-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
add demo rule1001 #21
Conversation
tiye
commented
Nov 2, 2024
WalkthroughThe pull request introduces several modifications across multiple files, primarily focusing on enhancing rendering capabilities and updating dependencies. Key changes include updates to workflow configurations for asset uploads, the introduction of new rendering options related to Rule 30 in multiple files, and updates to various dependencies in Changes
Sequence Diagram(s)sequenceDiagram
participant User
participant App
participant Renderer
participant Shader
User->>App: Trigger rendering
App->>Renderer: Initialize renderer
Renderer->>Shader: Load rendering context
Shader-->>Renderer: Context ready
Renderer-->>App: Rendering initialized
App-->>User: Display rendered output
Thank you for using CodeRabbit. We offer it for free to the OSS community and would appreciate your support in helping us grow. If you find it useful, would you consider giving us a shout-out on your favorite social media? 🪧 TipsChatThere are 3 ways to chat with CodeRabbit:
Note: Be mindful of the bot's finite context window. It's strongly recommended to break down tasks such as reading entire modules into smaller chunks. For a focused discussion, use review comments to chat about specific files and their changes, instead of using the PR comments. CodeRabbit Commands (Invoked using PR comments)
Other keywords and placeholders
CodeRabbit Configuration File (
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Actionable comments posted: 10
🧹 Outside diff range and nitpick comments (5)
src/apps/rule30.wgsl (1)
117-120
: Remove commented-out code in fragment shader.The fragment shader contains an unnecessary commented-out alternative return value.
@fragment fn frag_main(@location(4) color: vec4<f32>) -> @location(0) vec4<f32> { return color; - // return vec4<f32>(1., 1., 0., 1.0); }
src/render.mts (1)
110-112
: Enhance documentation for new parameters.While the
skipComputing
flag is well documented, thevertexCount
property could benefit from more detailed documentation explaining:
- When it's required vs optional
- Its relationship with
numParticles
in the draw call- Example values for common use cases
Consider adding JSDoc comments like:
/** Configuration for compute shader execution */ interface ComputeOptions { /** Skip compute shader execution. Useful for debugging or static demos */ skipComputing?: boolean; // ... other properties } /** Configuration for render pipeline */ interface RenderOptions { /** * Number of vertices to draw per instance. * Only used when indexData is not provided. * For example: 3 for triangles, 2 for lines. */ vertexCount: number; // ... other properties }Also applies to: 119-119
src/apps/rule30.mts (3)
85-86
: Remove commented-out code for better readabilityThe lines containing commented-out code in the
makeSeed
function can clutter the codebase and may cause confusion for future maintainers. If these lines are no longer needed, it's best to remove them to improve code clarity.Apply this diff to remove the unnecessary code:
if (vA == null) { - // vA = bound % 7 === 0 ? 1 : 0; vA = Math.random() > 0.5 ? 1 : 0; } let vB = getXy(x, y - 1) as 0 | 1; if (vB == null) { - // vB = bound % 11 === 0 ? 1 : 0; vB = Math.random() > 0.5 ? 1 : 0; }Also applies to: 90-91
77-99
: Consider optimizing the nested loops inmakeSeed
for performanceThe nested loops within the
makeSeed
function iterate over a large grid size (gridSize * 2
), which can lead to significant initialization time and may affect application performance. To enhance efficiency:
- Parallel Processing: Utilize Web Workers or GPU computing to parallelize the computation.
- Algorithm Optimization: Analyze the algorithm to reduce the complexity, possibly by eliminating unnecessary iterations or computations.
Would you like assistance in refactoring this function for better performance?
5-33
: Initializerand_middle
or remove unused importThe function
rand_middle
is imported but not used withinloadRenderer
. If this randomness function is intended for future use in seeding or other computations, consider implementing it where appropriate. Otherwise, remove the import to keep the code clean.Apply this diff to remove the unused import:
import { createRenderer } from "../index.mjs"; import computeShader from "./rule30.wgsl?raw"; -import { rand_middle } from "../math.mjs";
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
⛔ Files ignored due to path filters (1)
yarn.lock
is excluded by!**/yarn.lock
,!**/*.lock
📒 Files selected for processing (8)
.github/workflows/upload.yaml
(1 hunks)calcit.cirru
(3 hunks)compact.cirru
(3 hunks)package.json
(1 hunks)src/apps/rule30.mts
(1 hunks)src/apps/rule30.wgsl
(1 hunks)src/demo-entry.mts
(1 hunks)src/render.mts
(2 hunks)
🔇 Additional comments (8)
package.json (2)
9-9
: Verify TypeScript 5.6 compatibility.
The update from TypeScript 5.4 to 5.6 is a significant version jump that might introduce breaking changes. Please ensure all TypeScript files compile successfully and the new features are compatible with the codebase.
✅ Verification successful
Let me analyze the TypeScript files and configuration to make a more informed decision.
TypeScript 5.6 update appears safe to proceed
The TypeScript configuration shows:
- Moderate strictness settings (
noImplicitAny
,noImplicitThis
) - No usage of newer TypeScript 5.6-specific features
- Simple module configuration targeting ES2015
- WebGPU types as the only external type dependency
The update from 5.4 to 5.6 should be safe as the codebase:
- Doesn't use advanced TypeScript features that might break
- Has basic type-checking enabled but not full strict mode
- Uses standard ES modules and DOM types
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for TypeScript compilation issues
# Note: This only checks for file existence since we can't run tsc
# Test: Look for potential TypeScript configuration
echo "Checking for TypeScript configuration..."
fd "tsconfig.*json"
# Test: Look for TypeScript files that might need verification
echo -e "\nTypeScript files that need verification:"
fd -e ts -e tsx -e mts
Length of output: 1251
Script:
#!/bin/bash
# Check TypeScript configuration and recent changes
echo "TypeScript Configuration:"
cat tsconfig.json
# Look for any strict TypeScript features in use
echo -e "\nStrict TypeScript features usage:"
rg "'strict'|\"strict\"" tsconfig.json
# Check for potential TypeScript 5.6 specific features
echo -e "\nPotential TypeScript 5.6 features:"
rg "satisfies|using|const type|const enum" -A 2
Length of output: 831
6-6
: Dependencies updated appropriately for new rendering features.
The dependency updates look reasonable and align with the PR's objectives:
@webgpu/types
update supports new WebGPU features- Build tool (
vite
) and runtime dependencies are kept up-to-date - Version bumps follow semver appropriately
Also applies to: 8-10, 13-13
✅ Verification successful
Let me gather more information about the dependency changes and their impact.
Let me check for actual WebGPU type usage in the codebase to verify if the update is necessary.
Let me check the content of the type definition file and any recent changes to understand the WebGPU usage.
Let me check for WGSL shader files and WebGPU API usage since we see WGSL module declarations.
Dependencies updated appropriately for WebGPU rendering features
The update of @webgpu/types
from ^0.1.42
to ^0.1.50
is justified by the extensive WebGPU usage in the codebase:
- Active WebGPU API usage in
src/render.mts
,src/setup.mts
, andsrc/globals.mts
- Multiple WGSL shader files throughout the project
- New shader functionality being added (e.g., new
rule30.wgsl
) - Type definitions in
global.d.ts
referencing WebGPU types
The version bump follows semver (minor version update) and the other dependency updates are consistent with maintaining a modern WebGPU-based rendering pipeline.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify package-lock.json is in sync and check for any breaking changes in the changelog
# Test: Check if package-lock.json exists and is up to date
echo "Checking for package-lock.json..."
fd "package-lock.json"
# Test: Look for any migration guides or changelogs
echo -e "\nChecking for migration guides..."
fd "CHANGELOG.md|MIGRATION.md"
Length of output: 213
Script:
#!/bin/bash
# Check the current and previous versions of dependencies
echo "Checking package.json changes..."
git diff HEAD~1 package.json
# Search for WebGPU related imports and usage
echo -e "\nChecking WebGPU usage..."
rg -l "@webgpu/types"
# Look for any WebGPU related code
echo -e "\nChecking WebGPU related code..."
ast-grep --pattern 'import { $_ } from "@webgpu/types"'
Length of output: 1004
Script:
#!/bin/bash
# Search for WebGPU type references in TypeScript files
echo "Checking TypeScript files for WebGPU types..."
rg -A 3 "GPUBuffer|GPUTexture|GPUDevice|GPURenderPipeline" --type typescript
# Check if there are any .d.ts files with WebGPU types
echo -e "\nChecking type definition files..."
fd -e d.ts -x rg -l "GPU"
# Look for any recent changes in files using WebGPU
echo -e "\nChecking recent changes in WebGPU related files..."
git diff HEAD~1 -- "*.ts"
Length of output: 486
Script:
#!/bin/bash
# Check the content of global.d.ts
echo "Checking global.d.ts content..."
cat src/global.d.ts
# Check recent changes in global.d.ts
echo -e "\nChecking recent changes in global.d.ts..."
git diff HEAD~1 src/global.d.ts
# Look for any WebGPU related imports
echo -e "\nChecking for WebGPU imports..."
rg "from.*@webgpu/types"
Length of output: 795
Script:
#!/bin/bash
# Look for WGSL shader files
echo "Checking for WGSL shader files..."
fd -e wgsl
# Look for WebGPU API usage
echo -e "\nChecking for WebGPU API usage..."
rg "GPUDevice|GPUAdapter|navigator\.gpu" -A 2
# Check for recent changes in WGSL files
echo -e "\nChecking recent changes in WGSL files..."
git diff HEAD~1 -- "*.wgsl"
Length of output: 5468
.github/workflows/upload.yaml (2)
20-22
: Verify compatibility with setup-cr action changes.
The update from [email protected]
to [email protected]
along with the parameter change from version: "0.8.58"
to bundler: false
represents a significant configuration change. Please ensure:
- The new version is stable and compatible with your build process
- The bundler configuration change aligns with your deployment requirements
✅ Verification successful
Setup-cr action changes appear safe to proceed
The configuration changes align with the project's requirements:
- The action is only used in
upload.yaml
workflow - The removal of version pinning in favor of
bundler: false
is consistent with the project's build process - The updated command syntax (
caps --ci && cr -1 js
) follows the current calcit-lang CLI conventions
The changes represent a straightforward upgrade without any signs of incompatibility or breaking changes in the workflow.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check if there are any recent issues or breaking changes reported
gh issue list -R calcit-lang/setup-cr -l "bug" -s all
Length of output: 194
Script:
#!/bin/bash
# Check for any references to setup-cr action and its configurations across workflow files
rg -g '*.{yaml,yml}' 'setup-cr@' .github/
# Check for any calcit-related commands or configurations
rg -g '*.{yaml,yml}' 'calcit|cr -|caps' .github/
# Look for any documentation about calcit setup
fd README.md . --exec cat {}
Length of output: 2399
25-25
: Verify the new build command sequence.
The build command has been updated to include caps --ci
and changed from cr --emit-js --once
to cr -1 js
. Please ensure:
- The
caps --ci
command is available in the CI environment - The new
cr -1 js
syntax produces equivalent output to the previous command
src/demo-entry.mts (1)
32-32
: Verify module interface compatibility
The new rule30 module should export a loadRenderer
function to maintain consistency with other demo modules. This function should accept a canvas parameter and return a renderer function that accepts time and skipComputing parameters.
#!/bin/bash
# Description: Verify the exported interface of the rule30 module
# Check if the module exports loadRenderer
ast-grep --pattern 'export function loadRenderer($_) {
$$$
}'
compact.cirru (1)
155-155
: LGTM: Implementation follows established patterns.
The renderer integration is well-structured:
- The pick-renderer case follows the consistent pattern used for other renderers
- The module import follows the established convention for renderer modules
Also applies to: 230-230
calcit.cirru (1)
1045-1051
:
Verify renderer name matches the tab name.
The renderer configuration uses rule30
which doesn't match the tab name "rule1001". This needs to be updated for consistency.
Apply this diff to maintain consistency:
|zzY $ %{} :Expr (:at 1715106936872) (:by |rJG4IHzWf)
:data $ {}
- |T $ %{} :Leaf (:at 1730547339179) (:by |rJG4IHzWf) (:text |:rule30)
+ |T $ %{} :Leaf (:at 1730547339179) (:by |rJG4IHzWf) (:text |:rule1001)
|b $ %{} :Expr (:at 1715106942061) (:by |rJG4IHzWf)
:data $ {}
- |T $ %{} :Leaf (:at 1730547342412) (:by |rJG4IHzWf) (:text |rule30/loadRenderer)
+ |T $ %{} :Leaf (:at 1730547342412) (:by |rJG4IHzWf) (:text |rule1001/loadRenderer)
|b $ %{} :Leaf (:at 1715106952627) (:by |rJG4IHzWf) (:text |canvas)
src/apps/rule30.mts (1)
106-124
: Verify compatibility of vertex attributes with shader expectations
Ensure that the vertexBufferLayout
attributes align with the vertex inputs expected by the GPU shaders. Mismatches in formats, offsets, or shaderLocation
indices can lead to rendering issues or runtime errors.
Run the following script to cross-check the shader inputs with the buffer layouts:
This script will help you compare the shader input declarations with the vertexBufferLayout
configurations to ensure they are in sync.
✅ Verification successful
Let me analyze the shader inputs and vertex buffer layouts from the provided output.
For src/apps/rule30.wgsl
, the shader inputs are:
@location(0) x: f32,
@location(1) y: f32,
@location(2) _z: u32,
@location(3) value: u32,
@location(4) idx: u32,
The vertex buffer layout in src/apps/rule30.mts
is:
{
arrayStride: 4 * 4,
stepMode: "instance",
attributes: [
{ shaderLocation: 0, offset: 0, format: "float32" },
{ shaderLocation: 1, offset: 1 * 4, format: "float32" },
{ shaderLocation: 2, offset: 2 * 4, format: "uint32" },
{ shaderLocation: 3, offset: 3 * 4, format: "uint32" },
],
}
The vertex buffer layout matches perfectly with the shader inputs:
- x (float32) at location 0
- y (float32) at location 1
- _z (uint32) at location 2
- value (uint32) at location 3
The formats, offsets, and shader locations are all correctly aligned.
Vertex buffer layout matches shader expectations
The vertex attributes in the buffer layout are correctly configured to match the shader input requirements. The formats, offsets, and shader locations are properly aligned for all attributes.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify that shader inputs match the vertex buffer layouts.
# Find all shader files and display their vertex input definitions.
fd -e wgsl | xargs grep -E 'struct VertexInput|@location'
# Display the vertex buffer layouts defined in the codebase.
rg -A 10 'vertexBufferLayout' src/
Length of output: 51606
@@ -29,6 +29,7 @@ import * as dequanli from "./apps/attractor/dequanli.mjs"; | |||
import * as daras from "./apps/attractor/dadras.mjs"; | |||
import * as burkeShaw from "./apps/attractor/burke-shaw.mjs"; | |||
import * as quadratic from "./apps/quadratic.mjs"; | |||
import * as rule30 from "./apps/rule30.mjs"; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
💡 Codebase verification
The module name is correct as "rule30"
The discrepancy is resolved. The module implements Rule 30 cellular automaton (as evident from the implementation in src/apps/rule30.mts
). The mention of "rule1001" in the git history appears to be just a display name in the UI tabs configuration and should be updated for consistency with the actual implementation.
- The implementation in
src/apps/rule30.mts
clearly shows Rule 30 cellular automaton logic - The file structure and naming consistently uses "rule30" (
rule30.mts
,rule30.wgsl
) - The import statement
import * as rule30 from "./apps/rule30.mjs"
is correct
🔗 Analysis chain
Verify module name: rule30 vs rule1001
There's a discrepancy between the PR title mentioning "rule1001" and the imported module name "rule30". Please clarify if this is intentional or if it needs to be updated for consistency.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for any references to rule1001 in the codebase
# to determine if this is a naming inconsistency
echo "Searching for rule1001 references:"
rg -i "rule1001"
echo -e "\nSearching for rule30 references:"
rg -i "rule30"
Length of output: 160
Script:
#!/bin/bash
# Let's try a more comprehensive search for both terms
echo "Searching for rule1001 files:"
fd -t f "rule1001"
echo -e "\nSearching for rule30 files:"
fd -t f "rule30"
echo -e "\nChecking content of demo-entry.mts:"
cat src/demo-entry.mts
echo -e "\nChecking content of rule30.mjs if it exists:"
fd -t f "rule30.mjs" -x cat {}
Length of output: 2606
Script:
#!/bin/bash
# Let's check the content of rule30.mts since we found it
cat src/apps/rule30.mts
# Also check git history for any mentions of rule1001
git log -p | grep -i "rule1001"
Length of output: 4201
let position = (f32(x) * x_axis + f32(y) * y_axis) * 2. + vec3<f32>(0., 400., 0.); | ||
|
||
// let front = params.length; | ||
var width = params.width * 5.8; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
🛠️ Refactor suggestion
Extract magic numbers into named constants.
Several magic numbers are used throughout the vertex shader. Consider extracting them into named constants for better maintainability:
5.8
for width scaling10.0
for position scaling0.002
for perspective scale0.5
and0.08
for color contrast
+const WIDTH_SCALE = 5.8;
+const POSITION_SCALE = 10.0;
+const PERSPECTIVE_SCALE = 0.002;
+const BASE_DARKNESS = 0.5;
+const BRIGHTNESS_BOOST = 0.08;
- var width = params.width * 5.8;
+ var width = params.width * WIDTH_SCALE;
- let p0 = vec4(pos * 10.0, 1.0);
+ let p0 = vec4(pos * POSITION_SCALE, 1.0);
- output.position = vec4(p[0] * scale, p[1] * scale - 1., p[2] * scale, 1.0);
+ output.position = vec4(p[0] * PERSPECTIVE_SCALE, p[1] * PERSPECTIVE_SCALE - 1., p[2] * PERSPECTIVE_SCALE, 1.0);
- let dark = 0.5;
- let bright = dark + 0.08;
+ let dark = BASE_DARKNESS;
+ let bright = dark + BRIGHTNESS_BOOST;
Also applies to: 104-104, 106-107
struct SphereConstraint { | ||
center: vec3<f32>, | ||
radius: f32, | ||
inside: bool, | ||
} |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Remove unused SphereConstraint
structure.
The SphereConstraint
structure is defined but never used in the shader code. Consider removing it to improve code clarity.
-struct SphereConstraint {
- center: vec3<f32>,
- radius: f32,
- inside: bool,
-}
📝 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.
struct SphereConstraint { | |
center: vec3<f32>, | |
radius: f32, | |
inside: bool, | |
} |
|
||
fn rand(n: f32) -> f32 { return fract(sin(n) * 43758.5453123); } | ||
|
||
const beta = 0.25; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Remove unused constant beta
.
The constant beta
is defined but never used in the shader code.
-const beta = 0.25;
📝 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 beta = 0.25; |
src/apps/rule30.wgsl
Outdated
@compute @workgroup_size(64) | ||
fn main(@builtin(global_invocation_id) GlobalInvocationID: vec3<u32>) { | ||
// var index = GlobalInvocationID.x; | ||
// let item = particles_a.particles[index]; | ||
// let write_target = &particles_b.particles[index]; | ||
|
||
// let a = item.pos.y * 0.01; | ||
// let x = item.pos.x * 0.02; | ||
// let y = item.pos.z * 0.02; | ||
|
||
// let pos = bifurcation(a, x, y); | ||
// (*write_target).pos.x = pos.x * 50.0; | ||
// (*write_target).pos.z = pos.y * 50.0; | ||
} |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
💡 Codebase verification
Remove commented compute shader code in rule30.wgsl
The commented code in the compute shader should be removed as it's not being used. The code references a bifurcation
function that exists in a separate shader file, but this shader implements Rule 30 cellular automaton visualization using vertex/fragment shaders with hexagonal grid rendering. The compute shader section is inactive and appears to be leftover code from a different implementation.
- Remove the commented code block in the compute shader's main function (lines 36-49)
- The compute shader is marked as
skipComputing: true
in the TypeScript code, confirming it's not being used
🔗 Analysis chain
Implement or remove commented compute shader code.
The compute shader contains commented-out code that appears to be incomplete. Either implement the particle computation logic or remove the commented code if it's not needed.
Would you like help implementing the particle computation logic for the Rule 30 cellular automaton?
Let me check the bifurcation function implementation to better understand the context.
Let me check if there are any other relevant files or implementations related to Rule 30 to understand the context better.
Let me check the Rule 30 implementation in the TypeScript file to understand if the commented WGSL code should be removed or implemented differently.
Let me check the complete content of rule30.wgsl to understand the full context of the shader implementation.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check if bifurcation function is defined elsewhere
rg -l "fn bifurcation"
Length of output: 50
Script:
#!/bin/bash
# Check the bifurcation function implementation
rg -A 10 "fn bifurcation" src/apps/bifurcation.wgsl
Length of output: 412
Script:
#!/bin/bash
# Search for Rule 30 related files and implementations
rg -l "rule30|Rule30|RULE30"
Length of output: 96
Script:
#!/bin/bash
# Check the Rule 30 implementation in TypeScript
rg -A 20 "rule30|Rule30|RULE30" src/apps/rule30.mts
Length of output: 580
Script:
#!/bin/bash
# Check the complete content of rule30.wgsl
cat src/apps/rule30.wgsl
Length of output: 3195
@@ -277,7 +281,7 @@ export let createRenderer = async ( | |||
{ binding: 1, resource: { buffer: paramBuffer } }, | |||
]; | |||
|
|||
if (!skipComputing) { | |||
if (!skipComputing && !computeOptions.skipComputing) { |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
🛠️ Refactor suggestion
Consider consolidating compute skip logic.
The current implementation has two ways to skip compute shader execution:
- Via the
skipComputing
parameter in the render function - Via
computeOptions.skipComputing
in the configuration
This might lead to confusion about which flag to use in different scenarios.
Consider consolidating these into a single control point:
- export let createRenderer = async (
+ export let createRenderer = async (
canvas: HTMLCanvasElement,
computeOptions: {
skipComputing?: boolean;
// ... other options
},
renderOptions: {
// ... options
}
) => {
// ... setup code ...
- return async function render(t: number, skipComputing: boolean = false) {
+ return async function render(t: number) {
// ... other code ...
- if (!skipComputing && !computeOptions.skipComputing) {
+ if (!computeOptions.skipComputing) {
// compute pass
}
// ... rest of the code ...
};
};
This simplifies the API by:
- Having a single source of truth for compute control
- Making it clearer where to configure compute behavior
- Reducing potential confusion about flag precedence
📝 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 (!skipComputing && !computeOptions.skipComputing) { | |
if (!computeOptions.skipComputing) { |
compact.cirru
Outdated
@@ -51,7 +51,7 @@ | |||
def skip-rendering? $ = "\"true" (get-env "\"skip" "\"false") | |||
|tabs $ %{} :CodeEntry (:doc |) | |||
:code $ quote | |||
def tabs $ [] (:: :fireworks |Fireworks :dark) (:: :lorenz |Lorenz :dark) (:: :aizawa |Aizawa :dark) (:: :fourwing "|Four Wing" :dark) (:: :fractal |Fractal :dark) (:: :collision |Collision :dark) (:: :bounce |Bounce :dark) (:: :feday |FEDAY :dark) (:: :bifurcation "\"Bifurcation" :dark) (:: :ball-spin "\"Ball Spin" :dark) (:: :lifegame "\"Lifegame" :dark) (:: :lifegame-trail "\"Lifegame Trail" :dark) (:: :bounce-trail "|Bounce Trail" :dark) (:: :orbit-spark "|Orbit Spark" :dark) (:: :chen |Chen :dark) (:: :sprott |Sprott :dark) (:: :lorenz83 |Lorenz83 :dark) (:: :orbits |Orbits :dark) (:: :lamps |Lamps :dark) (:: :debug-grid "|Debug Grid" :dark) (:: :den-tsucs "\"Den Tsucs" :dark) (:: :bouali "\"Bouali" :dark) (:: :orbits2 "\"Orbits 2" :dark) (:: :halvorsen "\"Halvorsen" :dark) (:: :clifford "\"Clifford" :dark) (:: :dequanli "\"Dequan Li" :dark) (:: :dadras "\"Dadras" :dark) (:: :burke-shaw "\"Burke Shaw" :dark) (:: :quadratic "\"Quadratic" :dark) | |||
def tabs $ [] (:: :fireworks |Fireworks :dark) (:: :lorenz |Lorenz :dark) (:: :aizawa |Aizawa :dark) (:: :fourwing "|Four Wing" :dark) (:: :fractal |Fractal :dark) (:: :collision |Collision :dark) (:: :bounce |Bounce :dark) (:: :feday |FEDAY :dark) (:: :bifurcation "\"Bifurcation" :dark) (:: :ball-spin "\"Ball Spin" :dark) (:: :lifegame "\"Lifegame" :dark) (:: :lifegame-trail "\"Lifegame Trail" :dark) (:: :bounce-trail "|Bounce Trail" :dark) (:: :orbit-spark "|Orbit Spark" :dark) (:: :chen |Chen :dark) (:: :sprott |Sprott :dark) (:: :lorenz83 |Lorenz83 :dark) (:: :orbits |Orbits :dark) (:: :lamps |Lamps :dark) (:: :debug-grid "|Debug Grid" :dark) (:: :den-tsucs "\"Den Tsucs" :dark) (:: :bouali "\"Bouali" :dark) (:: :orbits2 "\"Orbits 2" :dark) (:: :halvorsen "\"Halvorsen" :dark) (:: :clifford "\"Clifford" :dark) (:: :dequanli "\"Dequan Li" :dark) (:: :dadras "\"Dadras" :dark) (:: :burke-shaw "\"Burke Shaw" :dark) (:: :quadratic "\"Quadratic" :dark) (:: :rule30 "\"rule1001" :dark) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
💡 Codebase verification
Implementation uses Rule 30 cellular automaton but displays as "rule1001"
The implementation in src/apps/rule30.mts
is based on Rule 30 cellular automaton with a specific ruleset [1, 0, 0, 1]
. The internal naming consistently uses "rule30" across all files:
- Implementation file:
src/apps/rule30.mts
- Shader file:
src/apps/rule30.wgsl
- Module imports in
demo-entry.mts
However, the UI label shows "rule1001", which is misleading since the implementation is clearly Rule 30. Recommend:
- Change the UI label in
compact.cirru
from"\"rule1001"
to"\"Rule 30"
to accurately reflect the implementation - Or if "rule1001" is the intended behavior, update the implementation to match
🔗 Analysis chain
Clarify naming inconsistency between UI label and implementation.
The tab entry uses :rule30
internally but displays as "rule1001" in the UI. This inconsistency between the internal identifier and the display name could cause confusion during maintenance. Consider either:
- Aligning the display name with the internal identifier (rule30)
- Or updating the internal identifier to match the display name (rule1001)
Let's check if this naming pattern is used elsewhere:
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for references to both rule30 and rule1001
echo "Searching for rule30 references:"
rg "rule30" --type-not cirru
echo -e "\nSearching for rule1001 references:"
rg "rule1001" --type-not cirru
Length of output: 279
Script:
#!/bin/bash
# Search for references to both rule30 and rule1001 in all files
echo "Searching for rule30 references:"
rg "rule30" -l
echo -e "\nSearching for rule1001 references:"
rg "rule1001" -l
# Let's also check the renderer implementation
echo -e "\nLooking for renderer files:"
fd "rule" --type f
Length of output: 415
Script:
#!/bin/bash
# Let's examine the implementation to understand the naming context better
echo "Content of rule30.mts:"
cat src/apps/rule30.mts
echo -e "\nReferences in demo-entry.mts:"
rg "rule30" src/demo-entry.mts -C 2
Length of output: 3531
|zCzt $ %{} :Expr (:at 1709356808034) (:by |rJG4IHzWf) | ||
:data $ {} | ||
|T $ %{} :Leaf (:at 1730547329410) (:by |rJG4IHzWf) (:text "|\"../src/apps/rule30") | ||
|b $ %{} :Leaf (:at 1709356814139) (:by |rJG4IHzWf) (:text |:as) | ||
|h $ %{} :Leaf (:at 1730547333450) (:by |rJG4IHzWf) (:text |rule30) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Update import path to match the module name.
The import path should be updated to reflect the correct module name.
Apply this diff to fix the import path:
|zCzt $ %{} :Expr (:at 1709356808034) (:by |rJG4IHzWf)
:data $ {}
- |T $ %{} :Leaf (:at 1730547329410) (:by |rJG4IHzWf) (:text "|\"../src/apps/rule30")
+ |T $ %{} :Leaf (:at 1730547329410) (:by |rJG4IHzWf) (:text "|\"../src/apps/rule1001")
|b $ %{} :Leaf (:at 1709356814139) (:by |rJG4IHzWf) (:text |:as)
- |h $ %{} :Leaf (:at 1730547333450) (:by |rJG4IHzWf) (:text |rule30)
+ |h $ %{} :Leaf (:at 1730547333450) (:by |rJG4IHzWf) (:text |rule1001)
Committable suggestion skipped: line range outside the PR's diff.
calcit.cirru
Outdated
|zz $ %{} :Expr (:at 1713461149809) (:by |rJG4IHzWf) | ||
:data $ {} | ||
|T $ %{} :Leaf (:at 1713461150298) (:by |rJG4IHzWf) (:text |::) | ||
|b $ %{} :Leaf (:at 1730547349521) (:by |rJG4IHzWf) (:text |:rule30) | ||
|h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"rule1001") | ||
|l $ %{} :Leaf (:at 1713461169806) (:by |rJG4IHzWf) (:text |:dark) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Inconsistency between tab name and label.
The tab is defined with name :rule30
but labeled as "rule1001", which may cause confusion. Consider aligning the name with the label for consistency.
Apply this diff to fix the inconsistency:
|zz $ %{} :Expr (:at 1713461149809) (:by |rJG4IHzWf)
:data $ {}
|T $ %{} :Leaf (:at 1713461150298) (:by |rJG4IHzWf) (:text |::)
- |b $ %{} :Leaf (:at 1730547349521) (:by |rJG4IHzWf) (:text |:rule30)
- |h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"rule1001")
+ |b $ %{} :Leaf (:at 1730547349521) (:by |rJG4IHzWf) (:text |:rule1001)
+ |h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"Rule 1001")
|l $ %{} :Leaf (:at 1713461169806) (:by |rJG4IHzWf) (:text |:dark)
📝 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.
|zz $ %{} :Expr (:at 1713461149809) (:by |rJG4IHzWf) | |
:data $ {} | |
|T $ %{} :Leaf (:at 1713461150298) (:by |rJG4IHzWf) (:text |::) | |
|b $ %{} :Leaf (:at 1730547349521) (:by |rJG4IHzWf) (:text |:rule30) | |
|h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"rule1001") | |
|l $ %{} :Leaf (:at 1713461169806) (:by |rJG4IHzWf) (:text |:dark) | |
|zz $ %{} :Expr (:at 1713461149809) (:by |rJG4IHzWf) | |
:data $ {} | |
|T $ %{} :Leaf (:at 1713461150298) (:by |rJG4IHzWf) (:text |::) | |
|b $ %{} :Leaf (:at 1730547349521) (:by |rJG4IHzWf) (:text |:rule1001) | |
|h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"Rule 1001") | |
|l $ %{} :Leaf (:at 1713461169806) (:by |rJG4IHzWf) (:text |:dark) |
let getXy = (x: number, y: number) => { | ||
if (x < 0 || y < 0) { | ||
return undefined; | ||
} | ||
return buf[4 * (y * gridSize + x) + 3]; | ||
}; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Add upper bound checks in the getXy
function to prevent out-of-bounds access
Currently, the getXy
function only checks if x
or y
are less than zero. Since x
and y
can potentially reach values equal to or greater than gridSize
, this might lead to out-of-bounds access in the buf
array. To ensure safety, consider adding upper bound checks for x
and y
.
Apply this diff to include the upper bound checks:
let getXy = (x: number, y: number) => {
- if (x < 0 || y < 0) {
+ if (x < 0 || y < 0 || x >= gridSize || y >= gridSize) {
return undefined;
}
return buf[4 * (y * gridSize + x) + 3];
};
📝 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.
let getXy = (x: number, y: number) => { | |
if (x < 0 || y < 0) { | |
return undefined; | |
} | |
return buf[4 * (y * gridSize + x) + 3]; | |
}; | |
let getXy = (x: number, y: number) => { | |
if (x < 0 || y < 0 || x >= gridSize || y >= gridSize) { | |
return undefined; | |
} | |
return buf[4 * (y * gridSize + x) + 3]; | |
}; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Actionable comments posted: 0
🧹 Outside diff range and nitpick comments (15)
src/config.mts (1)
16-16
: Enhance the robustness of the skipComputing parameter parsing.The current implementation could be more flexible in handling different truthy values and would benefit from documentation.
Consider applying this improvement:
-export let skipComputing = (parsed["skip-computing"] as string) === "true"; +/** Controls whether to skip computation steps during rendering */ +export let skipComputing = Boolean( + parsed["skip-computing"] && + String(parsed["skip-computing"]).toLowerCase() === "true" +) || false;This change:
- Adds documentation explaining the purpose
- Makes the comparison case-insensitive
- Provides an explicit default value
- Handles potential undefined values safely
src/apps/rule30.mts (4)
7-7
: Consider making gridSize configurableThe
gridSize
is hardcoded to 300. Consider making this configurable through environment variables or configuration parameters for better flexibility.- let gridSize = 300; + let gridSize = config.GRID_SIZE ?? 300;
15-21
: Extract magic numbers into named constantsThe rendering parameters contain magic numbers that would benefit from being named constants with clear documentation of their purpose.
+ const DELTA_TIME_SCALE = 0.004; + const DEFAULT_HEIGHT = 0.6; + const DEFAULT_WIDTH = 0.2; + const ANIMATION_INTERVAL = 3; // seconds + getParams: (dt) => [ - dt * 0.004, // deltaT - 0.6, // height - 0.2, // width - // change every 3 seconds - Math.round(0.333 * new Date().getSeconds()), + dt * DELTA_TIME_SCALE, + DEFAULT_HEIGHT, + DEFAULT_WIDTH, + Math.floor(new Date().getSeconds() / ANIMATION_INTERVAL), ],
37-42
: Enhance type safety for rule definitionThe rule array could benefit from stronger typing using a const assertion and a more descriptive type.
-let rule: [ - /** 00 */ number, - /** 01 */ number, - /** 10 */ number, - /** 11 */ number -] = [1, 0, 0, 1]; +type RuleBit = 0 | 1; +const rule: readonly [ + /** 00 */ RuleBit, + /** 01 */ RuleBit, + /** 10 */ RuleBit, + /** 11 */ RuleBit +] = [1, 0, 0, 1] as const;
86-94
: Consider using deterministic seeding for better reproducibilityThe random fallback values could lead to inconsistent patterns. Consider using a seeded random number generator for reproducible results.
+ const rng = new Random(_s); // Use a seeded RNG if (vA == null) { - vA = Math.random() > 0.5 ? 1 : 0; + vA = rng.next() > 0.5 ? 1 : 0; } if (vB == null) { - vB = Math.random() > 0.5 ? 1 : 0; + vB = rng.next() > 0.5 ? 1 : 0; }src/apps/rule30.wgsl (6)
5-12
: Clean up commented code in Particle structure.The
idx
field is commented out. Either remove it completely or document why it's being kept for future use.struct Particle { x: f32, y: f32, _z: u32, value: u32, - // idx: u32, }
35-35
: Extract magic number in rand function into a named constant.The magic number
43758.5453123
should be extracted into a named constant for better maintainability and documentation.+const RANDOM_SEED = 43758.5453123; -fn rand(n: f32) -> f32 { return fract(sin(n) * 43758.5453123); } +fn rand(n: f32) -> f32 { return fract(sin(n) * RANDOM_SEED); }
45-45
: Extract grid size into a constant.The grid size
300u
should be defined as a constant for better maintainability and configuration.+const GRID_SIZE = 300u; - let grid_size = 300u; + let grid_size = GRID_SIZE;
53-54
: Extract probability threshold into a constant and document Rule 30 implementation.The probability threshold
0.2
is used multiple times and should be a constant. Additionally, the Rule 30 implementation should be documented.+// Probability threshold for random cell activation +const ACTIVATION_PROBABILITY = 0.2; + +// Rule 30 implementation: +// For each cell, look at itself and its two neighbors +// The rule vector [1,0,0,1] represents the output for each possible input combination + - if rand((x + y - params.time)) < 0.2 { + if rand((x + y - params.time)) < ACTIVATION_PROBABILITY { a = 1u; } } else { a = particles_a.particles[index - 1u ].value; } if y < 0.5 { - if rand((x + y + params.time)) < 0.2 { + if rand((x + y + params.time)) < ACTIVATION_PROBABILITY {Also applies to: 60-61
98-120
: Document hexagonal grid implementation.The hexagonal grid vertex positioning logic is complex and would benefit from documentation explaining the mathematical approach and coordinate system.
+ // Hexagonal grid coordinate system: + // - x_axis: Points at 30 degrees down from horizontal (0.5, -sqrt3/2) + // - y_axis: Points at 150 degrees down from horizontal (-0.5, -sqrt3/2) + // Each hexagon is constructed from 6 triangles sharing a center point let x_axis = 0.5 * rightward - sqrt3 * 0.5 * upward; let y_axis = - 0.5 * rightward - sqrt3 * 0.5 * upward; let position = (f32(x) * x_axis + f32(y) * y_axis) * 2. + vec3<f32>(0., 400., 0.); + // Vertex positions for hexagon corners: + // 0: top, 1: top-right, 2: bottom-right + // 3: bottom, 4: bottom-left, 5: top-left if idx == 0u {
141-144
: Remove commented debug code.Remove the commented debug code that's no longer needed.
fn frag_main(@location(4) color: vec4<f32>) -> @location(0) vec4<f32> { return color; - // return vec4<f32>(1., 1., 0., 1.0); }
src/render.mts (2)
260-277
: Remove commented out code.The commented out code for parameter updates and the global
__hotUpdateParams
assignment should be removed if they're no longer needed. If this is a work in progress, consider:
- Moving it to a separate branch if still needed
- Creating a TODO issue to track the implementation
- Adding a comment explaining why it's temporarily disabled if it must be kept
Keeping commented out code can lead to:
- Confusion about what code is actually in use
- Maintenance overhead
- Cluttered code reviews
Line range hint
419-429
: Consider documenting blend state implementation.The TODO comment suggests more research is needed regarding blend state implementation. Consider:
- Documenting the current blend state configuration
- Adding references to WebGPU blend state documentation
- Explaining why these specific blend factors were chosen
This will help future maintainers understand the implementation decisions.
compact.cirru (1)
54-54
: LGTM with architectural insightsThe changes correctly integrate the new renderer into the existing architecture:
- Adding it to the available tabs
- Mapping it in the renderer picker
- Importing the implementation module
The code follows the established pattern where each renderer:
- Is defined as a separate module
- Exports a
loadRenderer
function- Is integrated via the tab system
- Is dynamically loaded based on user selection
Consider documenting this architectural pattern in the README to help future contributors understand:
- How to add new renderers
- The contract that renderer modules must follow
- The relationship between tabs configuration and renderer implementation
Also applies to: 155-155, 230-230
calcit.cirru (1)
447-452
: Maintain consistent capitalization in tab labels.The label "rule1001" should follow the same capitalization pattern as other tab labels for consistency.
Apply this diff:
|T $ %{} :Leaf (:at 1713461150298) (:by |rJG4IHzWf) (:text |::) |b $ %{} :Leaf (:at 1730571700438) (:by |rJG4IHzWf) (:text |:rule1001) - |h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"rule1001") + |h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"Rule 1001") |l $ %{} :Leaf (:at 1713461169806) (:by |rJG4IHzWf) (:text |:dark)
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
📒 Files selected for processing (6)
calcit.cirru
(3 hunks)compact.cirru
(3 hunks)src/apps/rule30.mts
(1 hunks)src/apps/rule30.wgsl
(1 hunks)src/config.mts
(1 hunks)src/render.mts
(2 hunks)
🔇 Additional comments (6)
src/config.mts (1)
15-16
: Verify the impact of skipComputing parameter.
Since this is a new configuration parameter that affects rendering behavior, we should verify its usage across the codebase.
✅ Verification successful
Let me check the actual usage of skipComputing
to understand its impact.
The skipComputing
parameter is properly integrated across the rendering pipeline
The parameter is well-integrated in the codebase:
- Defined as an optional parameter in render computeOptions interface
- Properly used in the render function's compute pass logic
- Correctly propagated from config to rule30 app
- Properly handled in demo-entry for runtime control
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check how skipComputing is used in the codebase
echo "Checking direct references to skipComputing:"
rg -l "skipComputing"
echo -e "\nChecking render-related files that might need to handle this parameter:"
fd -e ts -e mts "render"
Length of output: 431
Script:
#!/bin/bash
# Check the actual usage of skipComputing in the files
echo "Content of src/render.mts where skipComputing is used:"
rg "skipComputing" src/render.mts -B 2 -A 2
echo -e "\nContent of src/apps/rule30.mts where skipComputing is used:"
rg "skipComputing" src/apps/rule30.mts -B 2 -A 2
echo -e "\nContent of src/demo-entry.mts where skipComputing is used:"
rg "skipComputing" src/demo-entry.mts -B 2 -A 2
Length of output: 1735
src/apps/rule30.mts (2)
72-77
: Previous review comment is still valid
The getXy
function still lacks upper bound checks as mentioned in the previous review.
108-126
: LGTM! Well-structured vertex buffer layout
The vertex buffer layout is well-defined with clear separation between instanced and vertex attributes, following WebGPU best practices.
src/render.mts (1)
110-120
: LGTM! Well-documented parameters.
The JSDoc comments clearly explain the purpose and limitations of each parameter, particularly the note about vertexCount
not being effective when index data is passed.
calcit.cirru (2)
1460-1464
: LGTM!
The import statement is structurally correct, though the path inconsistency was already noted in a previous review.
1045-1051
: Verify the intentional reuse of rule30 renderer.
The rule1001 tab is using rule30/loadRenderer
which seems inconsistent with the module name. If this is intentional reuse of the rule30 implementation, consider:
- Adding a comment explaining why rule30 renderer is used
- Or renaming the module to match its broader usage
✅ Verification successful
The reuse of rule30 renderer is intentional and appropriate
The codebase shows that rule30.mts implements a generic cellular automaton renderer based on binary state rules. The implementation is not specific to Rule 30, but rather provides a flexible renderer that can be configured through its parameters. The reuse for rule1001 is appropriate since:
- The renderer is parameter-driven through
getParams
function - The core logic is generalized for binary state transitions
- No rule1001-specific implementation exists or is needed
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Check if rule30 is used by other tabs or if it's specialized for rule1001
rg -l "rule30" --type ts --type js
Length of output: 34
Script:
#!/bin/bash
# Let's try searching without type filters since the repository might use different extensions
rg -l "rule30"
# Also search for any rule-related files to understand the structure
fd "rule" --type f
Length of output: 140
Script:
#!/bin/bash
# Let's check the content of rule30.mts to understand its implementation
cat src/apps/rule30.mts
# Also check if there's any rule1001 related code
rg "rule1001"
Length of output: 4685