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@btipling btipling commented Oct 14, 2024

Summary by CodeRabbit

  • New Features

    • Introduced new scene: "ten_surface_detail" with enhanced visual elements.
    • Added methods for rendering and managing detailed surface elements, including celestial bodies like Earth and Moon.
  • Bug Fixes

    • Corrected variable references from "normals" to "normal" across various shaders and objects to ensure consistent rendering.
  • Documentation

    • Updated scene initialization and navigation types to reflect the new structure and features.
  • Chores

    • Cleaned up unused constants and methods to streamline the codebase.

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coderabbitai bot commented Oct 14, 2024

Walkthrough

The pull request includes extensive changes across various files, primarily focusing on renaming the variable normals to normal in multiple object-related files and shader programs. Additionally, several functions and methods have been updated or added, particularly in the context of surface detail rendering. Constants have been modified, and new fields have been introduced in some structures. The updates aim to standardize the naming convention and enhance the functionality related to normal handling in rendering processes.

Changes

File Path Change Summary
src/foundations/assets/Obj.zig Renamed variable normals to normal, updated related functions.
src/foundations/assets/loader.zig Updated constant max_file_size.
src/foundations/object/ObjectCircle.zig Updated field .normals to .normal in rhi_data.
src/foundations/object/ObjectCone.zig Updated field .normals to .normal in attribute_data.
src/foundations/object/ObjectCube.zig Renamed constant normals to normal.
src/foundations/object/ObjectCylinder.zig Updated field .normals to .normal in addSurface.
src/foundations/object/ObjectInstancedTriangle.zig Updated field normals to normal in attribute_data.
src/foundations/object/ObjectParallelepiped.zig Updated field .normals to .normal in struct data.
src/foundations/object/ObjectPyramid.zig Updated field .normals to .normal in struct data.
src/foundations/object/ObjectQuad.zig Updated field .normals to .normal in rhi.attributeData.
src/foundations/object/ObjectSphere.zig Updated method signatures and added new methods.
src/foundations/object/ObjectStrip.zig Updated field normals to normal in rhi.attributeData.
src/foundations/object/ObjectTorus.zig Updated field normals to normal.
src/foundations/object/ObjectTriangle.zig Updated method signatures.
src/foundations/rhi/Shader.zig Added field bindless_vertex, updated constants.
src/foundations/rhi/Uniform.zig Added method initWithLoc.
src/foundations/rhi/rhi.zig Renamed field normals to normal, added tangent.
src/foundations/scenery/grid/grid_vertex.glsl Renamed variable fo_normals to fo_normal.
src/foundations/scenery/pointer/Pointer.zig Updated field fragment_shader from .normals to .normal.
src/foundations/scenery/pointer/pointer_vertex.glsl Renamed variable fo_normals to fo_normal.
src/foundations/scenes/cgpoc/cgpoc.zig Added constant chapter10.
src/foundations/scenes/cgpoc/chapter10/chapter10.zig Added constant SurfaceDetail.
src/foundations/scenes/cgpoc/chapter10/surface_detail/* Added multiple methods related to surface detail rendering.
src/foundations/scenes/cgpoc/chapter6/* Removed constants and functions related to Earth.
src/foundations/scenes/graphics/polygon_offset/* Updated methods and variables related to object rendering.
src/foundations/shaders/* Multiple updates across shader files, primarily renaming fo_normals to fo_normal.
src/foundations/ui/ui_state.zig Updated enum variants and union entries related to scene initialization.

Possibly related PRs

🐇 In the fields where normals play,
A single name now leads the way.
From normals to normal, we cheer,
As clarity blooms, our vision is clear.
With shaders bright and shapes anew,
A world of wonder awaits for you! 🌟


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Actionable comments posted: 30

🧹 Outside diff range and nitpick comments (33)
src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert_bindless.glsl (1)

1-2: Approve with suggestions for improvement

The introduction of a bindless sampler for the Earth heightmap is a good performance optimization. However, there are a few points to consider:

  1. It's recommended to add GLSL version and extension declarations at the beginning of the file. This ensures compatibility across different hardware and OpenGL implementations. For example:
#version 450
#extension GL_ARB_bindless_texture : require
  1. The naming convention f_earth_heightmap is unusual for a vertex shader uniform. Typically, 'f_' prefix is used for fragment shader variables. Consider renaming it to v_earth_heightmap or simply earth_heightmap for consistency.

  2. It would be helpful to add a brief comment explaining the purpose and expected format of the heightmap. For example:

// Earth heightmap texture for displacement in the vertex shader
layout(bindless_sampler) uniform sampler2D earth_heightmap;

Would you like me to propose these changes in a separate pull request?

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

Line range hint 1-26: Acknowledge consistency with learned practices and suggest a minor improvement.

The f_phong_lighting function maintains consistency with the learned practices:

  1. It accepts an array of lights (Light f_lights[10]) to accommodate future use of additional lights.
  2. It uses a num_lights parameter to determine the actual number of active lights.
  3. The function limits the number of lights to 10, aligning with the practice of declaring larger arrays for future use.

To further improve the code, consider defining a constant for the maximum number of lights:

#define MAX_LIGHTS 10

vec4 f_phong_lighting(Material f_mat, Light f_lights[MAX_LIGHTS], uint num_lights, vec4 f_ambient_light) {
    num_lights = min(num_lights, MAX_LIGHTS);
    // ... rest of the function
}

This change would make it easier to adjust the maximum number of lights in the future if needed.

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

Line range hint 1-38: Consider optimizing for the single-light case

The f_blinn_phong_lighting function is designed to handle multiple lights (up to 10), which is great for flexibility. However, the main function currently uses only one light. While the current implementation allows for easy extension to multiple lights in the future, you might consider adding a specialized path for the single-light case to optimize performance if this is a common scenario in your application.

vec4 f_blinn_phong_lighting_single(Material f_mat, Light f_light, vec4 f_ambient_light) {
    // Single light implementation without loop
    // ...
}

void main()
{
    Material f_m = f_materials[0];
    Light f_l = f_lights[0];
    
    fo_frag_color = f_blinn_phong_lighting_single(f_m, f_l, f_global_ambient);
}

This optimization is optional and depends on your specific use case and performance requirements.

src/foundations/scenes/cgpoc/chapter7/dolphin/blinn_phong_frag.glsl (1)

6-6: LGTM! Consider adding a comment for clarity.

The change from fo_normals to fo_normal is correct and aligns with the PR objectives of standardizing naming conventions. The functionality remains intact.

Consider adding a brief comment to explain what fo_normal represents, e.g.:

// Normalize the interpolated normal from the vertex shader
vec3 f_N = normalize(fo_normal);

This would enhance code readability, especially for developers new to the project.

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

39-39: Approved: Consistent output variable renaming

The change from fo_normals to fo_normal is consistent with the earlier modification and reflects the use of a single normal vector. This ensures consistency throughout the shader pipeline.

For improved clarity, consider adding a comment explaining the purpose of this output, e.g.:

// Pass the transformed and normalized normal to the fragment shader
fo_normal = f_N;
src/foundations/scenes/cgpoc/chapter7/lighting/phong_frag.glsl (1)

10-10: LGTM! Consider adding a comment for clarity.

The change from fo_normals to fo_normal is consistent with the refactoring effort mentioned in the PR summary. The functionality remains the same, as we're still normalizing the input normal vector, which is crucial for correct lighting calculations.

Consider adding a brief comment to explain the purpose of normalizing the normal vector, like this:

// Ensure the normal vector is unit length for correct lighting calculations
vec3 f_N = normalize(fo_normal);

This comment would enhance code readability and provide context for future maintainers.

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

Line range hint 1-38: Consider these improvements for better code quality.

While not directly related to the current changes, here are some suggestions to improve the overall code quality:

  1. Replace the do-while loop with a for loop for better readability.
  2. Define a constant for the maximum number of lights instead of hardcoding 10.
  3. Consider modifying the f_blinn_phong_lighting function signature to use a single lights parameter.

Here's an example of how you could implement these changes:

#define MAX_LIGHTS 10

// ... (other code)

vec4 f_blinn_phong_lighting(Material f_mat, Light f_lights[MAX_LIGHTS], vec4 f_ambient_light) {
    vec4 rv = vec4(0.0, 0.0, 0.0, 1.0);
    vec3 f_N = normalize(fo_normal);
    vec3 f_V = normalize(f_camera_pos.xyz - fo_vert);

    for (int i = 0; i < MAX_LIGHTS && f_lights[i].intensity > 0.0; i++) {
        Light f_light = f_lights[i];
        // ... (rest of the lighting calculation)
    }

    return rv;
}

// Adjust the main function accordingly

This refactoring improves readability and maintainability while potentially optimizing the light calculation by stopping when reaching an inactive light.

src/foundations/scenes/cgpoc/chapter7/dolphin/blinn_phong_frag_matte.glsl (1)

40-42: LGTM: Correct usage of renamed normal vector in condition.

The change from fo_normals to fo_normal is consistent and correct. This condition appears to check for nearly vertical normals, likely to apply full shadow factor to flat, upward-facing surfaces.

Consider defining the magic numbers as constants for improved readability and maintainability:

const float NORMAL_X_THRESHOLD = 0.01;
const float NORMAL_Y_THRESHOLD = 0.99;

if (fo_normal[0] < NORMAL_X_THRESHOLD && fo_normal[1] > NORMAL_Y_THRESHOLD) {
    f_shadow_factor = 1.0;
}
src/foundations/object/ObjectTriangle.zig (1)

Line range hint 1-73: Summary: Consistent renaming implemented, consider broader impact.

The changes in this file consistently rename normals to normal in both the init and initWithProgram functions. This renaming is well-implemented and maintains consistency throughout the file.

Given that this change might be part of a broader shift in how normal vectors are handled in the codebase, it would be beneficial to:

  1. Verify that all calling code has been updated to use the new parameter name.
  2. Check if similar renaming is needed in other parts of the codebase for consistency.
  3. Update any relevant documentation or comments that might still refer to normals.

Consider running a project-wide search for normals to identify any other occurrences that might need updating:

#!/bin/bash
# Description: Search for 'normals' usage across the project

# Test: Project-wide search for 'normals'
rg --type zig '\bnormals\b' -g '!src/foundations/object/ObjectTriangle.zig'

This will help ensure consistency across the entire codebase and prevent any potential issues that might arise from this change.

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

Line range hint 21-26: Enhance initWithLoc function with parameter validation

The new initWithLoc function is a good addition as it separates the concerns of getting the uniform location and creating the Uniform instance. However, it lacks input validation, which could lead to the creation of invalid Uniform instances.

Consider adding parameter validation to ensure the function creates valid Uniform instances:

Here's a suggested implementation with added validation:

 pub fn initWithLoc(prog: u32, loc: c.GLint) UniformError!Uniform {
+    if (prog == 0) {
+        return UniformError.UniformErrorCreationFailed;
+    }
+    if (loc < 0) {
+        return UniformError.UniformErrorCreationFailed;
+    }
     return .{
         .program = prog,
         .location = loc,
     };
 }

This change ensures that both prog and loc are valid before creating the Uniform instance, maintaining consistency with the error handling in the init function.

src/foundations/scenes/cgpoc/chapter8/shadows/blinn_phong_vert.glsl (1)

50-50: Approve the renaming and suggest input variable consistency.

The change from fo_normals to fo_normal is correct and aligns with modern GLSL naming conventions. The singular form is preferred for vector components.

For consistency, consider also updating the input variable name from f_normal to f_normals throughout the shader. This would make the naming convention uniform across both input and output variables.

src/foundations/scenes/shapes/cube_animated/CubeAnimated.zig (2)

Line range hint 8-38: Key frame definitions and animation duration look good.

The use of quaternions for defining key frames is an excellent choice for smooth 3D animations. The animation_duration calculation is flexible and will automatically adjust if key frames are added or removed.

Consider adding a brief comment explaining the purpose of these key frames and how they define the animation path. This would improve code readability and maintainability. For example:

// Define key frames for a complex rotation animation
// The animation path: Start -> Rotate around (0,1,1) axis -> Rotate around (1,0,1) axis -> Return to start
const kf0: math.rotation.Quat = math.rotation.axisAngleToQuat(.{
    .angle = math.rotation.degreesToRadians(25),
    .axis = @as(math.vector.vec3, .{ 0, 1, 1 }),
});
// ... (other key frames)

Line range hint 67-106: Draw function improvements look great, consider minor optimization.

The addition of spherical linear interpolation (slerp) and the flexible animation control through ui_state flags are excellent improvements. The code structure is clear and easy to follow.

Consider extracting the interpolation logic into a separate function to improve readability and reusability. For example:

fn interpolateOrientation(self: *CubeAnimated, t: f32) math.rotation.Quat {
    if (self.ui_state.use_slerp == 1) {
        return math.interpolation.piecewiseSlerp(key_frames[0..], frame_times[0..], t);
    } else {
        return math.interpolation.piecewiseLerp(key_frames[0..], frame_times[0..], t);
    }
}

// In the draw function:
const orientation = self.interpolateOrientation(t);
m = math.matrix.transformMatrix(m, math.matrix.normalizedQuaternionToMatrix(orientation));

This change would make the draw function more concise and easier to maintain.

src/foundations/scenes/math/look_at/LookAt.zig (1)

93-93: Consider adding explanatory comments for shader type differences.

I noticed that renderCube uses .normal for the fragment_shader, while renderCamera uses .color. This difference is likely intentional, but it might be helpful to add comments explaining the reasoning behind these choices.

Consider adding brief comments above each shader initialization, like so:

// Use normal shader for cube to handle lighting calculations
var s: rhi.Shader = .{
    .program = prog,
    .instance_data = false,
    .fragment_shader = .normal,
};

// ...

// Use color shader for camera representation
var s: rhi.Shader = .{
    .program = prog,
    .instance_data = true,
    .fragment_shader = .color,
};

This would improve code readability and make the intentions clearer for future maintenance.

Also applies to: 137-137

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

9-9: Improve the clarity of the comment for num_indices

The current comment "// because normal" doesn't provide clear information about why num_indices is calculated as 6 * num_sides. Consider providing a more descriptive comment that explains the relationship between the number of indices and the cylinder's geometry.

Suggestion for a more informative comment:

-const num_indices: usize = 6 * num_sides; // because normal
+const num_indices: usize = 6 * num_sides; // 6 indices per side (2 triangles per side)
src/foundations/scenes/shapes/cylinder_animated/CylinderAnimated.zig (1)

Line range hint 91-114: Improved animation logic and frame time handling.

The changes in the draw method enhance the animation system:

  1. The frame_times array is now efficiently initialized using a comptime loop, improving code clarity.
  2. The animation logic now supports both spherical linear interpolation (slerp) and linear interpolation (lerp) based on the use_slerp flag, providing more flexibility in keyframe transitions.

These improvements make the animation system more robust and customizable.

Consider extracting the frame time calculation into a separate function for better modularity:

fn calculateFrameTimes(comptime len: usize) [len]f32 {
    var times: [len]f32 = undefined;
    comptime var i: usize = 0;
    inline while (i < len) : (i += 1) {
        times[i] = @floatFromInt(i);
    }
    return times;
}

// Usage in draw method:
const frame_times = calculateFrameTimes(key_frames.len);

This refactoring would make the draw method cleaner and the frame time calculation reusable if needed elsewhere.

src/foundations/scenes/cgpoc/chapter8/shadows/phong_frag.glsl (1)

Line range hint 138-157: LGTM: Main function remains consistent.

The main function correctly initializes two light structures and calls f_phong_lighting with the appropriate parameters. The implementation is consistent with the previous version and the changes made elsewhere in the file.

Consider using a constant or uniform variable for the number of lights (currently hardcoded as 2) to improve flexibility:

uniform uint f_num_lights;

// In main():
fo_frag_color = f_phong_lighting(f_m, f_ls, f_num_lights, f_global_ambient);

This change would allow for easier adjustment of the number of active lights without modifying the shader code.

src/foundations/scenes/math/plane_distance/PlaneDistance.zig (1)

410-422: Approved: Consistent renaming in triangleFromCubeSurfacePartial function

The changes from normals to normal in the attribute data access within the triangleFromCubeSurfacePartial function are consistent with the overall renaming effort. These modifications ensure that the normal data is correctly accessed after the renaming.

Consider refactoring the repeated code for normal vector calculation to reduce duplication. You could create a helper function to handle the transformation and normalization of normal vectors. For example:

fn transformNormal(rmi: math.matrix, index: usize) math.vector.vec3 {
    return math.vector.normalize(math.vector.vec4ToVec3(math.matrix.transformVector(
        rmi,
        math.vector.vec3ToVec4Vector(
            self.parallelepiped.parallelepiped.attribute_data[index].normal,
        ),
    )));
}

// Usage in the function:
n0 = transformNormal(rmi, index0);
n1 = transformNormal(rmi, index1);
n2 = transformNormal(rmi, index2);

This refactoring would make the code more maintainable and reduce the risk of inconsistencies in future modifications.

src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert.glsl (1)

4-9: Redundant initialization of f_cubemap_xup.

The matrix f_cubemap_xup is initialized as an identity matrix, which may be unnecessary if it does not alter the transformed vector.

If f_cubemap_xup is intended to be an identity matrix, you can remove it from calculations to simplify the shader:

-fo_tangent = f_cubemap_xup * m_matrix * f_tangent;
+fo_tangent = m_matrix * f_tangent;

And remove the declaration:

-mat4 f_cubemap_xup = (mat4(
-    vec4(1, 0, 0, 0),
-    vec4(0, 1, 0, 0),
-    vec4(0, 0, 1, 0),
-    vec4(0, 0, 0, 1)
-));
src/foundations/scenes/cgpoc/chapter10/surface_detail/moon_frag.glsl (1)

20-21: Ensure correct usage of light and material indices

Currently, the shader uses the first light and material in the arrays (f_lights[0] and f_materials[0]). If multiple lights or materials are intended to be used, consider iterating over them or selecting the appropriate index to reflect the desired effect.

src/foundations/scenes/cgpoc/chapter10/surface_detail/SurfaceDetailUI.zig (1)

11-11: Initialize buffer to zero to prevent potential issues

While std.fmt.bufPrintZ writes to the entire buffer, initializing buf to zero adds an extra layer of safety against unintended behavior in case of errors.

Change the buffer initialization:

-var buf: [250]u8 = undefined;
+var buf: [250]u8 = [_]u8{0} ** 250;
src/foundations/object/ObjectSphere.zig (2)

Line range hint 58-127: Refactor data Function for Improved Readability

The data function is lengthy and contains nested loops with complex calculations. Refactoring it into smaller, well-named helper functions would enhance readability and maintainability. This makes the code easier to understand and reduces the potential for errors.

For example, extract the normal and tangent calculations:

fn calculateNormal(x: f32, y: f32, z: f32) math.vector.vec3 {
    return .{ x, y, z };
}

fn calculateTangent(normal: math.vector.vec3) [4]f32 {
    // Tangent calculation logic
}

Then, update the data function to use these helpers:

const normal = calculateNormal(x, y, z);
const tangent = calculateTangent(normal);

127-127: Remove Unnecessary return Statement

The return; statement at the end of a function with a void return type is unnecessary and can be omitted to clean up the code.

Apply this diff:

-    return;
src/foundations/scenes/shapes/cone_animated/ConeAnimated.zig (3)

Line range hint 47-49: Properly deallocate self.program in deinit

In the deinit function, self.program is not explicitly destroyed. To prevent potential resource leaks, ensure that self.program is deallocated when the ConeAnimated instance is destroyed.

Apply this diff to deinitialize self.program:

 pub fn deinit(self: *ConeAnimated, allocator: std.mem.Allocator) void {
+    rhi.destroyProgram(self.program);
     allocator.destroy(self);
 }

Line range hint 85-86: Set uniform matrix before drawing objects

The uniform matrix f_transform should be set before drawing the objects to ensure that the transformation is applied correctly. Currently, rhi.setUniformMatrix(self.program, "f_transform", m); is called after rhi.drawObjects(self.objects[0..]);, which may result in the objects being drawn without the updated transformation.

Apply this diff to correct the order:

+    rhi.setUniformMatrix(self.program, "f_transform", m);
     rhi.drawObjects(self.objects[0..]);
-    rhi.setUniformMatrix(self.program, "f_transform", m);
     self.ui_state.draw();

Line range hint 60-63: Simplify initialization of frame_times using a for loop

Consider simplifying the initialization of frame_times by using a for loop, which enhances readability and conciseness.

Apply this diff to simplify the code:

 var frame_times: [key_frames.len]f32 = undefined;
-comptime var i: usize = 0;
-inline while (i < key_frames.len) : (i += 1) {
-    frame_times[i] = @floatFromInt(i);
-}
+for (frame_times) |*time, idx| {
+    time.* = @floatFromInt(idx);
+}
src/foundations/rhi/Shader.zig (2)

75-78: Remove unnecessary braces for cleaner code

The braces around the code block are unnecessary since they enclose only two statements. Removing them will improve code readability.

Apply this diff to simplify the code:

-{
     self.vertex_partials[self.num_vertex_partials] = vertex_header;
     self.num_vertex_partials += 1;
-}

Line range hint 145-161: Handle frag_body correctly when using .custom fragment shader

When fragment_shader is set to .custom, frag_body is assigned null. Ensure that a custom fragment shader body is provided via self.frag_body to prevent shader compilation errors due to missing fragment shader code.

src/foundations/scenes/graphics/polygon_offset/PolygonOffset.zig (4)

Line range hint 10-13: Ensure Uniforms Are Properly Deinitialized to Prevent Memory Leaks

The uniforms object_1_m and object_2_m are initialized in renderObject_1 and renderObject_2 but are not deinitialized in the deinit function. This could lead to memory leaks or unintended behavior. Make sure to deinitialize these uniforms during cleanup.

Apply this diff to deinitialize the uniforms:

 pub fn deinit(self: *PolygonOffset, allocator: std.mem.Allocator) void {
     // objects
     self.deleteObject_1();
     self.deleteObject_2();
+    // uniforms
+    self.object_1_m.deinit();
+    self.object_2_m.deinit();
     // camera
     self.view_camera.deinit(allocator);
     self.view_camera = undefined;
     // self
     allocator.destroy(self);
 }

Line range hint 126-130: Refactor to Eliminate Code Duplication in renderObject_1 and renderObject_2

The functions renderObject_1 and renderObject_2 contain duplicated code with similar logic. Consider refactoring them into a single function that accepts parameters for object settings. This will improve maintainability and reduce redundancy.

Here's how you might refactor the code:

  1. Create a generalized function:
pub fn renderObjectGeneric(self: *PolygonOffset, obj_setting: ShadowsUI.objectSetting, object_ref: *object.object, uniform_ref: *rhi.Uniform) void {
    const prog = rhi.createProgram();
    const render_obj = self.renderObject(obj_setting, prog);

    var om: rhi.Uniform = rhi.Uniform.init(prog, "f_object_m") catch @panic("uniform failed");
    const m = getObjectMatrix(obj_setting);
    om.setUniformMatrix(m);

    object_ref.* = render_obj;
    uniform_ref.* = om;
}
  1. Modify renderObject_1 and renderObject_2 to use the generalized function:
-pub fn renderObject_1(self: *PolygonOffset) void {
-    const prog = rhi.createProgram();
-    self.object_1 = self.renderObject(self.ui_state.object_1, prog);
-
-    var om: rhi.Uniform = rhi.Uniform.init(prog, "f_object_m") catch @panic("uniform failed");
-    const m = getObjectMatrix(self.ui_state.object_1);
-    om.setUniformMatrix(m);
-    self.object_1_m = om;
-}
+pub fn renderObject_1(self: *PolygonOffset) void {
+    self.renderObjectGeneric(self.ui_state.object_1, &self.object_1, &self.object_1_m);
 }

-pub fn renderObject_2(self: *PolygonOffset) void {
-    const prog = rhi.createProgram();
-    self.object_2 = self.renderObject(self.ui_state.object_2, prog);
-
-    var om: rhi.Uniform = rhi.Uniform.init(prog, "f_object_m") catch @panic("uniform failed");
-    const m = getObjectMatrix(self.ui_state.object_2);
-    om.setUniformMatrix(m);
-    self.object_2_m = om;
-}
+pub fn renderObject_2(self: *PolygonOffset) void {
+    self.renderObjectGeneric(self.ui_state.object_2, &self.object_2, &self.object_2_m);
 }

Also applies to: 133-137


Line range hint 10-13: Consider Initializing Uniforms to null Instead of undefined

Initializing object_1_m and object_2_m to undefined may lead to runtime errors if they are accessed before being assigned. Using null makes it explicit that these are optional values and can help prevent accidental usage before initialization.

Apply this diff:

-object_1_m: rhi.Uniform = undefined,
-object_2_m: rhi.Uniform = undefined,
+object_1_m: ?rhi.Uniform = null,
+object_2_m: ?rhi.Uniform = null,

Ensure to handle the null checks wherever these uniforms are used.


Line range hint 77-80: Add Null Checks When Using Uniforms

If you initialize object_1_m and object_2_m to null, ensure that you add null checks before using them to prevent runtime errors.

For example:

 if (self.ui_state.object_1.transform_updated) {
     const m = getObjectMatrix(self.ui_state.object_1);
+    if (self.object_1_m) |uniform| {
         uniform.setUniformMatrix(m);
+    }
     self.ui_state.object_1.transform_updated = false;
 }

Also applies to: 84-87

src/foundations/scenes/cgpoc/chapter10/surface_detail/SurfaceDetail.zig (1)

334-337: Rename variable earth_height_map to reflect its purpose

The variable earth_height_map is being used to store vertex shader source code, which can be confusing since earth_height_map typically refers to a texture. Consider renaming it to earth_vertex_preamble or vertex_shader_prefix to better reflect its purpose and improve code readability.

Apply this diff to improve variable naming:

-var earth_height_map = earth_bindless_shader;
+var earth_vertex_preamble = earth_bindless_shader;

 if (rhi.Texture.disableBindless(self.ctx.args.disable_bindless)) {
-    earth_height_map = earth_texture_shader;
+    earth_vertex_preamble = earth_texture_shader;
 }

 {
     var s: rhi.Shader = .{
         .program = prog,
         .instance_data = true,
         .lighting = .blinn_phong,
         .frag_body = earth_frag_shader,
         .bindless_vertex = true,
     };
-    const vert_shaders = [_][]const u8{ earth_height_map, earth_vertex_shader };
+    const vert_shaders = [_][]const u8{ earth_vertex_preamble, earth_vertex_shader };

     s.attach(self.allocator, vert_shaders[0..]);
 }
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Files that changed from the base of the PR and between bc2473e and 92327ea.

📒 Files selected for processing (95)
  • src/foundations/assets/Obj.zig (3 hunks)
  • src/foundations/assets/loader.zig (1 hunks)
  • src/foundations/object/ObjectCircle.zig (1 hunks)
  • src/foundations/object/ObjectCone.zig (1 hunks)
  • src/foundations/object/ObjectCube.zig (2 hunks)
  • src/foundations/object/ObjectCylinder.zig (2 hunks)
  • src/foundations/object/ObjectInstancedTriangle.zig (1 hunks)
  • src/foundations/object/ObjectParallelepiped.zig (2 hunks)
  • src/foundations/object/ObjectPyramid.zig (2 hunks)
  • src/foundations/object/ObjectQuad.zig (1 hunks)
  • src/foundations/object/ObjectSphere.zig (4 hunks)
  • src/foundations/object/ObjectStrip.zig (1 hunks)
  • src/foundations/object/ObjectTorus.zig (2 hunks)
  • src/foundations/object/ObjectTriangle.zig (2 hunks)
  • src/foundations/rhi/Shader.zig (6 hunks)
  • src/foundations/rhi/Uniform.zig (1 hunks)
  • src/foundations/rhi/rhi.zig (1 hunks)
  • src/foundations/scenery/grid/grid_vertex.glsl (1 hunks)
  • src/foundations/scenery/pointer/Pointer.zig (2 hunks)
  • src/foundations/scenery/pointer/pointer_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/cgpoc.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/chapter10.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/SurfaceDetail.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/SurfaceDetailUI.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert_bindless.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert_texture.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/moon_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/moon_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/sphere_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/blinn_phong_texture_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter4/simple_solar_system/blinn_phong_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter6/chapter6.zig (0 hunks)
  • src/foundations/scenes/cgpoc/chapter6/earth/Earth.zig (0 hunks)
  • src/foundations/scenes/cgpoc/chapter6/textured_torus/torus_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter6/textured_torus/torus_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/dolphin/blinn_phong_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/dolphin/blinn_phong_frag_matte.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter7/dolphin/blinn_phong_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/blinn_phong_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/blinn_phong_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/gouraud_vert.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/phong_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/sphere_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter8/shadows/blinn_phong_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter8/shadows/blinn_phong_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter8/shadows/gouraud_vert.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter8/shadows/phong_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter8/shadows/sphere_vertex.glsl (1 hunks)
  • src/foundations/scenes/graphics/polygon_offset/PolygonOffset.zig (1 hunks)
  • src/foundations/scenes/graphics/polygon_offset/po_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/barycentric_coordinates/bc_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/frustum_planes/FrustumPlanes.zig (2 hunks)
  • src/foundations/scenes/math/frustum_planes/sphere_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/frustum_planes/voxel_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/line/line_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/line_distance/line_distance_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/look_at/LookAt.zig (1 hunks)
  • src/foundations/scenes/math/look_at/look_at_camera_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/look_at/look_at_cube_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/plane_distance/PlaneDistance.zig (5 hunks)
  • src/foundations/scenes/math/plane_distance/cube_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/plane_distance/plane_frag.glsl (1 hunks)
  • src/foundations/scenes/math/plane_distance/plane_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/plane_distance/reflection_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/plane_distance/sphere_vertex.glsl (1 hunks)
  • src/foundations/scenes/math/unit_circle/unit_circle_vertex.glsl (1 hunks)
  • src/foundations/scenes/scenes.zig (1 hunks)
  • src/foundations/scenes/shapes/circle/circle_vertex.glsl (1 hunks)
  • src/foundations/scenes/shapes/cone_animated/ConeAnimated.zig (1 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_vertex.glsl (1 hunks)
  • src/foundations/scenes/shapes/cylinder_animated/CylinderAnimated.zig (1 hunks)
  • src/foundations/scenes/shapes/cylinder_animated/ca_vertex.glsl (1 hunks)
  • src/foundations/scenes/shapes/pyramid/Pyramid.zig (1 hunks)
  • src/foundations/scenes/shapes/sphere/Sphere.zig (1 hunks)
  • src/foundations/scenes/shapes/sphere/sphere_vertex.glsl (1 hunks)
  • src/foundations/scenes/shapes/torus/Torus.zig (1 hunks)
  • src/foundations/shaders/cubemap_vert.glsl (1 hunks)
  • src/foundations/shaders/frag_blinn_phong_lighting.glsl (1 hunks)
  • src/foundations/shaders/frag_normals.glsl (1 hunks)
  • src/foundations/shaders/frag_phong_lighting.glsl (1 hunks)
  • src/foundations/shaders/frag_subheader.glsl (1 hunks)
  • src/foundations/shaders/i_obj_blinn_phong_light_vert.glsl (1 hunks)
  • src/foundations/shaders/i_obj_gouraud_light_vert.glsl (2 hunks)
  • src/foundations/shaders/i_obj_vert.glsl (1 hunks)
  • src/foundations/shaders/vertex_attrib_header.glsl (1 hunks)
  • src/foundations/shaders/vertex_attrib_i_data.glsl (1 hunks)
  • src/foundations/shaders/vertex_bindless_header.glsl (1 hunks)
  • src/foundations/shaders/vertex_header.glsl (1 hunks)
  • src/foundations/shaders/vertex_no_camera.glsl (1 hunks)
  • src/foundations/shaders/vertex_subheader.glsl (1 hunks)
  • src/foundations/ui/ui_state.zig (2 hunks)
💤 Files with no reviewable changes (2)
  • src/foundations/scenes/cgpoc/chapter6/chapter6.zig
  • src/foundations/scenes/cgpoc/chapter6/earth/Earth.zig
✅ Files skipped from review due to trivial changes (3)
  • src/foundations/scenes/cgpoc/chapter10/chapter10.zig
  • src/foundations/scenes/cgpoc/chapter8/shadows/blinn_phong_frag.glsl
  • src/foundations/shaders/vertex_header.glsl
🧰 Additional context used
📓 Learnings (3)
src/foundations/scenes/cgpoc/chapter7/lighting/phong_frag.glsl (1)
Learnt from: btipling
PR: btipling/foundations#35
File: src/foundations/scenes/cgpoc/chapter7/lighting/phong_frag.glsl:0-0
Timestamp: 2024-09-23T00:22:00.064Z
Learning: In the codebase, arrays like `f_ls` for light sources may be declared with larger sizes (e.g., `Light f_ls[10]`) to accommodate future use of additional lights. The actual number of active lights is supplied as an argument to functions like `f_phong_lighting`.
src/foundations/scenes/cgpoc/chapter8/shadows/phong_frag.glsl (1)
Learnt from: btipling
PR: btipling/foundations#35
File: src/foundations/scenes/cgpoc/chapter7/lighting/phong_frag.glsl:0-0
Timestamp: 2024-09-23T00:22:00.064Z
Learning: In the codebase, arrays like `f_ls` for light sources may be declared with larger sizes (e.g., `Light f_ls[10]`) to accommodate future use of additional lights. The actual number of active lights is supplied as an argument to functions like `f_phong_lighting`.
src/foundations/shaders/frag_phong_lighting.glsl (1)
Learnt from: btipling
PR: btipling/foundations#35
File: src/foundations/scenes/cgpoc/chapter7/lighting/phong_frag.glsl:0-0
Timestamp: 2024-09-23T00:22:00.064Z
Learning: In the codebase, arrays like `f_ls` for light sources may be declared with larger sizes (e.g., `Light f_ls[10]`) to accommodate future use of additional lights. The actual number of active lights is supplied as an argument to functions like `f_phong_lighting`.
🔇 Additional comments (151)
src/foundations/shaders/vertex_bindless_header.glsl (1)

1-1: Approved: Bindless texture support added

The addition of bindless texture support via the GL_ARB_bindless_texture extension is a good optimization that can potentially improve rendering performance. However, consider the following points:

  1. It's recommended to add a GLSL version specification at the beginning of the file, e.g., #version 430 (or whichever version you're targeting).

  2. Ensure that your target hardware and OpenGL implementations support this extension. Consider implementing a fallback mechanism for systems that don't support bindless textures.

  3. Be aware that using bindless textures may require adjustments in other parts of your shaders and the application's rendering pipeline. Review and update related code as necessary.

  4. While bindless textures can significantly improve performance by reducing state changes, they also come with increased responsibility for managing texture lifetimes. Ensure proper synchronization and resource management in your application code.

To verify the impact and usage of this change, you can run the following script:

This script will help identify potential areas that might need updates due to the introduction of bindless textures, as well as check for consistent GLSL version usage across shader files.

✅ Verification successful

Verification Complete: Bindless Texture Support Integrated Successfully

The inclusion of the GL_ARB_bindless_texture extension has been correctly implemented in the necessary shader header files. However, it's important to ensure that all shader files specify a GLSL version for consistency and compatibility. Please consider the following actions:

  1. Add GLSL Version Specifications:

    • Ensure that every shader file begins with a line specifying the GLSL version, such as #version 460 core.
  2. Validate Bindless Sampler Usage:

    • Confirm that shaders utilizing bindless textures properly employ the bindless_sampler layout where required.
  3. Implement Fallback Mechanisms:

    • Verify that the application gracefully handles environments where the bindless texture extension isn't supported, possibly by reverting to traditional texture binding methods.

These steps will help maintain shader compatibility across different hardware and OpenGL implementations while leveraging the performance benefits of bindless textures.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for usage of bindless textures in shader files and potential version conflicts

# Test 1: Check for usage of sampler2D objects in shader files
echo "Checking for sampler2D usage:"
rg --type glsl "sampler2D" -A 3

# Test 2: Check for GLSL version specifications in shader files
echo "Checking for GLSL version specifications:"
rg --type glsl "^#version"

# Test 3: Check for other uses of GL_ARB_bindless_texture extension
echo "Checking for other uses of GL_ARB_bindless_texture extension:"
rg --type glsl "GL_ARB_bindless_texture"

Length of output: 483


Script:

#!/bin/bash
# Description: Re-run the checks with correct file type specification for GLSL files

# Test 1: Check for usage of sampler2D objects in shader files
echo "Checking for sampler2D usage:"
rg "sampler2D" --glob "*.glsl" -A 3

# Test 2: Check for GLSL version specifications in shader files
echo "Checking for GLSL version specifications:"
rg "^#version" --glob "*.glsl"

# Test 3: Check for other uses of GL_ARB_bindless_texture extension
echo "Checking for other uses of GL_ARB_bindless_texture extension:"
rg "GL_ARB_bindless_texture" --glob "*.glsl"

Length of output: 4870

src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert_texture.glsl (1)

2-2: LGTM! Consider adding documentation for the heightmap usage.

The addition of the f_earth_heightmap uniform is appropriate for introducing surface detail to the Earth shader. This change aligns well with the PR objective of adding surface details.

Consider adding a comment to briefly explain the purpose and expected content of the heightmap texture. This would improve code maintainability and make it easier for other developers to understand the shader's functionality.

To ensure this heightmap is being used effectively, please verify its usage in the shader's main code. Run the following script to check for references to f_earth_heightmap:

If there are no results, consider adding code to utilize this heightmap in the shader's vertex or fragment processing stages.

✅ Verification successful

Usage of f_earth_heightmap Verified

The f_earth_heightmap uniform is properly utilized across the codebase:

  • Declaration: earth_vert_texture.glsl
  • Usage in Shaders: earth_vert.glsl, earth_vert_bindless.glsl
  • Texture Loading: SurfaceDetail.zig
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for usage of f_earth_heightmap in the shader code

# Test: Search for usage of f_earth_heightmap in the shader file
rg --type glsl 'f_earth_heightmap' src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert_texture.glsl

Length of output: 141


Script:

#!/bin/bash
# Description: Check for usage of f_earth_heightmap in the shader code

# Test: Search for usage of f_earth_heightmap in the shader file without specifying file type
rg 'f_earth_heightmap' src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert_texture.glsl

Length of output: 156


Script:

#!/bin/bash
# Description: Search for usage of f_earth_heightmap across the entire codebase

# Test: Recursively search for f_earth_heightmap in all files
rg 'f_earth_heightmap'

Length of output: 657

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

4-4: Verify consistency of normal data usage across the rendering pipeline.

The change from fo_normals to fo_normal aligns with the standardization mentioned in the PR summary. This modification implies a shift from potentially multiple normals to a single normal vector per fragment, which is a more common approach in fragment shaders.

While the change looks good, it's important to ensure that this modification is consistent with how normal data is calculated and passed from the vertex shader or any other part of the rendering pipeline.

To verify the consistency of this change, please run the following script:

This script will help ensure that the change has been applied consistently across all relevant files and that there are no lingering references to the old fo_normals variable.

✅ Verification successful

Adjust search commands to recognize GLSL files and re-verify variable usage.

Please use the following script to search explicitly for .glsl and .cpp files:


Variable renaming verified across the codebase.

All instances of fo_normals have been successfully removed, and fo_normal is consistently used across relevant .glsl and .cpp files. The change aligns with the standardization objectives outlined in the PR summary, ensuring consistency within the rendering pipeline.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' and verify the usage of 'fo_normal' in related shaders and C++ code.

echo "Checking for any remaining instances of 'fo_normals':"
rg --type glsl --type cpp 'fo_normals'

echo "Verifying the usage of 'fo_normal' in related shaders and C++ code:"
rg --type glsl --type cpp 'fo_normal'

Length of output: 408


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' and verify the usage of 'fo_normal' in related shaders and C++ code.

echo "Checking for any remaining instances of 'fo_normals':"
rg -g "*.glsl" -g "*.cpp" 'fo_normals'

echo "Verifying the usage of 'fo_normal' in related shaders and C++ code:"
rg -g "*.glsl" -g "*.cpp" 'fo_normal'

Length of output: 6143

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

5-5: Confirm consistency of fo_normal usage across shaders and C++ code

The change from fo_normals to fo_normal aligns with the PR objective of standardizing naming conventions. This modification doesn't alter the shader's behavior, but it's crucial to ensure consistency across all related files.

To verify the consistency of this change, please run the following script:

This script will help identify any inconsistencies in the renaming process and ensure that fo_normal is properly defined and used across the codebase.

✅ Verification successful

Update the verification script to correctly search GLSL and C++ files

The previous script failed because rg does not recognize glsl as a file type. Please use file patterns to search GLSL and C++ files accurately.


Verification Successful: fo_normals has been consistently renamed to fo_normal across all shader and C++ files.

All instances of fo_normals have been successfully replaced with fo_normal, and the new variable is properly defined and used throughout the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files and C++ code

# Search for 'fo_normals' in shader files
echo "Checking shader files for 'fo_normals':"
rg --type glsl 'fo_normals' src/

# Search for 'fo_normals' in C++ files
echo "Checking C++ files for 'fo_normals':"
rg --type cpp 'fo_normals' src/

# Search for 'fo_normal' to ensure it's properly defined
echo "Checking for 'fo_normal' definition:"
rg --type glsl 'fo_normal' src/

Length of output: 427


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files and C++ code

# Search for 'fo_normals' in shader files
echo "Checking shader files for 'fo_normals':"
rg 'fo_normals' --glob '*.glsl' src/

# Search for 'fo_normals' in C++ files
echo "Checking C++ files for 'fo_normals':"
rg 'fo_normals' --glob '*.cpp' src/

# Search for 'fo_normal' to ensure it's properly defined
echo "Checking for 'fo_normal' definition:"
rg 'fo_normal' --glob '*.glsl' src/

Length of output: 6174

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

8-8: Approve renaming, verify related changes

The change from fo_normals to fo_normal improves consistency and accurately represents that we're dealing with a single normal per vertex. This aligns with typical 3D graphics conventions.

To ensure this change doesn't introduce issues:

  1. Verify that corresponding fragment shaders have been updated to use fo_normal.
  2. Check if any documentation needs updating to reflect this change.

Run the following script to find potentially affected files:

This will help identify any files that might need attention due to this change.

✅ Verification successful

Re-verify affected files due to previous script error

The initial script failed to recognize the glsl file type. Please run the corrected scripts below to identify any fragment shaders or documentation still referencing fo_normals.


Renaming of fo_normals to fo_normal verified

No remaining references to fo_normals found in fragment shaders or documentation.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Find shaders that might need updating due to the fo_normals to fo_normal change

# Search for fragment shaders using fo_normals
echo "Fragment shaders potentially needing updates:"
rg --type glsl "fo_normals" | grep -i "fragment"

# Search for any documentation mentioning fo_normals
echo "\nDocumentation potentially needing updates:"
rg "fo_normals" | grep -iE "\.(md|txt|doc|pdf)"

Length of output: 323


Script:

#!/bin/bash
# Description: Find shaders that might need updating due to the fo_normals to fo_normal change

# Search for fragment shaders using fo_normals within .glsl files
echo "Fragment shaders potentially needing updates:"
rg "fo_normals" --glob "*.glsl" | grep -i "fragment"

# Search for any documentation mentioning fo_normals
echo "\nDocumentation potentially needing updates:"
rg "fo_normals" --glob "*.{md,txt,doc,pdf}"

Length of output: 294

src/foundations/scenes/shapes/cylinder_animated/ca_vertex.glsl (1)

7-7: Verify the impact of renaming fo_normals to fo_normal.

The change from fo_normals to fo_normal is consistent with the PR objectives and the AI-generated summary. This renaming standardizes the variable to represent a single normal vector instead of potentially multiple normals.

However, we need to ensure that this change is consistent across all related shader programs and any C++ code that interacts with this shader.

Let's verify the consistency of this change across the codebase:

This script will help us ensure that the renaming has been applied consistently across all relevant files and that there are no lingering references to the old variable name.

src/foundations/scenes/shapes/cone_animated/ca_vertex.glsl (1)

8-8: Approved: Variable renamed from fo_normals to fo_normal

The change from fo_normals to fo_normal is correct and consistent with the intention to output a single normal per vertex. The calculation remains appropriate, mapping the normal from the range [-1, 1] to [0, 1].

To ensure consistency across the codebase, please run the following verification script:

This script will help identify any inconsistencies in the renaming process across your GLSL files.

If there's any documentation for this shader or related rendering processes, please ensure it's updated to reflect this change from fo_normals to fo_normal.

✅ Verification successful

Verification Successful: Variable fo_normals has been fully renamed to fo_normal across GLSL files. No remaining instances of fo_normals were found, and all usages of fo_normal are consistent.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' and verify 'fo_normal' usage

# Search for any remaining instances of 'fo_normals'
echo "Checking for remaining 'fo_normals' instances:"
rg --type glsl 'fo_normals'

# Verify 'fo_normal' usage in other shader files
echo "Verifying 'fo_normal' usage in other shader files:"
rg --type glsl 'fo_normal'

# Check for potential mismatches in fragment shaders
echo "Checking for potential mismatches in fragment shaders:"
rg --type glsl -p 'in\s+vec3\s+fo_normal' src/foundations/scenes/shapes/cone_animated/

Length of output: 575


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' and verify 'fo_normal' usage in GLSL files.

# Define GLSL file extensions
GLSL_EXTENSIONS=("*.glsl" "*.vert" "*.frag" "*.geom" "*.comp" "*.tesc" "*.tese")

# Join extensions into a single pattern for rg
EXT_PATTERN=$(IFS='|'; echo "${GLSL_EXTENSIONS[*]}")

# Search for any remaining instances of 'fo_normals'
echo "Checking for remaining 'fo_normals' instances in GLSL files:"
rg 'fo_normals' --type-add "glsl:{$(printf '%s,' "${GLSL_EXTENSIONS[@]}" | sed 's/,$//')}" --type glsl

# Verify 'fo_normal' usage in other shader files
echo "Verifying 'fo_normal' usage in GLSL files:"
rg 'fo_normal' --type-add "glsl:{$(printf '%s,' "${GLSL_EXTENSIONS[@]}" | sed 's/,$//')}" --type glsl

# Check for potential mismatches in fragment shaders
echo "Checking for potential mismatches in fragment shaders:"
rg 'in\s+vec3\s+fo_normal' --type-add "glsl:{$(printf '%s,' "${GLSL_EXTENSIONS[@]}" | sed 's/,$//')}" --type glsl src/foundations/scenes/shapes/cone_animated/

Length of output: 6994

src/foundations/scenes/shapes/cube_animated/ca_vertex.glsl (1)

8-8: Consistent renaming of normal output variable

The change from fo_normals to fo_normal aligns with the PR objective of standardizing naming conventions across files. This shift from plural to singular form suggests a more precise representation of a single normal per vertex.

To ensure consistency across the rendering pipeline, please run the following script to check for any remaining instances of fo_normals in shader files:

Additionally, verify that fragment shaders and other parts of the rendering pipeline have been updated to use the new fo_normal variable name.

✅ Verification successful

'fo_normals' has been successfully removed

The search confirms that there are no remaining instances of fo_normals in shader files. All references have been updated to fo_normal, ensuring consistency across the rendering pipeline.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files

# Test: Search for 'fo_normals' in shader files. Expect: No results.
rg --type glsl 'fo_normals'

Length of output: 56


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files with common shader extensions

# Define shader file extensions
shader_extensions="glsl|frag|vert|shader"

# Search for 'fo_normals' in shader files
rg --ignore-case 'fo_normals' -e '*.'{glsl,frag,vert,shader}

Length of output: 196


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files with common shader extensions

# Search for 'fo_normals' in shader files using proper file glob patterns
rg --ignore-case 'fo_normals' -g '*.glsl' -g '*.frag' -g '*.vert' -g '*.shader'

Length of output: 79

src/foundations/scenes/shapes/sphere/sphere_vertex.glsl (2)

Line range hint 1-8: Approve the overall implementation of the sphere vertex shader.

The shader implementation follows good practices:

  1. It correctly transforms the vertex position using the f_transform matrix.
  2. The fragment color is properly assigned.
  3. The normal is correctly mapped from the range [-1, 1] to [0, 1], which is a standard practice for normal mapping.

The code is concise, clear, and performs the necessary operations for a sphere vertex shader.


8-8: Approve the renaming of fo_normals to fo_normal.

The change from fo_normals to fo_normal is consistent with the shift from potentially handling multiple normals to a single normal output. This naming convention is more accurate and aligns better with the actual usage in the shader.

To ensure consistency across other shader files, let's run the following script:

This script will help us ensure that the renaming has been applied consistently across all relevant shader files.

✅ Verification successful

Renaming of fo_normals to fo_normal has been successfully verified and approved.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in GLSL files
# and verify the usage of 'fo_normal' in other sphere shaders.

echo "Checking for any remaining 'fo_normals' in GLSL files:"
rg --type glsl 'fo_normals'

echo "Verifying 'fo_normal' usage in sphere shaders:"
rg --type glsl 'fo_normal' src/foundations/scenes/shapes/sphere/

Length of output: 384


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in GLSL files
# and verify the usage of 'fo_normal' in sphere shaders using fd and grep.

echo "Checking for any remaining 'fo_normals' in GLSL files:"
fd --extension glsl --type f | xargs grep -H 'fo_normals'

echo "Verifying 'fo_normal' usage in sphere shaders:"
fd --extension glsl --type f 'src/foundations/scenes/shapes/sphere/' | xargs grep -H 'fo_normal'

Length of output: 840


Script:

#!/bin/bash
# Description: Correctly check for any remaining instances of 'fo_normals' in GLSL files
# and verify the usage of 'fo_normal' in sphere shaders using fd with the correct path.

echo "Checking for any remaining 'fo_normals' in GLSL files:"
fd --extension glsl --type f --full-path 'src/foundations/scenes/shapes/sphere/' | xargs grep -H 'fo_normals'

echo "Verifying 'fo_normal' usage in sphere shaders:"
fd --extension glsl --type f --full-path 'src/foundations/scenes/shapes/sphere/' | xargs grep -H 'fo_normal'

Length of output: 542

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

9-9: LGTM! Verify usage in related shaders.

The renaming from fo_normals to fo_normal improves code clarity by using the singular form for a single normal output. The calculation f_normal * 0.5 + 0.5 correctly transforms the normal from the range [-1, 1] to [0, 1], which is a common technique in shader programming.

To ensure consistency, please verify that any fragment shaders or other code using this output have been updated accordingly. Run the following script to check for any remaining usage of fo_normals:

If the script returns any results, those files may need to be updated to use fo_normal instead.

✅ Verification successful

Verified!
All instances of fo_normals have been successfully renamed to fo_normal across the shader files. The transformation correctly standardizes the naming convention and ensures consistency throughout the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining usage of 'fo_normals' in shader files

# Search for 'fo_normals' in all .glsl files
rg --type glsl 'fo_normals'

Length of output: 56


Script:

#!/bin/bash
# Description: Check for any remaining usage of 'fo_normals' in .glsl shader files

# Search for 'fo_normals' in all .glsl files
rg 'fo_normals' --glob '*.glsl'

Length of output: 31

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

9-9: Approve the renaming and suggest verification of related code.

The change from fo_normals to fo_normal is appropriate, reflecting a shift to handling a single normal output. This naming convention improves code clarity and consistency.

However, it's important to ensure that this change is propagated correctly throughout the codebase.

Please run the following script to verify that all related shaders and code have been updated to use fo_normal instead of fo_normals:

If any occurrences of fo_normals are found, please update them to fo_normal to maintain consistency across the codebase.

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

3-3: Approve renaming f_normals to f_normal

The change from f_normals to f_normal improves consistency in naming conventions. This singular form aligns better with other attribute names and matches the changes mentioned in the AI summary across multiple files.


5-5: Addition of f_tangent attribute

The new f_tangent attribute has been correctly added:

  1. It uses the next available layout location (4).
  2. It's defined as a vec4, which is common for tangent vectors in normal mapping (the 4th component can represent the bitangent sign).

This addition suggests that normal mapping or other advanced surface detail techniques are being implemented. Ensure that the corresponding changes in the vertex and fragment shaders properly utilize this new attribute.

To verify the usage of the new f_tangent attribute, please run the following script:

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

10-10: LGTM! Verify related shader and C++ code.

The change from fo_normals to fo_normal looks good and aligns with the standard practice of having a single normal per vertex. This change improves consistency and clarity in the codebase.

To ensure this change is consistently applied, please run the following script to check for any remaining instances of fo_normals in shader files and C++ code:

If any instances are found, they may need to be updated to maintain consistency with this change.

src/foundations/scenes/math/line/line_vertex.glsl (1)

13-13: LGTM! Verify impact on rendering pipeline.

The change from fo_normals to fo_normal improves consistency with the rest of the shader code, which uses singular forms for variable names. This renaming should not affect the shader's functionality.

To ensure this change doesn't break the rendering pipeline, please verify that all code consuming this shader output has been updated accordingly. Run the following script to check for any remaining usage of fo_normals:

If the script returns any results, those occurrences should be updated to use fo_normal instead.

✅ Verification successful

Verified: No remaining 'fo_normals' usages found.

The renaming of fo_normals to fo_normal has been successfully verified across all GLSL shader files and C++ code. No instances of fo_normals were detected, ensuring consistency and maintaining the integrity of the rendering pipeline.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining usage of 'fo_normals' in shader files and C++ code

# Search in shader files
echo "Searching in shader files:"
rg --type glsl 'fo_normals'

# Search in C++ files
echo "Searching in C++ files:"
rg --type cpp 'fo_normals'

Length of output: 203


Script:

#!/bin/bash
# Description: Check for any remaining usage of 'fo_normals' in GLSL shader files and C++ code

# Search in shader files with .glsl extension
echo "Searching in shader files (*.glsl):"
rg --glob "*.glsl" 'fo_normals'

# Search in C++ files
echo "Searching in C++ files (*.cpp, *.hpp, *.h, *.c):"
rg --type cpp 'fo_normals'

Length of output: 246

src/foundations/scenes/math/unit_circle/unit_circle_vertex.glsl (1)

13-13: Approve the variable renaming with a note on consistency

The change from fo_normals to fo_normal looks good. This renaming suggests a shift from potentially handling multiple normals to a single normal output, which aligns with typical vertex shader behavior.

To ensure consistency across the codebase, let's verify that this change is reflected in other related shaders and any C++ code that interacts with this shader:

This script will help us confirm that the renaming has been consistently applied across the project. If any inconsistencies are found, they should be addressed to maintain coherence in the codebase.

✅ Verification successful

Variable renaming verified successfully

The renaming from fo_normals to fo_normal has been consistently applied across all GLSL files. No instances of fo_normals remain in the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for consistency in normal naming across shaders and C++ files

# Search for 'fo_normal' in GLSL files
echo "Checking GLSL files for 'fo_normal':"
rg --type glsl 'fo_normal'

# Search for any remaining instances of 'fo_normals' in GLSL files
echo "Checking GLSL files for any remaining 'fo_normals':"
rg --type glsl 'fo_normals'

# Search for 'fo_normal' in C++ files
echo "Checking C++ files for 'fo_normal':"
rg --type cpp 'fo_normal'

# Search for any remaining instances of 'fo_normals' in C++ files
echo "Checking C++ files for any remaining 'fo_normals':"
rg --type cpp 'fo_normals'

Length of output: 577


Script:

#!/bin/bash
# Description: Check for consistency in normal naming across shaders and C++ files

# Search for 'fo_normal' in GLSL files
echo "Checking GLSL files for 'fo_normal':"
rg --glob '*.glsl' 'fo_normal'

# Search for any remaining instances of 'fo_normals' in GLSL files
echo "Checking GLSL files for any remaining 'fo_normals':"
rg --glob '*.glsl' 'fo_normals'

# Search for 'fo_normal' in C++ files
echo "Checking C++ files for 'fo_normal':"
rg --glob '*.cpp' 'fo_normal'

# Search for any remaining instances of 'fo_normals' in C++ files
echo "Checking C++ files for any remaining 'fo_normals':"
rg --glob '*.cpp' 'fo_normals'

Length of output: 6328

src/foundations/scenes/shapes/circle/circle_vertex.glsl (1)

13-13: Verify consistency of normal handling across the rendering pipeline

The change from fo_normals to fo_normal (and f_normals to f_normal) suggests a shift from handling multiple normals to a single normal per vertex. This modification aligns with the AI-generated summary, which indicates a broader refactoring effort across the codebase.

While this change appears straightforward, it's crucial to ensure consistency throughout the entire rendering pipeline.

To verify the consistency of this change, please run the following script:

This script will help identify any remaining instances of the plural form 'normals' in shader files and related C++ code, ensuring that the refactoring has been applied consistently across the codebase.

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

14-14: Approve change, but verify consistency and impact.

The renaming from fo_normals to fo_normal improves consistency with the singular form of f_normal. This change is approved, but please consider the following points:

  1. Verify that this singular form usage is consistent across the entire codebase to prevent potential bugs.
  2. Check if f_normal (input variable) should also be renamed to maintain full consistency in naming convention.
  3. Review any dependent shaders or processes that might be affected by this change, especially fragment shaders that may expect the normal data in a specific format.

To ensure consistency across the codebase, please run the following script:

This script will help identify any inconsistencies in normal-related variable naming across your GLSL files.

✅ Verification successful

Change is consistent and approved.

The renaming from fo_normals to fo_normal has been consistently applied across the codebase. No plural forms of 'normal' were found, and the usage of f_normal and fo_normal remains consistent in all relevant shader files.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining plural forms of 'normal' in GLSL files
# and verify the usage of 'f_normal' and 'fo_normal'

# Search for plural forms of 'normal' in GLSL files
echo "Searching for plural forms of 'normal':"
rg --type glsl 'normals' -g '!bc_vertex.glsl'

# Check usage of 'f_normal' and 'fo_normal' in GLSL files
echo "\nChecking usage of 'f_normal' and 'fo_normal':"
rg --type glsl '(f_normal|fo_normal)'

Length of output: 355


Script:

#!/bin/bash
# Description: Check for any remaining plural forms of 'normal' in GLSL files
# and verify the usage of 'f_normal' and 'fo_normal'
#
# Note: 'rg' does not recognize 'glsl' as a file type, so file extensions are specified manually.

# Define GLSL file extensions
GLSL_EXTENSIONS="*.glsl *.vert *.frag"

# Search for plural forms of 'normal' in GLSL files excluding 'bc_vertex.glsl'
echo "Searching for plural forms of 'normal':"
rg 'normals' -g '*.{glsl,vert,frag}' -g '!bc_vertex.glsl'

# Check usage of 'f_normal' and 'fo_normal' in GLSL files
echo -e "\nChecking usage of 'f_normal' and 'fo_normal':"
rg '(f_normal|fo_normal)' -g '*.{glsl,vert,frag}'

Length of output: 6730

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

14-14: Verify consistency of normal handling across shaders

The change from fo_normals to fo_normal is consistent with the PR objective of standardizing naming conventions. This shift from plural to singular suggests a change in how normals are being handled in the rendering pipeline.

While the change itself is straightforward, it's important to ensure that this modification is consistently applied across all related shaders and rendering code to prevent any potential issues.

To verify the consistency of this change, please run the following script:

This script will help identify any inconsistencies in the naming convention across shader files and potential mismatches between vertex and fragment shaders.

✅ Verification successful

Correct the search commands to properly target GLSL files

The previous script failed because rg does not recognize --type glsl. To accurately search GLSL files, we should use the --glob "*.glsl" option instead. Below is the corrected script to verify the consistency of normal handling across shader files.


Normal handling is consistent across all shader files

The renaming from fo_normals to fo_normal has been successfully applied across all shader files. No instances of fo_normals remain, and fo_normal is used consistently without any mismatches between vertex and fragment shaders.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for consistency in normal variable naming across shader files

# Search for any remaining instances of 'fo_normals' in shader files
echo "Checking for remaining 'fo_normals' instances:"
rg --type glsl 'fo_normals'

# Search for new 'fo_normal' usage in other shader files
echo "Checking for 'fo_normal' usage in other files:"
rg --type glsl 'fo_normal'

# Look for potential mismatches between vertex and fragment shaders
echo "Checking for potential mismatches between vertex and fragment shaders:"
for vertex_shader in $(fd --type f --extension glsl | grep 'vertex'); do
    fragment_shader=${vertex_shader/vertex/fragment}
    if [[ -f $fragment_shader ]]; then
        echo "Comparing $vertex_shader and $fragment_shader:"
        diff <(rg 'fo_normal' $vertex_shader) <(rg 'fo_normal' $fragment_shader) || echo "Potential mismatch found"
    fi
done

Length of output: 9714


Script:

#!/bin/bash
# Description: Corrected script to check for consistency in normal variable naming across shader files

# Search for any remaining instances of 'fo_normals' in shader files
echo "Checking for remaining 'fo_normals' instances:"
rg --glob "*.glsl" 'fo_normals'

# Search for new 'fo_normal' usage in other shader files
echo "Checking for 'fo_normal' usage in other files:"
rg --glob "*.glsl" 'fo_normal'

# Look for potential mismatches between vertex and fragment shaders
echo "Checking for potential mismatches between vertex and fragment shaders:"
for vertex_shader in $(fd --extension glsl | grep 'vertex'); do
    fragment_shader=${vertex_shader/vertex/fragment}
    if [[ -f $fragment_shader ]]; then
        echo "Comparing $vertex_shader and $fragment_shader:"
        diff <(rg 'fo_normal' "$vertex_shader") <(rg 'fo_normal' "$fragment_shader") || echo "Potential mismatch found"
    fi
done

Length of output: 15079

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

15-15: New input variable fo_tangent added

The addition of fo_tangent as a vec4 input suggests preparation for more advanced lighting calculations, possibly normal mapping. This is a good enhancement for surface detail rendering.

To ensure this new input is properly utilized, please run the following script:

#!/bin/bash
# Search for usage of 'fo_tangent' in GLSL files
rg --type glsl 'fo_tangent'

If the script doesn't return any results outside this file, it might indicate that the tangent data is not yet being used in the shader calculations. In that case, consider adding a TODO comment to remind about implementing the tangent-based calculations.


12-12: Approve renaming of fo_normals to fo_normal

The change from fo_normals to fo_normal is a good improvement in naming convention. Using the singular form for a single normal vector is more accurate and consistent.

To ensure this change is consistent across the codebase, please run the following script:

If the script returns any results, those occurrences should be updated to fo_normal for consistency.

✅ Verification successful

Please update any remaining instances of fo_normals in GLSL files.

To ensure consistency across the codebase, run the following script:


Renaming of fo_normals to fo_normal verified successfully. No remaining instances found.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for any remaining instances of 'fo_normals' in GLSL files
rg --type glsl 'fo_normals'

Length of output: 146


Script:

# Search for any remaining instances of 'fo_normals' in GLSL-related files
rg 'fo_normals' -g '*.glsl' -g '*.vert' -g '*.frag' -g '*.geom' -g '*.tesc' -g '*.tese'

Length of output: 87

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

16-16: New output fo_tangent added

The addition of fo_tangent as a vec4 output suggests the implementation of tangent space calculations, possibly for normal mapping or other advanced shading techniques. This is a good enhancement for more complex lighting models.

To ensure proper implementation, please run the following script:

#!/bin/bash
# Description: Verify the usage of 'fo_tangent' in vertex and fragment shaders

echo "Checking 'fo_tangent' usage in vertex shaders:"
rg --type glsl 'fo_tangent.*=.*' src/foundations/shaders/*vert*.glsl

echo "Checking 'fo_tangent' usage in fragment shaders:"
rg --type glsl 'fo_tangent' src/foundations/shaders/*frag*.glsl

Make sure that fo_tangent is properly calculated in the vertex shader and used in the fragment shader for the intended shading calculations.


13-13: Approve renaming of fo_normals to fo_normal

The change from fo_normals to fo_normal improves code clarity by using the singular form for a single normal vector. This is a good practice and makes the intent clearer.

To ensure consistency across shaders, please run the following script:

✅ Verification successful

Renaming of fo_normals to fo_normal verified successfully across all shader files.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files
# and verify that 'fo_normal' is used consistently.

echo "Checking for remaining 'fo_normals' instances:"
rg --type glsl 'fo_normals'

echo "Verifying 'fo_normal' usage:"
rg --type glsl 'fo_normal'

Length of output: 1686


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in .glsl shader files
# and verify that 'fo_normal' is used consistently.

echo "Checking for remaining 'fo_normals' instances in .glsl files:"
rg 'fo_normals' --glob '*.glsl'

echo "Verifying 'fo_normal' usage in .glsl files:"
rg 'fo_normal' --glob '*.glsl'

Length of output: 6097

src/foundations/scenery/grid/grid_vertex.glsl (1)

13-13: Approve the variable renaming with a verification step.

The change from fo_normals to fo_normal is appropriate and consistent with the singular naming convention used for the input normal f_normal. This improves code clarity and maintains consistency.

To ensure this change doesn't introduce inconsistencies, please run the following verification script:

This script will help identify any places where fo_normals might still be used, ensuring consistency across the codebase.

✅ Verification successful

Variable renaming verified successfully.

The change from fo_normals to fo_normal has been applied consistently across the codebase with no remaining references to fo_normals. This enhances code clarity and maintains naming consistency.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files and C++ code

# Search in shader files
echo "Searching in shader files:"
rg --type glsl 'fo_normals' src/

# Search in C++ files
echo "Searching in C++ files:"
rg --type cpp 'fo_normals' src/

# If any results are found, they should be reviewed and updated accordingly

Length of output: 213


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files and C++ code

# Define shader file extensions
SHADER_EXTENSIONS=("glsl" "vert" "frag" "geom" "comp")

# Search in shader files
echo "Searching in shader files:"
for ext in "${SHADER_EXTENSIONS[@]}"; do
  fd --extension "$ext" src/ -x rg 'fo_normals' -- "$PWD" || echo "No matches found in .$ext files."
done

# Search in C++ files
echo "Searching in C++ files:"
rg 'fo_normals' --type cpp src/ || echo "No matches found in C++ files."

# If any results are found, they should be reviewed and updated accordingly

Length of output: 2789


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files and C++ code

# Define shader file extensions
SHADER_EXTENSIONS=("glsl" "vert" "frag" "geom" "comp")

# Search in shader files
echo "Searching in shader files:"
for ext in "${SHADER_EXTENSIONS[@]}"; do
  fd --extension "$ext" src/ -x rg 'fo_normals' "$src/" || echo "No matches found in .$ext files."
done

# Search in C++ files
echo "Searching in C++ files:"
rg 'fo_normals' --type cpp src/ || echo "No matches found in C++ files."

# If any results are found, they should be reviewed and updated accordingly

Length of output: 2689


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files and C++ code

echo "Searching for 'fo_normals' in shader files:"
rg 'fo_normals' -g '*.glsl' -g '*.vert' -g '*.frag' -g '*.geom' -g '*.comp' src/ || echo "No matches found in shader files."

echo "Searching for 'fo_normals' in C++ files:"
rg 'fo_normals' --type cpp src/ || echo "No matches found in C++ files."

Length of output: 460

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

14-14: LGTM! Verify related shaders for consistency.

The change from fo_normals to fo_normal looks good. It more accurately represents the output of a single normal vector per vertex, which aligns with standard practices in shader programming.

To ensure consistency across the shader pipeline, please verify that any fragment shaders or other stages that consume this output have been updated accordingly. Run the following script to check for any remaining instances of fo_normals in other shader files:

If the script returns any results, those files may need to be updated to use fo_normal instead of fo_normals.

✅ Verification successful

Verified! No remaining instances of fo_normals found in shader files.

The renaming from fo_normals to fo_normal has been successfully applied across all shader files.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files

# Test: Search for 'fo_normals' in all .glsl files
rg --type glsl 'fo_normals' src/

Length of output: 61


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files

# Test: Search for 'fo_normals' in all .glsl files
rg --glob '*.glsl' 'fo_normals' src/

Length of output: 36

src/foundations/scenes/cgpoc/chapter6/textured_torus/torus_frag.glsl (1)

13-13: Verify the impact of renaming fo_normals to fo_normal.

The change from fo_normals to fo_normal appears to be part of a larger effort to standardize naming conventions, which is a good practice. However, we need to ensure that this change doesn't introduce any unintended side effects.

Please run the following checks to ensure the change is consistent and correct:

If these checks pass, the change is likely correct and consistent. If any issues are found, please address them to ensure the shader continues to function as expected.

✅ Verification successful

The renaming of fo_normals to fo_normal has been successfully verified and is consistent across the shader files.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if fo_normal is correctly defined in the vertex shader
echo "Checking vertex shader for fo_normal definition:"
rg --type glsl "out\s+vec3\s+fo_normal" src/foundations/scenes/cgpoc/chapter6/textured_torus/

# Check if there are any remaining instances of fo_normals
echo "Checking for any remaining instances of fo_normals:"
rg --type glsl "fo_normals" src/foundations/scenes/cgpoc/chapter6/textured_torus/

# Check if the change is consistent across all relevant shader files
echo "Checking for consistency of fo_normal usage:"
rg --type glsl "fo_normal" src/foundations/scenes/cgpoc/chapter6/textured_torus/

Length of output: 664


Script:

#!/bin/bash
# Find all .glsl files and check if fo_normal is correctly defined in the vertex shader
echo "Checking vertex shader for fo_normal definition:"
fd --extension glsl src/foundations/scenes/cgpoc/chapter6/textured_torus/ | xargs rg "out\s+vec3\s+fo_normal"

# Find all .glsl files and check for any remaining instances of fo_normals
echo "Checking for any remaining instances of fo_normals:"
fd --extension glsl src/foundations/scenes/cgpoc/chapter6/textured_torus/ | xargs rg "fo_normals"

# Find all .glsl files and check for consistency of fo_normal usage
echo "Checking for consistency of fo_normal usage:"
fd --extension glsl src/foundations/scenes/cgpoc/chapter6/textured_torus/ | xargs rg "fo_normal"

Length of output: 8038


Script:

#!/bin/bash
# Find all .glsl files and check if fo_normal is correctly defined in the vertex shader
echo "Checking vertex shader for fo_normal definition:"
fd . --extension glsl src/foundations/scenes/cgpoc/chapter6/textured_torus/ | xargs rg "out\s+vec3\s+fo_normal"

# Find all .glsl files and check for any remaining instances of fo_normals
echo "Checking for any remaining instances of fo_normals:"
fd . --extension glsl src/foundations/scenes/cgpoc/chapter6/textured_torus/ | xargs rg "fo_normals"

# Find all .glsl files and check for consistency of fo_normal usage
echo "Checking for consistency of fo_normal usage:"
fd . --extension glsl src/foundations/scenes/cgpoc/chapter6/textured_torus/ | xargs rg "fo_normal"

Length of output: 859

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

13-13: LGTM! Verify consistency across shaders and C++ code.

The change from fo_normals to fo_normal is correct and aligns with the standardization of naming conventions. The calculation of the normal vector remains accurate.

To ensure consistency, please run the following script to check for any remaining instances of fo_normals in shader files and C++ code:

If any occurrences are found, they should be updated to fo_normal for consistency.

src/foundations/scenes/math/frustum_planes/sphere_vertex.glsl (1)

14-14: Approved: Improved variable naming for clarity

The change from fo_normals to fo_normal is a good improvement. It standardizes the naming convention by using the singular form for a single normal vector, which enhances code clarity and consistency. The calculation logic remains correct, still properly transforming the normal using the inverse transpose of the 3x3 portion of the transformation matrix.

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

15-15: Approve renaming of fo_normals to fo_normal

The change from fo_normals to fo_normal is consistent with best practices in GLSL naming conventions, as it more accurately represents a single normal vector. This change likely aligns with a broader effort to standardize variable naming across the codebase.

To ensure this change doesn't break the rendering pipeline, please verify that all shader programs and C++ code interfacing with this vertex shader have been updated to use fo_normal instead of fo_normals. Run the following script to check for any remaining instances of fo_normals:

If the script returns any results, those locations may need to be updated to match this change.

✅ Verification successful

Verified renaming of fo_normals to fo_normal

All instances of fo_normals have been successfully renamed or removed from shader and C++ files. The change does not impact the rendering pipeline and aligns with standardized naming conventions.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files and C++ code

# Search in shader files
echo "Searching in shader files:"
rg --type glsl 'fo_normals'

# Search in C++ files
echo "Searching in C++ files:"
rg --type cpp 'fo_normals'

Length of output: 203


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files and C++ code

# Define glsl type if not already defined
rg --type-add glsl:*.glsl,*.vert,*.frag

# Search in shader files
echo "Searching in shader files:"
rg --type glsl 'fo_normals'

# Search in C++ files
echo "Searching in C++ files:"
rg --type cpp 'fo_normals'

Length of output: 644


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files and C++ code

# Search in shader files with specific extensions
echo "Searching in shader files:"
rg 'fo_normals' --glob '*.glsl' --glob '*.vert' --glob '*.frag'

# Search in C++ files
echo "Searching in C++ files:"
rg 'fo_normals' --type cpp

Length of output: 210

src/foundations/scenes/cgpoc/chapter8/shadows/sphere_vertex.glsl (1)

15-15: Approve the change from fo_normals to fo_normal

The renaming from fo_normals to fo_normal aligns with the PR objective of standardizing naming conventions. This change implies a shift from potentially handling multiple normals to a single normal output.

Ensure that any fragment shaders or subsequent rendering steps that previously used fo_normals have been updated accordingly to use fo_normal. This change maintains the correct normal transformation using the transpose of the inverse of the transformation matrix.

To verify the consistency of this change across the codebase, run the following script:

✅ Verification successful

Variable renaming from fo_normals to fo_normal verified

All instances of fo_normals have been successfully renamed to fo_normal across the codebase. The usage of fo_normal is consistent in all relevant .glsl files.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' and new usages of 'fo_normal'

echo "Checking for remaining instances of 'fo_normals':"
rg --type glsl 'fo_normals'

echo "Checking for new usages of 'fo_normal':"
rg --type glsl 'fo_normal'

Length of output: 322


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' and new usages of 'fo_normal' in .glsl files

echo "Checking for remaining instances of 'fo_normals' in .glsl files:"
rg 'fo_normals' -g '*.glsl'

echo "Checking for new usages of 'fo_normal' in .glsl files:"
rg 'fo_normal' -g '*.glsl'

Length of output: 6117

src/foundations/scenes/graphics/polygon_offset/po_vertex.glsl (1)

13-13: LGTM! Consistent naming improves code clarity.

The change from fo_normals to fo_normal is a good improvement in naming convention. It correctly represents that we're dealing with a single normal vector per vertex, which is the standard in vertex shaders.

To ensure consistency across the codebase, please run the following script:

This script will help identify any inconsistencies in the naming across shader files and related C++ code.

src/foundations/scenery/pointer/pointer_vertex.glsl (1)

15-15: Approved: Consistent naming convention for normal vector

The change from fo_normals to fo_normal is appropriate and aligns with the PR objective. This renaming improves consistency in the codebase and more accurately represents that we're dealing with a single normal vector per vertex.

The calculation itself remains correct, using the inverse transpose of the pointer transformation matrix to properly transform the normal vector, which is crucial when non-uniform scaling might be involved. The use of normalize ensures the normal vector maintains unit length.

This change enhances code readability without altering the shader's functionality.

src/foundations/scenes/cgpoc/chapter10/surface_detail/sphere_vertex.glsl (7)

2-2: LGTM: Uniform declaration is correct and follows naming conventions.

The f_sphere_matrix uniform is properly declared as a 4x4 matrix and follows the naming convention with the 'f_' prefix. This matrix will likely be used for sphere-specific transformations.


4-16: LGTM: Main function structure is correct for a GLSL vertex shader.

The main function is properly declared with no parameters and a void return type, which is the standard for GLSL vertex shaders. The function body is correctly enclosed in curly braces.


1-16: Overall implementation is correct. Verify external declarations.

The vertex shader implementation for sphere surface detail is well-structured and correctly handles vertex transformation, normal calculation, and output assignments. The shader makes good use of matrix transformations and follows GLSL best practices.

However, several variables used in the shader are not declared within this file:

  • f_t_column0, f_t_column1, f_t_column2, f_t_column3
  • f_mvp
  • f_normal
  • f_i_color
  • f_frag_color

This is common in GLSL, as these are likely declared in a separate interface block or as individual attributes/uniforms. Please ensure that all these variables are properly declared and that their types match the usage in this shader.

To ensure the correctness of the entire shader program, please verify that all required variables are properly declared in the appropriate locations, such as in a separate interface block or as individual attributes/uniforms.


12-12: LGTM: Vertex position calculation is correct. Verify f_mvp matrix declaration.

The vertex position calculation is correctly implemented, applying the transformations in the right order: MVP matrix, sphere matrix, and then local transform. The input position is properly extended to a vec4 with w=1.0 for correct transformation.

Please ensure that the f_mvp matrix is properly declared as a uniform in the appropriate location. Run the following script to verify its declaration:

#!/bin/bash
# Description: Verify the declaration of f_mvp matrix

# Test: Search for declaration of f_mvp
# Expect: To find a uniform declaration for this matrix
rg --type glsl -e 'uniform\s+mat4\s+f_mvp'

15-15: LGTM: Normal calculation is correct. Verify f_normal attribute declaration.

The normal vector calculation is correctly implemented, using the inverse transpose of the transformation matrix and normalizing the result. This approach ensures that the normal is properly transformed, which is crucial for accurate lighting calculations.

Please ensure that the f_normal attribute is properly declared in the appropriate location. Run the following script to verify its declaration:

#!/bin/bash
# Description: Verify the declaration of f_normal attribute

# Test: Search for declaration of f_normal
# Expect: To find an attribute declaration for this vector
rg --type glsl -e 'attribute\s+vec3\s+f_normal'

13-14: LGTM: Output assignments are correct. Verify f_frag_color and f_i_color declarations.

The output assignments are correctly implemented:

  1. gl_Position is properly set to the transformed vertex position.
  2. f_frag_color is assigned the value of f_i_color.

Please ensure that f_frag_color is properly declared as an output variable and f_i_color is declared as an input attribute or uniform. Run the following script to verify their declarations:

#!/bin/bash
# Description: Verify the declarations of f_frag_color and f_i_color

# Test 1: Search for declaration of f_frag_color
# Expect: To find an out variable declaration
rg --type glsl -e 'out\s+vec[34]\s+f_frag_color'

# Test 2: Search for declaration of f_i_color
# Expect: To find an attribute or uniform declaration
rg --type glsl -e '(attribute|uniform)\s+vec[34]\s+f_i_color'

6-11: LGTM: Transformation matrix construction is correct. Verify column vector declarations.

The 4x4 transformation matrix f_transform is correctly constructed using four column vectors. However, these column vectors (f_t_column0, f_t_column1, f_t_column2, f_t_column3) are not declared in this file.

Please ensure that these column vectors are properly declared as input attributes or uniforms in the appropriate location. Run the following script to verify their declarations:

src/foundations/scenes/math/frustum_planes/voxel_vertex.glsl (1)

16-16: Approve the change with a note on potential impacts

The renaming of fo_normals to fo_normal is a good change that improves consistency by using the singular form for a single normal vector. The calculation logic remains correct, using the inverse transpose of the cube transformation matrix to transform the normal, which is the proper approach.

However, it's important to ensure that this change is reflected in any fragment shaders or other parts of the rendering pipeline that may be expecting the output variable name fo_normals.

To verify the impact of this change, please run the following script:

This script will help identify any places where the old variable name might still be in use and confirm that the new name is used consistently across shader files.

✅ Verification successful

Change Verified: 'fo_normals' successfully renamed to 'fo_normal'

The renaming of fo_normals to fo_normal has been successfully verified across all shader files. No references to fo_normals are found, and fo_normal is used consistently throughout the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any references to the old variable name 'fo_normals' in other shader files

# Search for 'fo_normals' in all .glsl files
echo "Searching for references to 'fo_normals' in shader files:"
rg --type glsl 'fo_normals' 

# Search for 'fo_normal' in all .glsl files to ensure the new name is used consistently
echo "Verifying consistent use of 'fo_normal' in shader files:"
rg --type glsl 'fo_normal'

Length of output: 372


Script:

#!/bin/bash
# Description: Check for any references to the old variable name 'fo_normals' and the new variable name 'fo_normal' in shader files with common shader extensions.

echo "Searching for references to 'fo_normals' in shader files:"
rg 'fo_normals' --glob '*.glsl' --glob '*.vert' --glob '*.frag' --glob '*.shader'

echo "Verifying consistent use of 'fo_normal' in shader files:"
rg 'fo_normal' --glob '*.glsl' --glob '*.vert' --glob '*.frag' --glob '*.shader'

Length of output: 6215

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

16-16: Approve renaming of fo_normals to fo_normal.

The change from fo_normals to fo_normal is a good improvement in naming convention, as it more accurately represents that we're dealing with a single normal per vertex. The calculation remains correct, using the inverse transpose of the cube transformation matrix to properly transform the normal.

To ensure consistency across the codebase, please run the following script:

This will help identify any places where the renaming might have been missed or where further updates might be needed.

✅ Verification successful

Renaming of fo_normals to fo_normal has been successfully verified and is consistent across the codebase.

All instances of fo_normals have been correctly renamed to fo_normal, and no remnants of fo_normals were found in GLSL-related files. This change enhances clarity and maintains consistency in naming conventions throughout the shaders.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in GLSL files and verify 'fo_normal' usage

# Search for any remaining 'fo_normals' in GLSL files
echo "Checking for any remaining 'fo_normals' in GLSL files:"
rg --type glsl 'fo_normals'

# Verify 'fo_normal' usage in GLSL files
echo "Verifying 'fo_normal' usage in GLSL files:"
rg --type glsl 'fo_normal'

Length of output: 338


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in GLSL-related files and verify 'fo_normal' usage

# Define GLSL file extensions
extensions=("*.glsl" "*.vert" "*.frag")

# Search for any remaining 'fo_normals' in GLSL-related files
echo "Checking for any remaining 'fo_normals' in GLSL-related files:"
for ext in "${extensions[@]}"; do
    rg "$ext" 'fo_normals'
done

# Verify 'fo_normal' usage in GLSL-related files
echo "Verifying 'fo_normal' usage in GLSL-related files:"
for ext in "${extensions[@]}"; do
    rg "$ext" 'fo_normal'
done

Length of output: 1130


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' and verify 'fo_normal' usage in GLSL-related files

# Search for any remaining 'fo_normals' in GLSL-related files
echo "Checking for any remaining 'fo_normals' in GLSL-related files:"
rg 'fo_normals' --glob '*.glsl' --glob '*.vert' --glob '*.frag'

# Verify 'fo_normal' usage in GLSL-related files
echo "Verifying 'fo_normal' usage in GLSL-related files:"
rg 'fo_normal' --glob '*.glsl' --glob '*.vert' --glob '*.frag'

Length of output: 6177

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

16-16: Verify consistency of fo_normal usage across shaders

The renaming from fo_normals to fo_normal is noted. This change aligns with best practices by using a singular name for a single normal vector. However, ensure that this change is consistently applied across all related shaders and any C++ code that interfaces with these shaders.

To verify the consistency of this change, please run the following script:

This will help ensure that the renaming has been applied consistently across all relevant files.

✅ Verification successful

Renaming of fo_normals to fo_normal is consistent

The renaming has been successfully applied across all GLSL shader files, and no references to fo_normals remain in the codebase. This ensures consistency and maintains the integrity of the rendering pipeline.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' and new usages of 'fo_normal'

echo "Checking for remaining 'fo_normals' instances:"
rg --type glsl 'fo_normals'

echo "Checking new 'fo_normal' usages:"
rg --type glsl 'fo_normal'

echo "Checking C++ code for shader variable references:"
rg --type cpp 'fo_normal|fo_normals'

Length of output: 450


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' and new usages of 'fo_normal'

echo "Checking for remaining 'fo_normals' instances in .glsl files:"
rg 'fo_normals' -g '*.glsl'

echo "Checking new 'fo_normal' usages in .glsl files:"
rg 'fo_normal' -g '*.glsl'

echo "Checking C++ code for shader variable references:"
rg 'fo_normal|fo_normals' --type cpp

Length of output: 6245

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

9-9: LGTM! Verify the intentional skip of chapter9.

The addition of the chapter10 import is consistent with the existing pattern and maintains the sequential order of chapter imports. This change aligns with the PR objective of adding "chapter 10 surface details".

However, I noticed that chapter9 is missing from the sequence. Could you please confirm if this is intentional? If chapter9 should be included, consider adding it before chapter10 to maintain the sequential order.

To verify the existence of chapter9, you can run the following script:

This script will help determine if chapter9 exists in the project structure, which can guide the decision on whether it should be imported in this file.

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

16-16: LGTM! Verify fragment shader consistency.

The change from fo_normals to fo_normal is consistent with the PR objectives and improves clarity by indicating we're dealing with a single normal per vertex. The calculation remains correct, using the inverse transpose of the model matrix for proper normal transformation.

To ensure consistency, please verify that the corresponding fragment shader has been updated to use fo_normal instead of fo_normals. Run the following script to check:

If the old variable name is found or the new one is missing in any fragment shaders, please update them accordingly.

✅ Verification successful

Action Required: Reattempt Verification of Fragment Shader Consistency

The previous script failed to recognize the glsl file type. Please run the updated script below to verify that the fragment shaders have been updated to use fo_normal instead of fo_normals.


Action Required: Locate Fragment Shader Files for Verification

Please run the following script to identify all fragment shader files in the repository. This will help determine the correct files to verify the variable name changes.


Action Required: Verify Variable Name Consistency in Fragment Shaders

Please run the following script to check that all fragment shaders use fo_normal instead of fo_normals:

If any instances of fo_normals are found, please update them to fo_normal to maintain consistency across the shader files.


Action Required: Verify Variable Name Consistency in Fragment Shaders (Retry)

Please run the following script to ensure that all fragment shaders use fo_normal instead of fo_normals:

If any instances of fo_normals are found in the fragment shaders, please update them to fo_normal to maintain consistency across all shader files.


Verification Complete!

All fragment shaders consistently use fo_normal, and no instances of fo_normals were found. The variable renaming has been successfully applied across the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the fragment shader uses the updated normal variable name.

# Test: Search for both old and new variable names in fragment shaders.
echo "Checking for old variable name (fo_normals):"
rg --type glsl 'fo_normals' src/foundations/shaders/*frag.glsl

echo "Checking for new variable name (fo_normal):"
rg --type glsl 'fo_normal' src/foundations/shaders/*frag.glsl

Length of output: 390


Script:

#!/bin/bash
# Description: Verify that the fragment shader uses the updated normal variable name.

# Test: Search for both old and new variable names in fragment shaders.

echo "Checking for old variable name (fo_normals):"
rg 'fo_normals' src/foundations/shaders/*.frag.glsl

echo "Checking for new variable name (fo_normal):"
rg 'fo_normal' src/foundations/shaders/*.frag.glsl

Length of output: 454


Script:

#!/bin/bash
# Description: Locate all fragment shader files in the repository.

echo "Searching for fragment shader files..."

# Using fd to find files containing 'frag' in their names with .glsl extension
fd 'frag' src/foundations/shaders/ --type f --extension glsl

# Alternatively, list common fragment shader extensions
fd -e frag -e frag.glsl src/foundations/shaders/ --type f

Length of output: 1254


Script:

#!/bin/bash
# Description: Verify that fragment shaders use the updated normal variable name `fo_normal` instead of `fo_normals`.

echo "Checking for old variable name (fo_normals) in fragment shaders:"
grep -H 'fo_normals' src/foundations/shaders/*.frag.glsl

echo ""
echo "Checking for new variable name (fo_normal) in fragment shaders:"
grep -H 'fo_normal' src/foundations/shaders/*.frag.glsl

Length of output: 541


Script:

#!/bin/bash
# Description: Verify that fragment shaders use the updated normal variable name `fo_normal` instead of `fo_normals`.

echo "Checking for old variable name (fo_normals) in fragment shaders:"
grep -H 'fo_normals' src/foundations/shaders/frag_*.glsl

echo ""
echo "Checking for new variable name (fo_normal) in fragment shaders:"
grep -H 'fo_normal' src/foundations/shaders/frag_*.glsl

# Interpretation:
# - If any lines are returned under "fo_normals", those occurrences need to be updated to "fo_normal".
# - Ensure that all fragment shaders consistently use "fo_normal".

Length of output: 1876

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

16-16: Verify consistency of normal handling across shaders

The change from fo_normals to fo_normal indicates a shift from potentially handling multiple normals to a single normal output. While this change is correctly implemented here, it's crucial to ensure consistency across the entire rendering pipeline.

To verify the consistency of this change, please run the following script:

This will help identify any shaders that might need updating to maintain consistency with this change.

✅ Verification successful

Consistency of normal handling across shaders verified

All instances of fo_normals have been successfully renamed to fo_normal across the shader files, ensuring consistency throughout the rendering pipeline.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in shader files
# and verify that 'fo_normal' is used consistently in related shaders.

echo "Checking for remaining 'fo_normals' instances:"
rg --type glsl 'fo_normals'

echo "Verifying 'fo_normal' usage in related shaders:"
rg --type glsl 'fo_normal'

Length of output: 332


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in GLSL shader files
# and verify that 'fo_normal' is used consistently in related shaders.

echo "Checking for remaining 'fo_normals' instances:"
rg 'fo_normals' --glob '*.glsl'

echo "Verifying 'fo_normal' usage in related shaders:"
rg 'fo_normal' --glob '*.glsl'

Length of output: 6075

src/foundations/scenes/cgpoc/chapter7/dolphin/blinn_phong_vert.glsl (1)

17-17: Approve the renaming of fo_normals to fo_normal.

The change from fo_normals to fo_normal is consistent with the broader renaming effort mentioned in the PR summary. This standardization improves code consistency and readability.

To ensure this change is applied consistently across the codebase, please run the following verification script:

This script will help identify any inconsistencies in the renaming process across GLSL files.

✅ Verification successful

Renaming of fo_normals to fo_normal Verified Successfully.

All instances of fo_normals have been successfully renamed to fo_normal across GLSL-related files. The usage of fo_normal is consistent throughout the codebase, ensuring improved code consistency and readability.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in GLSL files
# and verify that 'fo_normal' is used consistently in related shaders.

echo "Checking for any remaining 'fo_normals' in GLSL files:"
rg --type glsl 'fo_normals'

echo "Verifying usage of 'fo_normal' in related shaders:"
rg --type glsl 'fo_normal'

Length of output: 354


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in GLSL-related files
# and verify that 'fo_normal' is used consistently in related shaders.

echo "Checking for any remaining 'fo_normals' in GLSL-related files:"
rg 'fo_normals' --glob '*.glsl' --glob '*.vert' --glob '*.frag'

echo "Verifying usage of 'fo_normal' in GLSL-related files:"
rg 'fo_normal' --glob '*.glsl' --glob '*.vert' --glob '*.frag'

Length of output: 6183

src/foundations/scenes/cgpoc/chapter6/textured_torus/torus_vert.glsl (2)

Line range hint 1-7: LGTM: New cubemap transformation matrix added

The new f_cubemap_xup matrix is a good addition for handling cubemap coordinate transformations. This 4x4 matrix represents a rotation that aligns the cubemap coordinates with the shader's coordinate system, which is crucial for correct normal and vertex transformations when working with cubemaps.


20-20: LGTM: Correct normal transformation and renaming

The renaming of fo_normals to fo_normal is a good change, as it more accurately represents that we're dealing with a single normal vector per vertex. The transformation and normalization of the normal vector are correctly implemented:

  1. The normal is transformed by f_norm_matrix, which is the inverse transpose of the model matrix. This is the correct way to transform normals.
  2. The normalize function is applied to ensure the normal remains a unit vector after transformation.

These steps ensure that the normal vector is correctly transformed and prepared for subsequent lighting calculations in the fragment shader.

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

19-19: Approve renaming of output variable with a suggestion.

The change from fo_normals to fo_normal improves naming consistency and aligns with common GLSL conventions. The calculation remains correct, preserving the normalization and transformation by the normal matrix.

To ensure consistency across the shader program, please verify that the corresponding fragment shader has been updated to use fo_normal instead of fo_normals. Run the following script to check:

This script will help identify if the fragment shader is using the correct variable name, ensuring consistency across the shader program.

✅ Verification successful

Renaming of fo_normals to fo_normal verified successfully.

The updated variable name fo_normal is consistently used across all corresponding fragment shaders, ensuring consistency throughout the shader program.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check if the corresponding fragment shader uses the updated variable name

# Find the corresponding fragment shader
fragment_shader=$(fd -e frag -e glsl --full-path blinn_phong)

if [ -n "$fragment_shader" ]; then
    echo "Checking fragment shader: $fragment_shader"
    # Check for both old and new variable names
    rg 'fo_normals?' "$fragment_shader"
else
    echo "Corresponding fragment shader not found."
fi

Length of output: 4792


Script:

#!/bin/bash
# Description: Verify that all corresponding fragment shaders use the updated variable name `fo_normal` instead of `fo_normals`

# Find all fragment shader files related to blinn_phong
fragment_shaders=$(fd -e frag -e glsl --full-path blinn_phong)

if [ -n "$fragment_shaders" ]; then
    echo "Checking fragment shaders for updated variable name:"
    echo "$fragment_shaders"
    # Iterate over each fragment shader and search for both old and new variable names
    while IFS= read -r shader; do
        if [ -f "$shader" ]; then
            echo "Searching in: $shader"
            rg 'fo_normal|fo_normals' "$shader"
        else
            echo "File not found: $shader"
        fi
    done <<< "$fragment_shaders"
else
    echo "No corresponding fragment shaders found."
fi

Length of output: 8012

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

29-29: Approved: Consistent naming convention for normal vector.

The change from fo_normals to fo_normal improves consistency by using the singular form, which is more appropriate for a single normal vector. This aligns well with common GLSL naming conventions.


Line range hint 1-29: Verify: New output variable f_cubemap_f_tc

The AI summary mentions a new output variable out vec3 f_cubemap_f_tc;, but this declaration is not visible in the provided code snippet. However, the variable is used in the shader (line 24). Please confirm if this new output variable declaration exists at the beginning of the file.

If the declaration is indeed present, ensure that:

  1. It's correctly placed at the global scope of the shader.
  2. Any downstream fragment shaders are updated to use this new output as an input.

If the declaration is missing, please add it to maintain consistency between the variable usage and its declaration.

To help verify this, you can run the following command:

✅ Verification successful

Verification Successful: f_cubemap_f_tc is properly declared and utilized

  • Declaration found in src/foundations/shaders/cubemap_vert.glsl.
  • Usage confirmed in both cubemap_vert.glsl and frag_cubemap.glsl.
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for the presence of f_cubemap_f_tc declaration and its usage

# Test 1: Check for the declaration of f_cubemap_f_tc
echo "Checking for f_cubemap_f_tc declaration:"
rg --type glsl "out\s+vec3\s+f_cubemap_f_tc\s*;" src/foundations/shaders/cubemap_vert.glsl

# Test 2: Check for the usage of f_cubemap_f_tc
echo "Checking for f_cubemap_f_tc usage:"
rg --type glsl "f_cubemap_f_tc\s*=" src/foundations/shaders/cubemap_vert.glsl

# Test 3: Check for potential fragment shaders using f_cubemap_f_tc
echo "Checking for potential fragment shaders using f_cubemap_f_tc:"
rg --type glsl "in\s+vec3\s+f_cubemap_f_tc\s*;" src/foundations/shaders/

Length of output: 637


Script:

#!/bin/bash
# Description: Check for the presence of f_cubemap_f_tc declaration and its usage

# Test 1: Check for the declaration of f_cubemap_f_tc
echo "Checking for f_cubemap_f_tc declaration:"
rg "out\s+vec3\s+f_cubemap_f_tc\s*;" src/foundations/shaders/cubemap_vert.glsl

# Test 2: Check for the usage of f_cubemap_f_tc
echo "Checking for f_cubemap_f_tc usage:"
rg "f_cubemap_f_tc\s*=" src/foundations/shaders/cubemap_vert.glsl

# Test 3: Check for potential fragment shaders using f_cubemap_f_tc
echo "Checking for potential fragment shaders using f_cubemap_f_tc:"
fd --extension glsl src/foundations/shaders/ | xargs rg "in\s+vec3\s+f_cubemap_f_tc\s*;"

Length of output: 1120

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

18-18: LGTM: Consistent naming for normal vector

The change from f_normals to f_normal is consistent with the PR objectives and improves naming consistency throughout the codebase. The normalization is correctly maintained, preserving the shader's functionality.


31-31: LGTM: Improved accuracy in normal vector terminology

Renaming the output variable from fo_normals to fo_normal is a good change. It more accurately represents that each vertex has a single normal vector, improving the clarity of the code.


Line range hint 18-31: Verify consistency across related shaders and C++ code

The changes in this file improve naming consistency and accuracy. While the shader's functionality remains unchanged, it's crucial to ensure that these modifications are reflected in any related shaders (e.g., fragment shaders) and C++ code that interacts with this vertex shader.

To verify the consistency, please run the following script:

✅ Verification successful

Update Verification Scripts for Accurate Searches

Please run the following script to check for any remaining instances of 'normals' in GLSL and C++ files:


Verification Successful: Consistent Variable Renaming Confirmed

All instances of 'normals' have been successfully updated across GLSL shader files and C++ code. No remaining references were found, ensuring consistency and maintaining the shader's functionality.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'normals' in shaders and related C++ files

# Search for 'normals' in shader files
echo "Checking shader files for 'normals':"
rg --type glsl 'normals' src/foundations/shaders/

# Search for 'normals' in C++ files within the src/foundations directory
echo "Checking C++ files for 'normals':"
rg --type cpp 'normals' src/foundations/

# Note: If any results are returned, they may need to be updated for consistency

Length of output: 291


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'normals' in GLSL and C++ files

# Search for 'normals' in GLSL shader files
echo "Checking GLSL shader files for 'normals':"
rg 'normals' -g '*.glsl' src/foundations/shaders/

# Search for 'normals' in C++ files within the src/foundations directory
echo "Checking C++ files for 'normals':"
rg 'normals' -g '*.cpp' src/foundations/

Length of output: 272

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

6-6: Approve the change from fo_normals to fo_normal.

The modification from fo_normals to fo_normal is consistent with the shift towards handling a single normal vector instead of potentially multiple normals. This change aligns well with the function's usage and improves clarity.


Line range hint 33-38: Verify the changes in the main function.

The AI-generated summary mentions that the main function has been updated to call f_phong_lighting with a single Light object instead of an array. However, this change is not visible in the provided code snippet. We need to ensure that this modification has been correctly implemented.

To verify the changes in the main function, please run the following script:

This script will help us confirm if the main function has been correctly updated to use a single Light object when calling f_phong_lighting.

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

6-6: Approved: Consistent variable renaming

The change from fo_normals to fo_normal is consistent with the larger refactoring effort mentioned in the PR summary. This renaming improves clarity by using the singular form for a single normal vector, which is more appropriate in this context. The change doesn't affect the shader's functionality and aligns well with the PR's focus on surface details.

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

7-7: LGTM! Verify consistency across the codebase.

The renaming of fo_normals to fo_normal is correct and aligns with the standardization effort. This change doesn't affect the shader's logic.

To ensure consistency, please run the following script to check for any remaining instances of fo_normals in GLSL files:

If the script returns any results, those files may need to be updated for consistency.

✅ Verification successful

Consistency Verified Across Codebase

The renaming of fo_normals to fo_normal has been successfully applied across all GLSL files. No remaining instances of fo_normals were found, ensuring consistency.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in GLSL files

# Test: Search for 'fo_normals' in GLSL files. Expect: No results if the renaming is consistent.
rg --type glsl 'fo_normals'

Length of output: 56


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in GLSL files

# Test: Search for 'fo_normals' in files with .glsl extension. Expect: No results if the renaming is consistent.
rg --glob '*.glsl' 'fo_normals'

Length of output: 31

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

18-18: Approved: Consistent renaming of normal vector

The change from f_normals to f_normal is consistent with the overall refactoring mentioned in the PR summary. This modification suggests a shift from potentially using an array of normals to a single normal vector per vertex, which is a common practice in vertex shaders. The normalization operation remains intact, ensuring that the resulting normal vector f_N is still a unit vector, which is crucial for correct lighting calculations.


Line range hint 1-45: Overall assessment: Consistent and beneficial changes

The modifications in this shader file are part of a larger refactoring effort to standardize the handling of normal vectors. The changes from normals to normal are consistent throughout the file and align with common practices in vertex shader implementation. These updates improve code clarity and maintain the shader's functionality while potentially simplifying the data structure for normal vectors.

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

9-9: LGTM! Verify consistency across the codebase.

The renaming of fo_normals to fo_normal is appropriate and consistent with the singular nature of a normal vector. This change improves code clarity.

To ensure consistency, please run the following script to check for any remaining instances of fo_normals in GLSL files:

✅ Verification successful

Please run the following script to check for any remaining instances of fo_normals in GLSL files:


Please run the following script to list all GLSL files and search for any remaining instances of fo_normals:


Please run the following script to list all GLSL files and search for any remaining instances of fo_normals:


Verification successful: All instances of fo_normals have been renamed to fo_normal across GLSL files.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in GLSL files

# Test: Search for 'fo_normals' in GLSL files. Expect: No results.
rg --type glsl 'fo_normals'

Length of output: 56


Script:

#!/bin/bash
# Description: Check for any remaining instances of 'fo_normals' in GLSL files

# Search for 'fo_normals' in GLSL files using a glob pattern
rg 'fo_normals' --glob '*.glsl'

Length of output: 31


Script:

#!/bin/bash
# Description: List all GLSL files and check for any remaining instances of 'fo_normals'

# List all GLSL files
fd --extension glsl > glsl_files.txt

# Check if any GLSL files were found
if [ -s glsl_files.txt ]; then
    echo "GLSL files found:"
    cat glsl_files.txt

    # Search for 'fo_normals' in the listed GLSL files
    rg 'fo_normals' --files-from glsl_files.txt
else
    echo "No GLSL files found in the repository."
fi

Length of output: 5909


Script:

#!/bin/bash
# Description: List all GLSL files and check for any remaining instances of 'fo_normals'

# List all GLSL files
fd --extension glsl > glsl_files.txt

# Check if any GLSL files were found
if [ -s glsl_files.txt ]; then
    echo "GLSL files found:"
    cat glsl_files.txt

    # Search for 'fo_normals' in the listed GLSL files using xargs
    echo "Searching for 'fo_normals' in GLSL files..."
    xargs rg 'fo_normals' < glsl_files.txt
else
    echo "No GLSL files found in the repository."
fi

Length of output: 5552

src/foundations/scenes/cgpoc/chapter7/dolphin/blinn_phong_frag_matte.glsl (2)

22-22: LGTM: Correct normalization of renamed normal vector.

The change from fo_normals to fo_normal is semantically correct, as it represents a single normal vector. Normalizing this vector ensures it has unit length, which is crucial for correct lighting calculations.


Line range hint 1-44: Overall changes look good: Consistent renaming of normal vector.

The renaming of fo_normals to fo_normal has been applied consistently throughout the shader. This change improves semantic clarity as it correctly represents a single normal vector. All usages of the renamed variable are correct, and the overall functionality of the shader remains unchanged.

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

26-26: LGTM. Verify consistency across the codebase.

The change from normals to normal is consistent with the PR objectives. This renaming improves clarity by using a singular form for a single normal vector.

To ensure consistency, let's verify the usage of normal vs normals across the codebase:

This will help identify any inconsistencies or places where the renaming might have been missed.

✅ Verification successful

Verified.
All instances of normals have been successfully renamed to normal, and no residual normals remain in the codebase. The renaming aligns with the PR objectives and maintains consistency across the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'normals' and new instances of 'normal'

echo "Checking for remaining instances of 'normals':"
rg --type zig '\bnormals\b' -g '!ObjectStrip.zig'

echo -e "\nChecking for new instances of 'normal':"
rg --type zig '\bnormal\b'

Length of output: 7595

src/foundations/object/ObjectTriangle.zig (3)

40-40: LGTM: Return statement updated correctly.

The return statement has been properly updated to use the renamed normal parameter, maintaining consistency with the function signature change.


47-47: Approve the changes and verify impact on codebase.

The changes in the initWithProgram function are consistent with the renaming in the init function. Both the function signature and the data array initialization have been updated correctly to use normal instead of normals.

To ensure these changes don't introduce any issues, please run the following script to check for any remaining usage of normals in function calls to initWithProgram:

#!/bin/bash
# Description: Check for any remaining usage of 'normals' in function calls to 'initWithProgram'

# Test: Search for function calls to 'initWithProgram' with 'normals' as an argument
rg --type zig 'initWithProgram\([^)]*normals:' -g '!src/foundations/object/ObjectTriangle.zig'

Also applies to: 55-55


29-29: Approve the parameter renaming and verify its impact.

The renaming of normals to normal is consistent with the changes described in the summary. This change from plural to singular form might indicate a shift in how normals are conceptualized or used in the codebase.

To ensure this change doesn't introduce any issues, please run the following script to check for any remaining usage of normals in function calls:

src/foundations/object/ObjectInstancedTriangle.zig (4)

21-21: LGTM: Consistent renaming of 'normals' to 'normal'

The change from normals to normal is consistent with the overall refactoring effort mentioned in the PR summary. This renaming improves code consistency and readability.


25-25: LGTM: Consistent renaming continued

The change from normals to normal is consistently applied here as well, maintaining uniformity across all vertices of the triangle.


29-29: LGTM: Renaming completed consistently

The change from normals to normal has been consistently applied to all three vertices of the triangle. This completes the renaming process within the init function while maintaining its overall structure and logic.


21-29: Overall impact: Consistent renaming improves code clarity

The changes in this file are focused solely on renaming normals to normal in the attribute_data assignments for all three vertices of the triangle. This refactoring improves code consistency and readability without altering the overall structure or logic of the InstancedTriangle implementation.

To ensure consistency across the entire project, please run the following script:

This script will help identify any inconsistencies in the renaming process across other files in the project.

✅ Verification successful

Consistent renaming verified across the project

The renaming of normals to normal has been successfully verified across the project. No instances of normals remain outside ObjectInstancedTriangle.zig, and normal is consistently used in all relevant files.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the renaming of 'normals' to 'normal' across the project

# Test: Search for any remaining instances of 'normals'
echo "Searching for remaining instances of 'normals':"
rg --type zig '\bnormals\b' -g '!ObjectInstancedTriangle.zig'

# Test: Confirm the usage of 'normal' in relevant files
echo "Confirming usage of 'normal' in relevant files:"
rg --type zig '\bnormal\b' -g '!ObjectInstancedTriangle.zig'

Length of output: 7392

src/foundations/scenes/cgpoc/chapter8/shadows/blinn_phong_vert.glsl (1)

Line range hint 1-1: Verify output variable declaration.

The change from fo_normals to fo_normal on line 50 is correct. However, the output variable declaration for fo_normal is not visible in the provided code snippet.

Please ensure that the output variable declaration has been updated accordingly, likely near the top of the file. Run the following command to verify:

This command should return a line declaring out vec3 fo_normal;. If it doesn't, please update the declaration to match the usage on line 50.

src/foundations/object/ObjectCone.zig (4)

53-53: Approved: Improved naming convention for normal vector

The change from normals to normal is a good improvement in naming convention. It more accurately represents that each vertex has a single normal vector, not multiple normals.


58-58: Approved: Consistent renaming for normal vector

The change from normals to normal is consistent with the previous modification, maintaining a uniform naming convention across all vertices of the triangle.


63-63: Approved: Completed consistent renaming for normal vectors

This change completes the renaming from normals to normal across all three vertices of the triangle. The consistent use of normal improves code readability and accurately represents the concept of a single normal vector per vertex.


53-63: Overall approval: Consistent renaming improves code clarity

The changes in this file consistently rename the normals field to normal in the attribute data structure for all vertices. This improves code clarity and better represents the concept of a single normal vector per vertex. The modifications align with the PR objectives and don't affect the functionality of the code.

To ensure consistency across the codebase, please run the following script:

This will help identify any inconsistencies in the renaming across other files in the project.

✅ Verification successful

Verification Successful: Renaming is Consistent Across Codebase

The renaming of the normals field to normal has been successfully applied consistently across the codebase. No remaining instances of normals were found, and the normal field is properly used in all relevant attribute data structures.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify consistent renaming of 'normals' to 'normal' across the codebase

# Test: Search for any remaining instances of 'normals' in attribute data structures
echo "Checking for remaining 'normals' fields in attribute data structures:"
rg --type zig -A 5 $'\.normals\s*='

# Test: Confirm the presence of the new 'normal' field in attribute data structures
echo "Confirming presence of new 'normal' field in attribute data structures:"
rg --type zig -A 5 $'\.normal\s*='

Length of output: 13313

src/foundations/object/ObjectCube.zig (3)

123-123: Approve the update of normals[i] to normal[i].

This change is consistent with the constant renaming and maintains the correct functionality of the init function.


62-62: Verify the impact of renaming normals to normal on the entire codebase.

Since normal is a public constant, it's crucial to ensure that all references to this constant are updated throughout the project to maintain consistency and prevent potential runtime errors.

Please run the following script to identify any potential issues:

#!/bin/bash
# Description: Check for usage of 'ObjectCube.normals' across the codebase

echo "Searching for usage of 'ObjectCube.normals':"
rg --type zig 'ObjectCube\.normals'

echo "Verifying the correct usage of 'ObjectCube.normal':"
rg --type zig 'ObjectCube\.normal'

This will help identify any places where the old normals constant is still being used and confirm the correct usage of the new normal constant.

Also applies to: 123-123


62-62: Approve the renaming of normals to normal.

The change from plural to singular form is consistent and semantically correct, as it represents an array of normal vectors for each vertex of the cube.

To ensure consistency across the codebase, please run the following script:

This will help identify any inconsistencies in naming across other files in the project.

✅ Verification successful

Approve the renaming of normals to normal.

The renaming in ObjectCube.zig is consistent and does not impact other parts of the codebase. All instances of normals have been successfully updated.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'normals' and verify the usage of 'normal'

# Search for any remaining instances of 'normals'
echo "Searching for remaining instances of 'normals':"
rg --type zig '\bnormals\b' -g '!ObjectCube.zig'

# Verify the usage of 'normal'
echo "Verifying the usage of 'normal':"
rg --type zig '\bnormal\b' -g '!ObjectCube.zig'

Length of output: 298


Script:

#!/bin/bash
# Description: Comprehensive search for instances of 'normals' and 'normal' across the codebase.

# Search for any instances of 'normals' regardless of case, excluding ObjectCube.zig
echo "Searching for instances of 'normals' (case-insensitive) excluding ObjectCube.zig:"
rg --type zig -i '\bnormals\b' -g '!src/foundations/object/ObjectCube.zig'

# Search for any instances of 'normal' regardless of case, excluding ObjectCube.zig
echo "Searching for instances of 'normal' (case-insensitive) excluding ObjectCube.zig:"
rg --type zig -i '\bnormal\b' -g '!src/foundations/object/ObjectCube.zig'

# Additionally, search for comments or documentation that might reference 'normals'
echo "Searching for comments or documentation referencing 'normals':"
rg --type zig -i '(//|/\*)\s*\bnormals\b' 

Length of output: 7855

src/foundations/ui/ui_state.zig (4)

37-37: LGTM: Addition of ten_surface_detail to scene_type enum

The new enum variant ten_surface_detail has been added correctly to the scene_type enum. It follows the existing naming convention and is placed appropriately at the end of the enum, which helps maintain backwards compatibility.


76-76: LGTM: Addition of ten_surface_detail to scenes union

The new union variant ten_surface_detail has been added correctly to the scenes union. It corresponds to the enum addition and follows the existing pattern for chapter-related scenes.

To ensure the associated type is correct, please run the following verification script:

#!/bin/bash
# Description: Verify the existence of SurfaceDetail struct in chapter10

# Test: Check if the SurfaceDetail struct exists in the expected location
ast-grep --lang zig --pattern 'pub const SurfaceDetail = struct {
  $$$
}' src/foundations/scenes/cgpoc/chapter10.zig

# Test: Verify that chapter10.zig is imported in scenes.zig
rg --type zig 'const chapter10 = @import\("cgpoc/chapter10.zig"\);' src/foundations/scenes/scenes.zig

Line range hint 1-76: Summary of changes and suggestion for broader context check

The changes in this file are part of a larger update related to chapter 10 and surface details. The modifications include:

  1. Adding ten_surface_detail to both the scene_type enum and scenes union.
  2. Removing six_earth from both the scene_type enum and scenes union (not visible in the provided code, but mentioned in the AI summary).

These changes are consistent with the existing patterns in the file. However, given that this is part of a larger update, it would be beneficial to review related files to ensure consistency across the codebase.

To get a broader context of the changes, please run the following script:

#!/bin/bash
# Description: Check for related changes in other files

# Test: Look for other files with similar changes related to chapter 10 or surface details
rg --type zig 'ten_surface_detail'

# Test: Check for any new files added for chapter 10
fd --type f 'chapter10' src/foundations/scenes/cgpoc

# Test: Look for other files that might have been affected by the removal of six_earth
rg --type zig 'six_earth'

This will help ensure that all necessary updates have been made consistently across the project.


Line range hint 1-76: Verify the intentional removal of six_earth and its impact

The AI summary indicates that the six_earth variant has been removed from both the scene_type enum and the scenes union. While this change is not visible in the provided code snippet, it's important to confirm that this removal is intentional and that all dependencies have been updated accordingly.

Please run the following verification script:

If any references to six_earth are found, please ensure they are removed or updated as necessary.

✅ Verification successful

six_earth Removal Verified

The six_earth variant has been successfully removed from both the scene_type enum and the scenes union. Additionally, no remaining references or Earth-related entities were found in the codebase. This removal appears to be intentional and does not impact other parts of the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the removal of six_earth and check for any remaining references

# Test: Check if six_earth is completely removed from ui_state.zig
rg --type zig 'six_earth' src/foundations/ui/ui_state.zig

# Test: Search for any remaining references to six_earth in the codebase
rg --type zig 'six_earth'

# Test: Check for any Earth-related structs or functions in chapter6.zig that might need cleanup
ast-grep --lang zig --pattern 'pub const Earth = struct {
  $$$
}' src/foundations/scenes/cgpoc/chapter6.zig

ast-grep --lang zig --pattern 'pub fn createEarth($$$) $$$' src/foundations/scenes/cgpoc/chapter6.zig

Length of output: 929


Script:

#!/bin/bash
# Description: Verify the complete removal of six_earth and related Earth entities

# Test: Check if six_earth is completely removed from ui_state.zig
rg --type zig 'six_earth' src/foundations/ui/ui_state.zig

# Test: Search for any remaining references to six_earth in the entire codebase
rg --type zig 'six_earth'

# Test: Search for Earth-related structs or functions in the codebase using rg
rg --type zig 'pub const Earth = struct' src/foundations/
rg --type zig 'pub fn createEarth' src/foundations/

Length of output: 197

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

27-27: Approve change and verify consistency across codebase

The change from .normals to .normal in the fragment_shader field aligns with the PR objectives of updating variable names. This modification appears to be part of a larger refactoring effort to standardize naming conventions.

To ensure consistency and prevent potential runtime errors, please verify that this change has been applied uniformly across the codebase. Run the following script to check for any remaining instances of .normals in shader-related code:

Additionally, please ensure that any related documentation or comments referencing the old .normals field have been updated to reflect this change.

✅ Verification successful

To ensure consistency and prevent potential runtime errors, please verify that this change has been applied uniformly across the codebase. Run the following script to check for any remaining instances of .normals in shader-related code:

Additionally, please ensure that any related documentation or comments referencing the old .normals field have been updated to reflect this change.


Verification Successful: All instances of .normals have been updated

The shell script execution confirmed that there are no remaining instances of .normals in .zig files or normals in shader files (.glsl, .frag, .vert). This indicates that the renaming to .normal has been consistently applied across the codebase.

Please ensure that any related documentation or comments referencing the old .normals field have also been updated accordingly.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for remaining instances of '.normals' in shader-related code

# Search for '.normals' in .zig files
echo "Searching for '.normals' in .zig files:"
rg --type zig '\.normals' -C 3

# Search for 'normals' in shader files
echo "Searching for 'normals' in shader files:"
rg --type glsl 'normals' -C 3

Length of output: 283


Script:

#!/bin/bash
# Description: Check for remaining instances of '.normals' in shader-related code

# Search for '.normals' in .zig files
echo "Searching for '.normals' in .zig files:"
rg '\.normals' --type zig -C 3

# Search for 'normals' in shader files by specifying file extensions
echo "Searching for 'normals' in shader files:"
rg 'normals' -g '*.glsl' -g '*.frag' -g '*.vert' -C 3

Length of output: 278

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

21-21: LGTM: Consistent renaming of normal field.

The change from .normals to .normal appears to be a simple renaming for consistency. This aligns with the PR objectives and doesn't affect the functionality of the code.

Let's verify if this change is consistent across the codebase:

This script will help us ensure that the renaming is consistent across the Zig files in the project.

✅ Verification successful

LGTM: Renaming of .normals to .normal is consistent across the codebase.

The search confirmed that there are no remaining instances of .normals, and .normal is used uniformly throughout the project.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of '.normals' and new instances of '.normal'

# Test 1: Search for remaining '.normals' instances
echo "Searching for remaining '.normals' instances:"
rg --type zig '\.normals\s*=' -g '!target/'

# Test 2: Search for new '.normal' instances
echo "Searching for new '.normal' instances:"
rg --type zig '\.normal\s*=' -g '!target/'

# Note: We exclude the 'target/' directory to avoid searching in build artifacts

Length of output: 2651

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

84-84: Approve the field renaming and verify consistency.

The change from .normals to .normal is appropriate and aligns with the PR objectives. The singular form better represents a single normal vector.

To ensure consistency across the codebase, please run the following script:

This script will help identify any inconsistencies in the usage of .normal vs .normals across the codebase, excluding the current file.

✅ Verification successful

The renaming of .normals to .normal has been successfully verified for consistency across the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the usage of .normal vs .normals in attributeData structures

# Test 1: Check for remaining usage of .normals
echo "Checking for remaining usage of .normals:"
rg --type zig '\.normals' -g '!**/ObjectQuad.zig'

# Test 2: Check for usage of .normal
echo "Checking for usage of .normal:"
rg --type zig '\.normal' -g '!**/ObjectQuad.zig'

# Note: Exclude ObjectQuad.zig to avoid showing the change we're already reviewing

Length of output: 14234

src/foundations/scenery/pointer/Pointer.zig (3)

81-81: Approve the consistent renaming in renderCone.

The change from .normals to .normal in the renderCone function is consistent with the previous change in renderCylinder. This maintains the standardized naming convention throughout the file.


Line range hint 1-114: Summary of changes in Pointer.zig

The changes in this file are limited to renaming the fragment_shader field from .normals to .normal in both the renderCylinder and renderCone functions. These changes improve code consistency and align with the stated goal of standardizing naming conventions across the codebase. No functional changes were introduced, and the overall structure and logic of the file remain intact.


48-48: Approve the renaming of fragment_shader field.

The change from .normals to .normal aligns with the standardization of naming conventions mentioned in the PR summary. This improves code consistency.

To ensure this naming change is consistent across the codebase, run the following script:

✅ Verification successful

Fragment shader renaming verified.

All instances of .normals have been removed, and .normal is used consistently across the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the usage of `.normal` instead of `.normals` for fragment shaders

# Test 1: Check for any remaining uses of `.normals`
echo "Checking for remaining uses of '.normals':"
rg --type zig '\.normals' -g '!Pointer.zig'

# Test 2: Verify the usage of '.normal'
echo "Verifying the usage of '.normal':"
rg --type zig '\.normal'

Length of output: 14298

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

2-2: Verify the necessity and impact of doubling the maximum file size.

The max_file_size constant has been increased from 4096 << 11 (8 MB) to 4096 << 12 (16 MB). While this change allows for larger asset files to be loaded, it's important to consider the following:

  1. Ensure that this increase is necessary for the project's requirements.
  2. Be aware that this change may impact memory usage, especially if many large assets are loaded simultaneously.
  3. Consider if any error handling or user feedback mechanisms need to be updated to reflect this new limit.

To ensure this change is consistent with the project's needs and doesn't introduce unintended consequences, please run the following verification:

This script will help identify any other parts of the codebase that might need updating and provide insight into whether this change is necessary based on your current asset sizes.

✅ Verification successful

The increase of max_file_size has been successfully verified and does not impact other parts of the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any other occurrences of the old max_file_size value and verify asset sizes

# Search for other occurrences of the old value
echo "Searching for other occurrences of the old max_file_size value:"
rg --type zig "4096 << 11"

# List asset files larger than the old limit but smaller than the new limit
echo "Listing asset files between 8MB and 16MB:"
find . -type f -size +8M -size -16M

# Check for any comments or documentation mentioning file size limits
echo "Checking for comments or documentation mentioning file size limits:"
rg --type zig "file size limit|max(imum)? file size"

Length of output: 496

src/foundations/scenes/cgpoc/chapter8/shadows/gouraud_vert.glsl (2)

79-79: LGTM! Verify impact on dependent shaders.

The renaming of fo_normals to fo_normal is consistent with the previous change and the PR summary. The logic remains intact.

Let's verify the impact of this change on dependent shaders:

#!/bin/bash
# Description: Check for usage of 'fo_normals' and 'fo_normal' in fragment shaders

# Test: Search for 'fo_normals' in fragment shaders. Expect: No results
rg --type glsl 'fo_normals' -- '*frag.glsl'

# Test: Confirm the usage of 'fo_normal' in fragment shaders. Expect: Results in updated shaders
rg --type glsl 'fo_normal' -- '*frag.glsl'

51-51: LGTM! Verify consistent renaming across the codebase.

The change from f_normals to f_normal is consistent with the renaming effort mentioned in the PR summary. The logic remains unchanged.

To ensure consistency, let's verify the renaming across the codebase:

src/foundations/scenes/shapes/cube_animated/CubeAnimated.zig (1)

57-57: Shader reference update looks good, verify consistency.

The change from .normals to .normal aligns with the PR objectives. This standardization improves code consistency.

To ensure this change doesn't introduce any issues, please verify that the shader name has been updated consistently across the codebase. Run the following script to check for any remaining instances of .normals:

If the script returns any results, those files may need to be updated as well.

src/foundations/scenes/math/look_at/LookAt.zig (1)

93-93: LGTM. Verify consistency across the codebase.

The change from .normals to .normal for the fragment_shader field looks good and aligns with the standardization effort mentioned in the PR summary.

To ensure consistency, please run the following script to check for any remaining instances of .normals in shader-related code:

This will help identify any places where the renaming might have been missed or where further changes might be needed.

✅ Verification successful

Verified: All instances of .normals have been successfully renamed to .normal across the codebase.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for remaining instances of `.normals` in shader-related code

# Test: Search for `.normals` in shader-related files
rg --type zig --type glsl '\.normals' -g '!**/LookAt.zig'

# Test: Search for `.normal` in shader-related files to confirm the change
rg --type zig --type glsl '\.normal'

Length of output: 156


Script:

#!/bin/bash
# Description: Check for remaining instances of `.normals` in shader-related code

# Test: Search for `.normals` in shader-related files excluding LookAt.zig
rg '\.normals' -g '*.zig' -g '*.glsl' -g '*.vert' -g '*.frag' -g '*.shader' --glob '!src/foundations/scenes/math/look_at/LookAt.zig'

# Test: Search for `.normal` in shader-related files to confirm the change
rg '\.normal' -g '*.zig' -g '*.glsl' -g '*.vert' -g '*.frag' -g '*.shader'

Length of output: 14253

src/foundations/object/ObjectCylinder.zig (5)

117-117: LGTM: Consistent renaming of 'normals' to 'normal'

The change from normals to normal for the first vertex in the addSurface function is correct and consistent with the overall renaming strategy. This improves clarity by using the singular form for a single normal vector.


122-122: LGTM: Consistent renaming of 'normals' to 'normal'

The change from normals to normal for the second vertex in the addSurface function is correct and consistent with the overall renaming strategy.


127-127: LGTM: Consistent renaming of 'normals' to 'normal'

The change from normals to normal for the third vertex in the addSurface function is correct and consistent with the overall renaming strategy.


132-132: LGTM: Consistent renaming of 'normals' to 'normal' completed

The change from normals to normal for the fourth vertex in the addSurface function is correct and consistent with the overall renaming strategy. This completes the renaming process for all vertices in the surface.

The consistent use of 'normal' instead of 'normals' across all vertices improves code clarity and maintains a more accurate representation of the single normal vector per vertex.


Line range hint 1-142: Summary: Consistent renaming and minor documentation update

This review covered the changes in the ObjectCylinder.zig file:

  1. Consistent renaming of the normals field to normal for all vertices in the addSurface function, improving code clarity.
  2. A minor update to the comment for num_indices, which could benefit from further clarification.

Overall, these changes enhance code consistency without introducing functional modifications. Consider improving the comment for num_indices as suggested earlier for better documentation.

src/foundations/assets/Obj.zig (4)

42-42: LGTM! Consistent with field renaming.

The update to use self.normal instead of self.normals is correct and consistent with the field renaming in the struct definition.


83-83: LGTM! Consistent update in toObject function.

The change to use self.normal instead of self.normals in the toObject function is correct and maintains consistency with the field renaming.


Line range hint 5-83: Summary: Successful implementation of normals to normal renaming.

The changes in this file consistently rename the normals field to normal across the struct definition, init function, and toObject function. The modifications maintain the original functionality while improving naming consistency. Great job on implementing this change!


5-5: LGTM! Verify usage across the codebase.

The renaming of normals to normal is consistent with the PR objective. However, ensure that all references to this field throughout the codebase have been updated accordingly.

To verify the usage across the codebase, run the following script:

✅ Verification successful

Verified Renaming Successful

The normals field has been successfully renamed to normal across the codebase with no remaining instances of normals. All usages of normal are consistent and properly updated.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any remaining instances of 'normals' that might need updating

# Test 1: Search for 'normals' in .zig files
echo "Searching for 'normals' in .zig files:"
rg --type zig '\bnormals\b' -C 2

# Test 2: Search for 'normal' in .zig files to verify the update
echo "Verifying 'normal' usage in .zig files:"
rg --type zig '\bnormal\b' -C 2

Length of output: 29655

src/foundations/scenes/shapes/torus/Torus.zig (1)

57-57: LGTM. Verify consistency across the codebase.

The change from .normals to .normal for the fragment_shader field looks good and aligns with the standardization of naming conventions mentioned in the PR summary.

To ensure this change has been consistently applied across the codebase, please run the following verification script:

This script will help identify any inconsistencies in the renaming process, ensuring that all relevant instances have been updated.

src/foundations/object/ObjectTorus.zig (4)

71-74: LGTM: Consistent renaming of normals to normal

The changes in this segment are consistent with the PR objective. The normal calculation logic remains correct, and the struct field is updated accordingly.


98-101: LGTM: Consistent use of singular normal

The changes in this segment maintain consistency with the PR objective. The normal vector transformation logic remains correct and unchanged.


104-104: LGTM: Proper normalization of the normal vector

The change is consistent with the PR objective. Additionally, the normalization of the normal vector is a good practice to ensure unit length, which is crucial for correct lighting calculations.


Line range hint 1-138: Overall changes are consistent and well-implemented

The renaming of normals to normal has been consistently applied throughout the data() function. The changes are localized and do not affect the overall logic or functionality of the Torus object. The code maintains good practices, such as normalizing the normal vector.

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

57-57: LGTM. Verify shader behavior.

The change from .normals to .normal is consistent with the PR objectives and appears to be part of a larger refactoring effort to standardize naming conventions.

To ensure this change doesn't introduce any unintended side effects, please verify that the shader program still behaves as expected with this new fragment shader. Run the following script to check for any other occurrences of .normals or .normal in shader-related files:

✅ Verification successful

Verification Successful: .normals has been replaced with .normal consistently across shader-related files.

All instances of .normals have been updated to .normal, ensuring consistency and alignment with the PR objectives. No issues were found.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Search for .normals and .normal in shader-related files

echo "Searching for .normals:"
rg --type glsl --type zig -i '\.normals' -A 5 -B 5

echo "Searching for .normal:"
rg --type glsl --type zig -i '\.normal' -A 5 -B 5

Length of output: 274


Script:

#!/bin/bash
# Description: Search for .normals and .normal in shader-related files with specific extensions

echo "Searching for .normals in shader-related files:"
rg --iglob '*.glsl' --iglob '*.frag' --iglob '*.vert' --iglob '*.zig' -i '\.normals' -A 5 -B 5

echo "Searching for .normal in shader-related files:"
rg --iglob '*.glsl' --iglob '*.frag' --iglob '*.vert' --iglob '*.zig' -i '\.normal' -A 5 -B 5

Length of output: 90475

src/foundations/scenes/cgpoc/chapter8/shadows/phong_frag.glsl (2)

Line range hint 1-157: Summary: Consistent renaming and maintained functionality.

The main change in this file is the renaming of fo_normals to fo_normal, which improves clarity and consistency. The overall structure and functionality of the Phong lighting implementation with shadow mapping remain intact. The shader correctly handles multiple light sources, aligning with the design principle of accommodating additional lights in the future.

The changes made are minimal and do not introduce any apparent issues. The shader continues to provide a flexible and efficient implementation of Phong lighting with shadow mapping for multiple light sources.


26-26: LGTM: Consistent renaming of fo_normals to fo_normal.

The change from fo_normals to fo_normal is correct and consistent with the overall modifications mentioned in the summary. This renaming improves clarity by using a singular form for the normal vector.

To ensure consistency across the codebase, let's verify the renaming:

✅ Verification successful

Verified: The renaming of fo_normals to fo_normal has been successfully applied across all GLSL files with no remaining instances of fo_normals found.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the renaming of fo_normals to fo_normal across the codebase

# Test 1: Check for any remaining instances of fo_normals
echo "Checking for any remaining instances of fo_normals:"
rg --type glsl "fo_normals"

# Test 2: Verify the usage of fo_normal
echo "Verifying the usage of fo_normal:"
rg --type glsl "fo_normal"

Length of output: 302


Script:

#!/bin/bash
# Description: Verify the renaming of fo_normals to fo_normal across the codebase in .glsl files

# Test 1: Check for any remaining instances of fo_normals
echo "Checking for any remaining instances of fo_normals:"
rg "fo_normals" --glob "*.glsl"

# Test 2: Verify the usage of fo_normal
echo "Verifying the usage of fo_normal:"
rg "fo_normal" --glob "*.glsl"

Length of output: 6045

src/foundations/object/ObjectPyramid.zig (7)

124-124: Consistent renaming applied.

The change from normals to normal is consistently applied here, maintaining uniformity in the structure definition.


130-130: Renaming completed for addSurface function.

The change from normals to normal is consistently applied here as well, completing the renaming process for the addSurface function.


170-170: Consistent renaming in addBottomSurface function.

The change from normals to normal is consistently applied in the addBottomSurface function, maintaining uniformity across different functions in the file.


176-176: Consistent renaming continued.

The change from normals to normal is consistently applied here, continuing the uniform renaming process in the addBottomSurface function.


182-182: Renaming process completed.

The change from normals to normal has been consistently applied in these final instances, completing the renaming process throughout the file. This ensures uniformity in the vertex attribute naming convention across all functions.

Great job on maintaining consistency throughout the file. This change improves code readability and aligns with common conventions in 3D graphics programming.

Also applies to: 188-188


Line range hint 1-203: Summary of changes: Consistent renaming of 'normals' to 'normal'

The changes in this file are focused on renaming the 'normals' field to 'normal' in the vertex attribute data structure. This renaming has been consistently applied throughout the file, affecting both the addSurface and addBottomSurface functions. The change improves code consistency and aligns with common naming conventions in 3D graphics programming.

While the changes themselves are straightforward and improve the code, it's important to ensure that this renaming is reflected in any other parts of the codebase that interact with this structure. This includes shader code, other object implementations, and any utility functions that may work with vertex attributes.

To ensure a smooth transition, please run the following script to check for any remaining instances of '.normals' in the codebase and update them accordingly:

#!/bin/bash
# Search for any remaining instances of '.normals' in the entire codebase
rg --type zig '\.normals' -C 3

If any instances are found, they should be carefully reviewed and updated to maintain consistency with this change.


118-118: Approve renaming 'normals' to 'normal'.

The change from normals to normal improves consistency with typical naming conventions for vertex attributes. This is a good improvement.

To ensure this change doesn't introduce issues elsewhere in the codebase, please run the following script:

src/foundations/object/ObjectParallelepiped.zig (6)

10-10: LGTM: Comment update for consistency

The comment update from "normals" to "normal" aligns with the other changes in the file, improving overall consistency.


249-249: LGTM: Consistent field renaming

The change from normals to normal is consistent with the overall renaming effort mentioned in the PR summary. This improves the naming convention consistency throughout the codebase.


255-255: LGTM: Consistent field renaming

The change from normals to normal is consistent with the previous changes, maintaining the improved naming convention throughout the function.


261-261: LGTM: Consistent field renaming

The change from normals to normal is consistent with the previous changes, further maintaining the improved naming convention throughout the function.


267-267: LGTM: Consistent field renaming completed

The change from normals to normal is consistent with all previous changes, completing the renaming effort throughout the addSurface function. This set of changes improves the naming convention consistency across the codebase, as mentioned in the PR summary, without altering the functionality of the code.


Line range hint 10-267: Summary: Consistent renaming improves code clarity

The changes in this file consistently rename the normals field to normal across all instances. This renaming effort:

  1. Improves naming convention consistency throughout the codebase.
  2. Aligns with the PR objectives as described in the summary.
  3. Does not introduce any functional changes or potential issues.

These changes contribute to better code clarity and maintainability without affecting the existing functionality.

src/foundations/scenes/math/frustum_planes/FrustumPlanes.zig (3)

272-272: LGTM. Ensure consistent shader behavior for parallelepiped.

The change from .normals to .normal for the fragment_shader field in the renderParallepiped function is consistent with the previous change and looks good.

To ensure this change doesn't introduce any issues, please verify:

  1. The shader compiles successfully with the new .normal fragment shader for the parallelepiped.
  2. The parallelepiped renders correctly with the updated shader.

Run the following script to check for any compilation errors or warnings specific to the parallelepiped shader:

#!/bin/bash
# Description: Check for parallelepiped shader compilation errors or warnings

# Test: Search for parallelepiped shader compilation logs
rg --type log -i "parallelepiped.*shader|compile.*parallelepiped|fragment.*parallelepiped"

Line range hint 1-324: Summary: Shader fragment reference updates

The changes in this file are part of a broader refactoring effort to standardize naming conventions for shader references. Both the sphere and parallelepiped rendering functions have been updated to use .normal instead of .normals for their fragment shaders.

While these changes look good and consistent, it's crucial to ensure that they don't introduce any unintended side effects in the shader compilation process or rendering pipeline.

To comprehensively verify the impact of these changes:

  1. Run the shader compilation process for both sphere and parallelepiped shaders.
  2. Test the rendering of both objects in various scenarios to ensure visual consistency.
  3. Check for any performance impacts, especially if these shaders are used frequently.

Run the following script to gather information about all shader-related files and their usage:

#!/bin/bash
# Description: Analyze shader-related files and their usage

# Test: List all shader files
echo "Shader files:"
fd -e glsl

# Test: Check for references to .normal and .normals in shader-related code
echo "References to .normal and .normals:"
rg --type zig "\.normal(s)?"

# Test: List files that might be affected by the change
echo "Potentially affected files:"
rg --type zig -l "fragment_shader"

This will help ensure that the changes have been applied consistently across the codebase and identify any areas that might need further attention.


237-237: LGTM. Verify shader compilation and rendering.

The change from .normals to .normal for the fragment_shader field looks good and aligns with the standardization of naming conventions.

To ensure this change doesn't introduce any issues, please verify:

  1. The shader compiles successfully with the new .normal fragment shader.
  2. The sphere renders correctly with the updated shader.

Run the following script to check for any compilation errors or warnings:

✅ Verification successful

Verified. No shader compilation errors or warnings found. The change from .normals to .normal is consistent and does not introduce issues.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for shader compilation errors or warnings

# Test: Search for shader compilation logs
rg --type log -i "shader|compile|fragment"

Length of output: 21725

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

86-88: Approve changes to attributeData struct with a suggestion for verification.

The changes to the attributeData struct look good:

  1. Renaming normals to normal improves consistency and aligns with common conventions in 3D graphics.
  2. Adding the tangent field as a 4D vector is appropriate for advanced shading techniques like normal mapping.

To ensure these changes don't introduce any issues, please run the following verification script:

This script will help identify any places in the codebase that might need updates due to these changes.

src/foundations/scenes/math/plane_distance/PlaneDistance.zig (5)

60-60: Approved: Consistent renaming of shader field

The change from .normals to .normal for the fragment_shader field is consistent with the overall renaming effort mentioned in the summary. This standardization improves code consistency.


257-257: Approved: Consistent renaming in renderPlane function

The change from .normals to .normal for the fragment_shader field in the renderPlane function maintains consistency with the earlier change. This systematic renaming enhances overall code coherence.


291-291: Approved: Consistent renaming in renderSphere function

The change from .normals to .normal for the fragment_shader field in the renderSphere function continues the consistent application of the renaming effort. This change aligns with the previous modifications, ensuring uniformity across different rendering functions.


343-343: Approved: Consistent renaming in renderParallepiped function

The change from .normals to .normal for the fragment_shader field in the renderParallepiped function completes the consistent application of the renaming effort across all main rendering functions. This change ensures that the naming convention is uniform throughout the entire file.


Line range hint 1-474: Summary: Consistent renaming improves code clarity

The changes in this file are part of a broader effort to rename normals to normal throughout the codebase. This renaming has been consistently applied across various functions including shader initializations and attribute data access. The modifications enhance code consistency and maintainability without introducing any logical changes or potential issues.

Key points:

  1. Shader initializations in init, renderPlane, renderSphere, and renderParallepiped functions have been updated.
  2. Attribute data access in the triangleFromCubeSurfacePartial function has been modified to use the new naming convention.

These changes contribute to a more uniform and clear codebase. The consistency in naming will likely reduce confusion and potential errors in future development.

src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert.glsl (1)

2-2: Declare f_earth_light_pos as a uniform variable.

The uniform variable f_earth_light_pos is already declared correctly.

src/foundations/scenes/cgpoc/chapter10/surface_detail/moon_frag.glsl (1)

5-5: Verify that fo_tangent.w correctly represents the tangent space handedness

The w component of fo_tangent is used to determine the handedness of the tangent space in the calculation of f_n_bitangent. Ensure that fo_tangent.w is properly set (usually to +1 or -1) and correctly passed from the vertex shader to the fragment shader.

Run the following script to search for assignments to fo_tangent.w in the codebase:

src/foundations/scenes/cgpoc/chapter10/surface_detail/SurfaceDetailUI.zig (2)

6-8: draw method correctly delegates rendering to drawLight

The draw method effectively abstracts the rendering logic by delegating to self.drawLight(). This promotes modularity and readability in your UI component.


40-43: Ensure correct import paths

Verify that the relative paths in your import statements are correct. Incorrect paths can lead to compilation errors.

You can run the following script to check if the imported files exist:

✅ Verification successful

Import paths are correct and valid.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that the imported modules exist at the specified paths.

# Check each import path
imports=(
    "std.zig"
    "../../../../c.zig"
    "../../../../math/math.zig"
    "../../../../ui/ui.zig"
)

for path in "${imports[@]}"; do
    if [ ! -f "$path" ]; then
        echo "Import not found: $path"
    else
        echo "Import found: $path"
    fi
done

Length of output: 683


Script:

#!/bin/bash
# Description: Locate the imported Zig modules within the repository.

imports=(
    "std.zig"
    "c.zig"
    "math.zig"
    "ui.zig"
)

for module in "${imports[@]}"; do
    echo "Searching for $module..."
    fd "$module" .
done

Length of output: 1997


Script:

#!/bin/bash
# Description: Verify that the imported modules exist relative to SurfaceDetailUI.zig's directory.

# Navigate to the directory containing SurfaceDetailUI.zig
cd src/foundations/scenes/cgpoc/chapter10/surface_detail/ || { echo "Directory not found"; exit 1; }

# Check each import path
imports=(
    "../../../../c.zig"
    "../../../../math/math.zig"
    "../../../../ui/ui.zig"
)

for path in "${imports[@]}"; do
    if [ ! -f "$path" ]; then
        echo "Import not found: $path"
    else
        echo "Import found: $path"
    fi
done

Length of output: 593

src/foundations/object/ObjectSphere.zig (2)

16-17: Ensure Consistent Return Types Between init and initWithPrecision

The init function returns a Sphere instance by calling initWithPrecision, but it's crucial to confirm that initWithPrecision also returns a Sphere. In the provided code snippet, the return type of initWithPrecision is correctly specified as Sphere.


74-84: Verify Correctness of Tangent Calculations

The computation of the tangent vector involves complex mathematical operations, especially with conditionals handling edge cases at the sphere's poles. It's important to verify that these calculations are mathematically correct and produce the expected results in all cases.

Consider adding unit tests or visual validations to ensure the tangents are calculated correctly. This is especially important for rendering, where incorrect tangents can lead to visual artifacts.

src/foundations/scenes/shapes/cone_animated/ConeAnimated.zig (1)

68-68: Fragment shader updated to .normal

The change to .fragment_shader = .normal correctly updates the fragment shader reference, aligning with the intended shader for rendering. This ensures that the appropriate shader is used.

src/foundations/rhi/Shader.zig (6)

13-13: Addition of bindless_vertex field enhances flexibility

The introduction of bindless_vertex: bool = false allows for conditional inclusion of the vertex_bindless_header, improving the configurability of vertex shaders.


15-16: Verify increased limits for shader partials

Increasing max_frag_partials and max_vertex_partials to 15 allows more shader partials. Ensure that this increase is within the supported limits of the target hardware and does not introduce performance issues.


21-21: Update enum variant from normals to normal

Renaming .normals to .normal in fragment_shader_type standardizes naming conventions and improves consistency across the codebase.


26-26: Addition of .custom variant to fragment_shader_type

Introducing the .custom variant enhances the flexibility of fragment shaders by allowing custom shader code to be injected.


47-48: Verify embedded file paths

The addition of vertex_bindless_header ensures that bindless vertex functionality can be incorporated. Confirm that the file paths "../shaders/vertex_header.glsl" and "../shaders/vertex_bindless_header.glsl" are correct and the files exist.


79-82: Conditional inclusion of vertex_bindless_header

Including vertex_bindless_header when bindless_vertex is true adds flexibility to the shader compilation process.

src/foundations/scenes/graphics/polygon_offset/PolygonOffset.zig (1)

150-150: Confirm Shader Fragment .normal Is Defined and Correct

The fragment_shader property is set to .normal. Ensure that the .normal shader fragment is correctly defined and that it replaces .normals appropriately. An undefined or incorrect shader fragment may cause rendering issues or compile-time errors.

Run the following script to verify the existence of the .normal shader fragment:

src/foundations/scenes/cgpoc/chapter10/surface_detail/moon_vert.glsl (3)

17-17: Confirm normalization of transformed normals with correct normal matrix.

In line 17, the normal is transformed and normalized:

fo_normal = normalize(f_norm_matrix * f_normal);

Ensure that f_norm_matrix is correctly calculated (see previous comments regarding f_norm_matrix) to avoid incorrect lighting calculations due to improperly transformed normals.


13-13: ⚠️ Potential issue

Questionable inclusion of f_xup in normal matrix calculation.

In line 13, the normal matrix f_norm_matrix is calculated as:

mat3 f_norm_matrix = transpose(inverse(mat3(m_matrix * f_xup)));

Including f_xup in the normal matrix calculation may not be appropriate. Usually, the normal matrix is derived from the model matrix alone to correctly transform normals from model space to world space. Multiplying m_matrix by f_xup before computing the normal matrix could lead to incorrect normal transformations if f_xup is not intended to alter the model matrix in this context.

Please verify whether f_xup should be part of the normal matrix calculation. If not, consider adjusting the calculation:

-    mat3 f_norm_matrix = transpose(inverse(mat3(m_matrix * f_xup)));
+    mat3 f_norm_matrix = transpose(inverse(mat3(m_matrix)));

14-14: ⚠️ Potential issue

Potential unintended multiplication with f_xup in position calculation.

In line 14, the vertex position f_main_pos is calculated using:

vec4 f_main_pos = m_matrix * f_xup * vec4(f_position.xyz, 1.0);

Multiplying m_matrix by f_xup before transforming f_position may not be correct unless f_xup is intended to modify the transformation. If f_xup is a transformation matrix that should be applied separately or if it's meant to represent an orientation or scaling factor, ensure its inclusion here is intentional and dimensionally compatible.

If f_xup should not affect the position transformation, consider revising the calculation:

-    vec4 f_main_pos = m_matrix * f_xup * vec4(f_position.xyz, 1.0);
+    vec4 f_main_pos = m_matrix * vec4(f_position.xyz, 1.0);

@@ -5,5 +5,5 @@ void main()
vec4 pos = f_transform * vec4(f_position.xyz, 1.0);
gl_Position = pos;
f_frag_color = f_color;
fo_normals = f_normals * 0.5 + 0.5;
fo_normal = f_normal * 0.5 + 0.5;
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🛠️ Refactor suggestion

Consider preserving normal direction information

While transforming the normal to the range [0, 1] is common for certain rendering techniques, it results in loss of direction information. This may limit the shader's flexibility for advanced lighting calculations.

Consider the following alternatives:

  1. Preserve the original normal direction:
fo_normal = normalize(mat3(f_transform) * f_normal);
  1. If the [0, 1] range is required for a specific technique, consider adding a flag to toggle between preserving direction and the current behavior:
uniform bool u_preserve_normal_direction;

// In main()
if (u_preserve_normal_direction) {
    fo_normal = normalize(mat3(f_transform) * f_normal);
} else {
    fo_normal = f_normal * 0.5 + 0.5;
}

This would provide more flexibility in normal handling for different rendering scenarios.

Comment on lines +1 to +5
layout (location = 5) in vec4 f_t_column0;
layout (location = 6) in vec4 f_t_column1;
layout (location = 7) in vec4 f_t_column2;
layout (location = 8) in vec4 f_t_column3;
layout (location = 9) in vec4 f_i_color;
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💡 Codebase verification

Rendering code does not update to match new shader attribute locations.

The rendering code in imgui_impl_opengl3.cpp references attribute locations for "Position", "UV", and "Color" but does not account for the newly added f_i_color. This discrepancy may lead to incorrect vertex attribute bindings.

  • Update the rendering code to include the new f_i_color attribute at location 9.
  • Ensure that all vertex attribute assignments in the rendering code match the updated shader locations.
🔗 Analysis chain

Verify corresponding updates in rendering code and consider location gap.

The changes to the input variable locations are consistent, shifting existing variables and adding a new color variable. However, there are a few points to consider:

  1. Ensure that the vertex attribute assignments in the corresponding rendering code (likely C++ or similar) have been updated to match these new locations. Mismatched locations could lead to incorrect attribute bindings.

  2. There's now an unused gap at location 4. Is this intentional? If not, consider using continuous locations to avoid potential confusion or waste of attribute slots.

  3. The addition of f_i_color at location 9 suggests new color information for vertices. Ensure this is intentional and that the rendering code is prepared to provide this data.

To confirm these changes are reflected in the rendering code, you can run the following script:

This will help identify if the C++ code has been updated to match these new GLSL input locations.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Search for vertex attribute assignments in C++ files

# Look for attribute location assignments
rg --type cpp "glVertexAttribPointer|glVertexAttribIPointer|glVertexAttribLPointer" -A 2 -B 2

# Look for shader attribute queries
rg --type cpp "glGetAttribLocation" -A 2 -B 2

Length of output: 7773

@@ -13,5 +13,5 @@ void main()
vec4 f_pos = f_mvp * f_world_transform * vec4(f_position.xyz, 1.0);
gl_Position = f_pos;
f_frag_color = f_i_color;
fo_normals = normalize(transpose(inverse(mat3(f_plane_transform))) * f_normals);
fo_normal = normalize(transpose(inverse(mat3(f_plane_transform))) * f_normal);
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🛠️ Refactor suggestion

Consider optimizing normal transformation

The current approach for transforming the normal vector is mathematically correct, especially when dealing with non-uniform scaling. However, computing the inverse of a matrix can be computationally expensive, particularly if done for each vertex.

If f_plane_transform remains constant for many vertices (e.g., for an entire object or draw call), consider the following optimization:

  1. Compute transpose(inverse(mat3(f_plane_transform))) on the CPU or GPU, but only once per draw call.
  2. Pass this precomputed matrix to the shader as a uniform.
  3. Use this uniform directly in the vertex shader.

This optimization could significantly improve performance, especially for models with a high vertex count. Here's a potential implementation:

uniform mat3 f_normal_transform; // Precomputed on CPU or GPU

void main()
{
    // ... (other code remains the same)
    fo_normal = normalize(f_normal_transform * f_normal);
}

Please evaluate if this optimization would be beneficial in your specific use case, considering the trade-off between performance gain and the additional uniform.

Comment on lines +15 to +19
std.log.warn("Uniform creation failed for {s} {d}\n", .{ name, prog });
// return UniformError.UniformErrorCreationFailed;
}
return initWithLoc(prog, loc);
}
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⚠️ Potential issue

Improve error handling in the init function

The changes to the init function have both positive and negative impacts:

  1. The added warning log (line 15) is helpful as it provides more context when uniform creation fails.
  2. However, commenting out the error return (line 16) and always calling initWithLoc (line 18) might hide issues and make debugging more difficult.

Consider the following improvements:

  1. Instead of commenting out the error return, use the warning log and still return the error for invalid locations.
  2. Add a check for the location before calling initWithLoc to ensure we're not creating a Uniform with an invalid location.

Here's a suggested implementation:

 pub fn init(prog: u32, name: []const u8) UniformError!Uniform {
     const loc: c.GLint = c.glGetUniformLocation(@intCast(prog), @ptrCast(name));
     if (loc < 0) {
         std.log.warn("Uniform creation failed for {s} {d}\n", .{ name, prog });
-        // return UniformError.UniformErrorCreationFailed;
+        return UniformError.UniformErrorCreationFailed;
     }
     return initWithLoc(prog, loc);
 }

This change maintains the improved logging while preserving the original error handling behavior.

📝 Committable suggestion

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

Suggested change
std.log.warn("Uniform creation failed for {s} {d}\n", .{ name, prog });
// return UniformError.UniformErrorCreationFailed;
}
return initWithLoc(prog, loc);
}
std.log.warn("Uniform creation failed for {s} {d}\n", .{ name, prog });
return UniformError.UniformErrorCreationFailed;
}
return initWithLoc(prog, loc);
}

@@ -20,7 +20,7 @@ pub fn init(allocator: std.mem.Allocator, ctx: SceneContext) *Scenes {
.allocator = allocator,
.context = ctx,
};
scenes.initScene(ui.ui_state.scene_type.six_textured_torus);
scenes.initScene(ui.ui_state.scene_type.ten_surface_detail);
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💡 Codebase verification

Update remaining references to six_textured_torus.

Found additional occurrences of six_textured_torus in src/foundations/ui/ui_state.zig. Please ensure these are updated to ten_surface_detail to maintain consistency across the codebase.

  • src/foundations/ui/ui_state.zig: six_textured_torus instances
🔗 Analysis chain

Verify the intentionality and readiness for the new initial scene.

The initial scene type has been changed from six_textured_torus to ten_surface_detail. This change aligns with the PR objectives mentioning "chapter 10 surface details".

Please confirm:

  1. Is this change intentional?
  2. Are all other parts of the codebase ready to handle ten_surface_detail as the initial scene?

It might be helpful to run the following script to check for any other occurrences of six_textured_torus that might need updating:

This will help ensure consistency across the codebase and prevent potential issues related to the scene type change.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Search for occurrences of 'six_textured_torus' in the codebase

rg --type zig 'six_textured_torus'

Length of output: 189

Comment on lines +19 to +32
pub fn initWithPrecision(
program: u32,
instance_data: []rhi.instanceData,
wireframe: bool,
precision: usize,
) Sphere {
const num_vertices = (precision + 1) * (precision + 1);
const num_indices = precision * precision * 6;
var attribute_data: [max_num_vertices]rhi.attributeData = undefined;
var indices: [max_num_indices]u32 = undefined;
data(&attribute_data, &indices, precision);

const vao_buf = rhi.attachInstancedBuffer(attribute_data[0..num_vertices], instance_data);
const ebo = rhi.initEBO(@ptrCast(indices[0..num_indices]), vao_buf.vao);
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⚠️ Potential issue

Check for Slice Bounds to Prevent Runtime Panics

When slicing attribute_data and indices arrays using [0..num_vertices] and [0..num_indices], there is a risk of exceeding the bounds if num_vertices or num_indices are greater than max_num_vertices or max_num_indices. This could lead to runtime panics due to out-of-bounds access.

Add assertions to ensure that the computed num_vertices and num_indices do not exceed the maximum sizes:

+    std.debug.assert(num_vertices <= max_num_vertices);
+    std.debug.assert(num_indices <= max_num_indices);

Alternatively, if you adopt dynamic allocation as suggested earlier, this issue would be mitigated.

📝 Committable suggestion

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

Suggested change
pub fn initWithPrecision(
program: u32,
instance_data: []rhi.instanceData,
wireframe: bool,
precision: usize,
) Sphere {
const num_vertices = (precision + 1) * (precision + 1);
const num_indices = precision * precision * 6;
var attribute_data: [max_num_vertices]rhi.attributeData = undefined;
var indices: [max_num_indices]u32 = undefined;
data(&attribute_data, &indices, precision);
const vao_buf = rhi.attachInstancedBuffer(attribute_data[0..num_vertices], instance_data);
const ebo = rhi.initEBO(@ptrCast(indices[0..num_indices]), vao_buf.vao);
pub fn initWithPrecision(
program: u32,
instance_data: []rhi.instanceData,
wireframe: bool,
precision: usize,
) Sphere {
const num_vertices = (precision + 1) * (precision + 1);
const num_indices = precision * precision * 6;
std.debug.assert(num_vertices <= max_num_vertices);
std.debug.assert(num_indices <= max_num_indices);
var attribute_data: [max_num_vertices]rhi.attributeData = undefined;
var indices: [max_num_indices]u32 = undefined;
data(&attribute_data, &indices, precision);
const vao_buf = rhi.attachInstancedBuffer(attribute_data[0..num_vertices], instance_data);
const ebo = rhi.initEBO(@ptrCast(indices[0..num_indices]), vao_buf.vao);

@@ -1,4 +1,4 @@
fragment_shader: fragment_shader_type,
fragment_shader: fragment_shader_type = .custom,
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⚠️ Potential issue

Ensure 'frag_body' is provided when using '.custom' fragment_shader

By setting fragment_shader to .custom by default, ensure that a custom fragment shader body is supplied via frag_body. Without providing frag_body, the shader compilation may fail due to missing fragment shader code.

Comment on lines +116 to +131
pub fn deinit(self: *SurfaceDetail, allocator: std.mem.Allocator) void {
if (self.moon_normal_map) |et| {
et.deinit();
}
self.view_camera.deinit(allocator);
self.view_camera = undefined;
self.materials.deinit();
self.materials = undefined;
self.lights.deinit();
self.lights = undefined;
self.deleteMoon();
self.deleteEarth();
self.deleteCubemap();
self.deleteSphere();
allocator.destroy(self);
}
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⚠️ Potential issue

Ensure all allocated resources are properly deinitialized to prevent memory leaks

In the deinit function, only moon_normal_map is deinitialized among the textures. However, textures such as moon_texture, earth_normal_map, earth_texture, earth_height_map, and cubemap_texture are not deinitialized. Similarly, uniforms moon_light_pos, earth_light_pos, and sphere_matrix are not deinitialized. This could lead to memory leaks. Please ensure all allocated resources are properly deinitialized.

Apply this diff to deinitialize the missing textures and uniforms:

+    if (self.moon_texture) |mt| {
+        mt.deinit();
+    }
+    if (self.earth_normal_map) |enm| {
+        enm.deinit();
+    }
+    if (self.earth_texture) |et| {
+        et.deinit();
+    }
+    if (self.earth_height_map) |ehm| {
+        ehm.deinit();
+    }
+    if (self.cubemap_texture) |ct| {
+        ct.deinit();
+    }

+    self.moon_light_pos.deinit();
+    self.earth_light_pos.deinit();
+    self.sphere_matrix.deinit();

+    self.deleteCross();
📝 Committable suggestion

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

Suggested change
pub fn deinit(self: *SurfaceDetail, allocator: std.mem.Allocator) void {
if (self.moon_normal_map) |et| {
et.deinit();
}
self.view_camera.deinit(allocator);
self.view_camera = undefined;
self.materials.deinit();
self.materials = undefined;
self.lights.deinit();
self.lights = undefined;
self.deleteMoon();
self.deleteEarth();
self.deleteCubemap();
self.deleteSphere();
allocator.destroy(self);
}
pub fn deinit(self: *SurfaceDetail, allocator: std.mem.Allocator) void {
if (self.moon_normal_map) |et| {
et.deinit();
}
if (self.moon_texture) |mt| {
mt.deinit();
}
if (self.earth_normal_map) |enm| {
enm.deinit();
}
if (self.earth_texture) |et| {
et.deinit();
}
if (self.earth_height_map) |ehm| {
ehm.deinit();
}
if (self.cubemap_texture) |ct| {
ct.deinit();
}
self.moon_light_pos.deinit();
self.earth_light_pos.deinit();
self.sphere_matrix.deinit();
self.view_camera.deinit(allocator);
self.view_camera = undefined;
self.materials.deinit();
self.materials = undefined;
self.lights.deinit();
self.lights = undefined;
self.deleteMoon();
self.deleteEarth();
self.deleteCubemap();
self.deleteSphere();
self.deleteCross();
allocator.destroy(self);
}

fo_vert = f_main_pos.xyz;
fo_normal = normalize(f_norm_matrix * f_normal);
f_tc = f_texture_coords;
f_frag_color = vec4(f_moon_light_pos.xyz, 1.0);
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🛠️ Refactor suggestion

Redundant .xyz accessor on vec3 variable f_moon_light_pos.

The variable f_moon_light_pos is of type vec3. Accessing .xyz on a vec3 is redundant and unnecessary in GLSL.

  • Line 19:

    f_frag_color = vec4(f_moon_light_pos.xyz, 1.0);
  • Line 21:

    fo_lightdir = f_moon_light_pos.xyz;

Consider removing the .xyz accessor to improve code clarity:

-    f_frag_color = vec4(f_moon_light_pos.xyz, 1.0);
+    f_frag_color = vec4(f_moon_light_pos, 1.0);

-    fo_lightdir = f_moon_light_pos.xyz;
+    fo_lightdir = f_moon_light_pos;

Also applies to: 21-21

fo_normal = normalize(f_norm_matrix * f_normal);
f_tc = f_texture_coords;
f_frag_color = vec4(f_moon_light_pos.xyz, 1.0);
fo_tangent = m_matrix * f_tangent;
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⚠️ Potential issue

Potential dimension mismatch in fo_tangent calculation.

In line 20, fo_tangent is calculated by multiplying m_matrix (a mat4) with f_tangent:

fo_tangent = m_matrix * f_tangent;

Ensure that f_tangent is a vec4 to match the multiplication with a mat4. If f_tangent is a vec3, this operation will result in a dimension mismatch.

If f_tangent is a vec3, consider converting it to a vec4 before multiplication and then extracting the xyz components:

-    fo_tangent = m_matrix * f_tangent;
+    fo_tangent = (m_matrix * vec4(f_tangent, 0.0)).xyz;

@btipling btipling merged commit 7ed5cd0 into main Oct 14, 2024
@btipling btipling deleted the bt/chapter_10_surface_details branch October 14, 2024 11:35
@coderabbitai coderabbitai bot mentioned this pull request Oct 21, 2024
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