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@btipling btipling commented Aug 18, 2024

Summary by CodeRabbit

  • New Features

    • Added support for rendering additional geometric shapes: parallelepiped and cube.
    • Introduced independent controls for the rotation and translation of both the plane and the cube in the UI.
  • Bug Fixes

    • Improved state tracking for rendering updates specific to the plane and cube.
  • Documentation

    • Updated shader files to enhance visualization of normals and overall rendering quality.

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coderabbitai bot commented Aug 18, 2024

Walkthrough

The recent changes significantly enhance the PlaneDistance module and its UI by adding support for a cube and a parallelepiped. This includes new rendering and transformation logic for these shapes, allowing individual manipulation of their spatial properties. The updates improve user interaction through distinct controls, making the system more versatile for graphical rendering and scene composition.

Changes

Files Change Summary
.../PlaneDistance.zig, .../PlaneDistanceUI.zig Expanded functionality to render and transform a cube and a parallelepiped. Updated state management to track changes for each shape separately.
.../cube_frag.glsl, .../cube_vertex.glsl Introduced new GLSL shaders for rendering the cube, including a fragment shader for color and normals, and a vertex shader for processing vertex attributes.

Sequence Diagram(s)

sequenceDiagram
    participant UI
    participant PlaneDistance
    participant Renderer

    UI->>PlaneDistance: Update plane or cube properties
    PlaneDistance->>Renderer: Render updated shapes
    Renderer-->>PlaneDistance: Return rendering status
    PlaneDistance-->>UI: Update display
Loading

🐰 In the garden where shapes align,
A cube and parallelepiped, oh how they shine!
With rotation and translation, they dance in the light,
A rendering feast, what a glorious sight!
Hops of joy in the graphics we trust,
For every detail, we must adjust! 🌟


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Actionable comments posted: 0

Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

Commits

Files that changed from the base of the PR and between ba1c8a2 and 68d0d50.

Files selected for processing (4)
  • src/foundations/scenes/plane_distance/PlaneDistance.zig (7 hunks)
  • src/foundations/scenes/plane_distance/PlaneDistanceUI.zig (2 hunks)
  • src/foundations/scenes/plane_distance/cube_frag.glsl (1 hunks)
  • src/foundations/scenes/plane_distance/cube_vertex.glsl (1 hunks)
Additional comments not posted (8)
src/foundations/scenes/plane_distance/cube_frag.glsl (1)

1-11: Shader logic is correct.

The fragment shader uses the normals to compute the fragment color, which is a common technique for visualizing normals. The commented-out line provides an alternative for using the input color directly, which is useful for debugging or different visual effects.

src/foundations/scenes/plane_distance/cube_vertex.glsl (1)

1-30: Vertex shader logic is correct.

The vertex shader correctly applies transformations to the vertex positions and normals. The use of matrix transformations for both the model and world transformations is appropriate for rendering 3D objects. The output of color and normals is also handled correctly.

src/foundations/scenes/plane_distance/PlaneDistanceUI.zig (2)

2-15: Improved modularity and clarity in structure.

The separation of plane and cube properties enhances the clarity and modularity of the code. This allows for independent manipulation of each object's spatial properties, aligning with best practices for managing 3D transformations.


32-53: UI logic correctly updates transformations.

The UI logic for updating plane and cube transformations is well-structured. The use of sliders for each axis provides intuitive control over the spatial properties, and the update flags ensure that changes are tracked efficiently.

src/foundations/scenes/plane_distance/PlaneDistance.zig (4)

59-59: LGTM!

The addition of pd.renderParallepiped() in the initialization process is consistent with the rendering setup for other objects.


79-85: Efficient update control flow!

The introduction of plane_updated and cube_updated flags ensures that transformations are only applied when necessary, improving efficiency.


206-230: Consistent rendering logic!

The renderParallepiped function follows the established pattern for rendering objects and includes necessary transformations.


20-21: Verify shader file existence and correctness.

Ensure that the shader files cube_vertex.glsl and cube_frag.glsl are correctly embedded and contain the necessary shader code for rendering cubes.

Verification successful

Shader files are correctly embedded and contain necessary GLSL code.

The shader files cube_vertex.glsl and cube_frag.glsl exist and contain appropriate GLSL code for rendering cubes. The vertex shader defines input layouts, and the fragment shader processes color output, indicating they are set up correctly for their intended purpose.

  • src/foundations/scenes/plane_distance/cube_vertex.glsl
  • src/foundations/scenes/plane_distance/cube_frag.glsl
Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the existence of the cube shader files.

# Test: Check for the existence of cube shader files. Expect: Both files exist.
fd 'cube_vertex.glsl' || echo "cube_vertex.glsl not found"
fd 'cube_frag.glsl' || echo "cube_frag.glsl not found"

Length of output: 259


Script:

#!/bin/bash
# Description: Check the contents of the cube shader files to ensure they contain GLSL code.

# Check the contents of cube_vertex.glsl
echo "Contents of cube_vertex.glsl:"
head -n 10 src/foundations/scenes/plane_distance/cube_vertex.glsl

# Check the contents of cube_frag.glsl
echo "Contents of cube_frag.glsl:"
head -n 10 src/foundations/scenes/plane_distance/cube_frag.glsl

Length of output: 809

@btipling btipling merged commit 04c3b51 into main Aug 18, 2024
@btipling btipling deleted the bt/plane_cube_distance branch August 18, 2024 09:26
This was referenced Sep 22, 2024
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2 participants