- Support Swift OpenGL Objects DSL
func main() {
// Build and compile our shader program
// -------------------------------------
let ourShader = Shader(vertexFile: "shader.vs", fragmentFile: "shader.frag")
// data
// --------------------
let vertices: [GLfloat] = [
// --- vertex--- // // --- texture--- //
-0.5, -0.5, -0.5, 0.0, 0.0,
0.5, -0.5, -0.5, 1.0, 0.0,
0.5, 0.5, -0.5, 1.0, 1.0
]
// create and configure VBO
// -------------------------
let vao = VAO {
// create and configure VBO
// ------------------------
let vbo = $0.createVBO(vertices: vertices, usage: GL_DYNAMIC_DRAW) {
let stride: GLsizei = 5
$0.vertexAttribPointer(index: 0, size: 3, stride: stride, offset: 0)
$0.vertexAttribPointer(index: 1, size: 2, stride: stride, offset: 3)
}
}
let texture2D_1 = Texture2D(format: GL_RGB, filePath: "container.png") {
}
let texture2D_2 = Texture2D(format: GL_RGBA, filePath: "awesomeface.png") {
}
// game looper
// --------------
while true {
// ... other code
// Render
// Clear the colorbuffer
glClearColor(red: 0.2, green: 0.3, blue: 0.3, alpha: 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
// Activate shader
ourShader.use()
// setup textures
// --------------------
texture2D_1.glActiveBindTexture(index: 0) {
ourShader.setInt(name: "ourTexture1", value: 0)
}
texture2D_2.glActiveBindTexture(index: 1) {
ourShader.setInt(name: "ourTexture2", value: 1)
}
// draw sth
// ----------------
vao.bind {
let _: BoundScopeOfVAO = $0
// ... other code
glDrawArrays(GL_TRIANGLES, 0, 3)
}
// swap the screen buffers
// ------------------------
//glfwSwapBuffers(window)
}
}
- OpenGL 4.5 & OpenGLES 3.2
Support for generation only gles2
API.
./.build/x86_64-unknown-linux/debug/glgen . [gl|gles1|gles2]
- EGL 1.5
Support for generation only egl
API.
./.build/x86_64-unknown-linux/debug/eglgen .
But only under test on Android Platform.
- Examples
Android EGL&OpenGLES App Example that using this repo is here
To use, include dependency in your Package.swift
:
let package = Package(
dependencies: [
.package(url: "https://github.com/Guang1234567/Swift_OpenGL.git", .branch("gles32_egl15_android"))
]
)
Then import SGLOpenGL
in your swift file.
You can't use OpenGL until you can call its functions. The SwiftGL OpenGL loader imports all the functions up to OpenGL 4.5. Platform differences are abstracted away. There's nothing to initialize and no C code. 100% easy. 100% Swift.
If you've used OpenGL in Swift before you probably used commands like this.
glDepthMask(GLboolean(GL_FALSE))
glClear(GLbitfield(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT))
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_WRAP_S), GLint(GL_MIRRORED_REPEAT))
You have to cast everything. Not fun. This is a result of how Swift translates C header files. Because SwiftGL loader is specialized for Swift, all that casting is a thing of the past.
glDepthMask(false)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT)
Every OpenGL command is also available with argument labels. This may make your code easier to read. It also makes it difficult to put values in the wrong position and sometimes catches copy-and-paste mistakes.
glClear(mask: GL_COLOR_BUFFER_BIT)
glTexParameteri(target: GL_TEXTURE_2D, pname: GL_TEXTURE_WRAP_S, param: GL_MIRRORED_REPEAT)
glViewport(x: 0, y: 0, width: 800, height: 600)
The SwiftGL OpenGL loader provides you with direct calls to the OpenGL functions. There's no translation layer required to provide the syntactical sugar. Because Swift has first-class support for working with C, there's no performance penalty for crossing languages.
From the root directory of the package execute:
./.build/x86_64-unknown-linux/debug/glgen .