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CGPOC chapter 13 geometry shading #41
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WalkthroughThis pull request introduces several enhancements across multiple files, primarily focusing on the addition of new functionalities and improvements in error handling. Key changes include the addition of a new section in the Changes
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Actionable comments posted: 46
🧹 Outside diff range and nitpick comments (24)
src/foundations/scenes/cgpoc/chapter13/torus_geometry/inflated_geo.glsl (2)
1-3: Add documentation for GLSL version requirements.Consider adding a comment to document the minimum GPU/driver requirements for GLSL 460 support. This helps users understand hardware compatibility requirements.
7-22: Improve variable naming consistency and add documentation.The input/output variables use inconsistent prefixes (
f_vsfo_). Additionally, consider adding documentation to explain:
- The purpose of each variable
- The expected format/range of input data
- The transformation matrix column vectors' structure
src/foundations/scenes/cgpoc/chapter13/torus_geometry/torus_frag.glsl (1)
31-31: Make shininess multiplier configurable.The hardcoded shininess multiplier
4.0should be configurable to allow for different material appearances.Consider adding a uniform:
+uniform float u_shininess_multiplier = 4.0; - vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0); + vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * + pow(max(cosPhi, 0.0), f_mat.shininess * u_shininess_multiplier);src/foundations/scenes/cgpoc/chapter13/torus_geometry/del_geo.glsl (1)
26-26: Document the primitive filtering logicThe condition
mod(gl_PrimitiveIDIn, 3) != 0skips every third primitive without explanation. Please add a comment explaining the purpose of this filtering.src/foundations/shaders/rand.glsl (2)
1-5: Document PCG constants and their significance.The PCG implementation uses specific magic constants that are crucial for the algorithm's randomness properties. Consider adding comments explaining their significance and origin.
+// PCG constants from "PCG: A Family of Simple Fast Space-Efficient Statistically Good +// Algorithms for Random Number Generation" by O'Neill, 2014 uint pcg(uint v) { - uint state = v * uint(747796405) + uint(2891336453); - uint word = ((state >> ((state >> uint(28)) + uint(4))) ^ state) * uint(277803737); + uint state = v * uint(747796405) + uint(2891336453); // PCG multiplier and increment + uint word = ((state >> ((state >> uint(28)) + uint(4))) ^ state) * uint(277803737); // Output permutation return (word >> uint(22)) ^ word; }
1-55: Add comprehensive documentation for the PRNG implementation.Consider adding a header comment block that covers:
- Statistical properties and quality of the generated random numbers
- Performance characteristics of different vector versions
- Usage guidelines and best practices
- References to the PCG algorithm paper/implementation
This will help users understand the tradeoffs and choose the appropriate function for their needs.
src/foundations/object/ObjectPoints.zig (2)
1-3: Add documentation comments for the Points struct.Consider adding documentation comments explaining the purpose of this struct and its relationship to the point rendering system.
+/// Represents a mesh configured for point rendering. +/// Used in conjunction with geometry shaders for particle effects. mesh: rhi.Mesh,
40-42: Move imports to the top of the file.Following conventional Zig style, imports should be placed at the beginning of the file.
+const c = @import("../c.zig").c; +const rhi = @import("../rhi/rhi.zig"); +const math = @import("../math/math.zig"); + mesh: rhi.Mesh, const Points = @This(); - -const c = @import("../c.zig").c; -const rhi = @import("../rhi/rhi.zig"); -const math = @import("../math/math.zig");src/foundations/object/object.zig (1)
Line range hint
16-51: Well-structured addition to the object system.The introduction of point rendering capability maintains the modular and type-safe design of the object system. The changes are cleanly integrated following the established patterns:
- Enum variant for type safety
- Union field for data storage
- Separate module for implementation
This approach ensures the new geometry shading functionality remains consistent with the existing architecture.
src/foundations/scenes/cgpoc/chapter13/torus_geometry/change_geo.glsl (1)
24-24: Improve constant naming and documentation.The constant
f_s_len(segment length) could be more descriptively named, e.g.,NORMAL_OFFSET_LENGTH. Consider adding a comment explaining its purpose and why 0.1 was chosen as the value.-float f_s_len = 0.1; +// Distance to offset vertices along their normals to create the line effect +const float NORMAL_OFFSET_LENGTH = 0.1;src/foundations/rhi/Uniform.zig (1)
32-34: Consider adding bounds checking for integer conversion.The
@intCastfromusizetoGLintcould potentially truncate large values. Consider adding a bounds check to prevent silent overflow.pub fn setUniform1i(self: Uniform, v: usize) void { + if (v > std.math.maxInt(c.GLint)) { + std.log.warn("Uniform value {d} exceeds maximum GLint value", .{v}); + return; + } c.glProgramUniform1i(@intCast(self.program), self.location, @intCast(v)); }src/foundations/scenes/scenes.zig (1)
Line range hint
13-25: Consider making the initial scene configurable.Currently, the initial scene is hardcoded. Consider making it configurable through:
- Command line arguments (already have
Argsstruct)- Configuration file (already have
configmodule)- Environment variables
This would provide more flexibility for testing and deployment scenarios.
Example configuration in
config.zig:pub const Config = struct { initial_scene: ui.ui_state.scene_type = .particles, // ... other config fields };README.md (1)
70-70: Format the URL as a markdown link.To maintain consistency with markdown best practices and fix the linting error, consider formatting the URL as a markdown link.
-https://github.com/riccardoscalco/glsl-pcg-prng/ +[https://github.com/riccardoscalco/glsl-pcg-prng/](https://github.com/riccardoscalco/glsl-pcg-prng/)🧰 Tools
🪛 Markdownlint
70-70: null
Bare URL used(MD034, no-bare-urls)
src/foundations/rhi/Buffer.zig (2)
21-23: Improve ParticlesData structure documentation and flexibilityThe structure could benefit from the following improvements:
- Add documentation explaining the purpose of the struct and its fields
- The
tsfield name is not self-documenting - consider a more descriptive name- Consider making the default color configurable rather than hardcoded
Consider this improvement:
pub const ParticlesData = struct { - ts: [4]f32 = .{ 0, 0, 0, 0 }, - color: [4]f32 = .{ 1, 0, 1, 1 }, + /// Timestamp values for particle animation (x: creation, y: lifetime, z,w: reserved) + timestamps: [4]f32 = .{ 0, 0, 0, 0 }, + /// RGBA color values for the particle + color: [4]f32 = .{ 1, 0, 1, 1 }, };
44-44: Document SSBO binding point allocationThe initialization logic is correct, but it would be helpful to document why binding point 2 was chosen for particles. Consider adding a comment explaining the SSBO binding point allocation strategy.
Add documentation like:
const block_binding_point: storage_binding_point = switch (data) { .materials => .{ .ssbo = 0 }, .lights => .{ .ssbo = 1 }, + // Binding point 2 reserved for particle system data .particles => .{ .ssbo = 2 },Also applies to: 49-49, 55-55, 67-69
src/foundations/scenes/cgpoc/chapter6/textured_torus/TexturedTorus.zig (1)
137-139: Consider adding documentation.While the implementation is correct, consider adding documentation to explain the purpose of this method and its relationship to the debug cross visualization.
+/// Cleans up resources associated with the debug cross visualization. pub fn deleteCross(self: *TexturedTorus) void { self.cross.deinit(self.allocator); }src/foundations/scenes/graphics/particles/sphere_frag.glsl (2)
3-6: Ensure consistent naming conventions for input variablesThe input variables use both
fo_andf_prefixes (fo_normal,fo_vert,fo_light,f_frag_color). For improved readability and maintainability, consider standardizing the prefixes used for input and output variables. Choosing a consistent prefix will make the code easier to understand and maintain.
29-31: Optimize by precomputing common expressionsThe shader performs calculations where some expressions are repeated, such as
f_mat.specular.xyz * f_light.specular.xyz. For performance optimization, especially in shaders where efficiency is critical, consider computing these expressions once and reusing the results.For example:
vec3 specularProduct = f_mat.specular.xyz * f_light.specular.xyz; vec3 f_specular = specularProduct * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0) * 10.0;This reduces redundant calculations and can improve shader performance.
src/foundations/scenes/graphics/particles/particles_frag.glsl (1)
29-31: Remove unnecessary.xyzswizzlingIn lines 29-31,
.xyzis used on variables that are already of typevec3. This is redundant and can be omitted for cleaner code.Apply this diff to simplify the code:
-vec3 f_ambient = ((f_global_ambient * f_mat.ambient) + (f_light.ambient * f_mat.ambient)).xyz; +vec3 f_ambient = (f_global_ambient * f_mat.ambient) + (f_light.ambient * f_mat.ambient); -vec3 f_diffuse = f_light.diffuse.xyz * f_mat.diffuse.xyz * max(cosTheta, 0.0); +vec3 f_diffuse = f_light.diffuse * f_mat.diffuse * max(cosTheta, 0.0); -vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0); +vec3 f_specular = f_mat.specular * f_light.specular * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0);src/foundations/scenes/cgpoc/chapter13/torus_geometry/add_geo.glsl (1)
22-22: Adjust the size of 'f_new_points_g' array to match its usageThe array
f_new_points_gis declared with a size of 9, but only indices 0 to 3 are used in the shader. Reducing the array size can optimize memory usage.Apply this diff to adjust the array size:
-vec3 f_new_points_g[9]; +vec3 f_new_points_g[4];src/foundations/scenes/cgpoc/chapter13/torus_geometry/TorusGeometry.zig (1)
109-109: Remove or implement the emptyupdateCamerafunction.The
updateCamerafunction is currently empty. If it's not needed, consider removing it to clean up the codebase. If it will be implemented in the future, you might add a comment explaining its intended purpose.src/foundations/scenes/graphics/particles/Particles.zig (3)
124-126: Remove duplicate 'renderSphere' callAt line 126, there's a duplicate call to
pr.renderSphere();. This appears to be unintended and could result in redundant rendering operations.Please remove the duplicate call:
124 pr.renderSphere(); -125 errdefer pr.renderSphere(); +125 errdefer pr.deleteSphere();
365-371: Properly initialize array of instance dataIn
renderSphere, thei_datasarray is declared but may not be fully initialized before use. To avoid potential issues, ensure that all elements are properly initialized.Modify the declaration:
var i_datas = [_]rhi.instanceData{ .{ .t_column0 = m.columns[0], .t_column1 = m.columns[1], .t_column2 = m.columns[2], .t_column3 = m.columns[3], .color = .{ 1, 0, 1, 1 }, }, };
145-145: Consider removing the empty 'updateCamera' functionThe
updateCamerafunction at line 145 is empty. If it's not intended to be implemented, consider removing it to clean up the code. If it's a placeholder for future implementation, adding a comment can help clarify its purpose.Example:
// Placeholder for future implementation pub fn updateCamera(_: *Particles) void {}
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
📒 Files selected for processing (29)
- README.md (1 hunks)
- src/compiler/Includer.zig (0 hunks)
- src/foundations/object/ObjectPoints.zig (1 hunks)
- src/foundations/object/object.zig (3 hunks)
- src/foundations/rhi/Buffer.zig (5 hunks)
- src/foundations/rhi/Uniform.zig (1 hunks)
- src/foundations/scenes/cgpoc/cgpoc.zig (1 hunks)
- src/foundations/scenes/cgpoc/chapter13/chapter13.zig (1 hunks)
- src/foundations/scenes/cgpoc/chapter13/torus_geometry/TorusGeometry.zig (1 hunks)
- src/foundations/scenes/cgpoc/chapter13/torus_geometry/add_geo.glsl (1 hunks)
- src/foundations/scenes/cgpoc/chapter13/torus_geometry/change_geo.glsl (1 hunks)
- src/foundations/scenes/cgpoc/chapter13/torus_geometry/del_geo.glsl (1 hunks)
- src/foundations/scenes/cgpoc/chapter13/torus_geometry/explode_geo.glsl (1 hunks)
- src/foundations/scenes/cgpoc/chapter13/torus_geometry/inflated_geo.glsl (1 hunks)
- src/foundations/scenes/cgpoc/chapter13/torus_geometry/torus_frag.glsl (1 hunks)
- src/foundations/scenes/cgpoc/chapter13/torus_geometry/torus_vert.glsl (1 hunks)
- src/foundations/scenes/cgpoc/chapter6/textured_torus/TexturedTorus.zig (3 hunks)
- src/foundations/scenes/graphics/graphics.zig (1 hunks)
- src/foundations/scenes/graphics/particles/Particles.zig (1 hunks)
- src/foundations/scenes/graphics/particles/particles_frag.glsl (1 hunks)
- src/foundations/scenes/graphics/particles/particles_geo.glsl (1 hunks)
- src/foundations/scenes/graphics/particles/particles_vert.glsl (1 hunks)
- src/foundations/scenes/graphics/particles/sphere_frag.glsl (1 hunks)
- src/foundations/scenes/graphics/particles/sphere_vert.glsl (1 hunks)
- src/foundations/scenes/scenes.zig (1 hunks)
- src/foundations/shaders/light.glsl (0 hunks)
- src/foundations/shaders/material.glsl (1 hunks)
- src/foundations/shaders/rand.glsl (1 hunks)
- src/foundations/ui/ui_state.zig (4 hunks)
💤 Files with no reviewable changes (2)
- src/compiler/Includer.zig
- src/foundations/shaders/light.glsl
✅ Files skipped from review due to trivial changes (1)
- src/foundations/scenes/cgpoc/chapter13/chapter13.zig
🧰 Additional context used
🪛 Markdownlint
README.md
70-70: null
Bare URL used(MD034, no-bare-urls)
🔇 Additional comments (39)
src/foundations/scenes/graphics/graphics.zig (1)
3-3: LGTM! Verify the Particles module exists.The new import follows the established module organization pattern and naming conventions.
Let's verify the existence of the imported module:
✅ Verification successful
Import path verified successfully
The
Particles.zigmodule exists at the expected pathsrc/foundations/scenes/graphics/particles/Particles.zig, confirming that the import statement is valid.🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Verify the existence of the Particles module # Expected: The file should exist at the specified path fd -t f "Particles.zig" -p "src/foundations/scenes/graphics/particles"Length of output: 124
src/foundations/shaders/material.glsl (1)
Line range hint
1-9: LGTM! Material struct is properly aligned.The Material struct is well-designed with correct memory alignment using vec4 and appropriate padding fields.
src/foundations/scenes/cgpoc/cgpoc.zig (1)
11-11: LGTM! Verify the imported module exists.The new import follows the established pattern for chapter modules.
Let's verify the existence of the imported module:
✅ Verification successful
Import verified and follows module structure pattern ✓
The imported module exists at the expected location and follows the established pattern:
- Located at
src/foundations/scenes/cgpoc/chapter13/chapter13.zig- Exports a geometry-related component (TorusGeometry) consistent with PR's objective
- Follows similar structure to other chapter modules with sub-module imports
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Verify the existence of chapter13 module and its structure # Expected: The module should exist and follow similar structure to other chapters # Check if the module exists fd "chapter13.zig" src/foundations/scenes/cgpoc # Check the module's contents to ensure it's properly structured if [ -f "src/foundations/scenes/cgpoc/chapter13/chapter13.zig" ]; then cat "src/foundations/scenes/cgpoc/chapter13/chapter13.zig" fiLength of output: 296
src/foundations/scenes/graphics/particles/particles_vert.glsl (2)
1-6: LGTM! Input attributes are well-defined.The shader correctly defines all necessary vertex attributes with proper layout qualifiers.
14-16: LGTM! Output variables are properly qualified.The
flatqualifier is correctly used for the instance ID to prevent interpolation.src/foundations/scenes/cgpoc/chapter13/torus_geometry/inflated_geo.glsl (2)
28-33: 🛠️ Refactor suggestionConsider moving matrix construction outside the loop.
The transformation matrix construction is identical for all vertices and can be moved outside the loop for better performance.
+ mat4 m_matrix = mat4( + fo_t_column0[0], + fo_t_column1[0], + fo_t_column2[0], + fo_t_column3[0] + ); for (int i=0; i < 3; i++) { - mat4 m_matrix = mat4( - fo_t_column0[i], - fo_t_column1[i], - fo_t_column2[i], - fo_t_column3[i] - );Likely invalid or redundant comment.
34-34: Add normal vector validation.The shader normalizes the normal vector without checking its length. Consider adding validation to prevent potential division by zero.
src/foundations/scenes/cgpoc/chapter13/torus_geometry/torus_frag.glsl (1)
1-12: LGTM: Input/output declarations are well-structured.The shader correctly declares all necessary attributes for Phong lighting calculation with proper naming conventions. The _g suffix appropriately indicates these inputs come from the geometry shader stage.
src/foundations/scenes/cgpoc/chapter13/torus_geometry/del_geo.glsl (2)
1-4: LGTM: Shader configuration is appropriateThe shader configuration is well-structured:
- GLSL 460 is suitable for geometry shaders
- Input/output primitive types are correctly specified
- Maximum vertex count matches the triangle strip output
Also applies to: 22-22
29-34: Add matrix validationThe transformation matrix is constructed from column vectors without any validation. Consider adding checks for invalid values (NaN/Inf) to prevent undefined behavior.
Run the following script to check for matrix validation in other geometry shaders:
src/foundations/scenes/cgpoc/chapter13/torus_geometry/explode_geo.glsl (1)
1-4: LGTM! Version and layout declarations are appropriate.src/foundations/shaders/rand.glsl (3)
31-33: LGTM!The vec3 wrapper correctly converts and normalizes the PCG output.
53-55: LGTM!The vec4 wrapper correctly converts and normalizes the PCG output.
7-9: Consider input validation for float-to-uint conversion.The float-to-uint conversion might produce undefined behavior for negative, NaN, or infinite values. Consider adding input validation or documenting the expected input range.
src/foundations/scenes/graphics/particles/sphere_vert.glsl (2)
19-20: LGTM!The uniform declarations are well-defined and appropriately typed for their purpose.
3-3: Consider consolidating color input attributes.The shader has two color input attributes:
f_colorat location 1 andf_i_colorat location 9. This might be redundant if they serve the same purpose. Consider using only one color attribute to simplify the interface.Let's check if both color attributes are actually used:
Also applies to: 11-11
src/foundations/object/object.zig (3)
16-16: LGTM! Enum variant addition follows established patterns.The new
pointsvariant is appropriately added to support geometry shading functionality.
34-34: LGTM! Union field addition maintains type safety.The new
pointsfield correctly corresponds to the enum variant and maintains the type-safe relationship between the enum and union.
51-51: Verify the existence of ObjectPoints.zig module.The import declaration follows the established pattern and naming convention.
✅ Verification successful
Import verification successful - ObjectPoints.zig exists
The imported module
ObjectPoints.zigexists at the expected location insrc/foundations/object/directory, confirming the validity of the import statement.🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Verify that ObjectPoints.zig exists in the same directory # Get the directory of the current file current_dir=$(dirname $(fd --type f --full-path "object.zig$" | grep "foundations/object")) # Check if ObjectPoints.zig exists fd --type f --full-path "ObjectPoints.zig$" "${current_dir}"Length of output: 260
src/foundations/scenes/cgpoc/chapter13/torus_geometry/torus_vert.glsl (3)
1-11: LGTM! Well-structured input attributes.The input attributes are properly defined with explicit layout qualifiers and follow good GLSL naming conventions.
19-24: LGTM! Well-defined output variables.The output variables follow a consistent naming convention and properly correspond to their input counterparts.
26-49:⚠️ Potential issueSeveral improvements needed in the main function.
- Add bounds checking for
f_lightsarray access to prevent undefined behavior.- Consider pre-computing the normal matrix on CPU side if possible, as
inverseis an expensive operation.- Ensure all required uniforms and varyings are properly defined.
Apply this diff to add safety checks and improve performance:
void main() { mat4 m_matrix = mat4( f_t_column0, f_t_column1, f_t_column2, f_t_column3 ); + // Ensure we have at least one light + if (f_num_lights <= 0) { + // Provide a default light direction if no lights are available + fo_light = vec3(0.0, 1.0, 0.0); + } else { Light f_light = f_lights[0]; + fo_light = f_light.direction.xyz; + } fo_t_column0 = f_t_column0; fo_t_column1 = f_t_column1; fo_t_column2 = f_t_column2; fo_t_column3 = f_t_column3; - mat3 f_norm_matrix = transpose(inverse(mat3(m_matrix))); + // Consider receiving this as a uniform if the matrix is constant + mat3 f_norm_matrix = transpose(inverse(mat3(m_matrix))); vec4 f_main_pos = m_matrix * vec4(f_position.xyz, 1.0); - fo_light = f_light.direction.xyz; fo_vert = f_main_pos.xyz; fo_normal = normalize(f_norm_matrix * f_normal); f_tc = f_texture_coords; f_frag_color = f_i_color; gl_Position = f_mvp * f_main_pos; }Let's verify if the normal matrix is being computed on the CPU side:
src/foundations/scenes/cgpoc/chapter13/torus_geometry/change_geo.glsl (1)
1-4: LGTM! Shader version and input configuration are appropriate.src/foundations/rhi/Uniform.zig (1)
32-34: LGTM! Implementation follows established patterns.The new
setUniform1ifunction maintains consistency with other uniform setters in the file, using the same parameter pattern and OpenGL interaction style.src/foundations/scenes/scenes.zig (1)
23-23: Verify particles scene initialization.The change switches the default scene from tessellation to particles. Let's verify that the particles scene and its dependencies are properly initialized.
✅ Verification successful
Let me gather more information about the particles scene implementation since the previous search didn't yield enough context.
Based on the results, I can now generate the final response since we have sufficient evidence about the particles scene implementation.
Particles scene initialization is properly implemented
The scene initialization is safe because:
- The particles scene type is properly integrated into the scene management system
- The implementation in
src/foundations/scenes/graphics/particles/Particles.zigshows:
- Proper initialization with buffer allocation and error handling
- Complete lifecycle management with proper deinitialization
- Required camera integration and draw functionality
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Verify particles scene implementation and dependencies # Check if particles scene type is properly defined rg -A 5 "scene_type.*particles" # Check particles scene implementation ast-grep --pattern 'pub const Particles = struct { $$$ pub fn init($$$) $$ { $$$ } $$$ }'Length of output: 479
Script:
#!/bin/bash # Search for particles scene implementation with a broader pattern rg -l "particles" --type zig # Look for scene type definition ast-grep --pattern 'pub const SceneType = enum { $$$ particles, $$$ }' # Check for particles initialization pattern rg -B 5 -A 10 "fn initScene|particles.*init"Length of output: 4264
README.md (1)
66-69: LGTM! Clear documentation of the new dependency.The addition of the PNC GLSL section follows the established format for documenting dependencies, providing essential license and copyright information.
src/foundations/ui/ui_state.zig (2)
21-21: LGTM! Good categorization changes.The renaming from "color" to "graphics" better represents the broader category of graphical elements, and the new
particlesvariant is appropriately placed in this section.Also applies to: 24-24
65-65: Verify the existence of new scene types.The union variants are properly structured and follow the established naming conventions. Let's verify that the referenced types exist in the codebase.
Also applies to: 68-68, 86-86
✅ Verification successful
All referenced scene types exist and are properly defined
The verification confirms:
Particlestype is properly defined insrc/foundations/scenes/graphics/particles/Particles.zigTorusGeometrytype is properly defined insrc/foundations/scenes/cgpoc/chapter13/torus_geometry/TorusGeometry.zig- All module paths exist and follow the expected directory structure
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Verify that the new scene types exist in the codebase # Test 1: Check for Particles type definition echo "Checking for Particles type..." rg -p "pub (type|const|var) Particles" --type zig # Test 2: Check for TorusGeometry in chapter13 echo "Checking for TorusGeometry type..." rg -p "pub (type|const|var) TorusGeometry" --type zig # Test 3: Verify the module paths exist echo "Checking module paths..." fd -e zig -p "graphics/particles|cgpoc/chapter13"Length of output: 850
src/foundations/rhi/Buffer.zig (1)
95-95: 🛠️ Refactor suggestionConsider adding error handling for buffer updates
The update logic is correct, but consider adding error handling for OpenGL operations and validation of particle data before updates.
Let's check if error handling is consistently missing across the codebase:
Consider adding error handling:
.particles => |d| { + // Validate data + if (d.len == 0) return; c.glNamedBufferData(self.name, @intCast(size), d.ptr, c.GL_DYNAMIC_DRAW); + const err = c.glGetError(); + if (err != c.GL_NO_ERROR) { + // Handle error appropriately + } },Also applies to: 101-101, 112-114
src/foundations/scenes/cgpoc/chapter6/textured_torus/TexturedTorus.zig (3)
41-50: Well-structured initialization with proper error handling!The initialization sequence is logically ordered with appropriate error handling using
errdeferfor each resource. This ensures proper cleanup if any initialization step fails.
55-60: Clean and comprehensive resource cleanup!The deinitialization sequence properly handles all resources in a logical order.
Line range hint
41-139: Verify consistent cleanup patterns across scene types.Let's check if other scene types follow similar cleanup patterns to ensure consistency across the codebase.
✅ Verification successful
Cleanup patterns are consistently applied across scene types
Based on the search results, the cleanup patterns are consistently implemented across the codebase:
- All scene types follow similar initialization patterns with proper error handling using
errdefer- Resource cleanup is consistently handled through specific
delete*methods for different components- The
TexturedTorusscene follows the established pattern with:
- Proper allocation cleanup with
errdefer- Component-specific cleanup methods (
deleteTorus,deleteCross,deleteCubemap)- Resource cleanup in the
deinitmethod🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Check for similar cleanup patterns in other scene types # Look for scene types with similar initialization and cleanup patterns # Test 1: Find other scene types with init/deinit patterns echo "Searching for other scene types with init/deinit patterns..." rg -A 2 "pub fn init.*SceneContext" "src/foundations/scenes" # Test 2: Look for similar cleanup methods echo "Searching for similar cleanup methods..." rg "pub fn delete[A-Z][a-zA-Z]*\(" "src/foundations/scenes"Length of output: 20286
src/foundations/scenes/graphics/particles/sphere_frag.glsl (1)
16-16:⚠️ Potential issueVerify the definition of
f_camera_posIn line 16, the variable
f_camera_posis used but not defined within this shader file. Ensure thatf_camera_posis properly declared and accessible, either by including it from another file or by passing it as a uniform or input variable.If
f_camera_posis intended to be provided externally, make sure it's declared appropriately. Otherwise, you might need to include the file where it's defined or declare it within this shader.src/foundations/scenes/graphics/particles/particles_frag.glsl (2)
16-16: Verify the definition off_camera_posIn line 16,
f_camera_posis used to calculate the view vectorf_V. Ensure thatf_camera_posis properly defined in the includedcamera.glslfile after uncommenting the include statement.
18-19: Check availability of light and material arraysThe shader accesses
f_lights[0]andf_materials[0]. Confirm that these arrays are correctly defined and populated within the scope of this shader to prevent out-of-bounds access.src/foundations/scenes/graphics/particles/particles_geo.glsl (2)
73-74: Verify normal input indexingYou're using
fo_normal[0]to transform normals for all particles. If each particle has its own normal, you might need to indexfo_normalwith the particle index.Consider updating to:
vec3 emit_norm = normalize(f_norm_matrix * fo_normal[i]);
36-40:⚠️ Potential issueReview particle indexing within the loop
In the loop starting at line 36, you are iterating over
i, but accessingf_particles[fo_instance_id[0]]at line 40. This means you're using the same particle data for every iteration. If you intend to process each particle, consider indexingf_particleswithior ensure thatfo_instance_idprovides the correct indices.Please verify whether you should use
f_particles[i]instead off_particles[fo_instance_id[0]].src/foundations/scenes/graphics/particles/Particles.zig (2)
105-117: Ensure all struct fields are properly initializedWhen initializing
pr(lines 105-113), not all fields of theParticlesstruct are being set. This might lead to undefined behavior if uninitialized fields are accessed later. Ensure that all fields are initialized appropriately.Review the initialization to include all fields:
pr.* = .{ .view_camera = cam, .ctx = ctx, .allocator = allocator, .materials = mats_buf, .lights = lights_buf, .particles_buffer = particles_buf, .rand = prng, .cross = undefined, .cubemap_texture = null, .particles_count = 2, .particles_list = undefined, // Initialize other fields as necessary };
50-62: Ensure proper cleanup on allocation failure in 'init' functionIn the
initfunction, multiple resources are allocated witherrdeferstatements for cleanup. However, if an error occurs after allocatingprbut before setting allerrdeferstatements, some resources might not be properly cleaned up. Consider restructuring the code to ensure that all allocated resources are tracked and cleaned up in case of an error.Review the allocation and error handling logic to ensure robust cleanup.
| layout(std430, binding = 0) buffer MaterialBuffer { | ||
| Material f_materials[]; | ||
| }; |
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💡 Codebase verification
Binding point 0 has conflicts that need to be resolved
There are multiple shaders using binding point 0 for different purposes:
material.glslandlighting.glsl: MaterialBuffer (std430, binding=0)vertex_subheader.glsl,frag_subheader.glsl, andcamera.glsl: CameraBuffer (std140, binding=0)frag_texture_header.glsl: texture sampler (binding=0)
This will cause conflicts when these shaders are used together in the same pipeline. Consider:
- Moving MaterialBuffer to binding=2 (after LightBuffer which uses binding=1)
- Using a higher binding point (e.g., binding=3) to avoid conflicts with common resources
- Creating a centralized binding point allocation scheme
🔗 Analysis chain
Verify binding point availability.
The shader storage buffer is using binding point 0, which is a commonly used binding point. Please ensure this doesn't conflict with other buffer bindings in the shader pipeline.
Consider:
- Documenting the binding points used across shaders
- Using a higher binding point to avoid conflicts with commonly used resources like uniform buffers
- Adding a constant or define for the binding point to make it easier to change globally
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for other buffer/uniform bindings that might conflict
rg -A 2 "layout.*binding\s*=\s*0" --type glsl
Length of output: 76
Script:
#!/bin/bash
# Search for any layout binding declarations in all shader-like files
rg -A 2 "layout.*binding\s*=\s*\d+" --type-add 'shader:*.{glsl,vert,frag,comp}' --type shader
# Also search with .shader extension just in case
rg -A 2 "layout.*binding\s*=\s*\d+" --type-add 'shader:*.shader' --type shader
# Find all shader files to understand the context better
fd -e glsl -e vert -e frag -e comp -e shader
Length of output: 13568
| void main() | ||
| { | ||
| Light f_light = f_lights[0]; | ||
|
|
||
| fo_instance_id = gl_InstanceID; | ||
| vec4 f_main_pos = vec4(f_position.xyz, 1.0); | ||
| fo_light = f_light.direction.xyz; | ||
| fo_vert = f_main_pos.xyz; | ||
| fo_normal = f_normal; | ||
| f_tc = f_texture_coords; | ||
| f_frag_color = f_color; | ||
| gl_Position = f_main_pos; | ||
| } No newline at end of file |
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Add required coordinate transformations.
The vertex shader has several issues:
- Missing model-view-projection transformation for
gl_Position - Light direction should be transformed to view space
- Consider moving light calculations to the fragment shader for better performance
Apply these changes:
void main()
{
Light f_light = f_lights[0];
fo_instance_id = gl_InstanceID;
vec4 f_main_pos = vec4(f_position.xyz, 1.0);
- fo_light = f_light.direction.xyz;
+ // Transform light direction to view space
+ fo_light = normalize(mat3(f_view) * f_light.direction.xyz);
fo_vert = f_main_pos.xyz;
fo_normal = f_normal;
f_tc = f_texture_coords;
f_frag_color = f_color;
- gl_Position = f_main_pos;
+ // Transform position to clip space
+ gl_Position = f_projection * f_view * f_model * f_main_pos;
}Committable suggestion was skipped due to low confidence.
| //#include "src/foundations/shaders/light.glsl" | ||
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| //#include "src/foundations/shaders/camera.glsl" | ||
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| //#include "src/foundations/shaders/vertex_outs.glsl" |
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💡 Codebase verification
Uncomment required include statements to fix undefined variables
The verification confirms that the shader is using variables defined in the commented-out include files:
f_lightsis defined in light.glsl and used to accessf_light = f_lights[0]f_tc,f_frag_color,fo_vertare defined in vertex_outs.glsl and used in main()f_mvpwould be needed from camera.glsl for proper vertex transformation
Without uncommenting these includes, the shader will fail to compile due to undefined variables.
🔗 Analysis chain
Uncomment required include statements.
The shader uses variables that are likely defined in the commented-out include files:
f_lights(from light.glsl)fo_vert,f_tc,f_frag_color(from vertex_outs.glsl)
These variables will be undefined without the includes.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify the existence and content of required include files
# Check if the include files exist and contain the expected definitions
for file in "light.glsl" "camera.glsl" "vertex_outs.glsl"; do
echo "Checking $file..."
fd -t f "$file" "src/foundations/shaders"
done
# Check for variable definitions in the shader files
echo "Checking for required variable definitions..."
rg -t glsl "f_lights|fo_vert|f_tc|f_frag_color" "src/foundations/shaders"
Length of output: 862
Script:
#!/bin/bash
# Check content of shader files to verify variable definitions
echo "Content of light.glsl:"
cat src/foundations/shaders/light.glsl
echo -e "\nContent of camera.glsl:"
cat src/foundations/shaders/camera.glsl
echo -e "\nContent of vertex_outs.glsl:"
cat src/foundations/shaders/vertex_outs.glsl
# Check the particles_vert.glsl for usage of these variables
echo -e "\nChecking variable usage in particles_vert.glsl:"
cat src/foundations/scenes/graphics/particles/particles_vert.glsl
Length of output: 1975
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| layout (triangles) in; | ||
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| //#include "src/foundations/shaders/camera.glsl" |
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Uncomment the camera.glsl include or declare missing uniforms.
The shader uses f_mvp in the vertex transformation but the include for camera.glsl is commented out. This will cause compilation errors as f_mvp is undefined.
Apply this fix:
-//#include "src/foundations/shaders/camera.glsl"
+#include "src/foundations/shaders/camera.glsl"Also applies to: 34-34
| fo_t_column2[i], | ||
| fo_t_column3[i] | ||
| ); | ||
| gl_Position = f_mvp * m_matrix * (vec4(fo_vert[i], 1.0) + normalize(vec4(fo_normal[i], 1.0)) * 0.4); |
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🛠️ Refactor suggestion
Make the inflation factor configurable.
The vertex inflation uses a hard-coded factor of 0.4. Consider making this configurable via a uniform variable for more flexibility.
+uniform float u_inflation_factor = 0.4;
+
void main (void)
{
// ...
- gl_Position = f_mvp * m_matrix * (vec4(fo_vert[i], 1.0) + normalize(vec4(fo_normal[i], 1.0)) * 0.4);
+ gl_Position = f_mvp * m_matrix * (vec4(fo_vert[i], 1.0) + normalize(vec4(fo_normal[i], 1.0)) * u_inflation_factor);Committable suggestion was skipped due to low confidence.
| var new_pl: [max_num_particles]rhi.Buffer.ParticlesData = undefined; | ||
| for (0..self.particles_count - particle_per_frame) |i| { | ||
| const scale_change = 0.15 / max_num_particles_f; | ||
| const vert_change = scale_change * 100; | ||
| new_pl[i] = self.particles_list[i + 1]; | ||
| new_pl[i].ts[0] -= vert_change * new_pl[i].color[3]; | ||
| new_pl[i].ts[3] += scale_change; | ||
| } | ||
| for (0..particle_per_frame) |i| { | ||
| const rand_value = self.rand.random().float(f32); | ||
| const i_offset = particle_per_frame - i; | ||
| new_pl[max_num_particles - i_offset] = .{ | ||
| .ts = .{ pos[0], pos[1], pos[2], 0.05 }, | ||
| .color = .{ color[0], color[1], color[2], rand_value }, | ||
| }; | ||
| } | ||
| self.particles_list = new_pl; | ||
| } else { | ||
| var new_pl: [max_num_particles]rhi.Buffer.ParticlesData = undefined; | ||
| for (0..self.particles_count) |i| { | ||
| const scale_change = 0.15 / max_num_particles_f; | ||
| const vert_change = scale_change * 100; | ||
| new_pl[i] = self.particles_list[i + 1]; | ||
| new_pl[i].ts[0] -= vert_change * new_pl[i].color[3]; | ||
| new_pl[i].ts[3] += scale_change; | ||
| } | ||
| for (0..particle_per_frame) |_| { | ||
| const rand_value = self.rand.random().float(f32); | ||
| self.particles_list = new_pl; | ||
| self.particles_list[self.particles_count] = .{ | ||
| .ts = .{ pos[0], pos[1], pos[2], 0.05 }, | ||
| .color = .{ color[0], color[1], color[2], rand_value }, | ||
| }; | ||
| self.particles_count += 1; | ||
| if (self.particles_count >= max_num_particles) break; | ||
| } |
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🛠️ Refactor suggestion
Refactor 'updateParticlesBuffer' to eliminate code duplication
The updateParticlesBuffer function contains duplicated code in both branches of the if statement (lines 235-270). This duplication can make the code harder to maintain and more error-prone. Consider refactoring the common logic into a shared section to improve maintainability.
Refactored code:
pub fn updateParticlesBuffer(self: *Particles, pos: math.vector.vec4, color: math.vector.vec4) void {
var new_pl: [max_num_particles]rhi.Buffer.ParticlesData = undefined;
const offset = if (self.particles_count >= max_num_particles) 1 else 0;
const count = if (self.particles_count >= max_num_particles)
self.particles_count - particle_per_frame
else
self.particles_count;
for (0..count) |i| {
const scale_change = 0.15 / max_num_particles_f;
const vert_change = scale_change * 100;
new_pl[i] = self.particles_list[i + offset];
new_pl[i].ts[0] -= vert_change * new_pl[i].color[3];
new_pl[i].ts[3] += scale_change;
}
for (0..particle_per_frame) |i| {
const rand_value = self.rand.random().float(f32);
const index = count + i;
if (index >= max_num_particles) break;
new_pl[index] = .{
.ts = .{ pos[0], pos[1], pos[2], 0.05 },
.color = .{ color[0], color[1], color[2], rand_value },
};
self.particles_count += 1;
}
self.particles_list = new_pl;
const pd: rhi.Buffer.buffer_data = .{ .particles = self.particles_list[0..self.particles_count] };
self.particles_buffer.update(pd);
self.particles_data.setUniform1i(self.particles_count);
}| var sm: rhi.Uniform = rhi.Uniform.init(prog, "f_sphere_matrix") catch @panic("uniform failed"); | ||
| sm.setUniformMatrix(math.matrix.translate(1, 5, 0)); | ||
| self.sphere_matrix = sm; | ||
| var sc: rhi.Uniform = rhi.Uniform.init(prog, "f_sphere_color") catch @panic("uniform failed"); | ||
| sc.setUniform4fv(.{ 1, 1, 1, 1 }); | ||
| self.sphere_color = sc; | ||
| self.sphere = sphere; |
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🛠️ Refactor suggestion
Handle potential errors when initializing uniforms
In the renderSphere function, the code uses catch @panic("uniform failed"); when initializing uniforms (lines 379 and 382). Using panics for error handling can make the code less robust. Consider propagating the error to the caller or handling it gracefully to improve reliability.
Modify the code to return an error:
pub fn renderSphere(self: *Particles) !void {
// ... existing code ...
var sm = try rhi.Uniform.init(prog, "f_sphere_matrix");
sm.setUniformMatrix(math.matrix.translate(1, 5, 0));
self.sphere_matrix = sm;
var sc = try rhi.Uniform.init(prog, "f_sphere_color");
sc.setUniform4fv(.{ 1, 1, 1, 1 });
self.sphere_color = sc;
// ... rest of the code ...
}| errdefer pr.deleteCubemap(); | ||
|
|
||
| pr.renderSphere(); | ||
| errdefer pr.renderSphere(); |
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Correct the 'errdefer' call to properly clean up resources
The errdefer statement at line 125 incorrectly calls pr.renderSphere(); instead of pr.deleteSphere();. This means that if an error occurs after this point, renderSphere() will be called again during cleanup, which is unintended and could lead to unexpected behavior or resource leaks.
Please apply this diff to fix the issue:
- errdefer pr.renderSphere();
+ errdefer pr.deleteSphere();📝 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.
| errdefer pr.renderSphere(); | |
| errdefer pr.deleteSphere(); |
| pub fn deleteParticles(self: *Particles) void { | ||
| const objects: [1]object.object = .{self.sphere}; | ||
| rhi.deleteObjects(objects[0..]); | ||
| } |
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Fix the resource deletion in 'deleteParticles' function
In the deleteParticles function (lines 289-292), the code is deleting self.sphere instead of self.particles. As a result, the particles object is not properly cleaned up, potentially leading to resource leaks. The function should delete self.particles to ensure resources are correctly released.
Please apply this diff to fix the issue:
pub fn deleteParticles(self: *Particles) void {
- const objects: [1]object.object = .{self.sphere};
+ const objects: [1]object.object = .{self.particles};
rhi.deleteObjects(objects[0..]);
}📝 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.
| pub fn deleteParticles(self: *Particles) void { | |
| const objects: [1]object.object = .{self.sphere}; | |
| rhi.deleteObjects(objects[0..]); | |
| } | |
| pub fn deleteParticles(self: *Particles) void { | |
| const objects: [1]object.object = .{self.particles}; | |
| rhi.deleteObjects(objects[0..]); | |
| } |
| self.cubemap_texture = rhi.Texture.init(self.ctx.args.disable_bindless) catch null; | ||
| { | ||
| var s: rhi.Shader = .{ | ||
| .program = prog, | ||
| .cubemap = true, | ||
| .instance_data = true, | ||
| .fragment_shader = .texture, | ||
| }; | ||
| s.attach(self.allocator, rhi.Shader.single_vertex(cubemap_vert)[0..]); | ||
| } | ||
| var i_datas: [1]rhi.instanceData = undefined; | ||
| { | ||
| var cm = math.matrix.identity(); | ||
| cm = math.matrix.transformMatrix(cm, math.matrix.uniformScale(20)); | ||
| cm = math.matrix.transformMatrix(cm, math.matrix.translate(-0.5, -0.5, -0.5)); | ||
| const i_data: rhi.instanceData = .{ | ||
| .t_column0 = cm.columns[0], | ||
| .t_column1 = cm.columns[1], | ||
| .t_column2 = cm.columns[2], | ||
| .t_column3 = cm.columns[3], | ||
| .color = .{ 1, 0, 0, 1 }, | ||
| }; | ||
| i_datas[0] = i_data; | ||
| } | ||
| var parallelepiped: object.object = .{ | ||
| .parallelepiped = object.Parallelepiped.initCubemap( | ||
| prog, | ||
| i_datas[0..], | ||
| false, | ||
| ), | ||
| }; | ||
| parallelepiped.parallelepiped.mesh.linear_colorspace = false; | ||
| if (self.cubemap_texture) |*bt| { | ||
| var cm: assets.Cubemap = .{ | ||
| .path = "cgpoc\\cubemaps\\milkyway\\cubeMap", | ||
| .textures_loader = self.ctx.textures_loader, | ||
| }; | ||
| cm.names[0] = "xp.png"; | ||
| cm.names[1] = "xn.png"; | ||
| cm.names[2] = "yp.png"; | ||
| cm.names[3] = "yn.png"; | ||
| cm.names[4] = "zp.png"; | ||
| cm.names[5] = "zn.png"; | ||
| var images: ?[6]*assets.Image = null; | ||
| if (cm.loadAll(self.allocator)) { | ||
| images = cm.images; | ||
| } else |_| { | ||
| std.debug.print("failed to load textures\n", .{}); | ||
| } | ||
| bt.setupCubemap(images, prog, "f_cubemap") catch { | ||
| self.cubemap_texture = null; | ||
| }; | ||
| } |
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Improve error handling when loading textures in 'renderCubemap'
In the renderCubemap function, if loading the textures fails, the code only prints a debug message but continues execution, which might lead to using an uninitialized texture. Consider setting self.cubemap_texture to null and safely exiting the function or handling the error appropriately.
Update the error handling:
if (cm.loadAll(self.allocator)) {
images = cm.images;
} else {
std.debug.print("failed to load textures\n", .{});
+ self.cubemap_texture = null;
+ return;
}
if (bt.setupCubemap(images, prog, "f_cubemap")) |*_| {
// Successfully set up cubemap.
} else {
+ std.debug.print("failed to set up cubemap\n", .{});
self.cubemap_texture = null;
+ return;
}Committable suggestion was skipped due to low confidence.
Summary by CodeRabbit
Release Notes
New Features
Particlesstructure for managing particle rendering and behavior.Bug Fixes
Documentation
Refactor
TexturedTorusclass and other components for better encapsulation.