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@btipling btipling commented Sep 12, 2024

Summary by CodeRabbit

  • New Features

    • Introduced a vertex shader for rendering geometric shapes, specifically cubes and pyramids, enhancing the visual representation of 3D objects.
    • Added support for dynamic code inclusion with the new stb_include functionality.
    • Enhanced camera and rendering features with new uniform handling.
  • Bug Fixes

    • Corrected naming conventions for mesh types across multiple files to improve consistency.
  • Documentation

    • Updated documentation for new modules and functionalities related to the rendering of shapes and scenes.
  • Chores

    • Refactored import paths for better module organization and clarity across the project.

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coderabbitai bot commented Sep 12, 2024

Caution

Review failed

The pull request is closed.

Walkthrough

The pull request introduces enhancements to the Zig project, focusing on geometric shapes and rendering functionalities. It includes new C and Zig source files for dynamic code inclusion, definitions for geometric objects like pyramids, and updates to rendering logic across various shapes. Additionally, shader files have been modified for improved graphical representation, and navigation types for specific modules have been adjusted.

Changes

File Path Change Summary
build.zig Added stb_include.c for C source file inclusion.
libs/stb/include/stb_include.h Introduced functions for dynamic inclusion of code snippets.
libs/stb/src/stb_include.c Implemented STB_INCLUDE functionality.
src/foundations/c.zig Added @cDefine("STB_INCLUDE_LINE_GLSL") and included stb_include.h.
src/foundations/object/object.zig Added pyramid to object_type enum and updated object union.
src/foundations/object/*.zig Renamed mesh from rhi.mesh to rhi.Mesh across multiple files.
src/foundations/object/object_pyramid/ObjectPyramid.zig Defined a structure for rendering a pyramid object with associated functionality.
src/foundations/scenes/cgpoc/chapter4/*.zig Introduced multiple new scene files for rendering cubes, pyramids, and solar system elements, along with their shaders.
src/foundations/scenes/math/*.zig Added math.zig as a central module for mathematical utilities and updated import paths in related files.
src/foundations/scenes/shapes/*.zig Introduced new shape definitions, including Pyramid, and updated import paths accordingly.
src/foundations/scenes/color/*.zig Added LinearColorspace constant and updated import paths.

Possibly related PRs

  • Plane distance scene #2: The changes in the PlaneDistance module may relate to the inclusion of new geometric shapes, which could involve similar rendering logic as the new functionalities introduced in the main PR regarding the stb_include.c and stb_include.h files.
  • Add a cube for measuring plane distance #10: The addition of a cube for measuring plane distance in this PR suggests a direct relationship with the main PR's focus on enhancing functionalities related to geometric shapes, particularly in rendering and transformations.
  • plane extraction actually works #21: The modifications to the FrustumPlanes structure and the introduction of new rendering logic for spheres indicate a connection to the main PR's enhancements in handling additional geometric functionalities.
  • Update to new zig version #25: The updates to the mathematical functions for handling projections and transformations may relate to the changes in the main PR, which also involves enhancements in rendering capabilities.
  • fix left handed rotations #27: The fix for left-handed rotations in the matrix calculations could be relevant to the transformations and rendering logic introduced in the main PR, as both involve geometric manipulations.

🐇 In the meadow where shapes do play,
A pyramid rises, bright as day.
With shaders dancing, colors bright,
New forms emerge, a joyful sight.
Code weaves magic, in Zig we trust,
Rendering dreams, in shapes we must! 🌟

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Actionable comments posted: 3

Outside diff range and nitpick comments (8)
src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/pyramid_vertex.glsl (1)

1-27: LGTM with a suggestion!

The vertex shader follows the standard structure and naming conventions. The input vertex attributes, uniform variables, and the main function are correctly defined and used.

However, please review the varying color calculation in line 26:

f_varying_color = (vec4(f_position.xyz, 1.0) - 0.5) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);

This calculation seems to be a placeholder and may not provide the desired shading effect for the pyramid. Consider updating it based on your specific shading requirements, such as using the vertex normals, light positions, or material properties to calculate the appropriate color.

src/foundations/scenes/cgpoc/chapter4/simple_solar_system/cube_vertex.glsl (1)

1-27: The shader code looks good overall, but consider improving the vertex color calculation.

The shader follows the standard structure and correctly utilizes the input vertex attributes and uniform variables. The transformation matrices are combined in the correct order to transform the vertex position.

However, the vertex color calculation seems to be a placeholder and doesn't use the input vertex color or normals.

Consider updating the vertex color calculation to utilize the input vertex color and normals for better shading. For example:

vec3 light_direction = normalize(vec3(1.0, 1.0, 1.0));
float diffuse_factor = max(dot(f_normals, light_direction), 0.0);
f_varying_color = f_color * diffuse_factor;

This calculates a simple diffuse lighting factor based on the vertex normal and a hardcoded light direction, and multiplies it with the input vertex color to get the final vertex color.

src/foundations/scenes/cgpoc/chapter4/simple_solar_system/cylinder_vertex.glsl (1)

1-27: The vertex shader code looks good overall, with a few suggestions for improvement.

The shader follows a logical structure, uses modern GLSL version, and correctly handles vertex transformations using the provided matrices. The input/output definitions and uniform variables are properly declared.

Some suggestions for improvement:

  1. Consider using more meaningful variable names for the transformation matrix columns (e.g., f_transform_column0 instead of f_t_column0) to improve readability.
  2. The vertex color calculation based on the transformed position seems arbitrary and may not provide visually meaningful results. Consider using a different approach, such as passing a separate color attribute or using a more purposeful color calculation based on the cylinder's properties or position.
  3. Add comments to explain the purpose of each section of the shader code, such as the input/output definitions, uniform variables, and the main function. This will make the code more maintainable and easier to understand for other developers.

Overall, the shader code is functional and follows best practices. The suggestions above are minor improvements to enhance readability and maintainability.

src/foundations/scenes/cgpoc/chapter4/plain_red_cube/PlainRedCube.zig (1)

6-97: LGTM! Consider removing the empty methods.

The PlainRedCube struct and its associated methods are well-defined and serve clear purposes. The init, deinit, draw, and renderParallepiped methods are correctly implemented.

However, the updateCamera and updateParallepipedTransform methods are empty and can be removed if not needed.

Apply this diff to remove the empty methods:

-pub fn updateCamera(_: *PlainRedCube) void {}
-
-pub fn updateParallepipedTransform(_: *PlainRedCube, prog: u32) void {
-    const m = math.matrix.identity();
-    rhi.setUniformMatrix(prog, "f_cube_transform", m);
-}
src/foundations/scenes/cgpoc/chapter4/varying_color_cube/VaryingColorCube.zig (3)

22-43: Consider making the camera position and rotation configurable.

The init method is correctly implemented and follows best practices for error handling. However, the camera is initialized with hardcoded position and rotation values. Consider making these configurable via the cfg parameter to allow for more flexibility.


64-67: Add a comment to clarify the intent.

The updateParallepipedTransform method is correctly implemented. However, it's not clear why the transform is always set to an identity matrix. Consider adding a comment to clarify the intent behind this choice.


69-103: Consider optimizing shader concatenation and making the number of cubes configurable.

The renderParallepiped method is correctly implemented and follows the expected steps for rendering the object. However, please consider the following suggestions:

  1. The vertex shader is concatenated from multiple strings. This could potentially lead to performance issues for large shaders. Consider using a single string or a more efficient concatenation method.

  2. The number of cubes is hardcoded to 100,000. Consider making this configurable to allow for flexibility and performance tuning.

src/foundations/scenes/shapes/pyramid/Pyramid.zig (1)

1-6: LGTM, but consider using a dynamic array or slice for objects.

The struct fields are correctly defined. However, the objects field is currently a fixed-size array of 1 element. Consider using a dynamic array or slice instead to allow flexibility in case more objects need to be added in the future.

Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

Commits

Files that changed from the base of the PR and between 8032c59 and d22d6dc.

Files selected for processing (82)
  • build.zig (1 hunks)
  • libs/stb/include/stb_include.h (1 hunks)
  • libs/stb/src/stb_include.c (1 hunks)
  • src/foundations/c.zig (1 hunks)
  • src/foundations/object/object.zig (3 hunks)
  • src/foundations/object/object_circle/ObjectCircle.zig (1 hunks)
  • src/foundations/object/object_cone/ObjectCone.zig (1 hunks)
  • src/foundations/object/object_cube/ObjectCube.zig (1 hunks)
  • src/foundations/object/object_cylinder/ObjectCylinder.zig (1 hunks)
  • src/foundations/object/object_instanced_triangle/ObjectInstancedTriangle.zig (1 hunks)
  • src/foundations/object/object_no_render/ObjectNoRender.zig (1 hunks)
  • src/foundations/object/object_parallelepiped/ObjectParallelepiped.zig (1 hunks)
  • src/foundations/object/object_pyramid/ObjectPyramid.zig (1 hunks)
  • src/foundations/object/object_quad/ObjectQuad.zig (1 hunks)
  • src/foundations/object/object_sphere/ObjectSphere.zig (1 hunks)
  • src/foundations/object/object_strip/ObjectStrip.zig (1 hunks)
  • src/foundations/object/object_triangle/ObjectTriangle.zig (1 hunks)
  • src/foundations/physics/camera.zig (3 hunks)
  • src/foundations/rhi/Uniform.zig (1 hunks)
  • src/foundations/rhi/rhi.zig (5 hunks)
  • src/foundations/scenes/cgpoc/cgpoc.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/chapter4.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/CubeAndPyramid.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/cube_and_pyramid_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/cube_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/pyramid_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/plain_red_cube/PlainRedCube.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/plain_red_cube/plain_red_cube_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/plain_red_cube/plain_red_cube_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/SimpleSolarSystem.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/cube_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/cylinder_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/pyramid_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/simple_solar_system_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/VaryingColorCube.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_vertex_header.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_vertex_main.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/point/Point.zig (2 hunks)
  • src/foundations/scenes/cgpoc/triangle_animated/TriangleAnimated.zig (2 hunks)
  • src/foundations/scenes/color/color.zig (1 hunks)
  • src/foundations/scenes/color/linear_colorspace/LinearColorspace.zig (1 hunks)
  • src/foundations/scenes/math/barycentric_coordinates/BarycentricCoordinates.zig (1 hunks)
  • src/foundations/scenes/math/barycentric_coordinates/BarycentricCoordinatesUI.zig (1 hunks)
  • src/foundations/scenes/math/frustum_planes/FrustumPlanes.zig (1 hunks)
  • src/foundations/scenes/math/frustum_planes/FrustumPlanesUI.zig (1 hunks)
  • src/foundations/scenes/math/line/Line.zig (1 hunks)
  • src/foundations/scenes/math/line/LineManager.zig (1 hunks)
  • src/foundations/scenes/math/line/LinePoint.zig (1 hunks)
  • src/foundations/scenes/math/line/LineUI.zig (1 hunks)
  • src/foundations/scenes/math/line_distance/LineDistance.zig (1 hunks)
  • src/foundations/scenes/math/line_distance/LineDistanceUI.zig (1 hunks)
  • src/foundations/scenes/math/look_at/LookAt.zig (1 hunks)
  • src/foundations/scenes/math/look_at/LookAtUI.zig (1 hunks)
  • src/foundations/scenes/math/math.zig (1 hunks)
  • src/foundations/scenes/math/math_vector_arithmetic/MathVectorArithmetic.zig (1 hunks)
  • src/foundations/scenes/math/math_vector_arithmetic/MathVectorArithmeticUI.zig (1 hunks)
  • src/foundations/scenes/math/plane_distance/PlaneDistance.zig (1 hunks)
  • src/foundations/scenes/math/plane_distance/PlaneDistanceUI.zig (1 hunks)
  • src/foundations/scenes/math/unit_circle/UnitCircle.zig (1 hunks)
  • src/foundations/scenes/math/unit_circle/UnitCircleUI.zig (1 hunks)
  • src/foundations/scenes/scenes.zig (2 hunks)
  • src/foundations/scenes/shapes/circle/Circle.zig (1 hunks)
  • src/foundations/scenes/shapes/cone_animated/ConeAnimated.zig (1 hunks)
  • src/foundations/scenes/shapes/cone_animated/ConeAnimatedUI.zig (1 hunks)
  • src/foundations/scenes/shapes/cube_animated/CubeAnimated.zig (1 hunks)
  • src/foundations/scenes/shapes/cube_animated/CubeAnimatedUI.zig (1 hunks)
  • src/foundations/scenes/shapes/cylinder_animated/CylinderAnimated.zig (1 hunks)
  • src/foundations/scenes/shapes/cylinder_animated/CylinderAnimatedUI.zig (1 hunks)
  • src/foundations/scenes/shapes/point_rotating/PointRotating.zig (1 hunks)
  • src/foundations/scenes/shapes/point_rotating/PointRotatingUI.zig (1 hunks)
  • src/foundations/scenes/shapes/pyramid/Pyramid.zig (1 hunks)
  • src/foundations/scenes/shapes/pyramid/PyramidUI.zig (1 hunks)
  • src/foundations/scenes/shapes/pyramid/pyramid_frag.glsl (1 hunks)
  • src/foundations/scenes/shapes/pyramid/pyramid_vertex.glsl (1 hunks)
  • src/foundations/scenes/shapes/shapes.zig (1 hunks)
  • src/foundations/scenes/shapes/sphere/Sphere.zig (1 hunks)
  • src/foundations/scenes/shapes/sphere/SphereUI.zig (1 hunks)
  • src/foundations/scenes/shapes/triangle/Triangle.zig (1 hunks)
  • src/foundations/shaders/transforms.glsl (1 hunks)
  • src/foundations/ui/ui_navigation.zig (1 hunks)
  • src/foundations/ui/ui_state.zig (1 hunks)
Files skipped from review due to trivial changes (44)
  • src/foundations/object/object_circle/ObjectCircle.zig
  • src/foundations/object/object_cone/ObjectCone.zig
  • src/foundations/object/object_cube/ObjectCube.zig
  • src/foundations/object/object_cylinder/ObjectCylinder.zig
  • src/foundations/object/object_instanced_triangle/ObjectInstancedTriangle.zig
  • src/foundations/object/object_no_render/ObjectNoRender.zig
  • src/foundations/object/object_parallelepiped/ObjectParallelepiped.zig
  • src/foundations/object/object_quad/ObjectQuad.zig
  • src/foundations/object/object_sphere/ObjectSphere.zig
  • src/foundations/object/object_strip/ObjectStrip.zig
  • src/foundations/object/object_triangle/ObjectTriangle.zig
  • src/foundations/rhi/rhi.zig
  • src/foundations/scenes/cgpoc/chapter4/plain_red_cube/plain_red_cube_frag.glsl
  • src/foundations/scenes/color/linear_colorspace/LinearColorspace.zig
  • src/foundations/scenes/math/barycentric_coordinates/BarycentricCoordinates.zig
  • src/foundations/scenes/math/barycentric_coordinates/BarycentricCoordinatesUI.zig
  • src/foundations/scenes/math/frustum_planes/FrustumPlanes.zig
  • src/foundations/scenes/math/frustum_planes/FrustumPlanesUI.zig
  • src/foundations/scenes/math/line/Line.zig
  • src/foundations/scenes/math/line/LineManager.zig
  • src/foundations/scenes/math/line/LinePoint.zig
  • src/foundations/scenes/math/line/LineUI.zig
  • src/foundations/scenes/math/line_distance/LineDistance.zig
  • src/foundations/scenes/math/line_distance/LineDistanceUI.zig
  • src/foundations/scenes/math/look_at/LookAt.zig
  • src/foundations/scenes/math/look_at/LookAtUI.zig
  • src/foundations/scenes/math/math_vector_arithmetic/MathVectorArithmetic.zig
  • src/foundations/scenes/math/math_vector_arithmetic/MathVectorArithmeticUI.zig
  • src/foundations/scenes/math/plane_distance/PlaneDistance.zig
  • src/foundations/scenes/math/plane_distance/PlaneDistanceUI.zig
  • src/foundations/scenes/math/unit_circle/UnitCircle.zig
  • src/foundations/scenes/math/unit_circle/UnitCircleUI.zig
  • src/foundations/scenes/shapes/circle/Circle.zig
  • src/foundations/scenes/shapes/cone_animated/ConeAnimated.zig
  • src/foundations/scenes/shapes/cone_animated/ConeAnimatedUI.zig
  • src/foundations/scenes/shapes/cube_animated/CubeAnimated.zig
  • src/foundations/scenes/shapes/cube_animated/CubeAnimatedUI.zig
  • src/foundations/scenes/shapes/cylinder_animated/CylinderAnimated.zig
  • src/foundations/scenes/shapes/cylinder_animated/CylinderAnimatedUI.zig
  • src/foundations/scenes/shapes/point_rotating/PointRotating.zig
  • src/foundations/scenes/shapes/point_rotating/PointRotatingUI.zig
  • src/foundations/scenes/shapes/sphere/Sphere.zig
  • src/foundations/scenes/shapes/sphere/SphereUI.zig
  • src/foundations/scenes/shapes/triangle/Triangle.zig
Additional comments not posted (92)
libs/stb/src/stb_include.c (1)

1-2: LGTM!

The code follows the standard practice for single-header libraries like stb:

  • Defining the STB_INCLUDE_IMPLEMENTATION macro to ensure that the implementation code from the header file is included only once.
  • Including the corresponding header file stb_include.h.
src/foundations/scenes/color/color.zig (1)

1-1: LGTM!

The code segment is importing a module named LinearColorspace from a relative path and assigning it to a public constant. The naming convention used for the constant is PascalCase, which is a common convention for constants in Zig. The code segment is small and straightforward, and there are no apparent issues with it.

src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/cube_and_pyramid_frag.glsl (1)

1-9: LGTM!

The fragment shader code looks good:

  • Using GLSL version 460 core is a modern choice and should be compatible with the target OpenGL version.
  • The shader correctly declares the varying input f_varying_color from the vertex shader using the in qualifier.
  • It declares the output fragment color fo_frag_color using the out qualifier, which is the correct approach in modern OpenGL.
  • Assigning the interpolated varying color directly to the output fragment color is a valid operation for simple shading.

No issues or necessary improvements identified in this simple fragment shader.

src/foundations/scenes/cgpoc/chapter4/simple_solar_system/simple_solar_system_frag.glsl (1)

1-9: LGTM!

The fragment shader code looks good:

  • It uses a modern GLSL version (460 core) that is compatible with OpenGL 4.6 and above.
  • The input and output variables are correctly declared with appropriate qualifiers and types.
  • The variable naming follows a consistent convention with f_ prefix for input and fo_ prefix for output.
  • The main function is correctly defined and performs a valid operation of assigning the input color to the output color.
  • The code follows a consistent indentation style and uses curly braces for the main function.

Overall, the code is clean, well-structured, and follows good practices. Great job!

src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_frag.glsl (1)

1-9: LGTM!

The fragment shader looks good:

  • It uses the modern GLSL version 460 core.
  • The input varying color and output fragment color are correctly declared with in and out qualifiers respectively, and use the appropriate vec4 type.
  • The main function simply assigns the input varying color to the output fragment color, which is the expected behavior for this shader.

Great job!

src/foundations/scenes/shapes/pyramid/pyramid_frag.glsl (1)

5-10: LGTM!

The output variable fo_frag_color is correctly declared, and the main function is properly defined. The fragment color is calculated by scaling and biasing the normal vector to the range [0, 1] and setting the alpha value to 1, effectively visualizing the normal vectors.

src/foundations/scenes/cgpoc/cgpoc.zig (1)

1-4: LGTM!

The file is well-organized and easy to understand. It's acting as an index file to export the modules using relative paths, which is a good practice.

src/foundations/scenes/cgpoc/chapter4/chapter4.zig (4)

1-1: LGTM!

The import statement is using a relative path and has a descriptive name, which is good for readability and maintainability.


2-2: LGTM!

The import statement is using a relative path and has a descriptive name, which is good for readability and maintainability.


3-3: LGTM!

The import statement is using a relative path and has a descriptive name, which is good for readability and maintainability.


4-4: LGTM!

The import statement is using a relative path and has a descriptive name, which is good for readability and maintainability.

src/foundations/c.zig (1)

10-11: LGTM! Verify the impact on shaders and graphical elements.

The changes look good and align with the PR objectives of enhancing the project's capabilities related to geometric shapes and rendering functionalities. The addition of @cDefine("STB_INCLUDE_LINE_GLSL", {}) and @cInclude("stb_include.h") should enable specific functionalities related to GLSL and improve the integration of the STB library.

However, it's important to verify that these changes have the desired impact on the shaders and graphical elements in the application. Please ensure that the GLSL-related functionalities are working as expected and that there are no unintended side effects.

src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_vertex_header.glsl (1)

1-14: LGTM! Consider adding comments and clarifying the purpose of f_tf.

The vertex shader header file looks good. It defines the necessary input vertex attributes, uniform variables, and an output varying variable for passing data to the vertex shader.

To improve readability and maintainability, consider adding comments to clarify the purpose of each input, uniform, and output variable. This will make it easier for other developers to understand the shader code.

What is the purpose of the uniform variable f_tf? It's not clear from the current context how it's being used in the shader. Could you please provide more information about its intended usage?

src/foundations/scenes/math/math.zig (1)

1-8: LGTM!

The file serves as a clean and well-organized central point to import and re-export various math-related modules. The imports are named appropriately, making it easy to understand their purpose.

src/foundations/scenes/shapes/pyramid/pyramid_vertex.glsl (1)

1-24: LGTM!

The vertex shader code for the pyramid shape is well-structured, efficient, and follows best practices. It correctly applies the necessary transformations and pinhole projection to the vertex position. The input attributes, uniform variables, and output variables are properly declared and used.

Great job on implementing this shader! The code is clean, readable, and free of any apparent issues.

src/foundations/scenes/cgpoc/chapter4/plain_red_cube/plain_red_cube_vertex.glsl (1)

1-23: LGTM!

The vertex shader code looks good and follows the correct structure. Here are the key points:

  1. The shader correctly defines the input vertex attributes using the in keyword and the layout qualifier to specify their locations.
  2. The uniform variable f_mvp is properly declared using the uniform keyword.
  3. The main function constructs the transformation matrix f_transform using the input attributes and calculates the transformed vertex position by multiplying the matrices and the vertex position.
  4. The transformed position is correctly assigned to gl_Position for rasterization.
  5. The shader follows a consistent naming convention and uses descriptive variable names.
  6. The shader specifies an appropriate GLSL version (460 core).

Overall, the vertex shader code is well-structured and should function as intended.

src/foundations/rhi/Uniform.zig (5)

1-6: LGTM!

The struct definition and the constant empty are correctly implemented.


8-14: LGTM!

The init function correctly initializes a Uniform struct with the given program and name.


16-19: LGTM!

The setUniformMatrix function correctly sets the uniform matrix using the given Uniform struct and math.matrix.


21-23: LGTM!

The setUniform1f function correctly sets the uniform value using the given Uniform struct and f32 value.


25-26: LGTM!

The imports are correctly placed at the end of the file and are used in the code segments above.

src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/cube_vertex.glsl (1)

26-26: Verify the color calculation logic.

The color calculation in the line f_varying_color = ((vec4(f_position.xyz, 1.0) * 2.0) - 1.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5); seems arbitrary. It maps the vertex position to a color range of [0, 1] and adds an offset of (0.5, 0.5, 0.5, 0.5).

Ensure that this color calculation aligns with your intended visual output. If not, consider using a more meaningful color assignment, such as using the input vertex color (f_color) or a uniform color variable.

src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_vertex_main.glsl (1)

2-22: LGTM!

The vertex shader code looks good and follows common practices for instanced rendering. Here are some observations:

  • The shader efficiently calculates per-instance transformations using sine functions and the instance ID.
  • It combines the per-instance transformations with the model-view-projection matrix to calculate the final vertex position.
  • The varying color is calculated based on the vertex position, providing a smooth color gradient across the cube.

The code is well-structured and should work as intended.

src/foundations/scenes/cgpoc/chapter4/simple_solar_system/pyramid_vertex.glsl (1)

1-27: LGTM!

The vertex shader code looks good and follows the standard structure and conventions. The input vertex attributes and uniforms are declared correctly, and the necessary transformations are applied to the vertex position in the correct order. The varying color output is calculated based on the transformed position, which will result in a nice gradient effect on the rendered pyramid.

Great job!

src/foundations/shaders/transforms.glsl (5)

2-9: LGTM!

The buildTranslate function correctly constructs a 4x4 translation matrix in column-major order using the provided x, y, z translation values.


11-18: LGTM!

The buildRotateX function correctly constructs a 4x4 rotation matrix around the X-axis in column-major order using the provided angle in radians. The sin and cos functions are used appropriately to compute the matrix elements.


21-28: LGTM!

The buildRotateY function correctly constructs a 4x4 rotation matrix around the Y-axis in column-major order using the provided angle in radians. The sin and cos functions are used appropriately to compute the matrix elements.


31-38: LGTM!

The buildRotateZ function correctly constructs a 4x4 rotation matrix around the Z-axis in column-major order using the provided angle in radians. The sin and cos functions are used appropriately to compute the matrix elements.


40-47: LGTM!

The buildScale function correctly constructs a 4x4 scaling matrix in column-major order using the provided x, y, z scale factors. The scale factors are placed appropriately on the diagonal of the matrix.

src/foundations/object/object.zig (3)

13-13: LGTM!

The addition of the pyramid enum value to the object_type enum is consistent with the other geometric object types and aligns with the goal of introducing pyramid objects into the system.


28-28: Looks good!

The addition of the pyramid: Pyramid case to the object union is consistent with the other geometric object cases and enables the creation and management of pyramid object instances, as intended.


42-42: Looks good to me!

The addition of the import statement pub const Pyramid = @import("object_pyramid/ObjectPyramid.zig"); is necessary to link the Pyramid type to its implementation file. The import statement follows the same pattern as the other object type imports in the file.

src/foundations/scenes/cgpoc/point/Point.zig (1)

17-17: LGTM!

The change in the .nav_type field from .shape to .cgpoc aligns with the PR objective of enhancing the Zig project's capabilities related to geometric shapes and rendering functionalities. This change could affect how the "Point" is rendered or interacted with in the user interface, reflecting a more specific categorization.

src/foundations/scenes/cgpoc/triangle_animated/TriangleAnimated.zig (3)

14-14: LGTM!

The change in the navigation type from .shape to .cgpoc is correctly implemented. This modification suggests that the animated triangle is now associated with a different navigation context within the user interface.

Please ensure that this change is thoroughly tested to confirm that the animated triangle behaves as expected within the new navigation context and that it interacts correctly with other components in the application.


62-62: LGTM!

The import path for the rhi module is correctly updated to reflect the new directory structure. This change suggests a reorganization of the project files, which may affect how the rhi module is accessed throughout the codebase.

Please ensure that all references to the rhi module in other files are updated to match the new import path. You can use the following script to verify the usage of the rhi module:

Verification successful

Import Path Update Verified

The import path for the rhi module in src/foundations/scenes/cgpoc/triangle_animated/TriangleAnimated.zig is consistent with the paths used in other files across the codebase. No issues were found with the updated import path.

  • The updated path ../../../rhi/rhi.zig is correctly used in multiple files, ensuring consistency.
Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify all import statements for the `rhi` module match the new path.

# Test: Search for the import statements. Expect: Only occurrences of the new import path.
rg --type zig $'@import\("rhi"\)'

Length of output: 34


Script:

#!/bin/bash
# Description: Search for all import statements that include the `rhi` module, considering potential variations in the import path.

# Test: Search for import statements that include "rhi" in the path.
rg --type zig '@import\(".*rhi.*"\)' -A 2

Length of output: 11494


63-65: LGTM!

The import paths for the ui, config, and math modules are correctly updated to reflect the new directory structure. These changes suggest a reorganization of the project files, which may affect how these modules are accessed throughout the codebase.

Please ensure that all references to the ui, config, and math modules in other files are updated to match the new import paths. You can use the following script to verify the usage of these modules:

Verification successful

Import Paths Updated Consistently

The import paths for the ui, config, and math modules have been updated consistently across the codebase. The changes reflect the new directory structure and are correctly applied in multiple files.

  • Files with updated ui import:

    • src/foundations/scenes/shapes/point_rotating/PointRotating.zig
    • src/foundations/scenes/shapes/cube_animated/CubeAnimated.zig
    • src/foundations/scenes/shapes/pyramid/Pyramid.zig
    • ... (and others)
  • Files with updated config import:

    • src/foundations/scenes/shapes/triangle/Triangle.zig
    • src/foundations/scenes/shapes/sphere/Sphere.zig
    • src/foundations/scenes/shapes/pyramid/Pyramid.zig
    • ... (and others)
  • Files with updated math import:

    • src/foundations/scenes/cgpoc/triangle_animated/TriangleAnimated.zig
    • src/foundations/scenes/color/linear_colorspace/LinearColorspace.zig
    • src/foundations/scenes/shapes/triangle/Triangle.zig
    • ... (and others)
Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify all import statements for the `ui`, `config`, and `math` modules match the new paths.

# Test: Search for the import statements. Expect: Only occurrences of the new import paths.
rg --type zig $'@import\("ui"\)'
rg --type zig $'@import\("config"\)' 
rg --type zig $'@import\("math"\)'

Length of output: 107


Script:

#!/bin/bash
# Use ast-grep to search for the updated import paths for `ui`, `config`, and `math` modules in the codebase.

# Search for the updated import path for `ui`
ast-grep --lang zig --pattern $'@import("../../../ui/ui.zig")'

# Search for the updated import path for `config`
ast-grep --lang zig --pattern $'@import("../../../config/config.zig")'

# Search for the updated import path for `math`
ast-grep --lang zig --pattern $'@import("../../../math/math.zig")'

Length of output: 524


Script:

#!/bin/bash
# Use rg to search for the updated import paths for `ui`, `config`, and `math` modules in the codebase.

# Search for the updated import path for `ui`
rg --type zig '@import\("../../../ui/ui.zig"\)'

# Search for the updated import path for `config`
rg --type zig '@import\("../../../config/config.zig"\)'

# Search for the updated import path for `math`
rg --type zig '@import\("../../../math/math.zig"\)'

Length of output: 8200

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

16-16: LGTM!

The change in the initial scene type from math_vector_arithmetic to four_simple_solar_system aligns with the PR objective of enhancing the project's capabilities related to geometric shapes and rendering functionalities.


73-76: Verify the usage of the newly added imports.

The newly added imports cgpoc, color, math, and shapes are consistent with the PR objective of enhancing the project's capabilities related to geometric shapes and rendering functionalities. The imports are declared as public constants, which is a common pattern in Zig for making the imported modules available to other parts of the codebase.

Run the following script to verify if the imports are used in the four_simple_solar_system scene:

src/foundations/ui/ui_navigation.zig (2)

28-31: LGTM!

The code changes follow the existing pattern and expand the navigation capabilities as intended. The implementation looks good.


39-39: Please provide more context and ensure thorough testing.

I noticed that the evaluation branch quota has been increased from 2,000 to 4,000. Could you please provide more information about the reasoning behind this change? Also, please ensure that this change has been thoroughly tested to confirm that there are no unintended side effects on the performance or behavior of the navigation menu.

src/foundations/ui/ui_state.zig (4)

1-28: LGTM!

The reorganization and categorization of the scene_type enum improve readability and logical grouping. The addition of new scene types enhances the functionality and diversity of available scenes. The enum declaration and naming conventions are consistent and appropriate.


31-58: Excellent refactoring!

The changes to the scenes union, referencing the scenes_list module for scene declarations, improve the organization and maintainability of the codebase. The updated scene types correctly reference the corresponding declarations in the scenes_list module, indicating a successful transition to a more modular structure. The union declaration and referencing of scene types are consistent and appropriate.


65-65: Nice addition!

The inclusion of the cgpoc variant in the scene_nav_type enum enhances the functionality related to scene navigation, allowing for more diverse scene types to be managed. The naming of the new variant is consistent with the existing variants and follows the established convention. The enum declaration and the addition of the new variant are appropriate.


73-73: Good import!

The addition of the import statement for the scenes_list module correctly references the module that consolidates the imports of various scene types. The placement of the import statement at the end of the file is consistent with the existing code structure. The import statement and its placement are appropriate.

src/foundations/scenes/shapes/pyramid/PyramidUI.zig (3)

1-11: LGTM!

The struct fields are well-defined with sensible default values. They provide good control over the pyramid's properties.


14-16: LGTM!

The init method is correctly implemented and returns an instance of ca_ui with default field values.


18-48: LGTM!

The draw method is correctly implemented and provides a good UI for controlling the pyramid's properties. The use of c.igTreeNode_Str for grouping related properties and c.igSameLine for placing related radio buttons on the same line are good practices.

build.zig (1)

85-85: LGTM!

The addition of stb_include.c to the list of C source files compiled into the executable is a valid change that expands the project's usage of the STB library. The change is straightforward and does not introduce any issues.

src/foundations/scenes/cgpoc/chapter4/varying_color_cube/VaryingColorCube.zig (3)

15-20: LGTM!

The navType method is correctly implemented and returns the expected navigation information for the scene.


45-49: LGTM!

The deinit method is correctly implemented and properly deinitializes the camera and frees the allocated memory.


51-60: LGTM!

The draw method is correctly implemented. It updates the time uniform and camera, and draws the parallelepiped object as expected.

src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/CubeAndPyramid.zig (8)

14-19: LGTM!

The navType function is correctly implemented and returns the expected struct with navigation information.


21-43: LGTM!

The init function is well-implemented and follows best practices:

  • It correctly allocates memory for the CubeAndPyramid struct and handles errors using errdefer.
  • The camera is properly initialized with the provided configuration.
  • The pyramid and parallelepiped are rendered by calling the respective functions.

45-49: LGTM!

The deinit function is correctly implemented:

  • It properly deinitializes the camera.
  • It frees the memory allocated for the CubeAndPyramid struct.

51-60: LGTM!

The draw function is correctly implemented:

  • It updates the camera with the provided delta time.
  • It calls rhi.drawObjects with an array containing the pyramid and parallelepiped objects.

64-67: LGTM!

The updatePyramidTransform function is correctly implemented:

  • It creates an identity matrix.
  • It sets the uniform matrix "f_transform" with the identity matrix using rhi.setUniformMatrix.

69-96: LGTM!

The renderPyramid function is correctly implemented:

  • It creates a shader program and attaches the pyramid vertex shader and fragment shader.
  • It sets up the transformation matrix and instance data for the pyramid.
  • It initializes a pyramid object with the shader program and instance data.
  • It updates the pyramid transform and adds the shader program to the camera.

98-101: LGTM!

The updateParallepipedTransform function is correctly implemented:

  • It creates an identity matrix.
  • It sets the uniform matrix "f_transform" with the identity matrix using rhi.setUniformMatrix.

103-130: LGTM!

The renderParallepiped function is correctly implemented:

  • It creates a shader program and attaches the cube vertex shader and fragment shader.
  • It sets up the transformation matrix and instance data for the parallelepiped.
  • It initializes a parallelepiped object with the shader program and instance data.
  • It updates the parallelepiped transform and adds the shader program to the camera.
src/foundations/scenes/shapes/pyramid/Pyramid.zig (6)

7-36: LGTM!

The keyframe rotation quaternions are correctly defined using the axisAngleToQuat function with the provided axis and angle values.


40-41: LGTM!

Using @embedFile to include the vertex and fragment shader source code is a good approach. The relative file paths for the shader files are also correctly specified.


43-48: LGTM!

The navType function correctly returns a scene_nav_info struct with the appropriate nav_type and name fields for the Pyramid shape. This aligns with the PR objective of enhancing geometric shape rendering capabilities.


50-81: LGTM!

The init function correctly initializes a new Pyramid struct with the provided configuration. It sets up the shader program, attaches the shaders, prepares the instance data, and initializes the Pyramid object. The function returns a pointer to the newly created Pyramid struct, which is properly allocated and initialized.


83-85: LGTM!

The deinit function correctly frees the memory allocated for the Pyramid struct using the provided allocator. It's a simple but necessary function for proper resource management.


89-128: LGTM!

The draw function correctly renders the Pyramid object based on the UI state and animation settings. It sets up the transformation matrix by applying translations, rotations (using Slerp or Lerp), and scaling. The Pyramid object is drawn using the drawObjects function, and the shader uniforms for the transformation matrix and pinhole distance are set appropriately. Finally, the UI state is updated by calling its draw function.

src/foundations/object/object_pyramid/ObjectPyramid.zig (6)

17-47: LGTM!

The init function is well-structured and correctly initializes a new Pyramid object. It properly sets up the VBO, EBO, and VAO for the pyramid mesh, and handles the blending option based on the provided blend parameter.


48-50: LGTM!

The updateInstanceAt function is concise and correctly updates the instance data of the pyramid at the specified index. It properly uses the updateInstanceData function from the rhi module and the vertex_data_size and instance_data_stride fields of the Pyramid struct to calculate the offset for updating the instance data.


52-78: LGTM!

The data function is well-organized and correctly generates the vertex and index data for the pyramid. It properly defines the vertex positions and uses the addSurface, addBottomSurface, addIndicesPerSurface, and addBottomIndicesPerSurface functions to generate the data for each surface of the pyramid. The function returns the generated data as a struct, making it easy to access and use the vertex and index data separately.


80-92: LGTM!

The addIndicesPerSurface function is straightforward and correctly adds the indices for a single surface of the pyramid to the indices array. It properly uses the provided vertex indices and offset to add the indices at the correct position in the array and returns the updated offset for tracking the current position.


94-120: LGTM!

The addSurface function correctly adds the vertex data for a single surface of the pyramid to the s_data array. It calculates the normal vector for the surface using the cross product of the edges and properly adds the vertex data for each vertex, including the position, color, and normal vector. The function uses the provided offset to add the data at the correct position and returns the updated offset for tracking the current position in the array.


122-139: LGTM!

The addBottomIndicesPerSurface and addBottomSurface functions are similar to their counterparts for the side surfaces of the pyramid and correctly add the indices and vertex data for the bottom surface to the respective arrays. They use the provided offsets to add the data at the correct positions and return the updated offsets for tracking the current positions in the arrays.

Also applies to: 141-173

src/foundations/scenes/cgpoc/chapter4/simple_solar_system/SimpleSolarSystem.zig (10)

1-10: LGTM!

The struct fields are well-defined to store the required data for the solar system simulation, including the allocator, geometric objects, their uniforms, camera, and transformation stack.


21-26: LGTM!

The navType method correctly returns the navigation type and name for the scene.


28-52: LGTM!

The init method correctly initializes the SimpleSolarSystem struct and its components, including:

  • Allocating memory for the struct
  • Initializing the camera
  • Setting up the transformation stack
  • Calling methods to render the geometric objects

The error handling using errdefer is appropriate.


54-58: LGTM!

The deinit method correctly deinitializes the SimpleSolarSystem struct and its components by:

  • Deinitializing the camera
  • Freeing the memory allocated for the struct

60-64: LGTM!

The pushStack method correctly pushes the matrix transformation onto the stack by:

  • Incrementing the stack index
  • Multiplying the input matrix with the matrix at the current stack index
  • Updating the current stack index

66-68: LGTM!

The popStack method correctly pops the matrix transformation from the stack by decrementing the current stack index.


70-72: LGTM!

The resetStack method correctly resets the stack to its initial state by setting the current stack index to 0.


74-114: LGTM!

The draw method correctly draws the solar system scene by:

  • Applying appropriate matrix transformations to the geometric objects (sun, planet, moon)
  • Updating the camera
  • Drawing the objects using rhi.drawObjects

118-143: LGTM!

The renderPyramid method correctly renders the pyramid object by:

  • Creating a shader program and attaching shaders
  • Setting up instance data
  • Initializing the pyramid object
  • Setting up the camera and uniform

145-170: LGTM!

The renderParallelepiped and renderCylinder methods correctly render their respective objects (parallelepiped and cylinder) by:

  • Creating a shader program and attaching shaders
  • Setting up instance data
  • Initializing the object
  • Setting up the camera and uniform

Also applies to: 172-198

libs/stb/include/stb_include.h (7)

184-251: LGTM!

The stb_include_string function follows a clear and well-structured algorithm to process a string containing #include directives. It handles errors gracefully and takes care of memory management. The code is readable and well-commented.


253-270: LGTM!

The stb_include_strings function provides a convenient way to process an array of strings as a single string containing #include directives. It delegates the actual processing to the already reviewed and approved stb_include_string function. The code is simple and easy to understand.


272-286: LGTM!

The stb_include_file function provides a convenient way to load a file and process it as a string containing #include directives. It handles file loading errors appropriately and delegates the actual processing to the already reviewed and approved stb_include_string function. The code is straightforward and easy to follow.


109-158: LGTM!

The stb_include_find_includes function correctly finds the locations of all #include and #inject directives in a string. It handles quoted filenames and skips non-directive lines. The code is well-structured and easy to understand.


59-75: LGTM!

The stb_include_load_file function correctly loads a file into a string buffer. It handles file opening and allocation errors appropriately and takes care of closing the file and null-terminating the string buffer. The code is straightforward and easy to follow.


176-182: LGTM!

The stb_include_append function correctly appends a string to another string, reallocating the buffer if necessary. It updates the current length of the destination string accordingly. The code is concise and easy to understand.


161-174: LGTM!

The stb_include_itoa function correctly converts an integer to a string representation without using sprintf. It writes the result to the provided buffer, which is assumed to be large enough to hold the converted string. The code is straightforward and avoids the dependency on sprintf.

src/foundations/physics/camera.zig (4)

25-25: LGTM!

The change from programs to uniforms aligns with the refactoring goal of streamlining uniform data management. It enhances clarity by directly associating the Camera struct with its uniforms.


93-93: LGTM!

Updating the deinit function to deinitialize the uniforms array is consistent with the refactoring and ensures proper cleanup of the associated memory.


403-404: LGTM!

Modifying the updatePrograms function to iterate over the uniforms array aligns with the refactoring and allows direct access to the uniform data associated with the camera.


410-413: LGTM!

Altering the addProgram function to append a rhi.Uniform instance directly to the uniforms array is consistent with the refactoring and simplifies the process of adding new uniforms to the camera. It emphasizes a more modular approach to handling uniforms.

Comment on lines +1 to +3
#version 460 core
in vec4 fo_color;
in vec3 fo_normals;
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Remove the unused input variable fo_color.

The shader version and the input variable fo_normals are correctly specified. However, the input variable fo_color is not used in the shader.

Remove the unused input variable:

-in vec4 fo_color;
 in vec3 fo_normals;
Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
#version 460 core
in vec4 fo_color;
in vec3 fo_normals;
#version 460 core
in vec3 fo_normals;

Comment on lines +1 to +8
pub const Triangle = @import("triangle/Triangle.zig");
pub const Circle = @import("circle/Circle.zig");
pub const Cone = @import("cone_animated/ConeAnimated.zig");
pub const Cube = @import("cube_animated/CubeAnimated.zig");
pub const Point = @import("point_rotating/PointRotating.zig");
pub const Cylinder = @import("cylinder_animated/CylinderAnimated.zig");
pub const Sphere = @import("sphere/Sphere.zig");
pub const Pyramid = @import("pyramid/Pyramid.zig");
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Tip

Codebase Verification

Missing Shape Modules Detected

The following shape modules referenced in src/foundations/scenes/shapes/shapes.zig could not be found in the repository:

  • ConeAnimated.zig
  • CubeAnimated.zig
  • PointRotating.zig
  • CylinderAnimated.zig

Please verify the existence of these files or update the import paths accordingly.

Analysis chain

LGTM!

The file serves as a central location for importing various shape modules. The imports are organized alphabetically, which is a good practice for maintainability. The Pyramid import suggests that a new shape has been added to the project.

Run the following script to verify if the imported shape modules exist:

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify if the imported shape modules exist.

# Test: Check if each imported file exists. Expect: All files to exist.
fd --type f --regex '(Triangle|Circle|Cone|Cube|Point|Cylinder|Sphere|Pyramid).zig$'

Length of output: 1235

layout (location = 7) in vec4 f_i_color;

uniform mat4 f_mvp;
uniform float f_transform;
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@coderabbitai coderabbitai bot Sep 12, 2024

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Remove the unused uniform variable.

The uniform variable f_transform is defined but not used in the shader code. Consider removing it to avoid confusion and improve shader performance.

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@btipling Thanks for fixing the issue!

(_/)
( ^.^ )
(")_(")

@btipling btipling merged commit 6c2d3bb into main Sep 13, 2024
@btipling btipling deleted the bt/cgpoc_chapter_4 branch September 13, 2024 01:00
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2 participants