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@btipling btipling commented Aug 14, 2024

Work in progress on a scene that demonstrates distance from plane and reflection

Summary by CodeRabbit

  • New Features

    • Enhanced camera initialization with dynamic position settings.
    • Introduced blending options for mesh rendering, improving visual effects.
    • Added interactive sliders in the PlaneDistanceUI for adjusting rotation parameters.
    • New GLSL shaders for advanced rendering of plane objects, enhancing visual fidelity.
  • Bug Fixes

    • Adjusted initialization calls to maintain correct rendering logic in the Grid and PlaneDistance modules.
  • Documentation

    • Updated naming conventions for consistency across the scenery module.

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coderabbitai bot commented Aug 14, 2024

Walkthrough

This update introduces significant enhancements across various components of the codebase. Key changes include the reordering of 3D coordinates, the addition of blending features, flexible camera positioning, and the introduction of custom shaders. These modifications aim to improve rendering capabilities, optimize performance, and enhance user interaction within the user interface, ultimately leading to a more dynamic and visually appealing experience.

Changes

Files Change Summary
src/foundations/object/object_cube/object_cube.zig Reordered elements in default_positions array; structure remains unchanged.
src/foundations/object/object_parallelepiped/ObjectParallelepiped.zig Modified init function to include a new blend boolean parameter for blending control.
src/foundations/physics/camera.zig Updated camera_pos to undefined; added pos parameter to init for dynamic camera positioning.
src/foundations/rhi/mesh.zig Introduced new blend boolean field in the mesh structure, initialized to false.
src/foundations/rhi/rhi.zig Added face culling in init and blending logic in drawMesh, optimizing rendering.
src/foundations/scenery/grid/Grid.zig Updated renderGrid to include a new boolean parameter in object.Parallelepiped.init call.
src/foundations/scenery/scenery.zig Renamed constant grid to Grid, reflecting a change in naming convention.
src/foundations/scenes/look_at/LookAt.zig Updated naming from scenery.grid to scenery.Grid, reflecting a consistent naming convention.
src/foundations/scenes/plane_distance/PlaneDistance.zig Changed grid type to *scenery.Grid and introduced a new plane variable; added custom shaders.
src/foundations/scenes/plane_distance/PlaneDistanceUI.zig Added rotation_angle and rotation_axis properties for UI interaction.
src/foundations/scenes/plane_distance/plane_frag.glsl Defined a basic fragment shader for color processing.
src/foundations/scenes/plane_distance/plane_vertex.glsl Introduced a vertex shader with multiple input attributes for 3D rendering.

Sequence Diagram(s)

sequenceDiagram
    participant UI as User Interface
    participant Camera as Camera Component
    participant Scene as Scene Manager
    participant Render as Renderer

    UI->>Camera: Initialize with dynamic position
    Camera->>Scene: Set camera position
    Scene->>Render: Prepare rendering
    Render->>Render: Apply blending if enabled
    Render->>Scene: Draw objects
    Scene-->>UI: Update view
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🐇
In the code, a rabbit hops with glee,
New features abound, oh what joy to see!
Blending and shaders make colors bright,
Cameras now dance in dynamic light.
With grids that render and positions that play,
Code's a wonderland—hip-hip-hooray! 🎉


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Actionable comments posted: 1

Outside diff range, codebase verification and nitpick comments (4)
src/foundations/scenes/plane_distance/PlaneDistanceUI.zig (2)

2-3: Consider initializing rotation_axis with a constant.

The rotation_axis is initialized to the Z-axis. If this is a default that won't change often, consider defining it as a constant to improve readability and maintainability.

const DEFAULT_ROTATION_AXIS: [3]f32 = .{ 0, 0, 1 };
rotation_axis: [3]f32 = DEFAULT_ROTATION_AXIS,

20-26: Ensure slider labels are clear and consistent.

The sliders for rotation_angle and rotation_axis are well-implemented. Ensure the labels are clear to the user. Consider adding units or descriptions if applicable, especially for the angle.

_ = c.igSliderFloat("angle (radians)", &self.rotation_angle, 0.01, std.math.pi * 2, "%.3f", c.ImGuiSliderFlags_None);
src/foundations/scenery/grid/Grid.zig (1)

107-107: Clarify the purpose of the new boolean argument.

The addition of false to the object.Parallelepiped.init call changes the initialization logic. Ensure this argument is documented and its purpose is clear to maintainers.

// Add a comment explaining the significance of the `false` argument.
src/foundations/object/object_parallelepiped/ObjectParallelepiped.zig (1)

13-13: Ensure proper documentation for the new parameter.

The blend parameter has been added to the init function. Ensure that the purpose and usage of this parameter are documented, especially if this function is part of a public API.

Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

Commits

Files that changed from the base of the PR and between 57c9d34 and a555652.

Files selected for processing (12)
  • src/foundations/object/object_cube/object_cube.zig (2 hunks)
  • src/foundations/object/object_parallelepiped/ObjectParallelepiped.zig (2 hunks)
  • src/foundations/physics/camera.zig (3 hunks)
  • src/foundations/rhi/mesh.zig (1 hunks)
  • src/foundations/rhi/rhi.zig (2 hunks)
  • src/foundations/scenery/grid/Grid.zig (1 hunks)
  • src/foundations/scenery/scenery.zig (1 hunks)
  • src/foundations/scenes/look_at/LookAt.zig (3 hunks)
  • src/foundations/scenes/plane_distance/PlaneDistance.zig (4 hunks)
  • src/foundations/scenes/plane_distance/PlaneDistanceUI.zig (2 hunks)
  • src/foundations/scenes/plane_distance/plane_frag.glsl (1 hunks)
  • src/foundations/scenes/plane_distance/plane_vertex.glsl (1 hunks)
Files skipped from review due to trivial changes (2)
  • src/foundations/object/object_cube/object_cube.zig
  • src/foundations/scenes/plane_distance/plane_frag.glsl
Additional comments not posted (15)
src/foundations/scenery/scenery.zig (1)

1-1: Consistent Naming Convention.

The renaming of grid to Grid aligns with a standardized naming convention, enhancing readability and maintainability.

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

6-6: Addition of blend field in mesh structure.

The new blend field provides enhanced flexibility for rendering options, defaulting to false to maintain existing behavior.

Ensure that the integration of this field into the rendering logic is correctly handled.

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

1-30: New Vertex Shader Logic.

The shader logic for handling plane distance and reflections appears well-structured, with appropriate use of transformation matrices and outputs.

Verify the mathematical correctness and integration of this shader within the rendering pipeline.

Verification successful

Shader Integration Verified

The plane_vertex.glsl shader is correctly integrated into the rendering pipeline through its use in rhi.attachShaders within PlaneDistance.zig. This confirms its role in the rendering process.

  • src/foundations/scenes/plane_distance/PlaneDistance.zig: Shader attached with rhi.attachShaders.
Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the integration and usage of the new vertex shader.

# Test: Search for the usage of `plane_vertex.glsl`. Expect: Proper integration in rendering pipeline.
rg --type glsl 'plane_vertex.glsl'

Length of output: 63


Script:

#!/bin/bash
# Description: Search for references to `plane_vertex.glsl` in the entire repository to verify its integration.

# Search for the filename `plane_vertex.glsl` to find where it is included or referenced.
rg 'plane_vertex.glsl'

Length of output: 150


Script:

#!/bin/bash
# Description: Search for the usage of `grid_vertex_shader` within `PlaneDistance.zig` to verify shader integration.

# Search for the usage of `grid_vertex_shader` in `PlaneDistance.zig`.
rg 'grid_vertex_shader' src/foundations/scenes/plane_distance/PlaneDistance.zig

Length of output: 218

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

9-10: Embed shader files with care.

The grid_vertex_shader and grid_frag_shader are embedded GLSL shader files. Ensure these files exist and are correctly formatted to prevent runtime errors.

Verification successful

Shader files are present and correctly formatted.

The embedded shader files plane_vertex.glsl and plane_frag.glsl exist and contain valid GLSL code. No issues were found with their format or content.

  • plane_vertex.glsl: Contains vertex shader code with appropriate GLSL constructs.
  • plane_frag.glsl: Contains fragment shader code with appropriate GLSL constructs.
Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the existence and format of embedded shader files.

# Test: Check if shader files exist and are non-empty.
fd 'plane_vertex.glsl' 'plane_frag.glsl' --exec cat

Length of output: 152


Script:

#!/bin/bash
# Description: Verify the existence and content of the embedded shader files.

# Check if 'plane_vertex.glsl' exists and is non-empty
fd 'plane_vertex.glsl' --exec cat

# Check if 'plane_frag.glsl' exists and is non-empty
fd 'plane_frag.glsl' --exec cat

Length of output: 1035


42-43: Ensure renderPlane is called appropriately.

The renderPlane function is called during initialization. Ensure that this call does not introduce performance issues or side effects during the scene setup.

Verification successful

Localized Impact of renderPlane Function

The renderPlane function is only called within the PlaneDistance.zig file. Its impact is localized, and there are no additional calls elsewhere in the codebase. This suggests that any performance issues or side effects are limited to this specific context. Ensure that its invocation frequency and timing are appropriate for your application's performance requirements.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the impact of calling `renderPlane` during initialization.

# Test: Check for any related performance or side effect issues in the codebase.
rg --type zig 'renderPlane'

Length of output: 209


Script:

#!/bin/bash
# Extract the implementation of the renderPlane function to analyze its behavior.
ast-grep --lang zig --pattern $'pub fn renderPlane(self: *PlaneDistance) void {
  $$$
}' src/foundations/scenes/plane_distance/PlaneDistance.zig

Length of output: 252


Script:

#!/bin/bash
# Use rg to find the definition of the renderPlane function and include surrounding lines for context.
rg --type zig 'pub fn renderPlane' -A 20 src/foundations/scenes/plane_distance/PlaneDistance.zig

Length of output: 756


Script:

#!/bin/bash
# Search for all calls to the renderPlane function in the repository to assess its impact.
rg --type zig 'renderPlane' --glob '!src/foundations/scenes/plane_distance/PlaneDistance.zig'

Length of output: 93


3-4: Verify the new type for grid.

The type of grid has changed from *scenery.grid to *scenery.Grid. Ensure that all uses of grid are compatible with this new type and that no functionality is broken.

src/foundations/object/object_parallelepiped/ObjectParallelepiped.zig (1)

33-33: Verify the impact of the blend parameter.

The blend parameter is used to control blending in the mesh. Verify that this change is compatible with all parts of the system that interact with this mesh, and ensure that the default behavior is preserved when blend is not explicitly set.

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

3-3: Consistent naming conventions.

The grid type has been renamed to scenery.Grid. Ensure that this change is consistently applied throughout the codebase to avoid any discrepancies.


45-45: Update uniform name references.

The uniform name mvp_uniform_name is now accessed via scenery.Grid. Ensure that this change is reflected in all places where this uniform name is used.


34-34: Check for consistency in initialization.

The grid is now initialized using scenery.Grid.init. Verify that all references to grid use the updated naming convention and that the initialization logic remains correct.

Verification successful

Grid Initialization is Consistent

The Grid initialization using scenery.Grid.init is consistent across the codebase in the files checked. Both instances in LookAt.zig and PlaneDistance.zig follow the same initialization and cleanup pattern. No discrepancies were found in the naming convention or usage.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify consistency of `Grid` initialization and usage.

# Test: Search for `Grid` initialization and usage. Expect: All references should use the updated naming.
rg --type zig -A 5 $'Grid.init'

Length of output: 941

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

55-55: Enable face culling for performance.

Face culling has been enabled, which can improve rendering performance by not drawing back-facing polygons. Ensure that this does not affect the visual output for scenes where back-facing polygons are necessary.


330-333: Implement conditional blending.

Blending is conditionally enabled based on the m.blend property. This allows for transparency effects. Verify that blending is correctly applied and does not interfere with other rendering settings.


339-341: Ensure blending state is reset.

Blending is disabled after drawing the mesh if it was enabled. This is crucial for preventing unintended blending in subsequent draw calls. Ensure that this logic is consistently applied across different rendering paths.

src/foundations/physics/camera.zig (2)

12-12: Initialization flexibility for camera_pos.

The change to initialize camera_pos as undefined allows for more flexible camera position management. This is a positive change for configurability.


Line range hint 38-48:
Enhanced flexibility in init function signature.

The addition of the pos parameter in the init function allows for dynamic camera position configuration, improving usability.

Ensure that all calls to the init function are updated to include the new pos parameter.

Comment on lines +64 to +93
pub fn renderPlane(self: *PlaneDistance) void {
const prog = rhi.createProgram();
rhi.attachShaders(prog, grid_vertex_shader, grid_frag_shader);
var i_datas: [1]rhi.instanceData = undefined;
{
const m = math.matrix.identity();
i_datas[0] = .{
.t_column0 = m.columns[0],
.t_column1 = m.columns[1],
.t_column2 = m.columns[2],
.t_column3 = m.columns[3],
.color = .{ 1, 0, 0, 0.1 },
};
}
const plane: object.object = .{
.parallelepiped = object.Parallelepiped.init(
prog,
i_datas[0..],
true,
),
};
{
var m = math.matrix.identity();
m = math.matrix.transformMatrix(m, math.matrix.translate(-100, 300, -200));
m = math.matrix.transformMatrix(m, math.matrix.scale(200.0, 0.01, 400.0));
rhi.setUniformMatrix(prog, "f_plane_transform", m);
}
self.view_camera.addProgram(prog, "f_mvp");
self.plane = plane;
}
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Review renderPlane function for correctness and optimization.

The renderPlane function introduces a new rendering pipeline for the plane object. Ensure the transformation matrices and shader programs are correctly set up. Consider optimizing matrix operations if performance is a concern.

// Consider caching transformation matrices if they are reused frequently.

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