- Mac How To Install Glm
- How To Install Glm Mac Os
- How To Install Glm For Macbook Pro
- How To Install Glm For Mac Windows 10
- How To Install Glm For Mac Os
R package for basic GLM model running. GLM3r is designed to hold the most current version of the General Lake Model (GLM) for linux, mac, and windows platforms. This package does not contain the source code for the model, only the executable, and functions for handling the various platform requirements for running the model. It is a header-only library that can be installed from the glm package: brew install glm Setting up Xcode. Now that all the dependencies are installed we can set up a basic Xcode project for Vulkan. Most of the instructions here are essentially a lot of 'plumbing' so we can get all the dependencies linked to.
In this chapter we'll set up your environment for developing Vulkan applicationsand install some useful libraries. All of the tools we'll use, with theexception of the compiler, are compatible with Windows, Linux and MacOS, but thesteps for installing them differ a bit, which is why they're describedseparately here.
Windows
If you're developing for Windows, then I will assume that you are using VisualStudio to compile your code. For complete C++17 support, you need to use eitherVisual Studio 2017 or 2019. The steps outlined below were written for VS 2017.
Vulkan SDK
The most important component you'll need for developing Vulkan applications isthe SDK. It includes the headers, standard validation layers, debugging toolsand a loader for the Vulkan functions. The loader looks up the functions in thedriver at runtime, similarly to GLEW for OpenGL - if you're familiar with that.
The SDK can be downloaded from the LunarG websiteusing the buttons at the bottom of the page. You don't have to create anaccount, but it will give you access to some additional documentation that maybe useful to you.
Proceed through the installation and pay attention to the install location ofthe SDK. The first thing we'll do is verify that your graphics card and driverproperly support Vulkan. Go to the directory where you installed the SDK, openthe Bin
directory and run the vkcube.exe
demo. You should see the following:
If you receive an error message then ensure that your drivers are up-to-date,include the Vulkan runtime and that your graphics card is supported. See theintroduction chapter for links to drivers from the majorvendors.
There is another program in this directory that will be useful for development. The glslangValidator.exe
and glslc.exe
programs will be used to compile shaders from thehuman-readable GLSL tobytecode. We'll cover this in depth in the shader moduleschapter. The Bin
directory also contains the binaries of the Vulkan loaderand the validation layers, while the Lib
directory contains the libraries.
Lastly, there's the Include
directory that contains the Vulkan headers. Feel free to explore the other files, but we won't need them for this tutorial.
GLFW
As mentioned before, Vulkan by itself is a platform agnostic API and does notinclude tools for creating a window to display the rendered results. To benefitfrom the cross-platform advantages of Vulkan and to avoid the horrors of Win32,we'll use the GLFW library to create a window, whichsupports Windows, Linux and MacOS. There are other libraries available for thispurpose, like SDL, but the advantage of GLFW is thatit also abstracts away some of the other platform-specific things in Vulkanbesides just window creation.
You can find the latest release of GLFW on the official website.In this tutorial we'll be using the 64-bit binaries, but you can of course alsochoose to build in 32 bit mode. In that case make sure to link with the VulkanSDK binaries in the Lib32
directory instead of Lib
. After downloading it, extract the archiveto a convenient location. I've chosen to create a Libraries
directory in theVisual Studio directory under documents.
GLM
Unlike DirectX 12, Vulkan does not include a library for linear algebraoperations, so we'll have to download one. GLM is anice library that is designed for use with graphics APIs and is also commonlyused with OpenGL.
GLM is a header-only library, so just download the latest versionand store it in a convenient location. You should have a directory structuresimilar to the following now:
Setting up Visual Studio
Now that you've installed all of the dependencies we can set up a basic VisualStudio project for Vulkan and write a little bit of code to make sure thateverything works.
Start Visual Studio and create a new Windows Desktop Wizard
project by entering a name and pressing OK
.
Make sure that Console Application (.exe)
is selected as application type so that we have a place to print debug messages to, and check Empty Project
to prevent Visual Studio from adding boilerplate code.
Press OK
to create the project and add a C++ source file. You shouldalready know how to do that, but the steps are included here for completeness.
Now add the following code to the file. Don't worry about trying tounderstand it right now; we're just making sure that you can compile and runVulkan applications. We'll start from scratch in the next chapter.
Let's now configure the project to get rid of the errors. Open the projectproperties dialog and ensure that All Configurations
is selected, because mostof the settings apply to both Debug
and Release
mode.
Go to C++ -> General -> Additional Include Directories
and press in the dropdown box.
Add the header directories for Vulkan, GLFW and GLM:
Next, open the editor for library directories under Linker -> General
:
And add the locations of the object files for Vulkan and GLFW:
Go to Linker -> Input
and press in the
Additional Dependencies
dropdown box.
Enter the names of the Vulkan and GLFW object files:
And finally change the compiler to support C++17 features:
You can now close the project properties dialog. If you did everything rightthen you should no longer see any more errors being highlighted in the code.
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Finally, ensure that you are actually compiling in 64 bit mode:
Press F5
to compile and run the project and you should see a command promptand a window pop up like this:
The number of extensions should be non-zero. Congratulations, you're all set forplaying with Vulkan!
Linux
These instructions will be aimed at Ubuntu users, but you may be able to followalong by changing the apt
commands to the package manager commands that are appropriate for you. You should have a compiler that supports C++17 (GCC 7+ or Clang 5+). You'll also need make.
Vulkan Packages
The most important components you'll need for developing Vulkan applications on Linux are the Vulkan loader, validation layers, and a couple of command-line utilities to test whether your machine is Vulkan-capable:
sudo apt install vulkan-tools
: Command-line utilities, most importantlyvulkaninfo
andvkcube
. Run these to confirm your machine supports Vulkan.sudo apt install libvulkan-dev
: Installs Vulkan loader. The loader looks up the functions in the driver at runtime, similarly to GLEW for OpenGL - if you're familiar with that.sudo apt install vulkan-validationlayers-dev spirv-tools
: Installs the standard validation layers and required SPIR-V tools. These are crucial when debugging Vulkan applications, and we'll discuss them in the upcoming chapter.
If installation was successful, you should be all set with the Vulkan portion. Remember to runvkcube
and ensure you see the following pop up in a window:
If you receive an error message then ensure that your drivers are up-to-date,include the Vulkan runtime and that your graphics card is supported. See theintroduction chapter for links to drivers from the majorvendors.
GLFW
As mentioned before, Vulkan by itself is a platform agnostic API and does notinclude tools for creation a window to display the rendered results. To benefitfrom the cross-platform advantages of Vulkan and to avoid the horrors of X11,we'll use the GLFW library to create a window, whichsupports Windows, Linux and MacOS. There are other libraries available for thispurpose, like SDL, but the advantage of GLFW is thatit also abstracts away some of the other platform-specific things in Vulkanbesides just window creation.
We'll be installing GLFW from the following command:
GLM
Unlike DirectX 12, Vulkan does not include a library for linear algebraoperations, so we'll have to download one. GLM is anice library that is designed for use with graphics APIs and is also commonlyused with OpenGL.
It is a header-only library that can be installed from the libglm-dev
package:
Shader Compiler
We have just about all we need, except we'll want a program to compile shaders from the human-readable GLSL to bytecode.
Two popular shader compilers are Khronos Group's glslangValidator
and Google's glslc
. The latter has a familiar GCC- and Clang-like usage, so we'll go with that: download Google's unofficial binaries and copy glslc
to your /usr/local/bin
. Note you may need to sudo
depending on your permissions. To test, run glslc
and it should rightfully complain we didn't pass any shaders to compile:
glslc: error: no input files
We'll cover glslc
in depth in the shader modules chapter.
Setting up a makefile project
Now that you have installed all of the dependencies, we can set up a basicmakefile project for Vulkan and write a little bit of code to make sure thateverything works.
Create a new directory at a convenient location with a name like VulkanTest
.Create a source file called main.cpp
and insert the following code. Don'tworry about trying to understand it right now; we're just making sure that youcan compile and run Vulkan applications. We'll start from scratch in the nextchapter.
Next, we'll write a makefile to compile and run this basic Vulkan code. Create anew empty file called Makefile
. I will assume that you already have some basicexperience with makefiles, like how variables and rules work. If not, you canget up to speed very quickly with this tutorial.
We'll first define a couple of variables to simplify the remainder of the file.Define a CFLAGS
variable that will specify the basic compiler flags:
We're going to use modern C++ (-std=c++17
), and we'll set optimization level to O2. We can remove -O2 to compile programs faster, but we should remember to place it back for release builds.
Similarly, define the linker flags in a LDFLAGS
variable:
The flag -lglfw
is for GLFW, -lvulkan
links with the Vulkan function loader and the remaining flags are low-level system libraries that GLFW needs. The remaining flags are dependencies of GLFW itself: the threading and window management.
Specifying the rule to compile VulkanTest
is straightforward now. Make sure touse tabs for indentation instead of spaces.
Verify that this rule works by saving the makefile and running make
in thedirectory with main.cpp
and Makefile
. This should result in a VulkanTest
executable.
We'll now define two more rules, test
and clean
, where the former willrun the executable and the latter will remove a built executable:
Running make test
should show the program running successfully, and displaying the number of Vulkan extensions. The application should exit with the success return code (0
) when you close the empty window. You should now have a complete makefile that resembles the following:
You can now use this directory as a template for your Vulkan projects. Make a copy, rename it to something like HelloTriangle
and remove all of the code in main.cpp
.
You are now all set for the real adventure.
MacOS
These instructions will assume you are using Xcode and the Homebrew package manager. Also, keep in mind that you will need at least MacOS version 10.11, and your device needs to support the Metal API.
Vulkan SDK
Mac How To Install Glm
The most important component you'll need for developing Vulkan applications is the SDK. It includes the headers, standard validation layers, debugging tools and a loader for the Vulkan functions. The loader looks up the functions in the driver at runtime, similarly to GLEW for OpenGL - if you're familiar with that.
The SDK can be downloaded from the LunarG website using the buttons at the bottom of the page. You don't have to create an account, but it will give you access to some additional documentation that may be useful to you.
The SDK version for MacOS internally uses MoltenVK. There is no native support for Vulkan on MacOS, so what MoltenVK does is actually act as a layer that translates Vulkan API calls to Apple's Metal graphics framework. With this you can take advantage of debugging and performance benefits of Apple's Metal framework.
After downloading it, simply extract the contents to a folder of your choice (keep in mind you will need to reference it when creating your projects on Xcode). Inside the extracted folder, in the Applications
folder you should have some executable files that will run a few demos using the SDK. Run the vkcube
executable and you will see the following:
GLFW
As mentioned before, Vulkan by itself is a platform agnostic API and does not include tools for creation a window to display the rendered results. We'll use the GLFW library to create a window, which supports Windows, Linux and MacOS. There are other libraries available for this purpose, like SDL, but the advantage of GLFW is that it also abstracts away some of the other platform-specific things in Vulkan besides just window creation.
How To Install Glm Mac Os
To install GLFW on MacOS we will use the Homebrew package manager to get the glfw
package:
GLM
Vulkan does not include a library for linear algebra operations, so we'll have to download one. GLM is a nice library that is designed for use with graphics APIs and is also commonly used with OpenGL.
It is a header-only library that can be installed from the glm
package:
Setting up Xcode
Now that all the dependencies are installed we can set up a basic Xcode project for Vulkan. Most of the instructions here are essentially a lot of 'plumbing' so we can get all the dependencies linked to the project. Also, keep in mind that during the following instructions whenever we mention the folder vulkansdk
we are refering to the folder where you extracted the Vulkan SDK.
Start Xcode and create a new Xcode project. On the window that will open select Application > Command Line Tool.
Select Next
, write a name for the project and for Language
select C++
.
Press Next
and the project should have been created. Now, let's change the code in the generated main.cpp
file to the following code:
Keep in mind you are not required to understand all this code is doing yet, we are just setting up some API calls to make sure everything is working.
Xcode should already be showing some errors such as libraries it cannot find. We will now start configuring the project to get rid of those errors. On the Project Navigator panel select your project. Open the Build Settings tab and then:
- Find the Header Search Paths field and add a link to
/usr/local/include
(this is where Homebrew installs headers, so the glm and glfw3 header files should be there) and a link tovulkansdk/macOS/include
for the Vulkan headers. - Find the Library Search Paths field and add a link to
/usr/local/lib
(again, this is where Homebrew installs libraries, so the glm and glfw3 lib files should be there) and a link tovulkansdk/macOS/lib
.
It should look like so (obviously, paths will be different depending on where you placed on your files):
Now, in the Build Phases tab, on Link Binary With Libraries we will add both the glfw3
and the vulkan
frameworks. To make things easier we will be adding the dynamic libraries in the project (you can check the documentation of these libraries if you want to use the static frameworks).
- For glfw open the folder
/usr/local/lib
and there you will find a file name likelibglfw.3.x.dylib
('x' is the library's version number, it might be different depending on when you downloaded the package from Homebrew). Simply drag that file to the Linked Frameworks and Libraries tab on Xcode. - For vulkan, go to
vulkansdk/macOS/lib
. Do the same for the file both fileslibvulkan.1.dylib
andlibvulkan.1.x.xx.dylib
(where 'x' will be the version number of the the SDK you downloaded).
After adding those libraries, in the same tab on Copy Files change Destination
to 'Frameworks', clear the subpath and deselect 'Copy only when installing'. Click on the '+' sign and add all those three frameworks here aswell.
Your Xcode configuration should look like:
The last thing you need to setup are a couple of environment variables. On Xcode toolbar go to Product
> Scheme
> Edit Scheme..
, and in the Arguments
tab add the two following environment variables:
- VK_ICD_FILENAMES =
vulkansdk/macOS/share/vulkan/icd.d/MoltenVK_icd.json
- VK_LAYER_PATH =
vulkansdk/macOS/share/vulkan/explicit_layer.d
It should look like so:
How To Install Glm For Macbook Pro
Finally, you should be all set! Now if you run the project (remembering to setting the build configuration to Debug or Release depending on the configuration you chose) you should see the following:
How To Install Glm For Mac Windows 10
The number of extensions should be non-zero. The other logs are from the libraries, you might get different messages from those depending on your configuration.
You are now all set for the real thing.