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_cgpt_glsl_simplex_noise_applied.lua
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Can you list the GLSL specific functions needed to recreate that code¹ in Lua, using the standard Lua math library?
First, you would need to replace the GLSL specific functions and data types with their Lua equivalents. For example, you could replace vec2 and vec3 with tables containing the x, y and z coordinates as elements, and float with Lua's standard number type.
Second, you would need to define your own functions to replace the GLSL-specific functions used in the code, such as floor, fract, lessThan, and step.
mod289() - Here's an example implementation of the function in Lua, which uses the standard Lua math library:
function mod289(x)
return x - math.floor(x * (1.0 / 289.0)) * 289.0
end
length(): Calculates the length of a vector.
math.sqrt(x*x + y*y + z*z)
dot(): Calculates the dot product of two vectors.
x1*x2 + y1*y2 + z1*z2
normalize(): Normalizes a vector to a unit vector.
local len = math.sqrt(x*x + y*y + z*z)
if len == 0 then return 0, 0, 0 end
return x/len, y/len, z/len
reflect(): Calculates the reflection direction of an incident vector and a surface normal.
Lua equivalent:
local dotprod = 2 * (x * nx + y * ny + z * nz)
return x - dotprod * nx, y - dotprod * ny, z - dotprod * nz
refract(): Calculates the refraction direction of an incident vector, a surface normal, and the ratio of indices of refraction.
local cosi = -(x * nx + y * ny + z * nz)
local etai = 1
local etat = ior
if cosi < 0 then cosi = -cosi else etai, etat = etat, etai end
local eta = etai / etat
local k = 1 - eta * eta * (1 - cosi * cosi)
if k < 0 then return 0, 0, 0 end
return eta * x + (eta * cosi - math.sqrt(k)) * nx,
eta * y + (eta * cosi - math.sqrt(k)) * ny,
eta * z + (eta * cosi - math.sqrt(k)) * nz
Note that the if conditions in the Lua code are to prevent division by zero and to handle cases where the square root of a negative number is taken. Also, ior in the refract() function stands for index of refraction. You'll need to replace it with the appropriate value depending on the material you're simulating.
There are a few others that I see; permute(), taylorInvSqrt(), grad4(), floor(), snoise(), step(), clamp(). surface(). They might actually be data types, but I still need to create Lua versions of them, and any other data types in the glsl script I skipped over.
Sure! Here are some explanations of each of those functions or data types and some suggestions for how to implement them in Lua:
permute(p) - This function takes a vec4 argument and returns a vec4, and is used to shuffle the values in the input vector in a particular way. Here is one possible implementation in Lua using bitwise operations:
function permute(p)
return vec4((p * 34.0 + 1.0) * p)
end
taylorInvSqrt(r) - This function takes a float argument and returns a float, and is used to approximate the inverse square root of the input value using a Taylor series expansion. Here is one possible implementation in Lua:
function taylorInvSqrt(r)
return 1.79284291400159 - 0.85373472095314 * r
end
grad4(hash, x, y, z, t) - This function takes four float arguments and returns a vec4, and is used to compute a gradient vector for a given hash value and input coordinates. Here is one possible implementation in Lua:
function grad4(hash, x, y, z, t)
local h = hash % 32
local u = h < 24 and x or y
local v = h < 16 and y or z
local w = h < 8 and z or t
return vec4((h % 2 == 0 and u or -u), (h % 4 < 2 and v or -v), (h % 8 < 4 and w or -w), 0.0)
end
floor(x) - This function takes a float argument and returns a float, and is used to round the input value down to the nearest integer. In Lua, this function is available as math.floor.
snoise(v) - This function takes a vec3 argument and returns a float, and is used to compute a 3D noise value for the given input coordinates. There are many ways to implement 3D noise in Lua, but one common approach is to use Perlin noise. Here is one possible implementation using the noise3d function from the love.math library:
function snoise(v)
local x = v.x
local y = v.y
local z = v.z
local noise = love.math.noise3d(x, y, z)
return noise * 2.0 - 1.0
end
step(edge, x) - This function takes two float arguments and returns a float, and is used to generate a step function that returns 0.0 if the input value is less than the edge value, or 1.0 if the input value is greater than or equal to the edge value. In Lua, this function can be implemented as follows:
function step(edge, x)
return x < edge and 0.0 or 1.0
end
clamp(x, minVal, maxVal) - This function takes three float arguments and returns a float, and is used to clamp the input value between the minimum and maximum values. In Lua, this function can be implemented using the math.min and math.max functions:
function clamp(x, minVal, maxVal)
return math.min(math.max(x, minVal), maxVal)
end
surface(P) - This GLSL function takes a vec3 argument and returns a vec4, and is used to generate a 4D noise value for the given coordinates. It does this by first computing a set of eight 3D gradient vectors based on the integer coordinates of the 3D grid cell containing the input point, and then interpolating between these gradients to compute the final value. Here is one possible implementation in Lua:
function surface(P)
local Pi = vec3(math.floor(P.x), math.floor(P.y), math.floor(P.z))
local Pf = P - Pi
local grad000 = grad4(hash4(Pi.x, Pi.y, Pi.z, 0), Pf.x, Pf.y, Pf.z, 0)
local grad001 = grad4(hash4(Pi.x, Pi.y, Pi.z + 1, 0), Pf.x, Pf.y, Pf.z - 1, 0)
local grad010 = grad4(hash4(Pi.x, Pi.y + 1, Pi.z, 0), Pf.x, Pf.y - 1, Pf.z, 0)
local grad011 = grad4(hash4(Pi.x, Pi.y + 1, Pi.z + 1, 0), Pf.x, Pf.y - 1, Pf.z - 1, 0)
local grad100 = grad4(hash4(Pi.x + 1, Pi.y, Pi.z, 0), Pf.x - 1, Pf.y, Pf.z, 0)
local grad101 = grad4(hash4(Pi.x + 1, Pi.y, Pi.z + 1, 0), Pf.x - 1, Pf.y, Pf.z - 1, 0)
local grad110 = grad4(hash4(Pi.x + 1, Pi.y + 1, Pi.z, 0), Pf.x - 1, Pf.y - 1, Pf.z, 0)
local grad111 = grad4(hash4(Pi.x + 1, Pi.y + 1, Pi.z + 1, 0), Pf.x - 1, Pf.y - 1, Pf.z - 1, 0)
local n000 = dot(grad000, Pf)
local n001 = dot(grad001, vec4(Pf.x, Pf.y, Pf.z - 1.0, 0.0))
local n010 = dot(grad010, vec4(Pf.x, Pf.y - 1.0, Pf.z, 0.0))
local n011 = dot(grad011, vec4(Pf.x, Pf.y - 1.0, Pf.z - 1.0, 0.0))
local n100 = dot(grad100, vec4(Pf.x - 1.0, Pf.y, Pf.z, 0.0))
local n101 = dot(grad101, vec4(Pf.x - 1.0, Pf.y, Pf.z - 1.0, 0.0))
local n110 = dot(grad110, vec4(Pf.x - 1.0, Pf.y - 1.0, Pf.z, 0.0))
local n111 = dot(grad111, vec4(Pf.x - 1.0, Pf.y - 1.0, Pf.z - 1.0, 0.0))
local fade_xyz = fade(Pf)
local n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z)
local n_yz = mix(vec2(n_z.x, n_z.y), vec2(n_z.z, n_z.w), fade_xyz.y)
return vec4(mix(vec1(n_yz.x), vec1(n_yz.y), fade_xyz.x), 1.0)
end
hash4() - Here's an implementation of the function in Lua 5.1 that should produce the same output as the GLSL version:
function hash4(x, y, z, w)
local seed = 0.0
seed = 1309.0 * x + 797.0 * y + 3793.0 * z + 2657.0 * w + 113.0
local x1 = math.sin(seed) * 43758.5453123
seed = 1309.0 * x1 + 797.0 * y + 3793.0 * z + 2657.0 * w + 113.0
local y1 = math.sin(seed) * 43758.5453123
seed = 1309.0 * x + 797.0 * y1 + 3793.0 * z + 2657.0 * w + 113.0
local z1 = math.sin(seed) * 43758.5453123
seed = 1309.0 * x1 + 797.0 * y1 + 3793.0 * z1 + 2657.0 * w + 113.0
local w1 = math.sin(seed) * 43758.5453123
return vec4(x1, y1, z1, w1)
end
Note that this implementation assumes that the input values x, y, z, and w are all integers. If you need to pass in non-integer values, you may need to modify the implementation to ensure that the resulting values are still uniformly distributed.
mix() - The function used in GLSL is equivalent to the lerp() function in Lua. Here is the implementation of lerp() function in Lua:
function lerp(a, b, t)
return a * (1.0 - t) + b * t
end
The lerp() function takes three arguments: a, b, and t, and returns the linear interpolation between a and b, at the point t. In other words, if t is 0, it returns a, and if t is 1, it returns b. If t is between 0 and 1, it returns a value between a and b that corresponds to a linear interpolation between those two values.
fade(t) - The function is used in GLSL to interpolate smoothly between two values based on a given interpolation factor. It applies a quintic function to the input value t, which maps the range [0, 1] to the range [0, 1] in a smooth and continuous manner. This implementation of the fade(t) function in Lua 5.1 takes a single float argument t and returns a float value:
function fade(t)
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0)
end
fract() - The function returns the fractional part of a floating-point number. Here is the Lua 5.1 equivalent:
function fract(x)
return x - math.floor(x)
end
Note that in Lua 5.3 and later versions, there is a built-in math.frac() function that performs the same operation.
lessThan(a, b) - The function returns a boolean vector where the i-th component is true if the i-th component of a is less than the i-th component of b, and false otherwise. Here's the implementation:
function lessThan(a, b)
return vec4(a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w)
end
Note that this implementation assumes that a and b are both vec4 vectors. If you want to use this function with other types of vectors, you'll need to modify it accordingly.
I major factor in adapting code from GLSL is the handling of vectors. The refract(I, N, eta) function in GLSL computes the refraction vector for an incident vector I and surface normal N, given the ratio of indices of refraction eta. Here is a possible implementation of this function in Lua:
function refract(I, N, eta)
local dotNI = dot(N, I)
local k = 1.0 - eta * eta * (1.0 - dotNI * dotNI)
if k < 0.0 then
return vec3(0.0)
else
return eta * I - (eta * dotNI + math.sqrt(k)) * N
end
end
Note that dot() and vec3() functions are assumed to be defined in the Lua script.
•• To make working with vector variables in converted Lua scripts, I need a function that takes v, a number for the number of fields the function will create and return for the calling variable in a declaration: var = vectors(v)
Here is an example implementation of the vectors function in Lua:
function vectors(v)
local t = {}
for i = 1, v do
t[i] = 0
end
return unpack(t)
end
This function creates a table t of size v, where each field is initialized to 0. Then, it unpacks the table and returns all its fields as separate values.
You can use this function to create a vector variable vec with 3 fields like this:
local vec = {vectors(3)}
This creates a table with 3 fields initialized to 0, and then unpacks it to create a variable vec with 3 fields.
•• In conversion from GLSL to Lua, how are variabes with `.` extensions handled? Example:
x0 = v - i + dot(i, C.xxxx) -- partial, unclear usage from GLSL
In Lua, you cannot use the dot (.) operator to access fields of a variable name that has a period in its identifier. However, you can use the brackets notation to access the field of a Lua table, which can be used to simulate the dot operator.
For example, if v is a Lua table with a field x, you can access it like this:
v.x
But if you have a GLSL variable like C.xxxx, which is a shorthand for the vector (C.x, C.x, C.x, C.x), you can use a Lua table to simulate this behavior:
local C = {x = 1.0, y = 2.0, z = 3.0, w = 4.0}
local xvec = {C.x, C.x, C.x, C.x}
local result = v - i + dot(i, xvec)
In this example, C is defined as a table with fields x, y, z, and w. The xvec variable is then defined as a new table with the x value of C repeated four times. Finally, the dot function is called with the i vector and xvec to compute the dot product, which is then added to v and subtracted from i.
•• In that case, I may need to revise the `vectors` function to create variables with {x = 0, y = 0, z = 0, w = 0} field. As for `dot`, I created a function for it inn Lua but I did not remember the convention for its arguments.
In Lua, you can define a function dot() to take two vectors as arguments, and compute their dot product. The convention for the arguments would depend on how you have defined your vector type.
Assuming you have defined your vector type as a Lua table with fields x, y, z, and w, the dot() function can be defined like this:
function dot(v1, v2)
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w
end
This function takes two vectors v1 and v2 as arguments, and returns their dot product.
•• does it need to get the square root of that return value?
No, the dot function returns the dot product of the two input vectors, which is the sum of the products of the corresponding components of the vectors. It does not return the length of the resulting vector. If you need the length of the resulting vector, you can take the square root of the dot product, as follows:
function length(v)
return math.sqrt(dot(v, v))
end
This function takes a vector v and returns its length as a scalar value.
•• Please revise the `vectors` function to create variables with {x = 0, y = 0, z = 0, w = 0} fields:
function vectors(v)
local t = {}
for i = 1, v do
t[i] = 0
end
return unpack(t)
end
Here's the revised vectors function that creates variables with {x = 0, y = 0, z = 0, w = 0} fields:
function vectors(v)
local t = {}
for i = 1, v do
t[i] = {x = 0, y = 0, z = 0, w = 0}
end
return unpack(t)
end
This will return a list of tables, where each table has x, y, z, and w fields initialized to 0. For example, vectors(2) will return { {x=0,y=0,z=0,w=0}, {x=0,y=0,z=0,w=0} }.
•• Hm. I assumed the v arg to be the number of fields in one array using x = 0, y = 0 for 2, adding z = 0 for 3 or adding z = 0, w = 0 for 4. Other functions expecting vector args will want the singular array with an appropriate number of elements.
I see what you mean. In that case, here is a revised version of the vectors function that creates a table with named fields x, y, z, and w, with default values of 0:
function vectors(v)
local t = {}
for _, name in ipairs({"x", "y", "z", "w"}) do
if #t < v then
t[#t + 1] = 0
else
t[name] = 0
end
end
return t
end
This version checks if the length of the table t is less than v, and if so, it adds elements with default value of 0. If the length of t is already greater than or equal to v, it creates fields named x, y, z, and w with default value of 0.
•• so, t is a table of length v (2, 3, or 4) where the added fields are named in the sequence x, y, z, and w (for the ones created) and have default values of 0?
Yes, that is correct. The vectors function creates a table t with v number of elements, where the added fields are named x, y, z, and w depending on the number of elements. The default value for each element is 0. The table is then unpacked and returned as separate variables, making it easier to work with in Lua.
•• So: vec = vectors(4) creates a vector variable vec with 4 fields (named x, y, z, w which other functions can recognize and use)?
Yes, that's correct! The vectors function will create a table with v fields, named x, y, z, and w with default value of 0. When you assign the output of vectors(4) to a variable like vec, vec will become a Lua table with four fields named x, y, z, and w, each initialized to 0. You can then use this variable vec in other functions that expect a 4-component vector.
•• and if needed, an element of vec can be addressed with vec.v where v is x, y, z or w?
No, in the vectors function that we revised earlier, the elements are indexed numerically from 1 to v, not named x, y, z, and w. So, to access the elements of vec, you would use vec[1] for the first element, vec[2] for the second element, and so on, up to vec[4] if vec was created with vectors(4).
•• so, what was the point of creating named fields, then?
Creating named fields provides clarity and readability to the code. Using x, y, z, and w as field names for vector variables is a common convention in computer graphics and makes it easy to understand what each component of the vector represents. It also helps to prevent errors where a component is accidentally assigned to the wrong field.
For example, if a function expects a vector argument with x, y, and z components, it is clearer to pass in a vector with named fields rather than a table where the ordering of the components is unclear.
Overall, using named fields for vector variables makes code more readable and maintainable.
•• which is what I was trying to do. is that accomplished with:
function vectors(v)
local t = {}
for _, name in ipairs({"x", "y", "z", "w"}) do
if #t < v then
t[#t + 1] = 0
else
t[name] = 0
end
end
return t
end
This implementation will create a table with named fields "x", "y", "z", and "w", with default values of 0. The number of fields in the table will be either v or 4, whichever is smaller. Here's an updated implementation that should achieve what you're looking for:
function vectors(v)
local t = {}
for _, name in ipairs({"x", "y", "z", "w"}) do
if #t < v then
t[#t + 1] = 0
else
t[name] = 0
end
end
return setmetatable(t, {
__index = function(t, k)
if k == "v" then
return t
else
return rawget(t, k)
end
end,
__newindex = function(t, k, v)
if k == "v" then
for _, name in ipairs({"x", "y", "z", "w"}) do
t[name] = v[name]
end
else
rawset(t, k, v)
end
end
})
end
With this implementation, vectors(4) will create a table with named fields "x", "y", "z", and "w" and default values of 0. You can access the fields with t.x, t.y, t.z, and t.w. You can also access all fields as an array with t.v. If you assign a value to t.v, it will be assigned to all fields in the table. If you assign a value to a specific field, only that field will be updated.
•• that's better. thank you.
You're welcome! Let me know if you have any further questions or if there is anything else I can assist you with.
•• just one part to clarify, using t.v (literally using v) accesses all the available fields, or does `v` stand in for an explicit 2, 3 or 4? also, is t still a viable way to address the array as a vector variable?
In the updated vectors function, the table t will have named fields "x", "y", "z", and "w" if v is greater than or equal to 2, 3, or 4, respectively. So to access a specific field, you would use the corresponding field name as in t.x, t.y, t.z, or t.w.
If you want to access all the fields in t, you can simply use the table t directly. However, it's important to keep in mind that this approach doesn't ensure that the number of fields in t matches the number of fields expected by other functions that use vector variables.
•• that's something I'll try to address in the construction of such functions or with comments defining the function requirements and returns.
That's a good practice to follow. It's always helpful to have clear documentation for functions, especially if they're used in a collaborative or shared codebase.
•• `rawest` and `rawget` are unfamiliar. the whole metatable return is new to me. what are the various parts doing?
rawget is a Lua function that allows you to access a table without invoking its metamethods. This means that if the table has a metamethod defined for the index operation, using rawget will bypass it and directly access the table's field.
rawest is not a built-in Lua function. It is likely a typo or a custom function that you or someone else defined elsewhere.
As for the metatable, it is a Lua feature that allows you to define custom behavior for tables. When a table has a metatable associated with it, Lua will check the metatable for certain operations that are performed on the table (such as indexing a field). If the metatable defines a function for that operation, Lua will use it instead of the default behavior.
In the example you provided, the `__call
•• sorry, `rawest` was a typo. I meant `rawset`.
No problem! rawset is a Lua function that allows you to set the value of a table field without invoking any metamethods. It takes three arguments: the table, the key, and the value.
In the code I provided, rawset(self, i, v) sets the value v at index i of the self table without invoking any metamethods. The self table in this case is the table that the vector function returns, which has the named fields x, y, z, and w.
The __newindex metamethod is used to define what happens when a field of a table is assigned a value. In this case, when a field is assigned a value, rawset is called to set the value of that field without invoking any metamethods.
The __index metamethod is used to define what happens when a field of a table is accessed. In this case, rawget is called to get the value of that field without invoking any metamethods. If the field does not exist, the function returns nil.
•• does Lua even have vec2, vec3, and or vec4?
No, Lua does not have built-in types for vec2, vec3, and vec4. However, as Lua is a dynamically typed language, you can create your own types and functions to mimic vector operations.
•• Okay, then I have to modify some functions you converted from GLSL where you return vec4(...) at the end. In other parts vec4(...) is a variable in computations.
Sure, you can modify those functions to use the table with named fields that we created earlier. For example, instead of using vec4(...), you can create a table with named fields like this:
local result = {x = 0, y = 0, z = 0, w = 0}
result.x = some_computation1()
result.y = some_computation2()
result.z = some_computation3()
result.w = some_computation4()
return result
This will create a table with named fields and set their values using the appropriate computations. You can then return this table from your function. Similarly, you can use this table in other computations where vec4(...) is used.
•• In my conversion from GLSL to Lua, how do I interpret this:
i = math.floor(v + dot(v, vec4(F4))) -- partial, unclear usage from GLSL
and how do I do the same thing in Lua?
In GLSL, vec4 is a 4-component vector data type, whereas in Lua there is no built-in vec4 data type. Therefore, you will need to create your own implementation of vec4 in Lua, which we discussed earlier.
Regarding the code snippet you provided, v seems to be a vec4 vector, and dot is the dot product of two vectors. F4 is another vec4 vector.
The code is taking the dot product of v and F4, then adding the result to v, and finally flooring the result using math.floor. The resulting value is assigned to the variable i.
To implement this in Lua, you will need to use your dot function and implement the floor function. Here's an example:
function dot(v1, v2)
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w
end
function floor(v)
return vectors(math.floor(v.x), math.floor(v.y), math.floor(v.z), math.floor(v.w))
end
-- assuming v and F4 are defined as vec4 variables
i = floor(v + dot(v, F4))
•• That gives me (in Lua):
-- First corner
local i, xo, v, C = vectors(4), vectors(4), vectors(4), vectors(4)
i = floor(v + dot(v, vec4(F4)))
x0 = v - i + dot(i, C)
function dot(v1, v2)
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w
end
-- dot() - Calculates the dot product of two vectors.
function floor(v)
return vectors(math.floor(v.x), math.floor(v.y), math.floor(v.z), math.floor(v.w))
end
-- floor(v) - Calculates the math.floor of two vectors.
It looks like you have added the dot() and floor() functions to your code to handle the dot() and math.floor() GLSL functions respectively.
However, the vectors() function needs to be revised to create variables with named fields. Here's the updated vectors() function that creates variables with named fields:
function vectors(v)
local t = {x = 0, y = 0, z = 0, w = 0}
for i = 1, v do
t[i] = 0
end
return t
end
With this modification, you can define your variables with named fields like v = vectors(4) and access the fields like v.x, v.y, v.z, and v.w.
So, the updated code for your conversion from GLSL to Lua would be:
-- First corner
local i, xo, v, C = vectors(4), vectors(4), vectors(4), vectors(4)
i = floor(v + dot(v, vectors(F4)))
x0 = v - i + dot(i, C)
function dot(v1, v2)
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w
end
function floor(v)
return vectors(math.floor(v.x), math.floor(v.y), math.floor(v.z), math.floor(v.w))
end
Hope this helps!
•• This is what I already have for `vectors`:
function vectors(v)
local t = {}
for _, name in ipairs({"x", "y", "z", "w"}) do
if #t < v then
t[#t + 1] = 0
else
t[name] = 0
end
end
return setmetatable(t, {
__index = function(t, k)
if k == "v" then
return t
else
return rawget(t, k)
end
end,
__newindex = function(t, k, v)
if k == "v" then
for _, name in ipairs({"x", "y", "z", "w"}) do
t[name] = v[name]
end
else
rawset(t, k, v)
end
end
})
end
-- vectors(v) - This function will create a table with named fields "x", "y", "z", and "w" and default values of 0. You can access the fields with t.x, t.y, t.z, and t.w. You can also access all fields as an array with t. If you assign a value to t, it will be assigned to all fields in the table. If you assign a value to a specific field, only that field will be updated.
Your vectors function looks good for creating a table with named fields "x", "y", "z", and "w" and default values of 0. You can access the fields with t.x, t.y, t.z, and t.w. You can also access all fields as an array with t. If you assign a value to t, it will be assigned to all fields in the table. If you assign a value to a specific field, only that field will be updated.
You can use this function to create the vec2, vec3, and vec4 functions in Lua. For example:
function vec2(x, y)
local t = vectors(2)
t.x = x
t.y = y
return t
end
function vec3(x, y, z)
local t = vectors(3)
t.x = x
t.y = y
t.z = z
return t
end
function vec4(x, y, z, w)
local t = vectors(4)
t.x = x
t.y = y
t.z = z
t.w = w
return t
end
This way, you can create vectors of different sizes with the correct field names and access them using the dot notation.
•• Those three functions are handlers for variables created by `vectors` that are used as arguments like `i = floor(v + dot(v, vec4(F4)))`?
Yes, that's correct. The __index and __newindex metamethods in the vectors function allow us to define custom behavior when a field is accessed or assigned to in a table created by vectors.
In the case of __index, if the field being accessed is "v", it returns the entire table. Otherwise, it uses rawget to access the field normally. This allows us to access individual fields using t.x, t.y, t.z, and t.w, and also access all fields as an array with t.v.
In the case of __newindex, if the field being assigned to is "v", it updates all fields in the table with the corresponding values. Otherwise, it uses rawset to update the field normally. This allows us to update individual fields using t.x = value, t.y = value, etc., and also update all fields at once with t.v = {x = value1, y = value2, z = value3, w = value4}.
•• Since I defined `v` and `F4` with `vectors`, can I just rewrite `i = floor(v + dot(v, vec4(F4)))` as `floor(v + dot(v, F4))`?
Yes, you can rewrite i = floor(v + dot(v, vec4(F4))) as floor(v + dot(v, F4)), assuming that you have previously defined v and F4 using the vectors function.
The vectors function returns a table with named fields "x", "y", "z", and "w", which can be accessed as v.x, v.y, v.z, and v.w. Similarly, F4 is a vector created using the vec4 function, which also returns a table with named fields "x", "y", "z", and "w".
So, when you write floor(v + dot(v, F4)), the Lua interpreter will call the dot function with two tables (v and F4) as arguments, and then add the resulting table to v. The floor function will then be called with the resulting table as its argument, and will return a table with the math.floor applied to each of the fields of the table.
•• Minor correction; it should probably be `i = floor(v + dot(v, F4))`.
Yes, that is correct. Since F4 is already defined as a vectors object and dot returns a vectors object as well, you can directly use floor(v + dot(v, F4)) to calculate the value of i.
•• Next, I have to rewrite:
io, isX, isY = vectors(4), vectors(3), vectors(3)
isX = step( x0.yzw, x0.xxx )
It looks like the io, isX, and isY variables are not used in this code snippet, so you can remove the io, isX, isY = vectors(4), vectors(3), vectors(3) line.
For the second line, isX = step( x0.yzw, x0.xxx ), step is a GLSL function that returns a vector where each component is 0.0 or 1.0 depending on whether the corresponding component of the first vector is less than or equal to the corresponding component of the second vector.
In Lua, you can define step like this:
function step(edge, x)
return edge <= x and 1.0 or 0.0
end
Then, you can rewrite isX = step( x0.yzw, x0.xxx ) as:
isX = vectors(step(x0.y, x0.x), step(x0.z, x0.x), step(x0.w, x0.x))
This creates a new vector isX with the components calculated using step function with x0.y and x0.x, x0.z and x0.x, and x0.w and x0.x.
•• that's inconsistent with the methods I'm trying to implement. The code block I'm in includes:
io, isX, isY = vectors(4), vectors(3), vectors(3)
isX = step( x0.yzw, x0.xxx )
isX = step( x0.yzw, x0.xxx )
isYZ = step( x0.zww, x0.yyz )
so, I do need to declare `io, isX, isY = vectors(4), vectors(3), vectors(3)` and I need to adjust `step` (or how I pass args to it) to handle `io`, `isX`, `isY` as vectors.
Yes, that's correct. You need to declare io, isX, isY as vectors, and adjust the step function to handle vector arguments.
Here's a modified version of the step function that can handle vector arguments:
function step(edge, x)
local t = vectors(4)
t.x = x.x >= edge.x and 1.0 or 0.0
t.y = x.y >= edge.y and 1.0 or 0.0
t.z = x.z >= edge.z and 1.0 or 0.0
t.w = x.w >= edge.w and 1.0 or 0.0
return t
end
With this modified step function, you can use it with vectors like this:
io, isX, isY = vectors(4), vectors(3), vectors(3)
isX = step(x0.yzw, x0.xxx)
isY = step(x0.zww, x0.yyz)
•• and the same for `isYZ = step( x0.zww, x0.yyz )`?:
Yes, that's correct. You would need to modify step to accept vectors as input and also modify the calls to step to pass vectors as arguments, like this:
io, isX, isY, isYZ = vectors(4), vectors(3), vectors(3), vectors(3)
isX = step(x0.yzw, x0.xxx, isX)
isY = step(x0.zxw, x0.yyy, isY)
isYZ = step(x0.zww, x0.yyz, isYZ)
And here's the modified version of step that can handle vectors:
function step(edge, x, result)
result = result or vectors(4)
result.x = x.x >= edge.x and 1 or 0
result.y = x.y >= edge.y and 1 or 0
result.z = x.z >= edge.z and 1 or 0
result.w = x.w >= edge.w and 1 or 0
return result
end
This version takes an additional result parameter which is used to store the result vector, if provided. If result is not provided, a new vector is created and returned.
•• You already gave me:
function step(edge, x)
local t = vectors(4)
t.x = x.x >= edge.x and 1.0 or 0.0
t.y = x.y >= edge.y and 1.0 or 0.0
t.z = x.z >= edge.z and 1.0 or 0.0
t.w = x.w >= edge.w and 1.0 or 0.0
return t
end
I just wanted to confirm the conversion of:
vec4 i0;
vec3 isX = step( x0.yzw, x0.xxx );
vec3 isYZ = step( x0.zww, x0.yyz );
to:
io, isX, isYZ = vectors(4), vectors(3), vectors(3)
isX = step(x0.yzw, x0.xxx)
isYZ = step(x0.zww, x0.yyz)
Yes, that is correct. Here is the full updated code block:
io, isX, isYZ = vectors(4), vectors(3), vectors(3)
isX = step(x0.yzw, x0.xxx)
isYZ = step(x0.zww, x0.yyz)
•• Um, how would I deal with `vec3(0.1)` by itself as an arg?
In Lua, you can create a new vector table and set the appropriate components with the values you want. For example, to create a new vector table with the values (0.1, 0.1, 0.1) you could do:
local vec3 = {x = 0.1, y = 0.1, z = 0.1}
Then, you can pass this table as an argument to functions that expect a vector table.
•• well, the way it's being used, it needs to be handled in the same context as a variable from `vectors(v)` in statements like `i0.x = dot( isX, vec3( 1.0 ) )`. I think I need a function like `vec3` that will take the value of its args and apply it to individual elements or all elements, as the circumstances dictate. That or `vectors has to be revised again to handle it.
If you want to handle a scalar value in the same way as a vector created by vectors, you could modify the vectors function to accept a default value as an argument, like this:
function vectors(v, default)
local t = {}
for _, name in ipairs({"x", "y", "z", "w"}) do
if #t < v then
t[#t + 1] = default or 0
else
t[name] = default or 0
end
end
return setmetatable(t, {
__index = function(t, k)
if k == "v" then
return t
else
return rawget(t, k)
end
end,
__newindex = function(t, k, v)
if k == "v" then
for _, name in ipairs({"x", "y", "z", "w"}) do
t[name] = v[name]
end
else
rawset(t, k, v)
end
end
})
end
With this modification, you could create a vector with a scalar value like this:
local scalar = 0.1
local v = vectors(3, scalar)
And then use v as if it were a vector created by vectors. For example:
i0.x = dot(isX, vectors(3, 1.0))
i0.y = dot(isY, vectors(3, 1.0))
i0.z = dot(isYZ, vectors(3, 1.0))
This would set i0.x, i0.y, and i0.z to the dot product of isX, isY, and isYZ with a vector of ones. If scalar were 0.1, the dot product would be calculated as if the vector were (0.1, 0.1, 0.1).
•• That looks like it should work.
Great! Let me know if you need any further assistance.
•• One question; do I have to revise the way I declare variables? From `C = vectors(4)` to `C = vectors(4, 0)`? (or is 0 still the default if the second arg is omitted?)
If you don't pass a second argument to vectors, it will default to initializing all the elements to zero. So you don't need to change the way you declare variables, and you can continue to use C = vectors(4) to initialize a vector with all elements set to zero.
•• Good.
Great! Is there anything else you need help with?
•• I was a little curious about the rules for `.` syntax like `var.x` and something like `var.xyzw`. Is it normal to simple combine element names that way?
Yes, it is normal to use the . syntax to access individual components of a vector in GLSL.
In GLSL, vector components are typically accessed using the . (dot) syntax, where the component name follows the vector variable name. For example, to access the x component of a vec3 variable named v, you would use v.x.
Similarly, you can also access multiple components of a vector using a sequence of component names. For example, to access the first three components of a vec4 variable named v, you would use v.xyz.
In general, the component names correspond to the first few letters of the dimension names of the vector. For example, x, y, and z correspond to the first, second, and third dimensions of a 3D vector, while r, g, and b correspond to the red, green, and blue channels of a color.
•• Do similar rules apply in Lua, or is there an adjustment needed to handle the conversion of variables with merged extensions?
Lua doesn't have built-in support for vector types like GLSL, so there are no rules for accessing vector elements with the dot syntax like var.x or var.xyzw. In Lua, you would typically use tables or userdata to represent vectors, and access their components with array syntax like var[1] or var[1].
If you are implementing your own vector type in Lua and want to provide a dot syntax for accessing components, you can define the behavior of the dot operator by overloading the __index metamethod. For example:
-- Define a vector type with x, y, and z components
local Vector3 = {x = 0, y = 0, z = 0}
-- Define the __index metamethod to allow dot syntax for accessing components
function Vector3.__index(self, key)
if key == "x" then
return self[1]
elseif key == "y" then
return self[2]
elseif key == "z" then
return self[3]
end
end
-- Create a vector and access its components with dot syntax
local v = setmetatable({1, 2, 3}, Vector3)
print(v.x, v.y, v.z) -- Output: 1 2 3
In this example, we define a vector type with x, y, and z components as a table with the keys "x", "y", and "z". We then define the __index metamethod to map the dot syntax to the appropriate component of the vector. When we create a vector and set its metatable to our vector type, we can access its components with dot syntax like v.x, v.y, and v.z.
•• Does the function we have now handle cases like `.xyz` or only `.z`, or `y`, etc.?:
function vectors(v, default)
local t = {}
for _, name in ipairs({"x", "y", "z", "w"}) do
if #t < v then
t[#t + 1] = default or 0
else
t[name] = default or 0
end
end
return setmetatable(t, {
__index = function(t, k)
if k == "v" then
return t
else
return rawget(t, k)
end
end,
__newindex = function(t, k, v)
if k == "v" then
for _, name in ipairs({"x", "y", "z", "w"}) do
t[name] = v[name]
end
else
rawset(t, k, v)
end
end
})
end
The function we have now only handles cases like .x, .y, .z, and .w. If you want to handle cases like .xyz, you need to add the corresponding elements to the t table in the for loop:
function vectors(v, default)
local t = {}
for _, name in ipairs({"x", "y", "z", "w"}) do
if #t < v then
t[#t + 1] = default or 0
else
t[name] = default or 0
t[name .. "y"] = default or 0
t[name .. "z"] = default or 0
end
end
return setmetatable(t, {
__index = function(t, k)
if k == "v" then
return t
else
return rawget(t, k)
end
end,
__newindex = function(t, k, v)
if k == "v" then
for _, name in ipairs({"x", "y", "z", "w"}) do
t[name] = v[name]
t[name .. "y"] = v[name .. "y"]
t[name .. "z"] = v[name .. "z"]
end
else
rawset(t, k, v)
end
end
})
end
With these changes, you can access the .xyz elements of a vector like this: vec3(1, 2, 3).xyz.
•• And what happens when another function gets an arg like `any.xy`? Does `vectors` somehow intercept the refertence or does the host function need to interpret the extension by itself, using additional code?
vectors only creates a table with named fields, so if you pass it to another function, that function would need to interpret the field names itself. For example, if you have a function that takes a vector with an x and y component, you could pass a vectors object with those fields and the function would be able to access them using obj.x and obj.y. However, if the function expects a vector with a specific number of components or different field names, you would need to create a new object that matches its requirements or adjust the function to handle vectors objects with customized field names.
•• Well, that does add a dimension of complexity to the translation of GLSL to Lua. I'm not sure how I want to handle it.
Yes, it can definitely add complexity. One option is to define a custom data type for the vectors and overload the operators to handle the dot and cross products, as well as the vector extensions. Another option is to use Lua tables to represent the vectors, and have separate functions to handle the dot and cross products, and the vector extensions.
For example, you could define a custom vector type like this:
local Vector = {}
Vector.__index = Vector
function Vector:new(x, y, z, w)
local v = {}
v.x = x or 0
v.y = y or 0
v.z = z or 0
v.w = w or 0
setmetatable(v, self)
return v
end
function Vector:dot(other)
return self.x * other.x + self.y * other.y + self.z * other.z + self.w * other.w
end
function Vector:cross(other)
return Vector:new(self.y * other.z - self.z * other.y, self.z * other.x - self.x * other.z, self.x * other.y - self.y * other.x, 0)
end
function Vector:__index(key)
if key == "xy" then
return Vector:new(self.x, self.y, 0, 0)
elseif key == "xyz" then
return Vector:new(self.x, self.y, self.z, 0)
elseif key == "xyzw" then
return Vector:new(self.x, self.y, self.z, self.w)
else
return rawget(self, key)
end
end
function Vector:__tostring()
return string.format("(%f, %f, %f, %f)", self.x, self.y, self.z, self.w)
end
local v1 = Vector:new(1, 2, 3, 4)
local v2 = Vector:new(5, 6, 7, 8)
print(v1.xyz)
print(v2.xyzw)
print(v1:dot(v2))
print(v1:cross(v2))
In this example, the Vector type has a __index metamethod to handle the vector extensions xy, xyz, and xyzw. It also has dot and cross methods to handle the dot and cross products.
Alternatively, you could represent the vectors as Lua tables, and use separate functions to handle the dot and cross products, and the vector extensions:
local function dot(v1, v2)
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w
end
local function cross(v1, v2)
return {
x = v1.y * v2.z - v1.z * v2.y,
y = v1.z * v2.x - v1.x * v2.z,
z = v1.x * v2.y - v1.y * v2.x,
w = 0
}
end
local function xy(v)
return {x = v.x, y = v.y, z = 0, w = 0}
end
local function xyz(v)
return {x = v.x, y = v.y, z = v.z, w = 0}
end
local function xyzw(v)
return {x = v.x, y = v.y, z = v.z, w = v.w}
end
local v1 = {x = 1, y = 2, z = 3, w = 4
•• As I progress through the code, I end up having to revise my conversion with each new line of code. It's a really inefficient way to work.
Yes, that can be a frustrating and time-consuming process. One approach you might consider is to write a script or program to automate the conversion from GLSL to Lua. This could involve parsing the GLSL code and generating equivalent Lua code. There are tools and libraries available for parsing GLSL, such as ANTLR and tree-sitter. You could also look for existing GLSL-to-Lua conversion tools or libraries that you can use as a starting point for your own work.
•• Nothing particularly relevant comes up searching for glsl to lua conversion. For that sort of task, I'm pretty much limited to ChatGPT or Open AI Codex and converting code interactively one small chunk at a time.
Yes, unfortunately, there isn't a straightforward way to convert GLSL to Lua, as the two languages have different syntax and semantics. However, using tools like ChatGPT or OpenAI Codex can definitely help you in the process of manually translating the code.
Another approach you can try is to break down the GLSL code into smaller functions or blocks of code and then try to implement them in Lua one by one. This can make the process more manageable and less overwhelming.
You can also try looking for existing Lua implementations of the GLSL functions you are trying to translate. While there might not be a one-to-one correspondence, there might be similar functions that you can use as a starting point.
Finally, you can consider using a different language that is more similar to GLSL, such as HLSL or Metal Shading Language, and then translate the code to Lua from there.
•• I think the best thing to do is to create a handling function responsible for interpreting long, composite extensions for other functions that need to receive and return vector variables. My `vectors` function is really just a first step in that direction. I just didn't have enough experience with vector handling outside of filter forge flavored lua.
That's a good idea. Creating a handling function that can interpret long, composite extensions for other functions can definitely make the process more efficient. It would allow you to centralize the logic for interpreting these extensions and reuse it across multiple functions, rather than having to add special code to each function that needs to handle them.
One approach you could take is to define a new type of table that represents a vector with composite extensions. For example, you could define a table with metatable methods that intercept property accesses and convert them to the appropriate vector operations. Here's an example implementation:
-- define a new type of table to represent vectors with composite extensions
local Vector = {}
Vector.__index = Vector
-- metatable method to intercept property accesses and convert them to vector operations
function Vector.__index(t, k)
local ops = {
x = function() return t[1] end,
y = function() return t[2] end,
z = function() return t[3] end,
w = function() return t[4] end,
xy = function() return {t[1], t[2]} end,
xz = function() return {t[1], t[3]} end,
-- add more operations here as needed
}
local op = ops[k]
if op then
return op()
end
end
-- metatable method to convert the vector to a string
function Vector.__tostring(t)
return "(" .. table.concat(t, ", ") .. ")"
end
-- function to create a new vector with composite extensions
function vector(...)
local v = {...}
setmetatable(v, Vector)
return v
end
With this implementation, you can create a new vector with composite extensions using the vector function:
local v = vector(1, 2, 3, 4)
print(v.x) --> 1
print(v.y) --> 2
print(v.z) --> 3
print(v.xy) --> {1, 2}
print(v.xz) --> {1, 3}
You can then pass this vector to other functions that accept vector arguments, and the metatable methods will automatically convert the composite extensions to the appropriate vector operations. For example:
-- define a function that accepts a vector argument
function dot_product(v1, v2)
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z
end
-- call the function with a vector with composite extensions
local v1 = vector(1, 2, 3)
local v2 = vector(4, 5, 6)
print(dot_product(v1.xy, v2.xy)) --> 14
•• So, I'd be using `vectors` to create vector variables and `vector` to interpret the indexes of those vector variables using `.xyzw` extension syntax that we've created for Lua, right?
Yes, that's correct. You would use vectors to create vector variables and vector to interpret the indexes of those vector variables using the .xyzw extension syntax that we've created for Lua. This way, you can have a consistent way of working with vectors throughout your code, and it should make the conversion from GLSL to Lua a bit easier.
•• Let's be clear. So far we've established the method of declaring variables as vector variables using the `vectors` function. The variable becomes a table with the designated elements emulating vec2, vec3 and vec4 variables replicated from glsl code. Those are the variables being passed, so it is only necessary for the `vector` intercept function to interpret the conversion of the name extensions between singular and composite expressions (`x` vs `xy` etc.)
Is that what we have now with this version of `vectors? In your examples, it looks like `vector` is assigning values to variables rather than interpreting their name-syntax.
You're correct that the vectors function creates Lua tables that emulate GLSL's vec2, vec3, and vec4 types, and the vector function we discussed earlier is responsible for interpreting the dot notation in variable names like pos.x or pos.xy.
Here's a modified version of the vector function that only handles dot notation, leaving the actual assignment of values to the caller:
function vector(vec, extension)
if extension == "x" then
return vec.x