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geomancy-0.4.0.0: README.md

# Geomancy

> Linear is nice, but slow. Those are naughty, but a bit faster.

* All data types are monomorphic, unpacked and specialized.
* `Mat4` and `Vec4` are `ByteArray#`.
* `Mat4`x`Mat4` and `Mat4`x`Vec4` is done with SIMD.

## The Numbers

Storing a list of transformations (e.g. rendering instance data):

```
    poke
      10
        geomancy: OK
          42.3 ns ± 1.4 ns, 0.47x
        linear:   OK
          90.5 ns ± 3.1 ns
        linear/T: OK
          81.6 ns ± 2.7 ns
...
      1000
        geomancy: OK
          2.85 μs ±  37 ns, 0.36x
        linear:   OK
          7.93 μs ± 132 ns
        linear/T: OK
          7.08 μs ± 348 ns
```

Folding down a `gloss`-style scene tree is where it is all started:

```
    multiply
      2
        geomancy: OK
          12.3 ns ± 164 ps, 0.34x
        linear:   OK
          36.1 ns ± 1.3 ns
...
      1000
        geomancy: OK
          7.71 μs ±  93 ns, 0.23x
        linear:   OK
          34.0 μs ± 1.3 μs
```

Add that time to the poking that'll follow.

Sure, it is in the lower microseconds range, but this budget can be used elsewhere.

### Benchmarking and comparing

```sh
stack bench --ba '--csv baseline.csv --stdev 2 --timeout 120'
stack bench --ba '--baseline baseline.csv --fail-if-slower 5'
```

## Conventions

### Matrix layout

Transforms produced, composed, and applied to mimic the GLSL order (col-major):

- `vec4 vPosOut = P * V * M * vPosIn;`
- `vPosOut = (p <> v <> m) !* vPosIn`

This way you don't have to transpose your transforms or fiddle with layout annotations.

### Projections / Views

`Geomancy.Vulkan.Projection` is using the "reverse-depth" trick that remaps the vulkan default `[0; 1]` range to `[1; 0]`.
This grants extra precision with one less parameter to specify (you only need "near" now), but makes handedness reasoning tricky.
The default depth range the coordinate is left-handed (+X right, +Y down, +Z forward).
But after reversing the depth it has to be paired with a right-handed view function like `Geomancy.Vulkan.View.lookAtRH`.

The intended up vector is still `vec3 0 (-1) 0` -- +Y down.
Silly as it sounds, this matches the XY plane of the window with XY plane in front of a "first person" camera.

### Rotations

Axis rotations (using `rotateQ`) will appear clockwise when looking along the axis.

Angle rotations follow Tait-Bryan angles (heading/elevation/bank or yaw/pitch/roll) in the y-x-z frame.
- `rotateZ (time * rate)` will follow the clock hands in 2D scenes and roll in 3D.
- `rotateX` will follow the sun from sunrise to sunset, increasing elevation / pitching UP.
- `rotateY` will turn you right, increasing yaw/heading eastwards.

Using `Geomancy.Quaternion.intrinsic roll pitch yaw` will make a rotation from the 3 angles in one go.
You can use it to `rotate` a point directly (e.g `vec3 0 0 1` to get a direction vector from Quaternion) or commit to a matrix using `Transform.rotateQ`.

![yaw-pitch-roll](./yaw-pitch-roll.svg)

You're of course free to define your own transforms, just copy the modules and tune to your liking.
Just make sure that you use matching row/column constructors and the math layer will do the rest, fast.

## GLSL-like functions

To further facilitate conversion between the host and shader code `Geomancy.Gl.Funs` provides common functions like `glFract` and `smoothstep`.