changeset 518:5d406c17bbcb

did: refactor Vector names
author Sam <sam@basx.dev>
date Fri, 20 Jan 2023 16:13:32 +0700
parents 836790efab48
children 03a94b905f1a
files README.md examples/alotof_triangles.nim examples/hello_cube.nim examples/hello_triangle.nim examples/input.nim examples/squares.nim src/semicongine/descriptor.nim src/semicongine/glsl_helpers.nim src/semicongine/math/matrix.nim src/semicongine/math/vector.nim src/semicongine/mesh.nim src/semicongine/shader.nim src/semicongine/vertex.nim tests/test_matrix.nim tests/test_vector.nim
diffstat 15 files changed, 280 insertions(+), 271 deletions(-) [+]
line wrap: on
line diff
--- a/README.md	Fri Jan 20 00:41:55 2023 +0700
+++ b/README.md	Fri Jan 20 16:13:32 2023 +0700
@@ -42,6 +42,7 @@
 - [ ] Mipmaps 
 - [ ] Multisampling 
 - [~] Instanced drawing (using it currently but number of instances is hardcoded to 1
+- [ ] Fullscreen mode + switch between modes
 
 Build-system:
 - [x] move all of Makefile to config.nims
--- a/examples/alotof_triangles.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/examples/alotof_triangles.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -8,8 +8,8 @@
 
 type
   VertexDataA = object
-    position11: PositionAttribute[Vec2[float32]]
-    color22: ColorAttribute[Vec3[float32]]
+    position11: PositionAttribute[TVec2[float32]]
+    color22: ColorAttribute[TVec3[float32]]
   Uniforms = object
     dt: Descriptor[float32]
 
@@ -26,42 +26,42 @@
   randomize()
   var myengine = igniteEngine("A lot of triangles")
   const baseTriangle = [
-    Vec3([-0.1'f32, -0.1'f32, 1'f32]),
-    Vec3([ 0.1'f32,  0.1'f32, 1'f32]),
-    Vec3([-0.1'f32,  0.1'f32, 1'f32]),
+    TVec3([-0.1'f32, -0.1'f32, 1'f32]),
+    TVec3([ 0.1'f32,  0.1'f32, 1'f32]),
+    TVec3([-0.1'f32,  0.1'f32, 1'f32]),
   ]
 
   var scene = new Thing
 
   for i in 1 .. 300:
     var randommesh = new Mesh[VertexDataA]
-    let randomcolor1 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))])
+    let randomcolor1 = TVec3([float32(rand(1)), float32(rand(1)), float32(rand(1))])
     let transform1 = randomtransform()
     randommesh.vertexData = VertexDataA(
-      position11: PositionAttribute[Vec2[float32]](
+      position11: PositionAttribute[TVec2[float32]](
         data: @[
-          Vec2[float32](transform1 * baseTriangle[0]),
-          Vec2[float32](transform1 * baseTriangle[1]),
-          Vec2[float32](transform1 * baseTriangle[2]),
+          TVec2[float32](transform1 * baseTriangle[0]),
+          TVec2[float32](transform1 * baseTriangle[1]),
+          TVec2[float32](transform1 * baseTriangle[2]),
         ]
       ),
-      color22: ColorAttribute[Vec3[float32]](
+      color22: ColorAttribute[TVec3[float32]](
         data: @[randomcolor1, randomcolor1, randomcolor1]
       )
     )
 
-    let randomcolor2 = Vec3([float32(rand(1)), float32(rand(1)), float32(rand(1))])
+    let randomcolor2 = TVec3([float32(rand(1)), float32(rand(1)), float32(rand(1))])
     let transform2 = randomtransform()
     var randomindexedmesh = new IndexedMesh[VertexDataA, uint16]
     randomindexedmesh.vertexData = VertexDataA(
-      position11: PositionAttribute[Vec2[float32]](
+      position11: PositionAttribute[TVec2[float32]](
         data: @[
-          Vec2[float32](transform2 * baseTriangle[0]),
-          Vec2[float32](transform2 * baseTriangle[1]),
-          Vec2[float32](transform2 * baseTriangle[2]),
+          TVec2[float32](transform2 * baseTriangle[0]),
+          TVec2[float32](transform2 * baseTriangle[1]),
+          TVec2[float32](transform2 * baseTriangle[2]),
         ]
       ),
-      color22: ColorAttribute[Vec3[float32]](
+      color22: ColorAttribute[TVec3[float32]](
         data: @[randomcolor2, randomcolor2, randomcolor2]
       )
     )
--- a/examples/hello_cube.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/examples/hello_cube.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -17,8 +17,8 @@
 type
   # define type of vertex
   VertexDataA = object
-    position: PositionAttribute[Vec3[float32]]
-    color: ColorAttribute[Vec3[float32]]
+    position: PositionAttribute[TVec3[float32]]
+    color: ColorAttribute[TVec3[float32]]
   Uniforms = object
     model: Descriptor[Mat44[float32]]
     view: Descriptor[Mat44[float32]]
@@ -47,14 +47,14 @@
     buffer.updateData(uniforms)
 
 const
-  TopLeftFront =     Vec3([ -0.5'f32, -0.5'f32, -0.5'f32])
-  TopRightFront =    Vec3([  0.5'f32, -0.5'f32, -0.5'f32])
-  BottomRightFront = Vec3([  0.5'f32,  0.5'f32, -0.5'f32])
-  BottomLeftFront =  Vec3([ -0.5'f32,  0.5'f32, -0.5'f32])
-  TopLeftBack =      Vec3([  0.5'f32, -0.5'f32,  0.5'f32])
-  TopRightBack =     Vec3([ -0.5'f32, -0.5'f32,  0.5'f32])
-  BottomRightBack =  Vec3([ -0.5'f32,  0.5'f32,  0.5'f32])
-  BottomLeftBack =   Vec3([  0.5'f32,  0.5'f32,  0.5'f32])
+  TopLeftFront =     TVec3([ -0.5'f32, -0.5'f32, -0.5'f32])
+  TopRightFront =    TVec3([  0.5'f32, -0.5'f32, -0.5'f32])
+  BottomRightFront = TVec3([  0.5'f32,  0.5'f32, -0.5'f32])
+  BottomLeftFront =  TVec3([ -0.5'f32,  0.5'f32, -0.5'f32])
+  TopLeftBack =      TVec3([  0.5'f32, -0.5'f32,  0.5'f32])
+  TopRightBack =     TVec3([ -0.5'f32, -0.5'f32,  0.5'f32])
+  BottomRightBack =  TVec3([ -0.5'f32,  0.5'f32,  0.5'f32])
+  BottomLeftBack =   TVec3([  0.5'f32,  0.5'f32,  0.5'f32])
 const
   cube_pos = @[
     TopLeftFront, TopRightFront, BottomRightFront, BottomLeftFront, # front
@@ -97,8 +97,8 @@
   # build a mesh
   var trianglemesh = new IndexedMesh[VertexDataA, uint16]
   trianglemesh.vertexData = VertexDataA(
-    position: PositionAttribute[Vec3[float32]](data: cube_pos),
-    color: ColorAttribute[Vec3[float32]](data: cube_color),
+    position: PositionAttribute[TVec3[float32]](data: cube_pos),
+    color: ColorAttribute[TVec3[float32]](data: cube_color),
   )
   trianglemesh.indices = tris
   # build a single-object scene graph
--- a/examples/hello_triangle.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/examples/hello_triangle.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -7,9 +7,9 @@
 type
   # define type of vertex
   VertexDataA = object
-    position: PositionAttribute[Vec2[float32]]
-    color: ColorAttribute[Vec3[float32]]
-    id: InstanceAttribute[Vec3[float32]]
+    position: PositionAttribute[TVec2[float32]]
+    color: ColorAttribute[TVec3[float32]]
+    id: InstanceAttribute[TVec3[float32]]
 
 var pipeline: RenderPipeline[VertexDataA, void]
 
@@ -19,14 +19,14 @@
 # vertex data (types must match the above VertexAttributes)
 const
   triangle_pos = @[
-    Vec2([ 0.0'f32, -0.5'f32]),
-    Vec2([ 0.5'f32,  0.5'f32]),
-    Vec2([-0.5'f32,  0.5'f32]),
+    TVec2([ 0.0'f32, -0.5'f32]),
+    TVec2([ 0.5'f32,  0.5'f32]),
+    TVec2([-0.5'f32,  0.5'f32]),
   ]
   triangle_color = @[
-    Vec3([1.0'f32, 0.0'f32, 0.0'f32]),
-    Vec3([0.0'f32, 1.0'f32, 0.0'f32]),
-    Vec3([0.0'f32, 0.0'f32, 1.0'f32]),
+    TVec3([1.0'f32, 0.0'f32, 0.0'f32]),
+    TVec3([0.0'f32, 1.0'f32, 0.0'f32]),
+    TVec3([0.0'f32, 0.0'f32, 1.0'f32]),
   ]
 
 when isMainModule:
@@ -35,9 +35,9 @@
   # build a mesh
   var trianglemesh = new Mesh[VertexDataA]
   trianglemesh.vertexData = VertexDataA(
-    position: PositionAttribute[Vec2[float32]](data: triangle_pos),
-    color: ColorAttribute[Vec3[float32]](data: triangle_color),
-    id: InstanceAttribute[Vec3[float32]](data: @[Vec3[float32]([0.5'f32, 0.5'f32, 0.5'f32])]),
+    position: PositionAttribute[TVec2[float32]](data: triangle_pos),
+    color: ColorAttribute[TVec3[float32]](data: triangle_color),
+    id: InstanceAttribute[TVec3[float32]](data: @[TVec3[float32]([0.5'f32, 0.5'f32, 0.5'f32])]),
   )
   # build a single-object scene graph
   var triangle = new Thing
--- a/examples/input.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/examples/input.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -7,12 +7,12 @@
 type
   # define type of vertex
   VertexDataA = object
-    position: PositionAttribute[Vec2[float32]]
-    color: ColorAttribute[Vec3[float32]]
-    translate: InstanceAttribute[Vec2[float32]]
+    position: PositionAttribute[TVec2[float32]]
+    color: ColorAttribute[TVec3[float32]]
+    iscursor: GenericAttribute[int32]
   Uniforms = object
     projection: Descriptor[Mat44[float32]]
-    cursor: Descriptor[Vec2[float32]]
+    cursor: Descriptor[TVec2[float32]]
 
 var
   pipeline: RenderPipeline[VertexDataA, Uniforms]
@@ -35,20 +35,20 @@
 # vertex data (types must match the above VertexAttributes)
 const
   shape = @[
-    Vec2([-  1'f32, -  1'f32]),
-    Vec2([   1'f32, -  1'f32]),
-    Vec2([-0.3'f32, -0.3'f32]),
-    Vec2([-0.3'f32, -0.3'f32]),
-    Vec2([-  1'f32,    1'f32]),
-    Vec2([-  1'f32, -  1'f32]),
+    TVec2([-  1'f32, -  1'f32]),
+    TVec2([   1'f32, -  1'f32]),
+    TVec2([-0.3'f32, -0.3'f32]),
+    TVec2([-0.3'f32, -0.3'f32]),
+    TVec2([-  1'f32,    1'f32]),
+    TVec2([-  1'f32, -  1'f32]),
   ]
   colors = @[
-    Vec3([1'f32, 0'f32, 0'f32]),
-    Vec3([1'f32, 0'f32, 0'f32]),
-    Vec3([1'f32, 0'f32, 0'f32]),
-    Vec3([0.8'f32, 0'f32, 0'f32]),
-    Vec3([0.8'f32, 0'f32, 0'f32]),
-    Vec3([0.8'f32, 0'f32, 0'f32]),
+    TVec3([1'f32, 0'f32, 0'f32]),
+    TVec3([1'f32, 0'f32, 0'f32]),
+    TVec3([1'f32, 0'f32, 0'f32]),
+    TVec3([0.8'f32, 0'f32, 0'f32]),
+    TVec3([0.8'f32, 0'f32, 0'f32]),
+    TVec3([0.8'f32, 0'f32, 0'f32]),
   ]
 
 when isMainModule:
@@ -56,14 +56,14 @@
 
   # build a single-object scene graph
   var cursor = new Thing
-  var cursorpart = new Mesh[VertexDataA]
-  cursorpart.vertexData = VertexDataA(
-    position: PositionAttribute[Vec2[float32]](data: shape),
-    color: ColorAttribute[Vec3[float32]](data: colors),
-    translate: InstanceAttribute[Vec2[float32]](data: @[Vec2[float32]([100'f32, 100'f32])]),
+  var cursormesh = new Mesh[VertexDataA]
+  cursormesh.vertexData = VertexDataA(
+    position: PositionAttribute[TVec2[float32]](data: shape),
+    color: ColorAttribute[TVec3[float32]](data: colors),
+    iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]),
   )
   # transform the cursor a bit to make it look nice
-  for i in 0 ..< cursorpart.vertexData.position.data.len:
+  for i in 0 ..< cursormesh.vertexData.position.data.len:
     let cursorscale = (
       scale2d(20'f32, 20'f32) *
       translate2d(1'f32, 1'f32) *
@@ -71,16 +71,24 @@
       scale2d(0.5'f32, 1'f32) *
       rotate2d(float32(PI) / 4'f32)
     )
-    let pos = Vec3[float32]([cursorpart.vertexData.position.data[i][0], cursorpart.vertexData.position.data[i][1], 1'f32])
-    cursorpart.vertexData.position.data[i] = (cursorscale * pos).xy
-  cursor.parts.add cursorpart
+    let pos = TVec3[float32]([cursormesh.vertexData.position.data[i][0], cursormesh.vertexData.position.data[i][1], 1'f32])
+    cursormesh.vertexData.position.data[i] = (cursorscale * pos).xy
+  cursor.parts.add cursormesh
+
+  var box = new Thing
+  var boxmesh = new Mesh[VertexDataA]
+  boxmesh.vertexData = VertexDataA(
+    position: PositionAttribute[TVec2[float32]](data: shape),
+    color: ColorAttribute[TVec3[float32]](data: colors),
+    iscursor: GenericAttribute[int32](data: @[1'i32, 1'i32, 1'i32, 1'i32, 1'i32, 1'i32]),
+  )
 
   var scene = new Thing
   scene.children.add cursor
 
   # upload data, prepare shaders, etc
   const vertexShader = generateVertexShaderCode[VertexDataA, Uniforms]("""
-    out_position = uniforms.projection * vec4(in_position + uniforms.cursor, 0, 1);
+    out_position = uniforms.projection * vec4(in_position + (uniforms.cursor * iscursor), 0, 1);
   """)
   const fragmentShader = generateFragmentShaderCode[VertexDataA]()
   echo vertexShader
--- a/examples/squares.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/examples/squares.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -8,8 +8,8 @@
 
 type
   VertexDataA = object
-    position11: PositionAttribute[Vec2[float32]]
-    color22: ColorAttribute[Vec3[float32]]
+    position11: PositionAttribute[TVec2[float32]]
+    color22: ColorAttribute[TVec3[float32]]
     index: GenericAttribute[uint32]
   Uniforms = object
     t: Descriptor[float32]
@@ -32,8 +32,8 @@
     WIDTH = 2'f32 / COLUMNS
     HEIGHT = 2'f32 / ROWS
   var
-    vertices: array[COLUMNS * ROWS * 4, Vec2[float32]]
-    colors: array[COLUMNS * ROWS * 4, Vec3[float32]]
+    vertices: array[COLUMNS * ROWS * 4, TVec2[float32]]
+    colors: array[COLUMNS * ROWS * 4, TVec3[float32]]
     iValues: array[COLUMNS * ROWS * 4, uint32]
     indices: array[COLUMNS * ROWS * 2, array[3, uint16]]
 
@@ -42,13 +42,13 @@
       let
         y: float32 = (row * 2 / COLUMNS) - 1
         x: float32 = (col * 2 / ROWS) - 1
-        color = Vec3[float32]([(x + 1) / 2, (y + 1) / 2, 0'f32])
+        color = TVec3[float32]([(x + 1) / 2, (y + 1) / 2, 0'f32])
         squareIndex = row * COLUMNS + col
         vertIndex = squareIndex * 4
-      vertices[vertIndex + 0] = Vec2[float32]([x, y])
-      vertices[vertIndex + 1] = Vec2[float32]([x + WIDTH, y])
-      vertices[vertIndex + 2] = Vec2[float32]([x + WIDTH, y + HEIGHT])
-      vertices[vertIndex + 3] = Vec2[float32]([x, y + HEIGHT])
+      vertices[vertIndex + 0] = TVec2[float32]([x, y])
+      vertices[vertIndex + 1] = TVec2[float32]([x + WIDTH, y])
+      vertices[vertIndex + 2] = TVec2[float32]([x + WIDTH, y + HEIGHT])
+      vertices[vertIndex + 3] = TVec2[float32]([x, y + HEIGHT])
       colors[vertIndex + 0] = color
       colors[vertIndex + 1] = color
       colors[vertIndex + 2] = color
@@ -64,8 +64,8 @@
   type PIndexedMesh = ref IndexedMesh[VertexDataA, uint16] # required so we can use ctor with ref/on heap
   var squaremesh = PIndexedMesh(
     vertexData: VertexDataA(
-      position11: PositionAttribute[Vec2[float32]](data: @vertices),
-      color22: ColorAttribute[Vec3[float32]](data: @colors),
+      position11: PositionAttribute[TVec2[float32]](data: @vertices),
+      color22: ColorAttribute[TVec3[float32]](data: @colors),
       index: GenericAttribute[uint32](data: @iValues),
     ),
     indices: @indices
--- a/src/semicongine/descriptor.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/src/semicongine/descriptor.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -13,7 +13,7 @@
 # TODO: check for alignment in uniform blocks
 #
 type
-  DescriptorType = SomeNumber|Vec|Mat
+  DescriptorType = SomeNumber|TVec|Mat
   Descriptor*[T:DescriptorType] = object
     value*: T
 
--- a/src/semicongine/glsl_helpers.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/src/semicongine/glsl_helpers.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -17,38 +17,38 @@
   elif T is float32:       "float"
   elif T is float64:       "double"
 
-  elif T is Vec2[uint8]:   "uvec2"
-  elif T is Vec2[int8]:    "ivec2"
-  elif T is Vec2[uint16]:  "uvec2"
-  elif T is Vec2[int16]:   "ivec2"
-  elif T is Vec2[uint32]:  "uvec2"
-  elif T is Vec2[int32]:   "ivec2"
-  elif T is Vec2[uint64]:  "uvec2"
-  elif T is Vec2[int64]:   "ivec2"
-  elif T is Vec2[float32]: "vec2"
-  elif T is Vec2[float64]: "dvec2"
+  elif T is TVec2[uint8]:   "uvec2"
+  elif T is TVec2[int8]:    "ivec2"
+  elif T is TVec2[uint16]:  "uvec2"
+  elif T is TVec2[int16]:   "ivec2"
+  elif T is TVec2[uint32]:  "uvec2"
+  elif T is TVec2[int32]:   "ivec2"
+  elif T is TVec2[uint64]:  "uvec2"
+  elif T is TVec2[int64]:   "ivec2"
+  elif T is TVec2[float32]: "vec2"
+  elif T is TVec2[float64]: "dvec2"
 
-  elif T is Vec3[uint8]:   "uvec3"
-  elif T is Vec3[int8]:    "ivec3"
-  elif T is Vec3[uint16]:  "uvec3"
-  elif T is Vec3[int16]:   "ivec3"
-  elif T is Vec3[uint32]:  "uvec3"
-  elif T is Vec3[int32]:   "ivec3"
-  elif T is Vec3[uint64]:  "uvec3"
-  elif T is Vec3[int64]:   "ivec3"
-  elif T is Vec3[float32]: "vec3"
-  elif T is Vec3[float64]: "dvec3"
+  elif T is TVec3[uint8]:   "uvec3"
+  elif T is TVec3[int8]:    "ivec3"
+  elif T is TVec3[uint16]:  "uvec3"
+  elif T is TVec3[int16]:   "ivec3"
+  elif T is TVec3[uint32]:  "uvec3"
+  elif T is TVec3[int32]:   "ivec3"
+  elif T is TVec3[uint64]:  "uvec3"
+  elif T is TVec3[int64]:   "ivec3"
+  elif T is TVec3[float32]: "vec3"
+  elif T is TVec3[float64]: "dvec3"
 
-  elif T is Vec4[uint8]:   "uvec4"
-  elif T is Vec4[int8]:    "ivec4"
-  elif T is Vec4[uint16]:  "uvec4"
-  elif T is Vec4[int16]:   "ivec4"
-  elif T is Vec4[uint32]:  "uvec4"
-  elif T is Vec4[int32]:   "ivec4"
-  elif T is Vec4[uint64]:  "uvec4"
-  elif T is Vec4[int64]:   "ivec4"
-  elif T is Vec4[float32]: "vec4"
-  elif T is Vec4[float64]: "dvec4"
+  elif T is TVec4[uint8]:   "uvec4"
+  elif T is TVec4[int8]:    "ivec4"
+  elif T is TVec4[uint16]:  "uvec4"
+  elif T is TVec4[int16]:   "ivec4"
+  elif T is TVec4[uint32]:  "uvec4"
+  elif T is TVec4[int32]:   "ivec4"
+  elif T is TVec4[uint64]:  "uvec4"
+  elif T is TVec4[int64]:   "ivec4"
+  elif T is TVec4[float32]: "vec4"
+  elif T is TVec4[float64]: "dvec4"
 
   elif T is Mat22[float32]: "mat2"
   elif T is Mat23[float32]: "mat32"
--- a/src/semicongine/math/matrix.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/src/semicongine/math/matrix.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -130,21 +130,21 @@
 func `[]`*[T: Mat](m: T, row, col: int): auto = m.data[col + row * T.columnCount]
 proc `[]=`*[T: Mat, U](m: var T, row, col: int, value: U) = m.data[col + row * T.columnCount] = value
 
-func row*[T: Mat22](m: T, i: 0..1): auto = Vec2([m[i, 0], m[i, 1]])
-func row*[T: Mat32](m: T, i: 0..2): auto = Vec2([m[i, 0], m[i, 1]])
-func row*[T: Mat23](m: T, i: 0..1): auto = Vec3([m[i, 0], m[i, 1], m[i, 2]])
-func row*[T: Mat33](m: T, i: 0..2): auto = Vec3([m[i, 0], m[i, 1], m[i, 2]])
-func row*[T: Mat43](m: T, i: 0..3): auto = Vec3([m[i, 0], m[i, 1], m[i, 2]])
-func row*[T: Mat34](m: T, i: 0..2): auto = Vec4([m[i, 0], m[i, 1], m[i, 2], m[i, 3]])
-func row*[T: Mat44](m: T, i: 0..3): auto = Vec4([m[i, 0], m[i, 1], m[i, 2], m[i, 3]])
+func row*[T: Mat22](m: T, i: 0..1): auto = TVec2([m[i, 0], m[i, 1]])
+func row*[T: Mat32](m: T, i: 0..2): auto = TVec2([m[i, 0], m[i, 1]])
+func row*[T: Mat23](m: T, i: 0..1): auto = TVec3([m[i, 0], m[i, 1], m[i, 2]])
+func row*[T: Mat33](m: T, i: 0..2): auto = TVec3([m[i, 0], m[i, 1], m[i, 2]])
+func row*[T: Mat43](m: T, i: 0..3): auto = TVec3([m[i, 0], m[i, 1], m[i, 2]])
+func row*[T: Mat34](m: T, i: 0..2): auto = TVec4([m[i, 0], m[i, 1], m[i, 2], m[i, 3]])
+func row*[T: Mat44](m: T, i: 0..3): auto = TVec4([m[i, 0], m[i, 1], m[i, 2], m[i, 3]])
 
-func col*[T: Mat22](m: T, i: 0..1): auto = Vec2([m[0, i], m[1, i]])
-func col*[T: Mat23](m: T, i: 0..2): auto = Vec2([m[0, i], m[1, i]])
-func col*[T: Mat32](m: T, i: 0..1): auto = Vec3([m[0, i], m[1, i], m[2, i]])
-func col*[T: Mat33](m: T, i: 0..2): auto = Vec3([m[0, i], m[1, i], m[2, i]])
-func col*[T: Mat34](m: T, i: 0..3): auto = Vec3([m[0, i], m[1, i], m[2, i]])
-func col*[T: Mat43](m: T, i: 0..2): auto = Vec4([m[0, i], m[1, i], m[2, i], m[3, i]])
-func col*[T: Mat44](m: T, i: 0..3): auto = Vec4([m[0, i], m[1, i], m[2, i], m[3, i]])
+func col*[T: Mat22](m: T, i: 0..1): auto = TVec2([m[0, i], m[1, i]])
+func col*[T: Mat23](m: T, i: 0..2): auto = TVec2([m[0, i], m[1, i]])
+func col*[T: Mat32](m: T, i: 0..1): auto = TVec3([m[0, i], m[1, i], m[2, i]])
+func col*[T: Mat33](m: T, i: 0..2): auto = TVec3([m[0, i], m[1, i], m[2, i]])
+func col*[T: Mat34](m: T, i: 0..3): auto = TVec3([m[0, i], m[1, i], m[2, i]])
+func col*[T: Mat43](m: T, i: 0..2): auto = TVec4([m[0, i], m[1, i], m[2, i], m[3, i]])
+func col*[T: Mat44](m: T, i: 0..3): auto = TVec4([m[0, i], m[1, i], m[2, i], m[3, i]])
 
 proc createMatMatMultiplicationOperator(leftType: typedesc, rightType: typedesc, outType: typedesc): NimNode =
   var data = nnkBracket.newTree()
@@ -271,9 +271,9 @@
   result.add(createMatMatMultiplicationOperator(Mat44, Mat43, Mat43))
   result.add(createMatMatMultiplicationOperator(Mat44, Mat44, Mat44))
 
-  result.add(createVecMatMultiplicationOperator(Mat22, Vec2))
-  result.add(createVecMatMultiplicationOperator(Mat33, Vec3))
-  result.add(createVecMatMultiplicationOperator(Mat44, Vec4))
+  result.add(createVecMatMultiplicationOperator(Mat22, TVec2))
+  result.add(createVecMatMultiplicationOperator(Mat33, TVec3))
+  result.add(createVecMatMultiplicationOperator(Mat44, TVec4))
 
 createAllMultiplicationOperators()
 
@@ -341,7 +341,7 @@
   T(0), T(0), sz, T(0),
   T(0), T(0),  T(0), T(1),
 ])
-func rotate3d*[T](angle: T, a: Vec3[T]): Mat44[T] =
+func rotate3d*[T](angle: T, a: TVec3[T]): Mat44[T] =
   let
     cosa = cos(angle)
     sina = sin(angle)
--- a/src/semicongine/math/vector.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/src/semicongine/math/vector.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -9,26 +9,26 @@
 
 
 type
-  Vec2*[T: SomeNumber] = array[2, T]
-  Vec3*[T: SomeNumber] = array[3, T]
-  Vec4*[T: SomeNumber] = array[4, T]
-  Vec* = Vec2|Vec3|Vec4
+  TVec2*[T: SomeNumber] = array[2, T]
+  TVec3*[T: SomeNumber] = array[3, T]
+  TVec4*[T: SomeNumber] = array[4, T]
+  TVec* = TVec2|TVec3|TVec4
 
-converter toVec2*[T: SomeNumber](orig: Vec3[T]|Vec4[T]): Vec2[T] =
-  Vec2[T]([orig[0], orig[1]])
-converter toVec3*[T: SomeNumber](orig: Vec4[T]): Vec3[T] =
-  Vec2[T]([orig[0], orig[1], orig[2]])
+converter toVec2*[T: SomeNumber](orig: TVec3[T]|TVec4[T]): TVec2[T] =
+  TVec2[T]([orig[0], orig[1]])
+converter toVec3*[T: SomeNumber](orig: TVec4[T]): TVec3[T] =
+  TVec2[T]([orig[0], orig[1], orig[2]])
 
 # define some often used constants
-func ConstOne2[T: SomeNumber](): auto {.compiletime.} = Vec2[T]([T(1), T(1)])
-func ConstOne3[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(1), T(1), T(1)])
-func ConstOne4[T: SomeNumber](): auto {.compiletime.} = Vec4[T]([T(1), T(1), T(1), T(1)])
-func ConstX[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(1), T(0), T(0)])
-func ConstY[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(1), T(0)])
-func ConstZ[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(0), T(1)])
-func ConstR[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(1), T(0), T(0)])
-func ConstG[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(1), T(0)])
-func ConstB[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(0), T(1)])
+func ConstOne2[T: SomeNumber](): auto {.compiletime.} = TVec2[T]([T(1), T(1)])
+func ConstOne3[T: SomeNumber](): auto {.compiletime.} = TVec3[T]([T(1), T(1), T(1)])
+func ConstOne4[T: SomeNumber](): auto {.compiletime.} = TVec4[T]([T(1), T(1), T(1), T(1)])
+func ConstX[T: SomeNumber](): auto {.compiletime.} = TVec3[T]([T(1), T(0), T(0)])
+func ConstY[T: SomeNumber](): auto {.compiletime.} = TVec3[T]([T(0), T(1), T(0)])
+func ConstZ[T: SomeNumber](): auto {.compiletime.} = TVec3[T]([T(0), T(0), T(1)])
+func ConstR[T: SomeNumber](): auto {.compiletime.} = TVec3[T]([T(1), T(0), T(0)])
+func ConstG[T: SomeNumber](): auto {.compiletime.} = TVec3[T]([T(0), T(1), T(0)])
+func ConstB[T: SomeNumber](): auto {.compiletime.} = TVec3[T]([T(0), T(0), T(1)])
 
 # generates constants: Xf, Xf32, Xf64, Xi, Xi8, Xi16, Xi32, Xi64
 # Also for Y, Z, R, G, B and One
@@ -58,13 +58,13 @@
 const One3* = ConstOne3[float]()
 const One4* = ConstOne4[float]()
 
-func newVec2*[T](x, y: T): auto = Vec2([x, y])
-func newVec3*[T](x, y, z: T): auto = Vec3([x, y, z])
-func newVec4*[T](x, y, z, w: T): auto = Vec4([x, y, z, w])
+func newVec2*[T](x, y: T): auto = TVec2([x, y])
+func newVec3*[T](x, y, z: T): auto = TVec3([x, y, z])
+func newVec4*[T](x, y, z, w: T): auto = TVec4([x, y, z, w])
 
-func to*[T](v: Vec2): auto = Vec2([T(v[0]), T(v[1])])
-func to*[T](v: Vec3): auto = Vec3([T(v[0]), T(v[1]), T(v[2])])
-func to*[T](v: Vec4): auto = Vec4([T(v[0]), T(v[1]), T(v[2]), T(v[3])])
+func to*[T](v: TVec2): auto = TVec2([T(v[0]), T(v[1])])
+func to*[T](v: TVec3): auto = TVec3([T(v[0]), T(v[1]), T(v[2])])
+func to*[T](v: TVec4): auto = TVec4([T(v[0]), T(v[1]), T(v[2]), T(v[3])])
 
 func toString[T](value: T): string =
   var items: seq[string]
@@ -72,94 +72,94 @@
     items.add($item)
   $T & "(" & join(items, "  ") & ")"
 
-func `$`*(v: Vec2[SomeNumber]): string = toString[Vec2[SomeNumber]](v)
-func `$`*(v: Vec3[SomeNumber]): string = toString[Vec3[SomeNumber]](v)
-func `$`*(v: Vec4[SomeNumber]): string = toString[Vec4[SomeNumber]](v)
+func `$`*(v: TVec2[SomeNumber]): string = toString[TVec2[SomeNumber]](v)
+func `$`*(v: TVec3[SomeNumber]): string = toString[TVec3[SomeNumber]](v)
+func `$`*(v: TVec4[SomeNumber]): string = toString[TVec4[SomeNumber]](v)
 
-func length*(vec: Vec2[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1])
-func length*(vec: Vec2[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1]))
-func length*(vec: Vec3[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2])
-func length*(vec: Vec3[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]))
-func length*(vec: Vec4[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2] + vec[3] * vec[3])
-func length*(vec: Vec4[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2] + vec[3] * vec[3]))
+func length*(vec: TVec2[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1])
+func length*(vec: TVec2[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1]))
+func length*(vec: TVec3[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2])
+func length*(vec: TVec3[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]))
+func length*(vec: TVec4[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2] + vec[3] * vec[3])
+func length*(vec: TVec4[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2] + vec[3] * vec[3]))
 
-func normalized*[T](vec: Vec2[T]): auto =
+func normalized*[T](vec: TVec2[T]): auto =
   let l = vec.length
   when T is SomeFloat:
-    Vec2[T]([vec[0] / l, vec[1] / l])
+    TVec2[T]([vec[0] / l, vec[1] / l])
   else:
-    Vec2[float]([float(vec[0]) / l, float(vec[1]) / l])
-func normalized*[T](vec: Vec3[T]): auto =
+    TVec2[float]([float(vec[0]) / l, float(vec[1]) / l])
+func normalized*[T](vec: TVec3[T]): auto =
   let l = vec.length
   when T is SomeFloat:
-    Vec3[T]([vec[0] / l, vec[1] / l, vec[2] / l])
+    TVec3[T]([vec[0] / l, vec[1] / l, vec[2] / l])
   else:
-    Vec3[float]([float(vec[0]) / l, float(vec[1]) / l, float(vec[2]) / l])
-func normalized*[T](vec: Vec4[T]): auto =
+    TVec3[float]([float(vec[0]) / l, float(vec[1]) / l, float(vec[2]) / l])
+func normalized*[T](vec: TVec4[T]): auto =
   let l = vec.length
   when T is SomeFloat:
-    Vec4[T]([vec[0] / l, vec[1] / l, vec[2] / l, vec[3] / l])
+    TVec4[T]([vec[0] / l, vec[1] / l, vec[2] / l, vec[3] / l])
   else:
-    Vec4[float]([float(vec[0]) / l, float(vec[1]) / l, float(vec[2]) / l, float(vec[3]) / l])
+    TVec4[float]([float(vec[0]) / l, float(vec[1]) / l, float(vec[2]) / l, float(vec[3]) / l])
 
 # scalar operations
-func `+`*(a: Vec2, b: SomeNumber): auto = Vec2([a[0] + b, a[1] + b])
-func `+`*(a: Vec3, b: SomeNumber): auto = Vec3([a[0] + b, a[1] + b, a[2] + b])
-func `+`*(a: Vec4, b: SomeNumber): auto = Vec4([a[0] + b, a[1] + b, a[2] + b, a[3] + b])
-func `-`*(a: Vec2, b: SomeNumber): auto = Vec2([a[0] - b, a[1] - b])
-func `-`*(a: Vec3, b: SomeNumber): auto = Vec3([a[0] - b, a[1] - b, a[2] - b])
-func `-`*(a: Vec4, b: SomeNumber): auto = Vec4([a[0] - b, a[1] - b, a[2] - b, a[3] - b])
-func `*`*(a: Vec2, b: SomeNumber): auto = Vec2([a[0] * b, a[1] * b])
-func `*`*(a: Vec3, b: SomeNumber): auto = Vec3([a[0] * b, a[1] * b, a[2] * b])
-func `*`*(a: Vec4, b: SomeNumber): auto = Vec4([a[0] * b, a[1] * b, a[2] * b, a[3] * b])
-func `/`*[T: SomeInteger](a: Vec2[T], b: SomeInteger): auto = Vec2([a[0] div b, a[1] div b])
-func `/`*[T: SomeFloat](a: Vec2[T], b: SomeFloat): auto = Vec2([a[0] / b, a[1] / b])
-func `/`*[T: SomeInteger](a: Vec3[T], b: SomeInteger): auto = Vec3([a[0] div b, a[1] div b, a[2] div b])
-func `/`*[T: SomeFloat](a: Vec3[T], b: SomeFloat): auto = Vec3([a[0] / b, a[1] / b, a[2] / b])
-func `/`*[T: SomeInteger](a: Vec4[T], b: SomeInteger): auto = Vec4([a[0] div b, a[1] div b, a[2] div b, a[3] div b])
-func `/`*[T: SomeFloat](a: Vec4[T], b: SomeFloat): auto = Vec4([a[0] / b, a[1] / b, a[2] / b, a[3] / b])
+func `+`*(a: TVec2, b: SomeNumber): auto = TVec2([a[0] + b, a[1] + b])
+func `+`*(a: TVec3, b: SomeNumber): auto = TVec3([a[0] + b, a[1] + b, a[2] + b])
+func `+`*(a: TVec4, b: SomeNumber): auto = TVec4([a[0] + b, a[1] + b, a[2] + b, a[3] + b])
+func `-`*(a: TVec2, b: SomeNumber): auto = TVec2([a[0] - b, a[1] - b])
+func `-`*(a: TVec3, b: SomeNumber): auto = TVec3([a[0] - b, a[1] - b, a[2] - b])
+func `-`*(a: TVec4, b: SomeNumber): auto = TVec4([a[0] - b, a[1] - b, a[2] - b, a[3] - b])
+func `*`*(a: TVec2, b: SomeNumber): auto = TVec2([a[0] * b, a[1] * b])
+func `*`*(a: TVec3, b: SomeNumber): auto = TVec3([a[0] * b, a[1] * b, a[2] * b])
+func `*`*(a: TVec4, b: SomeNumber): auto = TVec4([a[0] * b, a[1] * b, a[2] * b, a[3] * b])
+func `/`*[T: SomeInteger](a: TVec2[T], b: SomeInteger): auto = TVec2([a[0] div b, a[1] div b])
+func `/`*[T: SomeFloat](a: TVec2[T], b: SomeFloat): auto = TVec2([a[0] / b, a[1] / b])
+func `/`*[T: SomeInteger](a: TVec3[T], b: SomeInteger): auto = TVec3([a[0] div b, a[1] div b, a[2] div b])
+func `/`*[T: SomeFloat](a: TVec3[T], b: SomeFloat): auto = TVec3([a[0] / b, a[1] / b, a[2] / b])
+func `/`*[T: SomeInteger](a: TVec4[T], b: SomeInteger): auto = TVec4([a[0] div b, a[1] div b, a[2] div b, a[3] div b])
+func `/`*[T: SomeFloat](a: TVec4[T], b: SomeFloat): auto = TVec4([a[0] / b, a[1] / b, a[2] / b, a[3] / b])
 
-func `+`*(a: SomeNumber, b: Vec2): auto = Vec2([a + b[0], a + b[1]])
-func `+`*(a: SomeNumber, b: Vec3): auto = Vec3([a + b[0], a + b[1], a + b[2]])
-func `+`*(a: SomeNumber, b: Vec4): auto = Vec4([a + b[0], a + b[1], a + b[2], a + b[3]])
-func `-`*(a: SomeNumber, b: Vec2): auto = Vec2([a - b[0], a - b[1]])
-func `-`*(a: SomeNumber, b: Vec3): auto = Vec3([a - b[0], a - b[1], a - b[2]])
-func `-`*(a: SomeNumber, b: Vec4): auto = Vec4([a - b[0], a - b[1], a - b[2], a - b[3]])
-func `*`*(a: SomeNumber, b: Vec2): auto = Vec2([a * b[0], a * b[1]])
-func `*`*(a: SomeNumber, b: Vec3): auto = Vec3([a * b[0], a * b[1], a * b[2]])
-func `*`*(a: SomeNumber, b: Vec4): auto = Vec4([a * b[0], a * b[1], a * b[2], a * b[3]])
-func `/`*[T: SomeInteger](a: SomeInteger, b: Vec2[T]): auto = Vec2([a div b[0], a div b[1]])
-func `/`*[T: SomeFloat](a: SomeFloat, b: Vec2[T]): auto = Vec2([a / b[0], a / b[1]])
-func `/`*[T: SomeInteger](a: SomeInteger, b: Vec3[T]): auto = Vec3([a div b[0], a div b[1], a div b[2]])
-func `/`*[T: SomeFloat](a: SomeFloat, b: Vec3[T]): auto = Vec3([a / b[0], a / b[1], a / b[2]])
-func `/`*[T: SomeInteger](a: SomeInteger, b: Vec4[T]): auto = Vec4([a div b[0], a div b[1], a div b[2], a div b[3]])
-func `/`*[T: SomeFloat](a: SomeFloat, b: Vec4[T]): auto = Vec4([a / b[0], a / b[1], a / b[2], a / b[3]])
+func `+`*(a: SomeNumber, b: TVec2): auto = TVec2([a + b[0], a + b[1]])
+func `+`*(a: SomeNumber, b: TVec3): auto = TVec3([a + b[0], a + b[1], a + b[2]])
+func `+`*(a: SomeNumber, b: TVec4): auto = TVec4([a + b[0], a + b[1], a + b[2], a + b[3]])
+func `-`*(a: SomeNumber, b: TVec2): auto = TVec2([a - b[0], a - b[1]])
+func `-`*(a: SomeNumber, b: TVec3): auto = TVec3([a - b[0], a - b[1], a - b[2]])
+func `-`*(a: SomeNumber, b: TVec4): auto = TVec4([a - b[0], a - b[1], a - b[2], a - b[3]])
+func `*`*(a: SomeNumber, b: TVec2): auto = TVec2([a * b[0], a * b[1]])
+func `*`*(a: SomeNumber, b: TVec3): auto = TVec3([a * b[0], a * b[1], a * b[2]])
+func `*`*(a: SomeNumber, b: TVec4): auto = TVec4([a * b[0], a * b[1], a * b[2], a * b[3]])
+func `/`*[T: SomeInteger](a: SomeInteger, b: TVec2[T]): auto = TVec2([a div b[0], a div b[1]])
+func `/`*[T: SomeFloat](a: SomeFloat, b: TVec2[T]): auto = TVec2([a / b[0], a / b[1]])
+func `/`*[T: SomeInteger](a: SomeInteger, b: TVec3[T]): auto = TVec3([a div b[0], a div b[1], a div b[2]])
+func `/`*[T: SomeFloat](a: SomeFloat, b: TVec3[T]): auto = TVec3([a / b[0], a / b[1], a / b[2]])
+func `/`*[T: SomeInteger](a: SomeInteger, b: TVec4[T]): auto = TVec4([a div b[0], a div b[1], a div b[2], a div b[3]])
+func `/`*[T: SomeFloat](a: SomeFloat, b: TVec4[T]): auto = TVec4([a / b[0], a / b[1], a / b[2], a / b[3]])
 
 # compontent-wise operations
-func `+`*(a, b: Vec2): auto = Vec2([a[0] + b[0], a[1] + b[1]])
-func `+`*(a, b: Vec3): auto = Vec3([a[0] + b[0], a[1] + b[1], a[2] + b[2]])
-func `+`*(a, b: Vec4): auto = Vec4([a[0] + b[0], a[1] + b[1], a[2] + b[2], a[3] + b[3]])
-func `-`*(a: Vec2): auto = Vec2([-a[0], -a[1]])
-func `-`*(a: Vec3): auto = Vec3([-a[0], -a[1], -a[2]])
-func `-`*(a: Vec4): auto = Vec4([-a[0], -a[1], -a[2], -a[3]])
-func `-`*(a, b: Vec2): auto = Vec2([a[0] - b[0], a[1] - b[1]])
-func `-`*(a, b: Vec3): auto = Vec3([a[0] - b[0], a[1] - b[1], a[2] - b[2]])
-func `-`*(a, b: Vec4): auto = Vec4([a[0] - b[0], a[1] - b[1], a[2] - b[2], a[3] - b[3]])
-func `*`*(a, b: Vec2): auto = Vec2([a[0] * b[0], a[1] * b[1]])
-func `*`*(a, b: Vec3): auto = Vec3([a[0] * b[0], a[1] * b[1], a[2] * b[2]])
-func `*`*(a, b: Vec4): auto = Vec4([a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3]])
-func `/`*[T: SomeInteger](a, b: Vec2[T]): auto = Vec2([a[0] div b[0], a[1] div b[1]])
-func `/`*[T: SomeFloat](a, b: Vec2[T]): auto = Vec2([a[0] / b[0], a[1] / b[1]])
-func `/`*[T: SomeInteger](a, b: Vec3[T]): auto = Vec3([a[0] div b[0], a[1] div b[1], a[2] div b[2]])
-func `/`*[T: SomeFloat](a, b: Vec3[T]): auto = Vec3([a[0] / b[0], a[1] / b[1], a[2] / b[2]])
-func `/`*[T: SomeInteger](a, b: Vec4[T]): auto = Vec4([a[0] div b[0], a[1] div b[1], a[2] div b[2], a[3] div b[3]])
-func `/`*[T: SomeFloat](a, b: Vec4[T]): auto = Vec4([a[0] / b[0], a[1] / b[1], a[2] / b[2], a[3] / b[3]])
+func `+`*(a, b: TVec2): auto = TVec2([a[0] + b[0], a[1] + b[1]])
+func `+`*(a, b: TVec3): auto = TVec3([a[0] + b[0], a[1] + b[1], a[2] + b[2]])
+func `+`*(a, b: TVec4): auto = TVec4([a[0] + b[0], a[1] + b[1], a[2] + b[2], a[3] + b[3]])
+func `-`*(a: TVec2): auto = TVec2([-a[0], -a[1]])
+func `-`*(a: TVec3): auto = TVec3([-a[0], -a[1], -a[2]])
+func `-`*(a: TVec4): auto = TVec4([-a[0], -a[1], -a[2], -a[3]])
+func `-`*(a, b: TVec2): auto = TVec2([a[0] - b[0], a[1] - b[1]])
+func `-`*(a, b: TVec3): auto = TVec3([a[0] - b[0], a[1] - b[1], a[2] - b[2]])
+func `-`*(a, b: TVec4): auto = TVec4([a[0] - b[0], a[1] - b[1], a[2] - b[2], a[3] - b[3]])
+func `*`*(a, b: TVec2): auto = TVec2([a[0] * b[0], a[1] * b[1]])
+func `*`*(a, b: TVec3): auto = TVec3([a[0] * b[0], a[1] * b[1], a[2] * b[2]])
+func `*`*(a, b: TVec4): auto = TVec4([a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3]])
+func `/`*[T: SomeInteger](a, b: TVec2[T]): auto = TVec2([a[0] div b[0], a[1] div b[1]])
+func `/`*[T: SomeFloat](a, b: TVec2[T]): auto = TVec2([a[0] / b[0], a[1] / b[1]])
+func `/`*[T: SomeInteger](a, b: TVec3[T]): auto = TVec3([a[0] div b[0], a[1] div b[1], a[2] div b[2]])
+func `/`*[T: SomeFloat](a, b: TVec3[T]): auto = TVec3([a[0] / b[0], a[1] / b[1], a[2] / b[2]])
+func `/`*[T: SomeInteger](a, b: TVec4[T]): auto = TVec4([a[0] div b[0], a[1] div b[1], a[2] div b[2], a[3] div b[3]])
+func `/`*[T: SomeFloat](a, b: TVec4[T]): auto = TVec4([a[0] / b[0], a[1] / b[1], a[2] / b[2], a[3] / b[3]])
 
 # special operations
-func dot*(a, b: Vec2): auto = a[0] * b[0] + a[1] * b[1]
-func dot*(a, b: Vec3): auto = a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
-func dot*(a, b: Vec4): auto = a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]
-func cross*(a, b: Vec3): auto = Vec3([
+func dot*(a, b: TVec2): auto = a[0] * b[0] + a[1] * b[1]
+func dot*(a, b: TVec3): auto = a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
+func dot*(a, b: TVec4): auto = a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]
+func cross*(a, b: TVec3): auto = TVec3([
   a[1] * b[2] - a[2] * b[1],
   a[2] * b[0] - a[0] * b[2],
   a[0] * b[1] - a[1] * b[0],
@@ -191,11 +191,11 @@
     var attrs = nnkBracket.newTree()
     for attrname in accessorvalue:
       attrs.add(nnkBracketExpr.newTree(ident("value"), newLit(ACCESSOR_INDICES[attrname])))
-    ret = nnkCall.newTree(ident("Vec" & $accessorvalue.len), attrs)
+    ret = nnkCall.newTree(ident("TVec" & $accessorvalue.len), attrs)
 
   newProc(
     name=nnkPostfix.newTree(ident("*"), ident(accessor)),
-    params=[ident("auto"), nnkIdentDefs.newTree(ident("value"), ident("Vec"), newEmptyNode())],
+    params=[ident("auto"), nnkIdentDefs.newTree(ident("value"), ident("TVec"), newEmptyNode())],
     body=newStmtList(ret),
     procType = nnkFuncDef,
   )
@@ -225,6 +225,6 @@
       for i in 0 ..< result.len:
         result[i] = rand(1.0)
 
-makeRandomInit(Vec2)
-makeRandomInit(Vec3)
-makeRandomInit(Vec4)
+makeRandomInit(TVec2)
+makeRandomInit(TVec3)
+makeRandomInit(TVec4)
--- a/src/semicongine/mesh.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/src/semicongine/mesh.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -103,8 +103,8 @@
 
   result[3] = getVkIndexType(mesh)
 
-func squareData*[T:SomeFloat](): auto = PositionAttribute[Vec2[T]](
-  data: @[Vec2[T]([T(0), T(0)]), Vec2[T]([T(0), T(1)]), Vec2[T]([T(1), T(1)]), Vec2[T]([T(1), T(0)])]
+func squareData*[T:SomeFloat](): auto = PositionAttribute[TVec2[T]](
+  data: @[TVec2[T]([T(0), T(0)]), TVec2[T]([T(0), T(1)]), TVec2[T]([T(1), T(1)]), TVec2[T]([T(1), T(0)])]
 )
 func squareIndices*[T:uint16|uint32](): auto = seq[array[3, T]](
   @[[T(0), T(1), T(3)], [T(2), T(1), T(3)]]
--- a/src/semicongine/shader.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/src/semicongine/shader.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -13,7 +13,7 @@
 import ./math/vector
 
 type
-  AllowedUniformType = SomeNumber|Vec
+  AllowedUniformType = SomeNumber|TVec
   UniformSlot *[T:AllowedUniformType] = object
   ShaderProgram*[VertexType, Uniforms] = object
     entryPoint*: string
@@ -102,11 +102,11 @@
     when typeof(value) is PositionAttribute:
       let glsltype = getGLSLType[getAttributeType(value)]()
       lines.add &"    {glsltype} in_position = " & name & ";"
-      if getAttributeType(value) is Vec2:
+      if getAttributeType(value) is TVec2:
         lines.add "    vec4 out_position = vec4(in_position, 0.0, 1.0);"
-      elif getAttributeType(value) is Vec3:
+      elif getAttributeType(value) is TVec3:
         lines.add "    vec4 out_position = vec4(in_position, 1.0);"
-      elif getAttributeType(value) is Vec4:
+      elif getAttributeType(value) is TVec4:
         lines.add "    vec4 out_position = in_position;"
       hasPosition += 1
     when typeof(value) is ColorAttribute:
--- a/src/semicongine/vertex.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/src/semicongine/vertex.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -9,16 +9,16 @@
 import ./glsl_helpers
 
 type
-  VertexAttributeType = SomeNumber|Vec
+  VertexAttributeType = SomeNumber|TVec
   AttributePurpose* = enum
     Unknown, Position Color
   GenericAttribute*[T:VertexAttributeType] = object
     data*: seq[T]
-  PositionAttribute*[T:Vec] = object
+  PositionAttribute*[T:TVec] = object
     data*: seq[T]
-  ColorAttribute*[T:Vec] = object
+  ColorAttribute*[T:TVec] = object
     data*: seq[T]
-  InstanceAttribute*[T:Vec] = object
+  InstanceAttribute*[T:TVec] = object
     data*: seq[T]
   VertexAttribute* = GenericAttribute|PositionAttribute|ColorAttribute|InstanceAttribute
 
@@ -33,7 +33,7 @@
     8
   elif (T is Mat44[float32]):
     4
-  elif (T is Vec3[float64] or T is Vec3[uint64] or T is Vec4[float64] or T is Vec4[float64]):
+  elif (T is TVec3[float64] or T is TVec3[uint64] or T is TVec4[float64] or T is TVec4[float64]):
     2
   else:
     1
@@ -50,36 +50,36 @@
   elif T is int64:         VK_FORMAT_R64_SINT
   elif T is float32:       VK_FORMAT_R32_SFLOAT
   elif T is float64:       VK_FORMAT_R64_SFLOAT
-  elif T is Vec2[uint8]:   VK_FORMAT_R8G8_UINT
-  elif T is Vec2[int8]:    VK_FORMAT_R8G8_SINT
-  elif T is Vec2[uint16]:  VK_FORMAT_R16G16_UINT
-  elif T is Vec2[int16]:   VK_FORMAT_R16G16_SINT
-  elif T is Vec2[uint32]:  VK_FORMAT_R32G32_UINT
-  elif T is Vec2[int32]:   VK_FORMAT_R32G32_SINT
-  elif T is Vec2[uint64]:  VK_FORMAT_R64G64_UINT
-  elif T is Vec2[int64]:   VK_FORMAT_R64G64_SINT
-  elif T is Vec2[float32]: VK_FORMAT_R32G32_SFLOAT
-  elif T is Vec2[float64]: VK_FORMAT_R64G64_SFLOAT
-  elif T is Vec3[uint8]:   VK_FORMAT_R8G8B8_UINT
-  elif T is Vec3[int8]:    VK_FORMAT_R8G8B8_SINT
-  elif T is Vec3[uint16]:  VK_FORMAT_R16G16B16_UINT
-  elif T is Vec3[int16]:   VK_FORMAT_R16G16B16_SINT
-  elif T is Vec3[uint32]:  VK_FORMAT_R32G32B32_UINT
-  elif T is Vec3[int32]:   VK_FORMAT_R32G32B32_SINT
-  elif T is Vec3[uint64]:  VK_FORMAT_R64G64B64_UINT
-  elif T is Vec3[int64]:   VK_FORMAT_R64G64B64_SINT
-  elif T is Vec3[float32]: VK_FORMAT_R32G32B32_SFLOAT
-  elif T is Vec3[float64]: VK_FORMAT_R64G64B64_SFLOAT
-  elif T is Vec4[uint8]:   VK_FORMAT_R8G8B8A8_UINT
-  elif T is Vec4[int8]:    VK_FORMAT_R8G8B8A8_SINT
-  elif T is Vec4[uint16]:  VK_FORMAT_R16G16B16A16_UINT
-  elif T is Vec4[int16]:   VK_FORMAT_R16G16B16A16_SINT
-  elif T is Vec4[uint32]:  VK_FORMAT_R32G32B32A32_UINT
-  elif T is Vec4[int32]:   VK_FORMAT_R32G32B32A32_SINT
-  elif T is Vec4[uint64]:  VK_FORMAT_R64G64B64A64_UINT
-  elif T is Vec4[int64]:   VK_FORMAT_R64G64B64A64_SINT
-  elif T is Vec4[float32]: VK_FORMAT_R32G32B32A32_SFLOAT
-  elif T is Vec4[float64]: VK_FORMAT_R64G64B64A64_SFLOAT
+  elif T is TVec2[uint8]:   VK_FORMAT_R8G8_UINT
+  elif T is TVec2[int8]:    VK_FORMAT_R8G8_SINT
+  elif T is TVec2[uint16]:  VK_FORMAT_R16G16_UINT
+  elif T is TVec2[int16]:   VK_FORMAT_R16G16_SINT
+  elif T is TVec2[uint32]:  VK_FORMAT_R32G32_UINT
+  elif T is TVec2[int32]:   VK_FORMAT_R32G32_SINT
+  elif T is TVec2[uint64]:  VK_FORMAT_R64G64_UINT
+  elif T is TVec2[int64]:   VK_FORMAT_R64G64_SINT
+  elif T is TVec2[float32]: VK_FORMAT_R32G32_SFLOAT
+  elif T is TVec2[float64]: VK_FORMAT_R64G64_SFLOAT
+  elif T is TVec3[uint8]:   VK_FORMAT_R8G8B8_UINT
+  elif T is TVec3[int8]:    VK_FORMAT_R8G8B8_SINT
+  elif T is TVec3[uint16]:  VK_FORMAT_R16G16B16_UINT
+  elif T is TVec3[int16]:   VK_FORMAT_R16G16B16_SINT
+  elif T is TVec3[uint32]:  VK_FORMAT_R32G32B32_UINT
+  elif T is TVec3[int32]:   VK_FORMAT_R32G32B32_SINT
+  elif T is TVec3[uint64]:  VK_FORMAT_R64G64B64_UINT
+  elif T is TVec3[int64]:   VK_FORMAT_R64G64B64_SINT
+  elif T is TVec3[float32]: VK_FORMAT_R32G32B32_SFLOAT
+  elif T is TVec3[float64]: VK_FORMAT_R64G64B64_SFLOAT
+  elif T is TVec4[uint8]:   VK_FORMAT_R8G8B8A8_UINT
+  elif T is TVec4[int8]:    VK_FORMAT_R8G8B8A8_SINT
+  elif T is TVec4[uint16]:  VK_FORMAT_R16G16B16A16_UINT
+  elif T is TVec4[int16]:   VK_FORMAT_R16G16B16A16_SINT
+  elif T is TVec4[uint32]:  VK_FORMAT_R32G32B32A32_UINT
+  elif T is TVec4[int32]:   VK_FORMAT_R32G32B32A32_SINT
+  elif T is TVec4[uint64]:  VK_FORMAT_R64G64B64A64_UINT
+  elif T is TVec4[int64]:   VK_FORMAT_R64G64B64A64_SINT
+  elif T is TVec4[float32]: VK_FORMAT_R32G32B32A32_SFLOAT
+  elif T is TVec4[float64]: VK_FORMAT_R64G64B64A64_SFLOAT
 
 
 
--- a/tests/test_matrix.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/tests/test_matrix.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -1,11 +1,11 @@
 import random
 import math
 
-import zamikongine/math/vector
-import zamikongine/math/matrix
+import semicongine/math/vector
+import semicongine/math/matrix
 
 
-proc echoInfo(v: Vec) =
+proc echoInfo(v: TVec) =
   echo v
   echo "  Length: ", v.length
   echo "  Normlized: ", v.normalized
--- a/tests/test_vector.nim	Fri Jan 20 00:41:55 2023 +0700
+++ b/tests/test_vector.nim	Fri Jan 20 16:13:32 2023 +0700
@@ -1,10 +1,10 @@
 import random
 import math
 
-import vector
+import semicongine/math/vector
 
 
-proc echoInfo(v: Vec) =
+proc echoInfo(v: TVec) =
   echo v
   echo "  Length: ", v.length
   echo "  Normlized: ", v.normalized