On 04-12-2011 14:22, David wrote:
Am 04.12.2011 14:16, schrieb Alex Rønne Petersen:
On 03-12-2011 23:36, David wrote:
Am 03.12.2011 22:32, schrieb Kiith-Sa:
David wrote:

Hello,

I am currently working on gl3n - https://bitbucket.org/dav1d/gl3n -
gl3n
provides all the math you need to work with OpenGL, DirectX or just
vectors and matrices (it's mainly targeted at graphics - gl3n will
never
be more then a pure math library). What it supports:

* vectors
* matrices
* quaternions
* interpolation (lerp, slerp, hermite, catmull rom, nearest)
* nearly all glsl functions (according to spec 4.1)
* some more cool features, like templated types (vectors, matrices,
quats), cool ctors, dynamic swizzling

And the best is, it's MIT licensed ;). Unfortunatly there's no
documentation yet, but it shouldn't be hard to understand how to use
it,
if you run anytime into troubles just take a look into the source, I
did
add to every part of the lib unittests, so you can see how it works
when
looking at the unittests, furthermore I am very often at #D on
freenode.
But gl3n isn't finished! My current plans are to add more
interpolation
functions and the rest of the glsl defined functions, but I am new to
graphics programming (about 4 months I am now into OpenGL), so tell me
what you're missing, the chances are good that I'll implement and add
it. So let me know what you think about it.

Before I forget it, a bit of code to show you how to use gl3n:

------------------------------------------------------------------------


vec4 v4 = vec4(1.0f, vec3(2.0f, 3.0f, 4.0f));
vec4 v4 = vec4(1.0f, vec4(1.0f, 2.0f, 3.0f, 4.0f).xyz)); // "dynamic"
swizzling with opDispatch
vec3 v3 = my_3dvec.rgb;
float[] foo = v4.xyzzzwzyyxw // not useful but possible!
glUniformMatrix4fv(location, 1, GL_TRUE, mat4.translation(-0.5f,
-0.54f,
0.42f).rotatex(PI).rotatez(PI/2).value_ptr); // yes they are row
major!
mat3 inv_view = view.rotation;
mat3 inv_view = mat3(view);
mat4 m4 = mat4(vec4(1.0f, 2.0f, 3.0f, 4.0f), 5.0f, 6.0f, 7.0f, 8.0f,
vec4(...) ...);

struct Camera {
vec3 position = vec3(0.0f, 0.0f, 0.0f);
quat orientation = quat.identity;

Camera rotatex(real alpha) { orientation.rotatex(alpha); return
this; }
Camera rotatey(real alpha) { orientation.rotatey(alpha); return
this; }
Camera rotatez(real alpha) { orientation.rotatez(alpha); return
this; }

Camera move(float x, float y, float z) {
position += vec3(x, y, z);
return this;
}
Camera move(vec3 s) {
position += s;
return this;
}

@property camera() {
//writefln("yaw: %s, pitch: %s, roll: %s",
degrees(orientation.yaw), degrees(orientation.pitch),
degrees(orientation.roll));
return mat4.translation(position.x, position.y, position.z) *
orientation.to_matrix!(4,4);
}
}

glUniformMatrix4fv(programs.main.view, 1, GL_TRUE,
cam.camera.value_ptr);
glUniformMatrix3fv(programs.main.inv_rot, 1, GL_TRUE,
cam.orientation.to_matrix!(3,3).inverse.value_ptr);
------------------------------------------------------------------------



I hope this gave you a little introduction of gl3n.

- dav1d


I looked at your project yesterday (found it on derelict forums)
and it looks really good. Currently I'm using my own code for
vectors/matrices but a dedicated library could be better.


My comments:

Not sure if DMD will do a good job optimizing your code atm
(probably no way around this but to wait - uglifying the code would
serve
no purpose)

In the future, SSE support would be nice (maybe will be easier to do
if we
ever get SSE intrinsics)

Seems like most of the code is in linalg.d - wouldn't it be more
maintainable
to have it separated for each struct, and then public import it
through one
module for easy usage?

I'm doing a lot of 2D work, and could use at least a rectangle/aabbox
struct
(if I use your lib, I'll implement rectangles on top of it anyway).
Some other structs might also be useful (3D aabbox, circle, sphere?)
Although, if you want to be as close to GLSL as possible, this might
not be a good idea.

Most D projects are under the Boost license.
If you want to get this to Phobos,
(I'd like something like this in Phobos :P)
I recommend using that license
(IANAL, but I don't see much difference between MIT and Boost)

The GLSL style is good if you want it as close to GLSL as possible,
but it'd be good to have more D-style aliases (again hinting at
Phobos).
(Personally I'd probably use the GLSL style, though)

Hi,

Thanks for your feedback. SSE is planed, but it will be the last step,
optimization at the end. Well gl3n shouldn't be the bottleneck anyways,
because it's normally the GPU.
I've already thought about splitting linalg into 3 different files (also
it was suggested by some people), but I dont like how D(md) handles
imports, something like this would be cool:

import gl3n.linalg.matrix;
import gl3n.linalg.vector;
import gl3n.linalg.quaternion;
import gl3n.linalg; // this would import
gl3n.linalg.matrix/vector/quaternion publically

Like __init__.py in Python, unfortunatly this isn't supported (yet?).

It is also planed to add some useful stuff for graphics programming,
like as you mentioned spheres or AABB (axis aligned bounding boxes).
Well I dont want it to be GLSL conform (then it would be glm), because I
dont like all of the GLSL design choices and D is much more poweful!

I am glad you like it :)

- dav1d

You can make a gl3n.linalg.all modules that goes like:

public import gl3n.linalg.matrix;
public import gl3n.linalg.vector;

etc...

- Alex
Yeah I know, but that's the reason why I don't do it, I don't like the
all part. Maybe it's just a personal dislike.

It's the only way you can do it in D. gl3n.linalg will always conflict because that's the name of the package.

- Alex

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