Skip to content
/ nim-glm Public
forked from stavenko/nim-glm

glm library to operate vectors and matrices(inspired by https://github.com/g-truc/glm)

Notifications You must be signed in to change notification settings

krux02/nim-glm

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

#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:
#
#  =+++:::::+======++++==*%%%%**==++++++++=
#  ===++::::++====++::++=*%%%%%*===++++:+++
#  ***=+::.::+====++:::+==*%%%%***==++:::::
#  ***=+:...:++===++:::++==**%%*****=++:...
#  **=+::...::+====++:::+++==********=+:.
#  *==+:....::+=====++:::::++==******=+:.
#  ==+:..  .::+=****=++:::::::+==*****=+:.
#  =+:..   .:++=*%%**=++::....:+==**%**=+:.
#  ++:.   ..:+=*%%%%**=+:..   .:+=**%%**=+:
#  ++:.   .::+=*%###%*=+::.   .:+==*%%%**=+
#  =+:..  .:+==*%###%*==+:.   .:+==*%%%%*==
#  =++:....:+=**%###%**=+:.    .:+=*%%#%%*=
#  ==+::..:++=*%%####%*=+:.    .:+=*%%#%%**
#  *==+:::++==*%%####%**=+:.   .:+==*%%%%**
#  **==++++==***%%##%%%**=+:....::+=*****==
#  %**======******%%%%%%**=+:....:++=***==+
#  ***===*****====****%%%*=+::...:++====+++
#  **===*****==++++==******=+::.::++====++:
#  *====*****=++:::++==****=+::::+++====++:
#  ==++==***==+::..::+======++::+++======++
  • Changes regarding based to C++glm and glsl

    • the mod function is called modulo instead. mod is already an operator in Nim and has it's own meaning that is very different to the meaning of the mod function in glsl. The name fmod is also not good, because fmod in c++ has also a different meaning. Therefore mod is simply named modulo 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.

    • 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.

    • 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.

About

glm library to operate vectors and matrices(inspired by https://github.com/g-truc/glm)

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • Nim 100.0%