#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(mat4(), 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
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
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the
mod
function is calledmodulo
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 also not good, becausefmod
in c++ has also a different meaning. Thereforemod
is simply namedmodulo
in nim-glm. The other mod functions all have a behavior towards zero, modulo does not have this. -
swizzle support. Unlike c++, Nim allows pretty well to implement swizzling. So it is implemented with least amount of surprise.
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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. That does not mean that this library is lacking any important features.
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