Re: gl3n - linear algebra and more for D

2011-12-05 Thread David

Am 05.12.2011 04:00, schrieb bls:

On 12/04/2011 03:39 PM, bearophile wrote:

This seems the 15th D implementation of certain things I've seen so
far. Also to avoid further duplication I'd like 2D/3D/4D vectors (for
game or graphics purposes) in Phobos.


Isn't he a nice guy ?
Since 5, maybe 6, years bearophile is complaining that D is not Python.
And in case that bearophile is not in the mood to complain he fires up
some obscure benchmarks or he is telling you why language X Y Z is
better than D. Pretty annoying imho.

My 2 cents

OK, Somehow your announcement implicates that you've implemented a
DirectX wrapper. gl3n provides all the math you need to work with
OpenGL, DirectX or just vectors and matrices,,,

True ? Avail. ?
Bjoern

Hehe,
I wrote gl3n, because of a lack of alternatives and gl3n isn't intended 
to be merged into phobos!


Oh DirectX, it is just vectors and matrices, I think I'll remove 
DirectX (also I never used DirectX, so I can't tell a lot about it), 
thanks for pointing it out.


- dav1d


Re: gl3n - linear algebra and more for D

2011-12-05 Thread ParticlePeter
Hi David,

what a lovely Library, very useful for me right now. I am using Derelict and 
have
just right now written my first Shader Projection Matrix ( as Uniform ). As far 
as
I can see, there is no code for a Projection Matrix in your Lib ( ignore this 
if I
have just missed it ), so the attached method should do it.
( I found the original code here:
http://www.geeks3d.com/20090729/howto-perspective-projection-matrix-in-opengl/ )

Now, a little embarrassing ... :-) I am with D for around 2 Weeks now, so ... 
how
can I actually use your modules ?
I am using VisualD, in the prefs I added the Path to the source code, but I am
getting cannot find symbol blah when I build my project. Any idea why ? The d
files are found, but what do I have to import ?

Cheers, ParticlePeter


begin 644 linalg_project.d
M+R\@1F5E;!FF5E('1O('5S90T*#0IV;VED('!R;VIE8W0H(9L;V%T(9O
M=BP@9FQO870@87-P96-T+!F;]A=!Z;F5ABP@9FQO870@F9AB`I(![
M#0H-@EF;]A=!025]/5D527S,V,`](#`N,#`X-S(V-B`[#0H-@EF;]A
M=!X6UA`]('IN96%R(H@=%N*!F;W8@*B!025]/5D527S,V,`I(#L-
M@EF;]A=!Y;6EN(#T@+7AY;6%X.PT*69L;V%T('AM:6X@/2`M'EM87@[
M#0H-@EF;]A=!W:61T:`]('AY;6%X(T@UI;CL-@EF;]A=!H96EG
M:'0@/2!X6UA`M('EM:6X[#0H-@EF;]A=!D97!T:`]('IF87(@+2!Z
M;F5ACL-@EF;]A=!Q(#T@+2AZ9F%R(L@FYE87(I(\@95P=@[#0H)
M9FQO870@6X@/2`M,B`J(AZ9F%R(H@FYE87(I(\@95P=@[#0H-@EF
M;]A=!W(#T@,B`J('IN96%R(\@=VED=@[#0H)=R`]('@+R!AW!E8W0[
M#0H)9FQO870@:`](#(@*B!Z;F5AB`O(AE:6=H=#L-@T*6UA=')I%LP
M75LP72`]('[#0H);6%TFEX6S!=6S%=(#T@,#L-@EM871R:7A;,%U;,ET@
M/2`P.PT*6UA=')I%LP75LS72`](#`[#0H-@EM871R:7A;,5U;,%T@/2`P
M.PT*6UA=')I%LQ75LQ72`](@[#0H);6%TFEX6S%=6S)=(#T@,#L-@EM
M871R:7A;,5U;,UT@/2`P.PT*#0H);6%TFEX6S)=6S!=(#T@,#L-@EM871R
M:7A;,EU;,5T@/2`P.PT*6UA=')I%LR75LR72`]('$[#0H);6%TFEX6S)=
M6S-=(#T@+3$[#0H-@EM871R:7A;,UU;,%T@/2`P.PT*6UA=')I%LS75LQ
M72`](#`[#0H);6%TFEX6S-=6S)=(#T@6X[#0H);6%TFEX6S-=6S-=(#T@
',#L-@T*?0``
`
end


Re: gl3n - linear algebra and more for D

2011-12-05 Thread David

Am 05.12.2011 13:30, schrieb ParticlePeter:

Hi David,

what a lovely Library, very useful for me right now. I am using Derelict and 
have
just right now written my first Shader Projection Matrix ( as Uniform ). As far 
as
I can see, there is no code for a Projection Matrix in your Lib ( ignore this 
if I
have just missed it ), so the attached method should do it.
( I found the original code here:
http://www.geeks3d.com/20090729/howto-perspective-projection-matrix-in-opengl/ )

Now, a little embarrassing ... :-) I am with D for around 2 Weeks now, so ... 
how
can I actually use your modules ?
I am using VisualD, in the prefs I added the Path to the source code, but I am
getting cannot find symbol blah when I build my project. Any idea why ? The d
files are found, but what do I have to import ?

Cheers, ParticlePeter


begin 644 linalg_project.d
M+R\@1F5E;!FF5E('1O('5S90T*#0IV;VED('!R;VIE8W0H(9L;V%T(9O
M=BP@9FQO870@87-P96-T+!F;]A=!Z;F5ABP@9FQO870@F9AB`I(![
M#0H-@EF;]A=!025]/5D527S,V,`](#`N,#`X-S(V-B`[#0H-@EF;]A
M=!X6UA`]('IN96%R(H@=%N*!F;W8@*B!025]/5D527S,V,`I(#L-
M@EF;]A=!Y;6EN(#T@+7AY;6%X.PT*69L;V%T('AM:6X@/2`M'EM87@[
M#0H-@EF;]A=!W:61T:`]('AY;6%X(T@UI;CL-@EF;]A=!H96EG
M:'0@/2!X6UA`M('EM:6X[#0H-@EF;]A=!D97!T:`]('IF87(@+2!Z
M;F5ACL-@EF;]A=!Q(#T@+2AZ9F%R(L@FYE87(I(\@95P=@[#0H)
M9FQO870@6X@/2`M,B`J(AZ9F%R(H@FYE87(I(\@95P=@[#0H-@EF
M;]A=!W(#T@,B`J('IN96%R(\@=VED=@[#0H)=R`]('@+R!AW!E8W0[
M#0H)9FQO870@:`](#(@*B!Z;F5AB`O(AE:6=H=#L-@T*6UA=')I%LP
M75LP72`]('[#0H);6%TFEX6S!=6S%=(#T@,#L-@EM871R:7A;,%U;,ET@
M/2`P.PT*6UA=')I%LP75LS72`](#`[#0H-@EM871R:7A;,5U;,%T@/2`P
M.PT*6UA=')I%LQ75LQ72`](@[#0H);6%TFEX6S%=6S)=(#T@,#L-@EM
M871R:7A;,5U;,UT@/2`P.PT*#0H);6%TFEX6S)=6S!=(#T@,#L-@EM871R
M:7A;,EU;,5T@/2`P.PT*6UA=')I%LR75LR72`]('$[#0H);6%TFEX6S)=
M6S-=(#T@+3$[#0H-@EM871R:7A;,UU;,%T@/2`P.PT*6UA=')I%LS75LQ
M72`](#`[#0H);6%TFEX6S-=6S)=(#T@6X[#0H);6%TFEX6S-=6S-=(#T@
',#L-@T*?0``
`
end

Hi

Great you like gl3n. For a projection-matrix use: mat4.perspective or if 
you want an orthographic: mat4.orthographic, unfortunatly ddoc ignores 
this block (I think because of static if(isFloatingPoint!mt), it 
begins here: 
https://bitbucket.org/dav1d/gl3n/src/affe3816c7a4/gl3n/linalg.d#cl-1080


I don't know VisualD but you've normally to add the path to the files 
(base dir, it is -Ipath/goes/here for dmd) and also each file, it could 
look like this:


-Igl3n/ gl3n/interpolate.d gl3n/linalg.d gl3n/math.d gl3n/util.d my_prog.d

and in my_prog.d you import the parts of gl3n as follows:

import gl3n.linalg; // if you want linear algebra, vectors, matrices and 
quats

import gl3n.math; // if you need math, normally you always do!
import gl3n.interpolate; // for interpolation functions
import gl3n.util; // to check for types

Hope this helps
- dav1d




Re: gl3n - linear algebra and more for D

2011-12-05 Thread ParticlePeter
Hi,

and sorry, I found the perspective method just right now :-)

Unfortunately this does not help, still having issues. I will ask on the VisualD
Forum.
Meanwhile, I just copied the files into my project dir, and there it works fine,
so I can play around :-)

Cheers, ParticlePeter


Re: gl3n - linear algebra and more for D

2011-12-05 Thread Mike Parker

On 12/5/2011 10:49 PM, ParticlePeter wrote:

Hi,

and sorry, I found the perspective method just right now :-)

Unfortunately this does not help, still having issues. I will ask on the VisualD
Forum.
Meanwhile, I just copied the files into my project dir, and there it works fine,
so I can play around :-)

Cheers, ParticlePeter


Your problem comes from misunderstanding what 'import' means. The import 
statement is important for the compilation stage. When module A imports 
module B, the compiler can know what types/functions/templates and so on 
are available for module A to use. But that's only half the story. You 
also need to make sure that module B is compiled and linked into the 
final executable.


In your case, you could compile gl3n as a library and link to it or, as 
you have discovered, add them to your project so that they are compiled 
along with your own source modules. Otherwise, you will get errors aout 
missing symbols.


Re: gl3n - linear algebra and more for D

2011-12-04 Thread Peter Alexander

On 4/12/11 12:56 AM, David wrote:

Am 04.12.2011 01:38, schrieb dsimcha:

I don't know much about computer graphics but I take it that a sane
design for a matrix/vector library geared towards graphics is completely
different from one geared towards general numerics/scientific computing?
I'm trying to understand whether SciD (which uses BLAS/LAPACK and
expression templates) overlaps with this at all.

klickverbot dav1d: Just to clear up the confusion, scientific linear
algebra stuff is a completely different beast than game math. Games is
fast 4x4 matrices, numerics is intricate algorithms for 1000x1000
matrices (read: larger than you ever need in gamedev, even when your
game uses string theory)

klickverbot dav1d: I don't know gl3n specifically, but trust me, no
gaming linear algebra lib is ever going to be a viable choice for
science-y things and vice versa

klickverbot dav1d: I mean, a gaming lib would e.g. never have LU,
Cholesky, and all other different kinds of decomposition algorithms


Well, I don't know a lot about this topic (scientific linear algebra),
but it seems that they have different aims.


That's right. Game maths revolves around small vectors and matrices, 
typically never above 4x4.


Re: gl3n - linear algebra and more for D

2011-12-04 Thread 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 

Re: gl3n - linear algebra and more for D

2011-12-04 Thread David

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 

Re: gl3n - linear algebra and more for D

2011-12-04 Thread Alex Rønne Petersen

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 

Re: gl3n - linear algebra and more for D

2011-12-04 Thread Timon Gehr

On 12/04/2011 02:27 PM, Alex Rønne Petersen wrote:

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 

Re: gl3n - linear algebra and more for D

2011-12-04 Thread Eric Poggel (JoeCoder)

On 12/2/2011 5:36 PM, 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:

- dav1d


I can see myself using this.  Thanks for your work.



Re: gl3n - linear algebra and more for D

2011-12-04 Thread David
Ah finally, I spent today some work on adding and finishing the 
documentation, the result: http://dav1d.bitbucket.org/gl3n/index.html


Thanks for all your suggestions and the positive feedback so far :)

- dav1d



Re: gl3n - linear algebra and more for D

2011-12-04 Thread bearophile
David:

 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

This seems the 15th D implementation of certain things I've seen so far. Also 
to avoid further duplication I'd like 2D/3D/4D vectors (for game or graphics 
purposes) in Phobos.

Bye,
bearophile


Re: gl3n - linear algebra and more for D

2011-12-04 Thread bls

On 12/04/2011 03:39 PM, bearophile wrote:

This seems the 15th D implementation of certain things I've seen so far. Also 
to avoid further duplication I'd like 2D/3D/4D vectors (for game or graphics 
purposes) in Phobos.


Isn't he a nice guy ?
Since 5, maybe 6, years bearophile is complaining that D is not Python. 
And in case that bearophile is not in the mood to complain he fires up 
some obscure benchmarks or he is telling you why language X Y Z is 
better than D. Pretty annoying imho.


My 2 cents

OK, Somehow your announcement implicates that you've implemented a 
DirectX wrapper.  gl3n provides all the math you need to work with 
OpenGL, DirectX or just vectors and matrices,,,


True ? Avail. ?
Bjoern


gl3n - linear algebra and more for D

2011-12-03 Thread David

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


Re: gl3n - linear algebra and more for D

2011-12-03 Thread 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)



Re: gl3n - linear algebra and more for D

2011-12-03 Thread dsimcha
I don't know much about computer graphics but I take it that a sane 
design for a matrix/vector library geared towards graphics is completely 
different from one geared towards general numerics/scientific computing? 
 I'm trying to understand whether SciD (which uses BLAS/LAPACK and 
expression templates) overlaps with this at all.


On 12/2/2011 5:36 PM, 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




Re: gl3n - linear algebra and more for D

2011-12-03 Thread David

Am 04.12.2011 01:38, schrieb dsimcha:

I don't know much about computer graphics but I take it that a sane
design for a matrix/vector library geared towards graphics is completely
different from one geared towards general numerics/scientific computing?
I'm trying to understand whether SciD (which uses BLAS/LAPACK and
expression templates) overlaps with this at all.

On 12/2/2011 5:36 PM, 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



We talked yesterday about this topic a bit (freenode.#D):


klickverbot	dav1d: Just to clear up the confusion, scientific linear 
algebra stuff is a completely different beast than game math. Games is 
fast 4x4 matrices, numerics is intricate algorithms for 1000x1000 
matrices (read: larger than you ever need in gamedev, even when your 
game uses string theory)


klickverbot	dav1d: I don't know gl3n specifically, but trust me, no 
gaming linear algebra lib is ever going to be a viable choice for 
science-y things and vice versa


klickverbot	dav1d:  I mean, a gaming lib would e.g. never have LU, 
Cholesky, and all other different kinds of decomposition algorithms



Well, I don't know a lot about this topic (scientific linear algebra), 
but it seems that they have different aims.