SwiftGL is libraries for graphics programming that's 100% Swift.
To use, include dependency in your Package.swift
:
let package = Package(
dependencies: [
.Package(url: "https://github.com/SwiftGL/Math.git", majorVersion: 1)
]
)
Then import SGLMath
in your swift file.
The SwiftGL math library is an implementation of every data type and operator in the GLSL 4.5 specification. It includes every operator in section 5.1 and every function in sections 8.1 to 8.7. You can even swizzle.
Swift syntax and GLSL syntax are naturally very similar. With the same types and functions available in both you may not even notice when you switch between them. That's exactly the point of this library. Everything you know and use in GLSL will now work in Swift.
var myVec = vec4(1, 2, 3, 4)
myVec.ab = vec2(99, 98)
print(myVec) //=> (1, 2, 98, 99)
Arrays and structures of SwiftGL math types can be passed directly to OpenGL. The binary formats for all types are an exact match.
let vertices = [vec3](count: 100, repeatedValue: vec3())
glBufferData(target: GL_ARRAY_BUFFER, size: strideof(vec3) * vertices.count,
data: vertices, usage: GL_STATIC_DRAW)
You may find that you have a type with the wrong scalar. The Swift thing to do is construct a new one from the old one. That also happens to be how you do it in GLSL. From section 5.1 of the spec: "There is no typecast operator; constructors are used instead."
let f = Float(3.1)
let d = Double(f)
let v = vec3()
let dv = dvec3(v)
The glm library for C++ is one of the most used math libraries for OpenGL. Like SwiftGL, it implements the GLSL specification. It also provides additional functions to support things like quaternions and cameras. The SwiftGL math module contains matrix transformations compatible with glm.
let projectionMatrix = mat4.perspective(fov, aspect, clip.near, clip.far)