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authorskal <pascal.massimino@gmail.com>2026-02-06 11:12:34 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 11:12:34 +0100
commit5a1adde097e489c259bd052971546e95683c3596 (patch)
treebf03cf8b803604638ad84ddd9cc26de64baea64f /src/generated
parent83f34fb955524c09b7f3e124b97c3d4feef02a0c (diff)
feat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)
Implement C++ runtime foundation for procedural audio tracing tool. Changes: - Created spectral_brush.h/cc with core API - Linear Bezier interpolation - Vertical profile evaluation (Gaussian, Decaying Sinusoid, Noise) - draw_bezier_curve() for spectrogram rendering - Home-brew deterministic RNG for noise profile - Added comprehensive unit tests (test_spectral_brush.cc) - Tests Bezier interpolation, profiles, edge cases - Tests full spectrogram rendering pipeline - All 9 tests pass - Integrated into CMake build system - Fixed test_assets.cc include (asset_manager_utils.h) Design: - Spectral Brush = Central Curve (Bezier) + Vertical Profile - Enables 50-100x compression (5KB .spec to 100 bytes C++ code) - Future: Cubic Bezier, composite profiles, multi-dimensional curves Documentation: - Added doc/SPECTRAL_BRUSH_EDITOR.md (complete architecture) - Updated TODO.md with Phase 1-4 implementation plan - Updated PROJECT_CONTEXT.md to mark Task #5 in progress Test results: 21/21 tests pass (100%) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/generated')
-rw-r--r--src/generated/assets_data.cc6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/generated/assets_data.cc b/src/generated/assets_data.cc
index a29680f..0b2daba 100644
--- a/src/generated/assets_data.cc
+++ b/src/generated/assets_data.cc
@@ -369584,7 +369584,7 @@ static const float ASSET_PROC_PARAMS_NOISE_TEX[] = {1234.000000, 16.000000};
static const char* ASSET_PROC_FUNC_STR_NOISE_TEX = "gen_noise";
-const size_t ASSET_SIZE_SHADER_RENDERER_3D = 9468;
+const size_t ASSET_SIZE_SHADER_RENDERER_3D = 9449;
alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDERER_3D[] = {
0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x22, 0x63, 0x6f,
0x6d, 0x6d, 0x6f, 0x6e, 0x5f, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d,
@@ -370373,9 +370373,7 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDERER_3D[] = {
0x6f, 0x73, 0x2e, 0x7a, 0x20, 0x2f, 0x20, 0x63, 0x6c, 0x69, 0x70, 0x5f,
0x70, 0x6f, 0x73, 0x2e, 0x77, 0x3b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x0a,
0x20, 0x20, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x6f,
- 0x75, 0x74, 0x3b, 0x0a, 0x7d, 0x2f, 0x2f, 0x20, 0x64, 0x65, 0x70, 0x65,
- 0x6e, 0x64, 0x65, 0x6e, 0x63, 0x79, 0x20, 0x74, 0x65, 0x73, 0x74, 0x0a,
- 0x00
+ 0x75, 0x74, 0x3b, 0x0a, 0x7d, 0x00
};
const size_t ASSET_SIZE_SHADER_COMMON_UNIFORMS = 346;
alignas(16) static const uint8_t ASSET_DATA_SHADER_COMMON_UNIFORMS[] = {