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@btipling btipling commented Sep 17, 2024

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Summary by CodeRabbit

  • New Features

    • Added support for the GL_ARB_bindless_texture extension, enhancing texture management in OpenGL.
    • Introduced new object loader for handling .obj files, expanding 3D model support.
    • Implemented new 3D objects including Torus, Sphere, and Shuttle, with rendering and animation capabilities.
  • Bug Fixes

    • Improved error handling for texture initialization and management.
  • Documentation

    • Updated documentation to reflect new features and changes in the API.
  • Chores

    • Refactored import paths for improved organization and maintainability across multiple files.

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coderabbitai bot commented Sep 17, 2024

Walkthrough

This pull request introduces significant updates to the GLAD loader for OpenGL, adding support for the GL_ARB_bindless_texture extension. It includes new function signatures for handling bindless textures, modifications to the GLAD library's source files, and enhancements to various rendering components throughout the application. Additionally, new object loaders and texture management functionalities have been integrated, improving the overall capability to handle 3D models and textures dynamically.

Changes

File Path Change Summary
libs/glad/include/glad/gl.h Updated to version 2.0.7, added support for GL_ARB_bindless_texture, and included new function signatures.
libs/glad/src/gl.c Introduced global variable for GL_ARB_bindless_texture, declared function pointers, and added loading function.
src/foundations/app.zig Added obj_loader for handling .obj files in the application structure.
src/foundations/assets/Image.zig Modified init function to include a memory allocator parameter.
src/foundations/assets/Obj.zig Defined structure for handling 3D object data and added functions for initialization and parsing.
src/foundations/assets/assets.zig Added import statement for the Obj module.
src/foundations/assets/loader.zig Increased max_file_size and modified loader initialization to include an allocator.
src/foundations/math/float.zig Introduced default_epsilon and equal_e function for floating-point comparisons.
src/foundations/object/*.zig Updated import paths for various object files to reflect a new directory structure.
src/foundations/rhi/Shader.zig Added new fragment shader type bindless and embedded GLSL shader file for bindless textures.
src/foundations/rhi/Texture.zig Enhanced texture management with error handling and setup for bindless textures.
src/foundations/rhi/Uniform.zig Added function for setting uniform variables using 64-bit handles.
src/foundations/scenes/cgpoc/chapter6/*.zig Introduced new scene components and constants for rendering Earth, a textured torus, and a shuttle.
src/foundations/shaders/*.glsl Introduced and modified shaders to support new rendering techniques and attributes.

Possibly related PRs

  • Plane distance scene #2: Changes in the PlaneDistance module may relate to the rendering logic for planes and textures, connecting to the new bindless texture functionality.
  • Fix world scale #6: Modifications to the Grid module's rendering parameters could impact how textures are managed, potentially linking to the new features.
  • Add a cube for measuring plane distance #10: The addition of a cube for measuring plane distance may involve similar rendering techniques relevant to the new PR.
  • Reduce vertices #11: Changes to sphere mesh generation logic may involve rendering techniques connected to the new functionality.
  • Fix my sphere #15: Modifications to sphere geometry and vertex handling could relate to the new rendering capabilities.
  • plane extraction actually works #21: Changes in the FrustumPlanes module regarding sphere rendering may connect to new features related to bindless textures.
  • fix left handed rotations #27: Adjustments to camera rotation logic may impact object rendering, potentially relating to the new capabilities.

🐇 In the meadow, textures flow,
With bindless magic, watch them glow!
Objects dance, shaders gleam,
A rabbit's joy, a coder's dream!
From spheres to toruses, all in sight,
Let’s hop along, it’s pure delight! 🌟


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Actionable comments posted: 2

Outside diff range and nitpick comments (2)
src/foundations/app.zig (1)

32-36: Initialization looks good, but consider making the models directory configurable.

The initialization of the obj_loader is consistent with the existing loader pattern and properly handles error cases using errdefer.

However, the "models" directory is hardcoded, which may limit flexibility if the models are stored in a different directory.

Consider making the models directory configurable, similar to how the "textures" directory could be made configurable for the textures_loader.

src/foundations/scenes/cgpoc/chapter6/textured_torus/TexturedTorus.zig (1)

64-64: Add a TODO comment to indicate the placeholder nature of the function.

The function is currently a placeholder for future camera updates. Consider adding a TODO comment to make it clear that the function is intended to be implemented later.

-pub fn updateCamera(_: *TexturedTorus) void {}
+pub fn updateCamera(_: *TexturedTorus) void {
+    // TODO: Implement camera updates
+}
Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

Commits

Files that changed from the base of the PR and between d13b927 and c9024a9.

Files selected for processing (46)
  • libs/glad/include/glad/gl.h (24 hunks)
  • libs/glad/src/gl.c (13 hunks)
  • src/foundations/app.zig (3 hunks)
  • src/foundations/assets/Image.zig (1 hunks)
  • src/foundations/assets/Obj.zig (1 hunks)
  • src/foundations/assets/assets.zig (1 hunks)
  • src/foundations/assets/loader.zig (2 hunks)
  • src/foundations/math/float.zig (2 hunks)
  • src/foundations/object/ObjectCircle.zig (1 hunks)
  • src/foundations/object/ObjectCone.zig (1 hunks)
  • src/foundations/object/ObjectCube.zig (1 hunks)
  • src/foundations/object/ObjectCylinder.zig (1 hunks)
  • src/foundations/object/ObjectInstancedTriangle.zig (1 hunks)
  • src/foundations/object/ObjectNoRender.zig (1 hunks)
  • src/foundations/object/ObjectObj.zig (1 hunks)
  • src/foundations/object/ObjectParallelepiped.zig (1 hunks)
  • src/foundations/object/ObjectPyramid.zig (1 hunks)
  • src/foundations/object/ObjectQuad.zig (1 hunks)
  • src/foundations/object/ObjectSphere.zig (1 hunks)
  • src/foundations/object/ObjectStrip.zig (1 hunks)
  • src/foundations/object/ObjectTorus.zig (1 hunks)
  • src/foundations/object/ObjectTriangle.zig (1 hunks)
  • src/foundations/object/object.zig (2 hunks)
  • src/foundations/object/object_sphere/ObjectSphere.zig (0 hunks)
  • src/foundations/rhi/Shader.zig (2 hunks)
  • src/foundations/rhi/Texture.zig (2 hunks)
  • src/foundations/rhi/Uniform.zig (1 hunks)
  • src/foundations/scenes/cgpoc/cgpoc.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter5/textured_pyramid/TexturedPyramid.zig (4 hunks)
  • src/foundations/scenes/cgpoc/chapter6/chapter6.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter6/earth/Earth.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter6/shuttle/Shuttle.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter6/textured_torus/TexturedTorus.zig (1 hunks)
  • src/foundations/scenes/math/plane_distance/PlaneDistance.zig (1 hunks)
  • src/foundations/scenes/scenes.zig (2 hunks)
  • src/foundations/scenes/shapes/pyramid/Pyramid.zig (1 hunks)
  • src/foundations/scenes/shapes/shapes.zig (1 hunks)
  • src/foundations/scenes/shapes/torus/Torus.zig (1 hunks)
  • src/foundations/scenes/shapes/torus/TorusUI.zig (1 hunks)
  • src/foundations/shaders/frag_bindless.glsl (1 hunks)
  • src/foundations/shaders/i_obj_vert.glsl (2 hunks)
  • src/foundations/shaders/i_obj_wavefront_vert.glsl (1 hunks)
  • src/foundations/shaders/vertex_attrib_header.glsl (1 hunks)
  • src/foundations/shaders/vertex_attrib_i_data.glsl (1 hunks)
  • src/foundations/shaders/vertex_no_camera.glsl (0 hunks)
  • src/foundations/ui/ui_state.zig (4 hunks)
Files not reviewed due to no reviewable changes (2)
  • src/foundations/object/object_sphere/ObjectSphere.zig
  • src/foundations/shaders/vertex_no_camera.glsl
Files skipped from review due to trivial changes (14)
  • src/foundations/object/ObjectCircle.zig
  • src/foundations/object/ObjectCone.zig
  • src/foundations/object/ObjectCube.zig
  • src/foundations/object/ObjectCylinder.zig
  • src/foundations/object/ObjectInstancedTriangle.zig
  • src/foundations/object/ObjectNoRender.zig
  • src/foundations/object/ObjectParallelepiped.zig
  • src/foundations/object/ObjectPyramid.zig
  • src/foundations/object/ObjectQuad.zig
  • src/foundations/object/ObjectStrip.zig
  • src/foundations/object/ObjectTriangle.zig
  • src/foundations/scenes/cgpoc/cgpoc.zig
  • src/foundations/shaders/vertex_attrib_header.glsl
  • src/foundations/shaders/vertex_attrib_i_data.glsl
Additional comments not posted (101)
src/foundations/assets/assets.zig (1)

3-3: Approve the import, but recommend adding tests for the Obj module

The import statement pub const Obj = @import("Obj.zig"); in assets.zig is correct and properly exposes the Obj module. The Obj module itself appears to be well-implemented, containing necessary structures and methods for handling 3D object data.

However, there's a notable concern:

  • No test cases were found for the Obj module, which could lead to potential bugs or issues going undetected.

To improve the reliability and maintainability of the codebase:

  1. Consider adding unit tests for the Obj module, covering key functionalities such as:

    • Initialization with various input data
    • Parsing of different face formats
    • Conversion to renderable objects
    • Memory deallocation
  2. Ensure that edge cases and potential error scenarios are covered in the tests.

Analysis chain

Verify the implementation and usage of the Obj module.

The import statement is syntactically correct and exposes the Obj module as a public constant. This change suggests that the assets.zig file may now rely on functionality provided by the Obj module.

Please ensure that:

  1. The Obj module is implemented correctly and tested thoroughly.
  2. The usage of the Obj module in the assets.zig file is appropriate and error-free.

Run the following script to verify the Obj module implementation:

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the implementation of the `Obj` module.

# Test 1: Check if the `Obj` module file exists.
if [ ! -f "src/foundations/assets/Obj.zig" ]; then
  echo "The Obj.zig file does not exist in the expected location."
  exit 1
fi

# Test 2: Search for the `Obj` struct definition.
ast-grep --lang zig --pattern $'pub const Obj = struct {
  $$$
};' src/foundations/assets/Obj.zig

# Test 3: Search for test cases related to the `Obj` module.
rg --type zig -A 5 $'test "Obj'

Length of output: 286


Script:

#!/bin/bash

# Display the contents of Obj.zig
echo "Contents of Obj.zig:"
cat src/foundations/assets/Obj.zig

echo "---"

# Search for test files or functions related to Obj
echo "Searching for Obj-related tests:"
rg --type zig "test.*Obj" -g "!vendor/**"

echo "---"

# Display the contents of assets.zig to see how Obj is used
echo "Contents of assets.zig:"
cat src/foundations/assets/assets.zig

Length of output: 5419

src/foundations/scenes/cgpoc/chapter6/chapter6.zig (3)

1-1: LGTM!

The line correctly imports the Earth constant from the earth/Earth.zig file and declares it as public using the pub keyword. The naming convention and file organization follow the Zig best practices.


2-2: LGTM!

The line correctly imports the TexturedTorus constant from the textured_torus/TexturedTorus.zig file and declares it as public using the pub keyword. The naming convention and file organization follow the Zig best practices.


3-3: LGTM!

The line correctly imports the Shuttle constant from the shuttle/Shuttle.zig file and declares it as public using the pub keyword. The naming convention and file organization follow the Zig best practices.

src/foundations/shaders/frag_bindless.glsl (1)

1-12: LGTM!

The shader correctly implements bindless texture sampling using the GL_ARB_bindless_texture extension. The input and output variables are properly declared, and the main function samples the texture using the provided texture coordinates, which is the expected behavior.

The use of bindless textures can improve performance by reducing state changes in the graphics pipeline, especially when dealing with a large number of textures. This shader provides a straightforward implementation of texture sampling that can be easily integrated into the rendering pipeline.

Great job!

src/foundations/shaders/i_obj_vert.glsl (2)

4-4: LGTM!

The addition of the fo_normals output variable is a valuable enhancement to the shader's capabilities. It allows for passing normal vector data to the fragment shader, enabling more complex rendering effects based on surface normals. The variable declaration is syntactically correct and follows the naming convention.


18-18: LGTM!

The assignment of f_normals to fo_normals within the main function is consistent with the purpose of the newly added output variable. It ensures that the normal vector data is passed correctly for each vertex, enabling the fragment shader to utilize this information for normal-dependent effects. The assignment is placed appropriately and does not interfere with the existing shader logic.

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

9-9: LGTM!

The addition of the Torus shape is consistent with the existing pattern and enhances the functionality of the shapes module. The import path follows the convention used for other shape modules, and the change is unlikely to introduce any breaking changes or compatibility issues.

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

1-4: LGTM!

The uniform and output variable declarations are correct and follow a consistent naming convention. The output variables are declared with appropriate data types for passing data to the fragment shader.


6-13: LGTM!

The main function is correctly defined as the entry point of the vertex shader. The transformation matrix f_transform is properly constructed using the mat4 constructor and four uniform columns, following the expected format.


14-19: Please clarify the purpose and reasoning behind the f_xup transformation matrix.

The fixed transformation matrix f_xup appears to swap the x, y, and z axes, effectively adjusting the orientation of the vertex normals and positions. However, the purpose and reasoning behind this specific transformation are not clear from the code alone.

Could you please provide more context or a comment explaining the intent and necessity of this transformation?


20-23: LGTM!

The vertex position is correctly transformed by multiplying it with the f_mvp, f_transform, and f_xup matrices in the appropriate order and assigned to gl_Position. The texture coordinates and color are also properly assigned to the corresponding output variables.


24-24: LGTM!

The vertex normals are correctly transformed using a 3x3 matrix derived from the combined transformations of f_mvp, f_transform, and f_xup. Using a 3x3 matrix for normal transformation is appropriate since normals are direction vectors and should not be affected by translation. The transformed normals are properly assigned to the output variable fo_normals for use in the fragment shader.

src/foundations/math/float.zig (2)

1-1: LGTM!

The default_epsilon constant is a good addition. It provides a sensible default tolerance value for floating-point comparisons and can be used throughout the codebase.


15-17: Great addition!

The equal_e function is a nice convenience wrapper around the equal function. It simplifies the API by providing a default epsilon value, making it easier to use for common cases.

The function signature using anytype is also a good choice, as it allows the function to be used with any floating-point type.

src/foundations/rhi/Uniform.zig (1)

25-27: LGTM! The new function enhances the Uniform struct's capabilities.

The setUniformHandleui64ARB function is a useful addition to the Uniform struct. It allows setting uniform variables using 64-bit unsigned integer handles, which is particularly relevant for handling resources like textures or buffers in OpenGL.

The function is implemented correctly, using the appropriate OpenGL function and type conversions. It follows the naming convention and is marked as pub, making it a part of the public API.

This addition enhances the flexibility of the Uniform struct, enabling it to accommodate more complex data types and interactions with OpenGL's resource management.

src/foundations/assets/Image.zig (1)

10-10: Verify the function signature change in the codebase.

The function signature change looks good. However, ensure that all calls to init have been updated to match the new signature.

Run the following script to verify the function usage:

Verification successful

Verification complete: Image.init function exists and is likely used indirectly.

The Image.init function with the new signature is present in the Image.zig file. While there are no direct calls to Image.init visible in the codebase, the Image struct is used primarily through the assets.loader.Loader generic struct. This suggests that the Image.init function is likely called indirectly through the Loader implementation.

The change to the Image.init function signature appears to be valid. However, it's important to note that this change may require updates in the Loader implementation if it directly uses the Image.init function.

  • Please review the assets/loader.zig file to ensure that the Loader implementation is compatible with the new Image.init signature.
  • If necessary, update the Loader implementation to pass the new std.mem.Allocator parameter to Image.init.
Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify all function calls to `init` match the new signature.

# Test: Search for the function usage. Expect: Only occurrences of the new signature.
rg --type zig -A 5 $'init\(self: \*Image, _: std\.mem\.Allocator, data: \[\]u8, file_name: \[\]const u8\)'

Length of output: 545


Script:

#!/bin/bash
# Description: Search for any usage of the `init` function for the `Image` struct

# Search for function calls to `init` on `Image` instances
rg --type zig -e 'Image\.init\(' -e '\.init\(' --context 3

# Search for variable declarations of type `Image`
rg --type zig -e 'var\s+\w+\s*:\s*Image\s*=' -e 'const\s+\w+\s*:\s*Image\s*=' --context 3

Length of output: 63086


Script:

#!/bin/bash
# Description: Search for any usage of the `Image` struct in the codebase

# Search for the Image struct definition
echo "Image struct definition:"
rg --type zig "struct\s+Image\s*" --context 3

# Search for any usage of Image as a type
echo "\nImage type usage:"
rg --type zig "\bImage\b" --context 3

# Search for any import of the Image module
echo "\nImage module imports:"
rg --type zig "Image\s*=\s*@import" --context 3

Length of output: 3888

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

1-3: LGTM!

The Obj struct correctly encapsulates a mesh object using the rhi.Mesh type.


4-5: LGTM!

The constants max_vertices and max_indicies are correctly defined to handle the maximum number of vertices and indices for the mesh. The max_indicies constant is set to 3 times the max_vertices, which is correct for rendering triangles.


7-32: LGTM!

The init function correctly sets up the mesh object for rendering with instanced drawing capabilities. It utilizes the rhi module to attach an instanced buffer and initialize an EBO. The mesh is configured to handle a maximum of 50,000 vertices and their corresponding indices, supporting the rendering of triangles in OpenGL. The function logic and syntax are correct.

src/foundations/object/object.zig (4)

14-15: LGTM!

The addition of new object types torus and obj to the object_type enum is a valid change. The naming convention is consistent with the existing object types, and there are no syntax or formatting issues.


31-32: LGTM!

The addition of new variants torus: Torus and obj: Obj to the object union is a valid change. The naming convention is consistent with the existing variants, and the new variants are correctly associated with their respective structures. There are no syntax or formatting issues.


47-48: LGTM!

The addition of new import statements pub const Torus = @import("ObjectTorus.zig"); and pub const Obj = @import("ObjectObj.zig"); is a valid change. The naming convention is consistent with the existing imports, and the new imports are correctly associated with their respective object types. There are no syntax or formatting issues.


35-46: Verify the import path changes in the codebase.

The modification of import paths by removing the object_ prefix is a valid change. It streamlines the import statements and enhances the clarity and consistency of the codebase. There are no syntax or formatting issues.

Run the following script to verify the import usage:

Verification successful

Import path changes verified successfully with minor additions.

The modification of import paths by removing the 'object_' prefix has been implemented correctly and consistently across the codebase. All expected object files exist and are imported properly. No occurrences of the old 'object_' prefix were found in import statements.

Two additional objects were identified that weren't in the original list:

  • Torus
  • Obj

These additions do not affect the validity of the changes but should be noted for completeness.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify all import statements for object-related modules have been updated.

# Test: Search for the old import paths. Expect: No occurrences of the old import paths.
rg --type zig -w $'@import\\("object_'

Length of output: 38


Script:

#!/bin/bash
# Description: Comprehensive verification of object-related import changes

# 1. Check if the new import paths are being used correctly
echo "Checking new import paths usage:"
rg --type zig '@import\("Object.*\.zig"\)'

# 2. Verify that the imported files exist
echo -e "\nVerifying existence of imported files:"
for file in NoRender Triangle Quad Cube Circle Sphere Strip Parallelepiped Cylinder Cone InstancedTriangle Pyramid; do
  if [ -f "src/foundations/object/Object${file}.zig" ]; then
    echo "Object${file}.zig exists"
  else
    echo "Object${file}.zig does not exist"
  fi
done

# 3. Look for any remaining occurrences of "object_" in import statements
echo -e "\nChecking for any remaining 'object_' in import statements:"
rg --type zig '@import.*"object_'

Length of output: 4346

src/foundations/app.zig (3)

6-6: LGTM!

The addition of the obj_loader field to the App struct is a valid change to support loading .obj files. The type is consistent with the existing loader pattern.


41-41: LGTM!

Adding the obj_loader to the scene_ctx struct is a logical change to make the loader available to the scenes. The field name and type are consistent with the obj_loader declaration.


53-60: LGTM!

Adding the obj_loader to the App struct initialization and calling deinit on it in the deinit function ensures proper resource management. The placement of the obj_loader.deinit() call is consistent with the existing textures_loader.deinit() call.

src/foundations/scenes/shapes/torus/TorusUI.zig (3)

14-16: LGTM!

The init function correctly initializes an empty ca_ui struct.


18-48: LGTM!

The draw function correctly sets up the UI window and its controls using ImGui. The use of sliders, checkboxes, radio buttons, and tree nodes provides a well-structured and intuitive interface for modifying the torus properties.


1-10: LGTM!

The public fields of the ca_ui struct are correctly typed and initialized with default values. The imports are correctly specified and necessary for the functionality of the file.

Also applies to: 50-53

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

12-12: LGTM!

The addition of the obj_loader field to the SceneContext struct is a valid enhancement to support loading and managing .Obj files. The field is correctly typed and aligns with the goal of expanding the asset management capabilities of the scene context.


22-22: Verify the impact of initializing the six_shuttle scene.

The change in the default scene initialization from five_textured_pyramid to six_shuttle is syntactically correct and aligns with the AI-generated summary. However, it's important to verify the implications of this change on the overall functionality and user experience.

Please provide more context on the specific differences between the five_textured_pyramid and six_shuttle scenes, and how this change aligns with the intended behavior and user expectations.

src/foundations/ui/ui_state.zig (3)

11-11: LGTM!

The addition of the torus enum value to the scene_type enum is appropriate and consistent with the provided summary.

Please ensure that the corresponding torus scene is properly defined in the scenes union and that the necessary implementation code for rendering a torus shape is added in the appropriate location.


46-46: LGTM!

The addition of the torus field to the scenes union is appropriate and consistent with the provided summary.

Please ensure that the Torus struct is properly defined in the scenes_list.shapes namespace and that the necessary implementation code for rendering a torus shape is added in the appropriate location.


31-33: LGTM!

The addition of the new enum values six_earth, six_textured_torus, and six_shuttle to the scene_type enum, along with the corresponding union fields in the scenes union, is appropriate and consistent with the provided summary.

Please ensure that the corresponding structs Earth, TexturedTorus, and Shuttle are properly defined in the scenes_list.cgpoc.chapter6 namespace and that the necessary implementation code for rendering these scenes is added in the appropriate location.

Also applies to: 66-68

src/foundations/rhi/Texture.zig (7)

3-6: LGTM!

The addition of the handle, uniform, wrap_s, and wrap_t fields to the Texture struct enhances its functionality and flexibility. These fields enable the use of bindless textures, better integration with the shader program, and more control over texture wrapping behavior.


10-13: LGTM!

The introduction of the TextureError error type with specific error cases improves error handling and makes the code more robust. It allows for better communication of texture-related error conditions and provides clear information about the nature of the error.


15-18: LGTM!

The modifications to the init function improve the initialization process of textures. The additional parameters program and uniform_name allow for better integration with the shader program and uniform variables. The return type change to TextureError!Texture enables proper error handling and propagation. The delegation to the setup function promotes code reuse and maintainability.


Line range hint 20-68: LGTM!

The introduction of the setup function improves code organization and readability by encapsulating the texture setup logic. The error handling for the bindless texture extension ensures compatibility and graceful degradation. The customization of texture parameters allows for fine-grained control over wrapping and filtering behavior. The use of bindless textures can improve performance by reducing the overhead of texture binding. The initialization of the uniform field establishes a connection with the shader program, enabling seamless usage of the texture.


70-74: LGTM!

The introduction of the makeNonResident function allows for proper resource management and cleanup. Making a texture non-resident frees up GPU memory and resources when the texture is no longer needed. The function ensures that only valid bindless texture handles are made non-resident, preventing potential errors.


76-80: LGTM!

The introduction of the deinit function ensures proper cleanup and resource management. Calling makeNonResident before deleting the texture object frees up GPU memory and resources. Deleting the texture object using glDeleteTextures releases the associated OpenGL resources. The function prevents resource leaks and improves overall resource utilization.


84-84: LGTM!

The modification to the bind function enables the use of bindless textures. By using setUniformHandleui64ARB, the texture handle is directly set as a uniform value in the shader program. This approach eliminates the need for traditional texture binding and can improve performance.

src/foundations/assets/loader.zig (2)

2-2: Verify the impact and rationale for increasing the maximum file size limit.

The change doubles the maximum allowable file size from 1 MB to 2 MB. While this may be necessary to support larger assets, it's important to consider the following:

  1. Ensure that the system has sufficient memory to handle the increased file size limit, especially if multiple large files are loaded simultaneously.
  2. Confirm that the change aligns with the project's requirements and constraints.
  3. Document the rationale behind the change, including any performance implications or trade-offs.

67-67: LGTM! The change improves memory management practices.

Explicitly passing the allocator to the init method ensures consistent memory management during the initialization process. This change promotes better practices and may help prevent memory-related issues.

src/foundations/rhi/Shader.zig (2)

13-13: LGTM!

The addition of the bindless enum value to support a new fragment shader type looks good. Placing the new value at the end maintains backward compatibility.


35-35: LGTM!

The addition of the new case in the switch statement to handle the bindless fragment shader type looks good. It ensures that the appropriate GLSL code is used when the fragment_shader field is set to bindless.

src/foundations/scenes/cgpoc/chapter6/earth/Earth.zig (5)

11-16: LGTM!

The function returns a struct with the expected fields and values.


18-40: LGTM!

The function correctly initializes an Earth instance with the necessary components, including memory allocation, camera setup, and sphere rendering.


42-49: LGTM!

The function properly cleans up resources by deinitializing the texture and camera before destroying the Earth instance.


51-62: LGTM!

The function correctly updates the camera, binds the Earth texture if available, and renders the sphere object using the rhi.drawObjects function.


66-106: LGTM!

The function correctly sets up the shader program, instance data, and sphere object for rendering. It also attempts to load the Earth texture from an asset file and initializes an rhi.Texture if successful. The error handling for texture loading is appropriate, logging a message if the loading fails.

src/foundations/scenes/cgpoc/chapter6/textured_torus/TexturedTorus.zig (5)

11-16: LGTM!

The function correctly returns the navigation information for the scene.


18-40: LGTM!

The function correctly initializes the TexturedTorus instance and prepares the torus for rendering.


42-49: LGTM!

The function correctly cleans up the resources associated with the TexturedTorus instance.


51-62: LGTM!

The function correctly updates the camera, binds the texture, and renders the torus object.


66-107: LGTM!

The function correctly sets up the rendering program, shader, instance data, and torus object for rendering. It also loads and sets up the brick texture asset if it exists.

src/foundations/scenes/cgpoc/chapter6/shuttle/Shuttle.zig (5)

11-16: LGTM!

The function logic is correct, and the implementation is accurate.


18-40: LGTM!

The function logic is correct, and the implementation is accurate. The function properly handles memory allocation and deinitialization, and sets up the Shuttle object correctly.


42-49: LGTM!

The function logic is correct, and the implementation is accurate. The function properly handles memory deinitialization and frees the allocated resources.


51-62: LGTM!

The function logic is correct, and the implementation is accurate. The function properly updates the camera, binds the texture, and draws the shuttle object.


66-109: LGTM!

The function logic is correct, and the implementation is accurate. The function properly loads the shuttle model and texture, sets up the graphics program and instance data, and renders the shuttle object. It also handles potential loading errors and provides debug output for troubleshooting.

src/foundations/object/ObjectSphere.zig (4)

1-5: LGTM!

The Sphere struct definition looks good. It encapsulates the necessary data for representing a sphere mesh, including the mesh field and associated constants for generating the vertex and index data.


11-39: LGTM!

The init function looks good. It correctly initializes the Sphere struct with the necessary data, sets up the VAO, EBO, and other buffers for rendering. The function logic and syntax are correct.


41-43: LGTM!

The updateInstanceAt function looks good. It correctly updates the instance data for the specified instance index using the rhi.updateInstanceData function. The function logic and syntax are correct.


45-114: LGTM!

The data function looks good. It correctly generates the vertex attributes and indices for the sphere mesh based on the precision constant. The vertex positions, normals, and texture coordinates are calculated correctly, and the indices are generated to form triangles that make up the sphere mesh. The function logic and syntax are correct.

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

40-40: Verify the new vertex shader file.

The vertex shader has been changed to use a shared shader file located at "../../../shaders/vertex_no_camera.glsl". This change may impact how the pyramid is displayed in the scene, as the new shader does not account for camera transformations.

Please ensure that:

  1. The new shader file exists at the specified relative path.
  2. The shader is compatible with the rendering requirements of the Pyramid class.

You can use the following script to verify the existence of the shader file:

Verification successful

Shader change verified: Camera transformations moved to CPU

The change in the vertex shader from "pyramid_vertex.glsl" to "vertex_no_camera.glsl" is part of a larger refactoring. The new shader indeed doesn't include camera transformations, but this functionality has been moved to the Pyramid class itself.

Key points:

  • The Pyramid class now constructs the full transformation matrix, including what was previously the Model-View-Projection (MVP) matrix.
  • Multiple transformations (translation, rotation, scaling) are applied in the Pyramid.zig file.
  • The final transformation matrix is passed to the shader as "f_transform".

This change allows for more flexibility in applying transformations on the CPU side and is consistent with other shapes (e.g., Torus). The refactoring simplifies the shader while moving more control to the Zig code.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the existence of the new vertex shader file.

# Test: Check if the shader file exists at the specified relative path.
if [ -f "src/foundations/shaders/vertex_no_camera.glsl" ]; then
  echo "The vertex shader file exists at the specified path."
else
  echo "The vertex shader file does not exist at the specified path."
fi

Length of output: 173


Script:

#!/bin/bash
# Description: Analyze the new vertex shader and its usage

# Display the contents of the new vertex shader file
echo "Contents of vertex_no_camera.glsl:"
cat src/foundations/shaders/vertex_no_camera.glsl

# Search for other usages of this shader file in the codebase
echo -e "\nOther usages of vertex_no_camera.glsl:"
rg -l "vertex_no_camera.glsl" --type zig

# Attempt to find the previous shader file
echo -e "\nSearching for the previous shader file (pyramid_vertex.glsl):"
fd pyramid_vertex.glsl

# If the previous shader exists, show its contents for comparison
previous_shader=$(fd pyramid_vertex.glsl)
if [ -n "$previous_shader" ]; then
    echo -e "\nContents of the previous shader (pyramid_vertex.glsl):"
    cat "$previous_shader"
fi

Length of output: 1745


Script:

#!/bin/bash
# Description: View previous shader contents and check for compensating changes in Pyramid class

# Display contents of the previous shader files
echo "Contents of the previous pyramid_vertex.glsl files:"
cat src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/pyramid_vertex.glsl
echo -e "\n--- End of cube_and_pyramid/pyramid_vertex.glsl ---\n"
cat src/foundations/scenes/cgpoc/chapter4/simple_solar_system/pyramid_vertex.glsl
echo -e "\n--- End of simple_solar_system/pyramid_vertex.glsl ---\n"

# Check for changes in the Pyramid class that might compensate for lack of camera transformations
echo "Relevant changes in Pyramid.zig:"
rg "camera|projection|transform" src/foundations/scenes/shapes/pyramid/Pyramid.zig

# Check if there's a parent class or a rendering system that might handle camera transformations
echo -e "\nChecking for a parent class or rendering system:"
rg "class (Pyramid|Shape):" --type zig
rg "fn render\(.*\)" src/foundations/scenes/shapes/pyramid/Pyramid.zig

Length of output: 2518

src/foundations/assets/Obj.zig (4)

18-70: LGTM!

The init function correctly parses the OBJ file format and initializes an instance of the Obj structure. It handles vertices, texture coordinates, normals, and face indices, using a tokenizer to process the input data line by line. The parsed data is stored in the respective arrays, and the count variables are updated accordingly. The implementation is robust and enables the loading of 3D models from OBJ files.


72-100: LGTM!

The toObject function correctly converts the parsed OBJ data into a format suitable for rendering. It iterates over the face indices and constructs the attribute_data and indices arrays by retrieving the corresponding vertex, normal, and texture coordinate data. The attribute data is populated with the position, normal, and texture coordinate information, while the indices array is populated with the current index value. Finally, an object.object instance is created using the object.Obj.init function, passing the necessary data. The implementation ensures proper mapping of the parsed data for rendering purposes.


102-108: LGTM!

The parseFace function correctly processes face definitions to extract vertex, texture, and normal indices. It uses a tokenizer to split the face definition based on the '/' delimiter and parses the indices as unsigned integers using std.fmt.parseInt. The function returns a tuple of the parsed indices, subtracting 1 from each index to convert from 1-based to 0-based indexing. This ensures compatibility with the internal data representation. The function is used by the init function to parse face definitions and populate the indicies array. The implementation is straightforward and handles the parsing of face definitions correctly.


110-114: LGTM!

The deinit function correctly cleans up the resources associated with an Obj instance. It takes an allocator as a parameter to handle memory deallocation. The function frees the memory allocated for the data field using allocator.free and sets the data field to undefined to indicate that it is no longer valid. This prevents memory leaks and ensures that the field is not accidentally accessed after deallocation. Finally, the function properly destroys the Obj instance using allocator.destroy, allowing for proper cleanup and resource management. The implementation is straightforward and handles the deinitialization of an Obj instance correctly.

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

13-41: LGTM!

The init function correctly initializes the Torus structure with the provided shader program, instance data, and wireframe flag. It sets up the VAO and EBO for rendering by calling the appropriate RHI functions. The function logic is sound and follows the expected initialization process for the torus mesh.


43-45: LGTM!

The updateInstanceAt function correctly updates the instance data at the specified index by calling rhi.updateInstanceData with the appropriate parameters. This allows for dynamic changes to the mesh instances, enhancing the flexibility of the torus rendering.


47-124: LGTM!

The data function correctly generates the vertex attributes and indices for the torus geometry. It uses appropriate mathematical calculations, including trigonometric functions and matrix transformations, to ensure the vertices are positioned correctly in 3D space. The normals and texture coordinates are computed accurately for each vertex. The triangle indices are calculated correctly to define the surface of the torus. The function is well-structured and follows a logical approach to constructing the torus mesh data.

src/foundations/scenes/shapes/torus/Torus.zig (9)

1-5: LGTM!

The variable declarations look good. The types are appropriate, and the naming is clear.


7-36: LGTM!

The quaternion keyframe constants and the key_frames array are defined correctly. The naming is clear, and the values are appropriate for rotational animations.


40-40: LGTM!

The vertex_shader constant is defined correctly using the @embedFile directive to include the contents of the shader file.


42-47: LGTM!

The navType function is implemented correctly. It returns the appropriate ui.ui_state.scene_nav_info struct with the correct values for the nav_type and name fields.


49-87: LGTM!

The init function is implemented correctly. It properly initializes a Torus instance by allocating memory, creating a graphics program, attaching a vertex shader, initializing instance data, creating a Torus object, and setting the fields of the Torus instance. The logic is clear and follows the expected initialization steps.


89-91: LGTM!

The deinit function is implemented correctly. It properly deinitializes the Torus instance by destroying it using the provided allocator.


93-93: LGTM!

The animation_duration constant is defined correctly. It is set to the length of the key_frames array minus one, converted to a float, which represents the duration of the animation.


95-134: LGTM!

The draw function is implemented correctly. It properly renders the torus by performing the following steps:

  • Initializing the frame_times array with the frame times for each keyframe.
  • Calculating the current time t based on the provided frame_time and the animation_duration.
  • Initializing a transformation matrix m using perspective projection and applying additional transformations based on the UI state.
  • Applying rotations based on the UI state if animation is disabled.
  • Calculating the orientation using piecewise slerp or lerp interpolation and applying it to the transformation matrix if animation is enabled.
  • Applying scaling to the transformation matrix based on the UI state.
  • Drawing the objects using the rhi.drawObjects function.
  • Setting the uniform matrix f_transform using the rhi.setUniformMatrix function.
  • Setting the uniform float f_pinhole using the rhi.setUniform1f function.
  • Calling the draw function of the UI state.

The logic is clear and follows the expected rendering steps.


136-142: LGTM!

The import statements are correct. The file imports all the necessary modules for its functionality, including std, rhi, object, math, TorusUI, ui, and scenes. The naming and paths of the imported modules are appropriate.

src/foundations/scenes/cgpoc/chapter5/textured_pyramid/TexturedPyramid.zig (6)

8-8: LGTM!

Adding the ctx field to the TexturedPyramid struct is a good change that will allow access to the scene context within the struct's methods. This is likely necessary to support the deferred texture loading logic.


41-43: Looks good!

Initializing the brick_texture and ice_texture fields to null in the init function aligns with the deferred texture loading approach mentioned in the summary. This change supports loading the textures at the time of rendering in the renderParallepiped function.


51-56: Good catch!

Checking if the brick_texture and ice_texture fields are non-null before calling deinit() is necessary since they are now initialized to null in the init function. This change prevents null pointer dereferences and is a necessary consequence of the deferred texture loading approach.


95-95: Verify the performance impact of using bindless textures.

Changing the fragment shader from .texture to .bindless aligns with the deferred texture loading approach and can potentially improve performance and flexibility in texture management, as mentioned in the summary.

To verify the performance impact, consider profiling the rendering pipeline with and without bindless textures. This can help quantify the benefits of this change.


123-127: Looks good!

Loading the brick texture in the renderParallepiped function using self.ctx.textures_loader.loadAsset() aligns with the deferred texture loading approach. Initializing the texture using rhi.Texture.init() and assigning it to self.brick_texture ensures that the texture is available for rendering. Printing a debug message on failure is helpful for troubleshooting.


129-133: LGTM!

Loading the ice texture in the renderParallepiped function using self.ctx.textures_loader.loadAsset() aligns with the deferred texture loading approach. Initializing the texture using rhi.Texture.init() and assigning it to self.ice_texture ensures that the texture is available for rendering. Printing a debug message on failure is helpful for troubleshooting.

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

5-5: LGTM!

The change initializes plane_visualization with an object that has a norender field set to an empty struct. This suggests that plane_visualization will not be rendered by default, which aligns with the AI-generated summary.

This change enhances the clarity of the variable's intended use and may affect the rendering logic in the broader context of the application.

libs/glad/src/gl.c (4)

2224-2242: LGTM!

The glad_gl_load_GL_ARB_bindless_texture function correctly loads the function pointers for the GL_ARB_bindless_texture extension, following the standard specification. The extension support check ensures the function pointers are loaded only when the extension is available.


Line range hint 2336-2342: Looks good!

The glad_gl_find_extensions_gl function correctly checks for the presence of the GL_ARB_bindless_texture extension in the list of supported extensions. The result is properly stored and the allocated memory is freed.


2420-2421: Looks good to me!

The gladLoadGLUserPtr function correctly loads the GL_ARB_bindless_texture extension using the provided load function and user pointer by calling glad_gl_load_GL_ARB_bindless_texture.


45-45: Looks good!

The new global variable GLAD_GL_ARB_bindless_texture is declared correctly to track the support for the GL_ARB_bindless_texture extension. Its usage in the code is consistent and follows the established patterns.

libs/glad/include/glad/gl.h (8)

2-8: LGTM!

The changes to the comments accurately reflect the updated GLAD loader version and the addition of the GL_ARB_bindless_texture extension.


22-25: Looks good!

The comment changes correctly include the GL_ARB_bindless_texture extension in the GLAD loader generation command line.


166-166: LGTM!

The GLAD_GENERATOR_VERSION macro is correctly updated to "2.0.7".


1876-1876: Looks good!

The GL_UNSIGNED_INT64_ARB constant is correctly defined to support the GL_ARB_bindless_texture extension.


2092-2093: Looks good to me!

The GL_ARB_bindless_texture macro and GLAD_GL_ARB_bindless_texture variable are correctly added to handle the presence and support of the GL_ARB_bindless_texture extension.


2395-2396: LGTM!

The PFNGLGETIMAGEHANDLEARBPROC function pointer type is correctly declared for the glGetImageHandleARB function introduced by the GL_ARB_bindless_texture extension.


3759-3760: Looks good!

The glad_glGetImageHandleARB function pointer variable and the glGetImageHandleARB macro are correctly declared and defined for the glGetImageHandleARB function from the GL_ARB_bindless_texture extension.


3913-3914: LGTM!

The function pointer types, variables, and macros related to the GL_ARB_bindless_texture extension are correctly declared and defined. This includes:

  • PFNGLGETTEXTUREHANDLEARBPROC and glGetTextureHandleARB
  • PFNGLGETTEXTURESAMPLERHANDLEARBPROC and glGetTextureSamplerHandleARB
  • PFNGLISIMAGEHANDLERESIDENTARBPROC and glIsImageHandleResidentARB
  • PFNGLISTEXTUREHANDLERESIDENTARBPROC and glIsTextureHandleResidentARB
  • PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC and glProgramUniformHandleui64ARB
  • PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC and glProgramUniformHandleui64vARB
  • PFNGLUNIFORMHANDLEUI64ARBPROC and glUniformHandleui64ARB
  • PFNGLUNIFORMHANDLEUI64VARBPROC and glUniformHandleui64vARB
  • PFNGLVERTEXATTRIBL1UI64ARBPROC and glVertexAttribL1ui64ARB
  • PFNGLVERTEXATTRIBL1UI64VARBPROC and glVertexAttribL1ui64vARB

These declarations enable the usage of the functions introduced by the GL_ARB_bindless_texture extension.

Also applies to: 3929-3930, 4069-4070, 4089-4090, 4465-4468, 5193-5196

const rgba_channels: u8 = 4;

pub fn init(self: *Image, data: []u8, file_name: []const u8) void {
pub fn init(self: *Image, _: std.mem.Allocator, data: []u8, file_name: []const u8) void {
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Clarify the purpose of the unused std.mem.Allocator parameter.

The new std.mem.Allocator parameter is not used in the function. Is this an incomplete refactoring or a placeholder for future use?

Please provide more context on the purpose of this parameter and consider removing it if it's not needed.

const frag_color = @embedFile("../shaders/frag_color.glsl");
const frag_normals = @embedFile("../shaders/frag_normals.glsl");
const frag_texture = @embedFile("../shaders/frag_texture.glsl");
const frag_bindless = @embedFile("../shaders/frag_bindless.glsl");
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Tip

Codebase Verification

Update the file path for frag_bindless.glsl

The frag_bindless.glsl file exists in the repository, but its location doesn't match the path used in the code.

  • Current path in code: ../shaders/frag_bindless.glsl
  • Actual file location: src/foundations/shaders/frag_bindless.glsl

Please update the file path in src/foundations/rhi/Shader.zig to correctly reference the frag_bindless.glsl file. The relative path should be ../shaders/frag_bindless.glsl instead of ../shaders/frag_bindless.glsl.

This discrepancy could lead to runtime errors or unexpected behavior if not addressed.

Analysis chain

Verify the contents of the embedded file.

The addition of the frag_bindless constant to embed the GLSL code for the bindless fragment shader looks good. It follows the pattern of other fragment shader constants.

Please ensure that the file ../shaders/frag_bindless.glsl exists and contains valid GLSL code for the bindless fragment shader.

Run the following script to verify the existence of the file:


To gather more information about the existence and location of the frag_bindless.glsl file, let's run an additional script:

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the existence of the `frag_bindless.glsl` file.

# Test: Check if the file exists. Expect: The file should exist.
if [ -f "src/shaders/frag_bindless.glsl" ]; then
  echo "The file frag_bindless.glsl exists."
else
  echo "The file frag_bindless.glsl does not exist."
fi

Length of output: 140


Script:

#!/bin/bash
# Description: Search for frag_bindless.glsl file in the repository

# Search for the file
echo "Searching for frag_bindless.glsl file:"
fd frag_bindless.glsl

# If not found, check for similar GLSL files
echo -e "\nIf not found, checking for similar GLSL files:"
fd -e glsl

Length of output: 2907

@btipling btipling merged commit 0030516 into main Sep 17, 2024
@btipling btipling deleted the bt/cgpoc_chapter_6 branch September 17, 2024 03:18
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2 participants