[swift-users] An OpenGL math library in pure Swift

Michael Ilseman milseman at apple.com
Tue Jan 5 10:27:19 CST 2016

> On Jan 4, 2016, at 7:11 PM, David Turnbull via swift-users <swift-users at swift.org> wrote:
> I've been working on a math library for SwiftGL. It's looking good. Vector2, Vector3, Vector4, Matrix2x2, Matrix3x3, Matrix4x4 are implemented with all arithmetic. You can even swizzle just like GLSL.
> var myVec = vec4(1, 2, 3, 4)
> myVec.ab = vec2(99, 98)
> print(myVec) //=> (1, 2, 98, 99)

This is pretty cool!

> There's still a lot to do. I hope to have feature parity with GLSL done this week. But it's ready to set free and get feedback.

What all is mean by “feature parity” with GLSL, given that GLSL is for authoring shaders intended to be ran on device (texture units, interpolation, fuzzy floating point math semantics, etc) and your library presumably is running on host? Do you plan on synthesizing shaders (warning: this may be a little bit tricker than it seems)?

> https://github.com/AE9RB/SwiftGL <https://github.com/AE9RB/SwiftGL>
> And a couple questions. Is there any way to make import SwiftGL.Math work? Note the dot. Also, is there anything reasonable I can do to improve the compile time? 3.5 minutes for 2000 lines of code can't be right.
> -David "Expression was too complex to be solved" Turnbull
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