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Play GLSL on mruby with OpenFrameworks
蒼時弦や
September 08, 2016
Programming
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Play GLSL on mruby with OpenFrameworks
蒼時弦や
September 08, 2016
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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) && !@expression.nil? @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
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