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@btipling btipling commented Oct 21, 2024

Summary by CodeRabbit

  • New Features

    • Introduced the Foundation Simple Shader Compiler (FSSC) for shader compilation.
    • Added a new executable target for the shader compiler, enhancing shader management capabilities.
    • Implemented a structured approach for handling command-line arguments in the compiler.
    • Added new GLSL shaders for various rendering tasks, including terrain and tessellation.
    • Enhanced rendering capabilities with new tessellation and lighting shaders.
    • Introduced a user interface for adjusting lighting settings in the Terrain Tessellator.
  • Bug Fixes

    • Improved error handling in shader attachment and linking processes.
  • Documentation

    • Added README documentation for the Foundation Simple Shader Compiler, outlining its functionality and usage.
  • Tests

    • Included test cases for validating shader compilation and parsing functionalities.

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coderabbitai bot commented Oct 21, 2024

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Walkthrough

The pull request introduces a new executable target for a shader compiler named "fssc" in the build.zig file, along with the corresponding source file src/compiler.zig. This addition includes various components such as command-line argument handling in src/compiler/Args.zig, compiler functionality in src/compiler/Compiler.zig, and file management in src/compiler/File.zig. The changes also encompass several new GLSL shader files for rendering, including those for terrain tessellation and lighting, enhancing the overall graphics capabilities of the application.

Changes

File Path Change Summary
build.zig Added new executable target "fssc" for shader compilation, including run command and build step.
src/compiler.zig Introduced main function for the compiler, handling initialization and execution with error management.
src/compiler/Args.zig Implemented structured command-line argument parsing and validation.
src/compiler/Compiler.zig Created Compiler struct for managing compilation processes, including error handling.
src/compiler/File.zig Added File structure for file operations, including reading and writing functionality.
src/compiler/Includer.zig Developed Includer struct for managing file inclusions in shaders.
src/compiler/Parser.zig Established a parser for handling include directives, with error handling for file operations.
src/compiler/README.md Added documentation for the Foundation Simple Shader Compiler (FSSC).
src/compiler/test/camera.glsl Introduced CameraBuffer uniform block for camera-related data.
src/compiler/test/expected_output.glsl Added vertex shader with various input attributes and structures for lighting and materials.
src/compiler/test/lights.glsl Defined Light structure for managing lighting properties.
src/compiler/test/materials.glsl Created Material structure for shader material properties.
src/compiler/test/source.glsl Implemented vertex shader with transformation logic and texture coordinate handling.
src/foundations/rhi/Shader.zig Enhanced shader management with new error handling and shader attachment logic.
src/foundations/rhi/Uniform.zig Modified error handling in uniform initialization logic.
src/foundations/rhi/rhi.zig Added functions for tessellation rendering in OpenGL.
src/foundations/scenes/cgpoc/chapter12/basic_tessellator/BasicTessellator.zig Introduced BasicTessellator class for tessellation rendering.
src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/TerrainTessellator.zig Created TerrainTessellator class for terrain rendering.
src/foundations/scenes/cgpoc/chapter12/lod_tessellator/LodTessellator.zig Developed LodTessellator class for managing LOD rendering.
src/foundations/shaders/light.glsl Defined Light structure and buffer layouts for managing lighting in shaders.
src/foundations/shaders/material.glsl Created Material structure for shader material properties.

Possibly related PRs

  • chapter 10 surface details #39: The changes in the main PR involve the introduction of a new executable target for a shader compiler, which is directly related to the modifications in src/foundations/scenes/cgpoc/chapter10/surface_detail/SurfaceDetail.zig where new rendering methods for shaders are added, indicating a connection to shader compilation and management.

"In the land of code, where shaders bloom,
A compiler now dances, dispelling the gloom.
With arguments parsed and files in a row,
The rabbit hops forth, ready to show.
Tesselations and lights, all in a whirl,
In this graphics garden, watch magic unfurl!" 🐇✨


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Actionable comments posted: 72

🧹 Outside diff range and nitpick comments (70)
src/foundations/shaders/frag_ins.glsl (1)

2-2: LGTM: Fragment color input. Consider naming convention.

The f_frag_color input variable is correctly declared as a 4D vector, suitable for passing color information (RGB + alpha) to the fragment shader.

Consider using a consistent naming convention across all inputs. For example, you could use fo_frag_color to match the fo_ prefix used in other inputs.

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

1-6: LGTM! Consider adding brief comments for clarity.

The output variable declarations look good and follow consistent naming conventions. The types used are appropriate for their likely purposes in the graphics pipeline.

To enhance maintainability, consider adding brief inline comments explaining the purpose of each output variable. For example:

out vec2 f_tc;        // Texture coordinates
out vec4 f_frag_color; // Fragment color
out vec3 fo_normal;    // Normal vector
out vec3 fo_vert;      // Vertex position
out vec3 fo_lightdir;  // Light direction
out vec4 fo_tangent;   // Tangent vector
src/compiler/test/camera.glsl (1)

1-6: LGTM! Consider minor improvements for consistency and flexibility.

The CameraBuffer uniform buffer is well-structured and contains essential camera-related data. The use of std140 layout ensures compatibility across different GPU hardware.

Some suggestions for improvement:

  1. Consider adding comments to explain the purpose of each member, especially for f_mvp and v_matrix.
  2. Ensure that binding point 0 doesn't conflict with other shader resources in your project.
  3. For consistency, consider using the 'f_' prefix for all members or document the naming convention if it's intentional.

Would you like me to provide an example of how these improvements could be implemented?

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

1-6: LGTM! Consider standardizing naming convention.

The CameraBuffer uniform block is well-structured and contains appropriate data for camera-related calculations. The use of std140 layout ensures compatibility across different GPU hardware.

Consider standardizing the naming convention for consistency:

  • f_mvp could be renamed to v_mvp to match the v_ prefix used for v_matrix, as both are view-related matrices.
  • Alternatively, you could use m_ prefix for matrices: m_mvp and m_view.

Example:

layout(std140, binding = 0) uniform CameraBuffer {
    mat4 m_mvp;
    mat4 m_view;
    vec4 v_camera_pos;
    vec4 v_global_ambient;
};
src/compiler/test/materials.glsl (1)

1-9: LGTM! Well-structured Material definition.

The Material struct is well-defined with appropriate types for color properties (vec4) and shininess (float). The inclusion of padding fields ensures proper memory alignment, which is crucial for efficient GPU memory access.

Consider adding a brief comment explaining the purpose of the padding fields for better code readability:

struct Material {
    vec4 ambient;
    vec4 diffuse;
    vec4 specular;
    float shininess;
    // Padding to ensure 16-byte alignment
    float padding_1;
    float padding_2;
    float padding_3;
};
src/foundations/shaders/material.glsl (1)

1-9: Consider adding documentation comments.

To improve code readability and maintainability, consider adding documentation comments for the Material structure and its fields. This would help other developers understand the purpose and usage of each component.

Here's a suggested documentation format:

// Material: Defines the properties of a material for lighting calculations
struct Material {
    vec4 ambient;    // Ambient color of the material (RGBA)
    vec4 diffuse;    // Diffuse color of the material (RGBA)
    vec4 specular;   // Specular color of the material (RGBA)
    float shininess; // Shininess factor for specular highlights
    float padding_1; // Padding for memory alignment
    float padding_2; // Padding for memory alignment
    float padding_3; // Padding for memory alignment
};
src/foundations/scenes/cgpoc/chapter12/chapter12.zig (2)

1-3: Consider adding documentation for each tessellator import.

The code structure looks good, with a clear separation of different tessellation implementations. However, to improve maintainability and ease of use, consider adding brief documentation comments for each import. This will help other developers understand the purpose and use case for each tessellator without having to dive into the imported files.

Here's a suggested improvement:

+/// Basic tessellation implementation for general-purpose use
 pub const BasicTessellator = @import("basic_tessellator/BasicTessellator.zig");
+/// Specialized tessellator for terrain rendering
 pub const TerrainTessellator = @import("terrain_tessellator/TerrainTessellator.zig");
+/// Level of Detail (LOD) tessellation for performance optimization
 pub const LodTessellator = @import("lod_tessellator/LodTessellator.zig");

1-3: Consider improving file organization and structure.

While the current implementation is correct and follows good modular design practices, consider the following suggestions to enhance clarity and maintainability:

  1. The file name chapter12.zig doesn't provide much information about its contents. Consider renaming it to something more descriptive, like tessellators.zig or tessellation_modules.zig.

  2. If these tessellators are meant to be used together or in a specific way, consider adding a brief comment at the top of the file explaining their purpose and how they relate to each other.

  3. If appropriate for your use case, consider defining a common interface or trait that all tessellators implement. This could make it easier to use them interchangeably in other parts of your code.

Here's an example of how you might implement a common interface:

pub const Tessellator = struct {
    tessellate: fn(/* common parameters */) void,
    // Other common methods...
};

pub const BasicTessellator = @import("basic_tessellator/BasicTessellator.zig");
pub const TerrainTessellator = @import("terrain_tessellator/TerrainTessellator.zig");
pub const LodTessellator = @import("lod_tessellator/LodTessellator.zig");

pub fn createTessellator(kind: enum { Basic, Terrain, Lod }) Tessellator {
    return switch (kind) {
        .Basic => BasicTessellator.create(),
        .Terrain => TerrainTessellator.create(),
        .Lod => LodTessellator.create(),
    };
}

This approach would provide a unified way to create and use tessellators throughout your application.

src/foundations/scenes/cgpoc/chapter12/basic_tessellator/surface_frag.glsl (3)

4-5: LGTM: Appropriate input/output variable declarations.

The input and output variables are correctly declared. The f_tc_tes input likely represents texture coordinates from the tessellation evaluation shader, and fo_frag_color is appropriately declared as a 4-component vector for color output.

Consider renaming f_tc_tes to f_tex_coord for improved clarity, maintaining the f_ prefix convention for fragment shader variables.


7-7: LGTM: Correct bindless sampler declaration.

The uniform sampler is correctly declared with the bindless_sampler layout qualifier, which is consistent with the required GL_ARB_bindless_texture extension.

Consider renaming f_samp_2 to a more descriptive name like f_texture_sampler to improve code readability and maintain the f_ prefix convention for fragment shader variables.


9-12: LGTM: Correct texture sampling implementation.

The main function correctly samples the texture using the input texture coordinates and assigns the result to the output color.

Consider adding error handling or boundary checking for the texture coordinates to improve robustness. For example:

void main()
{
    vec2 clamped_tc = clamp(f_tc_tes, 0.0, 1.0);
    fo_frag_color = texture(f_samp_2, clamped_tc);
}

This ensures that the texture coordinates are always within the [0, 1] range, preventing potential artifacts from out-of-bounds sampling.

src/foundations/scenes/cgpoc/chapter12/basic_tessellator/grid_tes.glsl (1)

1-4: LGTM! Consider removing unused include.

The GLSL version 460 is appropriate for modern graphics hardware. However, there's a commented-out include statement that might not be necessary.

If the camera shader include is not needed, consider removing it to keep the code clean.

src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_frag.glsl (1)

13-16: LGTM: Correct implementation of texture sampling.

The main function correctly samples the terrain texture using the input texture coordinates and assigns the result to the output color. This implementation is suitable for basic terrain rendering.

Consider if any additional processing of the sampled color (e.g., lighting calculations, blending with other textures) might enhance the visual quality of the terrain. If not needed for the current use case, you can disregard this suggestion.

src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/sphere_vertex.glsl (3)

2-2: Consider adding a comment to explain the purpose of f_sphere_matrix.

Adding a brief comment explaining the purpose and expected content of f_sphere_matrix would improve code readability and maintainability.


4-11: LGTM! Consider adding a comment for f_transform.

The main function declaration and matrix construction look good. For improved readability, consider adding a brief comment explaining the purpose of f_transform.


12-16: LGTM! Consider adding input variable declarations for clarity.

The vertex transformation and output assignments are correct. For improved readability and to prevent potential issues:

  1. Consider adding declarations for input variables at the beginning of the file (e.g., in vec3 f_position;, in vec3 f_normal;, etc.).
  2. You might want to add a comment explaining the purpose of f_sphere_matrix in the transformation pipeline.
src/compiler.zig (3)

4-5: LGTM: Proper allocator initialization and cleanup.

The use of a GeneralPurposeAllocator and its deferred cleanup is appropriate. However, consider logging any errors that might occur during deinitialization.

You could modify the defer statement to log any potential errors:

-defer _ = gpa.deinit();
+defer {
+    const deinit_status = gpa.deinit();
+    if (deinit_status == .leak) std.log.err("Memory leak detected during GPA shutdown", .{});
+}

7-10: LGTM: Proper Compiler initialization, execution, and cleanup.

The initialization, execution, and cleanup of the Compiler instance are handled correctly. The use of try for error propagation and deferred cleanup is appropriate.

Consider adding more granular error handling to provide specific error messages:

-const c: *Compiler = try Compiler.init(gpa.allocator());
-defer c.deinit();
-
-try c.run();
+const c: *Compiler = Compiler.init(gpa.allocator()) catch |err| {
+    std.log.err("Failed to initialize compiler: {}", .{err});
+    return err;
+};
+defer c.deinit();
+
+c.run() catch |err| {
+    std.log.err("Compiler execution failed: {}", .{err});
+    return err;
+};

This change would provide more informative error messages if initialization or execution fails.


12-16: LGTM: Proper completion indication and imports.

The debug print and imports are correctly implemented. The separation of the Compiler logic into its own module is a good practice for maintainability.

For consistency with the start message, consider modifying the completion message:

-std.debug.print("Compiler finished.\n", .{});
+std.debug.print("Compiler finished successfully.\n", .{});

This change provides a clearer indication of successful completion.

src/compiler/README.md (3)

1-8: Fix typos and improve grammar in the About section.

The About section contains some typos and grammatical issues that should be addressed to enhance readability and professionalism.

Apply this diff to fix the issues:

 # Foundation Simple Shader Compiler

 ## About

-Currenly a super basic shader compiler thatjust looks for `//#include "` for the source file, with no recursion and does
-a replace.
+Currently a super basic shader compiler that just looks for `//#include "` in the source file, with no recursion, and performs
+a replacement.

 That's it. Will likely do more later. I just needed for the shader madness to end.
🧰 Tools
🪛 LanguageTool

[grammar] ~6-~6: The word ‘replace’ is a verb. Did you mean the noun “replacement”?
Context: ...urce file, with no recursion and does a replace. That's it. Will likely do more later....

(PREPOSITION_VERB)


10-14: Enhance the Running section with argument explanations.

The command example is helpful, but adding brief explanations for each argument would make it more user-friendly, especially for new users.

Consider adding explanations like this:

## Running

```bash
zig build fssc -- --source <input_file> --name <output_name> --output <output_directory>

Where:

  • --source: Path to the input shader file
  • --name: Desired name for the output file
  • --output: Directory where the output file will be saved

---

`1-14`: **Consider adding Future Plans and Contributing sections.**

The README provides good basic information, but it could be enhanced by adding sections for future plans and contribution guidelines. This would give users and potential contributors a better understanding of the project's direction and how they can get involved.

Consider adding the following sections:

```markdown
## Future Plans

- Implement recursive include handling
- Add support for more advanced shader preprocessing features
- [Add any other planned features or improvements]

## Contributing

We welcome contributions to the Foundation Simple Shader Compiler! If you're interested in contributing, please [provide instructions or link to contributing guidelines].
🧰 Tools
🪛 LanguageTool

[grammar] ~6-~6: The word ‘replace’ is a verb. Did you mean the noun “replacement”?
Context: ...urce file, with no recursion and does a replace. That's it. Will likely do more later....

(PREPOSITION_VERB)

src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_vert.glsl (1)

3-3: Consider removing or uncommenting the include statement.

The commented-out include statement #include "src/foundations/shaders/vertex_outs.glsl" might be unnecessary or indicate missing functionality. If it's not needed, consider removing it to improve code clarity. If it's required, uncomment and ensure the file exists.

src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_vert.glsl (2)

1-5: GLSL version and uniform declaration look good, but there's a commented include.

The GLSL version 460 is appropriate for modern graphics hardware. The uniform variable f_light_1_pos is correctly declared for light position input. However, there's a commented out include statement that might indicate unused code or a potential future addition.

Consider removing the commented include statement if it's not needed, or uncomment and use it if it's required for the shader's functionality.


15-15: Vertex position calculation looks good, but consider adding height displacement.

The vertex position calculation correctly uses the texture coordinates to position the terrain patch, with appropriate adjustments to center the coordinate system.

Consider adding height displacement to create a 3D terrain effect. You could use a height map texture or a procedural noise function to modify the y-coordinate. For example:

float height = texture(heightMap, f_tc).r; // Assuming you have a height map texture
gl_Position = vec4(f_tc.x - 0.5, height, (1.0 - f_tc.y) - 0.5, 1.0);

This would add vertical variation to your terrain, making it more realistic.

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

1-11: LGTM! Consider parameterizing inputs for improved reusability.

The implementation of f_calc_new_normal() correctly applies normal mapping techniques. However, to enhance reusability and clarity, consider passing input variables as function parameters instead of relying on global variables.

Here's a suggested refactor to improve reusability:

vec3 f_calc_new_normal(vec3 normal, vec4 tangent, vec2 texCoords, sampler2D normalMap) {
    vec3 f_n_normal = normalize(normal);
    vec3 f_n_tangent = normalize(tangent.xyz);
    vec3 f_n_bitangent = tangent.w * normalize(cross(f_n_tangent, f_n_normal));
    mat3 f_n_tbn = mat3(f_n_tangent, f_n_bitangent, f_n_normal);
    
    vec3 f_n_map_normal = texture(normalMap, texCoords).xyz * 2.0 - 1.0;
    vec3 f_n_new_normal = normalize(f_n_tbn * f_n_map_normal);
    
    return f_n_new_normal;
}

This refactored version makes the function more flexible and easier to understand at the call site.


6-7: Consider adding a null check for the sampled normal.

It's a good practice to handle cases where the sampled normal might be invalid or missing.

You could add a check like this:

vec3 f_n_map_normal = texture(f_samp_2, f_tc).xyz;
if (length(f_n_map_normal) < 0.1) {
    return f_n_normal; // Return the geometric normal if the sampled normal is too short
}
f_n_map_normal = f_n_map_normal * 2.0 - 1.0;

This ensures that if the sampled normal is close to zero (which could happen with certain compression artifacts or if no normal map is applied), you fall back to the geometric normal.


1-11: Consider adding a fallback for disabled normal mapping.

In some rendering scenarios, you might want to disable normal mapping for performance or artistic reasons.

You could add a boolean parameter to toggle normal mapping:

vec3 f_calc_new_normal(vec3 normal, vec4 tangent, vec2 texCoords, sampler2D normalMap, bool useNormalMap) {
    if (!useNormalMap) {
        return normalize(normal);
    }
    
    // ... rest of the function ...
}

This allows the calling code to easily switch between using the normal map and the geometric normal, providing more flexibility in your rendering pipeline.

src/foundations/scenes/cgpoc/chapter12/basic_tessellator/surface_tcs.glsl (2)

1-5: LGTM! Consider adding comments for clarity.

The shader version, input/output declarations, and layout specification are correct and appropriate for a tessellation control shader.

Consider adding brief comments to explain the purpose of the input and output arrays, and the reason for choosing 16 vertices in the layout. This would improve code readability and maintainability.


1-20: Consider adding documentation and exploring advanced tessellation techniques.

While the shader is functional, there are opportunities for improvement:

  1. Add comments to explain the shader's purpose, inputs, outputs, and any assumptions made.

  2. In future iterations, consider implementing more advanced tessellation control techniques:

    • Distance-based tessellation (reducing detail for distant objects)
    • Curvature-based tessellation (higher detail for curved surfaces)
    • View-dependent tessellation (adjusting detail based on camera angle)

These enhancements could significantly improve the visual quality and performance of your tessellation system.

Would you like assistance in implementing any of these advanced techniques?

src/test.zig (1)

21-22: LGTM! Consider grouping related imports.

The new imports for CompilerParser and CompilerIncluder are correctly added and follow the existing naming conventions.

Consider grouping these compiler-related imports with the existing imports at the top of the file for better organization and readability.

src/foundations/scenes/cgpoc/chapter10/surface_detail/moon_vert.glsl (2)

4-4: Uniform variable declaration looks good.

The f_moon_light_pos uniform is correctly declared as a vec3 to represent the moon light position. Consider using a more standard GLSL naming convention without the 'f_' prefix for better readability across different shaders.


Line range hint 6-15: Matrix calculations are correct but could be optimized.

The matrix constructions and transformations are mathematically correct. However, consider the following optimization:

  1. If f_xup is always an identity matrix, you can simplify the f_main_pos calculation to:

    vec4 f_main_pos = m_matrix * vec4(f_position.xyz, 1.0);
  2. If f_xup is not always identity, consider pre-multiplying it with m_matrix on the CPU side to reduce per-vertex calculations.

These optimizations could potentially improve shader performance.

src/compiler/test/lights.glsl (1)

1-15: LGTM! Consider adding documentation comments.

The Light structure is well-defined and comprehensive, covering various aspects of lighting including color components, position, direction, attenuation, and light type. The use of vec4 for color and position/direction aligns well with GPU architecture for efficient computations. The explicit padding fields show attention to memory alignment, which is crucial for GPU performance.

Consider adding documentation comments for each field, especially for light_kind, to improve code readability and maintainability. For example:

// 0: directional, 1: positional, 2: spotlight
int light_kind;
src/foundations/shaders/light.glsl (2)

2-16: LGTM! Consider using an enum for light_kind.

The Light struct is well-defined with all necessary components for various light types. The explicit padding ensures proper memory alignment, which is crucial for GPU performance.

Consider defining an enum for light_kind to improve code readability. For example:

enum LightKind {
    DIRECTIONAL = 0,
    POSITIONAL = 1,
    SPOTLIGHT = 2
};

Then update the light_kind field:

LightKind light_kind;

This change would make the code more self-documenting without affecting memory layout.


1-24: Overall, well-structured shader file for lighting.

This new GLSL shader file provides a solid foundation for lighting calculations. The Light struct and buffer layouts are well-defined and follow good practices. The use of std430 layout and explicit binding points contributes to efficient GPU usage.

As this file is part of a larger shader system, ensure consistent naming conventions and structure across all related shader files. Consider documenting the relationship between this file and others in the system (e.g., lights.glsl) to aid in maintenance and future development.

src/foundations/scenes/cgpoc/chapter12/basic_tessellator/surface_vert.glsl (2)

6-17: Vertex data is well-defined, but consider using a uniform buffer for flexibility.

The vertex data is well-structured, providing a good 4x4 grid for tessellation with varying heights. This will create an interesting surface for the tessellator to work with.

Consider moving this vertex data to a uniform buffer object (UBO) for more flexibility:

layout(std140, binding = 0) uniform VertexData {
    vec4 vertices[16];
};

This change would allow you to update the vertex data from the CPU side without recompiling the shader, enabling dynamic terrain generation.


5-5: Main function is correct, but texture coordinate calculation can be optimized.

The main function correctly sets the vertex position using gl_VertexID and computes texture coordinates. The use of gl_VertexID is appropriate for this static vertex data setup.

You can simplify the texture coordinate calculation:

f_tc = (vertices[gl_VertexID].xz + 1.0) * 0.5;

This achieves the same result more concisely by operating on both x and z components simultaneously.

Also applies to: 18-20

src/compiler/test/source.glsl (1)

1-12: LGTM! Consider grouping related attributes for improved readability.

The shader version and input attributes are well-defined. The use of explicit locations for attributes is good for performance and compatibility.

Consider grouping related attributes together for improved readability. For example:

// Vertex data
layout (location = 0) in vec3 f_position;
layout (location = 2) in vec3 f_normal;
layout (location = 4) in vec4 f_tangent;

// Color data
layout (location = 1) in vec4 f_color;
layout (location = 9) in vec4 f_i_color;

// Texture coordinates
layout (location = 3) in vec2 f_texture_coords;

// Transform matrix columns
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;
src/foundations/scenes/cgpoc/chapter10/surface_detail/moon_frag.glsl (2)

Line range hint 5-16: LGTM! Consider adding comments for clarity.

The f_calc_new_normal() function correctly implements tangent space normal mapping. The implementation is efficient and follows best practices.

Consider adding brief comments to explain each step of the normal mapping process. This would improve code readability and maintainability, especially for developers who might not be familiar with the technique.


Line range hint 18-37: LGTM! Consider a minor optimization.

The integration of f_calc_new_normal() in the main() function is correct and will enhance the surface detail of the moon. The lighting calculations properly utilize the new normal vector.

Consider moving the f_light and f_mat assignments outside the main() function if they are constant for all fragments. This could potentially improve performance by reducing per-fragment computations.

uniform Light f_light;
uniform Material f_mat;

void main()
{
    // ... existing code ...
    // Remove the f_light and f_mat assignments here
    // ... rest of the function ...
}

If these values are indeed constant, this change could slightly optimize the shader execution.

src/foundations/ui/ui_state.zig (1)

38-40: LGTM! Consider grouping related enumerators.

The additions to the scene_type enum are correct and follow the existing naming convention.

For improved readability, consider grouping related enumerators together. For example, you could move these new tessellation-related enumerators next to other chapter 12 enumerators if they exist, or create a new group for chapter 12 items.

build.zig (1)

113-113: Add a comment explaining the purpose of "fssc"

Consider adding a brief comment explaining what "fssc" stands for and its purpose. This will improve code readability and maintainability.

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

114-124: LGTM: Correct shadow application and improved formatting.

The logic for applying lighting based on shadow status is correct, and the formatting change in the main function improves readability.

Consider a minor optimization to reduce branching:

vec3 lightContribution = f_ambient + (f_diffuse + f_specular) * not_in_shadow;
rv += vec4(lightContribution, 0.0);

This change eliminates the if-else statement, potentially improving performance on some GPU architectures by reducing branch divergence.

src/foundations/scenes/cgpoc/chapter7/lighting/Lighting.zig (3)

19-19: LGTM! Consider adding a comment for clarity.

The addition of the cross field for debug visualization is a good improvement. To enhance code readability, consider adding a brief comment explaining its purpose.

-cross: scenery.debug.Cross = undefined,
+/// Debug cross for visualizing a specific point or axis in the 3D scene
+cross: scenery.debug.Cross = undefined,

246-246: LGTM! Consider conditional rendering for performance.

The addition of self.cross.draw(dt) ensures that the debug cross is rendered each frame. For better performance, especially in production builds, consider adding a flag to conditionally render the debug cross.

-self.cross.draw(dt);
+if (self.ui_state.show_debug_cross) {
+    self.cross.draw(dt);
+}

This change allows you to toggle the debug cross rendering through the UI, which can be useful for performance optimization and cleaner visuals when not needed.


564-574: LGTM! Consider parameterizing the debug cross initialization.

The implementation of deleteCross and renderDebugCross is correct and ensures proper memory management. To improve flexibility, consider parameterizing the debug cross initialization.

Modify the renderDebugCross method to accept parameters:

-pub fn renderDebugCross(self: *Lighting) void {
+pub fn renderDebugCross(self: *Lighting, position: [3]f32, size: f32) void {
     self.cross = scenery.debug.Cross.init(
         self.allocator,
-        math.matrix.translate(0, -0.025, -0.025),
+        math.matrix.translate(position[0], position[1], position[2]),
-        5,
+        size,
     );
 }

This change allows you to position and size the debug cross dynamically, increasing its usefulness in different scenarios.

src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_tes.glsl (1)

15-16: Replace magic numbers with named constants or uniforms

The shader uses hardcoded values like 64.0 and 60.0 in multiple places. Replacing these with named constants or uniforms will enhance readability and maintainability.

Define constants at the beginning of the shader:

const float TESSELLATION_FACTOR = 64.0;
const float HEIGHT_SCALE = 60.0;

Then update the code accordingly:

-     float f_s = f_tc_tcs[0].x + (gl_TessCoord.x) / 64.0;
+     float f_s = f_tc_tcs[0].x + (gl_TessCoord.x) / TESSELLATION_FACTOR;

-     float f_t = f_tc_tcs[0].y + (1.0 - gl_TessCoord.y) / 64.0;
+     float f_t = f_tc_tcs[0].y + (1.0 - gl_TessCoord.y) / TESSELLATION_FACTOR;

-     vec4 f_tp = vec4(gl_in[0].gl_Position.x + gl_TessCoord.x / 64.0, 0.0,
-                      gl_in[0].gl_Position.z + gl_TessCoord.y / 64.0, 1.0);
+     vec4 f_tp = vec4(gl_in[0].gl_Position.x + gl_TessCoord.x / TESSELLATION_FACTOR, 0.0,
+                      gl_in[0].gl_Position.z + gl_TessCoord.y / TESSELLATION_FACTOR, 1.0);

-     f_tp.y += (texture(f_height_samp, f_tc_out).r) / 60.0;
+     f_tp.y += (texture(f_height_samp, f_tc_out).r) / HEIGHT_SCALE;

Also applies to: 18-19, 21-21

src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_tes.glsl (1)

18-19: Define magic numbers as named constants for clarity.

Magic numbers like 64.0 and 40.0 are used directly in calculations. Defining them as named constants improves readability and makes future adjustments easier.

Add the following constants at the top of the shader:

const float TessellationScale = 64.0;
const float HeightScale = 40.0;

Then update the code to use these constants. Apply this diff:

-    float f_s = f_tc_tcs[0].x + (gl_TessCoord.x) / 64.0;
+    float f_s = f_tc_tcs[0].x + (gl_TessCoord.x) / TessellationScale;

-    float f_t = f_tc_tcs[0].y + (1.0 - gl_TessCoord.y) / 64.0;
+    float f_t = f_tc_tcs[0].y + (1.0 - gl_TessCoord.y) / TessellationScale;

...

-    f_tp.y += (texture(f_height_samp, f_tc_out).r) / 40.0;
+    f_tp.y += (texture(f_height_samp, f_tc_out).r) / HeightScale;

Also applies to: 24-24

src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_tcs.glsl (1)

20-22: Use swizzling instead of array indices for clarity.

Accessing vector components using array indices can be less readable. Consider using swizzling (e.g., .x, .y, .z) for better clarity and maintainability.

Apply this diff to use swizzled component access:

-    p0 = f_mvp * f_terrain_m * vec4(p0[1], p0[2], p0[0], 1.0);
-    p1 = f_mvp * f_terrain_m * vec4(p1[1], p1[2], p1[0], 1.0);
-    p2 = f_mvp * f_terrain_m * vec4(p2[1], p2[2], p2[0], 1.0);
+    p0 = f_mvp * f_terrain_m * vec4(p0.y, p0.z, p0.x, 1.0);
+    p1 = f_mvp * f_terrain_m * vec4(p1.y, p1.z, p1.x, 1.0);
+    p2 = f_mvp * f_terrain_m * vec4(p2.y, p2.z, p2.x, 1.0);
src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_frag.glsl (1)

4-8: Ensure bindless sampler uniforms are properly initialized

Multiple bindless sampler uniforms (f_samp, f_samp_1, f_samp_2, f_samp_3, f_cubemap) have been declared. Please verify that these samplers are correctly initialized with valid texture handles before use to avoid runtime errors.

src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_frag.glsl (2)

51-51: Remove unnecessary multiplication by zero in the specular component

The specular term is multiplied by zero, effectively nullifying it:

vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0) * 0;

If the intention is to disable specular highlights, it's clearer to set f_specular to zero directly.

Apply this diff to set the specular component to zero:

-vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0) * 0;
+vec3 f_specular = vec3(0.0);

Alternatively, if you intend to include specular lighting, remove the multiplication by zero:

-vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0) * 0;
+vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0);

49-49: Simplify the ambient light calculation by removing redundant .xyz

The .xyz swizzling at the end of the calculation is unnecessary since the variables are already vec3:

vec3 f_ambient = ((f_global_ambient * f_mat.ambient) + (f_light.ambient * f_mat.ambient * f_attenuation)).xyz;

Apply this diff to simplify the expression:

-vec3 f_ambient = ((f_global_ambient * f_mat.ambient) + (f_light.ambient * f_mat.ambient * f_attenuation)).xyz;
+vec3 f_ambient = (f_global_ambient * f_mat.ambient) + (f_light.ambient * f_mat.ambient * f_attenuation);
src/compiler/File.zig (2)

14-14: Consider making max_bytes configurable or documenting its purpose

The max_bytes constant is set to 4096 << 12, which is 16 MiB. Depending on the expected file sizes, you might want to make this value configurable or add a comment explaining why this limit is appropriate.

Optionally, you can modify the code to accept max_bytes as a parameter or document its purpose:

+/// Maximum number of bytes to read from a file (16 MiB).
 const max_bytes = 4096 << 12;

47-52: Remove unused allocator parameter in write function

The allocator parameter _: std.mem.Allocator in the write function is not used. Consider removing it to clean up the function signature.

Apply the following diff to remove the unused parameter:

-pub fn write(self: *File, _: std.mem.Allocator) !void {
+pub fn write(self: *File) !void {
     const absolute_path = self.absolute_path orelse return FileError.NoPathError;
     const bytes = self.bytes orelse return FileError.NoBytesToWriteError;
     var fs = try std.fs.createFileAbsolute(absolute_path, .{});
     defer fs.close();
     try fs.writeAll(bytes);
 }
src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/TerrainTessellatorUI.zig (1)

60-60: Remove empty if statement or handle the checkbox state change

The if block for c.igCheckbox("wireframe", &self.wire_frame) is empty. If no action is needed on state change, you can remove the if statement.

Apply this diff to simplify the code:

-if (c.igCheckbox("wireframe", &self.wire_frame)) {}
+c.igCheckbox("wireframe", &self.wire_frame);
src/compiler/Compiler.zig (1)

35-35: Remove or conditionally compile debug statements in production code.

The debug statements self.ctx.args.debug();, std.debug.print("numbytes: {d}\n", .{bytes.len});, and parser.debug(); may not be suitable for production code. Consider removing them or wrapping them with a debug flag or build option.

Also applies to: 40-40, 47-47

src/compiler/Parser.zig (1)

110-112: Move import statements to the top of the file

For better readability and to follow standard Zig conventions, import statements should be placed at the beginning of the file.

Apply this diff to reposition the import statements:

+const std = @import("std");
+const builtin = @import("builtin");
+const File = @import("File.zig");

 // Existing code...

-const std = @import("std");
-const builtin = @import("builtin");
-const File = @import("File.zig");
src/compiler/Includer.zig (1)

128-133: Simplify resource cleanup using 'inc.deinit(allocator);'

In the test code, you manually deinitialize the fields of inc. Instead, you can call inc.deinit(allocator); to ensure all resources are properly and consistently released.

Apply this diff to simplify the cleanup:

-    inc.included_files.deinit(allocator);
-    inc.included_files = undefined;
-    inc.output_file.deinit(allocator);
-    allocator.free(inc.output_path);
-    allocator.destroy(inc);
+    inc.deinit(allocator);
src/foundations/scenes/cgpoc/chapter12/lod_tessellator/LodTessellator.zig (5)

60-60: Consider removing or implementing the updateCamera method

The updateCamera method is currently empty. If it's intended for future use, consider adding a comment to explain its purpose. Otherwise, remove it to clean up the code.

-pub fn updateCamera(_: *LodTessellator) void {}
+// pub fn updateCamera(_: *LodTessellator) void {}

70-76: Remove unnecessary scope block

The extra scope block starting at line 70 is unnecessary since it doesn't enclose any variables or restrict scope. Removing it will simplify the code.

Apply this diff to remove the unnecessary braces:

-{
     c.glLineWidth(5.0);
     c.glPolygonMode(c.GL_FRONT_AND_BACK, c.GL_LINE);
     rhi.runTesselationInstanced(self.terrain_program, 4, 64 * 64);
     c.glLineWidth(1.0);
     c.glPolygonMode(c.GL_FRONT_AND_BACK, c.GL_FILL);
-}

138-146: Use forward slashes in file paths for cross-platform compatibility

The file paths use backslashes, which may cause issues on Unix-like systems. Consider using forward slashes to ensure cross-platform compatibility.

Apply this diff to update the file paths:

 t.setup(self.ctx.textures_loader.loadAsset("cgpoc\\tessellation\\square_moon_map.jpg") catch null, prog, "f_terrain_samp") catch {
     self.terrain_t_tex = null;
 };

 t.setup(self.ctx.textures_loader.loadAsset("cgpoc\\tessellation\\square_moon_bump.jpg") catch null, prog, "f_height_samp") catch {
     self.terrain_t_map = null;
 };

Updated paths:

-"cgpoc\\tessellation\\square_moon_map.jpg"
+"cgpoc/tessellation/square_moon_map.jpg"

-"cgpoc\\tessellation\\square_moon_bump.jpg"
+"cgpoc/tessellation/square_moon_bump.jpg"

149-149: Remove redundant translation by zero vector

Translating by (0, 0, 0) does not change the matrix and is unnecessary. Removing this step simplifies the transformation.

Apply this diff to remove the redundant translation:

 m = math.matrix.transformMatrix(m, math.matrix.translate(0, 0, 0));

Updated code:

-m = math.matrix.transformMatrix(m, math.matrix.translate(0, 0, 0));

159-167: Place import statements at the top of the file for better readability

Placing import statements at the beginning of the file improves readability and maintains consistency with common coding practices.

Apply this diff to move the imports to the top:

+const std = @import("std");
+const c = @import("../../../../c.zig").c;
+const rhi = @import("../../../../rhi/rhi.zig");
+const ui = @import("../../../../ui/ui.zig");
+const scenes = @import("../../../scenes.zig");
+const math = @import("../../../../math/math.zig");
+const physics = @import("../../../../physics/physics.zig");
+const scenery = @import("../../../../scenery/scenery.zig");
+const Compiler = @import("../../../../../compiler/Compiler.zig");

 view_camera: *physics.camera.Camera(*LodTessellator, physics.Integrator(physics.SmoothDeceleration)),
 ctx: scenes.SceneContext,
 // Rest of the code...
src/foundations/scenes/cgpoc/chapter12/basic_tessellator/BasicTessellator.zig (2)

68-68: Consider implementing or removing the empty updateCamera function.

The updateCamera function is currently empty. If it's not needed, consider removing it to clean up the code. If it's planned for future use, adding a TODO comment explaining its intended purpose could be helpful.


175-175: Use forward slashes in file paths for cross-platform compatibility.

The file path "cgpoc\\tessellation\\square_tiles.jpg" uses backslashes, which may cause issues on non-Windows platforms. Consider using forward slashes "cgpoc/tessellation/square_tiles.jpg" for better cross-platform compatibility.

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

Line range hint 205-217: Include shader type in compilation error messages

When a shader compilation fails in attachToProgram, consider including the shader type in the error message to aid debugging.

Apply this diff to enhance the error message:

 std.debug.print("ERROR::SHADER::COMPILATION_FAILED\n{s}\n{s}\n", .{ infoLog[0..len], source });
+std.debug.print("Failed shader type: {d}\n", .{shader});

Line range hint 222-233: Enhance error messages during shader linking

In the link function, improving the error message can provide more context. Including program identifier or additional details can help in debugging linking issues.

src/foundations/scenes/cgpoc/chapter10/surface_detail/SurfaceDetail.zig (2)

327-327: Update documentation and comments for the new renderEarth signature

The renderEarth function now requires vert and frag shader byte arrays as parameters. Consider updating any relevant documentation or code comments to reflect this change, ensuring clarity for future maintainers.


458-458: Add documentation for the Compiler module import

The import statement for the Compiler module has been added. Consider updating module documentation or code comments to reflect this new dependency, aiding clarity and maintainability for future developers.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Files that changed from the base of the PR and between 7ed5cd0 and 2da6b04.

📒 Files selected for processing (61)
  • build.zig (1 hunks)
  • src/compiler.zig (1 hunks)
  • src/compiler/Args.zig (1 hunks)
  • src/compiler/Compiler.zig (1 hunks)
  • src/compiler/File.zig (1 hunks)
  • src/compiler/Includer.zig (1 hunks)
  • src/compiler/Parser.zig (1 hunks)
  • src/compiler/README.md (1 hunks)
  • src/compiler/test/camera.glsl (1 hunks)
  • src/compiler/test/expected_output.glsl (1 hunks)
  • src/compiler/test/lights.glsl (1 hunks)
  • src/compiler/test/materials.glsl (1 hunks)
  • src/compiler/test/source.glsl (1 hunks)
  • src/foundations/rhi/Shader.zig (9 hunks)
  • src/foundations/rhi/Uniform.zig (0 hunks)
  • src/foundations/rhi/rhi.zig (1 hunks)
  • src/foundations/scenes/cgpoc/cgpoc.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/SurfaceDetail.zig (3 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert.glsl (2 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert_bindless.glsl (0 hunks)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert_texture.glsl (0 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/chapter12/basic_tessellator/BasicTessellator.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/basic_tessellator/grid_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/basic_tessellator/grid_tcs.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/basic_tessellator/grid_tes.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/basic_tessellator/grid_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/basic_tessellator/surface_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/basic_tessellator/surface_tcs.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/basic_tessellator/surface_tes.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/basic_tessellator/surface_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/chapter12.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/lod_tessellator/LodTessellator.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_tcs.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_tes.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/TerrainTessellator.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/TerrainTessellatorUI.zig (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/sphere_vertex.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_frag.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_tcs.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_tes.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_vert.glsl (1 hunks)
  • src/foundations/scenes/cgpoc/chapter7/lighting/Lighting.zig (4 hunks)
  • src/foundations/scenes/cgpoc/chapter8/shadows/Shadows.zig (5 hunks)
  • src/foundations/scenes/cgpoc/chapter8/shadows/blinn_phong_frag.glsl (2 hunks)
  • src/foundations/scenes/math/plane_distance/plane_frag.glsl (1 hunks)
  • src/foundations/scenes/scenes.zig (1 hunks)
  • src/foundations/shaders/camera.glsl (1 hunks)
  • src/foundations/shaders/f_calc_new_normal.glsl (1 hunks)
  • src/foundations/shaders/frag_ins.glsl (1 hunks)
  • src/foundations/shaders/frag_normals.glsl (1 hunks)
  • src/foundations/shaders/light.glsl (1 hunks)
  • src/foundations/shaders/material.glsl (1 hunks)
  • src/foundations/shaders/vertex_outs.glsl (1 hunks)
  • src/foundations/ui/ui_state.zig (2 hunks)
  • src/test.zig (2 hunks)
💤 Files with no reviewable changes (3)
  • src/foundations/rhi/Uniform.zig
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert_bindless.glsl
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert_texture.glsl
✅ Files skipped from review due to trivial changes (3)
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/sphere_vertex.glsl
  • src/foundations/scenes/cgpoc/chapter12/basic_tessellator/grid_frag.glsl
  • src/foundations/scenes/cgpoc/chapter12/basic_tessellator/grid_vert.glsl
🧰 Additional context used
📓 Learnings (2)
src/compiler/Args.zig (1)
Learnt from: btipling
PR: btipling/foundations#33
File: src/foundations/Args.zig:1-1
Timestamp: 2024-09-19T02:06:57.075Z
Learning: In this codebase, the file struct feature of Zig is used, where the file itself acts as a struct without explicit struct declarations.
src/foundations/scenes/cgpoc/chapter8/shadows/blinn_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`.
🪛 LanguageTool
src/compiler/README.md

[grammar] ~6-~6: The word ‘replace’ is a verb. Did you mean the noun “replacement”?
Context: ...urce file, with no recursion and does a replace. That's it. Will likely do more later....

(PREPOSITION_VERB)

🔇 Additional comments (67)
src/foundations/scenes/math/plane_distance/plane_frag.glsl (1)

4-4: Approved: Normalizing the normal vector improves color consistency

The addition of normalize() to fo_normal.xyz is a good improvement. This change ensures that the color intensity remains consistent regardless of the original normal vector's magnitude, potentially resulting in more vibrant and uniform colors in the rendered output. It's a common and recommended practice when using normal vectors for color representation in shaders.

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

5-5: Approved: Normalizing the normal vector improves shader consistency.

The addition of normalize(fo_normal.xyz) is a good practice. It ensures that the color output is based solely on the normal's direction, regardless of its original length. This change will likely result in more consistent and predictable color rendering across different models or normal map inputs.

Benefits:

  1. Consistent color intensity across varying normal vector lengths.
  2. Potentially more accurate representation of surface orientation.
  3. Follows best practices for normal vector usage in shaders.

The minor performance cost of normalization is negligible compared to the improved correctness and consistency gained.

src/foundations/shaders/frag_ins.glsl (6)

1-1: LGTM: Texture coordinate input.

The f_tc input variable is correctly declared as a 2D vector, which is appropriate for texture coordinates in a fragment shader.


3-3: LGTM: Normal vector input.

The fo_normal input variable is correctly declared as a 3D vector, which is appropriate for representing surface normals in the fragment shader. This will be useful for lighting calculations.


4-4: LGTM: Vertex position input.

The fo_vert input variable is correctly declared as a 3D vector, suitable for passing vertex positions to the fragment shader. This can be valuable for various calculations such as view-dependent effects, distance-based effects, or advanced lighting techniques.


5-5: LGTM: Light direction input.

The fo_lightdir input variable is correctly declared as a 3D vector, which is appropriate for representing light direction in the fragment shader. This input is crucial for accurate lighting calculations, especially when implementing directional lighting models.


6-6: LGTM: Tangent vector input. Clarification needed.

The fo_tangent input variable is declared as a 4D vector, which is suitable for passing tangent information to the fragment shader. This is often used in normal mapping techniques.

Could you clarify the reason for using a vec4 for the tangent instead of a vec3? Typically, tangents are represented as 3D vectors. If the fourth component has a specific purpose (e.g., storing handedness for bitangent calculation), it would be helpful to document this in a comment.


1-6: Overall structure: Well-defined fragment shader inputs.

This file effectively declares the necessary input variables for a sophisticated fragment shader. It includes texture coordinates, color, normal, vertex position, light direction, and tangent information. These inputs enable advanced shading techniques such as normal mapping and complex lighting calculations.

The use of the in qualifier is correct for GLSL fragment shader inputs, and the naming conventions are mostly consistent (with the exception of f_frag_color).

This set of inputs provides a solid foundation for implementing high-quality lighting and material effects in your shader system.

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

1-9: LGTM! Well-structured Material definition.

The Material structure is well-defined with standard components for lighting calculations in GLSL shaders. The inclusion of ambient, diffuse, and specular color components, along with shininess, provides a comprehensive set of properties for material rendering.


6-8: Verify the necessity of padding fields.

The inclusion of padding fields (padding_1, padding_2, padding_3) suggests memory alignment considerations. It's important to ensure these are necessary for your specific use case and hardware requirements.

To confirm the necessity of these padding fields, please verify:

  1. The target hardware's memory alignment requirements for uniform buffers or shader storage buffer objects (SSBOs).
  2. The layout qualifiers used when declaring this structure in shader programs.
  3. Any performance implications or requirements from the graphics API you're using (e.g., OpenGL, Vulkan).

If you find that the padding is not necessary, consider removing these fields to simplify the structure.

src/foundations/scenes/cgpoc/chapter12/chapter12.zig (1)

1-3: LGTM with suggestions for improvement.

The changes introduced in this file provide a good foundation for incorporating different tessellation techniques into the larger application. The code is correct and follows a modular design approach.

To further enhance the code:

  1. Add documentation comments for each tessellator import.
  2. Consider renaming the file to better reflect its contents.
  3. If appropriate, implement a common interface for the tessellators.

These suggestions aim to improve clarity, maintainability, and ease of use for other developers working on the project.

src/foundations/scenes/cgpoc/chapter12/basic_tessellator/surface_frag.glsl (2)

1-2: LGTM: Appropriate GLSL version and extension usage.

The shader correctly specifies GLSL version 4.60 and requires the GL_ARB_bindless_texture extension, which is necessary for using bindless samplers in the shader.


1-12: Overall assessment: Well-implemented fragment shader for tessellation.

This shader effectively implements texture sampling using bindless textures in a tessellation pipeline. It's concise, follows GLSL best practices, and correctly utilizes the bindless texture extension. The suggested improvements in variable naming and coordinate clamping would further enhance its clarity and robustness.

src/foundations/scenes/cgpoc/chapter12/basic_tessellator/grid_tcs.glsl (1)

1-3: LGTM: Shader version and layout are correctly specified.

The GLSL version 460 is appropriate for advanced features, and the output layout with 1 vertex is correct for a tessellation control shader.

src/foundations/scenes/cgpoc/chapter12/basic_tessellator/grid_tes.glsl (3)

7-7: LGTM! Input layout is well-defined.

The input layout specification is correct and appropriate for a grid tessellation shader. The use of quads with equal spacing will create a uniform grid, and the counter-clockwise winding order is the standard for most rendering scenarios.


9-15: LGTM! Verify the intentionality of coordinate swapping.

The main function correctly calculates tessellation coordinates and applies the necessary transformations. However, there's a potential point of interest:

In the final position calculation, y and u are swapped in the vec4 constructor:

gl_Position = f_mvp * f_grid_m * vec4(0, v, u, 1.0);

This might be intentional for the desired grid layout, but please verify that this is the intended behavior. If it's not intentional, consider changing it to:

gl_Position = f_mvp * f_grid_m * vec4(u, 0, v, 1.0);

or whichever order is appropriate for your grid layout.


5-5: Verify the declaration of f_mvp uniform.

The f_grid_m uniform is correctly declared. However, the shader uses another uniform f_mvp in the main function, which is not declared in this file.

Please ensure that f_mvp is declared somewhere accessible to this shader, possibly in a shared header file. Run the following script to check for its declaration:

If f_mvp is not found, consider adding its declaration to this file or to a shared header.

src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_frag.glsl (4)

1-2: LGTM: Appropriate GLSL version and extension usage.

The shader uses GLSL 460 and requires the GL_ARB_bindless_texture extension, which are suitable choices for a high-performance shader utilizing modern OpenGL features.


4-5: LGTM: Appropriate input/output variable declarations.

The input f_tc_tes and output fo_frag_color variables are correctly defined and follow a consistent naming convention.


7-7: Clarify the purpose of the commented include statement.

There's a commented include statement for a camera shader. Is this intended for future use, or can it be removed?


9-9: LGTM: Appropriate use of bindless sampler uniform.

The uniform f_terrain_samp is correctly declared as a bindless sampler, which is consistent with the extension requirement and can improve rendering performance.

src/compiler.zig (2)

1-2: LGTM: Proper main function signature and informative debug print.

The function signature is correct for a Zig main function that can return errors. The debug print is helpful for indicating the start of the compilation process.


1-16: Overall, well-structured main function with room for minor improvements.

The implementation provides a solid foundation for the compiler application. It correctly handles resource management, error propagation, and basic logging. The suggestions provided in the review comments aim to enhance error handling and improve the informativeness of debug messages.

To ensure the compiler works as expected, consider adding integration tests. Here's a script to verify the basic functionality:

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

10-10: LGTM! Verify the imported file contents.

The new import statement for chapter12 is correctly added and follows the existing pattern. This addition aligns with the PR objective of introducing tessellation functionality.

To ensure the imported file exists and contains the expected tessellator constants, run the following script:

✅ Verification successful

Verified: Imported chapter12.zig exists and includes the expected tessellator constants.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify the existence and contents of chapter12.zig

# Test 1: Check if the file exists
if fd -p "src/foundations/scenes/cgpoc/chapter12/chapter12.zig"; then
    echo "chapter12.zig file found."
else
    echo "Error: chapter12.zig file not found."
    exit 1
fi

# Test 2: Check for the expected tessellator constants
rg -q "pub const (BasicTessellator|TerrainTessellator|LodTessellator)" "src/foundations/scenes/cgpoc/chapter12/chapter12.zig"
if [ $? -eq 0 ]; then
    echo "Expected tessellator constants found in chapter12.zig"
else
    echo "Warning: Expected tessellator constants not found in chapter12.zig"
fi

Length of output: 435

src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_vert.glsl (2)

5-5: LGTM: Uniform variable declaration is correct and consistent.

The uniform variable f_light_1_pos is properly declared and aligns with the lighting approach used in other shaders.


15-15: Verify the intended behavior of the vertex position calculation.

The current calculation sets the y-component of gl_Position to 0, which will result in all vertices being on the same horizontal plane. This might not be the intended behavior for a LOD tessellation shader.

Please confirm if this is intentional or if it should incorporate height information. If height information is needed, consider using a height map or modifying the calculation to include a y-component.

src/foundations/scenes/cgpoc/chapter12/basic_tessellator/surface_tcs.glsl (1)

18-19: LGTM! Correct pass-through of vertex data.

The shader correctly passes through both vertex positions and texture coordinates from the input to the output. This ensures that the tessellation evaluation shader will have access to the necessary data for further processing.

src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_tcs.glsl (3)

1-3: Verify the output layout for tessellation.

The shader version is appropriate, but the output layout layout(vertices = 1) out; seems unusual for a tessellation control shader. Typically, tessellation control shaders output multiple vertices. Please verify if this is intentional or if it should be a higher number (e.g., 3 for triangles or 4 for quads).


5-6: Input and output declarations look good.

The input and output texture coordinate arrays are correctly declared. The naming convention is clear and consistent.


8-21: 🛠️ Refactor suggestion

Consider dynamic tessellation levels and verify constant value.

The main function logic is correct, but there are potential improvements:

  1. The tessellation level is set to a constant value of 32. Consider implementing dynamic tessellation levels based on factors like distance from the camera or screen-space error metrics for better performance and visual quality.

  2. Verify if the constant tessellation level of 32 is appropriate for your use case. It might be too high for some scenarios, leading to unnecessary performance overhead.

  3. The code correctly sets tessellation levels only for invocation ID 0, which is the proper approach.

  4. Input copying to output is implemented correctly.

To verify the impact of the constant tessellation level, you could run performance tests with different values and analyze the visual quality vs. performance trade-off.

src/foundations/scenes/cgpoc/chapter10/surface_detail/moon_vert.glsl (2)

Line range hint 17-22: Output calculations look good, but verify f_frag_color assignment.

The calculations and assignments for vertex position, normal, texture coordinates, tangent, and light direction are correct. However, the assignment of f_frag_color seems unusual:

f_frag_color = vec4(f_moon_light_pos.xyz, 1.0);

This sets the fragment color to the moon light position, which might not be the intended behavior. Verify if this is correct or if it should be a different calculation based on lighting or texture.


Line range hint 23-23: gl_Position assignment is correct.

The final vertex position calculation:

gl_Position = f_mvp * f_main_pos;

correctly applies the model-view-projection matrix to the transformed vertex position. This ensures proper projection of the vertex in clip space.

src/compiler/test/lights.glsl (2)

21-23: LGTM! LightBuffer layout is well-defined.

The LightBuffer layout is correctly defined using the std430 layout qualifier, consistent with the MaterialBuffer. The binding to point 1 is appropriate and doesn't conflict with the MaterialBuffer binding. The Light structure is properly defined earlier in this file, ensuring all necessary components are in place.


1-23: Overall, excellent implementation of lighting structures and buffers.

This GLSL file effectively defines a comprehensive Light structure and sets up well-organized buffers for both materials and lights. The use of std430 layout and appropriate binding points demonstrates good shader programming practices. The structure and buffer definitions provide a solid foundation for implementing advanced lighting techniques in your shader program.

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

18-24: ```shell
#!/bin/bash

Description: Check for the definition of the Material struct in shader files.

Find all .glsl files and search for the Material struct definition

fd --extension glsl --type file --exec grep -H 'struct\s+Material\s*{' {} +


</blockquote></details>
<details>
<summary>src/foundations/scenes/cgpoc/chapter10/surface_detail/moon_frag.glsl (1)</summary><blockquote>

Line range hint `1-37`: **Excellent enhancement with normal mapping!**

The introduction of normal mapping significantly improves the visual quality of the moon surface, allowing for more detailed representation without increasing geometry complexity. The implementation is correct and efficient.



To ensure optimal performance, consider profiling the shader's execution time before and after this change. You can use GPU profiling tools to measure the impact:



If no existing profiling setup is found, consider implementing one to monitor the shader's performance impact.

</blockquote></details>
<details>
<summary>src/foundations/scenes/scenes.zig (1)</summary><blockquote>

`23-23`: **LGTM! Verify resource initialization for the new default scene.**

The change to initialize with `twelve_lod_tessellator` aligns with the PR's tessellation focus. This update showcases the new tessellation capabilities right from the start.


To ensure smooth initialization, please verify that all necessary resources for the `twelve_lod_tessellator` scene are properly set up. Run the following script to check for any related initializations or resource loadings:

</blockquote></details>
<details>
<summary>src/foundations/ui/ui_state.zig (1)</summary><blockquote>

`80-82`: **LGTM! Verify the existence of referenced structures.**

The additions to the `scenes` union are correct and consistent with the existing pattern.


Please ensure that the `BasicTessellator`, `TerrainTessellator`, and `LodTessellator` structures exist in the `scenes_list.cgpoc.chapter12` namespace. You can verify this by running the following script:



If the structures are not found, please create them in the appropriate files within the `chapter12` directory.

</blockquote></details>
<details>
<summary>src/foundations/scenes/cgpoc/chapter8/shadows/blinn_phong_frag.glsl (3)</summary><blockquote>

`33-34`: **LGTM: Improved readability and correct attenuation calculation.**

The added blank line enhances code readability by separating logical sections. The attenuation calculation is correct and follows the standard formula for light attenuation based on distance.

---

`45-50`: **Improved light direction calculations for shadow mapping.**

These changes enhance the accuracy of shadow mapping by calculating the dot product between the light direction (f_L) and fixed vectors representing different cube map faces. This approach allows for more precise determination of which shadow map to sample based on the light's direction relative to the surface.

---

`54-56`: **Consider the implications of removing normal offset in shadow mapping.**

Changing `normal_offset` from 0.5 to 0.0 removes the bias in shadow determination. While this can lead to more precise shadows, it might introduce shadow acne (self-shadowing artifacts).


To ensure this change doesn't negatively impact shadow quality:

1. Test the shader with various scenes and light configurations.
2. If shadow acne occurs, consider implementing alternative shadow bias techniques, such as:
   - Using a small constant bias
   - Implementing slope-scale depth bias
   - Using normal-offset shadow mapping

Would you like assistance in implementing any of these techniques?

</blockquote></details>
<details>
<summary>src/foundations/rhi/rhi.zig (3)</summary><blockquote>

`232-252`: **Summary: Tessellation rendering capabilities added successfully.**

The addition of `runTesselation` and `runTesselationInstanced` functions successfully enhances the rendering capabilities of the module, aligning with the pull request's objectives. These functions provide a solid foundation for tessellation rendering in OpenGL.

While the implementation is correct, consider the suggested improvements to enhance clarity, flexibility, and robustness:
1. Document or parameterize global state changes.
2. Ensure proper VAO binding in the calling code.
3. Clarify parameter naming, especially for `count` in `runTesselationInstanced`.

These changes will make the functions more maintainable and less prone to misuse.

---

`243-252`: **Consider improvements for instanced tessellation rendering setup.**

The `runTesselationInstanced` function correctly sets up OpenGL state for instanced tessellation rendering. However, consider the following points:

1. As with `runTesselation`, this function doesn't bind a VAO. Ensure the correct VAO is bound before calling this function.
2. The function modifies global OpenGL state (line width and face culling). Consider adding parameters to make these optional or document that this function may affect global rendering state.
3. Note that the `count` parameter here represents the number of instances, not the number of vertices as in `runTesselation`. Consider renaming it to `instance_count` for clarity.



To ensure proper usage, let's verify how this function is called:

```shell
#!/bin/bash
# Search for calls to runTesselationInstanced
rg "runTesselationInstanced\s*\(" --type zig

232-241: Consider potential improvements for tessellation rendering setup.

The runTesselation function correctly sets up the OpenGL state for tessellation rendering. However, consider the following points:

  1. The function doesn't bind a VAO before drawing. Ensure that the correct VAO is bound before calling this function to avoid unexpected behavior.
  2. The function modifies global OpenGL state (line width and face culling). Consider adding parameters to make these optional or document that this function may affect global rendering state.

To ensure proper usage, let's verify how this function is called:

src/foundations/scenes/cgpoc/chapter7/lighting/Lighting.zig (1)

124-126: LGTM! Proper initialization and error handling.

The addition of renderDebugCross() and its corresponding errdefer for cleanup is well-implemented. This ensures that the debug cross is properly initialized and cleaned up in case of errors during the initialization process.

src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_tes.glsl (1)

23-23: Verify component ordering in vec4 constructor

In vec4(f_tp.y, f_tp.z, f_tp.x, 1.0), the components are reordered as (y, z, x, 1.0). Verify that this ordering is intentional and corresponds correctly to the expected coordinate system.

src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_tes.glsl (1)

18-22: Verify the use of only the first control point in attribute access.

In the tessellation evaluation shader, you're accessing only the first control point's data with gl_in[0] and f_tc_tcs[0]. Ensure that this is intentional and that it correctly computes the vertex attributes for your terrain tessellation.

src/foundations/scenes/cgpoc/chapter12/lod_tessellator/lod_tcs.glsl (1)

5-5: Verify if 'layout(vertices = 1) out;' is appropriate.

Setting layout(vertices = 1) out; means the tessellation control shader outputs only one vertex per patch. Typically, for triangle tessellation, the output should be 3 vertices. Verify that this setting aligns with the expected input of your tessellation evaluation shader.

Ensure that the downstream shaders and pipeline are configured to handle this vertex count appropriately.

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

1-2: Verify compatibility with GLSL version 460 and bindless textures

The shader now targets GLSL version 460 and requires the GL_ARB_bindless_texture extension. Ensure that all target hardware and drivers support this version and extension to prevent compatibility issues.

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

29-29: ⚠️ Potential issue

Verify the syntax for declaring bindless sampler uniforms

The declaration layout(bindless_sampler) uniform sampler2D f_earth_heightmap; may not be valid GLSL syntax. Please verify that the bindless_sampler qualifier is correct and supported. You might need to adjust the declaration according to the GLSL specification for bindless textures.

src/foundations/scenes/cgpoc/chapter12/basic_tessellator/surface_tes.glsl (2)

49-49: Verify the coordinate transformation in gl_Position

On line 49, the components of f_op are rearranged, and f_op.z is negated:

gl_Position = f_mvp * f_grid_m * vec4(f_op.y, -f_op.z, f_op.x, 1.0);

Please verify that swapping the components (f_op.y, -f_op.z, f_op.x) and negating f_op.z is intentional and reflects the correct coordinate system transformations for your rendering context.


51-53: Ensure correct interpolation of texture coordinates

In lines 51-53, you interpolate texture coordinates using the indices [0], [3], [12], and [15]:

vec2 f_tc1 = mix(f_tc_tcs[0], f_tc_tcs[3], gl_TessCoord.x);
vec2 f_tc2 = mix(f_tc_tcs[12], f_tc_tcs[15], gl_TessCoord.x);
f_tc_tes = mix(f_tc2, f_tc1, gl_TessCoord.y);

Please verify that these indices correspond to the correct vertices for accurate texture mapping across the tessellated surface.

src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_frag.glsl (2)

34-34: Ensure terrain texture is correctly sampled to avoid artifacts

When sampling the terrain texture:

vec4 f_texture_color = texture(f_terrain_samp, f_tc_tes);

Check that the texture coordinates f_tc_tes are within the valid range [0.0, 1.0] to prevent texture wrapping or sampling errors. Additionally, confirm that f_terrain_samp is properly assigned a valid texture handle.


21-24: ⚠️ Potential issue

Verify the correctness of the TBN matrix calculation

The normal and tangent vectors are hardcoded as vec3(1, 0, 0) and vec3(0, 0, 1) respectively. This approach may not provide accurate normal mapping results across the terrain surface, as it doesn't account for the actual geometry's normals and tangents.

Consider passing the normal and tangent vectors from the vertex shader to ensure they correctly represent the terrain's surface at each fragment. Update the TBN matrix calculation accordingly to use per-fragment normals and tangents.

src/compiler/Compiler.zig (1)

88-91: Resource cleanup in deinit function is appropriate.

The deinit function properly releases resources by deinitializing arguments and destroying the compiler instance.

src/compiler/Includer.zig (1)

88-92: Handle case when 'output_file.bytes' is null in 'debug' method

In the debug method, the check if (self.output_file.bytes) |b| may not handle all cases where bytes could be null or undefined. Ensure that output_file.bytes is properly initialized before use.

src/foundations/scenes/cgpoc/chapter12/basic_tessellator/BasicTessellator.zig (1)

106-106: Verify the existence and correctness of shader file paths used with @embedFile.

The code uses @embedFile to include shader files like "grid_vert.glsl" and "surface_vert.glsl". Ensure that these files exist at the specified paths and that the paths are correct.

Run the following script to verify the presence of the shader files:

Also applies to: 108-108, 110-110, 112-112, 149-149, 151-151, 157-157, 159-159

✅ Verification successful

✅ Shader file paths are correct and files exist.

  • Verified all shader files used with @embedFile are present at their specified paths.
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that all shader files used with @embedFile exist in the repository.

# List of shader files to check
files=(
  "grid_vert.glsl"
  "grid_frag.glsl"
  "grid_tcs.glsl"
  "grid_tes.glsl"
  "surface_vert.glsl"
  "surface_frag.glsl"
  "surface_tcs.glsl"
  "surface_tes.glsl"
)

# Search for each file in the repository
for file in "${files[@]}"; do
  if ! fd --full-path "$file"; then
    echo "File not found: $file"
  fi
done

Length of output: 1225

src/foundations/rhi/Shader.zig (4)

3-3: Verify the default value of instance_data

The instance_data field is now initialized to true by default. Please ensure that this change aligns with the intended behavior and does not affect cases where instance data should be disabled.


83-115: Confirm logic for conditional inclusion of vertex shader partials

The attach function now includes vertex shader partials only when self.fragment_shader != .disabled. Verify that this condition correctly handles scenarios where fragment shaders are disabled but vertex shaders are still required.


124-147: Ensure correct handling of fragment shaders when disabled

Similarly, the inclusion of fragment shader partials is conditional on self.fragment_shader != .disabled. Confirm that this logic behaves as expected, especially in cases where fragment shaders are intentionally disabled.


169-169: Check the .disabled case in fragment shader selection

In the frag_body assignment, the .disabled case is set to null. Ensure that this does not lead to unintended consequences during shader compilation or runtime when fragment shaders are disabled.

src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/TerrainTessellator.zig (1)

179-211: Verify absence of lingering references after buffer reinitialization

After deinitializing and reinitializing self.lights, ensure that there are no other references to the old buffer that could lead to dangling pointers or undefined behavior.

Please confirm that no other parts of the code retain references to the old lights buffer. If necessary, update those references to point to the new buffer.

src/foundations/scenes/cgpoc/chapter10/surface_detail/SurfaceDetail.zig (3)

342-347: Verify shader modifications handle bindless textures correctly

When handling bindless textures, conditional logic is used to modify shaders with rhi.Shader.disableBindless. Ensure that this process correctly adjusts the shaders and that the frag_bindings and vert_bindings arrays accurately represent the required texture bindings.

You may want to test the shader compilation to confirm that disabling bindless textures results in valid and correctly functioning shaders on systems that do not support bindless textures.


334-335: ⚠️ Potential issue

Ensure texture unit assignment is within hardware limits

The earth_height_map is assigned to texture unit 16, which is relatively high. Confirm that this texture unit does not exceed GL_MAX_TEXTURE_IMAGE_UNITS and is supported across all target hardware to prevent potential issues.

You can run the following shell script to check the maximum supported texture units:

#!/bin/bash
# Description: Check the maximum number of texture image units supported.

# Test: Query OpenGL for `GL_MAX_TEXTURE_IMAGE_UNITS`. Expect: The value should be greater than or equal to 17.

# Fetch the maximum number of texture units
glxinfo | grep "Max texture image units"

Note: Replace glxinfo with the appropriate command for your environment if necessary.


100-105: Verify all calls to renderEarth use the new function signature

The renderEarth function now expects vert and frag shader byte arrays as parameters. Ensure all calls to renderEarth throughout the codebase have been updated to match this new signature.

You can run the following shell script to find all calls to renderEarth and verify their arguments:

src/foundations/scenes/cgpoc/chapter8/shadows/Shadows.zig (2)

44-44: Field cross added to Shadows struct

The addition of the cross field to manage the debug cross functionality is appropriate and integrates well with the existing structure.


185-186: Proper initialization and cleanup of cross

Calling renderDebugCross() during initialization and using errdefer for deleteCross() ensures that the cross resource is properly managed.

Comment on lines +5 to +13
void main(void)
{
gl_TessLevelOuter[0] = 6;
gl_TessLevelOuter[1] = 6;
gl_TessLevelOuter[2] = 6;
gl_TessLevelOuter[3] = 6;
gl_TessLevelInner[0] = 12;
gl_TessLevelInner[1] = 12;
}
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🛠️ Refactor suggestion

Consider dynamic tessellation and vertex data pass-through.

While the current implementation with fixed tessellation levels is functional, consider the following improvements:

  1. Implement dynamic tessellation based on factors like camera distance or surface curvature for better performance and detail control.
  2. Pass through vertex data (e.g., position, normal) that might be needed in the tessellation evaluation shader.

Example of dynamic tessellation:

uniform float u_DetailLevel;
uniform vec3 u_CameraPosition;

void main(void)
{
    float distance = distance(gl_in[gl_InvocationID].gl_Position.xyz, u_CameraPosition);
    float tessLevel = max(2.0, min(64.0, u_DetailLevel / distance));
    
    gl_TessLevelOuter[0] = tessLevel;
    gl_TessLevelOuter[1] = tessLevel;
    gl_TessLevelOuter[2] = tessLevel;
    gl_TessLevelOuter[3] = tessLevel;
    gl_TessLevelInner[0] = tessLevel;
    gl_TessLevelInner[1] = tessLevel;

    // Pass through vertex data
    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}

This approach allows for more flexible and efficient tessellation.

int f_x = gl_InstanceID % 64;
int f_y = gl_InstanceID / 64;

f_tc = vec2( (f_x + f_patch_tex_coords[gl_VertexID].x) / 64.0, (63 - f_y + f_patch_tex_coords[gl_VertexID]) / 64.0);
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⚠️ Potential issue

Fix the texture coordinate calculation.

There's an issue in the texture coordinate calculation for the y-component. The f_patch_tex_coords[gl_VertexID] should have a .y accessor.

Here's the corrected line:

f_tc = vec2((f_x + f_patch_tex_coords[gl_VertexID].x) / 64.0, (63 - f_y + f_patch_tex_coords[gl_VertexID].y) / 64.0);

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@coderabbitai fixed in 42afd21 thank you

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@btipling You're welcome! Happy to help!

(_/)
( ^.^)
(")(")

Comment on lines 7 to 13
void main(void) {
vec2 f_patch_tex_coords[] = vec2[](vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0));

int f_x = gl_InstanceID % 64;
int f_y = gl_InstanceID / 64;

f_tc = vec2( (f_x + f_patch_tex_coords[gl_VertexID].x) / 64.0, (63 - f_y + f_patch_tex_coords[gl_VertexID]) / 64.0);
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⚠️ Potential issue

Texture coordinate calculation looks good, but there's a potential issue in line 13.

The main function is correctly defined, and the use of gl_InstanceID for calculating x and y indices is appropriate for instanced rendering. However, there's a potential issue in the texture coordinate calculation:

In line 13, there seems to be a typo or missing .y in the y-coordinate calculation:

f_tc = vec2( (f_x + f_patch_tex_coords[gl_VertexID].x) / 64.0, (63 - f_y + f_patch_tex_coords[gl_VertexID]) / 64.0);

The second part should probably be:

(63 - f_y + f_patch_tex_coords[gl_VertexID].y) / 64.0

Please verify and correct this if necessary.

Also, note that f_tc is not declared. It should be declared as an output variable (probably out vec2 f_tc;) at the top of the shader.

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@coderabbitai fixed in 42afd21 thank you

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@btipling You're welcome! I'm happy to hear the issue has been resolved.

(^_^)/

Comment on lines 1 to 16
#version 460

//#include "src/foundations/shaders/vertex_outs.glsl"

uniform vec3 f_light_1_pos;

void main(void) {
vec2 f_patch_tex_coords[] = vec2[](vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0));

int f_x = gl_InstanceID % 64;
int f_y = gl_InstanceID / 64;

f_tc = vec2( (f_x + f_patch_tex_coords[gl_VertexID].x) / 64.0, (63 - f_y + f_patch_tex_coords[gl_VertexID]) / 64.0);

gl_Position = vec4(f_tc.x - 0.5, 0.0, (1.0 - f_tc.y) - 0.5, 1.0);
}
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💡 Codebase verification

Declare f_tc as an output variable in terrain_vert.glsl.

  • The variable f_tc is assigned a value but is not declared as an output.
  • Add the following line at the beginning of the shader to properly declare f_tc:
    out vec2 f_tc;
🔗 Analysis chain

Overall, the shader is well-structured but needs some adjustments.

Here's a summary of the key points:

  1. The GLSL version and uniform declaration are appropriate.
  2. There's a potential typo in the texture coordinate calculation (line 13).
  3. The f_tc variable needs to be declared as an output variable.
  4. Consider adding height displacement for a 3D terrain effect.

Next steps:

  1. Fix the texture coordinate calculation in line 13.
  2. Declare f_tc as an output variable at the top of the shader.
  3. If desired, implement height displacement using a height map or procedural noise function.
  4. After making these changes, thoroughly test the shader to ensure it produces the expected results.

To verify the usage of this vertex shader and its integration with other shaders, you can run the following script:

This script will help ensure that the vertex shader is properly integrated with other shaders and that the uniform variable is consistently used across the project.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for related shader files and their usage

# Find related shader files
echo "Related shader files:"
fd -e glsl -e vert -e frag -e tcs -e tes

# Check for references to this shader in Zig files
echo "\nReferences to terrain_vert.glsl in Zig files:"
rg "terrain_vert.glsl" -t zig

# Check for uniform variable usage
echo "\nUsage of f_light_1_pos uniform:"
rg "f_light_1_pos" -t glsl -t zig

Length of output: 7477


Script:

#!/bin/bash
# Description: Verify usage of f_light_1_pos uniform and declaration of f_tc in GLSL files

# Search for usage of f_light_1_pos uniform in .glsl and .zig files
echo "Usage of f_light_1_pos uniform in .glsl and .zig files:"
rg "f_light_1_pos" --type-add 'glsl:*.glsl' -t glsl -t zig

# Search for declaration of f_tc in terrain_vert.glsl
echo "\nDeclaration of f_tc in terrain_vert.glsl:"
rg "out\s+vec2\s+f_tc" src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_vert.glsl

Length of output: 2087


Script:

#!/bin/bash
# Description: Verify declaration of f_tc in terrain_vert.glsl

# Search for any declaration of f_tc in terrain_vert.glsl
echo "Declarations of f_tc in terrain_vert.glsl:"
rg "\bvec2\s+f_tc\b" src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_vert.glsl

# Additionally, search for any usage where f_tc is assigned or modified
echo "\nAssignments or modifications of f_tc in terrain_vert.glsl:"
rg "f_tc\s*=" src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/terrain_vert.glsl

Length of output: 539

Comment on lines +7 to +17
void main(void)
{
int f_TL = 32;
if (gl_InvocationID == 0) {
gl_TessLevelOuter[0] = f_TL;
gl_TessLevelOuter[1] = f_TL;
gl_TessLevelOuter[2] = f_TL;
gl_TessLevelOuter[3] = f_TL;
gl_TessLevelInner[0] = f_TL;
gl_TessLevelInner[1] = f_TL;
}
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🛠️ Refactor suggestion

Consider parameterizing tessellation level and optimizing level setting.

The tessellation level setting is correct, but there are opportunities for improvement:

  1. The hardcoded tessellation level of 32 might not be suitable for all scenarios. Consider making this a parameter that can be adjusted from the CPU side.

  2. Setting all tessellation levels to the same value results in uniform tessellation. Depending on your requirements, you might want to allow for non-uniform tessellation.

  3. For better performance, you could use a single assignment for all outer levels and another for inner levels, as they are set to the same value.

Here's a suggested refactoring:

uniform int u_tessellationLevel;

void main(void)
{
    if (gl_InvocationID == 0) {
        gl_TessLevelOuter = vec4(u_tessellationLevel);
        gl_TessLevelInner = vec2(u_tessellationLevel);
    }
    // ... rest of the function
}

This change allows for dynamic tessellation level control and slightly optimizes the level setting.

Comment on lines +227 to +243
const terrain_vert = Compiler.runWithBytes(self.allocator, @embedFile("terrain_vert.glsl")) catch @panic("shader compiler");
defer self.allocator.free(terrain_vert);
var terrain_frag = Compiler.runWithBytes(self.allocator, @embedFile("terrain_frag.glsl")) catch @panic("shader compiler");
defer self.allocator.free(terrain_frag);
terrain_frag = if (!disable_bindless) terrain_frag else rhi.Shader.disableBindless(
terrain_frag,
frag_bindings[0..],
) catch @panic("bindless");
const terrain_tcs = Compiler.runWithBytes(self.allocator, @embedFile("terrain_tcs.glsl")) catch @panic("shader compiler");
defer self.allocator.free(terrain_tcs);
var terrain_tes = Compiler.runWithBytes(self.allocator, @embedFile("terrain_tes.glsl")) catch @panic("shader compiler");
defer self.allocator.free(terrain_tes);
terrain_tes = if (!disable_bindless) terrain_tes else rhi.Shader.disableBindless(
terrain_tes,
tes_bindings[0..],
) catch @panic("bindless");

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🛠️ Refactor suggestion

Improve error handling by avoiding panics during shader compilation

Using @panic for error handling may not provide sufficient context or allow for graceful recovery. Instead, consider propagating errors up the call stack or logging detailed error messages.

Modify the error handling to return errors:

-        const terrain_vert = Compiler.runWithBytes(self.allocator, @embedFile("terrain_vert.glsl")) catch @panic("shader compiler");
+        const terrain_vert = Compiler.runWithBytes(self.allocator, @embedFile("terrain_vert.glsl")) catch |err| {
+            // Handle the error appropriately, e.g., log and return the error
+            return err;
+        };

Apply similar changes to other shader compilation calls to ensure robust error handling.

Committable suggestion was skipped due to low confidence.

Comment on lines +938 to +940
pub fn deleteCross(self: *Shadows) void {
self.cross.deinit(self.allocator);
}
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⚠️ Potential issue

Check for uninitialized cross before deinitialization

In deleteCross, verify that self.cross is initialized before calling deinit to prevent potential null pointer dereferences.

Apply this diff to check for initialization:

 pub fn deleteCross(self: *Shadows) void {
+    if (self.cross) |cross| {
         cross.deinit(self.allocator);
+    }
 }
📝 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 deleteCross(self: *Shadows) void {
self.cross.deinit(self.allocator);
}
pub fn deleteCross(self: *Shadows) void {
if (self.cross) |cross| {
cross.deinit(self.allocator);
}
}

@@ -376,6 +382,7 @@ pub fn draw(self: *Shadows, dt: f64) void {
rhi.drawObjects(objects[0..]);
}
self.generated_shadow_map = false;
self.cross.draw(dt);
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⚠️ Potential issue

Check if self.cross is initialized before drawing

Ensure that self.cross is initialized before calling draw(dt) in the draw function to avoid potential runtime errors.

Apply this diff to check for initialization:

     self.view_camera.update(dt);

     for (self.shadowmaps) |t| {
         t.bind();
     }

     {
         const objects: [1]object.object = .{
             self.bg,
         };
         rhi.drawObjects(objects[0..]);
     }
     {
         const objects: [4]object.object = .{
             self.sphere_1,
             self.sphere_2,
             self.object_1,
             self.object_2,
         };
         rhi.drawObjects(objects[0..]);
     }
     self.generated_shadow_map = false;
-    self.cross.draw(dt);
+    if (self.cross) |cross| {
+        cross.draw(dt);
+    }
     self.ui_state.draw();
     if (self.should_gen_shadow_map) {
         self.genShadowMap();
         self.should_gen_shadow_map = false;
     }
 }

Committable suggestion was skipped due to low confidence.

@@ -190,6 +195,7 @@ pub fn init(allocator: std.mem.Allocator, ctx: scenes.SceneContext) *Shadows {

pub fn deinit(self: *Shadows, allocator: std.mem.Allocator) void {
// objects
self.deleteCross();
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⚠️ Potential issue

Ensure self.cross is initialized before deletion

In the deinit function, it's important to check if self.cross has been initialized before calling deleteCross() to prevent potential null pointer dereferences.

Apply this diff to safely delete cross:

 pub fn deinit(self: *Shadows, allocator: std.mem.Allocator) void {
+    if (self.cross) |*_| {
         self.deleteCross();
+    }
     self.deleteBG();
     self.deleteObject_1();
     self.deleteObject_2();

Committable suggestion was skipped due to low confidence.

Comment on lines +942 to +948
pub fn renderDebugCross(self: *Shadows) void {
self.cross = scenery.debug.Cross.init(
self.allocator,
math.matrix.translate(0, -0.025, -0.025),
5,
);
}
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💡 Codebase verification

⚠️ Potential issue

Handle potential errors from Cross.init in multiple files

Multiple instances of Cross.init lack error handling and should be updated to handle potential failures:

  • src/foundations/scenes/cgpoc/chapter12/lod_tessellator/LodTessellator.zig
  • src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/TerrainTessellator.zig
  • src/foundations/scenes/cgpoc/chapter12/basic_tessellator/BasicTessellator.zig
  • src/foundations/scenes/cgpoc/chapter7/lighting/Lighting.zig
  • src/foundations/scenes/cgpoc/chapter6/textured_torus/TexturedTorus.zig
  • src/foundations/scenes/cgpoc/chapter10/surface_detail/SurfaceDetail.zig
🔗 Analysis chain

Handle potential errors from Cross.init

The Cross.init function may fail (e.g., due to memory allocation failure). It's important to handle potential errors when initializing self.cross to prevent unhandled exceptions.

Apply this diff to handle errors:

 pub fn renderDebugCross(self: *Shadows) void {
-    self.cross = scenery.debug.Cross.init(
+    self.cross = try scenery.debug.Cross.init(
         self.allocator,
         math.matrix.translate(0, -0.025, -0.025),
         5,
     );
 }

Run the following script to search for other usages of Cross.init that may need error handling:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Find all instances of `Cross.init` without error handling.

# Test: Search for 'Cross.init' not using 'try' or 'catch'.
rg 'Cross\.init\(' --context 1 | rg -v 'try|catch' --context 1

Length of output: 2405

@btipling btipling merged commit 3a42e2a into main Oct 21, 2024
@btipling btipling deleted the bt/chapter_12/tessellation branch October 21, 2024 03:43
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