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authorskal <pascal.massimino@gmail.com>2026-02-09 15:35:14 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 15:35:14 +0100
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docs: Condense essential context files (856→599 lines)
Extract detailed examples and untriaged tasks to on-demand docs. Created BACKLOG.md, ARCHITECTURE.md, CODING_STYLE.md, TOOLS_REFERENCE.md. Reduces always-loaded token budget by 30% while preserving all information. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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# 64k Demo Project
-Goal:
+## Goal
- Produce a <=64k native demo binary
- Same C++ codebase for Windows, macOS, Linux
-Graphics:
+## Graphics
- WebGPU via wgpu-native
- WGSL shaders
- Hybrid rendering: Rasterized proxy geometry + SDF raymarching
-Audio:
+## Audio
- 32 kHz, 16-bit stereo
- Procedurally generated samples
- Real-time additive synthesis from spectrograms (IDCT)
- Variable tempo system with music time abstraction
- Event-based pattern triggering for dynamic tempo scaling
- Modifiable Loops and Patterns, w/ script to generate them (like a Tracker)
-- Unified AudioEngine for lifecycle management (eliminates initialization fragility)
+- Unified AudioEngine for lifecycle management
-Constraints:
+## Constraints
- Size-sensitive
- Minimal dependencies
- Explicit control over all allocations
-Style:
+## Style
- Demoscene
- No engine abstractions
---
-## Project Roadmap
-**Note:** For detailed history of recently completed milestones, see `COMPLETED.md`.
+## Current Status
-### Current Status
-- Audio system: Sample-accurate synchronization achieved. Uses hardware playback time as master clock. Variable tempo support integrated. **Pipeline optimized (Task #72)**: Zero heap allocations per frame, direct ring buffer writes, explicit clipping. Comprehensive test coverage maintained.
+- Audio system: Sample-accurate synchronization. Hardware playback time as master clock. Variable tempo support. Pipeline optimized (Task #72): Zero heap allocations per frame, direct ring buffer writes. Comprehensive test coverage.
- Build system: Optimized with proper asset dependency tracking
-- Shader system: **Parameterization complete**: UniformHelper template, per-frame dynamic params, .seq syntax support. Modular with comprehensive compilation tests. **WGSL composability improved**: Common utilities extracted (`math/common_utils.wgsl`) with 12 call sites deduplicated across renderer shaders.
-- 3D rendering: Hybrid SDF/rasterization with BVH acceleration and binary scene loader. **Object data loading and parsing pipeline enhanced for primitives (e.g., plane_distance).**
-- Asset pipeline: Blender export script and binary scene ingestion supported
-- Error handling: **Dual macro system**: `FATAL_XXX` for programming errors (abort), `CHECK_RETURN` for recoverable errors (graceful return). Messages stripped in STRIP_ALL builds.
-- Testing: **32/33 tests passing (97%)** - Uniform buffer alignment fixed (Task #74). DemoEffectsTest fails due to wgpu_native library bug (not project code).
+- Shader system: Parameterization complete (UniformHelper, .seq syntax). Modular with compilation tests. WGSL composability improved (`math/common_utils.wgsl`).
+- 3D rendering: Hybrid SDF/rasterization with BVH acceleration and binary scene loader. Object data loading pipeline enhanced.
+- Asset pipeline: Blender export script and binary scene ingestion
+- Error handling: Dual macro system (`FATAL_XXX` for programming errors, `CHECK_RETURN` for recoverable errors)
+- Testing: **32/33 tests passing (97%)** - DemoEffectsTest fails due to wgpu_native library bug
---
+
## Next Up
- **Task #5: Spectral Brush Editor** [IN PROGRESS]
- - Create web-based tool for procedurally tracing audio spectrograms
+ - Web-based tool for procedurally tracing audio spectrograms
- Replace large .spec assets with tiny C++ code (50-100× compression)
- - Phase 1: C++ runtime (`spectral_brush.h/cc` - Bezier curves + Gaussian profiles)
- - Phase 2: Editor UI (HTML/JS canvas, dual-layer visualization, keyboard shortcuts)
- - Phase 3: File I/O (load .wav/.spec, export procedural_params.txt + C++ code)
- - See `doc/SPECTRAL_BRUSH_EDITOR.md` for complete design
+ - See TODO.md and `doc/SPECTRAL_BRUSH_EDITOR.md`
- **Visuals & Content**
- - [ ] **Task #52: Procedural SDF Font**: Minimal bezier/spline set for [A-Z, 0-9] and SDF rendering
- - [ ] **Task #53: Particles Shader Polish**: Improve visual quality of particles
- - [ ] **Task #55: SDF Random Planes Intersection**: Implement `sdPolyhedron` (crystal/gem shapes) via plane intersection
+ - Task #52: Procedural SDF Font
+ - Task #53: Particles Shader Polish
+ - Task #55: SDF Random Planes Intersection
- **Tooling & Optimization**
- - [ ] **Task #54: Tracy Integration**: Integrate Tracy debugger for performance profiling
+ - Task #54: Tracy Integration
---
+
## Design Docs Quick Reference
For detailed documentation, use Read tool to load specific docs:
-- **doc/TRACKER.md**: Audio pattern system with unit-less timing (1 unit = 4 beats). Text-based music score compiled to C++ runtime.
-- **doc/3D.md**: Hybrid SDF raymarching with BVH acceleration and Position Based Dynamics physics.
-- **doc/ASSET_SYSTEM.md**: Build-time asset packer with 16-byte alignment, enum-based O(1) retrieval, procedural generation support.
-- **doc/BUILD.md**: Multi-platform builds (Debug/STRIP_ALL/FINAL_STRIP), cross-compilation, size reporting.
-- **doc/SPECTRAL_BRUSH_EDITOR.md**: Web tool for tracing spectrograms with Bezier curves (50-100× compression).
-- **doc/SEQUENCE.md**: .seq timeline format with BPM notation, priority modifiers, Gantt visualization.
-- **doc/MASKING_SYSTEM.md**: Auxiliary texture registry for inter-effect screen-space partitioning.
-- **doc/SCENE_FORMAT.md**: Binary scene format (SCN1) with object transforms, physics, mesh references.
-- **doc/test_demo_README.md**: 16s audio/visual sync test tool with tempo variation and peak logging.
-- **doc/CONTEXT_MAINTENANCE.md**: Context hygiene protocol (archive to COMPLETED.md monthly, keep Tier 1 files lean).
-
----
-## Future Goals
-- **Task #36: Blender Exporter**: Create script to export scenes to internal binary format. (Deprioritized)
-- **Task #21: Shader Optimization**
- - [ ] Use macros or code generation to factorize common WGSL code (normals, bump, lighting).
- - [ ] Implement Tri-planar mapping for better procedural textures.
-- [ ] **Task #18-B: GPU BVH & Shadows**: Optimize scene queries with a GPU-based BVH.
-- **Phase 2: Advanced Size Optimization**
- - [ ] **Task #22: Windows Native Platform**: Replace GLFW with minimal native Windows API.
- - [ ] **Task #28: Spectrogram Quantization**: Quantize spectrograms to logarithmic frequency and uint16_t.
- - [ ] **Task #35: CRT Replacement**: Investigation and implementation of CRT-free entry point.
+- **doc/TRACKER.md**: Audio pattern system with unit-less timing
+- **doc/3D.md**: Hybrid SDF raymarching with BVH acceleration
+- **doc/ASSET_SYSTEM.md**: Build-time asset packer with 16-byte alignment
+- **doc/BUILD.md**: Multi-platform builds (Debug/STRIP_ALL/FINAL_STRIP)
+- **doc/SPECTRAL_BRUSH_EDITOR.md**: Web tool for tracing spectrograms
+- **doc/SEQUENCE.md**: .seq timeline format with BPM notation
+- **doc/MASKING_SYSTEM.md**: Auxiliary texture registry
+- **doc/SCENE_FORMAT.md**: Binary scene format (SCN1)
+- **doc/test_demo_README.md**: 16s audio/visual sync test tool
+- **doc/CONTEXT_MAINTENANCE.md**: Context hygiene protocol
---
-*For a detailed list of all completed tasks, see the git history.*
## Recently Completed (February 2026)
-- **WGSL Uniform Buffer Validation (Task #75)** (February 9) - Standardized uniform buffer layout across all effects. Created validation tool (`validate_uniforms.py`) integrated into build. All effects now use `CommonPostProcessUniforms` (binding 2) + effect-specific params (binding 3). Added `UNIFORM_BUFFER_GUIDELINES.md`.
+- **WGSL Uniform Buffer Validation (Task #75)** (Feb 9) - Standardized uniform buffer layout. Validation tool integrated into build. All effects use `CommonPostProcessUniforms` (binding 2) + effect-specific params (binding 3). Added `UNIFORM_BUFFER_GUIDELINES.md`.
-- **Uniform Buffer Alignment (Task #74)** (February 9) - Fixed WGSL `vec3<f32>` alignment issues. Changed padding from `vec3` to three `f32` fields in multiple shaders. Demo runs with 0 validation errors. Test suite: 32/33 passing (97%).
+- **Uniform Buffer Alignment (Task #74)** (Feb 9) - Fixed WGSL `vec3<f32>` alignment issues. Demo runs with 0 validation errors.
-- **Shader Parametrization (Task #73)** (February 8) - Full uniform parameter system with .seq syntax. FlashEffect, ChromaAberrationEffect, GaussianBlurEffect now support dynamic parameters. Size: ~400-500 bytes. See `doc/COMPLETED.md` for details.
+- **Shader Parametrization (Task #73)** (Feb 8) - Full uniform parameter system with .seq syntax. FlashEffect, ChromaAberrationEffect, GaussianBlurEffect support dynamic parameters. Size: ~400-500 bytes.
-## Architectural Overview
-
-### Hybrid 3D Renderer
-- **Core Idea**: Uses standard rasterization to draw proxy hulls (boxes), then raymarches inside the fragment shader to find the exact SDF surface.
-- **Transforms**: Uses `inv_model` matrices to perform all raymarching in local object space, handling rotation and non-uniform scaling correctly.
-- **Shadows**: Instance-based shadow casting with self-shadowing prevention (`skip_idx`).
-
-### Sequence & Effect System
-- **Effect**: Abstract base for visual elements. Supports `compute` and `render` phases.
-- **Sequence**: Timeline of effects with start/end times.
-- **MainSequence**: Top-level coordinator and framebuffer manager.
-- **seq_compiler**: Transpiles `assets/demo.seq` into C++ `timeline.cc`.
+---
-### Asset & Build System
-- **asset_packer**: Embeds binary assets (like `.spec` files) into C++ arrays.
-- **Runtime Manager**: O(1) retrieval with lazy procedural generation support.
-- **Automation**: `gen_assets.sh`, `build_win.sh`, and `check_all.sh` for multi-platform validation.
+For detailed architecture, see `doc/ARCHITECTURE.md`.
-### Audio Engine
-- **Synthesis**: Real-time additive synthesis from spectrograms via FFT-based IDCT (O(N log N)). Stereo output (32kHz, 16-bit, interleaved L/R). Uses orthonormal DCT-II/DCT-III transforms with Numerical Recipes reordering method.
-- **Variable Tempo**: Music time abstraction with configurable tempo_scale. Tempo changes don't affect pitch.
-- **Event-Based Tracker**: Individual TrackerEvents trigger as separate voices with dynamic beat calculation. Notes within patterns respect tempo scaling.
-- **Backend Abstraction**: `AudioBackend` interface with `MiniaudioBackend` (production), `MockAudioBackend` (testing), and `WavDumpBackend` (offline rendering).
-- **Dynamic Updates**: Double-buffered spectrograms for live thread-safe updates.
-- **Procedural Library**: Melodies and spectral filters (noise, comb) generated at runtime.
-- **Pattern System**: TrackerPatterns contain lists of TrackerEvents (beat, sample_id, volume, pan). Events trigger individually based on elapsed music time. \ No newline at end of file
+For completed tasks history, see `doc/COMPLETED.md` and git history.