Renamed types in Go

When I first saw this in Go, I thought, “why the hell would anyone want to do that?”

type MyType float64

Great, now I have a float that’s kind of like a float, but it throws errors if I try to use it like a float with other floats. I put this silly and clearly useless construct aside.

Then, working on my physically-based renderer a couple of days later, I got into a mess. PBR is nothing but Vector3s - just billions and billions of Vector3s. They’re perfect for points in space, distances, directions, light energy, pixel colors, and signal strength. Profiling shows that Vector3.Unit() is PBR’s single most-expensive operation, which makes sense because Unit requires a math.Sqrt and, again, this is done billions of times.

I wanted to eliminate unnecessary calls to Unit , but was afraid to. Many vector operations - like using the dot product to determine the cosine between two vectors - are only accurate between unit vectors. Applying them to non-unit vectors would create difficult-to-diagnose bugs. Liberal application of Unit would improve safety, but would also slow down the program.

Simultaneously, I was drowning in Vector3s. I’d written function after function like this:

func ( m * Material ) absorb ( norm , inc Vector3 ) ( bool , Vector3 , Vector3 )

One of those returned Vector3s represents the direction of a light ray. The other represents energy attenuation (color) when light hits a surface. Confusing the two results in nonsense values like “2 meters plus an incandescent light bulb” or “forward-left times fuschia.”

Suddenly, the idea of named types that refuse to mix with members of different names didn’t sound so stupid.

To experiment, I implemented a Direction type based on Vector3. All of the unit-vector-only operations found a home here. Anything that might possibly result in a non-unit vector returned a Vector3, not a Direction. Similarly, the expensive Unit() operation now converted Vector3s into Directions. Several benefits fell out of this arrangement:

First, it fixed a couple of bugs in the code. I’m not even exactly sure where they were, but after the change, some subtle camera field-of-view issues disappeared.

Second, my code became shorter and more readable. I got to delete a bunch of stuff and the above function turned into:

func ( m * Material ) absorb ( norm , inc Direction ) ( bool , Direction , Vector3 )

Third, the compiler alerted me to a couple of unnecessary calls to Unit() . How? After the change, Unit was no longer a valid method of Direction - a Direction is already a unit, after all. So this readability change also improved performance.

The fixed bugs, better readability, and improved performance convinced me to introduce a new Energy type, a Vector3 that exclusively deals with light energy.

Now Energies, Directions, and Vector3s are easy to differentiate and the compiler understands that “violet, divided by up, minus two feet” makes no sense:

func ( m * Material ) absorb ( norm , inc Direction ) ( bool , Direction , Energy )

I’m still new to Go so I’m sure there are ways I could make this better. If you have recommendations, please let me know!