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Plane distance scene #2
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WalkthroughThis 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
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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Actionable comments posted: 1
Outside diff range, codebase verification and nitpick comments (4)
src/foundations/scenes/plane_distance/PlaneDistanceUI.zig (2)
2-3
: Consider initializingrotation_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
androtation_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 theobject.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 theinit
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
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
toGrid
aligns with a standardized naming convention, enhancing readability and maintainability.src/foundations/rhi/mesh.zig (1)
6-6
: Addition ofblend
field in mesh structure.The new
blend
field provides enhanced flexibility for rendering options, defaulting tofalse
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 inrhi.attachShaders
withinPlaneDistance.zig
. This confirms its role in the rendering process.
src/foundations/scenes/plane_distance/PlaneDistance.zig
: Shader attached withrhi.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.zigLength of output: 218
src/foundations/scenes/plane_distance/PlaneDistance.zig (3)
9-10
: Embed shader files with care.The
grid_vertex_shader
andgrid_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
andplane_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 catLength 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 catLength of output: 1035
42-43
: EnsurerenderPlane
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
FunctionThe
renderPlane
function is only called within thePlaneDistance.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.zigLength 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.zigLength 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 forgrid
.The type of
grid
has changed from*scenery.grid
to*scenery.Grid
. Ensure that all uses ofgrid
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 theblend
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 whenblend
is not explicitly set.src/foundations/scenes/look_at/LookAt.zig (3)
3-3
: Consistent naming conventions.The
grid
type has been renamed toscenery.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 viascenery.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 usingscenery.Grid.init
. Verify that all references togrid
use the updated naming convention and that the initialization logic remains correct.Verification successful
Grid Initialization is Consistent
The
Grid
initialization usingscenery.Grid.init
is consistent across the codebase in the files checked. Both instances inLookAt.zig
andPlaneDistance.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 forcamera_pos
.The change to initialize
camera_pos
asundefined
allows for more flexible camera position management. This is a positive change for configurability.
Line range hint
38-48
:
Enhanced flexibility ininit
function signature.The addition of the
pos
parameter in theinit
function allows for dynamic camera position configuration, improving usability.Ensure that all calls to the
init
function are updated to include the newpos
parameter.
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.
Work in progress on a scene that demonstrates distance from plane and reflection
Summary by CodeRabbit
New Features
Bug Fixes
Documentation