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@btipling btipling commented Sep 15, 2024

Summary by CodeRabbit

  • New Features

    • Introduced a structured shader management system to enhance the flexibility and maintainability of rendering graphics.
    • Updated shader attachment logic for various rendering functions, streamlining the process and improving performance.
  • Bug Fixes

    • Removed redundant fragment shaders that could lead to confusion and potential rendering issues.
  • Refactor

    • Simplified shader initialization and management across multiple modules, focusing on a more modular design.
    • Standardized naming conventions for shader variables to improve clarity.
  • Chores

    • Removed obsolete shader files to declutter the project and reduce dependencies.

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coderabbitai bot commented Sep 15, 2024

Walkthrough

The changes encompass a comprehensive restructuring of shader management across multiple files in the graphics rendering framework. This includes the removal of fragment shaders, modifications to function signatures, and the introduction of a new Shader structure for better organization and modularity in shader handling. The updates aim to streamline the shader attachment process and enhance clarity in the rendering logic.

Changes

File(s) Change Summary
src/foundations/object/object_quad/ObjectQuad.zig, src/foundations/object/object_triangle/ObjectTriangle.zig Modified init function signatures to include allocator and vertex_partials, updated shader attachment logic to use a new rhi.Shader structure.
src/foundations/rhi/Shader.zig Introduced a new Shader structure for managing shaders, including an attach function for compiling and linking shaders.
src/foundations/rhi/rhi.zig Removed attachShaders function, indicating a shift in shader management, and added import for Shader.
src/foundations/scenery/grid/Grid.zig, src/foundations/scenery/pointer/Pointer.zig, src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/CubeAndPyramid.zig, src/foundations/scenes/cgpoc/chapter4/plain_red_cube/PlainRedCube.zig, src/foundations/scenes/cgpoc/chapter4/simple_solar_system/SimpleSolarSystem.zig, src/foundations/scenes/math/frustum_planes/FrustumPlanes.zig, src/foundations/scenes/math/line/LineManager.zig Updated rendering functions to remove fragment shaders and utilize a structured shader attachment process with a focus on vertex shaders and predefined fragment shader types.
src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/cube_and_pyramid_frag.glsl, src/foundations/scenes/cgpoc/chapter4/plain_red_cube/plain_red_cube_frag.glsl, src/foundations/scenes/color/linear_colorspace/lcs_frag.glsl, src/foundations/scenes/math/barycentric_coordinates/bc_frag.glsl, src/foundations/scenes/math/frustum_planes/sphere_frag.glsl, src/foundations/scenes/math/frustum_planes/voxel_frag.glsl, src/foundations/scenes/math/look_at/look_at_camera_frag.glsl, src/foundations/scenes/math/look_at/look_at_cube_frag.glsl, src/foundations/scenes/math/line_distance/line_distance_frag.glsl, src/foundations/scenes/math/line/line_frag.glsl Removed multiple fragment shader files that were previously embedded, indicating a shift in rendering strategy.
src/foundations/scenes/math/barycentric_coordinates/bc_vertex.glsl, src/foundations/scenes/math/frustum_planes/sphere_vertex.glsl, src/foundations/scenes/math/frustum_planes/voxel_vertex.glsl, src/foundations/scenes/math/look_at/look_at_camera_vertex.glsl, src/foundations/scenes/math/look_at/look_at_cube_vertex.glsl, src/foundations/scenes/math/line_distance/line_distance_vertex.glsl, src/foundations/scenes/math/line/line_vertex.glsl Modified output variable names and removed layout specifications for input variables, streamlining the shader interface while preserving core functionality.

Possibly related PRs

  • Plane distance scene #2: Changes in ObjectTriangle.zig involve similar modifications to the init function and shader attachment logic as seen in ObjectQuad.zig.
  • Fix world scale #6: Modifications in Grid.zig include shader parameter changes and initialization logic that relate to the structured shader management approach.
  • Add a cube for measuring plane distance #10: Changes in PlaneDistance.zig involve shader management and initialization logic that align with the structured approach introduced here.
  • Reflection across a plane #14: The addition of reflection capabilities in Plane.zig reflects a focus on enhancing shader functionality similar to this PR.
  • plane extraction actually works #21: Changes in FrustumPlanes.zig regarding camera plane extraction align with the modular shader management approach introduced.
  • Better camera inverse #23: The introduction of the cameraInverse function in Camera enhances camera transformations relevant to shader management.
  • fix left handed rotations #27: Modifications to the rotationY function in matrix.zig relate to shader management and transformations discussed in this PR.

Poem

🐰 In the world of shaders, we hop with glee,
A structured approach, as clear as can be.
With colors and fragments, we dance in delight,
Rendering magic, both day and night.
So let’s raise our paws, for the changes we see,
A brighter tomorrow, for you and for me! 🌈


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Actionable comments posted: 1

Outside diff range and nitpick comments (3)
src/foundations/scenes/cgpoc/point/vertex.glsl (1)

7-7: LGTM!

Setting the f_frag_color to a constant blue color is correct and will result in the primitive being rendered in solid blue.

If the intent is to have a single solid color, then this change is sufficient. However, if you want to support varying colors per vertex or fragment in the future, consider passing the color data as a vertex attribute instead of setting it to a constant value in the shader.

src/foundations/scenes/cgpoc/triangle_animated/vertex.glsl (1)

16-16: Constant color assignment is correct, but consider dynamic coloring if needed.

The assignment of a constant blue color to f_frag_color is correct and will result in a uniformly blue triangle.

However, if the intent is to have a dynamically colored triangle, consider replacing this constant assignment with a variable or attribute that can be modified per vertex.

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

28-90: Excellent work on the attach function!

The function follows a structured approach to shader management, allowing for dynamic assembly and error handling during shader compilation and linking. The use of the allocator parameter allows for efficient memory management, and the selection of the appropriate fragment shader based on the fragment_shader field provides flexibility.

The concatenation of vertex partials into a single vertex shader source ensures a complete shader program, and the error handling and logging mechanisms provide valuable information for debugging purposes.

Consider abstracting the OpenGL-specific code into a separate module or using a higher-level graphics library to improve portability to other graphics APIs. This would allow the shader management system to be more easily adapted to different rendering backends in the future.

Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

Commits

Files that changed from the base of the PR and between fecd166 and 0241819.

Files selected for processing (99)
  • src/foundations/object/object_quad/ObjectQuad.zig (1 hunks)
  • src/foundations/object/object_triangle/ObjectTriangle.zig (2 hunks)
  • src/foundations/rhi/Shader.zig (1 hunks)
  • src/foundations/rhi/rhi.zig (1 hunks)
  • src/foundations/scenery/grid/Grid.zig (1 hunks)
  • src/foundations/scenery/grid/grid_frag.glsl (0 hunks)
  • src/foundations/scenery/grid/grid_vertex.glsl (2 hunks)
  • src/foundations/scenery/pointer/Pointer.zig (2 hunks)
  • src/foundations/scenery/pointer/pointer_frag.glsl (0 hunks)
  • src/foundations/scenery/pointer/pointer_vertex.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/CubeAndPyramid.zig (2 hunks)
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/cube_and_pyramid_frag.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/cube_vertex.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/pyramid_vertex.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter4/plain_red_cube/PlainRedCube.zig (2 hunks)
  • src/foundations/scenes/cgpoc/chapter4/plain_red_cube/plain_red_cube_frag.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/chapter4/plain_red_cube/plain_red_cube_vertex.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/SimpleSolarSystem.zig (3 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/cube_vertex.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/cylinder_vertex.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/pyramid_vertex.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/simple_solar_system_frag.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/VaryingColorCube.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_frag.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_vertex_header.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_vertex_main.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter5/textured_pyramid/TexturedPyramid.zig (2 hunks)
  • src/foundations/scenes/cgpoc/point/Point.zig (1 hunks)
  • src/foundations/scenes/cgpoc/point/frag.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/point/vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/triangle_animated/TriangleAnimated.zig (1 hunks)
  • src/foundations/scenes/cgpoc/triangle_animated/frag.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/triangle_animated/vertex.glsl (2 hunks)
  • src/foundations/scenes/color/linear_colorspace/LinearColorspace.zig (2 hunks)
  • src/foundations/scenes/color/linear_colorspace/lcs_frag.glsl (0 hunks)
  • src/foundations/scenes/color/linear_colorspace/lcs_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/barycentric_coordinates/BarycentricCoordinates.zig (2 hunks)
  • src/foundations/scenes/math/barycentric_coordinates/bc_frag.glsl (0 hunks)
  • src/foundations/scenes/math/barycentric_coordinates/bc_vertex.glsl (2 hunks)
  • src/foundations/scenes/math/frustum_planes/FrustumPlanes.zig (2 hunks)
  • src/foundations/scenes/math/frustum_planes/sphere_frag.glsl (0 hunks)
  • src/foundations/scenes/math/frustum_planes/sphere_vertex.glsl (2 hunks)
  • src/foundations/scenes/math/frustum_planes/voxel_frag.glsl (0 hunks)
  • src/foundations/scenes/math/frustum_planes/voxel_vertex.glsl (2 hunks)
  • src/foundations/scenes/math/line/LineManager.zig (7 hunks)
  • src/foundations/scenes/math/line/LinePoint.zig (0 hunks)
  • src/foundations/scenes/math/line/line_frag.glsl (0 hunks)
  • src/foundations/scenes/math/line/line_vertex.glsl (2 hunks)
  • src/foundations/scenes/math/line_distance/LineDistance.zig (5 hunks)
  • src/foundations/scenes/math/line_distance/line_distance_frag.glsl (0 hunks)
  • src/foundations/scenes/math/line_distance/line_distance_vertex.glsl (2 hunks)
  • src/foundations/scenes/math/look_at/LookAt.zig (2 hunks)
  • src/foundations/scenes/math/look_at/look_at_camera_frag.glsl (0 hunks)
  • src/foundations/scenes/math/look_at/look_at_camera_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/look_at/look_at_cube_frag.glsl (0 hunks)
  • src/foundations/scenes/math/look_at/look_at_cube_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/math_vector_arithmetic/MathVectorArithmetic.zig (4 hunks)
  • src/foundations/scenes/math/math_vector_arithmetic/mva_frag.glsl (0 hunks)
  • src/foundations/scenes/math/math_vector_arithmetic/mva_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/plane_distance/PlaneDistance.zig (4 hunks)
  • src/foundations/scenes/math/plane_distance/cube_vertex.glsl (2 hunks)
  • src/foundations/scenes/math/plane_distance/plane_frag.glsl (0 hunks)
  • src/foundations/scenes/math/plane_distance/plane_vertex.glsl (2 hunks)
  • src/foundations/scenes/math/plane_distance/reflection_frag.glsl (0 hunks)
  • src/foundations/scenes/math/plane_distance/reflection_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/plane_distance/sphere_frag.glsl (0 hunks)
  • src/foundations/scenes/math/plane_distance/sphere_vertex.glsl (2 hunks)
  • src/foundations/scenes/math/unit_circle/UnitCircle.zig (2 hunks)
  • src/foundations/scenes/math/unit_circle/unit_circle_frag.glsl (0 hunks)
  • src/foundations/scenes/math/unit_circle/unit_circle_vertex.glsl (2 hunks)
  • src/foundations/scenes/shapes/circle/Circle.zig (2 hunks)
  • src/foundations/scenes/shapes/circle/circle_frag.glsl (0 hunks)
  • src/foundations/scenes/shapes/circle/circle_vertex.glsl (2 hunks)
  • src/foundations/scenes/shapes/cone_animated/ConeAnimated.zig (2 hunks)
  • src/foundations/scenes/shapes/cone_animated/ca_frag.glsl (0 hunks)
  • src/foundations/scenes/shapes/cone_animated/ca_vertex.glsl (1 hunks)
  • src/foundations/scenes/shapes/cube_animated/CubeAnimated.zig (1 hunks)
  • src/foundations/scenes/shapes/cube_animated/ca_frag.glsl (0 hunks)
  • src/foundations/scenes/shapes/cube_animated/ca_vertex.glsl (2 hunks)
  • src/foundations/scenes/shapes/cylinder_animated/CylinderAnimated.zig (2 hunks)
  • src/foundations/scenes/shapes/cylinder_animated/ca_frag.glsl (0 hunks)
  • src/foundations/scenes/shapes/cylinder_animated/ca_vertex.glsl (2 hunks)
  • src/foundations/scenes/shapes/point_rotating/PointRotating.zig (1 hunks)
  • src/foundations/scenes/shapes/point_rotating/point_rotating_frag.glsl (0 hunks)
  • src/foundations/scenes/shapes/point_rotating/point_rotating_vertex.glsl (1 hunks)
  • src/foundations/scenes/shapes/pyramid/Pyramid.zig (2 hunks)
  • src/foundations/scenes/shapes/pyramid/pyramid_frag.glsl (0 hunks)
  • src/foundations/scenes/shapes/pyramid/pyramid_vertex.glsl (2 hunks)
  • src/foundations/scenes/shapes/sphere/Sphere.zig (2 hunks)
  • src/foundations/scenes/shapes/sphere/sphere_frag.glsl (0 hunks)
  • src/foundations/scenes/shapes/sphere/sphere_vertex.glsl (1 hunks)
  • src/foundations/scenes/shapes/triangle/Triangle.zig (2 hunks)
  • src/foundations/scenes/shapes/triangle/frag.glsl (0 hunks)
  • src/foundations/scenes/shapes/triangle/vertex.glsl (1 hunks)
  • src/foundations/shaders/frag_normals.glsl (1 hunks)
  • src/foundations/shaders/i_obj_static_vert.glsl (0 hunks)
  • src/foundations/shaders/i_obj_vert.glsl (0 hunks)
  • src/foundations/shaders/vertex_attrib_header.glsl (1 hunks)
  • src/foundations/shaders/vertex_attrib_i_data.glsl (1 hunks)
Files not reviewed due to no reviewable changes (32)
  • src/foundations/scenery/grid/grid_frag.glsl
  • src/foundations/scenery/pointer/pointer_frag.glsl
  • src/foundations/scenes/cgpoc/chapter4/cube_and_pyramid/cube_and_pyramid_frag.glsl
  • src/foundations/scenes/cgpoc/chapter4/plain_red_cube/plain_red_cube_frag.glsl
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/simple_solar_system_frag.glsl
  • src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_frag.glsl
  • src/foundations/scenes/cgpoc/point/frag.glsl
  • src/foundations/scenes/cgpoc/triangle_animated/frag.glsl
  • src/foundations/scenes/color/linear_colorspace/lcs_frag.glsl
  • src/foundations/scenes/math/barycentric_coordinates/bc_frag.glsl
  • src/foundations/scenes/math/frustum_planes/sphere_frag.glsl
  • src/foundations/scenes/math/frustum_planes/voxel_frag.glsl
  • src/foundations/scenes/math/line/LinePoint.zig
  • src/foundations/scenes/math/line/line_frag.glsl
  • src/foundations/scenes/math/line_distance/line_distance_frag.glsl
  • src/foundations/scenes/math/look_at/look_at_camera_frag.glsl
  • src/foundations/scenes/math/look_at/look_at_cube_frag.glsl
  • src/foundations/scenes/math/math_vector_arithmetic/mva_frag.glsl
  • src/foundations/scenes/math/plane_distance/plane_frag.glsl
  • src/foundations/scenes/math/plane_distance/reflection_frag.glsl
  • src/foundations/scenes/math/plane_distance/sphere_frag.glsl
  • src/foundations/scenes/math/unit_circle/unit_circle_frag.glsl
  • src/foundations/scenes/shapes/circle/circle_frag.glsl
  • src/foundations/scenes/shapes/cone_animated/ca_frag.glsl
  • src/foundations/scenes/shapes/cube_animated/ca_frag.glsl
  • src/foundations/scenes/shapes/cylinder_animated/ca_frag.glsl
  • src/foundations/scenes/shapes/point_rotating/point_rotating_frag.glsl
  • src/foundations/scenes/shapes/pyramid/pyramid_frag.glsl
  • src/foundations/scenes/shapes/sphere/sphere_frag.glsl
  • src/foundations/scenes/shapes/triangle/frag.glsl
  • src/foundations/shaders/i_obj_static_vert.glsl
  • src/foundations/shaders/i_obj_vert.glsl
Files skipped from review due to trivial changes (22)
  • src/foundations/scenery/grid/grid_vertex.glsl
  • 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/simple_solar_system/cube_vertex.glsl
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/cylinder_vertex.glsl
  • src/foundations/scenes/color/linear_colorspace/lcs_vertex.glsl
  • src/foundations/scenes/math/line/line_vertex.glsl
  • src/foundations/scenes/math/line_distance/line_distance_vertex.glsl
  • src/foundations/scenes/math/look_at/look_at_camera_vertex.glsl
  • src/foundations/scenes/math/look_at/look_at_cube_vertex.glsl
  • src/foundations/scenes/math/math_vector_arithmetic/mva_vertex.glsl
  • src/foundations/scenes/math/plane_distance/cube_vertex.glsl
  • src/foundations/scenes/math/plane_distance/reflection_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/cone_animated/ca_vertex.glsl
  • src/foundations/scenes/shapes/cube_animated/ca_vertex.glsl
  • src/foundations/scenes/shapes/cylinder_animated/ca_vertex.glsl
  • src/foundations/scenes/shapes/pyramid/pyramid_vertex.glsl
  • src/foundations/scenes/shapes/sphere/sphere_vertex.glsl
  • src/foundations/scenes/shapes/triangle/vertex.glsl
Additional comments not posted (101)
src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_vertex_header.glsl (1)

4-4: Approve the output variable renaming and input attribute removal.

The renaming of the output variable from f_varying_color to f_frag_color improves code readability and follows a clear naming convention. This change, along with the removal of several input attributes related to normals, texture coordinates, and texture columns, suggests a thoughtful refactoring effort to optimize the shader's performance and adapt it to new rendering requirements.

The simplification of the vertex processing stage by removing unused input attributes can potentially reduce memory usage and improve performance. Overall, these changes enhance the shader's efficiency and maintainability.

src/foundations/scenes/cgpoc/point/vertex.glsl (1)

2-2: LGTM!

The declaration of the f_frag_color output variable is correct and follows the standard practice of passing data from the vertex shader to the fragment shader.

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

2-2: LGTM!

The renaming of the input variable from fo_color to f_frag_color improves clarity and follows a consistent naming convention. The change is reflected correctly in the main function.


9-9: Excellent work on enhancing the visual representation of normals!

The new calculation for fo_frag_color based on the fragment normals is a great improvement. Scaling and shifting the normals to fit within a typical color range will result in a more meaningful visual representation of the normals in the rendered output.

Commenting out the previous assignment of fo_frag_color to fo_color clearly indicates the intentional replacement of the logic.

src/foundations/scenes/shapes/point_rotating/point_rotating_vertex.glsl (2)

2-2: LGTM!

The declaration of the f_frag_color output variable is correct and follows the standard practice for passing color information from the vertex shader to the fragment shader.


7-7: Looks good!

The assignment of a constant blue color to f_frag_color is valid and will result in the shader outputting a solid blue color for each vertex.

Note that this change introduces a fixed color output, replacing any previously undefined or default color behavior. The blue color will be interpolated across the rendered primitive by the rasterizer.

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

1-1: LGTM!

Using OpenGL version 4.60 core is a good choice for a modern graphics application. It ensures that the shader can utilize the latest features while maintaining compatibility and performance.


2-2: LGTM!

The f_position attribute is correctly defined as a 3D vector and assigned the location index 0, which is a common convention for the position attribute. This setup is essential for rendering the vertices in 3D space.


3-5: LGTM!

The f_color, f_normals, and f_texture_coords attributes are correctly defined using appropriate data types and assigned sequential location indices. This setup enables the shader to process vertex colors, normal vectors for lighting calculations, and texture mapping coordinates effectively.

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

1-5: LGTM!

The new vertex attributes are defined correctly and follow the standard GLSL syntax. The chosen attribute names are descriptive and follow a consistent naming convention. The attribute locations (4-8) are valid and do not conflict with any reserved locations.

This setup allows the shader to receive and process multiple attributes per vertex, enhancing its capability to handle complex graphical data. The addition of these vertex attributes is a positive change that improves the shader's functionality.

src/foundations/scenes/math/barycentric_coordinates/bc_vertex.glsl (1)

1-1: Verify the naming convention and usage of the renamed output variable.

The output variable fo_color has been renamed to f_frag_color. Ensure that this naming convention is consistently followed across the shader program and the usage of this variable is updated accordingly.

Run the following script to verify the usage of the renamed variable:

src/foundations/scenes/shapes/circle/circle_vertex.glsl (2)

1-1: LGTM!

The renaming of the output variable from fo_color to f_frag_color aligns it with fragment shader conventions and improves code readability. The change is consistent and does not introduce any errors.


14-14: LGTM!

The renaming of the output variable from fo_color to f_frag_color is consistent with the change made at line 1. The change does not introduce any errors and maintains the functionality of the shader.

src/foundations/scenes/cgpoc/chapter4/plain_red_cube/plain_red_cube_vertex.glsl (2)

3-3: LGTM!

The introduction of the f_frag_color output variable is a valid change to pass a color value to the fragment shader.


15-15: Verify if the removal of input attributes is intentional.

Assigning a constant red color to f_frag_color aligns with the goal of rendering a plain red cube. However, please confirm if the removal of multiple input attributes (position, color, normals, texture coordinates, and texture columns) is intentional and matches the desired rendering outcome.

src/foundations/scenes/math/frustum_planes/sphere_vertex.glsl (2)

3-3: Verify the usage of the renamed output variable f_frag_color in the codebase.

The renaming of the output variable from fo_color to f_frag_color is a valid change for clarity or consistency. However, ensure that all references to this variable have been updated accordingly in the fragment shader or other parts of the rendering pipeline.

Run the following script to verify the usage of the renamed variable:

Verification successful

Variable renaming verified successfully across the codebase.

The output variable fo_color has been consistently renamed to f_frag_color in the file src/foundations/scenes/math/frustum_planes/sphere_vertex.glsl and throughout the entire codebase. This change appears to be part of a broader refactoring effort, as evidenced by the consistent use of f_frag_color across various shader files. No instances of the old variable name fo_color were found, confirming a thorough implementation of the change.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify all references to the renamed output variable `f_frag_color` have been updated.

# Test: Search for the old variable name. Expect: No occurrences.
rg --type glsl $'fo_color'

# Test: Search for the new variable name. Expect: Only occurrences in the vertex shader and corresponding fragment shader.
rg --type glsl -A 5 $'f_frag_color'

Length of output: 118


Script:

#!/bin/bash
# Description: Verify all references to the renamed output variable `f_frag_color` have been updated.

# Define custom type for GLSL files
rg --type-add 'glsl:*.{glsl,vert,frag}' --type glsl 'fo_color'

echo "---"

# Search for the new variable name
rg --type-add 'glsl:*.{glsl,vert,frag}' --type glsl 'f_frag_color'

echo "---"

# As a fallback, search all files for both variable names
echo "Fallback search (all files):"
rg 'fo_color' $(fd -e glsl -e vert -e frag)
echo "---"
rg 'f_frag_color' $(fd -e glsl -e vert -e frag)

Length of output: 19559


16-16: Verify the vertex attribute management in the application code.

The assignment of f_i_color to f_frag_color is logically correct. However, the removal of input layout declarations for various vertex attributes suggests a change in how these attributes are managed in the rendering pipeline.

Please ensure that the vertex attributes are correctly passed to the shader from the application code and that the removal of input layout declarations does not introduce any issues.

Run the following script to verify the usage of the vertex attributes in the application code:

src/foundations/scenes/cgpoc/chapter4/simple_solar_system/pyramid_vertex.glsl (2)

4-4: LGTM!

The renaming of the output variable to f_frag_color aligns it with fragment shader conventions and improves code readability.


16-16: LGTM!

The change in the output color calculation is consistent with the renaming of the output variable. The new calculation transforms the vertex position from the range [-0.5, 0.5] to [0, 1] and sets the alpha component to 0.5. This effectively maps the vertex position to a color in the RGB color space with a fixed alpha value.

src/foundations/scenes/cgpoc/triangle_animated/vertex.glsl (1)

4-4: LGTM!

The declaration of the f_frag_color output variable is correct and will enable passing color information from the vertex shader to the fragment shader.

src/foundations/scenes/math/frustum_planes/voxel_vertex.glsl (2)

4-4: LGTM!

The renaming of the output variable from fo_color to f_frag_color improves clarity and consistency in the naming convention without affecting the shader's functionality.


18-18: LGTM!

The renaming of the output variable from fo_color to f_frag_color is consistent with the change made at line 4 and improves clarity and consistency in the naming convention without affecting the shader's functionality.

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

4-4: LGTM!

The renaming of the output variable from fo_color to f_frag_color improves clarity and follows a consistent naming convention. The change is straightforward and does not introduce any issues.

src/foundations/scenes/cgpoc/chapter4/varying_color_cube/varying_color_cube_vertex_main.glsl (2)

1-2: Clarify the purpose and usage of f_tf.

The addition of the f_mvp uniform for model-view-projection transformation looks good.

However, the purpose and usage of the f_tf uniform are unclear from the provided context. It seems to be used to offset the instance ID in the main function, but the specific intent behind this is not evident.

Please add comments to clarify the role and expected behavior of f_tf to improve code readability and maintainability.


25-25: LGTM!

The renaming of the output variable from f_varying_color to f_frag_color improves code clarity and suggests a clearer data flow from the vertex shader to the fragment shader.

The color calculation logic remains unchanged, ensuring that the shader's functionality is not affected.

src/foundations/scenes/cgpoc/point/Point.zig (2)

22-22: LGTM!

The variable renaming from program to prog does not affect the functionality. It could be a refactoring for clarity or consistency.


24-31: Verify the rendering behavior with the new shader attachment process.

The restructuring of the shader attachment process and setting the fragment shader to .color could affect how shaders are compiled and linked, potentially impacting rendering behavior.

Please ensure that the new approach is thoroughly tested and validated to confirm that it behaves as expected.

src/foundations/object/object_triangle/ObjectTriangle.zig (1)

24-39: LGTM!

The changes to the init function improve the flexibility and maintainability of shader management:

  • The updated function signature allows for dynamic shader handling by accepting vertex_partials and a more specific frag_shader type.
  • The restructured shader attachment logic, using the rhi.Shader structure, enhances modularity and clarity.
  • The use of the allocator parameter enables better resource management.

Overall, these modifications contribute to a more organized and maintainable approach to shader attachment within the function.

src/foundations/scenes/cgpoc/triangle_animated/TriangleAnimated.zig (3)

19-19: Variable renaming looks good.

The renaming of program to prog is a minor change that does not affect the functionality. It may be part of a larger refactoring effort to improve code readability or consistency.


21-28: Verify the rendering behavior with the new shader initialization and default fragment color.

The changes to the shader initialization structure and setting the fragment shader to a default color may streamline the shader setup and simplify the codebase. However, it's crucial to ensure that the rendering output meets the expected behavior.

Please provide a screenshot or description of the expected rendering output and confirm that the changes do not introduce any visual regressions.


32-32: Struct field renaming is consistent.

The renaming of the program field to prog in the AnimatedTriangle struct is consistent with the variable renaming in the init function. This ensures that the struct field matches the variable name used during initialization.

src/foundations/scenes/shapes/point_rotating/PointRotating.zig (3)

20-20: LGTM!

The variable renaming from program to prog does not affect functionality and may enhance clarity or align with a consistent naming convention.


33-33: LGTM!

The variable renaming from program to prog in the RotatingPoint struct initialization is consistent with the change in the init function and ensures that the correct variable is used.


22-29: Verify the impact of the shader attachment refactor on rendering.

The shader attachment process has been restructured to create a shader instance with specific properties and attach only the vertex shader. This change simplifies the shader handling while maintaining the overall structure of the RotatingPoint initialization.

Please verify that this refactor accommodates the intended rendering techniques and optimizations without introducing any unintended side effects.

Run the following script to search for potential issues related to the shader refactor:

Verification successful

Shader refactor is consistent with codebase patterns.

The restructured shader attachment process in PointRotating.zig aligns well with the patterns observed across the codebase. The creation of a shader instance with specific properties and the attachment of only the vertex shader is consistently implemented in multiple files.

Key observations:

  • Uniform shader creation structure with minor variations in instance_data and fragment_shader fields.
  • Consistent use of s.attach(allocator, rhi.Shader.single_vertex(vertex_shader)[0..]) for shader attachment.

The refactor simplifies shader handling while maintaining consistency with other implementations, suggesting a broader, intentional change across the project.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Search for potential issues related to the shader refactor.

# Test 1: Search for references to the removed fragment shader. Expect: No results.
rg --type zig $'point_rotating_frag\.glsl'

# Test 2: Search for shader creation and attachment patterns. Expect: Consistent usage of the new pattern.
ast-grep --lang zig --pattern $'rhi.Shader {
  $$$
  .program = $_,
  .instance_data = $_,
  .fragment_shader = $_,
  $$$
}'

Length of output: 276


Script:

#!/bin/bash
# Description: Search for shader creation patterns in Zig files

# Search for shader creation patterns
rg --type zig 'var\s+s\s*:\s*rhi\.Shader\s*=\s*\.' -A 5

# Search for shader attachment patterns
rg --type zig 's\.attach\(allocator,\s*rhi\.Shader\.single_vertex\('

Length of output: 25823

src/foundations/scenes/shapes/circle/Circle.zig (4)

22-22: LGTM!

The variable renaming is more concise and still conveys the meaning.


23-30: Verify the rendering output with the predefined color shader.

The refactoring to use a predefined color shader instead of embedding a fragment shader file looks good. It may simplify the rendering process and optimize performance.

Please ensure that the circle is rendered correctly with the new shader setup.


45-45: LGTM!

The Circle object initialization has been updated to use the new program variable, ensuring the shader changes are applied correctly.


49-49: LGTM!

The program variable assignment has been updated to match the new variable name, maintaining consistency.

src/foundations/scenes/shapes/triangle/Triangle.zig (3)

32-32: LGTM!

The renaming of the variable from program to prog is a minor change and does not affect the functionality. The usage of rhi.createProgram() is correct.


33-40: Shader instance creation and configuration looks good!

The creation and configuration of the shader instance s is a significant change as it introduces a new approach to shader management. The fragment shader has been removed from the embedding process and is set to a default color mode, indicating a shift in how shaders are managed. The vertex shader is still being attached to the shader instance, which is correct.

The usage of rhi.Shader and its configuration seems to be correct and no issues are observed. This change simplifies the shader attachment process and potentially alters how rendering is handled, as it no longer relies on a separate fragment shader file.


63-63: LGTM!

The initialization of the program field with the value of prog is consistent with the renaming of the variable. No issues are observed with this code segment.

src/foundations/scenes/shapes/sphere/Sphere.zig (3)

22-30: LGTM!

The changes to the shader initialization process provide a more structured approach to shader management. By defining the shader using a struct and referencing the fragment shader type instead of directly embedding it, the code allows for greater flexibility in shader configurations while maintaining the core functionality.


44-44: LGTM!

The change in the variable name from program to prog is consistent with the previous changes and does not affect functionality.


50-50: LGTM!

The change in the variable name from program to prog is consistent with the previous changes and does not affect functionality.

src/foundations/object/object_quad/ObjectQuad.zig (2)

37-44: LGTM!

The introduction of the rhi.Shader structure and the changes to the shader attachment logic promote a more modular and maintainable design for managing shader resources.

Encapsulating the shader data within a structure and providing a clean attach method interface enhances code organization and readability.


30-32: Verify the function usage in the codebase.

The changes to the init function signature, including the addition of the allocator and vertex_partials parameters and the change in the frag_shader parameter type, enhance flexibility and promote a more structured approach to resource management.

However, ensure that all the callers of this function have been updated to match the new signature.

Run the following script to verify the function usage:

Verification successful

Changes are consistent with codebase usage.

The modifications to the init function signature in ObjectQuad.zig have been verified, and the usage in the codebase is consistent with these changes. Specifically:

  • The init function in ObjectQuad.zig now includes the allocator and vertex_partials parameters as expected.
  • The usage of object.Quad.init in MathVectorArithmetic.zig matches the new signature.
  • No inconsistencies or issues were found with the usage of the new init function signature in the codebase.

The changes appear to have been properly implemented and integrated into the existing code.

Scripts executed

The following scripts were executed for the analysis:

Script:

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

# Test: Search for the function usage. Expect: Only occurrences of the new signature.
rg --type zig -A 5 $'ObjectQuad.init'

Length of output: 36


Script:

#!/bin/bash
# Description: Verify the existence and usage of ObjectQuad in the codebase

# Search for the ObjectQuad struct definition
echo "Searching for ObjectQuad struct definition:"
rg --type zig "pub const ObjectQuad = struct" -A 5

# Look for any usage of ObjectQuad in the codebase
echo -e "\nSearching for ObjectQuad usage:"
rg --type zig "ObjectQuad" -A 5

# Search for files that import the ObjectQuad module
echo -e "\nSearching for imports of ObjectQuad module:"
rg --type zig "const ObjectQuad = @import" -A 2

Length of output: 998


Script:

#!/bin/bash
# Description: Verify the content of ObjectQuad.zig and usage of Quad

# Display the content of ObjectQuad.zig
echo "Content of ObjectQuad.zig:"
cat src/foundations/object/object_quad/ObjectQuad.zig

# Search for Quad usage in the codebase
echo -e "\nSearching for Quad usage:"
rg --type zig "\bQuad\b" -A 5

# Search for Quad.init specifically
echo -e "\nSearching for Quad.init usage:"
rg --type zig "Quad\.init" -A 5

Length of output: 9275

src/foundations/scenes/math/unit_circle/UnitCircle.zig (1)

46-54: LGTM!

The changes to the shader management in the renderCircle function look good:

  • Replacing the fragment shader with a direct reference to a color shader (.color) simplifies the shader management and reduces dependencies on external shader files.
  • Encapsulating the shader attachment process within a block that initializes a Shader structure improves code readability and maintainability.
  • Renaming the variable from program to prog improves code clarity.

These changes are consistent with the PR objectives and the AI-generated summary.

src/foundations/scenery/pointer/Pointer.zig (2)

45-52: Verify the visual appearance of the rendered cylinder.

The changes simplify the shader attachment process by replacing the custom fragment shader with .normals. This indicates a shift towards a more streamlined shader management approach, focusing on vertex shaders for rendering.

Please ensure that the visual appearance of the rendered cylinder meets the expected requirements after this change.


78-85: Verify the visual appearance of the rendered cone.

Similar to the changes in renderCylinder, the shader attachment process for the cone has been simplified by replacing the custom fragment shader with .normals. This aligns with the streamlined shader management approach, focusing on vertex shaders for rendering.

Please ensure that the visual appearance of the rendered cone meets the expected requirements after this change.

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

71-78: LGTM! The changes simplify the rendering pipeline.

The shader instance is now created with a single vertex shader and color output, eliminating the need for a separate fragment shader file. This simplifies the rendering pipeline, which may enhance performance or reduce complexity in certain contexts.

The visual output of the rendered object will be determined by the color specified in the instance data.


89-89: The color change is noticeable and could be intentional.

The color used for rendering has been modified from magenta ({ 1, 0, 1, 1 }) to red ({ 1, 0, 0, 1 }). This change will directly affect the visual output of the rendered object, making it appear red instead of magenta.

This change could be part of a broader design decision or a specific requirement for the visual representation of the PlainRedCube. Ensure that the color change aligns with the intended design and requirements.

src/foundations/scenes/color/linear_colorspace/LinearColorspace.zig (2)

77-79: LGTM!

The change to use only the vertex shader for triangle2 object is consistent with the changes made to triangle1 and simplifies the shader management.


45-47: Simplification of shader management looks good!

The change to use only the vertex shader for triangle1 object simplifies the shader management and is consistent with the AI-generated summary.

Please ensure that the vertex shader vertex_shader can handle all the necessary rendering logic previously handled by the fragment shader. You can use the following script to search for the shader usage and analyze its content:

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

70-81: LGTM! The refactoring improves shader management clarity and efficiency.

The changes in this code segment indicate a well-thought-out refactoring that enhances the clarity and efficiency of shader management in the rendering process. Here are the key benefits:

  1. The use of a predefined constant .color for the fragment shader suggests a simplification or standardization of fragment shading across instances, which can lead to more consistent and maintainable code.

  2. The shader attachment process now utilizes an array of partial shaders, which enhances modularity and potentially improves performance by reducing the overhead of shader concatenation.

Overall, these changes pave the way for easier modifications and enhancements in the future while improving the code quality.

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

9-13: LGTM!

The fragment_shader_type enum provides a clear categorization of the supported fragment shader types. The naming convention is consistent, and the enum variants are well-named and self-explanatory.


15-17: LGTM!

The single_vertex inline function provides a convenient way to create an array with a single vertex shader. The naming convention is consistent, and the function signature is clear and self-explanatory.


92-93: LGTM!

The standard library and c module imports are necessary for the functionality used in the file. Placing the imports at the end of the file follows the common convention in Zig.

src/foundations/scenery/grid/Grid.zig (1)

50-57: Simplification of shader management looks good, but verify the visual output.

The changes simplify the shader management by utilizing a standard color shader instead of a custom fragment shader. This is a good approach to streamline the rendering process.

However, it's important to verify that the new shader approach provides the desired visual output for the grid rendering. Please ensure that the grid lines are rendered correctly and with the expected appearance using the standard color shader.

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

70-77: Refactoring looks good!

The changes simplify the shader attachment process by:

  • Using a constant .color fragment shader in the Shader structure.
  • Attaching the vertex shader using rhi.Shader.single_vertex(pyramid_vertex_shader)[0..].

This refactoring streamlines the shader management and potentially enhances performance. The emphasis on a single vertex shader usage is also clearer now.


111-118: Refactoring looks good here too!

The changes in renderParallepiped mirror the changes in renderPyramid:

  • Using a constant .color fragment shader in the Shader structure.
  • Attaching the vertex shader using rhi.Shader.single_vertex(cube_vertex_shader)[0..].

This refactoring streamlines the shader management and potentially enhances performance. The emphasis on a single vertex shader usage is also clearer now.

src/foundations/scenes/shapes/cube_animated/CubeAnimated.zig (3)

63-63: Consistent usage of the updated shader program variable.

The cube initialization now uses the updated prog variable, ensuring consistency with the new shader management approach.


69-69: Consistent usage of the updated shader program variable in struct initialization.

The program field of the CubeAnimated struct is updated to use the prog variable, ensuring consistency with the new shader management approach.


52-60: Streamlined shader management and improved variable naming.

The changes streamline the shader attachment process by focusing solely on the vertex shader and replacing the fragment shader with a reference to .normals. This suggests a shift in how fragment processing is handled, possibly defaulting to a predefined shader behavior.

The variable name change from program to prog enhances readability without altering the underlying logic.

Verify that the cube is rendered correctly with the new shader management approach. Run the following script to navigate to the relevant file and visually inspect the rendering output:

src/foundations/scenes/shapes/cone_animated/ConeAnimated.zig (4)

52-52: LGTM!

The renaming of program to prog is a minor change that does not affect the functionality. It may be an effort to standardize naming conventions or improve clarity.


64-71: Verify the visual output after the shader management refactoring.

The new structure for shader attachment suggests a refactoring of shader management. Setting the fragment shader to .normals may imply a change in rendering behavior or visual output. The vertex shader attachment using s.attach seems to be a new way of attaching shaders.

Please verify that the visual output is as expected after these changes.


74-74: LGTM!

The cone object initialization has been updated to use the new prog variable instead of the previous program. This change is consistent with the renaming of program to prog and ensures that the cone object uses the correct program reference.


79-79: LGTM!

The program field of the ConeAnimated struct has been renamed to prog. This change is consistent with the renaming of program to prog and ensures that the ConeAnimated struct uses the correct program reference.

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

52-60: LGTM! The shader refactoring looks promising.

The changes in the init function suggest a refactoring of shader management:

  • The fragment shader is no longer directly embedded. Instead, a shader instance is created with the fragment shader set to .normals. This could lead to improved performance, flexibility, or code reusability by utilizing a common shader.
  • The shader instance is created with instance_data set to true, indicating that per-instance data will be used. This could enable more efficient rendering of multiple pyramid instances.
  • The variable renaming from program to prog is a minor change, likely for clarity or consistency, and has no functional impact.

Overall, these changes seem to be a step towards better shader management and potentially more efficient rendering.

Also applies to: 74-74, 80-80

src/foundations/scenes/shapes/cylinder_animated/CylinderAnimated.zig (3)

52-60: Verify if the .normals fragment shader is the intended choice.

The changes to streamline the shader setup process and improve code organization look good. Renaming program to prog enhances clarity.

However, please verify if setting the fragment shader to .normals is the intended choice and matches the expected visual output. If a custom fragment shader was previously used, ensure that switching to the built-in .normals shader does not alter the desired rendering.


74-74: LGTM!

The change correctly passes the prog variable to object.Cylinder.init, maintaining consistency with the shader program variable renaming.


80-80: LGTM!

The change correctly assigns the prog variable to self.program, maintaining consistency with the shader program variable renaming.

src/foundations/scenes/math/look_at/LookAt.zig (2)

94-102: LGTM! The refactored shader management approach improves clarity and maintainability.

The changes made to the shader program creation and attachment process in the renderCube function are well-structured and modular. The introduction of the rhi.Shader object to configure shader properties before attaching them to the program enhances the organization and readability of the code.

The removal of the fragment shader embedding, as mentioned in the list of alterations, simplifies the shader setup process without affecting the core functionality of rendering the cube object.

Overall, these modifications contribute to improved maintainability and clarity in the shader management process.

Also applies to: 123-124


129-137: LGTM! The refactored shader management approach is consistent with the changes made in the renderCube function.

The modifications made to the shader program creation and attachment process in the renderCamera function follow the same modular approach as in the renderCube function. The usage of the rhi.Shader object to configure shader properties before attaching them to the program enhances the organization and readability of the code.

The removal of the fragment shader embedding, as mentioned in the list of alterations, simplifies the shader setup process without affecting the core functionality of rendering the camera object.

These changes maintain consistency with the improvements made in the renderCube function and contribute to overall code clarity and maintainability.

Also applies to: 146-147

src/foundations/scenes/cgpoc/chapter5/textured_pyramid/TexturedPyramid.zig (2)

97-105: LGTM! The new shader structure improves clarity and organization.

The introduction of the s variable to encapsulate the shader program and its properties enhances the clarity of shader management. The explicit definition of instance_data and fragment_shader makes the shader configuration more transparent and easier to understand.

The shader attachment process using the attach method and a partials array also improves the structure and readability of the code.


133-140: Looks good! The changes are consistent with the previous code segment.

The new shader structure introduced in this code segment follows the same pattern as the previous one, improving the clarity and organization of shader management.

The use of rhi.Shader.single_vertex for attaching the vertex shader is consistent with the new shader structure and maintains a coherent approach throughout the code.

src/foundations/scenes/math/math_vector_arithmetic/MathVectorArithmetic.zig (4)

7-7: LGTM!

Adding an allocator field to the MathVectorArithmetic structure is a good change that allows for dynamic memory allocation and enhances flexibility in object management.


34-34: LGTM!

Modifying the init function to accept an allocator parameter and store it in the allocator field is a logical change that aligns with the addition of the allocator field to the structure. This enables the structure to use the provided allocator for dynamic memory allocation.


90-92: LGTM!

The changes in the addVector function are consistent and logical:

  • Using self.allocator for initializing the Triangle object aligns with the previous changes of adding the allocator field and passing it to the init function.
  • The modification in shader initialization suggests a potential improvement in shader handling for performance or compatibility.

128-130: LGTM!

The changes in the addVector function for initializing the Quad object are consistent with the previous changes:

  • Using self.allocator aligns with the addition of the allocator field and passing it to the init function.
  • The modification in shader initialization is similar to the one made for the Triangle object, suggesting a consistent improvement in shader handling.
src/foundations/scenes/cgpoc/chapter4/simple_solar_system/SimpleSolarSystem.zig (3)

119-126: LGTM!

The changes to the shader attachment process in renderPyramid look good. Removing the fragment shader reference and using a fixed .color type simplifies the code and aligns with the PR objective of unifying shaders.


153-160: Looks good!

The shader attachment logic in renderParallepiped has been updated to match the changes made in renderPyramid. This ensures consistency across the rendering functions and aligns with the goal of unifying shaders.


187-194: Shader attachment logic looks good.

The changes to renderCylinder follow the same pattern as the updates made to renderPyramid and renderParallepiped. The shader attachment process has been streamlined and unified across all three rendering functions.

src/foundations/scenes/math/barycentric_coordinates/BarycentricCoordinates.zig (2)

74-82: Refactoring the shader creation process looks good!

The changes simplify the rendering setup by removing the explicit fragment shader dependency and using a default color fragment shader instead. This standardizes the shader creation process and potentially improves performance by reducing complexity in shader management.

The variable renaming from program to prog also enhances clarity and consistency in naming conventions.


121-129: LGTM! The shader creation refactoring is consistent with the changes in renderStrip.

The shader creation and attachment logic in renderCircle mirrors the refactoring applied in renderStrip, ensuring a unified approach to shader management across the codebase. The use of a default color fragment shader and the explicit setting of the instance_data flag align with the simplified rendering setup.

The variable renaming from program to prog maintains consistency in naming conventions.

src/foundations/scenes/math/frustum_planes/FrustumPlanes.zig (2)

229-236: Streamlined shader management for sphere rendering.

The changes simplify the shader management by utilizing a predefined fragment shader type (.normals) instead of a custom shader. This standardization enhances maintainability and potentially improves performance.

The vertex shader attachment remains intact, ensuring that the rendering logic for spheres continues to function as intended.


266-273: Consistent shader management for parallelepiped rendering.

The changes made to the parallelepiped rendering are consistent with the streamlined approach applied to the sphere rendering. By utilizing a predefined fragment shader type (.normals) instead of a custom shader, the shader management is simplified and aligned across both rendering functions.

This consistency enhances maintainability and potentially improves performance. The vertex shader attachment remains intact, ensuring that the rendering logic for parallelepipeds continues to function as intended.

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

351-351: Verify the usage of the newly imported Shader module.

The addition of the Shader import statement suggests that shader management has been moved to a different module. It's important to ensure that the Shader module is consistently used throughout the codebase for shader handling and that it provides the necessary functionality to replace the removed attachShaders function.

Run the following script to search for usages of the Shader module:

Verification successful

Verified: The Shader module is consistently used throughout the codebase.

The newly imported Shader module is extensively utilized across various components of the project, including scenes, objects, and shapes. It provides essential functionality such as single_vertex for vertex shaders and fragment_shader_type for fragment shaders. This consistent usage pattern confirms that the new approach to shader handling has been successfully adopted, effectively replacing the removed attachShaders function.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Search for usages of the `Shader` module.

# Test: Search for the module name. Expect: Occurrences found in relevant files.
rg --type zig $'Shader\.'

Length of output: 6067


Line range hint 1-350: Verify the impact of removing the attachShaders function.

The removal of the attachShaders function suggests a significant change in how shaders are managed within the codebase. It's important to ensure that the new approach to shader handling is consistently applied throughout the codebase and that the rendering pipeline is not negatively impacted by this change.

Run the following script to search for potential usages of the removed attachShaders function:

Verification successful

Shader management refactoring confirmed

The removal of the attachShaders function is part of a broader refactoring of shader management in the codebase. A new Shader module has been introduced, which encapsulates shader-related functionality, including the shader attachment process. The createProgram function is still used to create shader programs, but the attachment process is now handled by the attach method of the Shader struct/module.

This refactoring appears to be consistently applied throughout the codebase, with various files now using the new Shader module and its methods. The change likely improves the organization and maintainability of shader-related code.

Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Search for potential usages of the removed `attachShaders` function.

# Test: Search for the function name. Expect: No occurrences found.
rg --type zig $'attachShaders'

Length of output: 29


Script:

#!/bin/bash
# Description: Search for shader-related terms and potential new functions

# Search for shader-related terms
echo "Searching for shader-related terms:"
rg --type zig -i 'shader|program|glCreateProgram|glAttachShader'

# Search for potential new Shader module or struct
echo "Searching for potential new Shader module or struct:"
rg --type zig 'const Shader = @import\("Shader.zig"\);'
rg --type zig 'pub const Shader = struct'

# Search for potential new shader attachment or creation functions
echo "Searching for potential new shader functions:"
rg --type zig 'fn create(Shader|Program)'
rg --type zig 'fn attach(Shader|Program)'

Length of output: 44396

src/foundations/scenes/math/line_distance/LineDistance.zig (3)

76-84: LGTM!

The refactoring of the shader program creation process in renderCircle looks good:

  • Introducing a local variable prog to store the created shader program enhances clarity.
  • Using a structured block to define and attach the shader encapsulates the shader attachment logic.
  • Setting the fragment shader to a default color shader simplifies the shader management by eliminating the need for a separate fragment shader file, potentially improving performance and maintainability.

97-105: LGTM!

The refactoring of the shader program creation process in renderStrip looks good:

  • Introducing a local variable prog to store the created shader program enhances clarity.
  • Using a structured block to define and attach the shader encapsulates the shader attachment logic.
  • Setting the fragment shader to a default color shader simplifies the shader management by eliminating the need for a separate fragment shader file, potentially improving performance and maintainability.

143-151: LGTM!

The refactoring of the shader program creation process in renderConnectionStrip looks good:

  • Introducing a local variable prog to store the created shader program enhances clarity.
  • Using a structured block to define and attach the shader encapsulates the shader attachment logic.
  • Setting the fragment shader to a default color shader simplifies the shader management by eliminating the need for a separate fragment shader file, potentially improving performance and maintainability.
src/foundations/scenes/math/line/LineManager.zig (6)

12-12: LGTM!

The addition of the allocator field to the Manager struct is a good change. It allows the Manager to handle memory allocation, which is important for dynamic resource management.


30-30: LGTM!

Initializing the allocator field in the init function is the right approach. It ensures that the Manager instance has access to the allocator for subsequent memory allocation operations.


220-228: LGTM!

The updates to the shader program creation and attachment process in the initCircle function look good:

  • Using the allocator for shader program creation and attachment allows for dynamic memory management.
  • Storing the shader program in the prog variable and using it consistently improves code clarity.
  • Configuring the shader with instance data and fragment shader settings ensures proper rendering.

These changes align with the overall improvements mentioned in the summary.


246-254: LGTM!

The updates to the shader program creation and attachment process in the renderStrips function look good:

  • Using the allocator for shader program creation and attachment allows for dynamic memory management.
  • Storing the shader program in the prog variable and using it consistently improves code clarity.
  • Configuring the shader with instance data and fragment shader settings ensures proper rendering.

These changes align with the overall improvements mentioned in the summary.


314-322: LGTM!

The updates to the shader program creation and attachment process in the renderQuads function look good:

  • Using the allocator for shader program creation and attachment allows for dynamic memory management.
  • Storing the shader program in the prog variable and using it consistently improves code clarity.
  • Configuring the shader with instance data and fragment shader settings ensures proper rendering.

These changes align with the overall improvements mentioned in the summary.


355-357: LGTM!

Using the prog variable when calling Quad.initInstanced is a good change. It ensures that the shader program created earlier in the function is used consistently, improving code clarity and maintainability.

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

55-62: LGTM!

The changes to the init function look good. The new shader attachment structure improves consistency and clarity in the shader management process.


260-267: LGTM!

The changes to the renderPlane function look good. The new shader attachment structure is consistent with the changes made in the init function.


293-300: LGTM!

The changes to the renderSphere function look good. The new shader attachment structure is consistent with the changes made in the init and renderPlane functions.


346-353: LGTM!

The changes to the renderParallepiped function look good. The new shader attachment structure is consistent with the changes made in the other rendering functions.

@btipling btipling merged commit b8ca946 into main Sep 15, 2024
@btipling btipling deleted the bt/fix_shaders branch September 15, 2024 05:39
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