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Chapter 8 of CGPOC: Shadows #37
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WalkthroughThe pull request introduces several changes across multiple files, enhancing functionality related to configuration, rendering, and shadow mapping. Key updates include the addition of new fields in the Changes
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src/foundations/shaders/frag_bindless_header.glsl (1)
4-6: 💡 Codebase verification
Unused bindless samplers detected: Remove or utilize
f_samp_1,f_samp_2,f_samp_3.The newly added bindless sampler uniforms in
frag_bindless_header.glsl(f_samp_1,f_samp_2,f_samp_3) are declared but not used within the shader. Unused uniforms can lead to compiler warnings and unnecessary resource allocation.Consider the following actions:
- Remove Unused Samplers: If these samplers are not currently needed, remove their declarations to clean up the shader code.
- Utilize or Document: If these samplers are intended for future use, add comments explaining their purpose to improve code maintainability and clarity.
🔗 Analysis chain
Additional bindless samplers added: Verify usage and performance impact.
The addition of three new bindless sampler uniforms (
f_samp_1,f_samp_2,f_samp_3) expands the shader's capability to work with multiple textures. This change is consistent with the existing pattern and naming convention.Consider the following points:
- Ensure that these new samplers are actually used in the shader code to avoid unused uniform warnings.
- Verify that the corresponding textures are correctly bound in the application code.
- Be aware of the potential performance impact of using multiple bindless samplers, especially on lower-end hardware.
- Consider adding comments to explain the purpose of each sampler for better code maintainability.
To verify the usage of these new samplers, you can run the following script:
This will help ensure that the new samplers are being utilized in the shader code.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Check for the usage of the new sampler uniforms in shader files # Test: Search for usage of new samplers in shader files echo "Searching for usage of new samplers:" rg --type glsl -e "f_samp_1|f_samp_2|f_samp_3" src/Length of output: 165
Script:
#!/bin/bash # Description: Check for the usage of the new sampler uniforms in shader files # Test: Search for usage of new samplers in shader files with extensions .glsl, .frag, .vert echo "Searching for usage of new samplers in shader files:" rg --glob '*.glsl' --glob '*.frag' --glob '*.vert' -e "f_samp_1|f_samp_2|f_samp_3" src/Length of output: 924
src/foundations/shaders/shadow_vert.glsl (1)
12-13: 🛠️ Refactor suggestion
Add comments explaining transformation steps and consider performance optimization.
The vertex position calculation looks correct, but there are a few points to consider:
Add comments explaining the purpose of each transformation step. This will make the code more understandable and maintainable.
The current order of matrix multiplications (f_shadow_m * f_transform * f_xup_shadow * vertex_position) might not be optimal for performance. Consider if any of these transformations can be combined or pre-computed on the CPU to reduce per-vertex calculations.
Verify if the order of transformations is intentional and produces the desired visual result.
Example of how you might add comments:
// Apply world transformation vec4 world_pos = f_transform * vec4(f_position.xyz, 1.0); // Apply additional shadow-specific transformation vec4 shadow_space_pos = f_xup_shadow * world_pos; // Project into shadow map space gl_Position = f_shadow_m * shadow_space_pos;This approach also separates the transformations, which might be more efficient depending on your specific use case.
src/foundations/scenes/cgpoc/chapter8/shadows/shadow_vert.glsl (1)
5-15: 🛠️ Refactor suggestion
⚠️ Potential issueAddress undeclared variables and consider additional outputs.
The main function's logic for transforming the vertex position is correct. However, there are a few issues and potential improvements:
Undeclared variables: The shader uses
f_t_column0,f_t_column1,f_t_column2,f_t_column3, andf_positionwhich are not declared. These should be defined as either uniform inputs or vertex attributes.Missing outputs: Depending on your shadow mapping implementation, you might need to output additional data such as the position in light space. Consider adding:
out vec4 v_position_light_space;And in the main function:
v_position_light_space = f_pos;
- Precision qualifier: Consider adding a precision qualifier at the beginning of the shader for better performance on some hardware:
precision highp float;Please address these issues to ensure the shader compiles and functions as intended.
src/foundations/scenes/scenes.zig (1)
83-83: 💡 Codebase verification
Issues Found: Remaining References to
colorModuleThe recent change from importing
colortographicsis incomplete. Numerous files still reference the oldcolormodule, which may lead to inconsistencies or bugs.Key points to address:
- Replace all
@import("../color/color.zig")statements with thegraphicsmodule.- Update all usages of
.colorto utilize the correspondinggraphicsfunctionalities.Please review and complete the refactor to ensure all references to
colorare fully migrated tographics.🔗 Analysis chain
LGTM! Verify impact on codebase.
The change from importing
colortographicssuggests a refactoring or expansion of graphical capabilities. This update seems intentional and likely beneficial for the project.To ensure this change doesn't introduce any issues, please verify:
- The
graphicsmodule includes all functionality previously provided by thecolormodule.- All references to the
colormodule throughout the codebase have been updated to usegraphics.Run the following script to check for any remaining references to the old
colormodule:🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Check for remaining references to the old color module # Test: Search for references to the old color module rg --type zig 'color\.color' # Note: If this returns results, those files may need updatingLength of output: 30
Script:
#!/bin/bash # Description: Thoroughly check for any remaining references to the old color module # Test: Search for import statements of the color module rg --type zig '@import\("color"\)' # Test: Search for any usage of the color namespace rg --type zig '\bcolor\b'Length of output: 19203
src/foundations/ui/ui_glfw.zig (1)
50-54: 💡 Codebase verification
🛠️ Refactor suggestion
Add error handling for
glfwGetFramebufferSize.The
glfwGetFramebufferSizefunction call does not currently handle potential errors. To enhance robustness, consider adding error handling as shown below:var width: c_int = 0; var height: c_int = 0; - c.glfwGetFramebufferSize(win, &width, &height); + if (c.glfwGetFramebufferSize(win, &width, &height) == c.GLFW_FALSE) { + return GLFWError.Fatal; + } cfg.fb_width = @intCast(width); cfg.fb_height = @intCast(height);This modification ensures that any failure in retrieving the framebuffer size is appropriately handled, preventing potential issues during runtime.
🔗 Analysis chain
Consider adding error handling and verifying GLFW initialization.
While the changes are correct, consider the following improvements:
- Add error handling for the
glfwGetFramebufferSizecall.- Verify that GLFW and OpenGL initialization is complete before calling
glfwGetFramebufferSize.Here's a suggested implementation:
+ if (c.glfwGetCurrentContext() == null) { + return GLFWError.Fatal; + } var width: c_int = 0; var height: c_int = 0; - c.glfwGetFramebufferSize(win, &width, &height); + if (c.glfwGetFramebufferSize(win, &width, &height) == c.GLFW_FALSE) { + return GLFWError.Fatal; + } cfg.fb_width = @intCast(width); cfg.fb_height = @intCast(height);This change ensures that GLFW is properly initialized and handles potential errors when retrieving the framebuffer size.
To verify the GLFW initialization and usage across the codebase, you can run the following script:
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Verify GLFW initialization and error handling # Test: Check if glfwInit is called before any other GLFW function rg --type zig 'glfwInit.*\n.*glfw' -A 10 # Test: Check for error handling after GLFW function calls rg --type zig 'glfw\w+\(.*\)' -A 3Length of output: 5696
Script:
#!/bin/bash # Description: Verify GLFW initialization and error handling with corrected regex # Test: Check if glfwInit is called before any other GLFW function rg --multiline --type zig 'glfwInit.*\n.*glfw' -A 10 # Test: Check for error handling after GLFW function calls rg --type zig 'glfw\w+\(.*\)' -A 3Length of output: 6421
src/foundations/scenes/graphics/polygon_offset/po_vertex.glsl (2)
5-13:
⚠️ Potential issueVariables used without declarations will cause compilation errors
The variables
f_t_column0,f_t_column1,f_t_column2,f_t_column3,f_xup,f_position,f_mvp,f_normals, andfo_normalsare used but not declared in this shader code. Since this is a new file and the entire code is provided, these variables need to be declared to avoid compilation errors.To fix this, you should declare these variables appropriately. For example:
// Uniforms uniform vec4 f_t_column0; uniform vec4 f_t_column1; uniform vec4 f_t_column2; uniform vec4 f_t_column3; uniform mat4 f_xup; uniform mat4 f_mvp; // Inputs in vec3 f_position; in vec3 f_normals; // Outputs out vec3 fo_normals;
11-12:
⚠️ Potential issueCorrect the calculation of the normal matrix and vertex position
The calculations in lines 11 and 12 may contain errors due to incorrect matrix multiplications and type casting.
Line 11: The normal matrix should typically be calculated from the model matrix
m_matrixwithout multiplying byf_xup. Multiplying two matrices and then casting tomat3may result in incorrect values.Line 12: Multiplying
m_matrixandf_xuptogether before applying it to the vertex position may not be the intended operation and could lead to incorrect vertex transformations.Consider revising the calculations as follows:
-mat3 f_norm_matrix = transpose(inverse(mat3(m_matrix * f_xup))); +mat3 f_norm_matrix = transpose(inverse(mat3(m_matrix))); -vec4 f_main_pos = m_matrix * f_xup * vec4(f_position.xyz, 1.0); +vec4 f_main_pos = m_matrix * vec4(f_position.xyz, 1.0);Committable suggestion was skipped due to low confidence.
src/foundations/shaders/frag_phong_lighting.glsl (1)
10-25: 🛠️ Refactor suggestion
Refactor the
do-whileloop to aforloop for clarity.Since the number of iterations is known, using a
forloop enhances readability and is more idiomatic.Apply this diff to refactor the loop:
- uint i = 0; - do { + for (uint i = 0; i < num_lights; ++i) { Light f_light = f_lights[i]; vec3 f_L = normalize(f_light.direction.xyz); vec3 f_R = reflect(-f_L, f_N); float cosTheta = dot(f_L, f_N); float cosPhi = dot(f_V, f_R); vec3 f_ambient = ((f_ambient_light * f_mat.ambient) + (f_light.ambient * f_mat.ambient)).xyz; vec3 f_diffuse = f_light.diffuse.xyz * f_mat.diffuse.xyz * max(cosTheta, 0.0); vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess); rv = rv + vec4((f_ambient + f_diffuse + f_specular), 0.0); - i += 1; - } while (i < num_lights); + }📝 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.for (uint i = 0; i < num_lights; ++i) { Light f_light = f_lights[i]; vec3 f_L = normalize(f_light.direction.xyz); vec3 f_R = reflect(-f_L, f_N); float cosTheta = dot(f_L, f_N); float cosPhi = dot(f_V, f_R); vec3 f_ambient = ((f_ambient_light * f_mat.ambient) + (f_light.ambient * f_mat.ambient)).xyz; vec3 f_diffuse = f_light.diffuse.xyz * f_mat.diffuse.xyz * max(cosTheta, 0.0); vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess); rv = rv + vec4((f_ambient + f_diffuse + f_specular), 0.0); }src/foundations/shaders/frag_blinn_phong_lighting.glsl (2)
23-23:
⚠️ Potential issueEnsure the alpha component remains consistent in
rvWhen accumulating color in
rv, the alpha component may inadvertently change due to adding avec4with an alpha of0.0. To maintain the alpha value of1.0, consider updating the accumulation.Apply this diff to preserve the alpha component:
- rv += vec4(f_ambient + f_diffuse + f_specular, 0.0); + rv.rgb += f_ambient + f_diffuse + f_specular;📝 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.rv.rgb += f_ambient + f_diffuse + f_specular;
11-25: 🛠️ Refactor suggestion
Consider replacing the
do-whileloop with aforloop for clarityUsing a
forloop can improve readability and is more conventional in GLSL shaders.Apply this diff to refactor the loop:
- uint i = 0; - do { + for (uint i = 0u; i < num_lights; i++) { Light f_light = f_lights[i]; vec3 f_L = normalize(f_light.direction.xyz); - vec3 f_H = normalize(f_L + f_V).xyz; + vec3 f_H = normalize(f_L + f_V); float cosTheta = dot(f_L, f_N); float cosPhi = dot(f_H, f_N); - vec3 f_ambient = ((f_ambient_light * f_mat.ambient) + (f_light.ambient * f_mat.ambient)).xyz; - vec3 f_diffuse = f_light.diffuse.xyz * f_mat.diffuse.xyz * max(cosTheta, 0.0); - vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0); + vec3 f_ambient = (f_ambient_light * f_mat.ambient) + (f_light.ambient * f_mat.ambient); + vec3 f_diffuse = f_light.diffuse * f_mat.diffuse * max(cosTheta, 0.0); + vec3 f_specular = f_mat.specular * f_light.specular * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0); rv += vec4(f_ambient + f_diffuse + f_specular, 0.0); - i += 1; - } while (i < num_lights); + }📝 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.for (uint i = 0u; i < num_lights; i++) { Light f_light = f_lights[i]; vec3 f_L = normalize(f_light.direction.xyz); vec3 f_H = normalize(f_L + f_V); float cosTheta = dot(f_L, f_N); float cosPhi = dot(f_H, f_N); vec3 f_ambient = (f_ambient_light * f_mat.ambient) + (f_light.ambient * f_mat.ambient); vec3 f_diffuse = f_light.diffuse * f_mat.diffuse * max(cosTheta, 0.0); vec3 f_specular = f_mat.specular * f_light.specular * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0); rv += vec4(f_ambient + f_diffuse + f_specular, 0.0); }src/foundations/scenes/cgpoc/chapter7/dolphin/blinn_phong_frag.glsl (1)
11-25:
⚠️ Potential issueFix potential off-by-one error when no lights are present
The use of a
do...whileloop causes the loop body to execute at least once, even whennum_lightsis zero. This could lead to unintended behavior when there are no lights to process. Consider using awhileloop or aforloop to ensure the loop doesn't execute whennum_lightsis zero.Apply this diff to fix the issue:
uint i = 0; - do { + while (i < num_lights) { Light f_light = f_lights[i]; vec3 f_L = normalize(f_light.direction.xyz); - vec3 f_H = normalize(f_L + f_V).xyz; + vec3 f_H = normalize(f_L + f_V); float cosTheta = dot(f_L, f_N); float cosPhi = dot(f_H, f_N); vec3 f_ambient = (f_ambient_light + f_light.ambient).xyz; vec3 f_diffuse = f_light.diffuse.xyz * max(cosTheta, 0.0); vec3 f_specular = f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat_shininess * 4.0); rv = rv + f_tx_color * vec4((f_ambient + f_diffuse), 0.0) + vec4(f_specular, 0); i += 1; - } while (i < num_lights); + }📝 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.uint i = 0; while (i < num_lights) { Light f_light = f_lights[i]; vec3 f_L = normalize(f_light.direction.xyz); vec3 f_H = normalize(f_L + f_V); float cosTheta = dot(f_L, f_N); float cosPhi = dot(f_H, f_N); vec3 f_ambient = (f_ambient_light + f_light.ambient).xyz; vec3 f_diffuse = f_light.diffuse.xyz * max(cosTheta, 0.0); vec3 f_specular = f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat_shininess * 4.0); rv = rv + f_tx_color * vec4((f_ambient + f_diffuse), 0.0) + vec4(f_specular, 0); i += 1; }src/foundations/scenes/cgpoc/chapter4/simple_solar_system/blinn_phong_texture_frag.glsl (4)
24-24:
⚠️ Potential issueVerify the handling of the alpha component in the color accumulation.
In the expression:
rv = rv + f_tx_color * vec4((f_ambient + f_diffuse), 0.0) + vec4(f_specular, 0);The alpha component is set to
0.0in bothvec4constructors. This may result in the accumulated colorrvhaving an alpha value that decreases with each iteration, potentially leading to unexpected transparency effects.Consider setting the alpha component to
1.0or maintaining the original alpha value:- rv = rv + f_tx_color * vec4((f_ambient + f_diffuse), 0.0) + vec4(f_specular, 0); + rv = rv + f_tx_color * vec4((f_ambient + f_diffuse), f_tx_color.a) + vec4(f_specular, f_tx_color.a);
17-18:
⚠️ Potential issueEnsure correct calculation of the half-vector in Blinn-Phong shading.
The calculation of the half-vector
f_Hand subsequentlycosPhimight not be accurate iff_Landf_Vare not normalized properly. Ensure that both vectors are normalized before adding to compute the half-vector.Apply this diff to normalize
f_Landf_Vbefore computingf_H:vec3 f_L = normalize(f_light.direction.xyz); vec3 f_V_normalized = normalize(f_V); - vec3 f_H = normalize(f_L + f_V).xyz; + vec3 f_H = normalize(f_L + f_V_normalized);Committable suggestion was skipped due to low confidence.
20-22: 🛠️ Refactor suggestion
Adjust the specular exponent for consistent shininess control.
The specular component uses
f_mat_shininess * 4.0. Typically, the exponent in the Blinn-Phong model is directly controlled by the material shininess parameter. Multiplying by4.0might not be necessary and could make the shininess parameter less intuitive.Consider using
f_mat_shininessdirectly:- vec3 f_specular = f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat_shininess * 4.0); + vec3 f_specular = f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat_shininess);📝 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.vec3 f_ambient = (f_ambient_light + f_light.ambient).xyz; vec3 f_diffuse = f_light.diffuse.xyz * max(cosTheta, 0.0); vec3 f_specular = f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat_shininess);
3-28: 🛠️ Refactor suggestion
Consider simplifying the loop structure for clarity.
The current implementation uses a
do...whileloop starting fromi = 0, which can be less intuitive. Switching to aforloop can improve readability and is more conventional for iterating over arrays.Apply this diff to refactor the loop:
- uint i = 0; - do { - Light f_light = f_lights[i]; - // ... rest of the loop body ... - i += 1; - } while (i < num_lights); + for (uint i = 0; i < num_lights; ++i) { + Light f_light = f_lights[i]; + // ... rest of the loop body ... + }📝 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.vec4 f_blinn_phong_lighting_texture(vec4 f_tx_color, Light f_lights[10], uint num_lights, vec4 f_ambient_light, float f_mat_shininess) { num_lights = min(num_lights, 10u); vec3 f_V = normalize(f_camera_pos.xyz - fo_vert); vec3 f_N = normalize(fo_normals); vec4 rv = vec4(0.0, 0.0, 0.0, 1.0); for (uint i = 0; i < num_lights; ++i) { Light f_light = f_lights[i]; vec3 f_L = normalize(f_light.direction.xyz); vec3 f_H = normalize(f_L + f_V).xyz; float cosTheta = dot(f_L, f_N); float cosPhi = dot(f_H, f_N); vec3 f_ambient = (f_ambient_light + f_light.ambient).xyz; vec3 f_diffuse = f_light.diffuse.xyz * max(cosTheta, 0.0); vec3 f_specular = f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat_shininess * 4.0); rv = rv + f_tx_color * vec4((f_ambient + f_diffuse), 0.0) + vec4(f_specular, 0); } return rv; }src/foundations/scenes/cgpoc/chapter7/lighting/blinn_phong_frag.glsl (1)
13-28:
⚠️ Potential issuePotential infinite loop when
num_lightsis zeroThe use of a
do-whileloop may lead to unintended behavior whennum_lightsis zero. Since ado-whileloop executes at least once, the loop body will run even when there are no lights to process, potentially accessing uninitialized elements inf_lights.Consider changing the loop to a
whileloop or aforloop to prevent the loop from executing whennum_lightsis zero. Here's a suggested fix:uint i = 0; - do { + while (i < num_lights) { Light f_light = f_lights[i]; vec3 f_L = normalize(f_light.direction.xyz); - vec3 f_H = normalize(f_L + f_V).xyz; + vec3 f_H = normalize(f_L + f_V); float cosTheta = dot(f_L, f_N); float cosPhi = dot(f_H, f_N); vec3 f_ambient = ((f_ambient_light * f_mat.ambient) + (f_light.ambient * f_mat.ambient)).xyz; vec3 f_diffuse = f_light.diffuse.xyz * f_mat.diffuse.xyz * max(cosTheta, 0.0); vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0); rv = rv + vec4((f_ambient + f_diffuse + f_specular), 0.0); i += 1; - } while (i < num_lights); + }📝 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.uint i = 0; while (i < num_lights) { Light f_light = f_lights[i]; vec3 f_L = normalize(f_light.direction.xyz); vec3 f_H = normalize(f_L + f_V); float cosTheta = dot(f_L, f_N); float cosPhi = dot(f_H, f_N); vec3 f_ambient = ((f_ambient_light * f_mat.ambient) + (f_light.ambient * f_mat.ambient)).xyz; vec3 f_diffuse = f_light.diffuse.xyz * f_mat.diffuse.xyz * max(cosTheta, 0.0); vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess * 4.0); rv = rv + vec4((f_ambient + f_diffuse + f_specular), 0.0); i += 1; }src/foundations/scenes/cgpoc/chapter7/lighting/phong_frag.glsl (1)
15-29:
⚠️ Potential issuePrevent potential out-of-bounds access when
num_lightsis zeroThe current
do-whileloop executes at least once, even ifnum_lightsis zero. This could lead to accessing uninitialized elements in thef_lightsarray, causing an out-of-bounds error. To prevent this, consider changing the loop to awhileloop that checks the condition before entering the loop.Apply this diff to modify the loop structure:
uint i = 0; - do { + while (i < num_lights) { Light f_light = f_lights[i]; vec3 f_L = normalize(f_light.direction.xyz); vec3 f_R = reflect(-f_L, f_N); float cosTheta = dot(f_L, f_N); float cosPhi = dot(f_V, f_R); vec3 f_ambient = ((f_ambient_light * f_mat.ambient) + (f_light.ambient * f_mat.ambient)).xyz; vec3 f_diffuse = f_light.diffuse.xyz * f_mat.diffuse.xyz * max(cosTheta, 0.0); vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess); rv = rv + vec4((f_ambient + f_diffuse + f_specular), 0.0); i += 1; - } while (i < num_lights); + }📝 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.uint i = 0; while (i < num_lights) { Light f_light = f_lights[i]; vec3 f_L = normalize(f_light.direction.xyz); vec3 f_R = reflect(-f_L, f_N); float cosTheta = dot(f_L, f_N); float cosPhi = dot(f_V, f_R); vec3 f_ambient = ((f_ambient_light * f_mat.ambient) + (f_light.ambient * f_mat.ambient)).xyz; vec3 f_diffuse = f_light.diffuse.xyz * f_mat.diffuse.xyz * max(cosTheta, 0.0); vec3 f_specular = f_mat.specular.xyz * f_light.specular.xyz * pow(max(cosPhi, 0.0), f_mat.shininess); rv = rv + vec4((f_ambient + f_diffuse + f_specular), 0.0); i += 1; }src/foundations/scenes/cgpoc/chapter7/dolphin/blinn_phong_frag_matte.glsl (1)
28-35: 🛠️ Refactor suggestion
Consider using built-in PCF for shadow sampling.
Manually sampling the shadow map multiple times and averaging can be replaced with built-in percentage-closer filtering (PCF) techniques if supported on the target platform. Utilizing hardware-accelerated shadow sampling functions can improve performance and shadow quality.
src/foundations/rhi/Framebuffer.zig (5)
63-66: 🛠️ Refactor suggestion
Consider separating binding and clearing operations in
bindIn the
bindfunction, the framebuffer is both bound and cleared. It might be preferable to separate these actions into distinct functions for greater flexibility and control over when clearing occurs.Consider refactoring as follows:
pub fn bind(self: FrameBuffer) void { c.glBindFramebuffer(c.GL_FRAMEBUFFER, self.name); } pub fn clear(self: FrameBuffer) void { c.glClear(c.GL_COLOR_BUFFER_BIT | c.GL_DEPTH_BUFFER_BIT); }
12-12: 🛠️ Refactor suggestion
Remove unnecessary
@ptrCastinglCreateFramebufferscallThe
@ptrCastfunction may be unnecessary if&nameis already the correct pointer type expected byglCreateFramebuffers. Removing it can simplify the code.Apply this diff:
- c.glCreateFramebuffers(1, @ptrCast(&name)); + c.glCreateFramebuffers(1, &name);📝 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.c.glCreateFramebuffers(1, &name);
68-70:
⚠️ Potential issueRemove unused parameter in
unbindfunctionThe
unbindfunction takes aFrameBufferparameter but does not use it. Consider removing the parameter for clarity.Apply this diff:
-pub fn unbind(_: FrameBuffer) void { +pub fn unbind() void { c.glBindFramebuffer(c.GL_FRAMEBUFFER, 0); }📝 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 unbind() void { c.glBindFramebuffer(c.GL_FRAMEBUFFER, 0); }
11-11:
⚠️ Potential issueUse
c.GLuintfor thenamevariable ininitIn the
initfunction,nameis declared asu32, but elsewherenameis of typec.GLuint. For consistency and to avoid potential type issues, declarenameasc.GLuint.Apply this diff to correct the type:
- var name: u32 = undefined; + var name: c.GLuint = undefined;📝 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.var name: c.GLuint = undefined;
1-4:
⚠️ Potential issueDefine
FrameBufferas a struct to encapsulate thenamefieldThe
namefield is declared at the top level without being enclosed in a struct. Additionally,const FrameBuffer = @This();is misplaced without a struct definition. To properly encapsulate thenamefield and associated methods,FrameBuffershould be defined as a struct.Apply this diff to define the
FrameBufferstruct:+pub const FrameBuffer = struct { + name: c.GLuint = 0, + + // Existing methods will be inside this struct +}; - -name: c.GLuint = 0, - -const FrameBuffer = @This();📝 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 const FrameBuffer = struct { name: c.GLuint = 0, // Existing methods will be inside this struct };src/foundations/scenes/cgpoc/chapter8/shadows/blinn_phong_vert.glsl (1)
54-66: 🛠️ Refactor suggestion
Refactor repeated code using loops and arrays
The code from lines 54 to 66 repeats similar operations for both lights and their six view matrices, resulting in redundant code. Refactoring this section using loops and arrays will enhance readability and maintainability.
Here's how you can refactor the code:
Modify the output variable declarations to use arrays:
out vec4 fo_light_1_views[6]; out vec4 fo_light_2_views[6];Replace the repeated code with loops inside the
mainfunction:// For light 1 for (int i = 0; i < 6; i++) { fo_light_1_views[i] = f_scene_data.light_1_views[i] * f_main_pos; } // For light 2 for (int i = 0; i < 6; i++) { fo_light_2_views[i] = f_scene_data.light_2_views[i] * f_main_pos; }This refactoring reduces code duplication and makes it easier to manage and scale if more lights or views are added in the future.
src/foundations/scenes/cgpoc/chapter8/shadows/gouraud_frag.glsl (4)
30-45:
⚠️ Potential issueAvoid exact floating-point comparisons when checking
not_in_shadowComparing floating-point values using
==can lead to unreliable results due to precision errors inherent in floating-point arithmetic. Instead of checking for exact equality with1.0, use a threshold to determine if the value is close enough to1.0.Modify your comparisons as follows:
-if (not_in_shadow == 1.0) { +if (abs(not_in_shadow - 1.0) < 0.0001) {Also applies to: 47-62
27-27: 🛠️ Refactor suggestion
Adjust the shadow bias to prevent shadow artifacts
Using a
biasof0.0may cause shadow artifacts such as shadow acne due to precision limitations in shadow mapping. It's a common practice to use a small positive bias to offset the depth values and prevent self-shadowing artifacts.Consider setting the bias to a small positive value:
-float bias = 0.0; +float bias = 0.005;📝 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.float bias = 0.005;
74-79:
⚠️ Potential issuePotential logic error:
fo_frag_colormay not be correctly updated with light contributionsCurrently, after setting
fo_frag_color = fo_all_ambient;, the code checks if both lights are not in shadow but does not modifyfo_frag_coloraccordingly. The linefo_frag_color = fo_frag_color;inside the nestedifstatements has no effect, which means the fragment color remains as ambient light even when lights are contributing.You might have intended to add the light contributions to
fo_frag_colorwhen the lights are not in shadow. Here's how you can adjust the code:fo_frag_color = fo_all_ambient; if (f_l1_not_in_shadow == 1) { if (f_l2_not_in_shadow == 1) { - fo_frag_color = fo_frag_color; + fo_frag_color += fo_l1_all_l2_all; // Assuming fo_l1_all_l2_all contains combined light contributions } else { + fo_frag_color += fo_l1_ambient_l2_all; // Light 1 contributes } } else if (f_l2_not_in_shadow == 1) { + fo_frag_color += fo_l1_all_l2_ambient; // Light 2 contributes }Ensure that you have the appropriate light contribution variables (
fo_l1_all_l2_all,fo_l1_ambient_l2_all, etc.) calculated earlier in your shader.Committable suggestion was skipped due to low confidence.
26-72: 🛠️ Refactor suggestion
Consider refactoring to reduce code duplication using arrays and loops
Your current implementation contains repetitive code blocks for handling shadow checks for each light source and their associated shadow textures. By utilizing arrays for shadow textures and light data, along with loops, you can make the code more concise, maintainable, and scalable. This approach aligns with previous practices in the codebase, where arrays are used to manage multiple lights efficiently.
As per the learnings from previous implementations, consider declaring arrays for your shadow textures and light positions:
// Declare arrays for shadow textures uniform sampler2DShadow f_shadow_textures[12]; // Declare arrays for light directions in vec4 fo_light_1[6]; in vec4 fo_light_2[6];Then, modify your loop to iterate over the lights and their corresponding shadow textures:
void main() { uint f_not_in_shadow[2] = uint[](0, 0); uint num_lights = 2; uint num_textures_per_light = 6; for (uint i = 0; i < num_lights; ++i) { float bias = 0.005; // Adjusted bias value float not_in_shadow = 1.0; for (uint j = 0; j < num_textures_per_light && not_in_shadow == 1.0; ++j) { // Compute the index for shadow textures uint texture_index = i * num_textures_per_light + j; // Access the correct light direction vec4 light_dir = (i == 0) ? fo_light_1[j] : fo_light_2[j]; // Sample the shadow texture not_in_shadow = textureProj(f_shadow_textures[texture_index], light_dir, bias); } if (abs(not_in_shadow - 1.0) < 0.0001) { f_not_in_shadow[i] = 1; } } // Rest of your code... }src/foundations/rhi/Buffer.zig (1)
36-36: 🛠️ Refactor suggestion
Refactor data size calculations to avoid duplication
The calculation of
data_sizeforchapter8_shadowsis repeated in both theinitandupdatefunctions. Consider creating a helper function or constant to eliminate code duplication and ensure consistency.Also applies to: 82-82
src/foundations/scenes/cgpoc/chapter8/shadows/gouraud_vert.glsl (3)
85-97: 🛠️ Refactor suggestion
Consider refactoring repeated assignments into loops
The assignments from lines 85 to 97 for
fo_light_1_*andfo_light_2_*output variables involve repetitive code. Refactoring these into loops can reduce code duplication and enhance maintainability.Here's how you might refactor the code:
// For Light 1 for (int idx = 0; idx < 6; idx++) { fo_light_1_views[idx] = f_scene_data.light_1_views[idx] * f_P; } // For Light 2 for (int idx = 0; idx < 6; idx++) { fo_light_2_views[idx] = f_scene_data.light_2_views[idx] * f_P; }You'll need to declare
fo_light_1_viewsandfo_light_2_viewsas arrays:out vec4 fo_light_1_views[6]; out vec4 fo_light_2_views[6];Note: Ensure that your GLSL version supports array outputs and dynamic indexing. Some older GLSL versions or certain hardware might have limitations.
40-83:
⚠️ Potential issueEnsure all variables and uniforms are properly declared
The shader code references several variables and uniforms that are not declared within this file:
f_xup(lines 40, 46, 50)f_t_column0,f_t_column1,f_t_column2,f_t_column3(lines 41-44)f_position(line 50)f_normals(line 51)f_global_ambient(lines 60, 72)f_camera_pos(line 69)f_mvp(line 76)f_texture_coords(line 77)f_tc(line 77)fo_normals(line 79)f_materials(line 48)f_lights(line 62)f_frag_color(lines 56, 80)Please ensure that all these variables and uniforms are properly declared in the shader or included from other shader files. Missing declarations can lead to compilation errors.
If they are meant to be:
- Uniforms: Declare them with the
uniformkeyword.- Inputs: Declare them with the
inkeyword (for vertex attributes or varying variables from previous shader stages).- Outputs: Declare them with the
outkeyword (for passing to the next shader stage).For example:
uniform mat4 f_mvp; in vec3 f_position; in vec3 f_normals; // ... and so on
34-35:
⚠️ Potential issueCorrect
f_light_1_posassignment to uselight_1_positionCurrently, both
f_light_1_posandf_light_2_posare assigned the position oflight_2. This appears to be an error.f_light_1_posshould usef_scene_data.light_1_position.xyzto correctly reference the first light's position.Apply this diff to fix the assignment:
- vec3 f_light_1_pos = f_scene_data.light_2_position.xyz; + vec3 f_light_1_pos = f_scene_data.light_1_position.xyz; vec3 f_light_2_pos = f_scene_data.light_2_position.xyz;📝 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.vec3 f_light_1_pos = f_scene_data.light_1_position.xyz; vec3 f_light_2_pos = f_scene_data.light_2_position.xyz;src/foundations/scenes/cgpoc/chapter6/shuttle/Shuttle.zig (1)
68-73:
⚠️ Potential issueReset
self.shuttleafter deletion to prevent dangling referencesAfter deleting the shuttle object using
rhi.deleteObjects, it's advisable to resetself.shuttleto its default state. This prevents any accidental use of a deleted object, which could lead to undefined behavior.Apply the following diff to reset
self.shuttle:pub fn deleteShuttle(self: *Shuttle) void { const objects: [1]object.object = .{ self.shuttle, }; rhi.deleteObjects(objects[0..]); + self.shuttle = .{ .norender = .{} }; }📝 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 deleteShuttle(self: *Shuttle) void { const objects: [1]object.object = .{ self.shuttle, }; rhi.deleteObjects(objects[0..]); self.shuttle = .{ .norender = .{} }; }src/foundations/rhi/Texture.zig (8)
4-5: 🛠️ Refactor suggestion
Consider using a dynamic array for
uniformsto improve flexibilityCurrently,
uniformsis defined as a fixed-size array of 100 elements:uniforms: [100]Uniform = undefined, num_uniforms: usize = 0,Using a fixed-size array may limit the number of uniforms and could lead to issues if more uniforms are needed in the future. Consider using a dynamic array such as
std.ArrayList(Uniform)to allow for a variable number of uniforms, enhancing scalability and flexibility.
47-47:
⚠️ Potential issueCorrect the
borderColorvalues to match the intended red colorAt line 47, the
borderColoris set to white, but the comment indicates it should be red:const borderColor: [4]c.GLfloat = .{ 1.0, 1.0, 1.0, 1.0 }; // Red border colorTo set the border color to red, update the values accordingly:
Apply this diff to fix the color values:
-const borderColor: [4]c.GLfloat = .{ 1.0, 1.0, 1.0, 1.0 }; // Red border color +const borderColor: [4]c.GLfloat = .{ 1.0, 0.0, 0.0, 1.0 }; // Red border color
55-56:
⚠️ Potential issueUse
num_uniformsas the index when adding a new uniformIn the
setupShadowfunction, you're adding a uniform at index0and then incrementingnum_uniforms:self.uniforms[0] = Uniform.init(program, uniform_name); self.num_uniforms += 1;If
num_uniformsis not zero, this will overwrite existing uniforms. To avoid this, usenum_uniformsas the index:Apply this diff to prevent overwriting existing uniforms:
-self.uniforms[0] = Uniform.init(program, uniform_name); +self.uniforms[self.num_uniforms] = Uniform.init(program, uniform_name); self.num_uniforms += 1;
121-122:
⚠️ Potential issueUse
num_uniformsas the index when adding a new uniformSimilar to the previous issue, in the
setupfunction, ensure you're adding the new uniform at the correct index:self.uniforms[0] = Uniform.init(program, uniform_name); self.num_uniforms += 1;Apply this diff to correct the index:
-self.uniforms[0] = Uniform.init(program, uniform_name); +self.uniforms[self.num_uniforms] = Uniform.init(program, uniform_name); self.num_uniforms += 1;
145-155:
⚠️ Potential issueAdd bounds checking in
removeUniformto prevent potential issuesIn the
removeUniformfunction, you're creating a newuniformsarray and copying over existing uniforms:var uniforms: [100]Uniform = undefined;Ensure that when copying uniforms, you handle the array bounds properly to prevent uninitialized elements or out-of-bounds access. Also, consider zeroing out the unused elements if necessary.
158-159:
⚠️ Potential issueCheck for array bounds when adding a uniform in
addUniformIn the
addUniformfunction, there's no check to ensure thatnum_uniformsdoes not exceed the array size:self.uniforms[self.num_uniforms] = Uniform.init(program, uniform_name); self.num_uniforms += 1;This could lead to a buffer overflow if more than 100 uniforms are added.
Add a bounds check before adding a new uniform:
+if (self.num_uniforms >= self.uniforms.len) { + // Handle the error appropriately, e.g., return an error or resize the array if using a dynamic array + return; +} self.uniforms[self.num_uniforms] = Uniform.init(program, uniform_name); self.num_uniforms += 1;Alternatively, switch to a dynamic array as suggested earlier.
39-71:
⚠️ Potential issueAdd error handling for OpenGL function calls in
setupShadowThe
setupShadowfunction currently lacks error handling after OpenGL calls. If any of these calls fail, it could lead to unintended behavior.Consider checking for OpenGL errors after critical function calls. For example:
c.glTextureParameteri(name, c.GL_TEXTURE_MIN_FILTER, c.GL_LINEAR); // Check for errors var error = c.glGetError(); if (error != c.GL_NO_ERROR) { // Handle the error appropriately }Implementing error checks will improve the robustness of your code.
167-169: 💡 Codebase verification
Potential Out-of-Bounds Access with
num_uniformsThe increments of
num_uniformsinsrc/foundations/rhi/Texture.zigare not consistently followed by bounds checks againstuniforms.len, which may lead to out-of-bounds access in thebindmethod.
src/foundations/rhi/Texture.zig: self.num_uniforms += 1;(No subsequent bounds check)🔗 Analysis chain
Ensure
num_uniformsdoes not exceed array bounds in thebindmethodIn the
bindmethod, you iterate overuniformsusingnum_uniforms:for (0..self.num_uniforms) |i| { self.uniforms[i].setUniformHandleui64ARB(self.handle); }Verify that
num_uniformsis always less than or equal touniforms.lento prevent out-of-bounds access.Run the following script to check for any increments to
num_uniformswithout proper bounds checks:🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash # Description: Check for increments of `num_uniforms` without bounds checks # Search for increments of `num_uniforms` in the codebase rg --type zig -A 2 'self\.num_uniforms\s*\+\='Length of output: 163
Script:
#!/bin/bash # Description: Check for increments of `num_uniforms` without bounds checks # Search for increments of `num_uniforms` in the codebase rg --type zig -A 2 'self\.num_uniforms\s*\+='Length of output: 496
Script:
#!/bin/bash # Description: Verify that increments of `num_uniforms` are followed by bounds checks # Search for increments of `num_uniforms` and check for subsequent bounds checks rg --type zig 'self\.num_uniforms\s*\+=' src/foundations/rhi/Texture.zig -A 5Length of output: 474
src/foundations/scenes/graphics/polygon_offset/PolygonOffsetUI.zig (3)
78-78:
⚠️ Potential issueCorrect the typo "poylgon" to "polygon" in labels
The word "poylgon" is misspelled in the labels for the polygon offset parameters. It should be "polygon".
Apply this diff to fix the typos:
For
object_1:- c.igText("poylgon offset factor"); + c.igText("polygon offset factor"); - c.igText("poylgon offset unit"); + c.igText("polygon offset unit");For
object_2:- c.igText("poylgon offset factor"); + c.igText("polygon offset factor"); - c.igText("poylgon offset unit"); + c.igText("polygon offset unit");Also applies to: 80-80, 116-116, 118-118
79-79:
⚠️ Potential issueUpdate
transform_updatedflag when polygon offset values changeCurrently, changes to the polygon offset factor and unit do not set the
transform_updatedflag. To ensure these changes are properly recognized and applied, consider settingtransform_updatedtotruewhen these sliders are adjusted.Apply this diff to modify the if statements:
For
object_1:- if (c.igSliderFloat("##o1pof", &self.object_1.polygon_factor, -10000.0, 10000.0, "%.3f", c.ImGuiSliderFlags_None)) {} + if (c.igSliderFloat("##o1pof", &self.object_1.polygon_factor, -10000.0, 10000.0, "%.3f", c.ImGuiSliderFlags_None)) + self.object_1.transform_updated = true; - if (c.igSliderFloat("##o1pou", &self.object_1.polygon_unit, -10000.0, 10000.0, "%.3f", c.ImGuiSliderFlags_None)) {} + if (c.igSliderFloat("##o1pou", &self.object_1.polygon_unit, -10000.0, 10000.0, "%.3f", c.ImGuiSliderFlags_None)) + self.object_1.transform_updated = true;For
object_2:- if (c.igSliderFloat("##o2pof", &self.object_2.polygon_factor, -10000.0, 10000.0, "%.3f", c.ImGuiSliderFlags_None)) {} + if (c.igSliderFloat("##o2pof", &self.object_2.polygon_factor, -10000.0, 10000.0, "%.3f", c.ImGuiSliderFlags_None)) + self.object_2.transform_updated = true; - if (c.igSliderFloat("##o2pou", &self.object_2.polygon_unit, -10000.0, 10000.0, "%.3f", c.ImGuiSliderFlags_None)) {} + if (c.igSliderFloat("##o2pou", &self.object_2.polygon_unit, -10000.0, 10000.0, "%.3f", c.ImGuiSliderFlags_None)) + self.object_2.transform_updated = true;Also applies to: 81-81, 117-117, 119-119
46-82: 🛠️ Refactor suggestion
Refactor duplicate UI code into a helper function
The code blocks for rendering the UI elements of
object_1andobject_2are nearly identical. To improve maintainability and reduce code duplication, consider refactoring these blocks into a reusable helper function.For example, you could create a function like:
fn drawObjectUI(self: *ShadowsUI, object: *objectSetting, label: []const u8, id_suffix: []const u8) void { c.igNewLine(); c.igText(label); const preview = model_list[object.model]; const flags = c.ImGuiComboFlags_PopupAlignLeft | c.ImGuiComboFlags_HeightLargest; const selectable_size = ui.get_helpers().selectableSize(); const combo_label = std.fmt.allocPrint(allocator, "##Objects{}", .{id_suffix}) catch return; if (c.igBeginCombo(combo_label.*, preview, flags)) { for (0..model_list.len) |i| { const is_selected: bool = i == object.model; if (c.igSelectable_Bool(model_list[i], is_selected, 0, selectable_size)) { object.model = i; object.updated = true; } if (is_selected) { c.igSetItemDefaultFocus(); } } c.igEndCombo(); } allocator.free(combo_label); c.igPushItemWidth(-1); c.igText("position"); if (c.igSliderFloat("##posX{}}", &object.position[0], -25, 25, "%.3f", c.ImGuiSliderFlags_None)) object.transform_updated = true; if (c.igSliderFloat("##posY{}}", &object.position[1], -25, 25, "%.3f", c.ImGuiSliderFlags_None)) object.transform_updated = true; if (c.igSliderFloat("##posZ{}}", &object.position[2], -25, 25, "%.3f", c.ImGuiSliderFlags_None)) object.transform_updated = true; c.igText("rotation"); if (c.igSliderFloat("##rotX{}}", &object.rotation[0], 0, std.math.pi * 2, "%.3f", c.ImGuiSliderFlags_None)) object.transform_updated = true; if (c.igSliderFloat("##rotY{}}", &object.rotation[1], 0, std.math.pi * 2, "%.3f", c.ImGuiSliderFlags_None)) object.transform_updated = true; if (c.igSliderFloat("##rotZ{}}", &object.rotation[2], 0, std.math.pi * 2, "%.3f", c.ImGuiSliderFlags_None)) object.transform_updated = true; c.igText("polygon offset factor"); if (c.igSliderFloat("##pof{}}", &object.polygon_factor, -10000.0, 10000.0, "%.3f", c.ImGuiSliderFlags_None)) object.transform_updated = true; c.igText("polygon offset unit"); if (c.igSliderFloat("##pou{}}", &object.polygon_unit, -10000.0, 10000.0, "%.3f", c.ImGuiSliderFlags_None)) object.transform_updated = true; }Then call this function for each object:
self.drawObjectUI(&self.object_1, "Object 1", "1"); self.drawObjectUI(&self.object_2, "Object 2", "2");This approach reduces code duplication and makes it easier to maintain and extend the UI components.
Also applies to: 84-120
src/foundations/scenes/cgpoc/chapter8/shadows/blinn_phong_frag.glsl (5)
55-113: 🛠️ Refactor suggestion
Refactor shadow mapping logic to reduce code duplication
The shadow mapping code for
i == 0and theelseblock is highly similar, leading to redundant code. Refactoring this logic into a function or utilizing loops can improve maintainability and readability.
56-56:
⚠️ Potential issueLogical error in shadow mapping conditional checks
The conditions like
if (f_can_get_light_from_z_pos_0 < normal_offset)may not correctly determine whether the fragment can receive light from the specified direction. Sincef_can_get_light_from_*is the dot product between the normal and a direction vector (ranging from -1 to 1), a higher value indicates the normal is facing towards the light.Consider changing the condition to
if (f_can_get_light_from_z_pos_0 > normal_offset)to correctly identify when the surface can receive light from that direction.Also applies to: 59-59, 64-64, 69-69, 74-74, 79-79, 86-86, 91-91, 96-96, 101-101, 106-106, 111-111
115-115:
⚠️ Potential issueEnsure consistent alpha values when accumulating color
When adding color contributions to
rv, the alpha component is set to0.0, which may inadvertently reduce the overall alpha value and cause transparency issues.Use an alpha value of
1.0to maintain consistent opacity:-rv = rv + vec4((f_ambient + f_diffuse + f_specular), 0.0); +rv = rv + vec4((f_ambient + f_diffuse + f_specular), 1.0); -rv = rv + vec4(f_ambient, 0.0); +rv = rv + vec4(f_ambient, 1.0);Also applies to: 117-117
127-139: 🛠️ Refactor suggestion
Refactor light initialization in
main()to reduce duplicationThe code initializing
f_ls[0]andf_ls[1]is repetitive. Consider using a loop to streamline the light initialization process.Example:
for (uint j = 0u; j < 2u; ++j) { f_ls[j] = f_lights[j]; f_ls[j].direction = vec4(fo_light_dirs[j], 0.0); f_ls[j].attenuation_constant = fo_light_attenuations[j][0]; f_ls[j].attenuation_linear = fo_light_attenuations[j][1]; f_ls[j].attenuation_quadratic = fo_light_attenuations[j][2]; }This would require combining the light direction and attenuation inputs into arrays:
in vec3 fo_light_dirs[2]; in vec3 fo_light_attenuations[2];
36-120:
⚠️ Potential issuePotential issue when
num_lights> 2 due to hardcoded indicesThe loop iterates over
num_lights, but the shadow mapping logic is only designed for two lights (i == 0andi != 0). For indicesi >= 2, the code may not function correctly or may result in unexpected behavior.Consider generalizing the shadow mapping code to handle an arbitrary number of lights. This can be achieved by organizing shadow textures and related data into arrays indexed by
i.src/foundations/scenes/cgpoc/chapter8/shadows/phong_frag.glsl (2)
53-114: 🛠️ Refactor suggestion
Eliminate code duplication in shadow calculations
The shadow calculation code within the
if (i == 0)andelseblocks is nearly identical, differing primarily in variable names and texture indices. This duplication can lead to maintenance challenges and potential errors.Consider abstracting the shadow calculation into a separate function or utilizing arrays for the shadow textures and coordinates. For example:
Use arrays for shadow textures and coordinates:
// Define constants const uint NUM_LIGHTS = 2; const uint NUM_DIRECTIONS = 6; // Uniform array for shadow textures uniform sampler2DShadow f_shadow_textures[NUM_LIGHTS * NUM_DIRECTIONS]; // Input array for shadow coordinates in vec4 fo_light_shadow_coords[NUM_LIGHTS][NUM_DIRECTIONS];Refactor shadow logic into a loop:
for (uint dir = 0; dir < NUM_DIRECTIONS; ++dir) { if (f_can_get_light_from[dir] < normal_offset && not_in_shadow == 1.0) { uint textureIndex = i * NUM_DIRECTIONS + dir; not_in_shadow = textureProj(f_shadow_textures[textureIndex], fo_light_shadow_coords[i][dir], bias); } }This refactoring reduces code duplication, enhances readability, and makes it easier to extend the code for additional lights or directions in the future.
7-19: 🛠️ Refactor suggestion
Consider using arrays or structures for shadow texture coordinates
The code currently declares individual variables for each shadow texture coordinate, such as
fo_light_1_z_pos_0,fo_light_1_y_neg_1, etc. This approach can make the code harder to maintain and scale when adding more lights or directions.Based on previous practices in the codebase where arrays are used to handle multiple lights (as noted in your prior PR #35), consider grouping these variables into arrays. For example:
// Define constants for the number of lights and directions const uint NUM_LIGHTS = 2; const uint NUM_DIRECTIONS = 6; // Input arrays for shadow texture coordinates in vec4 fo_light_shadow_coords[NUM_LIGHTS][NUM_DIRECTIONS];This change would simplify the shadow mapping logic and make it more flexible for future expansions.
src/foundations/rhi/Shader.zig (3)
161-163:
⚠️ Potential issueType Mismatch in Method Receivers
attachToProgramandlinkThe methods
attachToProgramandlinkare defined withself: Shader, but they are called on a pointerself: *Shader. This results in a type mismatch.To fix the type mismatch, update the method signatures to accept
self: *Shader:-fn attachToProgram(self: Shader, shader: c.GLenum, source: []const u8) void { +fn attachToProgram(self: *Shader, shader: c.GLenum, source: []const u8) void { ... -fn link(self: Shader) void { +fn link(self: *Shader) void {Committable suggestion was skipped due to low confidence.
190-192:
⚠️ Potential issueIncorrect Pointer Usage in
glGetProgramInfoLogIn the
linkfunction, similar to the previous issue, replace@ptrCast(&infoLog)withinfoLog.ptrto correctly pass the pointer to the buffer.Apply this diff:
- c.glGetProgramInfoLog(@intCast(self.program), @intCast(log_len), &logSize, @ptrCast(&infoLog)); + c.glGetProgramInfoLog(@intCast(self.program), @intCast(log_len), &logSize, infoLog.ptr);Ensure the error message uses the correct slice:
- const len: usize = @intCast(logSize); - std.debug.panic("ERROR::PROGRAM::LINKING_FAILED\n{s}\n", .{infoLog[0..len]}); + const len: usize = @intCast(logSize); + std.debug.panic("ERROR::PROGRAM::LINKING_FAILED\n{s}\n", .{ infoLog[0..len] });📝 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.c.glGetProgramInfoLog(@intCast(self.program), @intCast(log_len), &logSize, infoLog.ptr); const len: usize = @intCast(logSize); std.debug.panic("ERROR::PROGRAM::LINKING_FAILED\n{s}\n", .{ infoLog[0..len] });
176-178:
⚠️ Potential issueIncorrect Pointer Casting in
glGetShaderInfoLogIn the
attachToProgramfunction, the use of@ptrCast(&infoLog)may not provide the correct pointer to the buffer. UsinginfoLog.ptris more appropriate.Apply this diff to correct the pointer usage:
- c.glGetShaderInfoLog(shader, @intCast(log_len), &logSize, @ptrCast(&infoLog)); + c.glGetShaderInfoLog(shader, @intCast(log_len), &logSize, infoLog.ptr);Also, ensure that you're using the correct slice when logging the error:
- const len: usize = @intCast(logSize); - std.debug.panic("ERROR::SHADER::COMPILATION_FAILED\n{s}\n{s}\n", .{ infoLog[0..len], source }); + const len: usize = @intCast(logSize); + std.debug.panic("ERROR::SHADER::COMPILATION_FAILED\n{s}\n{s}\n", .{ infoLog[0..len], source });📝 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.c.glGetShaderInfoLog(shader, @intCast(log_len), &logSize, infoLog.ptr); const len: usize = @intCast(logSize); std.debug.panic("ERROR::SHADER::COMPILATION_FAILED\n{s}\n{s}\n", .{ infoLog[0..len], source });src/foundations/scenes/graphics/polygon_offset/PolygonOffset.zig (4)
266-285: 🛠️ Refactor suggestion
Refactor
renderObject_1andrenderObject_2to eliminate code duplicationThe functions
renderObject_1andrenderObject_2share similar logic. Refactoring them into a single function can reduce code duplication and improve maintainability.You could modify the code as follows:
pub fn renderObject_N(self: *PolygonOffset, obj_setting: ShadowsUI.objectSetting, object_index: usize) void { const prog = rhi.createProgram(); const obj = self.renderObject(obj_setting, prog); var om: rhi.Uniform = .init(prog, "f_object_m"); const m = getObjectMatrix(obj_setting); om.setUniformMatrix(m); switch (object_index) { 1 => { self.object_1 = obj; self.object_1_m = om; }, 2 => { self.object_2 = obj; self.object_2_m = om; }, else => @panic("Invalid object index"), } }Then, replace the calls to
renderObject_1()andrenderObject_2()with:pd.renderObject_N(pd.ui_state.object_1, 1); pd.renderObject_N(pd.ui_state.object_2, 2);
103-124: 🛠️ Refactor suggestion
Refactor repeated drawing code to reduce duplication
In the
drawfunction, the code blocks for drawingobject_1andobject_2are nearly identical. Consider creating a helper function to avoid code duplication and enhance readability.You could create a helper function:
fn drawObjectWithOffset(self: *PolygonOffset, obj: object.object, obj_ui_state: ShadowsUI.objectSetting) void { c.glPolygonOffset( @floatCast(obj_ui_state.polygon_factor), @floatCast(obj_ui_state.polygon_unit), ); const objects: [1]object.object = .{ obj }; rhi.drawObjects(objects[0..]); }Then, in the
drawfunction, use the helper:c.glEnable(c.GL_POLYGON_OFFSET_FILL); self.drawObjectWithOffset(self.object_1, self.ui_state.object_1); self.drawObjectWithOffset(self.object_2, self.ui_state.object_2); c.glDisable(c.GL_POLYGON_OFFSET_FILL);
130-136: 🛠️ Refactor suggestion
Refactor
deleteObject_1anddeleteObject_2to eliminate duplicationThe
deleteObject_1anddeleteObject_2functions perform the same operation for different objects. Refactoring them into a single function can reduce code duplication.You could implement a single function:
pub fn deleteObject_N(self: *PolygonOffset, object_index: usize) void { const obj = if (object_index == 1) self.object_1 else self.object_2; self.deleteObject(obj); }Replace calls to the delete functions with:
self.deleteObject_N(1); self.deleteObject_N(2);
26-27: 🛠️ Refactor suggestion
Consider propagating allocation errors instead of panicking
Currently, on memory allocation failure, the code panics. Propagating the error allows higher-level code to handle it appropriately, improving robustness.
Modify the allocation to propagate errors:
const pd = try allocator.create(PolygonOffset); defer allocator.destroy(pd);Update the function signature to reflect the possibility of failure:
pub fn init(allocator: std.mem.Allocator, ctx: scenes.SceneContext) !*PolygonOffset { // ... }src/foundations/scenes/cgpoc/chapter8/shadows/ShadowsUI.zig (5)
74-140: 🛠️ Refactor suggestion
Consider refactoring duplicate code in
drawLightsfunctionThe code blocks for
Light 1andLight 2in thedrawLightsfunction are nearly identical. Refactoring this duplicated code into a helper function or loop can enhance maintainability and reduce potential errors by centralizing updates.
108-140: 🛠️ Refactor suggestion
Consider refactoring duplicate code in
drawLightsfunctionSimilar to the previous comment, the code for
Light 2duplicates the logic used forLight 1. Refactor this section to use the same helper function or loop to handle both lights efficiently.
177-288: 🛠️ Refactor suggestion
Consider refactoring duplicate code in
drawMaterialsfunctionThe sections for
Object 1andObject 2in thedrawMaterialsfunction are almost identical. Refactoring this duplicated code into a helper function or loop will improve code readability and maintainability.
112-116:
⚠️ Potential issueCorrect the format string in
bufPrintZfor Light 2The format string for
Light 2has the same issues asLight 1. Update the format placeholders and add the missing closing parenthesis.Apply this diff to fix the format string:
-const txt = std.fmt.bufPrintZ(&buf, "Position: ({d:.3}, {d:.3}, {d:.3}", .{ +const txt = std.fmt.bufPrintZ(&buf, "Position: ({.3f}, {.3f}, {.3f})", .{📝 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.const txt = std.fmt.bufPrintZ(&buf, "Position: ({.3f}, {.3f}, {.3f})", .{ self.light_2.position[0], self.light_2.position[1], self.light_2.position[2], }) catch @panic("bufsize too small");
78-82:
⚠️ Potential issueCorrect the format string in
bufPrintZfor Light 1The format string in
bufPrintZappears to be incorrect. In Zig, the correct placeholder for floating-point numbers is{}, and you can specify precision with{.3}. Additionally, the closing parenthesis is missing in the string.Apply this diff to fix the format string:
-const txt = std.fmt.bufPrintZ(&buf, "Position: ({d:.3}, {d:.3}, {d:.3}", .{ +const txt = std.fmt.bufPrintZ(&buf, "Position: ({.3f}, {.3f}, {.3f})", .{📝 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.const txt = std.fmt.bufPrintZ(&buf, "Position: ({.3f}, {.3f}, {.3f})", .{ self.light_1.position[0], self.light_1.position[1], self.light_1.position[2], }) catch @panic("bufsize too small");src/foundations/scenes/cgpoc/chapter7/dolphin/Dolphin.zig (3)
312-317:
⚠️ Potential issueFix incorrect object deletion in
deleteParallelepipedIn the
deleteParallelepipedfunction,self.dolphinis incorrectly deleted instead ofself.parallelepiped.Apply this diff to correct the deletion:
pub fn deleteParallelepiped(self: *Dolphin) void { const objects: [1]object.object = .{ - self.dolphin, + self.parallelepiped, }; rhi.deleteObjects(objects[0..]); }📝 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 deleteParallelepiped(self: *Dolphin) void { const objects: [1]object.object = .{ self.parallelepiped, }; rhi.deleteObjects(objects[0..]); }
159-185: 🛠️ Refactor suggestion
Review the
generateShadowMatrixfunction for correctnessThe function computes the shadow matrix using perspective projection. Consider the following:
- For directional lights (as used here), an orthographic projection is often more appropriate.
- The commented-out orthographic projection at line 177 suggests a potential alternative.
Consider replacing the perspective projection with an orthographic projection to improve shadow mapping for directional lights:
-const s = @as(f32, @floatFromInt(ctx.cfg.width)) / @as(f32, @floatFromInt(ctx.cfg.height)); -const g: f32 = 1.0 / @tan(ctx.cfg.fovy * 0.5); -var P = math.matrix.perspectiveProjectionCamera(g, s, 0.01, 750); +var P = math.matrix.orthographicProjection(-10, 10, -10, 10, ctx.cfg.near, ctx.cfg.far);Committable suggestion was skipped due to low confidence.
213-248:
⚠️ Potential issueEliminate redundant OpenGL calls in
genShadowMapThe function
genShadowMapcontains multiple calls toc.glEnable(c.GL_DEPTH_TEST);andc.glClear(c.GL_DEPTH_BUFFER_BIT);. This redundancy can be cleaned up.Apply this diff to remove redundant calls:
c.glEnable(c.GL_DEPTH_TEST); c.glClear(c.GL_DEPTH_BUFFER_BIT); -c.glEnable(c.GL_DEPTH_TEST); c.glDepthFunc(c.GL_LEQUAL); ... c.glDisable(c.GL_POLYGON_OFFSET_FILL); c.glEnable(c.GL_DEPTH_TEST); -c.glClear(c.GL_DEPTH_BUFFER_BIT); -c.glEnable(c.GL_DEPTH_TEST); c.glDepthFunc(c.GL_LEQUAL);📝 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 genShadowMap(self: *Dolphin) void { c.glEnable(c.GL_DEPTH_TEST); c.glClear(c.GL_DEPTH_BUFFER_BIT); c.glDepthFunc(c.GL_LEQUAL); c.glEnable(c.GL_POLYGON_OFFSET_FILL); c.glPolygonOffset(2.0, 4.0); self.shadow_framebuffer.bind(); self.shadow_framebuffer.attachDepthTexture(self.shadow_texture.?); self.shadow_x_up.setUniformMatrix(math.matrix.identity()); { var o = self.parallelepiped; o.parallelepiped.mesh.gen_shadowmap = true; const objects: [1]object.object = .{o}; rhi.drawObjects(objects[0..]); } self.shadow_x_up.setUniformMatrix(math.matrix.transpose(math.matrix.mc(.{ 0, 0, -1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }))); { var o = self.dolphin; o.obj.mesh.gen_shadowmap = true; const objects: [1]object.object = .{o}; rhi.drawObjects(objects[0..]); } self.shadow_framebuffer.unbind(); c.glDisable(c.GL_POLYGON_OFFSET_FILL); c.glEnable(c.GL_DEPTH_TEST); c.glDepthFunc(c.GL_LEQUAL); }src/foundations/scenes/cgpoc/chapter4/simple_solar_system/SimpleSolarSystem.zig (1)
261-266: 🛠️ Refactor suggestion
Refactor Delete Methods to Reduce Code Duplication
The
deleteSun,deleteEarth,deleteMoon,deleteBG, anddeleteShuttlemethods share identical code structures. Consider refactoring them into a single generic method to improve maintainability and reduce repetition.Here's how you could implement a generic delete method:
fn deleteObject(self: *SimpleSolarSystem, obj: *object.object) void { const objects: [1]object.object = .{ obj.*, }; rhi.deleteObjects(objects[0..]); } pub fn deleteSun(self: *SimpleSolarSystem) void { self.deleteObject(&self.sun); } pub fn deleteEarth(self: *SimpleSolarSystem) void { self.deleteObject(&self.earth); } pub fn deleteMoon(self: *SimpleSolarSystem) void { self.deleteObject(&self.moon); } pub fn deleteBG(self: *SimpleSolarSystem) void { self.deleteObject(&self.bg); } pub fn deleteShuttle(self: *SimpleSolarSystem) void { self.deleteObject(&self.shuttle); }Also applies to: 310-315, 359-364, 408-413, 450-455
src/foundations/scenes/cgpoc/chapter7/lighting/Lighting.zig (4)
112-113:
⚠️ Potential issueEnsure Proper Resource Cleanup Order in
initMethodAdding
errdefer pd.deleteBG();afterpd.renderBG();is good practice for resource cleanup. However, consider the order of initialization and cleanup to ensure that if an error occurs duringrenderModel()or subsequent calls, all initialized resources are properly released.
118-119: 🛠️ Refactor suggestion
Refactor Repetitive Sphere Initialization and Cleanup
The patterns for
rendersphere_1()andrendersphere_2()along with their corresponding delete functions are repetitive. Consider refactoring these into a single pair of functions that accept parameters to handle both spheres, reducing code duplication and enhancing maintainability.For example:
pub fn renderSphere(self: *Lighting, sphere: *object.object, ui_light: *LightingUI.LightState) void { // Rendering logic using ui_light and storing the result in sphere } pub fn deleteSphere(self: *Lighting, sphere: *object.object) void { const objects: [1]object.object = .{ *sphere }; rhi.deleteObjects(objects[0..]); }Then, in your initialization:
pd.renderSphere(&pd.sphere_1, &pd.ui_state.light_1); errdefer pd.deleteSphere(&pd.sphere_1); pd.renderSphere(&pd.sphere_2, &pd.ui_state.light_2); errdefer pd.deleteSphere(&pd.sphere_2);Also applies to: 121-122
127-130:
⚠️ Potential issueEnsure Idempotent Deletion in
deinitMethodWhen calling delete functions in
deinit, ensure that they are safe to call multiple times without causing errors. This prevents issues if the resources were already cleaned up due to an earlier error during initialization.Consider setting the object references to
nullafter deletion and checking fornullat the start of each delete function.For example:
pub fn deleteBG(self: *Lighting) void { if (self.bg == null) return; const objects: [1]object.object = .{ self.bg }; rhi.deleteObjects(objects[0..]); self.bg = null; }
247-253: 🛠️ Refactor suggestion
Avoid Code Duplication in Delete Functions
The
deleteBG,deleteModel,deletesphere_1, anddeletesphere_2functions share similar code. Refactor them into a single generic delete function to reduce duplication.Here's how you might implement a generic delete function:
fn deleteObject(self: *Lighting, obj: *object.object) void { if (obj.* == null) return; const objects: [1]object.object = .{ obj.* }; rhi.deleteObjects(objects[0..]); obj.* = null; } pub fn deleteBG(self: *Lighting) void { self.deleteObject(&self.bg); } pub fn deleteModel(self: *Lighting) void { self.deleteObject(&self.model); } // Similarly for deletesphere_1 and deletesphere_2src/foundations/scenes/cgpoc/chapter8/shadows/Shadows.zig (15)
223-250: 🛠️ Refactor suggestion
Consider reusing code for initializing light properties to reduce duplication.
The initialization of
lighting.Lightstructures forlights[0]andlights[1]is almost identical, differing only in the source of the color values (self.ui_state.light_1vsself.ui_state.light_2). This code duplication can be reduced by creating a helper function to initialize the lights, improving maintainability.Refactor the code by introducing a helper function:
fn initLight(self: *Shadows, ui_light: ShadowsUI.lightSetting) lighting.Light { const ambient_factor: f32 = 0.1; return .{ .ambient = [4]f32{ ui_light.color[0] * ambient_factor, ui_light.color[1] * ambient_factor, ui_light.color[2] * ambient_factor, 1.0, }, .diffuse = [4]f32{ ui_light.color[0], ui_light.color[1], ui_light.color[2], 1.0, }, .specular = [4]f32{ 1.0, 1.0, 1.0, 1.0 }, .location = [4]f32{ 0.0, 0.0, 0.0, 1.0 }, .direction = [4]f32{ -0.5, -1.0, -0.3, 0.0 }, .cutoff = 0.0, .exponent = 0.0, .attenuation_constant = 1.0, .attenuation_linear = 0.0, .attenuation_quadratic = 0.0, .light_kind = .positional, }; }Then update the
lightsarray initialization:const lights = [_]lighting.Light{ - .{ - /* initialization for light 1 */ - }, - .{ - /* initialization for light 2 */ - }, + self.initLight(self.ui_state.light_1), + self.initLight(self.ui_state.light_2), };
353-356: 🛠️ Refactor suggestion
Avoid redundant shadow map generation within a single frame.
The code may generate the shadow map twice within the same frame if certain conditions are met, which is inefficient.
Consider combining the two shadow map generation checks or ensuring that
self.generated_shadow_mapis appropriately set to prevent redundant generation.Also applies to: 378-383
808-821:
⚠️ Potential issueHandle potential failure in texture initialization gracefully.
The function
genShadowmapTextureuses@panicto handle failures, which may not be the best practice for error handling in this context.Consider returning an
errorfrom the function and handling it appropriately, instead of panicking. This improves the robustness of the code.
296-384: 🛠️ Refactor suggestion
Improve the structure of the
drawfunction for better readability.The
drawfunction is lengthy and contains multiple conditional checks that can be organized into helper functions or separate methods to enhance readability and maintainability.Refactor the
drawfunction by extracting logic into smaller functions, such asupdateLight1,updateLight2,updateObject1, and so on.
36-37:
⚠️ Potential issueInitialize
light_1_view_msandlight_2_view_msarrays before use.The arrays
light_1_view_msandlight_2_view_msare used ingenShadowMapbut may not be properly initialized, leading to undefined behavior.Ensure that these arrays are initialized with valid
math.matrixvalues before they are accessed.
292-294:
⚠️ Potential issueHandle potential errors when updating
scene_data_buffer.The call to
self.scene_data_buffer.updatedoes not handle potential errors that might occur during the update.Consider checking for errors and handling them appropriately.
150-151:
⚠️ Potential issueAvoid deinitializing
scene_data_bufferbefore assigning it toself.scene_data_buffer.The
errdefer scene_data_buffer.deinit();will deinitialize the buffer before it's used, causingpd.scene_data_bufferto point to invalid memory.Remove the
errdefer scene_data_buffer.deinit();statement.Apply this diff to fix the issue:
var scene_data_buffer = rhi.Buffer.init(sd); -errdefer scene_data_buffer.deinit();📝 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.var scene_data_buffer = rhi.Buffer.init(sd);
809-810:
⚠️ Potential issueCorrect the format string in
bufPrintto avoid unwanted characters.The format string
"f_shadow_texture{d};\n"includes a semicolon and newline, which may not be appropriate for a uniform name.Modify the format string to exclude the semicolon and newline:
-const b = std.fmt.bufPrint(&buf, "f_shadow_texture{d};\n", .{i}) catch @panic("failed create uniform"); +const b = std.fmt.bufPrint(&buf, "f_shadow_texture{d}", .{i}) catch @panic("failed create uniform");📝 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.var buf: [50]u8 = undefined; const b = std.fmt.bufPrint(&buf, "f_shadow_texture{d}", .{i}) catch @panic("failed create uniform");
114-115:
⚠️ Potential issueAvoid deinitializing
mats_bufbefore assigning it toself.materials.The use of
errdefer mats_buf.deinit();will causemats_bufto be deinitialized when the functioninitexits. Sincemats_bufis assigned topd.materials, this meanspd.materialswill point to a deinitialized buffer, leading to undefined behavior when accessed later.To fix this, remove the
errdefer mats_buf.deinit();statement, as the buffer will be properly deinitialized in thedeinitmethod.Apply this diff to fix the issue:
var mats_buf = rhi.Buffer.init(bd); -errdefer mats_buf.deinit();📝 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.var mats_buf = rhi.Buffer.init(bd);
264-265:
⚠️ Potential issueAvoid deinitializing
lights_bufbefore assigning it toself.lights.In the
updateLightsfunction,errdefer lights_buf.deinit();will deinitializelights_bufwhen the function exits, butself.lightsis assigned tolights_buf, leading to a dangling reference.Remove the
errdefer lights_buf.deinit();to prevent this issue.Apply this diff to fix the issue:
var lights_buf = rhi.Buffer.init(ld); -errdefer lights_buf.deinit(); self.lights = lights_buf;📝 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.var lights_buf = rhi.Buffer.init(ld); self.lights = lights_buf;
380-383:
⚠️ Potential issueSet
generated_shadow_maptotrueafter regenerating the shadow map.Similarly, after the second check for
self.should_gen_shadow_map, ensure thatself.generated_shadow_mapis set totrue.Add the following line:
self.genShadowMap(); +self.generated_shadow_map = true; self.should_gen_shadow_map = false;📝 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.if (self.should_gen_shadow_map) { self.genShadowMap(); self.generated_shadow_map = true; self.should_gen_shadow_map = false; }
146-147:
⚠️ Potential issueAvoid deinitializing
lights_bufbefore assigning it toself.lights.Similar to the previous issue,
errdefer lights_buf.deinit();will deinitializelights_bufat the end of theinitfunction, leavingpd.lightspointing to deallocated memory.Remove the
errdefer lights_buf.deinit();statement to prevent premature deinitialization.Apply this diff to fix the issue:
var lights_buf = rhi.Buffer.init(ld); -errdefer lights_buf.deinit();📝 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.var lights_buf = rhi.Buffer.init(ld);
354-356:
⚠️ Potential issueSet
generated_shadow_maptotrueafter generating the shadow map.In the
drawfunction, after callingself.genShadowMap(), theself.generated_shadow_mapflag should be set totrueto reflect that the shadow map has been generated.Add the following line after generating the shadow map:
self.genShadowMap(); +self.generated_shadow_map = true; self.should_gen_shadow_map = false;📝 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.self.genShadowMap(); self.generated_shadow_map = true; self.should_gen_shadow_map = false; }
481-490:
⚠️ Potential issueEnsure consistent spelling of 'Gouraud' shading.
In the code, 'Gouraud' is misspelled as 'gauraud' in some places, which might lead to incorrect shader selection.
Correct the spelling to 'Gouraud' to match the intended shading model.
Apply this diff to fix the issue:
else => { - s.lighting = .gauraud; + s.lighting = .gouraud; s.frag_body = gouraud_frag_shader; partials = .{gouraud_vertex_shader}; },📝 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.1 => { s.lighting = .phong; s.frag_body = phong_frag_shader; partials = .{blinn_phong_vertex_shader}; }, else => { s.lighting = .gouraud; s.frag_body = gouraud_frag_shader; partials = .{gouraud_vertex_shader}; },
618-627: 🛠️ Refactor suggestion
Simplify shadow texture uniform addition with formatted strings.
The
switchstatement adding uniforms for each shadow texture is repetitive and can be simplified using formatted strings in a loop, improving readability and reducing potential errors.Refactor the code to use a loop with formatted uniform names:
for (0..self.shadowmaps.len) |i| { var t = self.shadowmaps[i]; - switch (i) { - 0 => t.addUniform(prog, "f_shadow_texture0"), - 1 => t.addUniform(prog, "f_shadow_texture1"), - /* ... */ - 11 => t.addUniform(prog, "f_shadow_texture11"), - else => {}, - } + var uniform_name_buf: [20]u8 = undefined; + const uniform_name = try std.fmt.bufPrint(&uniform_name_buf, "f_shadow_texture{d}", .{i}); + t.addUniform(prog, uniform_name); self.shadowmaps[i] = t; }Committable suggestion was skipped due to low confidence.
Summary by CodeRabbit
Release Notes
New Features
Improvements
Bug Fixes
These updates enhance the overall rendering capabilities and flexibility of the application.