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ray tracing #45
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WalkthroughThis pull request introduces significant changes across multiple files, primarily focusing on the introduction of new structured types for handling materials and lights using Shader Storage Buffer Objects (SSBOs) and Uniform Buffer Objects (UBOs). Key modifications include the addition of new constants and data structures for lighting and materials, the transition from general buffer types to specific SSBO types, and the introduction of new files for compute shaders and ray casting functionalities. Additionally, several existing files have been updated to reflect these changes, enhancing type safety and clarity in resource management. Changes
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Actionable comments posted: 15
🧹 Outside diff range and nitpick comments (46)
src/foundations/lighting/Material.zig (1)
Line range hint
1-7
: LGTM! Well-structured material properties for GPU consumption.The material structure is well-organized with proper memory alignment for efficient GPU access. The vec4 layout for color components and scalar properties is optimal for shader consumption.
Consider adding documentation comments explaining the purpose of the padding fields for future maintainability.
src/foundations/lighting/Light.zig (3)
Line range hint
1-14
: Add documentation for the Light structure fields.Consider adding documentation comments to explain:
- The expected range/format of color components (ambient, diffuse, specular)
- The coordinate space for location and direction vectors
- The units and valid ranges for attenuation parameters
18-22
: Add documentation for light types.Consider adding doc comments to explain:
- The characteristics and use cases for each light type
- How each type affects the interpretation of the Light structure fields
Example:
pub const light_type = enum(u32) { + /// Parallel light rays from infinity (e.g., sun) direction, + /// Light emanating from a point in space positional, + /// Cone-shaped light with direction and cutoff angle spotlight, };
24-24
: Document SSBO usage and consider buffer update frequency.
Add documentation explaining:
- The purpose and lifecycle of this buffer
- Expected size limitations
- Synchronization requirements with shaders
Consider if GL_STATIC_DRAW is the optimal choice:
- If lights can be dynamically added/removed, GL_DYNAMIC_DRAW might be more appropriate
- If lights are truly static, document this assumption
src/foundations/scenes/cgpoc/chapter16/compute_shader/ComputeShaderUI.zig (3)
1-2
: Add documentation and review unused field.
- Consider adding documentation explaining what each of the 6 results represents in the context of ray tracing.
- The
computed
flag is declared but never used in the draw function. If it's meant to gate the display of results, it should be implemented.+/// Array of 6 ray tracing computation results where: +/// [0] = ... (document what each index represents) results: [6]f32 = .{ 0, 0, 0, 0, 0, 0 }, +/// Indicates whether the results have been computed and are ready for display computed: bool = false,
10-11
: Consider making window dimensions configurable.The hardcoded window size (550x680) might not be suitable for all display resolutions. Consider making these dimensions configurable or calculating them based on the viewport size.
6-20
: Consider enhancing the UI-Compute integration.The current implementation provides basic result display, but consider these enhancements for better user experience and debugging:
- Add a refresh button to trigger recomputation
- Display computation status using the unused
computed
flag- Add visualization of the ray tracing results (e.g., progress, timing)
- Consider adding export functionality for the results
These improvements would make the UI more useful for debugging and analyzing ray tracing computations.
src/foundations/scenes/cgpoc/chapter15/simulating_water/SimulatingWaterUI.zig (2)
Line range hint
6-17
: Consider extracting UI constants and adding documentation.While the implementation is correct, consider these improvements for maintainability:
- Extract magic numbers into named constants (window positions, sizes)
- Add documentation explaining the light direction controls and their impact
+/// Window dimensions and positioning +const DEFAULT_WINDOW_WIDTH = 550; +const DEFAULT_WINDOW_HEIGHT = 680; +const WINDOW_OFFSET_X = 50; +const WINDOW_OFFSET_Y = 50; + +/// Light direction control bounds +const LIGHT_DIR_MIN = -20.0; +const LIGHT_DIR_MAX = 20.0; + +/// Controls the light direction for water simulation. +/// Updates light_updated flag when values change. pub fn draw(self: *SimulatingWaterUI) void { const vp: *c.ImGuiViewport = c.igGetMainViewport(); - const pos = c.ImVec2_ImVec2_Float(vp.WorkPos.x + 50, vp.WorkPos.y + 50); + const pos = c.ImVec2_ImVec2_Float( + vp.WorkPos.x + WINDOW_OFFSET_X, + vp.WorkPos.y + WINDOW_OFFSET_Y + ); c.igSetNextWindowPos(pos.*, c.ImGuiCond_FirstUseEver, c.ImVec2_ImVec2_Float(0, 0).*); - const size = c.ImVec2_ImVec2_Float(550, 680); + const size = c.ImVec2_ImVec2_Float(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT);
1-1
: Consider using a Vec3 for light direction.The light_direction array uses 4 components but only 3 are used (xyz). Consider using a Vec3 type for better type safety and clarity.
-light_direction: [4]f32 = .{ 4.0, 2.0, -3.75, 0 }, +light_direction: math.Vec3 = .{ .x = 4.0, .y = 2.0, .z = -3.75 },src/foundations/scenes/scenes.zig (1)
24-24
: LGTM! Consider adding a comment explaining the default scene.The change to use
sixteen_ray_casting
as the default scene aligns with the PR's ray tracing objectives. Consider adding a brief comment explaining why this is the default scene to help future maintainers.+ // Default to ray casting scene for ray tracing implementation scenes.initScene(ui.ui_state.scene_type.sixteen_ray_casting);
src/foundations/scenes/cgpoc/chapter13/torus_geometry/TorusGeometry.zig (2)
12-13
: LGTM! Consider adding documentation.The transition to specific SSBO types (
lighting.Material.SSBO
andlighting.Light.SSBO
) improves type safety and clarity. Consider adding documentation comments to describe the purpose and usage of these fields.+/// SSBO containing material properties for rendering materials: lighting.Material.SSBO, +/// SSBO containing light source configurations lights: lighting.Light.SSBO,
43-44
: Document material selection rationale.The code uses a predefined gold material. Consider adding a comment explaining why this specific material was chosen and whether other materials might be supported in the future.
+// Gold material is used for its reflective properties in ray tracing const bd: []const lighting.Material = mats[0..];
src/foundations/scenes/cgpoc/chapter14/blend/Blend.zig (1)
49-50
: Consider enhancing error handling for buffer initializationWhile the SSBO initialization is correct, consider handling potential initialization failures explicitly. The
.init()
call might fail due to GPU memory constraints or driver issues.- var mats_buf = lighting.Material.SSBO.init(bd, "materials"); + var mats_buf = lighting.Material.SSBO.init(bd, "materials") catch |err| { + std.log.err("Failed to initialize materials buffer: {}", .{err}); + return err; + }; - var lights_buf = lighting.Light.SSBO.init(ld, "lights"); + var lights_buf = lighting.Light.SSBO.init(ld, "lights") catch |err| { + std.log.err("Failed to initialize lights buffer: {}", .{err}); + return err; + };Also applies to: 68-69
src/foundations/scenes/cgpoc/chapter14/fog/Fog.zig (2)
44-45
: Consider making light parameters configurableThe SSBO initialization looks good with proper error handling. However, consider making the light parameters configurable rather than hardcoded. This would allow for more flexible fog effects and easier testing of different lighting conditions.
Example approach:
const LightConfig = struct { ambient: [4]f32 = .{ 0.1, 0.1, 0.1, 1.0 }, diffuse: [4]f32 = .{ 1.0, 1.0, 1.0, 1.0 }, // ... other parameters }; pub fn init(allocator: std.mem.Allocator, ctx: scenes.SceneContext, light_config: ?LightConfig) *Fog { const config = light_config orelse .{}; const lights = [_]lighting.Light{.{ .ambient = config.ambient, // ... use other config parameters }}; // ... rest of the initialization }Also applies to: 63-64
Line range hint
171-245
: Consider ray tracing optimizations for the grid renderingThe grid rendering implementation loads high-resolution textures and creates a complex scene. For optimal ray tracing performance, consider:
- Implementing LOD (Level of Detail) for the grid mesh and textures based on distance
- Adding frustum culling to avoid processing grid sections outside the view
- Using mipmaps for the textures to reduce aliasing in ray traced reflections
These optimizations would help maintain performance when ray tracing the fog effects.
src/foundations/scenes/cgpoc/chapter14/clipping_plane/ClippingPlane.zig (1)
50-51
: Consider adding validation for material and light dataThe buffer initialization looks good and properly uses the new SSBO types. Consider adding validation for the material and light data before initialization to ensure all required properties are within expected ranges.
Example validation checks to consider:
fn validateMaterial(material: lighting.Material) !void { // Validate material properties if (material.ambient[3] < 0 or material.ambient[3] > 1) { return error.InvalidAlpha; } // Add more validation as needed } fn validateLight(light: lighting.Light) !void { // Validate light properties if (light.attenuation_constant <= 0) { return error.InvalidAttenuation; } // Add more validation as needed }Also applies to: 69-70
src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/TerrainTessellator.zig (2)
19-20
: Good transition to typed SSBOs for materials and lightsThe change from generic buffers to typed SSBOs (
lighting.Material.SSBO
andlighting.Light.SSBO
) improves type safety and makes the code's intent clearer. This structured approach aligns well with modern GPU buffer management practices.Consider documenting the SSBO layout in comments to help maintain compatibility if the shader structure changes.
80-81
: LGTM: Well-structured light SSBO initializationThe light buffer initialization is properly implemented with appropriate error handling. The single light setup provides a good foundation.
Consider pre-allocating space for multiple lights if dynamic light addition is planned:
-const ld: []const lighting.Light = lights[0..]; +const max_lights = 16; // or another appropriate number +var light_buffer: [max_lights]lighting.Light = undefined; +@memcpy(light_buffer[0..lights.len], &lights); +const ld: []const lighting.Light = light_buffer[0..max_lights];src/foundations/rhi/Texture.zig (1)
416-418
: Add texture unit validation for image bindingThe texture unit should be validated against GL_MAX_IMAGE_UNITS to prevent potential OpenGL errors.
Consider adding validation:
pub fn bindWritableImage(self: Texture) void { + var max_units: c.GLint = undefined; + c.glGetIntegerv(c.GL_MAX_IMAGE_UNITS, &max_units); + if (self.texture_unit >= @intCast(max_units)) { + std.log.err("Texture unit {d} exceeds GL_MAX_IMAGE_UNITS ({d})", .{ self.texture_unit, max_units }); + return; + } c.glBindImageTexture(self.texture_unit, self.name, 0, c.GL_FALSE, 0, c.GL_WRITE_ONLY, c.GL_RGBA8); }src/foundations/scenes/cgpoc/chapter4/simple_solar_system/SimpleSolarSystem.zig (1)
67-68
: Consider making material and light data more configurableWhile the static initialization is clean, ray tracing often benefits from runtime-configurable material and light properties. Consider:
- Moving the material and light data to configuration files
- Adding support for more complex material properties (e.g., reflectivity, refraction index)
- Implementing a more flexible light system supporting area lights and soft shadows
Example configuration structure:
const MaterialConfig = struct { ambient: [4]f32, diffuse: [4]f32, specular: [4]f32, shininess: f32, reflectivity: f32, // New property for ray tracing refraction_index: f32, // New property for ray tracing }; const LightConfig = struct { // ... existing fields ... area_size: [2]f32, // New property for area lights soft_shadow_samples: u32, // New property for soft shadows };Also applies to: 86-87
src/foundations/physics/camera.zig (3)
Line range hint
493-504
: Consider optimizing buffer updatesWhile the current implementation correctly updates all camera data, consider adding a dirty flag system to avoid unnecessary buffer updates when values haven't changed. This could be particularly beneficial for static camera scenarios.
Example implementation:
pub const Camera(comptime T: type, comptime IntegratorT: type) type { return struct { + dirty_flags: packed struct { + mvp: bool = false, + camera_pos: bool = false, + global_ambient: bool = false, + shadow_view: bool = false, + } = .{}, // ... existing fields ... pub fn updateMVP(self: *Self) void { self.view_m = math.matrix.cameraInverse(self.camera_matrix); self.mvp = math.matrix.transformMatrix(self.persp_m, self.view_m); + self.dirty_flags.mvp = true; if (!self.emit_matrix) { return; } + if (!self.dirty_flags.mvp and + !self.dirty_flags.camera_pos and + !self.dirty_flags.global_ambient and + !self.dirty_flags.shadow_view) { + return; + } self.camera_buffer.update(.{ .f_mvp = self.mvp.array(), .v_matrix = self.view_m.array(), .f_camera_pos = .{ self.camera_pos[0], self.camera_pos[1], self.camera_pos[2], 1, }, .f_global_ambient = self.global_ambient, .f_shadow_view_m = self.f_shadow_view_m.array(), }); + // Reset all flags after update + self.dirty_flags = .{}; self.scene.updateCamera(); } }; }
Line range hint
332-339
: Consider adding quaternion normalization checksWhile the quaternion operations are generally correct, repeated rotations can lead to numerical drift. Consider adding periodic renormalization checks to maintain numerical stability.
Example implementation:
fn updateOrientation( orientation: math.rotation.Quat, axis: math.vector.vec3, a_pos: f32, b_pos: f32, sensitivity: f32, ) math.rotation.Quat { const change = (a_pos - b_pos) * sensitivity; const a: math.rotation.AxisAngle = .{ .angle = change, .axis = axis, }; var q = math.rotation.axisAngleToQuat(a); q = math.vector.normalize(q); q = math.rotation.multiplyQuaternions(orientation, q); - return math.vector.normalize(q); + // Add magnitude check to detect significant drift + const magnitude = math.vector.magnitude(q); + if (@fabs(magnitude - 1.0) > 1e-4) { + return math.vector.normalize(q); + } + return q; }
Line range hint
1-5
: Consider making sensitivity values configurableThe hardcoded sensitivity values could be moved to a configuration struct to allow for runtime customization, which would improve accessibility and user experience.
Example implementation:
+pub const CameraSensitivity = struct { + turn: f32 = 1.0, + roll: f32 = 1.0, + pitch: f32 = 1.5, + cursor_vertical: f32 = 0.4, + cursor_horizontal: f32 = 0.65, +}; -const turn_sensitivity: f32 = 1.0; -const roll_sensitivity: f32 = 1.0; -const pitch_sensitivity: f32 = 1.5; -const cursor_vertical_sensitivity: f32 = 0.4; -const cursor_horizontal_sensitivity: f32 = 0.65; pub const Camera(comptime T: type, comptime IntegratorT: type) type { return struct { + sensitivity: CameraSensitivity, // ... rest of the implementation }; }src/foundations/scenes/cgpoc/chapter15/simulating_water/SimulatingWater.zig (3)
63-64
: Consider simplifying the slice syntax.While the code is correct, the slice syntax
mats[0..]
could be simplified to&mats
since you're taking a slice of the entire array.- const bd: []const lighting.Material = mats[0..]; + const bd: []const lighting.Material = &mats;
95-96
: Consider simplifying the slice syntax.Similar to the material buffer initialization, the slice syntax
lights[0..]
could be simplified to&lights
.- const ld: []const lighting.Light = lights[0..]; + const ld: []const lighting.Light = &lights;
362-363
: LGTM! Clean resource management with room for minor optimization.The light buffer update properly handles resource cleanup with
deinit()
before reassignment. As with the other instances, consider simplifying the slice syntax.- const ld: []const lighting.Light = lights[0..]; + const ld: []const lighting.Light = &lights;src/foundations/scenes/cgpoc/chapter16/compute_shader/ComputeShader.zig (3)
10-12
: Define a constant for array size to avoid magic numbersConsider defining a constant for the array size (currently
6
) used in theComputeData
struct to improve maintainability and readability.Apply this diff:
+const ARRAY_SIZE = 6; ... - v1: [6]f32, - v2: [6]f32, - out: [6]f32, + v1: [ARRAY_SIZE]f32, + v2: [ARRAY_SIZE]f32, + out: [ARRAY_SIZE]f32,
65-65
: Replace hardcoded work group size with a named constantDefining a constant for the work group size enhances code clarity and makes future modifications easier.
Apply this diff:
+const WORK_GROUP_SIZE = 6; ... - c.glDispatchCompute(6, 1, 1); + c.glDispatchCompute(WORK_GROUP_SIZE, 1, 1);
64-66
: Add error checking after OpenGL callsConsider adding error checks after OpenGL functions like
glUseProgram
,glDispatchCompute
, andglMemoryBarrier
to handle potential errors and improve robustness.src/foundations/rhi/buffer.zig (3)
14-14
: Typographical error in comment.There's a typo in the comment: "Binding ponits 3+ are reserved for scenes." It should be "points" instead of "ponits".
Apply this diff to correct the typo:
-// Binding ponits 3+ are reserved for scenes. +// Binding points 3+ are reserved for scenes.
31-31
: Consider removing the emoji from buffer labels for compatibility.Using an emoji in the buffer label might cause issues on systems or tools that do not support Unicode characters properly. It's safer to use standard ASCII characters to ensure broader compatibility.
Apply this diff to modify the label:
-const label_text = std.fmt.bufPrintZ(&buf, "🐕buffer_{s}", .{label}) catch @panic("bufsize too small"); +const label_text = std.fmt.bufPrintZ(&buf, "buffer_{s}", .{label}) catch @panic("bufsize too small");
64-66
: Reset buffer name after deletion to prevent reuse.After deleting the buffer in
deinit
, it's good practice to resetself.name
to zero. This prevents accidental reuse of the buffer name, which could lead to undefined behavior.Apply this diff to reset the buffer name:
pub fn deinit(self: Self) void { c.glDeleteBuffers(1, &self.name); + self.name = 0; }
src/foundations/scenes/cgpoc/chapter16/ray_casting/RayCastingUI.zig (1)
75-75
: Correct typos in widget labelsThere are typos in the widget labels
##Spolor1
and##Bpolor1
. They should likely be##Scolor1
and##Bcolor1
to reflect "Sphere color" and "Box color" respectively.Apply this diff to fix the typos:
- if (c.igColorEdit3("##Spolor1", @ptrCast(*[3]f32, &self.data[self.updating].sphere_color), flags)) { + if (c.igColorEdit3("##Scolor1", @ptrCast(*[3]f32, &self.data[self.updating].sphere_color), flags)) { } ... - if (c.igColorEdit3("##Bpolor1", @ptrCast(*[3]f32, &self.data[self.updating].box_color), flags)) { + if (c.igColorEdit3("##Bcolor1", @ptrCast(*[3]f32, &self.data[self.updating].box_color), flags)) { }Also applies to: 94-94
src/foundations/scenes/cgpoc/chapter7/dolphin/Dolphin.zig (2)
56-57
: Simplify initialization by passingmats
directlyYou can pass
mats
directly tolighting.Material.SSBO.init
without creating an intermediate slicebd
.Apply the following diff to simplify the code:
-const bd: []const lighting.Material = mats[0..]; -var mats_buf = lighting.Material.SSBO.init(bd, "materials"); +var mats_buf = lighting.Material.SSBO.init(mats, "materials");
77-78
: Simplify initialization by passinglights
directlySimilarly, you can pass
lights
directly tolighting.Light.SSBO.init
without creating an intermediate sliceld
.Apply the following diff to simplify the code:
-const ld: []const lighting.Light = lights[0..]; -var lights_buf = lighting.Light.SSBO.init(ld, "lights"); +var lights_buf = lighting.Light.SSBO.init(lights, "lights");src/foundations/scenes/graphics/particles/Particles.zig (1)
37-40
: Consider renamingts
inParticlesData
for better readabilityThe field name
ts
inParticlesData
may be unclear to other developers. Renaming it to something more descriptive likeposition
,transform
, ortimestamp
could enhance code readability and maintainability.src/foundations/scenes/cgpoc/chapter7/lighting/Lighting.zig (2)
69-70
: Simplify by passingmats[0..]
directly toinit
Assigning
mats[0..]
tobd
is unnecessary. You can pass the slice directly tolighting.Material.SSBO.init()
.Apply this diff to simplify the code:
-const bd: []const lighting.Material = mats[0..]; -var mats_buf = lighting.Material.SSBO.init(bd, "materials"); +var mats_buf = lighting.Material.SSBO.init(mats[0..], "materials");
101-102
: Simplify by passinglights[0..]
directly toinit
Similarly, assigning
lights[0..]
told
is unnecessary. You can pass the slice directly tolighting.Light.SSBO.init()
.Apply this diff to simplify the code:
-const ld: []const lighting.Light = lights[0..]; -var lights_buf = lighting.Light.SSBO.init(ld, "lights"); +var lights_buf = lighting.Light.SSBO.init(lights[0..], "lights");src/foundations/scenes/cgpoc/chapter14/textures_3d/Textures3D.zig (3)
70-71
: Consider using more descriptive variable names for clarity.The variables
bd
andmats_buf
might be renamed tomaterial_data
andmaterials_ssbo
for better readability and maintainability.Apply this diff to rename the variables:
-const bd: []const lighting.Material = mats[0..]; -var mats_buf = lighting.Material.SSBO.init(bd, "materials"); +const material_data: []const lighting.Material = mats[0..]; +var materials_ssbo = lighting.Material.SSBO.init(material_data, "materials");
98-99
: Consider using more descriptive variable names for clarity.Similarly, renaming
ld
andlights_buf
tolight_data
andlights_ssbo
can improve code readability.Apply this diff to rename the variables:
-const ld: []const lighting.Light = lights[0..]; -var lights_buf = lighting.Light.SSBO.init(ld, "lights"); +const light_data: []const lighting.Light = lights[0..]; +var lights_ssbo = lighting.Light.SSBO.init(light_data, "lights");
204-205
: Consider using more descriptive variable names for clarity.For consistency and readability, rename
ld
andlights_buf
tolight_data
andnew_lights_ssbo
.Apply this diff to rename the variables:
-const ld: []const lighting.Light = lights[0..]; -var lights_buf = lighting.Light.SSBO.init(ld, "lights"); +const light_data: []const lighting.Light = lights[0..]; +var new_lights_ssbo = lighting.Light.SSBO.init(light_data, "lights");This also helps differentiate the new lights buffer from the existing
self.lights
.src/foundations/scenes/cgpoc/chapter16/ray_casting/RayCasting.zig (5)
183-183
: Implement or remove the emptyupdateCamera
function.The
updateCamera
function is currently empty (line 183). If it's intended to be implemented later, consider adding a comment to indicate this. Otherwise, remove it to clean up the code.
149-150
: Ensure buffer sizes are sufficient for formatted strings.In lines 149-150 and 155-156, buffers
file_name_buf
andlabel_buf
are used with formatted strings. Double-check that their sizes are adequate to hold the resulting strings to prevent buffer overflows.Consider increasing buffer sizes or validating the lengths:
Also applies to: 155-156
73-73
: Simplify integrator type specification in camera initialization.In the
init
function, the integrator type is specified twice when initializing the camera (lines 73 and 77). This redundancy can be simplified for clarity.You can store the integrator type in a variable and reuse it:
Also applies to: 77-77
87-87
: Avoid usingundefined
for variable initialization when not necessary.Variables
lights
(line 87),cd
(line 107), andlights
again (line 419) are initialized withundefined
. This can lead to potential undefined behavior if any elements are accessed before assignment.Consider initializing these arrays with a default value:
Also applies to: 107-107, 419-419
452-506
: Improve error handling inrenderCubemap
.In the
renderCubemap
function (lines 452-506), errors are caught and result in setting textures tonull
, but there may be a lack of feedback or recovery in case of failures.Consider logging errors or providing fallback mechanisms to improve robustness.
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⛔ Files ignored due to path filters (15)
src/foundations/scenes/cgpoc/chapter16/compute_shader/compute.glsl
is excluded by!**/*.glsl
src/foundations/scenes/cgpoc/chapter16/ray_casting/img_1.comp.glsl
is excluded by!**/*.glsl
src/foundations/scenes/cgpoc/chapter16/ray_casting/img_2.comp.glsl
is excluded by!**/*.glsl
src/foundations/scenes/cgpoc/chapter16/ray_casting/img_3.comp.glsl
is excluded by!**/*.glsl
src/foundations/scenes/cgpoc/chapter16/ray_casting/img_4.comp.glsl
is excluded by!**/*.glsl
src/foundations/scenes/cgpoc/chapter16/ray_casting/img_5.comp.glsl
is excluded by!**/*.glsl
src/foundations/scenes/cgpoc/chapter16/ray_casting/img_6.comp.glsl
is excluded by!**/*.glsl
src/foundations/scenes/cgpoc/chapter16/ray_casting/img_7.comp.glsl
is excluded by!**/*.glsl
src/foundations/scenes/cgpoc/chapter16/ray_casting/img_8.comp.glsl
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src/foundations/scenes/cgpoc/chapter16/ray_casting/img_9.comp.glsl
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src/foundations/scenes/cgpoc/chapter16/ray_casting/quad_frag.glsl
is excluded by!**/*.glsl
src/foundations/scenes/cgpoc/chapter16/ray_casting/quad_vert.glsl
is excluded by!**/*.glsl
src/foundations/scenes/cgpoc/chapter8/shadows/blinn_phong_vert.glsl
is excluded by!**/*.glsl
src/foundations/scenes/cgpoc/chapter8/shadows/gouraud_vert.glsl
is excluded by!**/*.glsl
src/foundations/scenes/graphics/particles/particles_geo.glsl
is excluded by!**/*.glsl
📒 Files selected for processing (31)
src/foundations/lighting/Light.zig
(1 hunks)src/foundations/lighting/Material.zig
(1 hunks)src/foundations/physics/camera.zig
(7 hunks)src/foundations/rhi/Buffer.zig
(0 hunks)src/foundations/rhi/Texture.zig
(2 hunks)src/foundations/rhi/buffer.zig
(1 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/chapter12/terrain_tessellator/TerrainTessellator.zig
(4 hunks)src/foundations/scenes/cgpoc/chapter13/torus_geometry/TorusGeometry.zig
(3 hunks)src/foundations/scenes/cgpoc/chapter14/blend/Blend.zig
(3 hunks)src/foundations/scenes/cgpoc/chapter14/clipping_plane/ClippingPlane.zig
(3 hunks)src/foundations/scenes/cgpoc/chapter14/fog/Fog.zig
(3 hunks)src/foundations/scenes/cgpoc/chapter14/textures_3d/Textures3D.zig
(4 hunks)src/foundations/scenes/cgpoc/chapter15/simulating_water/SimulatingWater.zig
(4 hunks)src/foundations/scenes/cgpoc/chapter15/simulating_water/SimulatingWaterUI.zig
(1 hunks)src/foundations/scenes/cgpoc/chapter16/chapter16.zig
(1 hunks)src/foundations/scenes/cgpoc/chapter16/compute_shader/ComputeShader.zig
(1 hunks)src/foundations/scenes/cgpoc/chapter16/compute_shader/ComputeShaderUI.zig
(1 hunks)src/foundations/scenes/cgpoc/chapter16/ray_casting/RayCasting.zig
(1 hunks)src/foundations/scenes/cgpoc/chapter16/ray_casting/RayCastingUI.zig
(1 hunks)src/foundations/scenes/cgpoc/chapter4/simple_solar_system/SimpleSolarSystem.zig
(3 hunks)src/foundations/scenes/cgpoc/chapter7/dolphin/Dolphin.zig
(3 hunks)src/foundations/scenes/cgpoc/chapter7/lighting/Lighting.zig
(4 hunks)src/foundations/scenes/cgpoc/chapter8/shadows/Shadows.zig
(7 hunks)src/foundations/scenes/graphics/particles/Particles.zig
(8 hunks)src/foundations/scenes/graphics/polygon_offset/PolygonOffset.zig
(0 hunks)src/foundations/scenes/scenes.zig
(1 hunks)src/foundations/ui/ui_state.zig
(2 hunks)src/fssc/Includer.zig
(1 hunks)
💤 Files with no reviewable changes (2)
- src/foundations/rhi/Buffer.zig
- src/foundations/scenes/graphics/polygon_offset/PolygonOffset.zig
✅ Files skipped from review due to trivial changes (2)
- src/foundations/scenes/cgpoc/cgpoc.zig
- src/foundations/scenes/cgpoc/chapter16/chapter16.zig
🔇 Additional comments (41)
src/foundations/lighting/Material.zig (1)
11-11
: Verify shader binding point usage.
The SSBO is correctly configured for static draw usage, which is appropriate for material data. However, we should verify that the binding point bbp_materials
is consistently used across shader code.
✅ Verification successful
The material binding point usage is consistent across shaders
Based on the search results, the material binding point (binding = 0) for the SSBO is consistently used across all shader files that access materials. This is verified by:
- The binding point is defined as
bbp_materials = 0
insrc/foundations/rhi/buffer.zig
- All shader files that use materials consistently declare the MaterialBuffer with
layout(std430, binding = 0)
, for example:src/foundations/shaders/lighting.glsl
src/foundations/shaders/material.glsl
- Various scene shaders in the codebase
The SSBO configuration in Material.zig correctly matches this consistent shader binding point usage.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify the material binding point usage in shaders
# Expected: All shader files should use the same binding point for materials
# Search for material binding points in shader files
rg -g "*.{glsl,comp}" "layout.*binding.*materials"
Length of output: 52
Script:
#!/bin/bash
# Let's try a broader search for shader files first to understand the structure
fd "\.(glsl|comp|vert|frag)$"
# Then search for any binding point definitions in shader files
rg "layout.*binding" -g "*.{glsl,comp,vert,frag}" -A 2
# Also search for material-related declarations in shaders
rg "material" -g "*.{glsl,comp,vert,frag}" -A 2
# Let's also check the constant definition in the codebase
rg "bbp_materials"
Length of output: 51535
src/foundations/lighting/Light.zig (2)
16-17
: LGTM!
Good use of @This()
for self-referential type definition.
26-27
: LGTM!
Appropriate imports for OpenGL bindings and RHI functionality.
src/foundations/scenes/cgpoc/chapter16/compute_shader/ComputeShaderUI.zig (1)
22-24
: LGTM!
The imports are appropriate and well-organized for the required functionality.
src/foundations/scenes/cgpoc/chapter15/simulating_water/SimulatingWaterUI.zig (1)
4-4
: LGTM! Improved type name.
The rename from Textures3DUI
to SimulatingWaterUI
better reflects the component's purpose and improves code clarity.
src/foundations/scenes/scenes.zig (1)
24-24
: Verify ray casting scene implementation.
Let's ensure the ray casting scene type is properly implemented and available.
✅ Verification successful
Let me gather more information about the implementation details.
Let me check one more thing to verify the actual implementation of the RayCasting scene.
Based on the gathered information, I can now provide the final response:
Ray casting scene implementation is properly integrated
The verification shows that:
- The scene type
sixteen_ray_casting
is properly defined in the UI state system - It's correctly mapped to
RayCasting
struct from chapter16 - The scene initialization system is in place with proper initialization logic
- The implementation includes texture handling capabilities specific to ray casting
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify the ray casting scene implementation exists and is properly defined
# Test 1: Check if the scene type is defined
rg -l "sixteen_ray_casting" --type zig
# Test 2: Look for the ray casting scene implementation
ast-grep --pattern 'pub const sixteen_ray_casting = struct {
$$$
pub fn init($$$) $$$
$$$
}'
Length of output: 211
Script:
#!/bin/bash
# Check the content of files containing sixteen_ray_casting
rg -A 10 "sixteen_ray_casting" --type zig
# Look for scene initialization patterns
ast-grep --pattern 'fn initScene($_) $_'
Length of output: 1992
Script:
#!/bin/bash
# Look for RayCasting implementation in cgpoc chapter16
rg -A 5 "RayCasting = struct" --type zig
# Check for any initialization or setup in the scenes module
rg -A 10 "fn initScene" --type zig
Length of output: 2090
src/foundations/ui/ui_state.zig (2)
48-49
: LGTM! New scene types follow established patterns.
The new enum variants sixteen_compute_shader
and sixteen_ray_casting
are well-organized and follow the existing naming convention for chapter-based scenes.
99-100
: LGTM! Scene implementations properly typed.
The union fields are correctly typed with pointers to their respective scene implementations, maintaining type safety and following the established pattern.
Let's verify the referenced types exist:
✅ Verification successful
Types verified and properly structured
The verification confirms that:
- Both
ComputeShader
andRayCasting
types are properly defined - They are correctly organized in their respective modules under chapter16
- The import paths in the union fields match the actual file structure
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Verify the existence of the new scene implementations
rg -l "pub const (ComputeShader|RayCasting)" --type zig
Length of output: 110
Script:
#!/bin/bash
# Let's verify the actual type definitions in the found file
rg "pub const (ComputeShader|RayCasting)" -A 5 --type zig src/foundations/scenes/cgpoc/chapter16/chapter16.zig
Length of output: 245
Script:
#!/bin/bash
# Let's verify the existence of the imported files and their type definitions
fd "ComputeShader.zig|RayCasting.zig" --type f
Length of output: 186
src/foundations/scenes/cgpoc/chapter13/torus_geometry/TorusGeometry.zig (1)
62-63
: Verify light configuration for ray tracing.
The light configuration uses a positional light with specific attenuation parameters. Please verify if these settings are optimal for ray tracing:
- No linear/quadratic attenuation (
attenuation_linear = 0.0, attenuation_quadratic = 0.0
) - High ambient component (
0.1
) which might affect ray traced shadows
✅ Verification successful
Based on the gathered information from the codebase, I can now provide a final response:
Light configuration is appropriate for ray tracing
The current light configuration is well-suited for ray tracing:
- Zero linear/quadratic attenuation is correct since ray tracing naturally handles light falloff through ray distance calculations
- The ambient component (0.1) is at a reasonable level to provide subtle ambient illumination without overpowering ray-traced shadows
- The positional light type with full intensity diffuse/specular (1.0) allows for proper ray-traced lighting calculations
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for similar light configurations in other ray tracing shaders
# Test: Search for light configurations in shader files
rg -A 10 "light_kind = .positional" --type glsl
Length of output: 78
Script:
#!/bin/bash
# Search for light configuration in all files since shader extension is not recognized
rg -A 10 "light_kind"
# Also search for light struct definitions to understand the configuration
rg -A 10 "struct Light"
Length of output: 48844
Script:
#!/bin/bash
# Search for light configuration in the specific file
rg -A 15 "lights\[0\]" "src/foundations/scenes/cgpoc/chapter13/torus_geometry/TorusGeometry.zig"
# Search for light usage in the shader files
rg -A 10 "attenuation" "src/foundations/scenes/cgpoc/chapter13/torus_geometry/"
Length of output: 1499
Script:
#!/bin/bash
# Search for ambient light configuration in the file
rg -B 5 -A 2 "ambient.*=.*" "src/foundations/scenes/cgpoc/chapter13/torus_geometry/TorusGeometry.zig"
# Search for light calculations in the shader
rg -A 10 "Light" "src/foundations/scenes/cgpoc/chapter13/torus_geometry/torus.frag"
Length of output: 595
src/foundations/scenes/cgpoc/chapter14/blend/Blend.zig (2)
12-13
: LGTM: Improved type safety with SSBOs
The transition from generic rhi.Buffer
to typed lighting.Material.SSBO
and lighting.Light.SSBO
enhances type safety and makes the code's intent clearer.
49-50
: Verify shader compatibility with new SSBO types
The transition to typed SSBOs requires corresponding changes in the shader code. Please ensure that the shader interface blocks match the new SSBO layouts.
Also applies to: 68-69
✅ Verification successful
SSBO layout matches shader interface blocks
The shader code is compatible with the new SSBO types. Specifically:
- The Material struct in
material.glsl
matches the expected std430 layout with proper padding - The shader storage block
MaterialBuffer
is correctly bound at binding=0 - The blend shaders correctly access the materials array using the instance ID:
f_materials[int(mod(fo_instance_id, 5.0))]
- The memory layout and access patterns in both vertex and fragment shaders are consistent with the SSBO declaration
No changes are needed as the shader interface blocks already match the SSBO layouts used in the Zig code.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for shader storage block definitions in shader files
echo "Checking shader storage block definitions..."
rg -A 5 "layout.*buffer" --type glsl
# Search for material and light uniform/buffer bindings
echo "Checking material and light bindings..."
rg -A 2 "binding.*materials|binding.*lights" --type glsl
Length of output: 343
Script:
#!/bin/bash
# Search for shader files first
echo "Looking for shader files..."
fd -e glsl
# Then search for their content using regular grep since rg doesn't recognize .glsl
echo -e "\nChecking shader storage blocks and bindings..."
fd -e glsl -x grep -A 5 -E "layout.*buffer|binding.*materials|binding.*lights" {}
Length of output: 13550
Script:
#!/bin/bash
# Let's check the specific shader files in the blend directory
echo "Checking blend directory shader files..."
cat src/foundations/scenes/cgpoc/chapter14/blend/sphere_vert.glsl
echo -e "\n---\n"
cat src/foundations/scenes/cgpoc/chapter14/blend/sphere_frag.glsl
echo -e "\n---\n"
cat src/foundations/scenes/cgpoc/chapter14/blend/blend_vert.glsl
echo -e "\n---\n"
cat src/foundations/scenes/cgpoc/chapter14/blend/blend_frag.glsl
# Also check the Material struct definition
echo -e "\n\nChecking Material struct definition..."
cat src/foundations/shaders/material.glsl
Length of output: 4258
src/foundations/scenes/cgpoc/chapter14/fog/Fog.zig (1)
13-14
: LGTM: Good transition to specialized SSBO types
The change from generic buffers to lighting.Material.SSBO
and lighting.Light.SSBO
improves type safety and better expresses the intent. This is particularly beneficial for ray tracing where efficient GPU access to material and light data is crucial.
src/foundations/scenes/cgpoc/chapter14/clipping_plane/ClippingPlane.zig (1)
16-17
: LGTM: Type-safe buffer declarations
The transition from generic rhi.Buffer
to specialized lighting.Material.SSBO
and lighting.Light.SSBO
types improves type safety and clarity in resource management.
src/foundations/scenes/cgpoc/chapter12/terrain_tessellator/TerrainTessellator.zig (1)
61-62
: LGTM: Clean material SSBO initialization
The material buffer initialization is well-structured with proper error handling. The slice syntax ensures efficient memory usage.
Let's verify the material definitions are consistent:
✅ Verification successful
The previous script failed because the file type 'glsl' wasn't recognized. Let's search more broadly to find material definitions and shader files in the codebase. This will help us verify the consistency of material definitions between shaders and code.
Let me analyze the material definitions and usage based on the search results:
- The Material struct is consistently defined across shader files with the same structure (ambient, diffuse, specular, shininess)
- The material SSBO binding point is consistently set to 0 across all shaders
- The TerrainTessellator.zig code initializes materials correctly:
- Uses predefined materials from the lighting module
- Properly slices the material array
- Initializes SSBO with correct binding name "materials"
- The material definitions in lighting/material/ folder match the usage in shaders
- The material access in shaders is consistent with the SSBO binding
LGTM: Material initialization and usage is consistent
The material buffer initialization is correct and the material definitions are consistent across the codebase. The SSBO binding points and material struct layout match between shaders and code.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check material definitions across shaders and code
rg -A 5 "Material|material" --type glsl
Length of output: 70
Script:
#!/bin/bash
# Search for material definitions in all files
rg -A 5 "Material|material"
# Also search for shader files that might have material definitions
fd -e vert -e frag -e comp -e glsl
Length of output: 135037
src/foundations/rhi/rhi.zig (1)
432-432
: LGTM! The rename improves type clarity.
The rename from Buffer
to storage_buffer
better reflects its specific use for Shader Storage Buffer Objects (SSBOs), aligning with the ray tracing implementation.
Let's verify the impact of this rename:
✅ Verification successful
Rename from Buffer to storage_buffer is correctly implemented across the codebase
The verification shows that:
- No references to the old
Buffer
import remain in the codebase - The new
storage_buffer
module is consistently used across all relevant files - All usages follow the correct pattern:
rhi.storage_buffer.Buffer(...)
for both SSBOs and UBOs - The change has been properly propagated to all dependent modules including:
- Compute shaders
- Ray casting
- Shadows
- Camera
- Particles
- Materials
- Lights
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for any remaining references to the old Buffer import
# and verify the usage of the new storage_buffer import
# Test 1: Check for any remaining references to the old Buffer import
echo "Checking for old Buffer references..."
rg -l "Buffer\.zig|@import.*Buffer"
# Test 2: Verify the new storage_buffer usage
echo "Checking new storage_buffer usage..."
rg -l "storage_buffer|@import.*buffer\.zig"
Length of output: 639
Script:
#!/bin/bash
# Let's check the actual content of these files to understand the usage
echo "=== Checking storage_buffer usage in files ==="
for file in src/foundations/scenes/cgpoc/chapter16/compute_shader/ComputeShader.zig \
src/foundations/scenes/cgpoc/chapter16/ray_casting/RayCasting.zig \
src/foundations/scenes/cgpoc/chapter8/shadows/Shadows.zig \
src/foundations/rhi/rhi.zig \
src/foundations/physics/camera.zig \
src/foundations/scenes/graphics/particles/Particles.zig \
src/foundations/lighting/Material.zig \
src/foundations/lighting/Light.zig; do
echo "=== $file ==="
rg "storage_buffer|@import.*buffer\.zig" "$file" -C 2
done
Length of output: 6719
src/foundations/scenes/cgpoc/chapter10/surface_detail/SurfaceDetail.zig (2)
5-6
: LGTM! Good transition to typed SSBOs
The change from general rhi.Buffer
to specific lighting.Material.SSBO
and lighting.Light.SSBO
types improves type safety and provides better structure for shader storage buffer objects.
61-62
: Verify shader compatibility with new SSBO types
The buffer initialization looks good and properly uses the new SSBO types. However, we should verify that the shaders are compatible with the new buffer layouts.
Also applies to: 80-81
✅ Verification successful
Buffer layouts are compatible with shader definitions
The shader buffer layouts are correctly defined and match the SSBO initialization:
- Material buffer is defined with std430 layout at binding 0
- Light buffer is defined with std430 layout at binding 1
- Both shaders (earth and moon) correctly access these buffers using the array syntax
- The struct definitions match the expected memory layout with proper padding
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check shader files for material and light buffer usage
# Look for material and light buffer declarations in shaders
echo "Checking shader declarations..."
rg -t glsl "layout.*buffer.*materials|layout.*buffer.*lights" .
# Look for material and light field accesses
echo "Checking field accesses..."
rg -t glsl "\bmaterials\.[a-zA-Z_]+|\blights\.[a-zA-Z_]+" .
Length of output: 321
Script:
#!/bin/bash
# Search for shader files with common extensions
echo "Looking for shader files..."
fd "\.(glsl|vert|frag|comp)$"
# Search for material and light buffer declarations in any shader files found
echo "Checking shader declarations..."
rg "layout.*buffer.*materials|layout.*buffer.*lights" -g "*.{glsl,vert,frag,comp}"
# Look for material and light field accesses
echo "Checking field accesses..."
rg "\bmaterials\.[a-zA-Z_]+|\blights\.[a-zA-Z_]+" -g "*.{glsl,vert,frag,comp}"
Length of output: 11251
Script:
#!/bin/bash
# Let's check the specific shader files in the surface_detail directory
echo "Checking surface detail shaders content..."
cat src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_frag.glsl
cat src/foundations/scenes/cgpoc/chapter10/surface_detail/earth_vert.glsl
cat src/foundations/scenes/cgpoc/chapter10/surface_detail/moon_frag.glsl
cat src/foundations/scenes/cgpoc/chapter10/surface_detail/moon_vert.glsl
# Also check the shader include files that might contain buffer definitions
echo "Checking shader includes..."
cat src/foundations/shaders/material.glsl
cat src/foundations/shaders/lighting.glsl
Length of output: 7012
src/foundations/scenes/cgpoc/chapter4/simple_solar_system/SimpleSolarSystem.zig (1)
13-14
: LGTM! Good transition to typed SSBOs
The change from generic buffers to strongly-typed SSBOs (lighting.Material.SSBO
and lighting.Light.SSBO
) is a solid improvement. SSBOs are well-suited for ray tracing as they:
- Provide better performance for large arrays of structured data
- Enable dynamic indexing in shaders
- Improve type safety through explicit buffer content types
src/foundations/physics/camera.zig (3)
11-11
: Well-structured UBO definition for camera data!
The use of a typed storage buffer with GL_DYNAMIC_DRAW is appropriate for frequently updated camera data, providing both type safety and optimal performance hints to the GPU.
83-89
: Well-structured camera data layout!
The CameraData struct follows proper std140 layout requirements with appropriate padding for GPU alignment. All fields are properly initialized with sensible defaults.
91-93
: Good error handling for buffer initialization!
The code properly handles potential initialization failures using errdefer, ensuring proper resource cleanup.
src/foundations/scenes/cgpoc/chapter15/simulating_water/SimulatingWater.zig (1)
23-24
: LGTM! Type-safe buffer declarations.
The transition from general buffer types to specialized SSBO types (lighting.Material.SSBO
and lighting.Light.SSBO
) improves type safety and makes the code's intent clearer.
src/foundations/scenes/cgpoc/chapter16/ray_casting/RayCastingUI.zig (2)
110-112
: Verify the angle ranges for camera direction sliders
The camera direction sliders have a range from 0
to 2 * π
radians. Ensure that this range aligns with how the camera direction is used elsewhere in the codebase and that angles in radians are expected.
If the camera direction is used in degrees or requires a different range, adjust the slider parameters accordingly.
49-49
: Review the combination of flags in igBeginCombo
The flags ImGuiComboFlags_PopupAlignLeft
and ImGuiComboFlags_HeightLargest
are combined for the combo box. Ensure that this combination provides the desired behavior in the UI.
If the combo box does not display as intended, consider adjusting the flags or reviewing the ImGui documentation for optimal flag usage.
src/foundations/scenes/cgpoc/chapter7/dolphin/Dolphin.zig (1)
14-16
: Update materials and lights to use SSBO types
Updating materials
and lights
to use lighting.Material.SSBO
and lighting.Light.SSBO
improves type safety and aligns with the new resource management approach.
src/foundations/scenes/graphics/particles/Particles.zig (3)
19-19
: Change of particles_list
type to ParticlesData
ensures type consistency
Updating particles_list
to use ParticlesData
aligns with the new struct and improves type safety across the particle system.
21-23
: Updating buffer types to specific SSBOs enhances clarity and safety
Changing materials
, lights
, and particles_buffer
to specific SSBO types (Material.SSBO
, Light.SSBO
, and SSBO
) improves code clarity and ensures type-safe operations with these buffers.
42-43
: Verify that binding point 3
does not conflict with other bindings
Ensure that the binding point value of 3
used for binding_point
doesn't conflict with other buffer bindings in the application, which could cause unintended behavior.
Run the following script to check for other uses of binding point 3
:
✅ Verification successful
Let me search for more context about these binding points to understand if they are used in the same shader or different shaders.
Let me check if these two files with binding point 3 are used together in any scene or if they are part of different scenes.
Based on the gathered information, I can now provide the final response:
The binding point 3
usage is safe in this context
The two files using binding point 3 (ComputeShader.zig
and Particles.zig
) are part of different scenes and are never used together:
ComputeShader
is part of the CGPOC chapter 16 demo scenesParticles
is part of the graphics demo scenes
Additionally, the binding points 0 and 1 are reserved for materials and lights respectively, as seen inrhi/buffer.zig
.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Search for other usages of binding point 3 in the codebase.
# Expected Result: Only the current declaration should appear.
rg -A 2 'binding_point.*ssbo = 3'
Length of output: 776
Script:
#!/bin/bash
# Check if these files are used together in any shader or scene
rg -B 3 -A 3 "ComputeShader|Particles" src/foundations/scenes/
# Also check for any other SSBO binding points to understand the binding point allocation pattern
rg "binding_point.*ssbo = \d+"
Length of output: 23518
Script:
#!/bin/bash
# Check if there's any scene that imports both modules
rg -l "compute_shader/ComputeShader|particles/Particles" src/foundations/scenes/**/*.zig
# Also check the shader files to see their binding points
cat src/foundations/scenes/graphics/particles/particles_vert.glsl
cat src/foundations/scenes/cgpoc/chapter16/compute_shader/compute.glsl
Length of output: 1433
src/foundations/scenes/cgpoc/chapter7/lighting/Lighting.zig (1)
10-11
: Fields materials
and lights
updated to use new SSBO types
The transition from rhi.Buffer
to lighting.Material.SSBO
and lighting.Light.SSBO
enhances type safety and clarity.
src/foundations/scenes/cgpoc/chapter14/textures_3d/Textures3D.zig (1)
34-35
: Field types updated successfully.
The materials
and lights
fields have been updated to use lighting.Material.SSBO
and lighting.Light.SSBO
, respectively. This enhances type safety and aligns with the new buffer structures.
src/foundations/scenes/cgpoc/chapter16/ray_casting/RayCasting.zig (2)
254-254
: Check for missing implementation of renderDebugCross
.
The function renderDebugCross
is called in init
but its implementation seems incomplete or missing significant content (line 254). Ensure that it properly initializes the cross
object.
Verify the implementation of renderDebugCross
to ensure it functions as intended.
435-439
:
Prevent use-after-free by reinitializing self.lights
correctly.
In the updateLights
function, lights_buf
is assigned to self.lights
after an errdefer lights_buf.deinit();
(line 438). This means that when the function returns, lights_buf
will be deinitialized, leaving self.lights
pointing to invalid memory.
To fix this, remove the errdefer lights_buf.deinit();
line to prevent the buffer from being deinitialized prematurely:
Likely invalid or redundant comment.
src/foundations/scenes/cgpoc/chapter8/shadows/Shadows.zig (9)
7-8
: Update to specialized SSBO types for materials and lights looks good
Changing materials
and lights
to lighting.Material.SSBO
and lighting.Light.SSBO
enhances type safety and aligns with the updated resource management approach.
40-40
: Switching scene_data_buffer
to use UBO is appropriate
Updating scene_data_buffer
to UBO
improves consistency and leverages uniform buffer objects for scene data management.
119-120
: Initialization of materials buffer is correct
The materials buffer is properly initialized using lighting.Material.SSBO.init
, which aligns with the updated data structures.
151-152
: Initialization of lights buffer is correct
The lights buffer is correctly initialized using lighting.Light.SSBO.init
, ensuring consistency with the new resource management.
155-156
: Initialization of scene data buffer is appropriate
The scene data buffer is properly initialized using UBO.init
, aligning with the updated approach for scene data management.
303-303
: Updating scene_data_buffer
with new scene data is correct
The call to self.scene_data_buffer.update(self.scene_data);
correctly updates the buffer with the latest scene data.
120-120
:
Remove errdefer
to prevent premature deinitialization of mats_buf
Using errdefer mats_buf.deinit();
after initializing mats_buf
and before assigning it to pd.materials
can lead to pd.materials
being deinitialized when the function exits. Since pd.materials
manages its own lifecycle, remove the errdefer
to prevent this issue.
Apply this diff to remove the errdefer
:
-errdefer mats_buf.deinit();
Likely invalid or redundant comment.
152-152
:
Remove errdefer
to prevent premature deinitialization of lights_buf
Using errdefer lights_buf.deinit();
after initializing lights_buf
and before assigning it to pd.lights
may cause pd.lights
to be deinitialized upon function exit. Remove the errdefer
to ensure pd.lights
is managed correctly.
Apply this diff:
-errdefer lights_buf.deinit();
Likely invalid or redundant comment.
156-156
:
Remove errdefer
to prevent premature deinitialization of scene_data_buffer
Using errdefer scene_data_buffer.deinit();
after initializing scene_data_buffer
and before assigning it to pd.scene_data_buffer
may lead to unintended deinitialization. Remove the errdefer
to prevent this issue.
Apply this diff:
-errdefer scene_data_buffer.deinit();
Likely invalid or redundant comment.
var buf: [500]u8 = undefined; | ||
for (0..6) |i| { | ||
const result_text = std.fmt.bufPrintZ(&buf, "out[{d}]: {d:.3}", .{ i, self.results[i] }) catch @panic("bufsize too small"); | ||
_ = c.igText(result_text); | ||
} |
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🛠️ Refactor suggestion
Improve formatting and error handling.
Several improvements could be made to this section:
- Use
{d:.6}
instead of{d:.3}
for better floating-point precision in scientific computations - The 500-byte buffer size is arbitrary - consider using a smaller size or making it configurable
- Add error handling for ImGui operations
- var buf: [500]u8 = undefined;
+ var buf: [64]u8 = undefined; // Smaller, sufficient buffer
for (0..6) |i| {
- const result_text = std.fmt.bufPrintZ(&buf, "out[{d}]: {d:.3}", .{ i, self.results[i] }) catch @panic("bufsize too small");
+ const result_text = std.fmt.bufPrintZ(&buf, "out[{d}]: {d:.6}", .{ i, self.results[i] }) catch @panic("bufsize too small");
_ = c.igText(result_text);
}
Committable suggestion skipped: line range outside the PR's diff.
{ | ||
var inc_f: File = .{ .bytes = @embedFile("test/camera.glsl") }; | ||
try inc.included_files.put(allocator, "src/compiler/test/camera.glsl", &inc_f); | ||
} | ||
|
||
{ | ||
var inc_f: File = .{ .bytes = @embedFile("test/lights.glsl") }; | ||
try inc.included_files.put(allocator, "src/compiler/test/lights.glsl", &inc_f); | ||
} | ||
|
||
{ | ||
var inc_f: File = .{ .bytes = @embedFile("test/materials.glsl") }; | ||
try inc.included_files.put(allocator, "src/compiler/test/materials.glsl", &inc_f); | ||
} |
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Critical: Fix potential use-after-free bug in test code
The current implementation stores pointers to local File
variables that go out of scope, which could lead to undefined behavior when these pointers are later accessed during cleanup.
Here's how to fix this by allocating the File structures on the heap:
- {
- var inc_f: File = .{ .bytes = @embedFile("test/camera.glsl") };
- try inc.included_files.put(allocator, "src/compiler/test/camera.glsl", &inc_f);
- }
+ var camera_file = try allocator.create(File);
+ camera_file.* = .{ .bytes = @embedFile("test/camera.glsl") };
+ try inc.included_files.put(allocator, "src/compiler/test/camera.glsl", camera_file);
- {
- var inc_f: File = .{ .bytes = @embedFile("test/lights.glsl") };
- try inc.included_files.put(allocator, "src/compiler/test/lights.glsl", &inc_f);
- }
+ var lights_file = try allocator.create(File);
+ lights_file.* = .{ .bytes = @embedFile("test/lights.glsl") };
+ try inc.included_files.put(allocator, "src/compiler/test/lights.glsl", lights_file);
- {
- var inc_f: File = .{ .bytes = @embedFile("test/materials.glsl") };
- try inc.included_files.put(allocator, "src/compiler/test/materials.glsl", &inc_f);
- }
+ var materials_file = try allocator.create(File);
+ materials_file.* = .{ .bytes = @embedFile("test/materials.glsl") };
+ try inc.included_files.put(allocator, "src/compiler/test/materials.glsl", materials_file);
This ensures that:
- The
File
structures persist for the entire duration they're needed - The pointers stored in the map remain valid
- The cleanup code correctly deallocates the memory
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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.
{ | |
var inc_f: File = .{ .bytes = @embedFile("test/camera.glsl") }; | |
try inc.included_files.put(allocator, "src/compiler/test/camera.glsl", &inc_f); | |
} | |
{ | |
var inc_f: File = .{ .bytes = @embedFile("test/lights.glsl") }; | |
try inc.included_files.put(allocator, "src/compiler/test/lights.glsl", &inc_f); | |
} | |
{ | |
var inc_f: File = .{ .bytes = @embedFile("test/materials.glsl") }; | |
try inc.included_files.put(allocator, "src/compiler/test/materials.glsl", &inc_f); | |
} | |
var camera_file = try allocator.create(File); | |
camera_file.* = .{ .bytes = @embedFile("test/camera.glsl") }; | |
try inc.included_files.put(allocator, "src/compiler/test/camera.glsl", camera_file); | |
var lights_file = try allocator.create(File); | |
lights_file.* = .{ .bytes = @embedFile("test/lights.glsl") }; | |
try inc.included_files.put(allocator, "src/compiler/test/lights.glsl", lights_file); | |
var materials_file = try allocator.create(File); | |
materials_file.* = .{ .bytes = @embedFile("test/materials.glsl") }; | |
try inc.included_files.put(allocator, "src/compiler/test/materials.glsl", materials_file); |
const ld: []const lighting.Light = lights[0..]; | ||
var lights_buf = lighting.Light.SSBO.init(ld, "lights"); |
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🛠️ Refactor suggestion
Consider optimizing light updates
The current implementation creates and destroys SSBOs on each light update, which could be inefficient for frequent updates.
Consider updating the existing buffer instead of recreating it:
- self.lights.deinit();
- const ld: []const lighting.Light = lights[0..];
- var lights_buf = lighting.Light.SSBO.init(ld, "lights");
- errdefer lights_buf.deinit();
- self.lights = lights_buf;
+ self.lights.update(lights[0..]) catch |err| {
+ std.log.err("Failed to update lights: {}", .{err});
+ return;
+ };
Committable suggestion skipped: line range outside the PR's diff.
pub fn setupWriteable( | ||
self: *Texture, | ||
data: []u8, | ||
program: u32, | ||
uniform_name: []const u8, | ||
label: [:0]const u8, | ||
width: usize, | ||
height: usize, | ||
) TextureError!void { | ||
var name: u32 = undefined; | ||
c.glCreateTextures(c.GL_TEXTURE_2D, 1, @ptrCast(&name)); | ||
var buf: [500]u8 = undefined; | ||
const label_text = std.fmt.bufPrintZ(&buf, "✍️writeable_texture_{s}", .{label}) catch @panic("bufsize too small"); | ||
c.glObjectLabel(c.GL_TEXTURE, name, -1, label_text); | ||
c.glTextureParameteri(name, c.GL_TEXTURE_WRAP_S, self.wrap_s); | ||
c.glTextureParameteri(name, c.GL_TEXTURE_WRAP_T, self.wrap_t); | ||
c.glTextureParameteri(name, c.GL_TEXTURE_MIN_FILTER, c.GL_NEAREST); | ||
c.glTextureParameteri(name, c.GL_TEXTURE_MAG_FILTER, c.GL_NEAREST); | ||
|
||
c.glTextureStorage2D(name, 1, c.GL_RGBA8, @intCast(width), @intCast(height)); | ||
c.glTextureSubImage2D( | ||
name, | ||
0, | ||
0, | ||
0, | ||
@intCast(width), | ||
@intCast(height), | ||
c.GL_RGBA, | ||
c.GL_UNSIGNED_BYTE, | ||
data.ptr, | ||
); | ||
|
||
c.glGenerateTextureMipmap(name); | ||
if (c.glfwExtensionSupported("GL_EXT_texture_filter_anisotropic") == 1) { | ||
var ansio_setting: f32 = 0; | ||
c.glGetFloatv(c.GL_MAX_TEXTURE_MAX_ANISOTROPY, &ansio_setting); | ||
c.glTextureParameterf(name, c.GL_TEXTURE_MAX_ANISOTROPY, ansio_setting); | ||
} | ||
|
||
self.name = name; | ||
|
||
self.uniforms[0] = Uniform.init(program, uniform_name) catch { | ||
return TextureError.UniformCreationFailed; | ||
}; | ||
self.num_uniforms += 1; | ||
|
||
if (self.disable_bindless) { | ||
return; | ||
} | ||
// Generate bindless handle | ||
self.handle = c.glGetTextureHandleARB(self.name); | ||
if (self.handle == 0) { | ||
return TextureError.BindlessHandleCreationFailed; | ||
} | ||
|
||
// Make the texture resident | ||
c.glMakeTextureHandleResidentARB(self.handle); | ||
|
||
return; | ||
} |
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🛠️ Refactor suggestion
Optimize texture setup for write-only usage
The current implementation includes several operations that are unnecessary for a write-only texture used in ray tracing:
- Mipmap generation is unnecessary for write-only textures
- Anisotropic filtering setup is not needed for compute shader output
Consider this optimized version:
pub fn setupWriteable(
self: *Texture,
data: []u8,
program: u32,
uniform_name: []const u8,
label: [:0]const u8,
width: usize,
height: usize,
) TextureError!void {
var name: u32 = undefined;
c.glCreateTextures(c.GL_TEXTURE_2D, 1, @ptrCast(&name));
var buf: [500]u8 = undefined;
const label_text = std.fmt.bufPrintZ(&buf, "✍️writeable_texture_{s}", .{label}) catch @panic("bufsize too small");
c.glObjectLabel(c.GL_TEXTURE, name, -1, label_text);
c.glTextureParameteri(name, c.GL_TEXTURE_WRAP_S, self.wrap_s);
c.glTextureParameteri(name, c.GL_TEXTURE_WRAP_T, self.wrap_t);
c.glTextureParameteri(name, c.GL_TEXTURE_MIN_FILTER, c.GL_NEAREST);
c.glTextureParameteri(name, c.GL_TEXTURE_MAG_FILTER, c.GL_NEAREST);
c.glTextureStorage2D(name, 1, c.GL_RGBA8, @intCast(width), @intCast(height));
c.glTextureSubImage2D(
name,
0,
0,
0,
@intCast(width),
@intCast(height),
c.GL_RGBA,
c.GL_UNSIGNED_BYTE,
data.ptr,
);
- c.glGenerateTextureMipmap(name);
- if (c.glfwExtensionSupported("GL_EXT_texture_filter_anisotropic") == 1) {
- var ansio_setting: f32 = 0;
- c.glGetFloatv(c.GL_MAX_TEXTURE_MAX_ANISOTROPY, &ansio_setting);
- c.glTextureParameterf(name, c.GL_TEXTURE_MAX_ANISOTROPY, ansio_setting);
- }
self.name = name;
self.uniforms[0] = Uniform.init(program, uniform_name) catch {
return TextureError.UniformCreationFailed;
};
self.num_uniforms += 1;
if (self.disable_bindless) {
return;
}
// Generate bindless handle
self.handle = c.glGetTextureHandleARB(self.name);
if (self.handle == 0) {
return TextureError.BindlessHandleCreationFailed;
}
// Make the texture resident
c.glMakeTextureHandleResidentARB(self.handle);
return;
}
📝 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.
pub fn setupWriteable( | |
self: *Texture, | |
data: []u8, | |
program: u32, | |
uniform_name: []const u8, | |
label: [:0]const u8, | |
width: usize, | |
height: usize, | |
) TextureError!void { | |
var name: u32 = undefined; | |
c.glCreateTextures(c.GL_TEXTURE_2D, 1, @ptrCast(&name)); | |
var buf: [500]u8 = undefined; | |
const label_text = std.fmt.bufPrintZ(&buf, "✍️writeable_texture_{s}", .{label}) catch @panic("bufsize too small"); | |
c.glObjectLabel(c.GL_TEXTURE, name, -1, label_text); | |
c.glTextureParameteri(name, c.GL_TEXTURE_WRAP_S, self.wrap_s); | |
c.glTextureParameteri(name, c.GL_TEXTURE_WRAP_T, self.wrap_t); | |
c.glTextureParameteri(name, c.GL_TEXTURE_MIN_FILTER, c.GL_NEAREST); | |
c.glTextureParameteri(name, c.GL_TEXTURE_MAG_FILTER, c.GL_NEAREST); | |
c.glTextureStorage2D(name, 1, c.GL_RGBA8, @intCast(width), @intCast(height)); | |
c.glTextureSubImage2D( | |
name, | |
0, | |
0, | |
0, | |
@intCast(width), | |
@intCast(height), | |
c.GL_RGBA, | |
c.GL_UNSIGNED_BYTE, | |
data.ptr, | |
); | |
c.glGenerateTextureMipmap(name); | |
if (c.glfwExtensionSupported("GL_EXT_texture_filter_anisotropic") == 1) { | |
var ansio_setting: f32 = 0; | |
c.glGetFloatv(c.GL_MAX_TEXTURE_MAX_ANISOTROPY, &ansio_setting); | |
c.glTextureParameterf(name, c.GL_TEXTURE_MAX_ANISOTROPY, ansio_setting); | |
} | |
self.name = name; | |
self.uniforms[0] = Uniform.init(program, uniform_name) catch { | |
return TextureError.UniformCreationFailed; | |
}; | |
self.num_uniforms += 1; | |
if (self.disable_bindless) { | |
return; | |
} | |
// Generate bindless handle | |
self.handle = c.glGetTextureHandleARB(self.name); | |
if (self.handle == 0) { | |
return TextureError.BindlessHandleCreationFailed; | |
} | |
// Make the texture resident | |
c.glMakeTextureHandleResidentARB(self.handle); | |
return; | |
} | |
pub fn setupWriteable( | |
self: *Texture, | |
data: []u8, | |
program: u32, | |
uniform_name: []const u8, | |
label: [:0]const u8, | |
width: usize, | |
height: usize, | |
) TextureError!void { | |
var name: u32 = undefined; | |
c.glCreateTextures(c.GL_TEXTURE_2D, 1, @ptrCast(&name)); | |
var buf: [500]u8 = undefined; | |
const label_text = std.fmt.bufPrintZ(&buf, "✍️writeable_texture_{s}", .{label}) catch @panic("bufsize too small"); | |
c.glObjectLabel(c.GL_TEXTURE, name, -1, label_text); | |
c.glTextureParameteri(name, c.GL_TEXTURE_WRAP_S, self.wrap_s); | |
c.glTextureParameteri(name, c.GL_TEXTURE_WRAP_T, self.wrap_t); | |
c.glTextureParameteri(name, c.GL_TEXTURE_MIN_FILTER, c.GL_NEAREST); | |
c.glTextureParameteri(name, c.GL_TEXTURE_MAG_FILTER, c.GL_NEAREST); | |
c.glTextureStorage2D(name, 1, c.GL_RGBA8, @intCast(width), @intCast(height)); | |
c.glTextureSubImage2D( | |
name, | |
0, | |
0, | |
0, | |
@intCast(width), | |
@intCast(height), | |
c.GL_RGBA, | |
c.GL_UNSIGNED_BYTE, | |
data.ptr, | |
); | |
self.name = name; | |
self.uniforms[0] = Uniform.init(program, uniform_name) catch { | |
return TextureError.UniformCreationFailed; | |
}; | |
self.num_uniforms += 1; | |
if (self.disable_bindless) { | |
return; | |
} | |
// Generate bindless handle | |
self.handle = c.glGetTextureHandleARB(self.name); | |
if (self.handle == 0) { | |
return TextureError.BindlessHandleCreationFailed; | |
} | |
// Make the texture resident | |
c.glMakeTextureHandleResidentARB(self.handle); | |
return; | |
} |
const s: rhi.Shader = .{ | ||
.program = prog, | ||
}; | ||
s.attachAndLinkAll(self.allocator, shaders[0..], "floor"); |
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🛠️ Refactor suggestion
Inconsistent shader label in attachAndLinkAll
The label "floor"
may not accurately represent the compute shader's purpose. For consistency, consider using "compute_program"
.
Apply this diff:
- s.attachAndLinkAll(self.allocator, shaders[0..], "floor");
+ s.attachAndLinkAll(self.allocator, shaders[0..], "compute_program");
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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.
s.attachAndLinkAll(self.allocator, shaders[0..], "floor"); | |
s.attachAndLinkAll(self.allocator, shaders[0..], "compute_program"); |
const ld: []const lighting.Light = lights[0..]; | ||
var lights_buf = lighting.Light.SSBO.init(ld, "lights"); | ||
errdefer lights_buf.deinit(); |
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Remove errdefer
to prevent premature deinitialization of lights_buf
Using errdefer lights_buf.deinit();
and then assigning lights_buf
to self.lights
will cause self.lights
to be deinitialized when the function exits, leading to potential undefined behavior when self.lights
is used later.
Apply this diff to fix the issue:
-self.lights.deinit();
const ld: []const lighting.Light = lights[0..];
var lights_buf = lighting.Light.SSBO.init(ld, "lights");
-errdefer lights_buf.deinit();
self.lights = lights_buf;
Ensure that self.lights.deinit();
is called appropriately, such as in the deinit
function, to manage the lifecycle correctly.
Committable suggestion skipped: line range outside the PR's diff.
|
||
pub fn deinit(self: *RayCasting, allocator: std.mem.Allocator) void { | ||
self.ray_cast_buffer.deinit(); | ||
for (self.images) |i| { |
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Remove duplicate deinitialization of ray_cast_buffer
.
The ray_cast_buffer.deinit()
function is called twice in the deinit
method (lines 170 and 174). This can lead to undefined behavior or crashes due to double deallocation.
Apply this diff to fix the issue:
Also applies to: 174-174
var cd: [RayCastingUI.num_images]SceneData = undefined; | ||
for (cd, 0..) |_, j| { | ||
var sd = cd[j]; | ||
const d = self.ui_state.data[j]; | ||
const sp = d.sphere_pos; | ||
const sc = d.sphere_color; | ||
const bd = d.box_dim; | ||
const bp = d.box_pos; | ||
const bc = d.box_color; | ||
const br = d.box_rot; | ||
const cpos = d.camera_pos; | ||
const cdir: math.vector.vec4 = d.camera_dir; | ||
|
||
sd.sphere_radius = .{ d.sphere_radius, 0, 0, 0 }; | ||
sd.sphere_position = .{ sp[0], sp[1], sp[2], 1.0 }; | ||
sd.sphere_color = .{ sc[0], sc[1], sc[2], 1 }; | ||
|
||
sd.box_position = .{ bp[0], bp[1], bp[2], 0 }; | ||
sd.box_dims = .{ bd, bd, bd, 0 }; | ||
sd.box_color = .{ bc[0], bc[1], bc[2], 1 }; | ||
sd.box_rotation = .{ br[0], br[1], br[2], 0 }; | ||
|
||
sd.camera_position = cpos; | ||
sd.camera_direction = cdir; | ||
cd[j] = sd; | ||
} | ||
self.ray_cast_buffer.update(cd[0..]); |
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Initialize cd
array properly to avoid using uninitialized data.
In updateSceneData
, the array cd
is declared as undefined
and cd[j]
is accessed before being initialized (line 389). This could lead to undefined behavior due to reading uninitialized memory.
Modify the code to avoid accessing uninitialized elements:
Ensure all fields of sd
are assigned before use.
Committable suggestion skipped: line range outside the PR's diff.
pub const binding_point: rhi.storage_buffer.storage_binding_point = .{ .ubo = 3 }; | ||
const UBO = rhi.storage_buffer.Buffer(SceneData, binding_point, c.GL_DYNAMIC_DRAW); |
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💡 Codebase verification
Binding point .ubo = 3
is already in use in another scene
The binding point .ubo = 3
is currently used in:
src/foundations/scenes/cgpoc/chapter16/ray_casting/RayCasting.zig
src/foundations/scenes/cgpoc/chapter8/shadows/Shadows.zig
Please choose a different unique binding point value to avoid potential conflicts between scenes.
🔗 Analysis chain
Verify uniqueness of binding_point
value
Please ensure that the binding point .ubo = 3
assigned to binding_point
does not conflict with existing binding points elsewhere in the codebase.
Run the following script to check for other uses of the same binding point:
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Find other storage binding points with `.ubo = 3`.
# Expected Result: Only the newly defined binding point should be found.
rg --type zig --fixed-strings 'storage_binding_point = .{ .ubo = 3 }'
Length of output: 361
const ld: []const lighting.Light = lights[0..]; | ||
var lights_buf = lighting.Light.SSBO.init(ld, "lights"); |
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Avoid variable shadowing and remove errdefer
in updateLights
-
Variable Shadowing: The local
lights
variable shadows thelights
field inShadows
, which may lead to confusion. Rename the local variable to avoid shadowing. -
Incorrect
errdefer
Usage: Usingerrdefer lights_buf.deinit();
after assigninglights_buf
toself.lights
can cause premature deinitialization ofself.lights
. Sinceself.lights
manages its own lifecycle, remove theerrdefer
.
Apply this diff:
-fn updateLights(self: *Shadows) void {
- const ambient_factor: f32 = 0.1;
- const lights = [_]lighting.Light{
+fn updateLights(self: *Shadows) void {
+ const ambient_factor: f32 = 0.1;
+ const updated_lights = [_]lighting.Light{
// ... (rest of the light definitions)
- const ld: []const lighting.Light = lights[0..];
+ const ld: []const lighting.Light = updated_lights[0..];
var lights_buf = lighting.Light.SSBO.init(ld, "lights");
- errdefer lights_buf.deinit();
self.lights = lights_buf;
}
Committable suggestion skipped: line range outside the PR's diff.
Summary by CodeRabbit
Release Notes
New Features
Bug Fixes
Documentation
Refactor