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
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
270
20230916 - DDDTW - 導入 Domain-Driven Design 的最佳時機
elct9620
0
500
2023 - WebConf - 選擇適合你的技能組合
elct9620
0
730
20230322 - Generative AI 小聚 ft. Happy Designer
elct9620
0
490
2022 - 默默會 - 重新學習 MVC 的 Model
elct9620
1
520
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
310
2022 - COSCUP - 打造高速 Ruby 專案開發流程
elct9620
0
350
Other Decks in Programming
See All in Programming
プロポーザルを書いてもらう
pvcresin
0
580
コンパウンドプロダクト開発のためのローカルプロセスマネージャー再発明 #layerxgo
izumin5210
0
300
まだ間に合う!今年の夏こそSchemeのマクロ展開器を完全理解!
omasanori
0
490
源内ハンズオン概要編
hideg
0
210
わからない話を追いかけたら、プログラミング言語を作る側にいた
ydah
3
540
ドリフトを絶対に許さない(?)CDK運用 / CDK Ops with Zero Tolerance for Drifts (?)
akihisaikeda
1
220
不幸な GC
chencmd
0
720
30年振りにコンパイラの定数整数除算を改善した
herumi
9
4.2k
TSX の <Hoge<Fuga>> という構文に驚いた話 / tsx-type-argument-syntax
kanaru0928
0
240
Pythonの実行はどこまで賢くなったのか? CPythonとPyPyから見る最適化のしくみ
curekoshimizu
3
1.9k
引き算の組織 ― アウトカムとAIに全振りするために辞めたこと ― / Organization by Subtraction
hirokiyamamoto14
PRO
0
290
komatsuna「分散システムにおけるバグ分析手法」
komatsunaqa
0
280
Featured
See All Featured
The Mindset for Success: Future Career Progression
greggifford
PRO
0
480
技術選定の審美眼(2025年版) / Understanding the Spiral of Technologies 2025 edition
twada
PRO
120
120k
My Coaching Mixtape
mlcsv
0
270
Measuring & Analyzing Core Web Vitals
bluesmoon
9
970
jQuery: Nuts, Bolts and Bling
dougneiner
66
8.6k
SEOcharity - Dark patterns in SEO and UX: How to avoid them and build a more ethical web
sarafernandez
0
250
Claude Code のすすめ
schroneko
67
230k
Public Speaking Without Barfing On Your Shoes - THAT 2023
reverentgeek
1
550
Primal Persuasion: How to Engage the Brain for Learning That Lasts
tmiket
0
430
[Rails World 2023 - Day 1 Closing Keynote] - The Magic of Rails
eileencodes
38
3k
Faster Mobile Websites
deanohume
310
32k
Build The Right Thing And Hit Your Dates
maggiecrowley
39
3.4k
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