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
蒼時弦や
September 08, 2016
Programming
0
1.1k
Play GLSL on mruby with OpenFrameworks
蒼時弦や
September 08, 2016
Tweet
Share
More Decks by 蒼時弦や
See All by 蒼時弦や
2024 - COSCUP - Clean Architecture in Rails
elct9620
2
170
2023 - RubyConfTW - Rethink Rails Architecture
elct9620
0
170
20230916 - DDDTW - 導入 Domain-Driven Design 的最佳時機
elct9620
0
420
2023 - WebConf - 選擇適合你的技能組合
elct9620
0
640
20230322 - Generative AI 小聚 ft. Happy Designer
elct9620
0
380
2022 - 默默會 - 重新學習 MVC 的 Model
elct9620
1
450
MOPCON 2022 - 從 Domain-Driven Design 看網站開發框架隱藏
elct9620
1
470
2022 - COSCUP - 我想慢慢寫程式該怎麼辦?
elct9620
0
260
2022 - COSCUP - 打造高速 Ruby 專案開發流程
elct9620
0
280
Other Decks in Programming
See All in Programming
パスタの技術
yusukebe
1
550
Processing Gem ベースの、2D レトロゲームエンジンの開発
tokujiros
2
120
Oracle Database Technology Night 92 Database Connection control FAN-AC
oracle4engineer
PRO
1
360
時間軸から考えるTerraformを使う理由と留意点
fufuhu
7
1.4k
オープンセミナー2025@広島「君はどこで動かすか?」アンケート結果
satoshi256kbyte
0
230
Kiroの仕様駆動開発から見えてきたAIコーディングとの正しい付き合い方
clshinji
1
180
SOCI Index Manifest v2が出たので調べてみた / Introduction to SOCI Index Manifest v2
tkikuc
1
120
オープンセミナー2025@広島LT技術ブログを続けるには
satoshi256kbyte
0
150
KessokuでDIでもgoroutineを活用する / Go Connect #6
mazrean
0
130
20250808_AIAgent勉強会_ClaudeCodeデータ分析の実運用〜競馬を題材に回収率100%の先を目指すメソッドとは〜
kkakeru
0
220
Improving my own Ruby thereafter
sisshiki1969
1
140
TDD 実践ミニトーク
contour_gara
1
260
Featured
See All Featured
Raft: Consensus for Rubyists
vanstee
140
7.1k
The Cost Of JavaScript in 2023
addyosmani
53
8.9k
Learning to Love Humans: Emotional Interface Design
aarron
273
40k
Navigating Team Friction
lara
189
15k
Helping Users Find Their Own Way: Creating Modern Search Experiences
danielanewman
29
2.8k
Making Projects Easy
brettharned
117
6.4k
Designing Experiences People Love
moore
142
24k
How to Ace a Technical Interview
jacobian
279
23k
The Pragmatic Product Professional
lauravandoore
36
6.8k
The Straight Up "How To Draw Better" Workshop
denniskardys
236
140k
The Invisible Side of Design
smashingmag
301
51k
Producing Creativity
orderedlist
PRO
347
40k
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