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lib/zmath/README.md
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lib/zmath/README.md
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# zmath v0.9.6 - SIMD math library for game developers
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Tested on x86_64 and AArch64.
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Provides ~140 optimized routines and ~70 extensive tests.
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Can be used with any graphics API.
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Documentation can be found [here](https://github.com/michal-z/zig-gamedev/blob/main/libs/zmath/src/zmath.zig).
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Benchamrks can be found [here](https://github.com/michal-z/zig-gamedev/blob/main/libs/zmath/src/benchmark.zig).
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An intro article can be found [here](https://zig.news/michalz/fast-multi-platform-simd-math-library-in-zig-2adn).
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## Getting started
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Copy `zmath` folder to a `libs` subdirectory of the root of your project.
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Then in your `build.zig` add:
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```zig
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const std = @import("std");
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const zmath = @import("libs/zmath/build.zig");
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pub fn build(b: *std.Build) void {
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...
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const optimize = b.standardOptimizeOption(.{});
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const target = b.standardTargetOptions(.{});
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zmath_pkg = zmath.package(b, target, optimize, .{
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.options = .{ .enable_cross_platform_determinism = true },
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});
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zmath_pkg.link(exe);
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}
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```
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Now in your code you may import and use zmath:
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```zig
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const zm = @import("zmath");
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pub fn main() !void {
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//
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// OpenGL/Vulkan example
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//
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const object_to_world = zm.rotationY(..);
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const world_to_view = zm.lookAtRh(
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zm.f32x4(3.0, 3.0, 3.0, 1.0), // eye position
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zm.f32x4(0.0, 0.0, 0.0, 1.0), // focus point
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zm.f32x4(0.0, 1.0, 0.0, 0.0), // up direction ('w' coord is zero because this is a vector not a point)
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);
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// `perspectiveFovRhGl` produces Z values in [-1.0, 1.0] range (Vulkan app should use `perspectiveFovRh`)
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const view_to_clip = zm.perspectiveFovRhGl(0.25 * math.pi, aspect_ratio, 0.1, 20.0);
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const object_to_view = zm.mul(object_to_world, world_to_view);
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const object_to_clip = zm.mul(object_to_view, view_to_clip);
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// Transposition is needed because GLSL uses column-major matrices by default
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gl.uniformMatrix4fv(0, 1, gl.TRUE, zm.arrNPtr(&object_to_clip));
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// In GLSL: gl_Position = vec4(in_position, 1.0) * object_to_clip;
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//
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// DirectX example
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//
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const object_to_world = zm.rotationY(..);
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const world_to_view = zm.lookAtLh(
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zm.f32x4(3.0, 3.0, -3.0, 1.0), // eye position
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zm.f32x4(0.0, 0.0, 0.0, 1.0), // focus point
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zm.f32x4(0.0, 1.0, 0.0, 0.0), // up direction ('w' coord is zero because this is a vector not a point)
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);
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const view_to_clip = zm.perspectiveFovLh(0.25 * math.pi, aspect_ratio, 0.1, 20.0);
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const object_to_view = zm.mul(object_to_world, world_to_view);
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const object_to_clip = zm.mul(object_to_view, view_to_clip);
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// Transposition is needed because HLSL uses column-major matrices by default
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const mem = allocateUploadMemory(...);
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zm.storeMat(mem, zm.transpose(object_to_clip));
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// In HLSL: out_position_sv = mul(float4(in_position, 1.0), object_to_clip);
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//
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// 'WASD' camera movement example
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//
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{
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const speed = zm.f32x4s(10.0);
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const delta_time = zm.f32x4s(demo.frame_stats.delta_time);
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const transform = zm.mul(zm.rotationX(demo.camera.pitch), zm.rotationY(demo.camera.yaw));
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var forward = zm.normalize3(zm.mul(zm.f32x4(0.0, 0.0, 1.0, 0.0), transform));
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zm.storeArr3(&demo.camera.forward, forward);
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const right = speed * delta_time * zm.normalize3(zm.cross3(zm.f32x4(0.0, 1.0, 0.0, 0.0), forward));
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forward = speed * delta_time * forward;
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var cam_pos = zm.loadArr3(demo.camera.position);
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if (keyDown('W')) {
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cam_pos += forward;
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} else if (keyDown('S')) {
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cam_pos -= forward;
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}
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if (keyDown('D')) {
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cam_pos += right;
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} else if (keyDown('A')) {
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cam_pos -= right;
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}
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zm.storeArr3(&demo.camera.position, cam_pos);
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}
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//
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// SIMD wave equation solver example (works with vector width 4, 8 and 16)
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// 'T' can be F32x4, F32x8 or F32x16
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//
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var z_index: i32 = 0;
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while (z_index < grid_size) : (z_index += 1) {
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const z = scale * @intToFloat(f32, z_index - grid_size / 2);
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const vz = zm.splat(T, z);
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var x_index: i32 = 0;
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while (x_index < grid_size) : (x_index += zm.veclen(T)) {
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const x = scale * @intToFloat(f32, x_index - grid_size / 2);
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const vx = zm.splat(T, x) + voffset * zm.splat(T, scale);
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const d = zm.sqrt(vx * vx + vz * vz);
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const vy = zm.sin(d - vtime);
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const index = @intCast(usize, x_index + z_index * grid_size);
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zm.store(xslice[index..], vx, 0);
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zm.store(yslice[index..], vy, 0);
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zm.store(zslice[index..], vz, 0);
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}
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}
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}
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```
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