Welcome to my website. I'm a software engineer whose interests include web development, 3D graphics programming, Linux, and Apple's platforms. I've written some articles over the years, primarily related to OpenGL. I've also written some open source software that you may find interesting (see my GitHub profile for more).
June 25, 2015
I’ve been working with Swift lately and enjoying it quite a bit. Having done a lot of OpenGL development in my spare time in the past, I decided to try my hand at writing some OpenGL code in Swift.
I used a simple OpenGL demo application that I had previously written in Objective-C as the basis of a new Swift version, and the results can be found on GitHub. It’s a Cocoa-based OS X application.
Swift has pretty good facilities for working with C APIs, so using it for OpenGL development isn’t too much trouble, although there are some minor annoyances. For example, the parameters to a number of OpenGL functions are GLenums or GLbooleans, but the constants used as arguments are usually defined as GLints, so you have to cast things frequently:
glBindBuffer(GLenum(GL_ARRAY_BUFFER), bufferIds) glBufferData(GLenum(GL_ARRAY_BUFFER), sizeof(Float) * tcSize, tc, GLenum(GL_STATIC_DRAW))
Similarly, there are signed/unsigned inconsistencies; the signed result of one function may need to be passed in as an unsigned argument to another. For example, glGetAttribLocation returns a GLint, but glVertexAttribPointer expects to receive the location as a GLuint. With C/C++/Objective-C, the conversions would be performed implicitly, but Swift makes you convert them explicitly (and that’s a good thing, in my opinion).
Aside from those minor issues, OpenGL development with Swift appears to be fairly painless.