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@ViTeXFTW ViTeXFTW commented Jan 29, 2026

Greptile Overview

Greptile Summary

This PR fixes Windows shader compilation issues and adds a complete mouse hover detection system for meshes and skeleton bones.

Windows Shader Fix:

  • Replaced command-line argument passing with file-based approach in CMakeLists.txt and EmbedShaders.cmake to avoid Windows command-line length limits
  • Added [[maybe_unused]] attribute to suppress warnings when no shaders are present

Hover Detection Feature:

  • Implemented ray-casting system (raycast.cpp/hpp) with triangle, sphere, and line segment intersection algorithms
  • Added HoverDetector class to manage hover state and test against scene geometry
  • Integrated hover highlighting with visual feedback (warm tint on hovered objects)
  • Added comprehensive test suite (raycast_test.cpp) with 100% coverage of intersection algorithms
  • CPU-side mesh data is now stored alongside GPU buffers to enable ray-triangle tests

Build Improvements:

  • Added configuration-specific optimization flags (-O0 -g for debug, -O3 for release on GCC/Clang)
  • Added MSVC optimization flags (/O2 /GL for release with /LTCG link-time optimization)

Notes:

Confidence Score: 4/5

  • Safe to merge after addressing commit message and considering memory implications
  • Code quality is high with comprehensive tests and correct implementations. The shader embedding fix properly solves the Windows issue. Hover detection is well-implemented with proper ray-casting algorithms. Deducted one point due to: (1) "temp" commit message being unprofessional, (2) PR title not reflecting the major feature addition, (3) increased memory usage from CPU-side copies
  • No files require special attention - all implementations are sound

Important Files Changed

Filename Overview
CMakeLists.txt Fixed Windows shader embedding by using file-based approach instead of command-line args; added config-specific compiler optimization flags
cmake/EmbedShaders.cmake Updated to read shader list from file instead of command-line; added [[maybe_unused]] to suppress warnings
src/render/hover_detector.cpp New implementation of hover detection logic for meshes and skeleton using ray intersection tests
src/render/raycast.cpp New implementation of ray intersection algorithms (triangle, line segment, sphere) and screen-to-world ray conversion
tests/render/raycast_test.cpp Comprehensive test suite for ray intersection algorithms covering triangles, spheres, line segments, and screen-to-world conversion

@ViTeXFTW ViTeXFTW changed the title build: fix shader compile error on Windows build: add appropriate compile flags to cmake presets Jan 29, 2026
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5 files reviewed, 2 comments

Edit Code Review Agent Settings | Greptile

alignas(16) glm::vec4 diffuseColor; // RGB + alpha
alignas(16) glm::vec4 emissiveColor; // RGB + intensity
alignas(16) glm::vec4 specularColor; // RGB + shininess
alignas(16) glm::vec3 hoverTint; // RGB tint for hover highlighting (1,1,1 = no tint)
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Potential shader layout mismatch: vec3 in std140 layout takes 12 bytes but following fields may not align correctly. In GLSL push constants, after a vec3 at offset 48, the next field starts at offset 60. The C++ alignas(4) on flags may not match this layout, potentially causing the shader to read wrong values.

Consider using vec4 instead of vec3 for hoverTint, or verify the struct size matches expected shader layout (should be 76 bytes total).

Prompt To Fix With AI
This is a comment left during a code review.
Path: src/core/pipeline.hpp
Line: 71:71

Comment:
Potential shader layout mismatch: `vec3` in std140 layout takes 12 bytes but following fields may not align correctly. In GLSL push constants, after a `vec3` at offset 48, the next field starts at offset 60. The C++ `alignas(4)` on `flags` may not match this layout, potentially causing the shader to read wrong values.

Consider using `vec4` instead of `vec3` for `hoverTint`, or verify the struct size matches expected shader layout (should be 76 bytes total).

How can I resolve this? If you propose a fix, please make it concise.

Comment on lines +43 to +45
// Store CPU copies for ray-triangle intersection
gpu.cpuVertices = subMesh.vertices;
gpu.cpuIndices = subMesh.indices;
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Storing full CPU-side copies doubles mesh memory usage. Consider building a simplified collision mesh (e.g., just positions, no normals/UVs) if memory becomes a concern for large models.

Note: If this suggestion doesn't match your team's coding style, reply to this and let me know. I'll remember it for next time!

Prompt To Fix With AI
This is a comment left during a code review.
Path: src/render/renderable_mesh.cpp
Line: 43:45

Comment:
Storing full CPU-side copies doubles mesh memory usage. Consider building a simplified collision mesh (e.g., just positions, no normals/UVs) if memory becomes a concern for large models.

<sub>Note: If this suggestion doesn't match your team's coding style, reply to this and let me know. I'll remember it for next time!</sub>

How can I resolve this? If you propose a fix, please make it concise.

@ViTeXFTW
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Closed in favor of #36

@ViTeXFTW ViTeXFTW closed this Jan 29, 2026
@ViTeXFTW ViTeXFTW deleted the build/compile-flags branch January 30, 2026 06:30
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2 participants