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cgpoc chapter 7#34

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btipling merged 44 commits intomainfrom
bt/cgpoc_chapter_7
Sep 22, 2024
Merged

cgpoc chapter 7#34
btipling merged 44 commits intomainfrom
bt/cgpoc_chapter_7

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@btipling btipling commented Sep 19, 2024

Summary by CodeRabbit

  • New Features

    • Introduced a new PowerShell script for recursive file searching based on a specified pattern.
    • Added a comprehensive lighting system with various lighting models and materials.
    • New materials (e.g., Brass, Chrome, Copper, Emerald, etc.) added for enhanced rendering options.
  • Bug Fixes

    • Adjusted calculation methods for normal vectors and transformation matrices in rendering functions.
  • Documentation

    • Updated documentation to reflect new materials and lighting functionalities.
  • Chores

    • Removed unnecessary uniform variables from shaders to streamline functionality.
    • Simplified method calls in rendering functions by eliminating redundant parameters.

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Walkthrough

The changes introduce a new PowerShell script for searching strings within project files, updates various constants and structures related to lighting and materials in Zig files, and modifies shader files to streamline variable usage. Additionally, several files have had uniform variables removed, simplifying their interfaces. These alterations collectively enhance the project's functionality and organization, particularly in the context of rendering and lighting.

Changes

File(s) Change Summary
scripts/Find-String-InProject.ps1 New PowerShell script added for recursive string search in project files, excluding certain file types.
src/foundations/assets/Obj.zig, src/foundations/assets/loader.zig Constants max_vertices and max_file_size updated to increase their values, affecting related calculations.
src/foundations/lighting/Light.zig, src/foundations/lighting/Material.zig New structures Light and Material added to define lighting and material properties, respectively.
src/foundations/lighting/material/*.zig New material definitions (Brass, Chrome, Copper, Emerald, Gold, Jade, Obsidian, Pearl, Ruby, Silver) added, each with specific properties for ambient, diffuse, and specular colors.
src/foundations/lighting/lighting.zig Imports added for Light and Material modules.
src/foundations/lighting/lighting.zig, src/foundations/rhi/*.zig Several shader files updated to remove uniform variables like f_mvp, f_frag_color, and fo_normals, simplifying shader interfaces.
src/foundations/scenes/cgpoc/chapter4/*.zig, src/foundations/scenes/cgpoc/chapter5/*.zig, src/foundations/scenes/cgpoc/chapter6/*.zig, src/foundations/scenes/cgpoc/chapter7/*.zig Modifications to various rendering functions to remove the second argument in addProgram calls, streamlining function signatures.
src/foundations/scenes/cgpoc/chapter7/lighting/*.zig New lighting system introduced, including shaders for Blinn-Phong and Gouraud models, with various functions for managing lights and materials.

Possibly related PRs

🐰 In the meadow, changes bloom,
A script to search, dispelling gloom.
Lights and materials, new and bright,
Shaders simplified, a joyous sight!
With every hop, we celebrate,
A project growing, oh, how great! 🌼


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@btipling btipling marked this pull request as ready for review September 22, 2024 00:51
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Actionable comments posted: 47

Outside diff range and nitpick comments (22)
src/foundations/scenes/cgpoc/chapter7/chapter7.zig (1)

1-1: LGTM!

The import statement for the Lighting module is correct and follows the proper syntax.

However, it would be helpful to provide more context about the purpose and functionality of the Lighting module. Consider adding a brief comment explaining how the Lighting module is used in the chapter7 module.

src/foundations/scenes/color/linear_colorspace/lcs_vertex.glsl (1)

Missing Fragment Shader Causes Compilation Error

The assignment f_frag_color = f_color; in the vertex shader references a missing fragment shader, leading to a compilation error.

  • The fragment shader src/foundations/scenes/color/linear_colorspace/lcs_fragment.glsl does not exist.
  • No other fragment shader files (.frag, .frag.glsl, .fs, .fs.glsl) related to lcs_vertex.glsl were found in the codebase.

Please address the missing fragment shader to ensure proper color rendering and successful shader compilation.

Analysis chain

Line range hint 1-7: Fix the compilation error and verify the impact on the fragment shader.

The removal of the f_frag_color variable declaration causes the following issues:

  1. The assignment f_frag_color = f_color; in the main function is now invalid and will cause a compilation error.
  2. If the f_frag_color variable was previously used in the corresponding fragment shader, its removal may break the color rendering logic.

To fix the compilation error, apply this diff:

 void main()
 {
     gl_Position = vec4(f_position.xyz, 1.0);
-    f_frag_color = f_color;
 }

Additionally, please verify if the f_frag_color variable was used in the corresponding fragment shader. If so, update the color rendering logic accordingly.

To verify the impact on the fragment shader, run the following script:

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify if `f_frag_color` is used in the corresponding fragment shader.

# Test: Search for the usage of `f_frag_color` in the fragment shader.
# Expect: No occurrences if the variable is not used.
fragment_shader_path="src/foundations/scenes/color/linear_colorspace/lcs_fragment.glsl"
if [ -f "$fragment_shader_path" ]; then
  echo "Checking usage of 'f_frag_color' in $fragment_shader_path"
  rg --type glsl 'f_frag_color' "$fragment_shader_path"
else
  echo "Fragment shader not found at $fragment_shader_path"
fi

Length of output: 362


Script:

#!/bin/bash
# Description: Search for any fragment shader files in the codebase.

# Search for files with 'fragment' in their name and a .glsl extension
rg --files | rg 'fragment.*\.glsl$'

Length of output: 37


Script:

#!/bin/bash
# Description: Search for any fragment shader files in the codebase with common extensions.

# Common fragment shader file extensions
extensions=("*.frag" "*.frag.glsl" "*.fs" "*.fs.glsl")

for ext in "${extensions[@]}"; do
  rg --files | rg "$ext$"
done

Length of output: 640


Script:

#!/bin/bash
# Description: Search for any fragment shader files in the codebase with common extensions.

# Combined regex pattern to match common fragment shader extensions
rg --files | rg '.*\.(frag|frag\.glsl|fs|fs\.glsl)$'

Length of output: 105

src/foundations/scenes/math/look_at/look_at_cube_vertex.glsl (1)

Line range hint 2-10: The shader will not compile due to the usage of removed variables.

The code changes have removed the f_mvp uniform variable and the f_frag_color and fo_normals output variables. However, the main function is still using these removed variables, which will cause compilation errors.

Furthermore, the removal of these variables suggests that the shader is no longer performing the model-view-projection transformation and is not outputting the fragment color and normals. This will affect the rendering of the cube.

Please review the shader code and ensure that the necessary variables are declared and used correctly. Consider the impact of these changes on the rendering of the cube and make the necessary adjustments to ensure that the shader compiles and functions as intended.

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

8-10: LGTM with a minor suggestion!

The output variable declarations for vertex normals, positions, and light direction are clear and follow a consistent naming convention. Keeping them as separate outputs allows for flexibility in using them independently in the fragment shader for lighting calculations.

Consider adding comments to describe the purpose and usage of each output variable. This can make the code more self-explanatory and easier to maintain. For example:

// Vertex normals for lighting calculations
out vec3 fo_normals;
// Vertex positions for lighting calculations  
out vec3 fo_vert;
// Light direction for lighting calculations
out vec3 fo_lightdir;
src/foundations/scenes/math/barycentric_coordinates/bc_vertex.glsl (1)

Line range hint 1-16: Remove the dead code.

The output variables f_frag_color and fo_normals have been removed, but the main function still assigns values to them. This results in dead code that can make the shader harder to understand and maintain.

Apply this diff to remove the dead code:

void main()
{
    mat4 f_transform = mat4(
        f_t_column0,
        f_t_column1,
        f_t_column2,
        f_t_column3
    );
    vec4 pos = f_transform * vec4(f_position.xyz, 1.0);
    gl_Position = pos;
-   f_frag_color = f_i_color;
-   fo_normals = f_normals;
}
src/foundations/shaders/i_obj_vert.glsl (1)

Line range hint 1-15: The shader will not compile due to the usage of undeclared variables.

The following variables are used in the main function but are no longer declared:

  • f_mvp
  • f_tc
  • f_frag_color
  • fo_normals

This will cause compilation errors and break the shader's functionality.

To fix this, either:

  1. Declare the missing variables with the appropriate types and qualifiers, or
  2. Remove the usage of these variables from the main function if they are no longer needed.

For example, if you choose to declare the missing variables, add the following lines before the main function:

uniform mat4 f_mvp;
out vec2 f_tc;
out vec4 f_frag_color;
out vec3 fo_normals;

Alternatively, if you choose to remove the usage of these variables, apply this diff:

void main()
{
    mat4 f_transform = mat4(
        f_t_column0,
        f_t_column1,
        f_t_column2,
        f_t_column3
    );
    vec4 f_pos = f_mvp * f_transform * vec4(f_position.xyz, 1.0);
    gl_Position = f_pos;
-   f_tc = f_texture_coords;
-   f_frag_color = f_i_color;
-   fo_normals = f_normals;
}

Please choose the appropriate fix based on your intended shader functionality.

src/foundations/scenes/cgpoc/chapter7/lighting/phong_frag.glsl (1)

9-10: LGTM with a minor suggestion!

Creating arrays for light sources and directions is a good approach for easy iteration and computation in the shader.

Consider adding a check to ensure that the f_lights array has at least two elements before accessing them. This will prevent potential out-of-bounds access if fewer than two lights are defined.

Light f_ls[2] = Light[2](f_lights[0], f_lights[1]);

You can modify the line to:

Light f_ls[2] = Light[2](f_lights.length() > 0 ? f_lights[0] : Light(), 
                         f_lights.length() > 1 ? f_lights[1] : Light());

This change ensures that if the f_lights array has fewer than two elements, default Light instances are used instead of accessing out-of-bounds elements.

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

Line range hint 4-14: Fix the compilation errors caused by the removal of variables.

The shader will not compile due to the following issues:

  1. The uniform variable f_mvp used at line 11 is not declared.
  2. The output variable f_frag_color used at line 13 is not declared.

To fix the compilation errors, consider the following solutions:

  1. If the uniform variable f_mvp is still required, declare it at the top of the shader:
uniform mat4 f_mvp;
  1. If the output variable f_frag_color is still required, declare it at the top of the shader:
out vec4 f_frag_color;
  1. If the variables are no longer needed, remove their usage from the shader:
-    vec4 f_pos = f_mvp * f_cylinder_transform * f_transform * vec4(f_position.xyz, 1.0);
+    vec4 f_pos = f_cylinder_transform * f_transform * vec4(f_position.xyz, 1.0);
     gl_Position = f_pos;
-    f_frag_color = (vec4(f_position.xyz, 1.0) - 0.5) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
src/foundations/scenes/cgpoc/chapter7/lighting/sphere_vertex.glsl (1)

2-2: LGTM! Consider adding a comment to clarify the purpose of the uniform variable.

The uniform variable f_sphere_matrix is correctly declared. However, its purpose is not immediately clear from the name alone. Consider adding a comment to explain what this matrix represents and how it is used in the shader.

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

2-2: Doubling the maximum file size limit is approved.

The change increases the maximum file size limit from 2 MB to 4 MB, which aligns with the provided list of alterations.

Please be aware that this change could potentially impact the memory usage of the loader, especially if large files are loaded frequently. Ensure that the system has sufficient memory to handle the increased file size limit.

src/foundations/ui/ui_theme.zig (1)

1-60: LGTM! The changes enhance the UI's adaptability and visual consistency.

The modifications to the theme function, including the addition of the scale parameter and the corresponding adjustments to UI style properties, greatly improve the UI's ability to adapt to different scaling factors. The changes maintain visual hierarchy, clarity, and readability of UI components across various screen sizes or resolutions.

A few additional suggestions:

  1. Consider the performance impact of dynamic scaling on lower-end devices. Ensure that the scaling operations do not introduce significant performance overhead, especially when rendering complex UI layouts.
  2. Add documentation or comments to explain the purpose and usage of the scale parameter. This will help other developers understand how to utilize the scaling functionality effectively.
src/foundations/scenes/cgpoc/chapter7/lighting/LightingUI.zig (5)

1-6: Consider avoiding global variables.

The light_1 and light_2 variables are declared and initialized correctly. However, it's generally recommended to avoid using global variables as they can make the code harder to reason about and maintain.

Consider encapsulating these variables within a struct or passing them as parameters to functions that need them. This will make the code more modular and easier to test.


7-10: Consider avoiding global variables.

The model_updated, current_material, current_model, and current_lighting variables are declared and initialized correctly. However, as mentioned earlier, it's generally recommended to avoid using global variables.

Consider encapsulating these variables within a struct or passing them as parameters to functions that need them. This will make the code more modular and easier to reason about.


21-139: Refactor the function to improve readability and maintainability.

The draw function is implemented correctly and provides the necessary functionality for adjusting lighting settings using ImGui. However, there are a few improvements that can be made to enhance the readability and maintainability of the code:

  1. Extract magic numbers used for positioning and sizing the UI elements into constants with descriptive names. This will make the code more readable and easier to modify in the future.

  2. Consider breaking down the function into smaller, more focused functions. For example, you could extract the code for creating each type of UI element (list boxes, sliders, color pickers) into separate functions. This will make the code easier to understand and maintain.

  3. Extract repeated code for creating list boxes and sliders into helper functions. This will reduce duplication and make the code more DRY (Don't Repeat Yourself).


142-142: Consider using a more stable import path.

The import statement for the custom module c is syntactically correct. However, the relative path ../../../../c.zig is quite long and could be prone to breaking if the file structure changes.

Consider using a more stable import path, such as an absolute path or a path relative to the root of the project. This will make the code more resilient to file structure changes.


143-143: Consider using a more stable import path.

The import statement for the custom module math is syntactically correct. However, as mentioned in the previous comment, the relative path ../../../../math/math.zig is quite long and could be prone to breaking if the file structure changes.

Consider using a more stable import path, such as an absolute path or a path relative to the root of the project. This will make the code more resilient to file structure changes.

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

2-2: Undefined uniform 'f_light_pos'

The uniform f_light_pos is declared at line 2 but may lack proper initialization in your rendering code. Ensure that this uniform is set correctly before rendering to avoid unexpected lighting behavior.


33-33: Potential misuse of 'f_frag_color' in vertex shader

Assigning f_frag_color in the vertex shader (line 33) is unconventional. Typically, color calculations are performed in the fragment shader for per-pixel accuracy. Consider passing necessary data to the fragment shader and performing color computations there.

Apply this diff to modify your code:

-    f_frag_color = vec4((f_ambient + f_diffuse + f_specular), 1.0);
+    vec3 f_color = f_ambient + f_diffuse + f_specular;
+    fo_color = f_color;

Declare the output variable:

+out vec3 fo_color;

Then, in your fragment shader, use fo_color to compute f_frag_color.

src/foundations/scenes/cgpoc/chapter7/lighting/gouraud_vert.glsl (1)

21-21: Simplify light direction array initialization

The initialization of f_l_dirs can be made more concise for better readability.

Apply this diff to simplify the array initialization:

-    vec3 f_l_dirs[2] = vec3[2](f_light_1_pos, f_light_2_pos);
+    vec3 f_l_dirs[2] = { f_light_1_pos, f_light_2_pos };
src/foundations/rhi/Buffer.zig (1)

18-18: Ensure consistent casting of pointers when calling OpenGL functions.

In line 18, @ptrCast(&name) is used, whereas in line 49, &self.name is passed directly. For consistency and to prevent potential type issues, consider using @ptrCast in both places if needed.

Apply this diff to make the casting consistent:

 c.glCreateBuffers(1, @ptrCast(&name));
 
 ...
 
 c.glDeleteBuffers(1, @ptrCast(&self.name));

Also applies to: 49-49

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

23-23: Unused light_kind field in Light struct

The light_kind field is declared but not utilized in the lighting calculations. If you plan to handle different light types (directional, positional, spotlight), consider implementing logic in your lighting functions to make use of this field. Otherwise, removing it can simplify the struct.

src/foundations/scenes/cgpoc/chapter7/lighting/Lighting.zig (1)

552-563: Organize Import Statements

While it's not critical, organizing your import statements can enhance code readability. Grouping related imports together or ordering them alphabetically can make it easier to manage dependencies.

Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

Commits

Files that changed from the base of the PR and between 3730d16 and f5e2852.

Files selected for processing (116)
  • scripts/Find-String-InProject.ps1 (1 hunks)
  • src/foundations/assets/Obj.zig (1 hunks)
  • src/foundations/assets/loader.zig (1 hunks)
  • src/foundations/lighting/Light.zig (1 hunks)
  • src/foundations/lighting/Material.zig (1 hunks)
  • src/foundations/lighting/lighting.zig (1 hunks)
  • src/foundations/lighting/material/brass.zig (1 hunks)
  • src/foundations/lighting/material/chrome.zig (1 hunks)
  • src/foundations/lighting/material/copper.zig (1 hunks)
  • src/foundations/lighting/material/emerald.zig (1 hunks)
  • src/foundations/lighting/material/gold.zig (1 hunks)
  • src/foundations/lighting/material/jade.zig (1 hunks)
  • src/foundations/lighting/material/obsidian.zig (1 hunks)
  • src/foundations/lighting/material/pearl.zig (1 hunks)
  • src/foundations/lighting/material/ruby.zig (1 hunks)
  • src/foundations/lighting/material/silver.zig (1 hunks)
  • src/foundations/lighting/materials.zig (1 hunks)
  • src/foundations/object/ObjectPyramid.zig (1 hunks)
  • src/foundations/object/ObjectTorus.zig (1 hunks)
  • src/foundations/physics/camera.zig (5 hunks)
  • src/foundations/rhi/Buffer.zig (1 hunks)
  • src/foundations/rhi/Shader.zig (2 hunks)
  • src/foundations/rhi/Texture.zig (1 hunks)
  • src/foundations/rhi/Uniform.zig (1 hunks)
  • src/foundations/rhi/rhi.zig (2 hunks)
  • src/foundations/scenery/grid/Grid.zig (0 hunks)
  • src/foundations/scenery/grid/grid_vertex.glsl (0 hunks)
  • src/foundations/scenery/pointer/Pointer.zig (0 hunks)
  • src/foundations/scenery/pointer/pointer_vertex.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/cgpoc.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/CubeAndPyramid.zig (2 hunks)
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/cube_vertex.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/pyramid_vertex.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/chapter4/plain_red_cube/PlainRedCube.zig (2 hunks)
  • src/foundations/scenes/cgpoc/chapter4/plain_red_cube/plain_red_cube_vertex.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/SimpleSolarSystem.zig (3 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/cube_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/cylinder_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/pyramid_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/VaryingColorCube.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_vertex_header.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_vertex_main.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter5/textured_pyramid/TexturedPyramid.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter6/earth/Earth.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter6/shuttle/Shuttle.zig (3 hunks)
  • src/foundations/scenes/cgpoc/chapter6/textured_torus/TexturedTorus.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/chapter7.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/Lighting.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/LightingUI.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/blinn_phong_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/blinn_phong_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/gouraud_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/gouraud_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/phong_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/sphere_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/point/vertex.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/triangle_animated/vertex.glsl (0 hunks)
  • src/foundations/scenes/color/linear_colorspace/lcs_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/barycentric_coordinates/bc_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/frustum_planes/FrustumPlanes.zig (4 hunks)
  • src/foundations/scenes/math/frustum_planes/sphere_vertex.glsl (0 hunks)
  • src/foundations/scenes/math/frustum_planes/voxel_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/line/line_vertex.glsl (0 hunks)
  • src/foundations/scenes/math/line_distance/line_distance_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/look_at/LookAt.zig (3 hunks)
  • src/foundations/scenes/math/look_at/look_at_camera_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/look_at/look_at_cube_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/math_vector_arithmetic/mva_vertex.glsl (0 hunks)
  • src/foundations/scenes/math/plane_distance/PlaneDistance.zig (4 hunks)
  • src/foundations/scenes/math/plane_distance/PlaneDistanceUI.zig (1 hunks)
  • src/foundations/scenes/math/plane_distance/cube_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/plane_distance/plane_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/plane_distance/reflection_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/plane_distance/sphere_vertex.glsl (0 hunks)
  • src/foundations/scenes/math/unit_circle/unit_circle_vertex.glsl (0 hunks)
  • src/foundations/scenes/scenes.zig (1 hunks)
  • src/foundations/scenes/shapes/circle/circle_vertex.glsl (0 hunks)
  • src/foundations/scenes/shapes/cone_animated/ConeAnimatedUI.zig (1 hunks)
  • src/foundations/scenes/shapes/cone_animated/ca_vertex.glsl (0 hunks)
  • src/foundations/scenes/shapes/cube_animated/CubeAnimated.zig (0 hunks)
  • src/foundations/scenes/shapes/cube_animated/CubeAnimatedUI.zig (1 hunks)
  • src/foundations/scenes/shapes/cube_animated/ca_vertex.glsl (0 hunks)
  • src/foundations/scenes/shapes/cylinder_animated/CylinderAnimated.zig (0 hunks)
  • src/foundations/scenes/shapes/cylinder_animated/CylinderAnimatedUI.zig (1 hunks)
  • src/foundations/scenes/shapes/cylinder_animated/ca_vertex.glsl (0 hunks)
  • src/foundations/scenes/shapes/point_rotating/PointRotatingUI.zig (1 hunks)
  • src/foundations/scenes/shapes/point_rotating/point_rotating_vertex.glsl (0 hunks)
  • src/foundations/scenes/shapes/pyramid/Pyramid.zig (0 hunks)
  • src/foundations/scenes/shapes/pyramid/PyramidUI.zig (1 hunks)
  • src/foundations/scenes/shapes/sphere/SphereUI.zig (1 hunks)
  • src/foundations/scenes/shapes/sphere/sphere_vertex.glsl (0 hunks)
  • src/foundations/scenes/shapes/torus/Torus.zig (0 hunks)
  • src/foundations/scenes/shapes/torus/TorusUI.zig (1 hunks)
  • src/foundations/scenes/shapes/triangle/vertex.glsl (0 hunks)
  • src/foundations/shaders/frag_bindless.glsl (1 hunks)
  • src/foundations/shaders/frag_bindless_header.glsl (1 hunks)
  • src/foundations/shaders/frag_blinn_phong_lighting.glsl (1 hunks)
  • src/foundations/shaders/frag_color.glsl (1 hunks)
  • src/foundations/shaders/frag_header.glsl (1 hunks)
  • src/foundations/shaders/frag_normals.glsl (1 hunks)
  • src/foundations/shaders/frag_phong_lighting.glsl (1 hunks)
  • src/foundations/shaders/frag_subheader.glsl (1 hunks)
  • src/foundations/shaders/frag_texture.glsl (1 hunks)
  • src/foundations/shaders/i_obj_blinn_phong_light_vert.glsl (1 hunks)
  • src/foundations/shaders/i_obj_gouraud_light_vert.glsl (1 hunks)
  • src/foundations/shaders/i_obj_static_vert.glsl (1 hunks)
  • src/foundations/shaders/i_obj_vert.glsl (1 hunks)
  • src/foundations/shaders/i_obj_wavefront_vert.glsl (1 hunks)
  • src/foundations/shaders/lighting.glsl (1 hunks)
  • src/foundations/shaders/vertex_no_camera.glsl (1 hunks)
  • src/foundations/shaders/vertex_subheader.glsl (1 hunks)
  • src/foundations/shaders/vertex_xup.glsl (1 hunks)
  • src/foundations/shaders/vertex_xup_wavefront.glsl (1 hunks)
  • src/foundations/ui/ui.zig (2 hunks)
  • src/foundations/ui/ui_state.zig (2 hunks)
  • src/foundations/ui/ui_theme.zig (1 hunks)
Files not reviewed due to no reviewable changes (26)
  • src/foundations/scenery/grid/Grid.zig
  • src/foundations/scenery/grid/grid_vertex.glsl
  • src/foundations/scenery/pointer/Pointer.zig
  • src/foundations/scenery/pointer/pointer_vertex.glsl
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/cube_vertex.glsl
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/pyramid_vertex.glsl
  • src/foundations/scenes/cgpoc/chapter4/plain_red_cube/plain_red_cube_vertex.glsl
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_vertex_header.glsl
  • src/foundations/scenes/cgpoc/point/vertex.glsl
  • src/foundations/scenes/cgpoc/triangle_animated/vertex.glsl
  • src/foundations/scenes/math/frustum_planes/sphere_vertex.glsl
  • src/foundations/scenes/math/line/line_vertex.glsl
  • src/foundations/scenes/math/math_vector_arithmetic/mva_vertex.glsl
  • src/foundations/scenes/math/plane_distance/sphere_vertex.glsl
  • src/foundations/scenes/math/unit_circle/unit_circle_vertex.glsl
  • src/foundations/scenes/shapes/circle/circle_vertex.glsl
  • src/foundations/scenes/shapes/cone_animated/ca_vertex.glsl
  • src/foundations/scenes/shapes/cube_animated/CubeAnimated.zig
  • src/foundations/scenes/shapes/cube_animated/ca_vertex.glsl
  • src/foundations/scenes/shapes/cylinder_animated/CylinderAnimated.zig
  • src/foundations/scenes/shapes/cylinder_animated/ca_vertex.glsl
  • src/foundations/scenes/shapes/point_rotating/point_rotating_vertex.glsl
  • src/foundations/scenes/shapes/pyramid/Pyramid.zig
  • src/foundations/scenes/shapes/sphere/sphere_vertex.glsl
  • src/foundations/scenes/shapes/torus/Torus.zig
  • src/foundations/scenes/shapes/triangle/vertex.glsl
Additional context used
Learnings (1)
src/foundations/scenes/math/plane_distance/plane_vertex.glsl (1)
Learnt from: btipling
PR: btipling/foundations#31
File: src/foundations/scenes/math/plane_distance/plane_vertex.glsl:18-18
Timestamp: 2024-09-15T05:36:58.137Z
Learning: In the codebase, shader variables like `f_i_color` are provided by concatenating shader partials such as `vertex_attrib_i_data.glsl`.
Additional comments not posted (145)
src/foundations/shaders/frag_header.glsl (1)

1-1: LGTM!

Specifying the GLSL version using the #version directive is a good practice. It ensures that the shader code is compatible with the specified version of GLSL and utilizes the core profile for better portability.

src/foundations/scenes/cgpoc/chapter7/lighting/gouraud_frag.glsl (1)

2-5: LGTM!

The function logic is correct, and the implementation is straightforward. The variable names follow a clear naming convention, making the code readable and understandable.

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

1-6: LGTM!

The matrix variable f_xup is initialized correctly with an identity matrix. The variable name suggests that it might be used for transformations related to the x-up coordinate system in future changes.

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

1-6: LGTM! The f_xup matrix is used to transform vertices to a coordinate system where the X-axis points up.

The f_xup matrix is a 4x4 transformation matrix that swaps the X and Z axes and negates the new Z-axis. This type of transformation is commonly used to convert between different coordinate systems, such as from a left-handed to a right-handed coordinate system or vice versa.

The matrix is initialized with the following values:

  • Row 1: (0, 0, -1, 0) - The new X-axis is the negative of the old Z-axis.
  • Row 2: (1, 0, 0, 0) - The new Y-axis is the same as the old X-axis.
  • Row 3: (0, 1, 0, 0) - The new Z-axis is the same as the old Y-axis.
  • Row 4: (0, 0, 0, 1) - The translation component is unchanged.

Ensure that the usage of this matrix is consistent throughout the shader and that it achieves the intended transformation of vertices to the desired coordinate system.

src/foundations/lighting/lighting.zig (1)

1-3: LGTM!

The import statements are necessary for implementing the lighting and material functionalities in the lighting.zig file. The imports are well-organized and follow the naming conventions.

src/foundations/lighting/Material.zig (1)

1-7: LGTM!

The Material struct is well-defined and encapsulates the essential properties for lighting calculations. The field names are clear and the use of arrays for color properties aligns with common practices.

The inclusion of padding fields to ensure proper alignment and struct size is a good optimization. This will enable efficient memory access.

Overall, this struct provides a clean, organized way to represent material properties consistently across the codebase.

src/foundations/shaders/frag_phong_lighting.glsl (3)

4-5: Verify that the arrays f_materials and f_lights are always non-empty.

The function assumes that the arrays f_materials and f_lights always contain at least one element each. If these arrays can be empty, it would lead to an out-of-bounds access error when trying to retrieve the first element.

Run the following script to verify the usage of these arrays:

#!/bin/bash
# Description: Verify that `f_materials` and `f_lights` arrays are always initialized with at least one element.

# Test 1: Search for the declaration and initialization of `f_materials`. Expect: At least one occurrence of initialization with a non-empty array.
rg --type glsl $'f_materials\s*=\s*\[' -A 5

# Test 2: Search for the declaration and initialization of `f_lights`. Expect: At least one occurrence of initialization with a non-empty array.
rg --type glsl $'f_lights\s*=\s*\[' -A 5

7-7: Verify that the output variable fo_frag_color is defined.

The output variable fo_frag_color is not declared in this function. It is likely a global variable defined elsewhere. If it is not defined, it would lead to a compilation error.

Run the following script to verify the definition of the fo_frag_color variable:

#!/bin/bash
# Description: Verify that the `fo_frag_color` variable is defined.

# Test: Search for the definition of the `fo_frag_color` variable. Expect: A variable definition with the name `fo_frag_color`.
rg --type glsl $'fo_frag_color'

7-7: Verify that the f_phong_lighting function is defined with the correct signature.

The function assumes that the f_phong_lighting function is defined elsewhere and accepts a Material and a Light as arguments. If this function is not defined or has a different signature, it would lead to a compilation error.

Run the following script to verify the definition of the f_phong_lighting function:

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

1-9: LGTM! The uniform and input/output variable declarations are well-structured and follow best practices.

The code segment declares several uniform and input/output variables for use in the fragment shader, and the chosen variable names and data types are appropriate for their intended purpose.

  • The v_matrix uniform variable is likely intended for transformations, such as view or projection matrix.
  • The input variables f_tc, f_frag_color, fo_normals, fo_vert, and fo_lightdir provide access to important data from the vertex shader stage, enabling lighting, texturing, and color calculations.
  • The output variable fo_frag_color allows the shader to output the final computed fragment color.

The descriptive variable names and consistent prefix pattern improve code readability and maintainability.

scripts/Find-String-InProject.ps1 (4)

1-1: LGTM!

The line correctly assigns the first command-line argument to the $searchPattern variable.


3-3: LGTM!

The line correctly uses the Get-ChildItem cmdlet to recursively retrieve files from the ./src directory.


4-4: LGTM!

The line correctly filters out files with the specified extensions using the Where-Object cmdlet.


5-5: LGTM!

The line correctly uses the Select-String cmdlet to search for the specified pattern within the content of the filtered files.

src/foundations/shaders/vertex_subheader.glsl (3)

1-2: LGTM!

The uniform matrix declarations are clear and follow common naming conventions. Keeping the view and projection matrices as separate uniforms allows for flexibility in updating them independently from the application side.


4-4: LGTM!

Calculating the model-view-projection matrix in the vertex shader by multiplying the projection and view matrices is a common and efficient approach. The multiplication order is correct for transforming vertices from view space to clip space.


6-7: LGTM!

The output variable declarations for texture coordinates and fragment color are clear and follow common naming conventions. Keeping them as separate outputs allows for flexibility in using them independently in the fragment shader.

src/foundations/lighting/material/chrome.zig (1)

1-8: LGTM! The Chrome material definition is well-structured and follows the expected format.

The material properties are clearly defined, including:

  • Ambient color: A grayish tone (0.25, 0.25, 0.25, 1.0) representing the material's appearance under ambient lighting.
  • Diffuse color: A slightly lighter gray (0.4, 0.4, 0.4, 1.0) determining the material's appearance under diffuse lighting.
  • Specular color: A high-intensity color (0.774597, 0.774597, 0.774597, 1.0) affecting the material's specular highlights.
  • Shininess: A value of 76.8, indicating a relatively shiny surface with sharp specular highlights.

The Material type is correctly imported from the Material.zig file, ensuring consistency with the overall material system.

By exporting the Chrome material as a public constant, it can be easily accessed and applied to objects in the scene to achieve a chrome-like appearance.

src/foundations/lighting/material/gold.zig (1)

1-8: LGTM!

The code segment introduces a new material constant Gold with well-defined properties. The structure and naming conventions follow best practices, making the code readable and maintainable.

The material properties are appropriately represented using RGBA tuples for colors and a floating-point value for shininess. This allows the material to be easily integrated into shaders or rendering code to simulate the appearance of gold under different lighting conditions.

The code organization promotes modularity and reusability by defining the material in a separate file and importing the Material type from a central location.

Overall, the code changes are well-structured and contribute to the project's material system.

src/foundations/lighting/material/jade.zig (1)

1-8: LGTM!

The new material definition for "Jade" follows the expected structure and provides values for all the required properties. The import statement correctly references the Material type definition from the relative path.

This addition expands the available predefined materials in the project.

src/foundations/scenes/math/line_distance/line_distance_vertex.glsl (1)

1-2: Approve the removal of unused output variables.

The removal of the unused output variables f_frag_color and fo_normals can help reduce the size of the shader and improve performance.

To further clean up the code, consider removing the redundant assignments to these variables in the main function:

-    f_frag_color = f_i_color;
-    fo_normals = f_normals;

Verify that the removal of these variables does not break the functionality of the shader or the rendering pipeline by running the following script:

src/foundations/lighting/material/pearl.zig (1)

1-8: LGTM!

The new Pearl material definition follows the expected structure and data types defined by the Material type. The chosen values for ambient, diffuse, specular colors, and shininess are valid and should result in the desired visual appearance when applied to rendered objects.

The import statement for the Material type suggests proper modularization and separation of concerns in the codebase.

src/foundations/lighting/material/silver.zig (1)

1-8: LGTM!

The new Silver material is defined correctly with appropriate properties and values. The import statement ensures the Material type is available for use.

The material properties are initialized as follows:

  • ambient color: { 0.1923, 0.1923, 0.1923, 1.0 }
  • diffuse color: { 0.5075, 0.5075, 0.5075, 1.0 }
  • specular color: { 0.5083, 0.5083, 0.5083, 1.0 }
  • shininess value: 51.200

These values appear to be valid and should result in the desired appearance for the silver material.

src/foundations/lighting/material/emerald.zig (1)

1-8: LGTM!

The new Emerald material definition looks good:

  • The material properties are correctly specified using designated initializers.
  • The color values and shininess value are appropriate for an emerald material.
  • The Material type is imported correctly from the relative path.

This addition expands the available material options for the project.

src/foundations/lighting/material/copper.zig (1)

1-8: LGTM! The Copper material definition is clear and follows the expected structure.

The code segment introduces a new material called Copper with specific properties for ambient, diffuse, and specular colors, as well as shininess. The definition follows a clean and readable structure, making it easy to understand the material's characteristics.

Some additional insights:

  • The color values are specified as 4-element arrays, likely representing RGBA (Red, Green, Blue, Alpha) components, which is a common convention in computer graphics.
  • The shininess value controls the size and intensity of specular highlights, with higher values resulting in smaller and sharper highlights.
  • The import statement suggests a modular structure, with the Material type defined in a separate file. This promotes code organization and reusability.

Overall, the Copper material definition is a solid addition to the project's material system.

src/foundations/lighting/material/obsidian.zig (1)

1-8: LGTM!

The new material definition for Obsidian follows the expected structure and includes reasonable values for the material properties. The code is syntactically correct, and the import statement ensures that the Material structure is available.

The material can be used in the project for rendering objects with an obsidian-like appearance.

src/foundations/lighting/material/ruby.zig (1)

1-8: LGTM!

The Ruby material definition looks good:

  • It follows the expected structure defined by the Material type.
  • The color values are provided as 4-element arrays, likely representing RGBA, and are within reasonable ranges.
  • The shininess value is a floating-point number, as expected.
  • The material is exported as a public constant, making it accessible to other parts of the codebase.

The code is clear, concise, and follows the conventions set by the existing material system.

src/foundations/lighting/material/brass.zig (1)

1-8: LGTM!

The new Brass material definition follows the expected structure and includes appropriate values for the material properties. The import statement ensures that the Material structure is available for use.

The addition of this material expands the available options for creating brass-like surfaces in the project.

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

7-7: LGTM!

The new import statement for the chapter7 module follows the existing pattern and naming convention. The addition of this module expands the functionality available within the file without causing any apparent issues.

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

15-15: Verify the impact of the shader changes on the rendering pipeline.

The removal of several uniform and output variables (f_mvp, f_tc, f_frag_color, fo_normals, f_xup) and the simplification of the vertex position calculation indicate a significant change in the shader's functionality and the data being passed to the fragment shader.

Please ensure that these changes are intentional and do not adversely affect the rendering of the object or the functionality of the fragment shader.

To verify the impact of these changes, please run the following script:

If the script output confirms that the removed variables are not used elsewhere in the shader program, then the changes are likely safe. However, if the script reveals any usage of these variables, please review and update the relevant code to ensure the rendering pipeline functions as intended.

src/foundations/scenes/cgpoc/chapter7/lighting/phong_frag.glsl (3)

1-3: LGTM!

The uniform variable f_material_selection and input variables fo_light_1_dir and fo_light_2_dir are declared correctly. The naming convention is consistent and descriptive.


5-7: LGTM!

The main function correctly retrieves the selected material using the f_material_selection index. Storing the selected material in the f_m variable is a good approach.


11-11: LGTM!

Computing the fragment color by calling the f_phong_lighting function with the selected material, light sources, and light direction vectors is a good approach for modularity. The computed color is correctly assigned to the fo_frag_color output variable.

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

2-2: Verify the impact of removing f_mvp and f_frag_color.

The removal of the uniform variable f_mvp and the output variable f_frag_color could have unintended consequences:

  1. Without f_mvp, the cube's position in the scene may not be correctly transformed, potentially leading to incorrect rendering or visibility issues.

  2. The removal of f_frag_color suggests that the shader is no longer responsible for setting the fragment color. Ensure that the color is being set correctly elsewhere in the pipeline.

Please review and confirm that these changes are intentional and do not introduce any rendering issues.

To verify the impact, run the following script:

If the tests yield the expected results, it would indicate that the changes are likely intentional and do not introduce rendering issues. However, if any discrepancies are found, please investigate further and ensure that the rendering pipeline is functioning as intended.

Also applies to: 12-13

src/foundations/scenes/cgpoc/chapter7/lighting/blinn_phong_frag.glsl (2)

1-1: LGTM!

The uniform variable f_material_selection is appropriately declared to allow material selection from the application.


2-3: LGTM!

The input variables fo_light_1_dir and fo_light_2_dir are appropriately declared to receive light direction vectors from the vertex shader.

src/foundations/scenes/cgpoc/chapter7/lighting/sphere_vertex.glsl (3)

6-11: LGTM!

The transformation matrix f_transform is correctly constructed using the mat4 constructor with four column vectors. The column vectors are likely passed as varyings from a previous stage, following the project's naming convention.


12-13: LGTM!

The final vertex position f_pos is correctly computed by multiplying the matrices in the correct order: model-view-projection matrix, sphere matrix, transformation matrix, and vertex position. The input vertex position is correctly converted to a vec4 with w component set to 1.0, and the computed position is correctly assigned to gl_Position.


14-15: LGTM!

Setting the fragment color to f_i_color is correct, assuming it is passed as a varying from a previous stage. Transforming the normals using the inverse transpose of the transformation matrix is the correct way to transform normals in a vertex shader, and normalizing the transformed normals ensures they remain unit length after the transformation.

src/foundations/scenes/math/plane_distance/cube_vertex.glsl (1)

2-2: LGTM!

The uniform variable f_cube_transform is correctly declared as a mat4.

src/foundations/scenes/math/plane_distance/plane_vertex.glsl (1)

Line range hint 2-18: The shader will not compile due to missing variable declarations.

The following issues are identified in the shader code:

  1. The uniform variable f_mvp is used in the calculation of f_pos but its declaration has been removed.
  2. The output variables f_frag_color and fo_normals are set in the main function but their declarations have been removed.
  3. The variable f_i_color is used to set f_frag_color but it is not declared in the provided code.

These missing variable declarations will cause compilation errors.

Please provide more information about the intended changes and ensure that all required variables are properly declared. If the removed variables are no longer needed, please update the code accordingly to remove their usage as well.

Additionally, based on the retrieved learning, it seems that f_i_color is typically provided by concatenating shader partials. If that's the case here as well, please include the relevant shader partial in the review for completeness.

src/foundations/lighting/Light.zig (2)

1-14: LGTM!

The Light structure comprehensively represents the properties of a light source, including:

  • Ambient, diffuse, and specular colors for different lighting components
  • Location and direction for positioning and orientation
  • Cutoff and exponent for modeling spotlight behavior
  • Attenuation factors for simulating light falloff

The use of arrays for colors and vectors allows for efficient storage and manipulation. The inclusion of the light_kind field suggests support for different types of lights, such as directional, positional, and spotlight.

The padding fields ensure proper alignment of the structure in memory, optimizing performance.

Overall, the structure provides a solid foundation for implementing various lighting models in the rendering system.


16-20: LGTM!

The light_type enumeration provides a clear and concise way to represent different types of lights, covering the common light types used in rendering systems:

  • direction: Represents a directional light source that emits light in a specific direction
  • positional: Represents a point light source that emits light in all directions from a specific position
  • spotlight: Represents a spotlight source that emits light in a cone shape, with a specific direction and cutoff angle

Using an enumeration ensures type safety and prevents invalid values for the light_kind field in the Light structure. It also enhances code readability and maintainability by providing meaningful names for the different light types.

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

2-2: LGTM!

The uniform variable f_light_pos is correctly declared with the appropriate type and follows a consistent naming convention.


6-11: LGTM!

The transformation matrix m_matrix is correctly constructed using the four column variables. Ensure that these variables are properly defined and initialized in the shader program.


12-12: LGTM!

The normal matrix f_norm_matrix is correctly computed by taking the transpose of the inverse of the 3x3 portion of m_matrix. This ensures that normals are properly transformed.


14-17: LGTM!

The vertex position transformation, normal transformation, and light direction computation are all correctly implemented. The transformed vertex position is assigned to fo_vert, the transformed normals are assigned to fo_normals, and the light direction is computed as fo_lightdir using the appropriate variables.


19-20: LGTM!

The gl_Position is correctly computed using the model-view-projection matrix f_mvp and the transformed vertex position f_main_pos. The texture coordinates are properly passed through and assigned to f_tc.

src/foundations/lighting/materials.zig (1)

1-10: LGTM!

The code changes introduce a well-structured and modular approach to managing material properties. The use of public constants and separate files for each material promotes organization and maintainability.

The naming convention for the constants and their corresponding import paths is consistent, making it easy to understand and navigate.

This structure allows for easy addition or removal of materials without affecting other parts of the codebase, and the modular approach makes it easier to maintain and update individual material files.

Great job on organizing the material properties in a clean and efficient manner!

src/foundations/scenes/cgpoc/chapter7/lighting/blinn_phong_vert.glsl (4)

2-5: LGTM!

The uniform variables for light positions and output variables for light direction vectors are correctly declared and follow a consistent naming convention.


9-15: LGTM!

The construction of the transformation matrix m_matrix and the calculation of the normal matrix f_norm_matrix are correct and follow best practices.


17-19: LGTM!

The calculation of the world-space vertex position f_main_pos and the transformation of vertex normals using the normal matrix are correct and follow best practices.


20-24: LGTM!

The calculation of light direction vectors, setting the final vertex position using the model-view-projection matrix, and passing through the texture coordinates are all correct and follow standard practices for vertex shaders.

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

2-2: Verify the corresponding fragment shader handles the color output correctly.

The removal of the f_frag_color output variable aligns with the typical shader pipeline, where the vertex shader is responsible for transforming vertices and the fragment shader handles coloring.

Please ensure that the corresponding fragment shader is correctly handling the color output. You can use the following script to locate the fragment shader and verify the color output logic:

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

19-19: LGTM! Verify the wider slider aligns with the desired UI design.

The added line c.igPushItemWidth(-1); will make the "speed" slider that follows it utilize the full width of its parent container. This change looks good from a code perspective.

Please verify that the wider slider aligns with the intended UI design. If not, consider adjusting the width value to achieve the desired layout.

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

19-19: LGTM!

The addition of c.igPushItemWidth(-1); is a good change that improves the layout of the subsequent slider controls by making them fill the available width. This enhances the aesthetics and usability of the UI.

src/foundations/rhi/Uniform.zig (3)

25-28: LGTM!

The function correctly sets a uniform variable with three floating-point values by converting the input array and calling the appropriate OpenGL function.


30-32: LGTM!

The function correctly sets a uniform variable with a single unsigned integer value by calling the appropriate OpenGL function.


Line range hint 21-23: Skipping review.

The setUniform1f function remains unchanged in this diff.

src/foundations/scenes/shapes/cone_animated/ConeAnimatedUI.zig (5)

27-29: LGTM!

The changes to the scale slider are appropriate:

  • Setting the item width to -1 ensures that the slider takes up the available space.
  • The "scale" text label clearly indicates the slider's purpose.
  • The modified slider range of 0.01 to 1 is more suitable for scaling, as values greater than 1 can result in overly large objects.

30-33: LGTM!

The rotation sliders are set up correctly:

  • The "rotation" text label clearly indicates the purpose of the sliders.
  • The sliders' ranges from 0.01 to 2π are appropriate for controlling rotation, as they cover the full range of angles in radians.
  • The "x", "y", and "z" labels make it clear which axis each slider controls.

34-38: LGTM!

The translation sliders are set up correctly:

  • The "translate" text label clearly indicates the purpose of the sliders.
  • Setting the item width to -1 ensures that the sliders take up the available space.
  • The sliders' ranges from -25 to 25 are appropriate for controlling translation, as they allow for both positive and negative offsets.
  • The "x", "y", and "z" labels make it clear which axis each slider controls.

39-41: LGTM!

The animation checkbox and interpolation method radio buttons are functioning as expected:

  • The checkbox allows for easy toggling of animation.
  • The radio buttons provide a clear choice between slerp and lerp interpolation methods.
  • The functionality of these UI elements remains intact, as no changes were made to their underlying logic.

Line range hint 42-44: LGTM!

The coordinate system radio buttons are functioning as expected:

  • The radio buttons provide a clear choice between left-handed x-up and NDC coordinate systems.
  • The functionality of these UI elements remains intact, as no changes were made to their underlying logic.
src/foundations/scenes/shapes/torus/TorusUI.zig (13)

27-27: LGTM!

Setting the item width to -1 is a valid usage of igPushItemWidth to allow the sliders to stretch to the full width of the window.


28-28: LGTM!

Displaying a text label for the scale slider is a valid usage of igText.


29-29: LGTM!

The slider for the scale value is correctly implemented using igSliderFloat with appropriate settings for the label, value binding, range, and display format.


30-30: LGTM!

Displaying a text label for the rotation sliders is a valid usage of igText.


31-31: LGTM!

Setting the item width to -1 is a valid usage of igPushItemWidth to allow the sliders to stretch to the full width of the window.


32-32: LGTM!

The slider for the x-rotation value is correctly implemented using igSliderFloat with appropriate settings for the label, value binding, range, and display format.


33-33: LGTM!

The slider for the y-rotation value is correctly implemented using igSliderFloat with appropriate settings for the label, value binding, range, and display format.


34-34: LGTM!

The slider for the z-rotation value is correctly implemented using igSliderFloat with appropriate settings for the label, value binding, range, and display format.


35-35: LGTM!

Displaying a text label for the translation sliders is a valid usage of igText.


36-36: LGTM!

Setting the item width to -1 is a valid usage of igPushItemWidth to allow the sliders to stretch to the full width of the window.


37-37: LGTM!

The slider for the x-translation value is correctly implemented using igSliderFloat with appropriate settings for the label, value binding, range, and display format.


38-38: LGTM!

The slider for the y-translation value is correctly implemented using igSliderFloat with appropriate settings for the label, value binding, range, and display format.


39-39: LGTM!

The slider for the z-translation value is correctly implemented using igSliderFloat with appropriate settings for the label, value binding, range, and display format.

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

27-39: LGTM!

The UI restructuring looks good:

  • Removing the tree nodes simplifies the layout.
  • Directly labeling the sliders improves clarity.
  • Setting the item width to -1 ensures optimal space utilization.

These changes enhance the usability without affecting the functionality.

src/foundations/scenes/shapes/cube_animated/CubeAnimatedUI.zig (13)

27-27: LGTM!

Setting the item width to -1 is a common pattern in Dear ImGui to make the UI elements fill the available space. The code segment looks good.


28-28: LGTM!

The text label is used appropriately to indicate that the next UI element is related to scaling. The code segment looks good.


29-29: LGTM!

The slider is used appropriately to adjust the scale value. The range and format specifier seem reasonable. The code segment looks good.


30-30: LGTM!

The text label is used appropriately to indicate that the next UI elements are related to rotation. The code segment looks good.


31-31: LGTM!

Setting the item width to -1 is a common pattern in Dear ImGui to make the UI elements fill the available space. The code segment looks good.


32-32: LGTM!

The slider is used appropriately to adjust the x-rotation value. The range and format specifier seem reasonable. The code segment looks good.


33-33: LGTM!

The slider is used appropriately to adjust the y-rotation value. The range and format specifier seem reasonable. The code segment looks good.


34-34: LGTM!

The slider is used appropriately to adjust the z-rotation value. The range and format specifier seem reasonable. The code segment looks good.


35-35: LGTM!

The text label is used appropriately to indicate that the next UI elements are related to translation. The code segment looks good.


36-36: LGTM!

Setting the item width to -1 is a common pattern in Dear ImGui to make the UI elements fill the available space. The code segment looks good.


37-37: LGTM!

The slider is used appropriately to adjust the x-translation value. The range and format specifier seem reasonable. The code segment looks good.


38-38: LGTM!

The slider is used appropriately to adjust the y-translation value. The range and format specifier seem reasonable. The code segment looks good.


39-39: LGTM!

The slider is used appropriately to adjust the z-translation value. The range and format specifier seem reasonable. The code segment looks good.

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

27-39: LGTM!

The UI restructuring looks good and follows a clear pattern:

  • Removing the tree nodes and directly labeling the controls simplifies the layout and improves clarity.
  • Setting the item width to a negative value allows the sliders to stretch to the available width, providing a responsive UI.
  • The changes are consistent across the scale, rotation, and translation groups.

Overall, the modifications enhance the usability and clarity of the UI without introducing any issues.

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

23-23: LGTM!

The change to initialize the scene type to ui.ui_state.scene_type.seven_lighting appears to be a deliberate and valid modification. It is consistent with the provided AI-generated summary and does not introduce any apparent issues or inconsistencies.

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

34-34: LGTM!

The new enum value seven_lighting is added correctly to the scene_type enum, following the existing naming convention.


70-70: Verify the usage of the new scene type.

The new union entry seven_lighting: *scenes_list.cgpoc.chapter7.Lighting is added correctly to the scenes union, following the existing structure. This change introduces a new scene type and its corresponding implementation, allowing for additional functionality related to lighting in the seventh chapter.

Run the following script to verify the usage of the new scene type:

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

42-42: LGTM! Verify the font scaling behavior.

The change to pass io.FontGlobalScale to the theme.theme function looks good. This should allow the theme to adjust based on the global font scale.

Please ensure that the io.FontGlobalScale value is set appropriately and test the UI to confirm that the font scaling behaves as expected.


87-87: Clarify the reason for switching to a demo window.

The change replaces the call to c.igShowSceneWindow with c.igShowDemoWindow, which will display a demo window instead of a scene window. This modification could significantly impact the user experience and the information displayed.

Please provide the rationale behind this change and ensure that it aligns with the intended behavior and purpose of the hellWorld function. Additionally, verify that the switch to a demo window does not negatively affect the user experience or functionality.

src/foundations/scenes/cgpoc/chapter6/earth/Earth.zig (1)

104-104: LGTM!

The removal of the second argument from the addProgram method call is a valid simplification. It aligns with the information provided in the AI-generated summary and does not appear to have any negative impact on the codebase.

src/foundations/scenes/cgpoc/chapter4/plain_red_cube/PlainRedCube.zig (2)

101-101: Verify the impact of removing the uniform name argument.

The change simplifies the addProgram call by removing the second argument that specified the uniform name. This change is approved.

However, please verify that removing the uniform name argument does not adversely impact the shader or how the uniform values are set. Ensure that the program still interacts correctly with the shader and that any necessary uniform handling is properly addressed.

Run the following script to search for potential impact:

#!/bin/bash
# Description: Search for potential impact of removing the uniform name argument.

# Test 1: Search for the removed uniform name in the codebase.
#         Expect: No occurrences of the uniform name.
rg --type zig $'"f_mvp"'

# Test 2: Search for the `addProgram` function usage in the codebase.
#         Expect: All occurrences to have a single argument.
rg --type zig -A 5 $'addProgram\('

39-39: Verify the impact of removing the uniform name argument.

The change simplifies the addProgram call by removing the second argument that specified the uniform name. This change is approved.

However, please verify that removing the uniform name argument does not adversely impact the shader or how the uniform values are set. Ensure that the program still interacts correctly with the shader and that any necessary uniform handling is properly addressed.

Run the following script to search for potential impact:

Verification successful

Verified the impact of removing the uniform name argument.

All instances of addProgram now correctly use a single argument, and no references to scenery.Grid.mvp_uniform_name were found. The change is approved and does not adversely affect the shader or uniform handling.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Search for potential impact of removing the uniform name argument.

# Test 1: Search for the removed uniform name in the codebase.
#         Expect: No occurrences of the uniform name.
rg --type zig $'scenery\.Grid\.mvp_uniform_name'

# Test 2: Search for the `addProgram` function usage in the codebase.
#         Expect: All occurrences to have a single argument.
rg --type zig -A 5 $'addProgram\('

Length of output: 14336


Script:

#!/bin/bash
# Description: Search for potential impact of removing the uniform name argument.

# Test 1: Search for the removed uniform name in the codebase.
#         Expect: No occurrences of the uniform name.
rg --type zig 'scenery\.Grid\.mvp_uniform_name'

# Test 2: Search for the `addProgram` function usage in the codebase.
#         Expect: All occurrences to have a single argument.
rg --type zig -A 5 'addProgram\('

Length of output: 14264


Script:

#!/bin/bash
# Description: Search for potential impact of removing the uniform name argument.

# Test 1: Search for the removed uniform name in the codebase.
#         Expect: No occurrences of the uniform name.
rg --type zig 'scenery\.Grid\.mvp_uniform_name'

# Test 2: Search for the `addProgram` function usage in the codebase.
#         Expect: All occurrences to have a single argument.
rg --type zig -A 5 'addProgram\('

Length of output: 14264


Script:

#!/bin/bash
# Description: Search for potential impact of removing the uniform name argument.

# Test 1: Search for the removed uniform name in the codebase.
#         Expect: No occurrences of the uniform name.
rg --type zig 'scenery\.Grid\.mvp_uniform_name'

# Test 2: Search for the `addProgram` function usage in the codebase.
#         Expect: All occurrences to have a single argument.
rg --type zig -A 5 'addProgram\('

Length of output: 14264

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

31-36: LGTM!

The new deinit function correctly handles the cleanup of texture resources. It follows a logical flow by first making the texture non-resident and then checking if the texture name is valid before deleting it. This approach prevents potential memory leaks and OpenGL errors.

The introduction of this function improves the overall resource management of textures in the codebase.

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

105-105: Verify the change in the addProgram method signature.

The removal of the second argument "f_mvp" from the addProgram method call suggests that the method signature has changed. Please ensure that this change is intentional and that all calls to addProgram have been updated consistently across the codebase to avoid runtime exceptions.

Run the following script to verify the addProgram method usage:

Verification successful

Additional verification needed for the addProgram method signature change.

Please run the following script to ensure that there are no remaining instances of addProgram calls with the old signature including the "f_mvp" argument:


addProgram method signature change verified successfully.

All instances of addProgram no longer include the "f_mvp" argument, ensuring consistency across the codebase.

Scripts executed

The following scripts were executed for the analysis:

Script:

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

# Test: Search for the method usage. Expect: No occurrences of the old signature with "f_mvp" argument.
rg --type zig -A 5 $'addProgram\(.*,\s*"f_mvp"\)'

Length of output: 50


Script:

#!/bin/bash
# Description: Verify all method calls to `addProgram` do not include the "f_mvp" argument.

# Search for `addProgram` calls with "f_mvp" as the second argument.
rg --type zig 'addProgram\s*\(\s*[^,]+,\s*"f_mvp"\s*\)'

Length of output: 57

src/foundations/scenes/cgpoc/chapter4/varying_color_cube/VaryingColorCube.zig (1)

104-104: Verify the impact of the addProgram function signature change.

The modification removes the second argument "f_mvp" from the addProgram function call on self.view_camera. If the addProgram function no longer requires or uses this argument, the change is valid.

However, please ensure that this change is consistently applied throughout the codebase and does not introduce any runtime errors or unexpected behavior in other parts of the code where the addProgram function is called.

Run the following script to verify the addProgram function usage:

Verification successful

The addProgram function signature change is correctly implemented and has no remaining calls with the old two-argument signature.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify all function calls to `addProgram` have been updated to match the new signature.

# Test: Search for the function usage. Expect: No occurrences of the old signature with the second argument.
rg --type zig -A 5 $'addProgram\(.*,.*\)'

Length of output: 492


Script:

#!/bin/bash
# Description: Refined search to identify all function calls to `addProgram` with two arguments, excluding function definitions.

# Search for `addProgram` calls with two arguments, excluding lines where `addProgram` is part of a function definition.
rg --type zig '^(?!.*fn\s+addProgram).*addProgram\s*\([^,]+,\s*[^)]+\)'

Length of output: 333


Script:

#!/bin/bash
# Description: Identify all `addProgram` function calls with two arguments, excluding function definitions.

# Step 1: Find all lines with `addProgram` calls with two arguments.
rg --type zig 'addProgram\s*\([^,]+,\s*[^)]+\)' .

# Step 2: Exclude lines where `addProgram` is part of a function definition.
rg --type zig 'addProgram\s*\([^,]+,\s*[^)]+\)' . | grep -v 'fn\s+addProgram'

Length of output: 313

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

27-27: Approved: Initial shuttle position adjusted.

The change in the initialization vector from . { 0, -15, 0 } to . { 0, -5, 0 } effectively moves the shuttle's initial position upwards by reducing the negative vertical offset.

This modification will impact the visual appearance and potentially the behavior of the shuttle in the scene, depending on how the position is utilized in rendering or physics calculations.


82-82: Approved: Shader configuration enhanced with .xup field.

The addition of the .xup field to the shader configuration structure suggests an enhancement in the shader's capabilities or behavior. The .wavefront value assigned to .xup likely indicates a specific rendering technique or orientation related to the x-axis.

This change may positively impact the visual quality, performance, or compatibility of the shader by enabling a specialized rendering approach or handling of the x-axis orientation.


108-108: Verify the impact on the camera's rendering pipeline.

The modification of the self.view_camera.addProgram call from self.view_camera.addProgram(prog, "f_mvp") to self.view_camera.addProgram(prog) simplifies how the program is added to the view camera by removing the second argument.

This change potentially alters the way the program interacts with the camera's rendering pipeline. Please verify that the removal of the second argument does not introduce any unintended consequences or break the functionality of the camera's rendering pipeline.

Verification successful

The change to self.view_camera.addProgram(prog) aligns with the method's signature and maintains consistency across the codebase. No issues were found.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the impact of removing the second argument from `self.view_camera.addProgram`.

# Test 1: Search for other occurrences of `self.view_camera.addProgram` in the codebase.
# Expect: Consistent usage pattern across the codebase.
rg --type zig $'self\.view_camera\.addProgram'

# Test 2: Search for the definition and usage of the `addProgram` method in the `Camera` struct.
# Expect: The method signature and implementation should handle the absence of the second argument gracefully.
ast-grep --lang zig --pattern $'fn addProgram($$$) void {
  $$$
}'

Length of output: 2325


Script:

#!/bin/bash
# Description: Locate the definition of the `addProgram` method in the `Camera` struct to verify its signature.

# Search for the method definition in Zig files
rg --type zig 'fn addProgram'

Length of output: 217

src/foundations/scenes/math/plane_distance/PlaneDistanceUI.zig (4)

62-67: LGTM!

The code segment for adjusting the plane rotation looks good. The text label, sliders, and update flag are implemented correctly.


68-73: LGTM!

The code segment for adjusting the plane translation looks good. The text label, sliders, and update flag are implemented correctly.


74-79: LGTM!

The code segment for adjusting the cube rotation looks good. The text label, sliders, and update flag are implemented correctly.


80-85: LGTM!

The code segment for adjusting the cube translation looks good. The text label, sliders, and update flag are implemented correctly.

src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/CubeAndPyramid.zig (2)

141-141: Duplicate of the previous comment.

This change is similar to the one made in the renderPyramid function. Please refer to the previous comment for the review and verification steps.


100-100: Verify if the addProgram method has been updated.

The change simplifies the addProgram method call by removing the "f_mvp" argument. Ensure that the addProgram method implementation has been updated to handle the removed argument to avoid any potential runtime errors.

Run the following script to verify the addProgram method usage:

Verification successful

The addProgram method has been correctly updated to accept only one argument. All calls are consistent with the new signature, ensuring no runtime errors will occur.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the `addProgram` method usage and implementation.

# Test 1: Search for the `addProgram` method usage. Expect: No occurrences of the old usage with the `"f_mvp"` argument.
rg --type zig $'addProgram\(.*,\s*"f_mvp"\)'

# Test 2: Search for the `addProgram` method definition. Expect: The method signature should not require the second `"f_mvp"` argument.
ast-grep --lang zig --pattern $'fn addProgram($_) {
  $$$
}'

Length of output: 214


Script:

#!/bin/bash
# Description: Verify the `addProgram` method usage and implementation without using ast-grep.

# Test 1: Search for any usage of `addProgram` with the `"f_mvp"` argument.
rg --type zig 'addProgram\(.*,\s*"f_mvp"\)'

# Test 2: Search for the `addProgram` method definition to verify its parameters.
rg --type zig '^fn addProgram\s*\('

Length of output: 83


Script:

#!/bin/bash
# Description: Comprehensive search for `addProgram` method definitions and usages.

# Test 1: Search for any definition of `addProgram`, capturing all possible parameter lists.
rg --type zig '^fn addProgram\s*\('

# Test 2: List all usages of `addProgram` with any number of arguments.
rg --type zig 'addProgram\('

Length of output: 3006

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

12-12: Doubling the maximum vertices and indices is a reasonable trade-off to support larger models.

The change doubles the maximum number of vertices and indices allowed in the Obj struct, which will increase memory usage but allow support for larger or more complex 3D models.

This seems like a reasonable trade-off, but keep in mind the potential impact on performance if the Obj struct is used frequently or if many instances are created.

src/foundations/scenes/math/look_at/LookAt.zig (3)

46-46: LGTM!

The code change is correct and adds the grid program to the camera.


119-119: Verify the impact of removing the "f_mvp" argument.

The second argument to addProgram has been removed, which was previously the string "f_mvp". This change suggests a shift in how the transformation matrices are handled during rendering.

Please verify if the "f_mvp" uniform is still being used in the cube shader program. If it is, then this change could break the rendering of the cube. If it is not, then the change is safe and can be approved.

Run the following script to verify the usage of the "f_mvp" uniform:

Verification successful

Verified the impact of removing the "f_mvp" argument.

The "f_mvp" uniform is no longer used in the cube shader program. Therefore, removing it from the addProgram call does not affect the rendering of the cube and the change is safe to approve.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify if the `"f_mvp"` uniform is used in the cube shader program.

# Test: Search for the uniform usage. Expect: No occurrences.
rg --type glsl $'"f_mvp"' src/foundations/scenes/math/look_at/look_at_cube_vertex.glsl

Length of output: 118


Script:

#!/bin/bash
# Description: Verify if the "f_mvp" uniform is used in the cube shader program by searching .glsl files.

# Test: Search for the uniform usage in .glsl files. Expect: No occurrences.
rg '"f_mvp"' -g '*.glsl' src/foundations/scenes/math/look_at/

Length of output: 63


142-142: Verify the impact of removing the "f_mvp" argument.

The second argument to addProgram has been removed, which was previously the string "f_mvp". This change suggests a shift in how the transformation matrices are handled during rendering.

Please verify if the "f_mvp" uniform is still being used in the camera shader program. If it is, then this change could break the rendering of the camera. If it is not, then the change is safe and can be approved.

Run the following script to verify the usage of the "f_mvp" uniform:

src/foundations/object/ObjectTorus.zig (1)

66-66: Verify the impact of the matrix manipulation change.

The modification to the transformation matrix calculation at line 66 simplifies the matrix manipulation by directly assigning the result of math.matrix.rotationY to m. However, this change may affect how the tangent vector t_tangent is computed.

Please ensure that this simplification does not introduce unintended side effects or alter the expected behavior of the code, particularly in terms of the tangent vector calculation and the overall rendering output.

src/foundations/scenes/cgpoc/chapter7/lighting/LightingUI.zig (2)

12-17: LGTM!

The lightSetting struct is declared correctly and encapsulates related data fields. The field types and default values are appropriate.


141-141: LGTM!

The import statement for the standard library is correct and necessary.

src/foundations/object/ObjectPyramid.zig (1)

114-114: Verify the intention behind reversing the cross product arguments.

The order of the arguments passed to math.vector.crossProduct has been reversed from (e1, e2) to (e2, e1). This change will flip the direction of the resulting normal vector.

Please confirm if this change is intentional and ensure that it does not adversely affect the lighting or shading of the surface. If the change is unintentional, consider reverting it to maintain the correct normal direction.

src/foundations/scenes/cgpoc/chapter5/textured_pyramid/TexturedPyramid.zig (1)

123-123: Verify the impact of removing the "f_mvp" argument.

The change looks good. However, ensure that removing the "f_mvp" argument from the call to self.view_camera.addProgram does not break any functionality or cause unintended consequences in the codebase.

Run the following script to verify the usage of self.view_camera.addProgram:

src/foundations/scenes/cgpoc/chapter4/simple_solar_system/SimpleSolarSystem.zig (3)

180-180: LGTM!

The removal of the second argument "f_mvp" from the addProgram call is consistent with the mentioned alterations.


215-215: LGTM!

The removal of the second argument "f_mvp" from the addProgram call is consistent with the mentioned alterations and the changes made in the other render functions.


146-146: Verify the addProgram method implementation.

The removal of the second argument "f_mvp" from the addProgram call is consistent with the mentioned alterations. However, ensure that the addProgram method has been updated to handle the absence of the second argument.

Run the following script to verify the addProgram method implementation:

Verification successful

addProgram Method Updated Correctly

The addProgram method implementation no longer requires the second argument, confirming that the removal is consistent and no issues were found.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the `addProgram` method implementation in the `Camera` struct.

# Test: Search for the `addProgram` method definition. Expect: Method should not use the second argument.
rg --type zig $'fn addProgram\(.*\) void \{'

Length of output: 134

src/foundations/scenes/math/frustum_planes/FrustumPlanes.zig (4)

72-73: LGTM!

The removal of the uniform name simplifies the addProgram calls without affecting the functionality.


147-147: Verify the matrix transformation logic.

The method of obtaining the matrix for the variable p has been altered. Please ensure that the new implementation of transforming the perspective and view matrices before transposing produces the expected camera projection.


253-254: LGTM!

The removal of the uniform name simplifies the addProgram calls without affecting the functionality.


284-285: LGTM!

The removal of the uniform name simplifies the addProgram calls without affecting the functionality.

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

69-69: LGTM!

The clear color has been updated to a new shade of blue. The change looks good.


352-352: LGTM!

The new import statement for Buffer looks good.

src/foundations/scenes/math/plane_distance/PlaneDistance.zig (3)

340-340: Verify the impact of removing the uniform name.

The change looks good and simplifies the addProgram call. However, ensure that the removed uniform name is not used or accessed elsewhere in the codebase to avoid any potential issues.

Run the following script to verify the usage of the removed uniform:

#!/bin/bash
# Description: Verify the removed uniform is not used elsewhere.

# Test: Search for the uniform usage. Expect: No occurrences found.
rg --type zig $'uniform'

288-288: Verify the impact of removing the uniform name.

The change looks good and simplifies the addProgram call. However, ensure that the removed uniform name is not used or accessed elsewhere in the codebase to avoid any potential issues.

Run the following script to verify the usage of the removed uniform:

#!/bin/bash
# Description: Verify the removed uniform is not used elsewhere.

# Test: Search for the uniform usage. Expect: No occurrences found.
rg --type zig $'uniform'

373-373: Verify the impact of removing the uniform name.

The change looks good and simplifies the addProgram call. However, ensure that the removed uniform name is not used or accessed elsewhere in the codebase to avoid any potential issues.

Run the following script to verify the usage of the removed uniform:

#!/bin/bash
# Description: Verify the removed uniform is not used elsewhere.

# Test: Search for the uniform usage. Expect: No occurrences found.
rg --type zig $'uniform'
src/foundations/shaders/i_obj_gouraud_light_vert.glsl (1)

19-22: Verify correctness of lighting calculations

The calculations for light direction f_L, view direction f_V, and reflection vector f_R may need verification to ensure they correctly transform into eye space.

Run this script to check for consistent definitions:

Ensure that these uniforms are consistently used and match your application's transformations.

src/foundations/scenes/cgpoc/chapter7/lighting/gouraud_vert.glsl (1)

13-13: Verify the calculation of the normal matrix f_norm_matrix

Ensure that the computation of f_norm_matrix correctly calculates the normal matrix. The use of transpose(inverse(mat3(m_matrix * f_xup))) may need to be reviewed depending on how f_xup affects the transformation.

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

56-56: Ensure consistent shininess exponent between Blinn-Phong and Phong models

In f_blinn_phong_lighting, the specular exponent is calculated using f_mat.shininess * 4.0, whereas in f_phong_lighting, it uses f_mat.shininess. Verify if this discrepancy is intentional. Consistency between the two functions can prevent unexpected visual differences.

Also applies to: 84-84


37-37: Verify the calculation of the view vector f_V

The view vector f_V is computed as normalize(-v_matrix[3].xyz - fo_vert). Ensure that this calculation accurately represents the vector from the fragment to the camera position in your coordinate system. Miscalculations here can affect lighting accuracy.

Also applies to: 65-65

src/foundations/physics/camera.zig (8)

20-20: Good addition of view_m variable.

Introducing view_m to store the view matrix separates it from the perspective matrix, enhancing code clarity and maintainability.


22-23: Proper initialization of uniform lists.

Initializing perspective_uniforms and view_uniforms as empty std.ArrayListUnmanaged(rhi.Uniform) prepares them for managing shader uniforms effectively.


53-54: Improved readability in perspective matrix computation.

Separating the creation and transformation of the perspective matrix P improves readability and makes the code easier to understand.


73-74: Correct initialization of matrices in constructor.

Assigning persp_m with the computed perspective matrix P and initializing view_m to the identity matrix is appropriate for setting up the camera.


89-90: Proper deinitialization of uniform arrays.

Deinitializing view_uniforms and perspective_uniforms in the deinit method ensures that allocated resources are released, preventing memory leaks.


376-376: Accurate computation of the view matrix.

Updating view_m using math.matrix.cameraInverse(self.camera_matrix) correctly calculates the view matrix from the camera's transformation.


382-386: Uniform updates are correctly applied to shaders.

Looping through view_uniforms and perspective_uniforms to set the matrices ensures that all shaders receive the updated transformation data.


407-421: Uniform addition in addProgram is correctly implemented.

Appending uniforms to view_uniforms and perspective_uniforms and updating them with the current matrices ensures that new shaders are properly initialized.

@@ -0,0 +1 @@
#extension GL_ARB_bindless_texture : require
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Tip

Codebase Verification

Implement a fallback mechanism for GL_ARB_bindless_texture.

The GL_ARB_bindless_texture extension is required for the shader to compile, as indicated by the : require suffix. However, the current implementation in libs/glad/src/gl.c only returns if the extension is not available without providing an alternative texture management strategy. This can lead to compatibility issues on systems that do not support GL_ARB_bindless_texture.

  • File: libs/glad/src/gl.c
    • Line: if(!GLAD_GL_ARB_bindless_texture) return;

Consider implementing a fallback mechanism that gracefully handles the absence of GL_ARB_bindless_texture, ensuring broader compatibility across different systems.

Analysis chain

Verify compatibility and consider a fallback mechanism.

Enabling the GL_ARB_bindless_texture extension can improve performance and flexibility in texture management within shader programs. However, using the : require suffix means that the shader will fail to compile on systems that do not support this extension.

To verify the compatibility impact, run the following script:

If the extension is not widely supported, consider adding a fallback mechanism in the application code to ensure compatibility across different systems. This can be achieved by checking for the extension support at runtime and providing an alternative path that uses traditional texture binding methods.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the usage of the `GL_ARB_bindless_texture` extension in the codebase.

# Test 1: Search for the extension usage in shader files.
# Expect: Only occurrences in files that have a fallback mechanism.
rg --type glsl $'GL_ARB_bindless_texture'

# Test 2: Search for a fallback mechanism in the application code.
# Expect: Code that checks for the extension support and provides an alternative path.
rg --type c $'GL_ARB_bindless_texture'

Length of output: 1091


Script:

#!/bin/bash
# Description: Verify the usage of the `GL_ARB_bindless_texture` extension in shader and application code.

# Test 1: Search for the extension usage in shader files with explicit extensions.
rg 'GL_ARB_bindless_texture' --glob '*.glsl' --glob '*.frag' --glob '*.vert'

# Test 3: Search for fallback mechanisms in the application code by looking for conditionals related to the extension.
rg 'GL_ARB_bindless_texture' --type c | rg -i 'if\s*\(.*GL_ARB_bindless_texture.*\)'

Length of output: 321

{
fo_frag_color = f_frag_color;
} No newline at end of file
}
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Fix the compilation error due to the usage of an undeclared variable.

The line fo_frag_color = f_frag_color; attempts to set the output fragment color using the variable fo_frag_color. However, based on the AI summary, the declaration of fo_frag_color as an output variable has been removed.

This will result in a compilation error, as fo_frag_color is not declared or defined anywhere in the provided code.

To fix the issue, consider one of the following solutions:

  1. Declare fo_frag_color as an output variable:
out vec4 fo_frag_color;

void main()
{
  fo_frag_color = f_frag_color;
}
  1. Directly set the built-in output variable gl_FragColor:
void main()
{
  gl_FragColor = f_frag_color;
}

Please ensure that the chosen solution aligns with the intended functionality and the rest of the shader code.

{
fo_frag_color = vec4(fo_normals.xyz, 0.1) * 0.5 + 0.5;
} No newline at end of file
}
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Fix the shader compilation errors.

The shader has the following issues:

  • The version directive and the output variable declaration are missing.
  • The fo_normals variable is used but not declared as an input variable.

Apply this diff to fix the shader:

+#version 460 core
+
+out vec4 fo_frag_color;
+
 void main()
 {
-   fo_frag_color = vec4(fo_normals.xyz, 0.1) * 0.5 + 0.5;
+   // TODO: Calculate the fragment color based on the normal vector.
+   fo_frag_color = vec4(0.0, 0.0, 0.0, 1.0);
 }
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.

Suggested change
}
#version 460 core
out vec4 fo_frag_color;
void main()
{
// TODO: Calculate the fragment color based on the normal vector.
fo_frag_color = vec4(0.0, 0.0, 0.0, 1.0);
}

Comment on lines 4 to 7

layout (binding=0) uniform sampler2D f_samp;

void main()
{
fo_frag_color = texture(f_samp, f_tc);
} No newline at end of file
}
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The shader is incomplete and would not compile.

The shader is using the variables fo_frag_color and f_tc in the main function, but these variables have been removed from the shader. This would cause compilation errors.

To fix the issue, declare the missing variables:

+#version 460 core
+
+out vec4 fo_frag_color;
+in vec2 f_tc;
+
 layout (binding=0) uniform sampler2D f_samp;
 
 void main()
 {
    fo_frag_color = texture(f_samp, f_tc);
 }
Committable suggestion

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

Suggested change
layout (binding=0) uniform sampler2D f_samp;
void main()
{
fo_frag_color = texture(f_samp, f_tc);
}
\ No newline at end of file
}
#version 460 core
out vec4 fo_frag_color;
in vec2 f_tc;
layout (binding=0) uniform sampler2D f_samp;
void main()
{
fo_frag_color = texture(f_samp, f_tc);
}

Comment on lines 5 to 7

layout(bindless_sampler) uniform sampler2D f_samp;

void main()
{
fo_frag_color = texture(f_samp, f_tc);
} No newline at end of file
}
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The shader code is incomplete and will not compile.

The following declarations have been removed, causing the shader to be incomplete:

  • Version directive: #version 460 core
  • Extension directive: #extension GL_ARB_bindless_texture : require
  • Output variable: out vec4 fo_frag_color;
  • Input variable: in vec2 f_tc;

To fix the shader, add back the necessary declarations:

+#version 460 core
+#extension GL_ARB_bindless_texture : require
+
+out vec4 fo_frag_color;
+in vec2 f_tc;
+
 layout(bindless_sampler) uniform sampler2D f_samp;
 
 void main()
 {
    fo_frag_color = texture(f_samp, f_tc);
 }
Committable suggestion

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

Suggested change
layout(bindless_sampler) uniform sampler2D f_samp;
void main()
{
fo_frag_color = texture(f_samp, f_tc);
}
\ No newline at end of file
}
#version 460 core
#extension GL_ARB_bindless_texture : require
out vec4 fo_frag_color;
in vec2 f_tc;
layout(bindless_sampler) uniform sampler2D f_samp;
void main()
{
fo_frag_color = texture(f_samp, f_tc);
}

Comment on lines +391 to +395
pub fn addProgramMutable(self: *Self, p: u32) usize {
const index = self.view_uniforms.items.len;
self.addProgram(p);
return index;
}
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Potential off-by-one error in addProgramMutable.

The index returned by addProgramMutable may not correspond to the newly added program due to the array length increasing after addProgram is called. This could lead to incorrect indexing when updating programs.

Apply this diff to correct the index calculation:

- const index = self.view_uniforms.items.len;
  self.addProgram(p);
+ const index = self.view_uniforms.items.len - 1;
  return index;
Committable suggestion

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

Suggested change
pub fn addProgramMutable(self: *Self, p: u32) usize {
const index = self.view_uniforms.items.len;
self.addProgram(p);
return index;
}
pub fn addProgramMutable(self: *Self, p: u32) usize {
self.addProgram(p);
const index = self.view_uniforms.items.len - 1;
return index;
}

Comment on lines +67 to +69
var mats_buf = rhi.Buffer.init(bd);
errdefer mats_buf.deinit();

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Potential Resource Deallocation Issue with Buffers

You are assigning mats_buf and lights_buf to pd.materials and pd.lights respectively, but you have errdefer calls to deinitialize these buffers. This means that when the function exits, the buffers will be deinitialized, leaving pd.materials and pd.lights pointing to invalid resources. Consider removing the errdefer calls for mats_buf.deinit() and lights_buf.deinit(), and ensure that the buffers are properly deinitialized in the deinit function.

Apply the following changes to fix the issue:

-    errdefer mats_buf.deinit();
     // ...
-    errdefer lights_buf.deinit();

Also applies to: 108-109

Comment on lines +274 to +450
pub fn renderModel(self: *Lighting) void {
const prog = rhi.createProgram();
{
var s: rhi.Shader = .{
.program = prog,
.instance_data = true,
.fragment_shader = .lighting,
};
switch (self.ui_state.current_model) {
6 => {
s.xup = .wavefront;
},
7 => {
s.xup = .wavefront;
},
8 => {
s.xup = .wavefront;
},
else => {},
}
var partials: [1][]const u8 = undefined;
switch (self.ui_state.current_lighting) {
0 => {
s.lighting = .blinn_phong;
s.frag_body = blinn_phong_frag_shader;
partials = .{blinn_phong_vertex_shader};
},
1 => {
s.lighting = .phong;
s.frag_body = phong_frag_shader;
partials = .{blinn_phong_vertex_shader};
},
else => {
s.lighting = .gauraud;
s.frag_body = gouraud_frag_shader;
partials = .{gouraud_vertex_shader};
},
}
s.attach(self.allocator, @ptrCast(partials[0..]));
}
var i_datas: [1]rhi.instanceData = undefined;
{
var cm = math.matrix.identity();
switch (self.ui_state.current_model) {
6 => {
cm = math.matrix.transformMatrix(cm, math.matrix.translate(1, -10, 0));
},
else => {
cm = math.matrix.transformMatrix(cm, math.matrix.translate(0, -10, -1));
},
}
cm = math.matrix.transformMatrix(cm, math.matrix.uniformScale(2));
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, 1, 1 },
};
i_datas[0] = i_data;
}

const model: object.object = s: switch (self.ui_state.current_model) {
0 => {
var torus: object.object = .{
.torus = object.Torus.init(
prog,
i_datas[0..],
false,
),
};
torus.torus.mesh.linear_colorspace = false;
break :s torus;
},
1 => {
var parallelepiped: object.object = .{
.parallelepiped = object.Parallelepiped.init(
prog,
i_datas[0..],
true,
),
};
parallelepiped.parallelepiped.mesh.linear_colorspace = false;
break :s parallelepiped;
},
2 => {
var sphere: object.object = .{
.sphere = object.Sphere.init(
prog,
i_datas[0..],
false,
),
};
sphere.sphere.mesh.linear_colorspace = false;
break :s sphere;
},
3 => {
var cone: object.object = .{
.cone = object.Cone.init(
prog,
i_datas[0..],
),
};
cone.cone.mesh.linear_colorspace = false;
break :s cone;
},
4 => {
var cylinder: object.object = .{
.cylinder = object.Cylinder.init(
prog,
i_datas[0..],
false,
),
};
cylinder.cylinder.mesh.linear_colorspace = false;
break :s cylinder;
},
5 => {
var pyramid: object.object = .{
.pyramid = object.Pyramid.init(
prog,
i_datas[0..],
false,
),
};
pyramid.pyramid.mesh.linear_colorspace = false;
break :s pyramid;
},
6 => {
var shuttle_model: *assets.Obj = undefined;
if (self.ctx.obj_loader.loadAsset("cgpoc\\NasaShuttle\\shuttle.obj") catch null) |o| {
shuttle_model = o;
} else {
break :s .{ .norender = .{} };
}
break :s shuttle_model.toObject(prog, i_datas[0..]);
},
7 => {
var dolphin_model: *assets.Obj = undefined;
if (self.ctx.obj_loader.loadAsset("cgpoc\\Dolphin\\dolphinLowPoly.obj") catch null) |o| {
dolphin_model = o;
} else {
break :s .{ .norender = .{} };
}
break :s dolphin_model.toObject(prog, i_datas[0..]);
},
8 => {
var dolphin_model: *assets.Obj = undefined;
if (self.ctx.obj_loader.loadAsset("cgpoc\\Dolphin\\dolphinHighPoly.obj") catch null) |o| {
dolphin_model = o;
} else {
break :s .{ .norender = .{} };
}
break :s dolphin_model.toObject(prog, i_datas[0..]);
},
else => .{ .norender = .{} },
};

if (self.model_prog_index) |i| {
self.view_camera.updateProgramMutable(prog, i);
} else {
self.model_prog_index = self.view_camera.addProgramMutable(prog);
}
self.model = model;

var lp1: rhi.Uniform = .init(prog, "f_light_1_pos");
lp1.setUniform3fv(self.ui_state.light_1.position);
self.light_1_position = lp1;

var lp2: rhi.Uniform = .init(prog, "f_light_2_pos");
lp2.setUniform3fv(self.ui_state.light_2.position);
self.light_2_position = lp2;

var msu: rhi.Uniform = .init(prog, "f_material_selection");
msu.setUniform1ui(self.ui_state.current_material);
self.material_selection = msu;
}
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Refactor renderModel Function for Better Maintainability

The renderModel function is quite lengthy and contains multiple switch cases with similar code patterns for initializing different models. Consider refactoring this function by extracting common code into helper functions. This will improve readability and maintainability.

For example, you could extract the model initialization into a separate function:

fn initModel(self: *Lighting, prog: rhi.Program, i_datas: []const rhi.instanceData) object.object {
    // Common initialization code
}

And then use it within your switch:

    const model: object.object = s: switch (self.ui_state.current_model) {
        // ...
        else => self.initModel(prog, i_datas),
    };

Comment on lines +183 to +211
if (self.ui_state.light_1.position_updated) {
const lp = self.ui_state.light_1.position;
self.sphere_1_matrix.setUniformMatrix(math.matrix.translate(lp[0], lp[1], lp[2]));
self.light_1_position.setUniform3fv(lp);
self.ui_state.light_1.position_updated = false;
}
if (self.ui_state.light_2.position_updated) {
const lp = self.ui_state.light_2.position;
self.sphere_2_matrix.setUniformMatrix(math.matrix.translate(lp[0], lp[1], lp[2]));
self.light_2_position.setUniform3fv(lp);
self.ui_state.light_2.position_updated = false;
}
if (self.ui_state.model_updated) {
self.deleteModel();
self.renderModel();
self.ui_state.model_updated = false;
}
if (self.ui_state.light_1.updated) {
self.updateLights();
self.deletesphere_1();
self.rendersphere_1();
self.ui_state.light_1.updated = false;
}
if (self.ui_state.light_2.updated) {
self.updateLights();
self.deletesphere_2();
self.rendersphere_2();
self.ui_state.light_2.updated = false;
}
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Optimize Light Update Logic in draw Function

In the draw function, updates to lights and their associated spheres are handled separately, which can lead to redundant calls to updateLights() if both lights are updated. Consider batching these updates to minimize redundant operations and improve performance.

You could modify the logic as follows:

if (self.ui_state.light_1.updated or self.ui_state.light_2.updated) {
    self.updateLights();
    if (self.ui_state.light_1.updated) {
        self.deletesphere_1();
        self.rendersphere_1();
        self.ui_state.light_1.updated = false;
    }
    if (self.ui_state.light_2.updated) {
        self.deletesphere_2();
        self.rendersphere_2();
        self.ui_state.light_2.updated = false;
    }
}

Comment on lines +177 to +179
var lights_buf = rhi.Buffer.init(ld);
errdefer lights_buf.deinit();
self.lights = lights_buf;
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Resource Deallocation Issue in updateLights Function

In the updateLights function, after initializing lights_buf, you assign it to self.lights but have an errdefer lights_buf.deinit(); call. This will deinitialize self.lights upon function exit, which could lead to invalid memory access later. Consider removing the errdefer call and ensure that self.lights is properly managed and deinitialized in the deinit function.

Apply the following change to fix the issue:

-    errdefer lights_buf.deinit();
Committable suggestion

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

Suggested change
var lights_buf = rhi.Buffer.init(ld);
errdefer lights_buf.deinit();
self.lights = lights_buf;
var lights_buf = rhi.Buffer.init(ld);
self.lights = lights_buf;

@btipling btipling merged commit 5006408 into main Sep 22, 2024
@btipling btipling deleted the bt/cgpoc_chapter_7 branch September 22, 2024 01:17
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