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https://github.com/stavenko/nim-glm

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

Last synced: about 2 months ago
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glm library to operate vectors and matrices(inspired by https://github.com/g-truc/glm)

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#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:
#
# =+++:::::+======++++==*%%%%**==++++++++=
# ===++::::++====++::++=*%%%%%*===++++:+++
# ***=+::.::+====++:::+==*%%%%***==++:::::
# ***=+:...:++===++:::++==**%%*****=++:...
# **=+::...::+====++:::+++==********=+:.
# *==+:....::+=====++:::::++==******=+:.
# ==+:.. .::+=****=++:::::::+==*****=+:.
# =+:.. .:++=*%%**=++::....:+==**%**=+:.
# ++:. ..:+=*%%%%**=+:.. .:+=**%%**=+:
# ++:. .::+=*%###%*=+::. .:+==*%%%**=+
# =+:.. .:+==*%###%*==+:. .:+==*%%%%*==
# =++:....:+=**%###%**=+:. .:+=*%%#%%*=
# ==+::..:++=*%%####%*=+:. .:+=*%%#%%**
# *==+:::++==*%%####%**=+:. .:+==*%%%%**
# **==++++==***%%##%%%**=+:....::+=*****==
# %**======******%%%%%%**=+:....:++=***==+
# ***===*****====****%%%*=+::...:++====+++
# **===*****==++++==******=+::.::++====++:
# *====*****=++:::++==****=+::::+++====++:
# ==++==***==+::..::+======++::+++======++

* Changes regarding based to C++glm and glsl

- the `mod` function is called `floorMod` 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
not good either, because `fmod` in c++ has a different meaning as well.
The function `floorMod` from the ``math`` package has the same
meaning as the `mod` function in glsl. Therefore `mod` is simply
named `floorMod` to be at least consistent with the Nim standard
library. The `mod` 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.

- 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.