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unified shaders #31
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WalkthroughThe 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 Changes
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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 theattach
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 thefragment_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
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
tof_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
tof_frag_color
improves clarity and follows a consistent naming convention. The change is reflected correctly in themain
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
tofo_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
, andf_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 tof_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
tof_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
tof_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 variablef_frag_color
in the codebase.The renaming of the output variable from
fo_color
tof_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 tof_frag_color
in the filesrc/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 off_frag_color
across various shader files. No instances of the old variable namefo_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
tof_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
tof_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
tof_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
tof_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 off_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 themain
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
tof_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
toprog
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 specificfrag_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
toprog
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 toprog
in theAnimatedTriangle
struct is consistent with the variable renaming in theinit
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
toprog
does not affect functionality and may enhance clarity or align with a consistent naming convention.
33-33
: LGTM!The variable renaming from
program
toprog
in theRotatingPoint
struct initialization is consistent with the change in theinit
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
andfragment_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
toprog
is a minor change and does not affect the functionality. The usage ofrhi.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 ofprog
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
toprog
is consistent with the previous changes and does not affect functionality.
50-50
: LGTM!The change in the variable name from
program
toprog
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 theallocator
andvertex_partials
parameters and the change in thefrag_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 inObjectQuad.zig
have been verified, and the usage in the codebase is consistent with these changes. Specifically:
- The
init
function inObjectQuad.zig
now includes theallocator
andvertex_partials
parameters as expected.- The usage of
object.Quad.init
inMathVectorArithmetic.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 2Length 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 5Length 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
toprog
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 totriangle1
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:
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.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 theShader
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 inrenderPyramid
:
- Using a constant
.color
fragment shader in theShader
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 theCubeAnimated
struct is updated to use theprog
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
toprog
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
toprog
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 usings.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 newprog
variable instead of the previousprogram
. This change is consistent with the renaming ofprogram
toprog
and ensures that thecone
object uses the correct program reference.
79-79
: LGTM!The
program
field of theConeAnimated
struct has been renamed toprog
. This change is consistent with the renaming ofprogram
toprog
and ensures that theConeAnimated
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 totrue
, indicating that per-instance data will be used. This could enable more efficient rendering of multiple pyramid instances.- The variable renaming from
program
toprog
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
toprog
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 toobject.Cylinder.init
, maintaining consistency with the shader program variable renaming.
80-80
: LGTM!The change correctly assigns the
prog
variable toself.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 therhi.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 therenderCube
function.The modifications made to the shader program creation and attachment process in the
renderCamera
function follow the same modular approach as in therenderCube
function. The usage of therhi.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 ofinstance_data
andfragment_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 anallocator
parameter and store it in theallocator
field is a logical change that aligns with the addition of theallocator
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 theTriangle
object aligns with the previous changes of adding theallocator
field and passing it to theinit
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 theQuad
object are consistent with the previous changes:
- Using
self.allocator
aligns with the addition of theallocator
field and passing it to theinit
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 inrenderPyramid
. 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 torenderPyramid
andrenderParallepiped
. 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
toprog
also enhances clarity and consistency in naming conventions.
121-129
: LGTM! The shader creation refactoring is consistent with the changes inrenderStrip
.The shader creation and attachment logic in
renderCircle
mirrors the refactoring applied inrenderStrip
, ensuring a unified approach to shader management across the codebase. The use of a default color fragment shader and the explicit setting of theinstance_data
flag align with the simplified rendering setup.The variable renaming from
program
toprog
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 importedShader
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 theShader
module is consistently used throughout the codebase for shader handling and that it provides the necessary functionality to replace the removedattachShaders
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 assingle_vertex
for vertex shaders andfragment_shader_type
for fragment shaders. This consistent usage pattern confirms that the new approach to shader handling has been successfully adopted, effectively replacing the removedattachShaders
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 theattachShaders
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 newShader
module has been introduced, which encapsulates shader-related functionality, including the shader attachment process. ThecreateProgram
function is still used to create shader programs, but the attachment process is now handled by theattach
method of theShader
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 theManager
struct is a good change. It allows theManager
to handle memory allocation, which is important for dynamic resource management.
30-30
: LGTM!Initializing the
allocator
field in theinit
function is the right approach. It ensures that theManager
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 callingQuad.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 theinit
function.
293-300
: LGTM!The changes to the
renderSphere
function look good. The new shader attachment structure is consistent with the changes made in theinit
andrenderPlane
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.
Summary by CodeRabbit
New Features
Bug Fixes
Refactor
Chores