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authorskal <pascal.massimino@gmail.com>2026-05-20 22:44:44 +0200
committerskal <pascal.massimino@gmail.com>2026-05-20 22:44:44 +0200
commit5d20c892dedce7bc7486acbd72fbd35da69e413e (patch)
tree05e04d5e689504c2421cd5772e91a42ee69608ab /src/3d
parent6ef8f578817ee0134fd5867ca3b80590e3eb2368 (diff)
fix: code review cleanup — bugs, dead code, factorization (-167 lines)
Bugs: - B1: fix dead tempo debug (prev_tempo captured after assignment) - B2: fix ReloadAssetsFromFile leak for disk-loaded assets; simplify DropAsset - B3: fix get_free_pool_slot leak (unregister synth + free data on reuse) - B4: volatile -> std::atomic with acquire/release in miniaudio_backend, synth - B5: fix unaligned reads in scene_loader (memcpy-based read_f32/read_u32) - B6: fix shader module + BGL + pipeline layout leaks in gpu.cc, pipeline_builder Dead code: - D1: remove unused particle_defs.h - D3: remove create_post_process_pipeline_simple (zero callers) - D4: remove empty gpu_draw() - D5: remove write-only Hybrid3D::initialized_ - D6: remove legacy pending buffer path in audio.cc Factorization: - F1: Effect::run_fullscreen_pass() replaces boilerplate in 5 effects - F2: particle_common.wgsl snippet, #include in 3 WGSL shaders - F3: gpu_create_shader_module() helper, used in 3 call sites - F5: get_world_aabb() shared between bvh.cc and physics.cc - F6: samples_to_seconds() replaces 6 inline expressions - F7: gpu_create_linear/nearest_sampler use SamplerCache; add nearest() preset 37/37 tests passing. handoff(Claude): code review batch — all items verified, no regressions.
Diffstat (limited to 'src/3d')
-rw-r--r--src/3d/bvh.cc16
-rw-r--r--src/3d/bvh.h3
-rw-r--r--src/3d/physics.cc26
-rw-r--r--src/3d/scene_loader.cc77
4 files changed, 47 insertions, 75 deletions
diff --git a/src/3d/bvh.cc b/src/3d/bvh.cc
index 5f7abef..129016c 100644
--- a/src/3d/bvh.cc
+++ b/src/3d/bvh.cc
@@ -4,14 +4,6 @@
#include "3d/bvh.h"
#include <algorithm>
-namespace {
-
-struct ObjectInfo {
- int index;
- AABB aabb;
- vec3 centroid;
-};
-
AABB get_world_aabb(const Object3D& obj) {
BoundingVolume local = obj.get_local_bounds();
mat4 model = obj.get_model_matrix();
@@ -35,6 +27,14 @@ AABB get_world_aabb(const Object3D& obj) {
return world;
}
+namespace {
+
+struct ObjectInfo {
+ int index;
+ AABB aabb;
+ vec3 centroid;
+};
+
int build_recursive(std::vector<BVHNode>& nodes,
std::vector<ObjectInfo>& obj_info, int start, int end) {
int node_idx = (int)nodes.size();
diff --git a/src/3d/bvh.h b/src/3d/bvh.h
index 97e9a06..af4b152 100644
--- a/src/3d/bvh.h
+++ b/src/3d/bvh.h
@@ -63,6 +63,9 @@ class BVH {
void query(const AABB& box, std::vector<int>& out_indices) const;
};
+// Compute world-space AABB by transforming local bounds corners
+AABB get_world_aabb(const Object3D& obj);
+
class BVHBuilder {
public:
static void build(BVH& out_bvh, const std::vector<Object3D>& objects);
diff --git a/src/3d/physics.cc b/src/3d/physics.cc
index 2aa101d..db27e95 100644
--- a/src/3d/physics.cc
+++ b/src/3d/physics.cc
@@ -6,31 +6,7 @@
#include "3d/sdf_cpu.h"
#include <algorithm>
-namespace {
-// Helper to get world AABB (copied from bvh.cc or shared)
-AABB get_world_aabb(const Object3D& obj) {
- BoundingVolume local = obj.get_local_bounds();
- mat4 model = obj.get_model_matrix();
-
- vec3 corners[8] = {
- {local.min.x, local.min.y, local.min.z},
- {local.max.x, local.min.y, local.min.z},
- {local.min.x, local.max.y, local.min.z},
- {local.max.x, local.max.y, local.min.z},
- {local.min.x, local.min.y, local.max.z},
- {local.max.x, local.min.y, local.max.z},
- {local.min.x, local.max.y, local.max.z},
- {local.max.x, local.max.y, local.max.z},
- };
-
- AABB world;
- for (int i = 0; i < 8; ++i) {
- vec4 p = model * vec4(corners[i].x, corners[i].y, corners[i].z, 1.0f);
- world.expand(p.xyz());
- }
- return world;
-}
-} // namespace
+// get_world_aabb() is declared in bvh.h
float PhysicsSystem::sample_sdf(const Object3D& obj, vec3 world_p) {
mat4 inv_model = obj.get_model_matrix().inverse();
diff --git a/src/3d/scene_loader.cc b/src/3d/scene_loader.cc
index eb20954..d5c1879 100644
--- a/src/3d/scene_loader.cc
+++ b/src/3d/scene_loader.cc
@@ -11,6 +11,18 @@
namespace SceneLoader {
+// Safe unaligned read helpers
+static inline uint32_t read_u32(const uint8_t* p) {
+ uint32_t v;
+ std::memcpy(&v, p, sizeof(v));
+ return v;
+}
+static inline float read_f32(const uint8_t* p) {
+ float v;
+ std::memcpy(&v, p, sizeof(v));
+ return v;
+}
+
bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
if (!data || size < 16) { // Header size check
printf("SceneLoader: Data too small\n");
@@ -25,11 +37,11 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
size_t offset = 4;
- uint32_t num_objects = *(const uint32_t*)(data + offset);
+ uint32_t num_objects = read_u32(data + offset);
offset += 4;
- uint32_t num_cameras = *(const uint32_t*)(data + offset);
+ uint32_t num_cameras = read_u32(data + offset);
offset += 4;
- uint32_t num_lights = *(const uint32_t*)(data + offset);
+ uint32_t num_lights = read_u32(data + offset);
offset += 4;
// printf("SceneLoader: Loading %d objects, %d cameras, %d lights\n",
@@ -45,49 +57,33 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
if (offset + 4 > size)
return false;
- uint32_t type_val = *(const uint32_t*)(data + offset);
+ uint32_t type_val = read_u32(data + offset);
offset += 4;
ObjectType type = (ObjectType)type_val;
if (offset + 12 + 16 + 12 + 16 > size)
return false; // Transforms + Color
- float px = *(const float*)(data + offset);
- offset += 4;
- float py = *(const float*)(data + offset);
- offset += 4;
- float pz = *(const float*)(data + offset);
- offset += 4;
+ float px = read_f32(data + offset); offset += 4;
+ float py = read_f32(data + offset); offset += 4;
+ float pz = read_f32(data + offset); offset += 4;
vec3 pos(px, py, pz);
- float rx = *(const float*)(data + offset);
- offset += 4;
- float ry = *(const float*)(data + offset);
- offset += 4;
- float rz = *(const float*)(data + offset);
- offset += 4;
- float rw = *(const float*)(data + offset);
- offset += 4;
+ float rx = read_f32(data + offset); offset += 4;
+ float ry = read_f32(data + offset); offset += 4;
+ float rz = read_f32(data + offset); offset += 4;
+ float rw = read_f32(data + offset); offset += 4;
quat rot(rx, ry, rz, rw);
- float sx = *(const float*)(data + offset);
- offset += 4;
- float sy = *(const float*)(data + offset);
- offset += 4;
- float sz = *(const float*)(data + offset);
- offset += 4;
+ float sx = read_f32(data + offset); offset += 4;
+ float sy = read_f32(data + offset); offset += 4;
+ float sz = read_f32(data + offset); offset += 4;
vec3 scale(sx, sy, sz);
- // Color components (cr, cg, cb, ca)
- float cr = *(const float*)(data + offset);
- offset += 4;
- float cg = *(const float*)(data + offset);
- offset += 4;
- float cb = *(const float*)(data + offset);
- offset += 4;
- // Read ca, advance offset AFTER reading ca, then construct color
- float ca = *(const float*)(data + offset);
- offset += 4; // Offset is now after ca
+ float cr = read_f32(data + offset); offset += 4;
+ float cg = read_f32(data + offset); offset += 4;
+ float cb = read_f32(data + offset); offset += 4;
+ float ca = read_f32(data + offset); offset += 4;
vec4 color(cr, cg, cb, ca);
// Plane Distance (if type == PLANE)
@@ -96,7 +92,7 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
// Check bounds before reading plane_distance
if (offset + 4 > size)
return false;
- plane_distance = *(const float*)(data + offset);
+ plane_distance = read_f32(data + offset);
offset += 4; // Advance offset after reading plane_distance
}
@@ -105,7 +101,7 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
// either after ca (if not PLANE) or after plane_distance (if PLANE).
if (offset + 4 > size)
return false;
- uint32_t name_len = *(const uint32_t*)(data + offset);
+ uint32_t name_len = read_u32(data + offset);
offset += 4;
AssetId mesh_id = (AssetId)0; // Default or INVALID (if 0 is invalid)
@@ -131,12 +127,9 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
// Physics properties
if (offset + 4 + 4 + 4 > size)
return false;
- float mass = *(const float*)(data + offset);
- offset += 4;
- float restitution = *(const float*)(data + offset);
- offset += 4;
- uint32_t is_static_u32 = *(const uint32_t*)(data + offset);
- offset += 4;
+ float mass = read_f32(data + offset); offset += 4;
+ float restitution = read_f32(data + offset); offset += 4;
+ uint32_t is_static_u32 = read_u32(data + offset); offset += 4;
bool is_static = (is_static_u32 != 0);
// Create Object3D