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cgpoc chapter 4 #28
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Caution Review failedThe pull request is closed. WalkthroughThe 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
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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:
- Consider using more meaningful variable names for the transformation matrix columns (e.g.,
f_transform_column0instead off_t_column0) to improve readability.- 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.
- 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
PlainRedCubestruct and its associated methods are well-defined and serve clear purposes. Theinit,deinit,draw, andrenderParallepipedmethods are correctly implemented.However, the
updateCameraandupdateParallepipedTransformmethods 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
initmethod 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 thecfgparameter to allow for more flexibility.
64-67: Add a comment to clarify the intent.The
updateParallepipedTransformmethod 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
renderParallepipedmethod is correctly implemented and follows the expected steps for rendering the object. However, please consider the following suggestions:
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.
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 forobjects.The struct fields are correctly defined. However, the
objectsfield 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
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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_IMPLEMENTATIONmacro 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
LinearColorspacefrom 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_colorfrom the vertex shader using theinqualifier.- It declares the output fragment color
fo_frag_colorusing theoutqualifier, 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 andfo_prefix for output.- The
mainfunction 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
mainfunction.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
inandoutqualifiers respectively, and use the appropriatevec4type.- The
mainfunction 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_coloris correctly declared, and themainfunction 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 off_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:
- The shader correctly defines the input vertex attributes using the
inkeyword and thelayoutqualifier to specify their locations.- The uniform variable
f_mvpis properly declared using theuniformkeyword.- The main function constructs the transformation matrix
f_transformusing the input attributes and calculates the transformed vertex position by multiplying the matrices and the vertex position.- The transformed position is correctly assigned to
gl_Positionfor rasterization.- The shader follows a consistent naming convention and uses descriptive variable names.
- 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
emptyare correctly implemented.
8-14: LGTM!The
initfunction correctly initializes aUniformstruct with the givenprogramandname.
16-19: LGTM!The
setUniformMatrixfunction correctly sets the uniform matrix using the givenUniformstruct andmath.matrix.
21-23: LGTM!The
setUniform1ffunction correctly sets the uniform value using the givenUniformstruct andf32value.
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
buildTranslatefunction correctly constructs a 4x4 translation matrix in column-major order using the provided x, y, z translation values.
11-18: LGTM!The
buildRotateXfunction correctly constructs a 4x4 rotation matrix around the X-axis in column-major order using the provided angle in radians. Thesinandcosfunctions are used appropriately to compute the matrix elements.
21-28: LGTM!The
buildRotateYfunction correctly constructs a 4x4 rotation matrix around the Y-axis in column-major order using the provided angle in radians. Thesinandcosfunctions are used appropriately to compute the matrix elements.
31-38: LGTM!The
buildRotateZfunction correctly constructs a 4x4 rotation matrix around the Z-axis in column-major order using the provided angle in radians. Thesinandcosfunctions are used appropriately to compute the matrix elements.
40-47: LGTM!The
buildScalefunction 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
pyramidenum value to theobject_typeenum 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: Pyramidcase to theobjectunion 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 thePyramidtype 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_typefield from.shapeto.cgpocaligns 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
.shapeto.cgpocis 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
rhimodule is correctly updated to reflect the new directory structure. This change suggests a reorganization of the project files, which may affect how therhimodule is accessed throughout the codebase.Please ensure that all references to the
rhimodule in other files are updated to match the new import path. You can use the following script to verify the usage of therhimodule:Verification successful
Import Path Update Verified
The import path for the
rhimodule insrc/foundations/scenes/cgpoc/triangle_animated/TriangleAnimated.zigis 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.zigis 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 2Length of output: 11494
63-65: LGTM!The import paths for the
ui,config, andmathmodules 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, andmathmodules 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, andmathmodules have been updated consistently across the codebase. The changes reflect the new directory structure and are correctly applied in multiple files.
Files with updated
uiimport:
src/foundations/scenes/shapes/point_rotating/PointRotating.zigsrc/foundations/scenes/shapes/cube_animated/CubeAnimated.zigsrc/foundations/scenes/shapes/pyramid/Pyramid.zig- ... (and others)
Files with updated
configimport:
src/foundations/scenes/shapes/triangle/Triangle.zigsrc/foundations/scenes/shapes/sphere/Sphere.zigsrc/foundations/scenes/shapes/pyramid/Pyramid.zig- ... (and others)
Files with updated
mathimport:
src/foundations/scenes/cgpoc/triangle_animated/TriangleAnimated.zigsrc/foundations/scenes/color/linear_colorspace/LinearColorspace.zigsrc/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_arithmetictofour_simple_solar_systemaligns 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, andshapesare 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_systemscene: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_typeenum 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
scenesunion, referencing thescenes_listmodule for scene declarations, improve the organization and maintainability of the codebase. The updated scene types correctly reference the corresponding declarations in thescenes_listmodule, 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
cgpocvariant in thescene_nav_typeenum 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_listmodule 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
initmethod is correctly implemented and returns an instance ofca_uiwith default field values.
18-48: LGTM!The
drawmethod is correctly implemented and provides a good UI for controlling the pyramid's properties. The use ofc.igTreeNode_Strfor grouping related properties andc.igSameLinefor placing related radio buttons on the same line are good practices.build.zig (1)
85-85: LGTM!The addition of
stb_include.cto 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
navTypemethod is correctly implemented and returns the expected navigation information for the scene.
45-49: LGTM!The
deinitmethod is correctly implemented and properly deinitializes the camera and frees the allocated memory.
51-60: LGTM!The
drawmethod 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
navTypefunction is correctly implemented and returns the expected struct with navigation information.
21-43: LGTM!The
initfunction is well-implemented and follows best practices:
- It correctly allocates memory for the
CubeAndPyramidstruct and handles errors usingerrdefer.- The camera is properly initialized with the provided configuration.
- The pyramid and parallelepiped are rendered by calling the respective functions.
45-49: LGTM!The
deinitfunction is correctly implemented:
- It properly deinitializes the camera.
- It frees the memory allocated for the
CubeAndPyramidstruct.
51-60: LGTM!The
drawfunction is correctly implemented:
- It updates the camera with the provided delta time.
- It calls
rhi.drawObjectswith an array containing the pyramid and parallelepiped objects.
64-67: LGTM!The
updatePyramidTransformfunction 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
renderPyramidfunction 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
updateParallepipedTransformfunction 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
renderParallepipedfunction 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
axisAngleToQuatfunction with the provided axis and angle values.
40-41: LGTM!Using
@embedFileto 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
navTypefunction correctly returns ascene_nav_infostruct with the appropriatenav_typeandnamefields for the Pyramid shape. This aligns with the PR objective of enhancing geometric shape rendering capabilities.
50-81: LGTM!The
initfunction 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
deinitfunction 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
drawfunction 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 thedrawObjectsfunction, and the shader uniforms for the transformation matrix and pinhole distance are set appropriately. Finally, the UI state is updated by calling itsdrawfunction.src/foundations/object/object_pyramid/ObjectPyramid.zig (6)
17-47: LGTM!The
initfunction is well-structured and correctly initializes a newPyramidobject. It properly sets up the VBO, EBO, and VAO for the pyramid mesh, and handles the blending option based on the providedblendparameter.
48-50: LGTM!The
updateInstanceAtfunction is concise and correctly updates the instance data of the pyramid at the specified index. It properly uses theupdateInstanceDatafunction from therhimodule and thevertex_data_sizeandinstance_data_stridefields of thePyramidstruct to calculate the offset for updating the instance data.
52-78: LGTM!The
datafunction is well-organized and correctly generates the vertex and index data for the pyramid. It properly defines the vertex positions and uses theaddSurface,addBottomSurface,addIndicesPerSurface, andaddBottomIndicesPerSurfacefunctions 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
addIndicesPerSurfacefunction is straightforward and correctly adds the indices for a single surface of the pyramid to theindicesarray. 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
addSurfacefunction correctly adds the vertex data for a single surface of the pyramid to thes_dataarray. 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
addBottomIndicesPerSurfaceandaddBottomSurfacefunctions 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
navTypemethod correctly returns the navigation type and name for the scene.
28-52: LGTM!The
initmethod correctly initializes theSimpleSolarSystemstruct 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
errdeferis appropriate.
54-58: LGTM!The
deinitmethod correctly deinitializes theSimpleSolarSystemstruct and its components by:
- Deinitializing the camera
- Freeing the memory allocated for the struct
60-64: LGTM!The
pushStackmethod 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
popStackmethod correctly pops the matrix transformation from the stack by decrementing the current stack index.
70-72: LGTM!The
resetStackmethod correctly resets the stack to its initial state by setting the current stack index to 0.
74-114: LGTM!The
drawmethod 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
renderPyramidmethod 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
renderParallelepipedandrenderCylindermethods 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_stringfunction 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_stringsfunction 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 approvedstb_include_stringfunction. The code is simple and easy to understand.
272-286: LGTM!The
stb_include_filefunction 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 approvedstb_include_stringfunction. The code is straightforward and easy to follow.
109-158: LGTM!The
stb_include_find_includesfunction 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_filefunction 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_appendfunction 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_itoafunction correctly converts an integer to a string representation without usingsprintf. 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 onsprintf.src/foundations/physics/camera.zig (4)
25-25: LGTM!The change from
programstouniformsaligns with the refactoring goal of streamlining uniform data management. It enhances clarity by directly associating theCamerastruct with its uniforms.
93-93: LGTM!Updating the
deinitfunction to deinitialize theuniformsarray is consistent with the refactoring and ensures proper cleanup of the associated memory.
403-404: LGTM!Modifying the
updateProgramsfunction to iterate over theuniformsarray aligns with the refactoring and allows direct access to the uniform data associated with the camera.
410-413: LGTM!Altering the
addProgramfunction to append arhi.Uniforminstance directly to theuniformsarray 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.
| #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.
| #version 460 core | |
| in vec4 fo_color; | |
| in vec3 fo_normals; | |
| #version 460 core | |
| in vec3 fo_normals; |
| 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.zigCubeAnimated.zigPointRotating.zigCylinderAnimated.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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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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@coderabbitai fixed in 3d4af6f
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@btipling Thanks for fixing the issue!
(_/)
( ^.^ )
(")_(")
Summary by CodeRabbit
New Features
stb_includefunctionality.Bug Fixes
Documentation
Chores