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