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| author | skal <pascal.massimino@gmail.com> | 2026-05-20 22:44:44 +0200 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-05-20 22:44:44 +0200 |
| commit | 5d20c892dedce7bc7486acbd72fbd35da69e413e (patch) | |
| tree | 05e04d5e689504c2421cd5772e91a42ee69608ab /src/3d | |
| parent | 6ef8f578817ee0134fd5867ca3b80590e3eb2368 (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.cc | 16 | ||||
| -rw-r--r-- | src/3d/bvh.h | 3 | ||||
| -rw-r--r-- | src/3d/physics.cc | 26 | ||||
| -rw-r--r-- | src/3d/scene_loader.cc | 77 |
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 |
