Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Play GLSL on mruby with OpenFrameworks
Search
Sponsored
·
Ship Features Fearlessly
Turn features on and off without deploys. Used by thousands of Ruby developers.
→
蒼時弦や
September 08, 2016
Programming
1.2k
0
Share
Embed
Copy iframe code
Copy JS code
Copy link
Start on current slide
Play GLSL on mruby with OpenFrameworks
蒼時弦や
September 08, 2016
More Decks by 蒼時弦や
See All by 蒼時弦や
2024 - COSCUP - Clean Architecture in Rails
elct9620
2
210
2023 - RubyConfTW - Rethink Rails Architecture
elct9620
0
250
20230916 - DDDTW - 導入 Domain-Driven Design 的最佳時機
elct9620
0
480
2023 - WebConf - 選擇適合你的技能組合
elct9620
0
700
20230322 - Generative AI 小聚 ft. Happy Designer
elct9620
0
470
2022 - 默默會 - 重新學習 MVC 的 Model
elct9620
1
510
MOPCON 2022 - 從 Domain-Driven Design 看網站開發框架隱藏
elct9620
1
540
2022 - COSCUP - 我想慢慢寫程式該怎麼辦?
elct9620
0
300
2022 - COSCUP - 打造高速 Ruby 專案開發流程
elct9620
0
330
Other Decks in Programming
See All in Programming
エンジニアと一緒にテストコードの設計と実装を改善した話
mototakatsu
0
180
「なぜそう決めたのか」を残し続ける仕組み ― Notion AI カスタムエージェント × Slack連携による設計判断の自動記録 - NIKKEI Tech Talk #47
niftycorp
PRO
0
170
Hunting Vulnerabilities in Symfony with LLMs
vinceamstoutz
0
540
その問い、本当に正しいですか?AI時代のエンジニアに必要な哲学と認知科学 / ai-philosophy-cognitive-science
minodriven
8
4.8k
IBM Bobを活用したレガシーアプリの最新化
oniak3ibm
PRO
1
200
ユニットテストの先へ:テスト技法で要求・仕様を整理するJava開発実践 / Beyond_Unit_Testing_Practical_Java_Development_Techniques_for_Organizing_Requirements_and_Specifications
shimashima35
0
400
LLM本来の能力を解き放つサンドボックス技術とAI民主化への適用
yukukotani
3
4k
技術記事、 専門家としてのプログラマ、 言語化
mizchi
13
5.9k
ローカルLLMでどこまでコードが書けるか -拡張版 / How much code can be written on a local LLM Extended
kishida
11
4.1k
Inside Stream API
skrb
1
710
エージェンティックRAGにAWSで入門しよう!
har1101
8
1.6k
さぁV100、メモリをお食べ・・・
nilpe
0
140
Featured
See All Featured
Prompt Engineering for Job Search
mfonobong
0
340
Visual Storytelling: How to be a Superhuman Communicator
reverentgeek
2
560
Bash Introduction
62gerente
615
220k
Designing Experiences People Love
moore
143
24k
Winning Ecommerce Organic Search in an AI Era - #searchnstuff2025
aleyda
1
2k
Lessons Learnt from Crawling 1000+ Websites
charlesmeaden
PRO
1
1.3k
How Software Deployment tools have changed in the past 20 years
geshan
0
34k
Test your architecture with Archunit
thirion
1
2.3k
XXLCSS - How to scale CSS and keep your sanity
sugarenia
250
1.3M
Helping Users Find Their Own Way: Creating Modern Search Experiences
danielanewman
31
3.2k
The B2B funnel & how to create a winning content strategy
katarinadahlin
PRO
1
390
Product Roadmaps are Hard
iamctodd
PRO
55
12k
Transcript
Play GLSL on mruby with OpenFrameworks 襝儗䓚⛲
Web Developer Game Developer Major in Digital Media Design Taiwanese
who likes Anime, Manga, Game @elct9620 襝儗䓚⛲
None
https://www.flickr.com/photos/hsbt/21251922399/in/album-72157658244299230/
Demo First Talk What is OpenFrameworks and GLSL? Shader Generator
written in mruby Using mruby in C++
Learn some physics knowledge before demo
None
DEMO TIME!
Who use the OpenFrameworks? What is the Shader mean? What
is the GLSL? OpenFrameworks and GLSL
http://blog.bongiovi.tw/calligraphy-in-3d/ OpenFrameworks demo
The Shader Role
The Shader Role
Vertex Shader http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
Vertex Shader http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
Vertex Shader http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
Vertex Shader http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
Fragment Shader
Fragment Shader
“GLSL is a language OpenGL provide for us”
@5xruby @s_cat555
Open Class to extend C++ class How to convert Ruby
to GLSL The DSL limitation Arithmetic Problem Shader Generator
class Shader def vertex(&block) code = Code.new code.instance_eval(&block) self.vertex =
code.to_s end end Open Class
mrb_define_method(mrb, klass, "draw", draw, MRB_ARGS_REQ(1)); mrb_define_method(mrb, klass, "vertex=", setVertexShader, MRB_ARGS_REQ(1));
mrb_define_method(mrb, klass, "fragment=", setFragmentShader, MRB_ARGS_REQ(1)); mrb_define_method(mrb, klass, "bind", bind, MRB_ARGS_OPT(3)); mrb_define_method(mrb, klass, "apply", apply, MRB_ARGS_NONE()); Open Class
vec4 lightIntensity = vec4(1, 1, 1, 1); lightIntensity = clamp(lightIntensity.x,
0, 1); lightIntensity is Vec4 vec4(1, 1, 1, 1) lightIntensity is clamp(lightIntensity.x, 0, 1) Ruby Code GLSL Code Convert to GLSL
@5xruby @s_cat555
lightIntensity(is(Vec4(vec4(1, 1, 1, 1)))) lightIntensity(is(clamp(lightIntensity.x, 0, 1)) Convert to GLSL
Convert to GLSL
lightIntensity(is(Vec4(vec4(1, 1, 1, 1)))) lightIntensity(is(clamp(lightIntensity.x, 0, 1)) Convert to GLSL
=> #<Type:0x00ff8dc @type=“vec4” @arguments=[…]> Convert to GLSL
TYPES.each do |type, typename| define_method(type) { |*args| Type.new(type, *args) }
end Convert to GLSL
lightIntensity(is(Vec4(vec4(1, 1, 1, 1)))) lightIntensity(is(clamp(lightIntensity.x, 0, 1)) Convert to GLSL
def is(*args) value = args value = args.first if args.first.is_a?(Array)
AssignNode.new(*value) end Convert to GLSL
=> #<AssignNode:0x0ff @type=#<Type:0xfb> @expression=#<ExpressionNode:0xfa>> Convert to GLSL
lightIntensity(is(Vec4(vec4(1, 1, 1, 1)))) lightIntensity(is(clamp(lightIntensity.x, 0, 1)) Convert to GLSL
def method_missing(name, *args, &block) value = args.first return assign(name, value)
if value.is_a? (AssignNode) return [send(name.downcase), value] if is_const?(name) Variable.new(name) end Convert to GLSL
=> "vec4 lightIntensity = vec4(1, 1, 1, 1);" Convert to
GLSL
lightIntensity(is(Vec4(vec4(1, 1, 1, 1)))) lightIntensity(is(clamp(lightIntensity.x, 0, 1)) Convert to GLSL
class Shader::AssignNode def initialize(type, *args) @type = type @expression =
args.shift unless type.is_a?(Type) &&
[email protected]
? @expression = @type @type = nil end end end Convert to GLSL
def to(name) name = "-#{name}" if @negative return "#{name} =
#{expression};" if @type.nil? return "#{@type.to_typename} #{name} = #{expression};" unless is_const?(name) "const #{@type.to_typename} #{name} = #{expression};" end Convert to GLSL
Convert to GLSL lightIntensity is Vec4 vec4(1, 1, 1, 1)
Convert to GLSL vec4(1, 1, 1, 1) => #<Type:0xff @name=“vec4”>
Convert to GLSL Vec4 [Argument] => [#<Type:0xfa>, #<Type:0xff>]
Convert to GLSL is [type, expression] => #<AssignNode @type=#<Type:0xfa> @expression=#<Type:0xff>>
Convert to GLSL lightIntensity [expression] => (Insert into Buffer)
lightIntensity(is(Vec4(vec4(1, 1, 1, 1)))) lightIntensity(is(clamp(lightIntensity.x, 0, 1)) Convert to GLSL
def method_missing(name, *args, &block) @suffix << name self end Convert
to GLSL
def to_s return "#{@name}" if @suffix.empty? "#{@name}.#{@suffix.join(".")}" end Convert to
GLSL
lightIntensity.x # => “lightIntensity.x" lightIntensity.x.z # => “lightIntensity.x.z" Convert to
GLSL
class Shader::FunctionCall < Shader::Variable def initialize(name, *args) super(name) @args =
args end def to_funtion "#{@name}(#{@args.join(", ")})" end def to_s return "#{to_funtion}" if @suffix.empty? "#{to_funtion}.#{@suffix.join(".")}" end end Convert to GLSL
FUNCTIONS.each do |name| define_method(name) do |*args| FunctionCall.new(name, *args) end end
Convert to GLSL
“But, why not use = to assign variable?”
main do @variable = 1234 # Captured by class variable
= 1234 # Not captured end Limitation
main do vec4 @variable = vec4(1, 1, 1, 1) @variable
= vec4 vec4(1, 1, 1, 1) end Limitation
Limitation
main do variable is Vec4 vec4(1, 1, 1, 1) variable
is Vec4 vec4(1, 1, 1, 1) end Limitation
main do variable is vec4 vec4(1, 1, 1, 1) +
1 variable is Vec4 vec4(1) * normal end Arithmetic Problem
module Shader::Calculable def operation @operation ||= [] end def +(other)
operation.push("+", other) self end end Arithmetic Problem
module Shader::Calculable def to_expression return to_s if operation.empty? "#{to_s} #{operation.join("
")}" end end Arithmetic Problem
module Shader::Calculable def expanded_operation operation.map do |node| if node.respond_to?(:to_expression) node.to_expression
else node.to_s end end end end Arithmetic Problem
main do variable is Vec4 ( 1 - delta )
* normal end # => vec4 variable = 1 - delat * normal Arithmetic Problem
module Shader::Calculable def operation @operation ||= [] end def +(other)
operation.push("+", other) BracketsNode.new(self) end end Arithmetic Problem
main do variable is Vec4 ( 1 - delta )
* normal end # => vec4 variable = ((1 - delat) * normal) Arithmetic Problem
How to define a class in C++ Save data inside
ruby class in C++ Using mruby in C++
mrb_state* mrb = mrb_start(); RClass* klass = mrb_define_class(mrb, "Shader", mrb->object_class);
Define Class in C++
mrb_define_method(mrb, klass, "initialize", init, MRG_ARGS_NONE()); Define Class in C++
mrb_value init(mrb_state* mrb, mrb_value self) { // Do something return
self; } Define Class in C++
Let’s try create Shader class for Ruby
struct Shader { ofShader* instance; } Save data in Class
static struct mrb_data_type ShaderType { "Shader", freeShader } Save data
in Class
Shader* allocaShader(mrb_state* mrb) { return (Shader*) mrb_alloca(mrb, sizeof(struct Shader)); }
Save data in Class
void freeShader(mrb_state* mrb, void* ptr) { Shader* shader = static_cast<Shader*>(ptr);
if(shader != NULL) { free(shader); } mrb_free(ptr); } Save data in Class
mrb_value init(mrb_state* mrb, mrb_value self) { Shader* shader = (Shader*)
DATA_PTR(self); if(shader) { mrb_free(mrb, shader); } DATA_TYPE(self) = &ShaderType; DATA_PTR(self) = NULL; shader = allocaShader(mrb); shader->instance = new ofShader; DATA_PTR(self) = shader; return self; } Save data in Class
OpenFrameworks + mruby https://github.com/elct9620/MRubyShader GLSL generator https://github.com/elct9620/mruby-shader- generator Github
None