shaders
OpenFrameworks
shaders | OpenFrameworks | |
---|---|---|
9 | 43 | |
472 | 9,785 | |
- | 0.3% | |
1.8 | 9.3 | |
about 2 years ago | 5 days ago | |
C++ | C++ | |
- | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
shaders
-
Adding HLSL and DirectX Support to Clang and LLVM
It may be close to a technical impossibility, but the Circle compiler by Sean Baxter is attempting it. That's based on an aggressive "de-pointerization" (see [1] in particular for details). There's also academic work[2] to compile C++ to shaders. I agree that it's an open question how well that will work out.
Also as pointed out elsethread, now that buffer device address is starting to land, the friction to compile pointer-intense C++ code should decrease even more. These are exciting times!
[1]: https://github.com/seanbaxter/shaders#approaching-circle-sha...
[2]: https://arxiv.org/abs/2109.14682
-
Writing Vulkan SPIR-V shaders in C++?
You can use circle c++ shader https://github.com/seanbaxter/shaders but it's limited to look linux afaik?
-
Where to Learn Vulkan for parallel computation (with references to porting from CUDA)
First we have Circle C++ shaders, which pretty much would tick all the boxes. Problem is it's closed source and only compiles host code on linux. Closed source isn't the biggest of issues actually, but prevents anyone from fixing the developers issue with interfacing with the windows ABI and getting the thing working on windows (which itself isn't something they are able to fix because windows doesn't provide the documentation to work with their ABI). However you could use it separately to compile your SPIR-V for windows since SPIR-V doesn't care about platform itself.
-
Has anyone seriously considered C++AMP? Thoughts / Experiences?
Yes, Vulkan GPU source is split, though technically in a way that makes it more similar to CUDA. Vulkan uses an intermediate format instead of consuming text code directly, meaning new features are easier to add and frontend code doesn't need to be passed to the vendors driver compiler. SPIR-V is like DXIL or PTX code for CUDA, basically LLVM IR for GPUs. The CUDA compiler compiles your device code into PTX code, and it's what enables you to have "non split" source code. There's even an option to have separate PTX code in CUDA. There are few projects that aim to bring Vulkan SPIR-V into source, including Rust GPU for rust (though it will still have to be in a separate file) and Circle C++ shader for C++.
-
Circle, the C++ Automation Language
My favorite use is putting user-defined attributes on data members, and using reflection to generate a UI to manipulate those values. I do it with these shadertoys:
https://github.com/seanbaxter/shaders#reflection-and-attribu...
Just mark your declarations up with custom attributes:
-
Unified Shader Programming in C++
I'm confused what is novel about this paper. We already have unified shader programming with circle C++, with way more features, and instead of having an SPIR-V compiler, they made a source to source compiler... We have quite a few of those.
I think shader specialisation is handled pretty well in circle. Since you can essentially run arbitrary C++ code at compile time, selection and specialisation of a shader can even depend on hardware specific benchmarks. There is an extensive repo with examples here: https://github.com/seanbaxter/shaders. One example decodes a sprite sheet stored as a png at compile time and creates a specialised compute shader for it. You can also easily implement a control UI based on reflection of uniform shader parameters.
-
Embark Studios has rewritten all their renderer's shader code from GLSL to Rust
There's a project doing something similar for C++ called Circle which is pretty incredible. In its core Circle is an extension of standard C++ which adds a ton of metaprogramming facilities and other productivity enhancing features, things the base language sorely lacks like full compile-time execution of regular C++ code which lets you do anything you can normally do from runtime during compile-time (including file I/O and networking), reflection, typed enums, pattern matching, hygienic macros, list comprehensions and language-native ranges, first class paramater packs and much more.
-
Code generation using attributes
I use them to automatically generate an ImGui interface for controlling a shadertoy here: https://github.com/seanbaxter/shaders/blob/master/README.md#user-attributes-and-dear-imgui
OpenFrameworks
-
Resolume
Not exactly VJ, but could be used for it. https://openframeworks.cc
- VVVV – A Hybrid Visual/Textual Development Environment
- Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
-
I'm starting to get tired
Since you have C# experience, take this time to learn more about C++ while you continue to look. While yes, it is very easy to write bad code, it's not a huge deal since you just graduated and are just hacking around. Plus there are a lot of helpers these days to make writing bad code a little less likely.A former mentor of mine gifted me "C++ Without Fear" by Brian Overland which I can recommend. It's not too expensive, I think it was $25 or something like that, likely less used. Also comes in E-book form.If you'd like a gentler introduction to C++, may I recommend openFrameworks?
-
UI framework with C++ simulation.
Have you come across openFrameworks (https://openframeworks.cc/) or Cinder (https://libcinder.org/)?
-
Looking for a C++ 2D/3D rendering engine/api.
Not sure it checks all your boxes, but check openFrameworks?
-
I know C++. What game engine should I use?
I recently heard of openFrameworks which should make it pretty easy to make your game. It handles putting together a bunch of other libraries and window management so you can focus on drawing some shapes on the screen and handling user input. Sounds like love2d but all C++.
-
I just published a new art+code tutorial video walking thru making #generative #drawing with Catmull Rom curves in #openFrameworks
let me know if I can help out - also checkout the forum at openframeworks.cc - the people there are very friendly and helpful - especially with people that are completely new to oF...
-
Nannou – An open-source creative-coding framework for Rust
I mean, https://www.libcinder.org and https://openframeworks.cc have been mainstays of the creative coding industry for a long time now. A Rust take on the problem shouldn't be too surprising.
- OpenFrameworks
What are some alternatives?
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
Cinder - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.
meta
Qt - Qt Base (Core, Gui, Widgets, Network, ...)
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
JUCE - JUCE is an open-source cross-platform C++ application framework for desktop and mobile applications, including VST, VST3, AU, AUv3, LV2 and AAX audio plug-ins.
circle - The compiler is available for download. Get it!
processing - Source code for the Processing Core and Development Environment (PDE)
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
SFML - Simple and Fast Multimedia Library
dcompute - DCompute: Native execution of D on GPUs and other Accelerators
Folly - An open-source C++ library developed and used at Facebook.