#Nim-glm port for matrix-vector algebra with shader like syntax.
Nim-glm has vector constructors: Here's some examples
var
v = vec3(1.0, 5.0, 6.0)
a = vec3(2.0, 2.0, 5.0)
v4 = vec4(v, 1.0)
c = cross(v,a)
m = rotate(mat4d(), 5.0, vec3(1.0, 0.0, 0.0))
r = v4 * m
Also, this version has basics for common matrices creations:
var
eye = vec3(50.0, 50.0, 10.0)
center = vec3(0.0)
up = vec3(0.0, 1.0, 0.0)
viewMatrix = lookAt(eye, center, up)
projectionMat = perspective(math.PI/2, 1.0, 0.01, 100.0)
echo viewMatrix * projectionMat
Use it in OpenGL environment:
var modelView = mat4f(1)
.rotate(alpha, n.x, n.y, n.z)
.scale(4,5,6)
.translate(1,2,3)
glUniformMatrix4fv(_uniformLocation, 1, false, modelView.caddr)
There is swizzling support:
var pos1,pos2: Vec4f
pos1.xyz = pos2.zww
pos1.yz += pos2.ww
var texcoord: Vec2f
echo texcoord.st
var color: Vec4f
color.rgb = color.bgr
matrices can be printed with echo, because they have the $
operator
implemented. By default they use nice unicode characters for best
visual representation. But if you have probmles with them, you can
pass -d:noUnicode
to the compiler and the $
functions will use
a pure ASCII representation.
ASCII unicode
/ 3 7 3 0 \ ⎡3 7 3 0⎤
| 0 2 -1 1 | ⎢0 2 -1 1⎥
| 5 4 3 2 | ⎢5 4 3 2⎥
\ 6 6 4 -1 / ⎣6 6 4 -1⎦
perlin noise:
import glm/vec
import glm/noise
var line = newStringOfCap(80)
for y in 0 ..< 20:
for x in 0 ..< 40:
let n = perlin(vec2f(float32(x), float32(y)) * 0.1'f32)
let i = int(floor((n + 1) * 5))
line.add " .:+=*%#@"[i]
echo line
line.setLen(0)
# expected output:
#
# =+++:::::+======++++==*%%%%**==++++++++=
# ===++::::++====++::++=*%%%%%*===++++:+++
# ***=+::.::+====++:::+==*%%%%***==++:::::
# ***=+:...:++===++:::++==**%%*****=++:...
# **=+::...::+====++:::+++==********=+:.
# *==+:....::+=====++:::::++==******=+:.
# ==+:.. .::+=****=++:::::::+==*****=+:.
# =+:.. .:++=*%%**=++::....:+==**%**=+:.
# ++:. ..:+=*%%%%**=+:.. .:+=**%%**=+:
# ++:. .::+=*%###%*=+::. .:+==*%%%**=+
# =+:.. .:+==*%###%*==+:. .:+==*%%%%*==
# =++:....:+=**%###%**=+:. .:+=*%%#%%*=
# ==+::..:++=*%%####%*=+:. .:+=*%%#%%**
# *==+:::++==*%%####%**=+:. .:+==*%%%%**
# **==++++==***%%##%%%**=+:....::+=*****==
# %**======******%%%%%%**=+:....:++=***==+
# ***===*****====****%%%*=+::...:++====+++
# **===*****==++++==******=+::.::++====++:
# *====*****=++:::++==****=+::::+++====++:
# ==++==***==+::..::+======++::+++======++
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Changes regarding based to C++glm and glsl
-
the
mod
function is calledfloorMod
instead.mod
is already an operator in Nim and has it's own meaning that is very different to the meaning of themod
function in glsl. The namefmod
is not good either, becausefmod
in c++ has a different meaning as well. The functionfloorMod
from themath
package has the same meaning as themod
function in glsl. Thereforemod
is simply namedfloorMod
to be at least consistent with the Nim standard library. Themod
operator always rounds towards zero, I personally recommend to never use this operator. -
swizzle support. Unlike c++, Nim allows pretty well to implement swizzling. So it is implemented with the least amount of surprise.
-
simd instructions are not implemented. You could hope that some day the C compiler will be smart enough to inject them, but I would not bet on it.
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glm in c++ has a lot more extensions that are not yet ported over to the Nim version. They are added when needed. On the other hand, this library is feature complete in terms of featurs that come from GLSL.
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