality to the app, but is not
so imposing as to prevent direct callbacks from working to zoom or rotate
the graphics view. I have put an MIT license on it, so there should be no
issues there.
…On Mon, Aug 22, 2022 at 9:45 AM Johannes Martinez Calzada < ***@***.***> wrote:
So unless you want to use some foreign toolkit it seems like pure 3d is
the only way you can get cross platform.
None of the lisp bindings to windows api's seem to be in a working state.
Wasted most of yesterday finding that out. Theoretically you could probably
figure out stuff from Cormon cl which still works on windows, but ...
So if you want it now, pure 3d. So if you can understand the api's (i
think I'm too simple for that), maybe Alloy should be considered as it
already has widgets and text rendering?
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the rendering of the glyph is already completely separated from the
rasterization
…On Thu, Sep 1, 2022 at 8:34 PM Kaveh Kardan ***@***.***> wrote:
I have text on the screen now. There were conflicts in the OpenGL state.
Will continue investigating.
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I develop in windows as my main platform. I also port to MacOS and and
Linux. I have no problems developing in Windows, including using Git, or
dealing with Linefeeds in text files, or with crashing on resizing. I
actually think Windows is a great OS to develop for, sans Genera. It's
certainly not got any problems worse than MacOS's need to update the window
from the initial thread.
…On Tue, Aug 23, 2022 at 10:25 PM Johannes Martinez Calzada < ***@***.***> wrote:
Is anybody here experienced with windows dev? God I hate that POS.
It seems ~ doesn't work in strings/format because of stupid windows line
endings. is there a way to not get those added? Or windows needs them?
git at the command line doesn't seem to work properly, clones some
repositories, and it creates folders neither emacs or explorer can view.
finally used the stupid git gui and then it didn't download my newest
commits for who knows what reasons.
Seems like windows might require you to handle certain events, crashed on
resizing, something which is kind of optional on linux because of how
window managers work. Does anybody know if there are required events to
handle on Windows and MacOS?
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I'll look into these bugs.
…On Fri, Sep 2, 2022 at 8:01 AM Sorin Cătălin Păștiță < ***@***.***> wrote:
However, when I make the window fullscreen the text disappears. When I
make it small again the text reappears.
And also, I have a n00b question. When I run (render-text) the *draw-list*
variable does not seem to update and I am stuck with the same initial text
on the screen. Do I have to update somehow the scene to display the new
text? Or (render-text) is not the correct function to call when I want to
add text to the screen?
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oh, yeah, and i forgot, i need the glyph metrics.
…On Sat, Sep 3, 2022 at 6:54 PM Andrew Wolven ***@***.***> wrote:
If Johannes has a text rasterizer then it could be used to replace
freetype. All my code needs is at minimum a grayscale bitmap of the font
at a particular size, preferably, the entire visible character set in one
bitmap.
On Fri, Sep 2, 2022 at 6:17 PM Kaveh Kardan ***@***.***>
wrote:
> I agree. We need test branches for big changes.
>
> Also, I proposed a workflow where people would send me pull requests: #37
> <#37>
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> I want to make life easy for our potential users. Limiting dependencies
> is a part of that.
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[Starting a new discussion on this topic from the Introductions discussion.]
I am thinking of basing the GUI on a design like the Glamorous Toolkit, which is based on Smalltalk.
Each GUI panel will be a customizable inspector window for the current selection. For this, I imagine being able to embed an editor window to represent and edit the code view of the objects. The editor would be connected to slime so that the user can directly modify and evaluate code in it and see the results in the 3D views.
In fact all the UI, including 3D views and the like, will be implemented as such inspector windows. This may mean that it would be better if all the GUI used the same compositor as the 3D scene.
I would recommend checking out the link above and watching the first video to get an idea of how their toolkit works and how it may apply to our system.
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