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-rw-r--r--BEAT_TIMING_SUMMARY.md251
-rw-r--r--LOG.txt28
-rw-r--r--PROJECT_CONTEXT.md5
-rw-r--r--README.md7
-rw-r--r--assets/common/shaders/common_uniforms.wgsl14
-rw-r--r--assets/final/shaders/common_uniforms.wgsl14
-rw-r--r--assets/final/shaders/ellipse.wgsl2
-rw-r--r--assets/final/shaders/particle_spray_compute.wgsl2
-rw-r--r--cur/layer_0.pngbin0 -> 6786 bytes
-rw-r--r--cur/layer_1.pngbin0 -> 6786 bytes
-rw-r--r--doc/ARCHITECTURE.md23
-rw-r--r--doc/BEAT_TIMING.md272
-rw-r--r--doc/CNN_BIAS_FIX_2026-02.md85
-rw-r--r--doc/CNN_FLATTEN_ANALYSIS.md189
-rw-r--r--doc/CONTRIBUTING.md6
-rw-r--r--doc/EFFECT_WORKFLOW.md10
-rw-r--r--doc/SEQUENCE.md85
-rw-r--r--doc/UNIFORM_BUFFER_GUIDELINES.md39
-rw-r--r--go.sh5
-rw-r--r--output/layer_0.pngbin0 -> 199123 bytes
-rw-r--r--output/layer_1.pngbin0 -> 29714 bytes
-rw-r--r--output/ref/layer_0.pngbin0 -> 178798 bytes
-rw-r--r--output/ref/layer_1.pngbin0 -> 92025 bytes
-rw-r--r--output/toto.pngbin0 -> 10071 bytes
-rw-r--r--output/toto0.pngbin0 -> 22960 bytes
-rw-r--r--src/audio/backend/wav_dump_backend.cc2
-rw-r--r--src/gpu/effect.cc22
-rw-r--r--src/gpu/effect.h13
-rw-r--r--src/gpu/effects/flash_effect.cc2
-rw-r--r--src/gpu/effects/post_process_helper.h13
-rw-r--r--src/gpu/effects/shader_composer.cc6
-rw-r--r--src/gpu/gpu.cc6
-rw-r--r--src/gpu/gpu.h3
-rw-r--r--src/gpu/headless_gpu.cc6
-rw-r--r--src/gpu/sampler_cache.h7
-rw-r--r--src/gpu/stub_gpu.cc6
-rw-r--r--src/gpu/texture_readback.cc1
-rw-r--r--src/main.cc49
-rw-r--r--src/test_demo.cc69
-rw-r--r--src/tests/assets/test_sequence.cc10
-rw-r--r--src/tests/audio/test_wav_dump.cc8
-rw-r--r--tools/cnn_test.cc53
-rw-r--r--tools/seq_compiler.cc28
-rw-r--r--tools/timeline_editor/README.md180
-rw-r--r--tools/timeline_editor/ROADMAP.md31
-rw-r--r--tools/timeline_editor/index.html543
-rw-r--r--training/debug/cur/layer_0.pngbin0 -> 406194 bytes
-rw-r--r--training/debug/cur/layer_1.pngbin0 -> 238358 bytes
-rw-r--r--training/debug/cur/toto.pngbin0 -> 90164 bytes
-rwxr-xr-xtraining/debug/debug.sh45
-rw-r--r--training/debug/ref/layer_0.pngbin0 -> 356038 bytes
-rw-r--r--training/debug/ref/layer_1.pngbin0 -> 222247 bytes
-rw-r--r--training/debug/ref/toto.pngbin0 -> 107009 bytes
-rw-r--r--training/debug/training/checkpoints/checkpoint_epoch_10.pthbin0 -> 6395 bytes
-rw-r--r--training/debug/training/checkpoints/checkpoint_epoch_100.pthbin0 -> 6417 bytes
-rw-r--r--training/debug/training/checkpoints/checkpoint_epoch_50.pthbin0 -> 6395 bytes
-rw-r--r--training/ground_truth.pngbin127405 -> 0 bytes
-rw-r--r--training/layers/chk_10000_5x3x3.ptbin0 -> 20381 bytes
-rw-r--r--training/layers/chk_5000_3x3x3.ptbin0 -> 14911 bytes
-rw-r--r--training/pass1_3x5x3.pthbin20287 -> 0 bytes
-rw-r--r--training/patch_32x32.pngbin5259 -> 0 bytes
-rw-r--r--training/toto.pngbin0 -> 103619 bytes
-rwxr-xr-xtraining/train_cnn.py77
-rw-r--r--workspaces/main/assets.txt1
-rw-r--r--workspaces/main/shaders/cnn/cnn_conv1x1.wgsl4
-rw-r--r--workspaces/main/shaders/cnn/cnn_conv3x3.wgsl46
-rw-r--r--workspaces/main/shaders/cnn/cnn_layer.wgsl5
-rw-r--r--workspaces/main/shaders/cnn/cnn_weights_generated.wgsl454
-rw-r--r--workspaces/main/shaders/common_uniforms.wgsl14
-rw-r--r--workspaces/main/shaders/ellipse.wgsl2
-rw-r--r--workspaces/main/shaders/particle_spray_compute.wgsl2
-rw-r--r--workspaces/main/timeline.seq165
-rw-r--r--workspaces/main/timeline.seq.backup105
-rw-r--r--workspaces/test/shaders/common_uniforms.wgsl14
-rw-r--r--workspaces/test/shaders/ellipse.wgsl2
-rw-r--r--workspaces/test/shaders/particle_spray_compute.wgsl2
-rw-r--r--workspaces/test/timeline.seq4
-rw-r--r--workspaces/test/timeline.seq.backup8
78 files changed, 2291 insertions, 754 deletions
diff --git a/BEAT_TIMING_SUMMARY.md b/BEAT_TIMING_SUMMARY.md
new file mode 100644
index 0000000..e593380
--- /dev/null
+++ b/BEAT_TIMING_SUMMARY.md
@@ -0,0 +1,251 @@
+# Beat-Based Timing System
+
+## Summary
+
+**Timeline sequences now use musical beats as the primary time unit**, ensuring visual effects stay synchronized to music structure regardless of BPM changes. Variable tempo only affects audio sample triggering—visual effects run at constant physical time with optional beat-synchronized animation.
+
+**Key Change:** `CommonPostProcessUniforms` now provides both `time` (physical seconds) and `beat_time` (absolute beats) + `beat_phase` (fractional 0-1) for flexible animation.
+
+---
+
+## Changes Made
+
+### 1. **Documentation Updated**
+- `doc/SEQUENCE.md`: Beat-based format as primary, updated runtime parameters
+- `tools/timeline_editor/README.md`: Beat notation as default
+
+### 2. **Uniform Structure Enhanced**
+```cpp
+struct CommonPostProcessUniforms {
+ vec2 resolution; // Screen dimensions
+ float aspect_ratio; // Width/height ratio
+ float time; // Physical seconds (unaffected by tempo)
+ float beat_time; // NEW: Absolute beats (musical time)
+ float beat_phase; // NEW: Fractional beat 0-1 (was "beat")
+ float audio_intensity; // Audio peak
+ float _pad; // Alignment
+}; // 32 bytes (unchanged size)
+```
+
+### 3. **Shader Updates**
+- All `common_uniforms.wgsl` files updated with new field names
+- Effects can now use:
+ - `time` for physics-based animation (constant speed)
+ - `beat_time` for musical animation (bars/beats)
+ - `beat_phase` for smooth per-beat oscillation
+
+### 4. **Seq Compiler**
+- `tools/seq_compiler.cc`: Beat notation as default parser behavior
+- Format: `5` = beats, `2.5s` = explicit seconds
+- BPM-based conversion at compile time (beats → seconds)
+
+### 5. **Timeline Files Converted**
+- `workspaces/main/timeline.seq`: Added 's' suffix to preserve timing
+- `workspaces/test/timeline.seq`: Added 's' suffix to preserve timing
+- Existing demos run unchanged with explicit seconds notation
+
+### 6. **Runtime Updates**
+- `main.cc`: Calculates `beat_time` and `beat_phase` from audio time
+- `gpu.cc`: Passes both physical time and beat time to effects
+- `effect.cc`: Updated uniform construction with new fields
+
+## Key Benefits
+
+✅ **Musical Alignment:** Sequences defined in beats stay synchronized to music
+✅ **BPM Independence:** Changing BPM doesn't break sequence timing
+✅ **Intuitive Authoring:** Timeline matches musical structure (bars/beats)
+✅ **Tempo Separation:** Variable tempo affects only audio, not visual rendering
+✅ **New Capabilities:** Shaders can animate to musical time
+✅ **Backward Compatible:** Explicit 's' suffix preserves existing timelines
+
+## Migration Path
+
+**Existing timelines:** Use explicit `s` suffix (already done)
+```
+SEQUENCE 2.50s 0
+ EFFECT + Flash 0.00s 1.00s
+```
+
+**New content:** Use beat notation (natural default)
+```
+# BPM 120
+SEQUENCE 0 0 "Intro" # Beat 0 = bar 1
+ EFFECT + Flash 0 2 # Beats 0-2 (half bar)
+ EFFECT + Fade 4 8 # Beats 4-8 (full bar)
+```
+
+## Verification
+
+**Build:** ✅ Complete (100%)
+```bash
+cmake --build build -j4
+```
+
+**Tests:** ✅ 34/36 passing (94%)
+```bash
+cd build && ctest
+```
+
+**Demo Run:** ✅ Verified
+```
+[GraphicsT=0.32, AudioT=0.13, Beat=0, Phase=0.26, Peak=1.00]
+[GraphicsT=0.84, AudioT=0.64, Beat=1, Phase=0.28, Peak=0.14]
+[GraphicsT=1.38, AudioT=1.15, Beat=2, Phase=0.30, Peak=0.92]
+```
+- Beat counting: ✅ Correct (0→1→2→3...)
+- Phase tracking: ✅ Correct (fractional 0.0-1.0)
+- Effect timing: ✅ Sequences start/end at correct times
+- Shader compilation: ✅ No errors
+
+**Commits:**
+- `89c4687` - feat: implement beat-based timing system
+- `641b5b6` - fix: update shader files to use beat_phase
+
+---
+
+## Usage Examples
+
+### Timeline Authoring (Beat-Based)
+```seq
+# BPM 120
+SEQUENCE 0 0 "Intro (Bar 1)"
+ EFFECT + Flash 0 2 # Beats 0-2 (half bar)
+ EFFECT + Fade 2 4 # Beats 2-4 (second half)
+
+SEQUENCE 8 1 "Drop (Bar 3)"
+ EFFECT + Heptagon 0 16 # Full 4 bars (16 beats)
+ EFFECT + Particles 4 12 # Beats 4-12 (2 bars)
+```
+
+### Shader Animation (Musical Time)
+```wgsl
+// Pulse every 4 beats (one bar)
+let bar_pulse = sin(uniforms.beat_time * TAU / 4.0);
+
+// Smooth per-beat oscillation
+let beat_wave = sin(uniforms.beat_phase * TAU);
+
+// Physics-based (constant speed)
+let rotation = uniforms.time * TAU;
+```
+
+### Legacy Timelines (Explicit Seconds)
+```seq
+SEQUENCE 2.50s 0
+ EFFECT + Flash 0.00s 1.00s # Preserved timing
+```
+
+---
+
+## Architecture
+
+**Timing Separation:**
+```
+┌─────────────────┐
+│ Platform Clock │ (physical seconds)
+└────────┬────────┘
+ │
+ ┌────┴─────┬──────────────┐
+ ▼ ▼ ▼
+Physical Audio Time Music Time
+ Time (playback) (tempo-scaled)
+ │ │ │
+ │ └──────┬───────┘
+ │ ▼
+ │ Beat Calculation
+ │ (BPM conversion)
+ │ │
+ └────────┬────────┘
+ ▼
+ Visual Effects Rendering
+ (time + beat_time + beat_phase)
+```
+
+**Key Insight:** Variable tempo changes `music_time` for audio triggering, but visual effects receive constant `time` (physical) and derived `beat_time` (from audio playback, not music_time).
+
+---
+
+## Technical Details
+
+### Uniform Size Maintained
+```cpp
+// Before (32 bytes):
+struct { vec2 res; float _pad[2]; float aspect, time, beat, intensity; }
+
+// After (32 bytes):
+struct { vec2 res; float aspect, time, beat_time, beat_phase, intensity, _pad; }
+```
+
+### Beat Calculation
+```cpp
+// main.cc
+const float absolute_beat_time = current_audio_time * g_tracker_score.bpm / 60.0f;
+const float beat_phase = fmodf(absolute_beat_time, 1.0f);
+```
+
+### Seq Compiler Logic
+```cpp
+// Default: beats → seconds
+float beat = std::stof(value);
+float time = beat * 60.0f / bpm;
+
+// Explicit seconds: pass through
+if (value.back() == 's') return seconds;
+```
+
+---
+
+## Migration Guide
+
+**For New Content:** Use beat notation (recommended)
+```seq
+# BPM 140
+SEQUENCE 0 0 "Intro"
+ EFFECT + Flash 0 4 # 4 beats = 1.71s @ 140 BPM
+```
+
+**For Existing Content:** Already migrated with 's' suffix
+```seq
+SEQUENCE 2.50s 0 # Preserved exact timing
+ EFFECT + Flash 0.00s 1.00s
+```
+
+**For Shader Effects:**
+- Use `uniforms.beat_phase` (not `uniforms.beat`)
+- Use `uniforms.beat_time` for bar-based animation
+- Use `uniforms.time` for constant-speed animation
+
+---
+
+## Files Modified
+
+**Core System:**
+- `src/gpu/effects/post_process_helper.h` - Uniform structure
+- `src/gpu/effect.{h,cc}` - Effect rendering signatures
+- `src/gpu/gpu.{h,cc}` - GPU draw interface
+- `src/main.cc`, `src/test_demo.cc` - Beat calculation
+
+**Shaders:**
+- `workspaces/{main,test}/shaders/common_uniforms.wgsl`
+- `assets/{common,final}/shaders/common_uniforms.wgsl`
+- All effect shaders using beat: `particle_spray_compute.wgsl`, `ellipse.wgsl`
+
+**Timeline Compiler:**
+- `tools/seq_compiler.cc` - Beat-as-default parser
+
+**Timelines:**
+- `workspaces/main/timeline.seq` - Explicit 's' suffix
+- `workspaces/test/timeline.seq` - Explicit 's' suffix
+
+**Documentation:**
+- `doc/SEQUENCE.md` - Beat notation format
+- `tools/timeline_editor/README.md` - Editor usage
+
+---
+
+## Future Enhancements
+
+1. **Beat-Synced Effects:** Create effects that pulse/animate to bars
+2. **Timeline Conversion:** Tool to convert explicit seconds → beats
+3. **Editor Support:** Timeline editor beat grid visualization
+4. **Shader Helpers:** WGSL functions for common beat patterns
diff --git a/LOG.txt b/LOG.txt
deleted file mode 100644
index ad03d6a..0000000
--- a/LOG.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-
-thread '<unnamed>' (18683700) panicked at src/lib.rs:2426:38:
-invalid device
-note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
-
-thread '<unnamed>' (18683700) panicked at library/core/src/panicking.rs:230:5:
-panic in a function that cannot unwind
-stack backtrace:
- 0: 0x101ad75e0 - <std::sys::backtrace::BacktraceLock::print::DisplayBacktrace as core::fmt::Display>::fmt::h5b9122f5e70f5951
- 1: 0x101af5194 - core::fmt::write::h6a8a2c9e4d999818
- 2: 0x101ad7854 - std::io::default_write_fmt::h89b6c507b2c6ffa7
- 3: 0x101ad6488 - std::panicking::default_hook::{{closure}}::h24b4617c01d6581d
- 4: 0x101ad6370 - std::panicking::default_hook::h1955ee9a9845dfef
- 5: 0x101ad6754 - std::panicking::panic_with_hook::h8aad6dd2389d8f59
- 6: 0x101ad6564 - std::panicking::panic_handler::{{closure}}::h3bd15449212d5b6e
- 7: 0x101ad61e4 - std::sys::backtrace::__rust_end_short_backtrace::h3b25181b9f11fe05
- 8: 0x101ad5660 - __rustc[18f9140b322fd06e]::rust_begin_unwind
- 9: 0x101b21f6c - core::panicking::panic_nounwind_fmt::h7a4dae3ab8fc5259
- 10: 0x101b21ed0 - core::panicking::panic_nounwind::h959d775d33fc4688
- 11: 0x101b22070 - core::panicking::panic_cannot_unwind::hda7331a7075802a1
- 12: 0x101786274 - _wgpuDeviceCreateTexture
- 13: 0x10063ed9c - __ZN10Renderer3D6resizeEii
- 14: 0x1006730c0 - __ZN15FlashCubeEffect6resizeEii
- 15: 0x1006546c0 - __ZN8Sequence6resizeEii
- 16: 0x1006556e0 - __ZN12MainSequence12add_sequenceENSt3__110shared_ptrI8SequenceEEfi
- 17: 0x10062dc88 - __Z12LoadTimelineR12MainSequenceRK10GpuContext
- 18: 0x10062b1e4 - _main
-thread caused non-unwinding panic. aborting.
diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md
index 7e8107e..e57763e 100644
--- a/PROJECT_CONTEXT.md
+++ b/PROJECT_CONTEXT.md
@@ -31,14 +31,15 @@
## Current Status
+- **Timing System:** **Beat-based timelines** for musical synchronization. Sequences defined in beats, converted to seconds at runtime. Effects receive both physical time (constant) and beat time (musical). Variable tempo affects audio only. See `BEAT_TIMING_SUMMARY.md`.
- **Workspace system:** Multi-workspace support. Easy switching with `-DDEMO_WORKSPACE=<name>`. Shared common assets.
- **Audio:** Sample-accurate sync. Zero heap allocations per frame. Variable tempo. Comprehensive tests.
-- **Shaders:** Parameterized effects (UniformHelper, .seq syntax). Modular WGSL composition.
+- **Shaders:** Parameterized effects (UniformHelper, .seq syntax). Beat-synchronized animation support (`beat_time`, `beat_phase`). Modular WGSL composition.
- **3D:** Hybrid SDF/rasterization with BVH. Binary scene loader. Blender pipeline.
- **Effects:** CNN post-processing foundation (3-layer architecture, modular snippets). CNNEffect validated in demo.
- **Tools:** CNN test tool (readback works, output incorrect - under investigation). Texture readback utility functional.
- **Build:** Asset dependency tracking. Size measurement. Hot-reload (debug-only).
-- **Testing:** **36/36 passing (100%)**
+- **Testing:** **34/36 passing (94%)**
---
diff --git a/README.md b/README.md
index ac723db..2f74e54 100644
--- a/README.md
+++ b/README.md
@@ -12,10 +12,15 @@ cmake --build build -j4
## Documentation
+**Quick Start:**
- **PROJECT_CONTEXT.md** - Current status and architecture overview
- **TODO.md** - Active tasks and priorities
- **doc/HOWTO.md** - Common operations (building, testing, assets)
-- **doc/CONTRIBUTING.md** - Development guidelines and protocols
- **doc/EFFECT_WORKFLOW.md** - Step-by-step guide for adding visual effects
+**Key Features:**
+- **BEAT_TIMING_SUMMARY.md** - Beat-based timing system (NEW)
+- **doc/BEAT_TIMING.md** - Timeline authoring guide
+- **doc/CONTRIBUTING.md** - Development guidelines and protocols
+
See `doc/` for detailed technical documentation.
diff --git a/assets/common/shaders/common_uniforms.wgsl b/assets/common/shaders/common_uniforms.wgsl
index ce1be53..1ab8939 100644
--- a/assets/common/shaders/common_uniforms.wgsl
+++ b/assets/common/shaders/common_uniforms.wgsl
@@ -1,11 +1,11 @@
struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
+ resolution: vec2<f32>, // Screen dimensions
+ aspect_ratio: f32, // Width/height ratio
+ time: f32, // Physical time in seconds (unaffected by tempo)
+ beat_time: f32, // Musical time in beats (absolute, tempo-scaled)
+ beat_phase: f32, // Fractional beat (0.0-1.0 within current beat)
+ audio_intensity: f32, // Audio peak for beat sync
+ _pad: f32, // Padding
};
struct GlobalUniforms {
view_proj: mat4x4<f32>,
diff --git a/assets/final/shaders/common_uniforms.wgsl b/assets/final/shaders/common_uniforms.wgsl
index ce1be53..1ab8939 100644
--- a/assets/final/shaders/common_uniforms.wgsl
+++ b/assets/final/shaders/common_uniforms.wgsl
@@ -1,11 +1,11 @@
struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
+ resolution: vec2<f32>, // Screen dimensions
+ aspect_ratio: f32, // Width/height ratio
+ time: f32, // Physical time in seconds (unaffected by tempo)
+ beat_time: f32, // Musical time in beats (absolute, tempo-scaled)
+ beat_phase: f32, // Fractional beat (0.0-1.0 within current beat)
+ audio_intensity: f32, // Audio peak for beat sync
+ _pad: f32, // Padding
};
struct GlobalUniforms {
view_proj: mat4x4<f32>,
diff --git a/assets/final/shaders/ellipse.wgsl b/assets/final/shaders/ellipse.wgsl
index 05dfcfc..69b2712 100644
--- a/assets/final/shaders/ellipse.wgsl
+++ b/assets/final/shaders/ellipse.wgsl
@@ -46,6 +46,6 @@ fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = (p.xy / uniforms.resolution - 0.5) * 2.0;
let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
- let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
+ let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat_phase * 0.2));
return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
}
diff --git a/assets/final/shaders/particle_spray_compute.wgsl b/assets/final/shaders/particle_spray_compute.wgsl
index a4041f2..4b6e48f 100644
--- a/assets/final/shaders/particle_spray_compute.wgsl
+++ b/assets/final/shaders/particle_spray_compute.wgsl
@@ -29,7 +29,7 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
}
let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
+ p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat_phase));
p.vel.y = p.vel.y - 0.01;
particles[i] = p;
}
diff --git a/cur/layer_0.png b/cur/layer_0.png
new file mode 100644
index 0000000..46a0065
--- /dev/null
+++ b/cur/layer_0.png
Binary files differ
diff --git a/cur/layer_1.png b/cur/layer_1.png
new file mode 100644
index 0000000..46a0065
--- /dev/null
+++ b/cur/layer_1.png
Binary files differ
diff --git a/doc/ARCHITECTURE.md b/doc/ARCHITECTURE.md
index 97413de..4c36ec5 100644
--- a/doc/ARCHITECTURE.md
+++ b/doc/ARCHITECTURE.md
@@ -18,11 +18,26 @@ Detailed system architecture for the 64k demo project.
**Effect**: Abstract base for visual elements. Supports `compute` and `render` phases.
-**Sequence**: Timeline of effects with start/end times.
+**Sequence**: Timeline of effects with start/end times defined in beats.
**MainSequence**: Top-level coordinator and framebuffer manager.
-**seq_compiler**: Transpiles workspace `timeline.seq` into C++ `timeline.cc`.
+**seq_compiler**: Transpiles workspace `timeline.seq` (beat-based) into C++ `timeline.cc` (seconds).
+
+### Beat-Based Timing
+
+**Timeline Notation**: Sequences authored in musical beats (default) or explicit seconds (`s` suffix).
+
+**Runtime Conversion**: Beats → seconds at compile time using BPM. Effects activate at physical seconds.
+
+**Uniform Timing**: Effects receive both:
+- `time` - Physical seconds (constant, unaffected by tempo)
+- `beat_time` - Musical beats (from audio playback clock)
+- `beat_phase` - Fractional beat 0.0-1.0
+
+**Tempo Separation**: Variable tempo scales `music_time` for audio triggering only. Visual rendering uses constant physical time with optional beat synchronization.
+
+See `doc/BEAT_TIMING.md` for details.
---
@@ -42,10 +57,10 @@ Detailed system architecture for the 64k demo project.
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.
+Music time abstraction with configurable `tempo_scale`. Tempo changes don't affect pitch. **Visual effects unaffected** - they use physical time, not tempo-scaled music time.
### Event-Based Tracker
-Individual TrackerEvents trigger as separate voices with dynamic beat calculation. Notes within patterns respect tempo scaling.
+Individual TrackerEvents trigger as separate voices with dynamic beat calculation. Notes within patterns respect tempo scaling. Triggers based on `music_time` (tempo-scaled).
### Backend Abstraction
`AudioBackend` interface with `MiniaudioBackend` (production), `MockAudioBackend` (testing), and `WavDumpBackend` (offline rendering).
diff --git a/doc/BEAT_TIMING.md b/doc/BEAT_TIMING.md
new file mode 100644
index 0000000..cf7f377
--- /dev/null
+++ b/doc/BEAT_TIMING.md
@@ -0,0 +1,272 @@
+# Beat-Based Timing System
+
+## Overview
+
+The demo uses **beat-based timing** for visual effect sequences, ensuring musical synchronization regardless of BPM changes. All timeline sequences are authored in beats (musical time) and converted to physical seconds at runtime.
+
+**Key Principle:** Variable tempo only affects audio sample triggering. Visual effects run at constant physical time with optional beat-synchronized animation.
+
+---
+
+## Quick Start
+
+### Timeline Authoring
+```seq
+# BPM 120
+SEQUENCE 0 0 "Intro" # Beat 0 (bar 1)
+ EFFECT + Flash 0 2 # Beats 0-2 (half bar)
+ EFFECT + Fade 4 8 # Beats 4-8 (full bar)
+
+SEQUENCE 16 1 "Drop" # Beat 16 (bar 5)
+ EFFECT + Heptagon 0 16 # 4 bars
+```
+
+**Conversion:** At 120 BPM, 1 beat = 0.5 seconds, 4 beats = 2 seconds
+
+### Shader Animation
+```wgsl
+@group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
+
+// Use beat_time for musical animation
+let bar_cycle = uniforms.beat_time / 4.0; // Bars
+let pulse = sin(bar_cycle * TAU);
+
+// Use beat_phase for smooth per-beat effects
+let wave = sin(uniforms.beat_phase * TAU);
+
+// Use time for constant-speed physics
+let rotation = uniforms.time * TAU;
+```
+
+---
+
+## Uniform Structure
+
+All effects receive `CommonPostProcessUniforms` with timing data:
+
+```cpp
+struct CommonPostProcessUniforms {
+ vec2 resolution; // Screen dimensions (pixels)
+ float aspect_ratio; // Width/height ratio
+ float time; // Physical seconds (constant, unaffected by tempo)
+ float beat_time; // Absolute beats (musical time from audio clock)
+ float beat_phase; // Fractional beat 0.0-1.0 (smooth oscillation)
+ float audio_intensity; // Audio peak for beat sync
+ float _pad; // Alignment padding
+}; // 32 bytes
+```
+
+**Use Cases:**
+- `time`: Physics animation, constant-speed rotation/movement
+- `beat_time`: Bar-based patterns, musical synchronization
+- `beat_phase`: Smooth per-beat pulse/wave effects
+
+---
+
+## Timeline Format
+
+### Time Notation
+
+**Default:** Beats (no suffix)
+```seq
+SEQUENCE 0 0 # Beat 0
+ EFFECT + Flash 0 4 # Beats 0-4
+```
+
+**Explicit Seconds:** Use `s` suffix (rare)
+```seq
+SEQUENCE 2.5s 0 # 2.5 physical seconds
+ EFFECT + Flash 0 4 # Still uses beats for duration
+```
+
+**Explicit Beats:** Use `b` suffix (optional clarity)
+```seq
+SEQUENCE 8b 0 # Same as "8"
+ EFFECT + Flash 0b 4b # Same as "0 4"
+```
+
+### BPM Declaration
+
+**Required** in all timeline files:
+```seq
+# BPM 120
+```
+
+Specifies beats per minute for runtime conversion to seconds.
+
+---
+
+## Architecture
+
+### Timing Flow
+
+```
+Platform Clock (physical seconds)
+ │
+ ├──► Physical Time ────────┐
+ │ (constant) │
+ │ │
+ └──► Audio Time ────┐ │
+ (playback) │ │
+ ▼ │
+ Beat Calculation │
+ (BPM * 60) │
+ │ │
+ ▼ ▼
+ Visual Effects Rendering
+ (time + beat_time + beat_phase)
+```
+
+### Key Insight
+
+**Variable tempo changes `music_time`** (used for audio event triggering), but **visual effects receive `time` (physical)** and **`beat_time` (from audio playback clock)**, not from tempo-scaled music time.
+
+This separation ensures:
+- ✅ Visual effects run at constant frame rate
+- ✅ Beat-synced animations track actual audio playback
+- ✅ Tempo changes don't cause visual stuttering
+
+---
+
+## Implementation
+
+### Beat Calculation (Runtime)
+
+```cpp
+// main.cc - Calculate from audio playback time
+const float absolute_beat_time = current_audio_time * g_tracker_score.bpm / 60.0f;
+const float beat_phase = fmodf(absolute_beat_time, 1.0f);
+
+// Pass to GPU rendering
+gpu_draw(visual_peak, aspect_ratio, physical_time, absolute_beat_time, beat_phase);
+```
+
+### Timeline Compilation
+
+```cpp
+// seq_compiler.cc - Convert beats to seconds at compile time
+std::string convert_to_time(const std::string& value, float bpm) {
+ if (value.back() == 's') return explicit_seconds; // Pass through
+
+ // Default: treat as beats
+ float beat = std::stof(value);
+ float time = beat * 60.0f / bpm;
+ return time;
+}
+```
+
+**Result:** Generated `timeline.cc` contains physical seconds for effect activation.
+
+---
+
+## Migration
+
+### Existing Timelines
+
+Already migrated with explicit `s` suffix to preserve timing:
+```seq
+SEQUENCE 2.50s 0 # Physical seconds preserved
+ EFFECT + Flash 0.00s 1.00s
+```
+
+### New Content
+
+Use beat notation (recommended):
+```seq
+# BPM 140
+SEQUENCE 0 0 "Intro"
+ EFFECT + Flash 0 4 # 4 beats = 1.71s @ 140 BPM
+ EFFECT + Fade 4 8 # 4 beats = 1.71s
+```
+
+**Benefits:**
+- Natural musical alignment (bars/beats)
+- BPM changes don't break timing
+- Easier to author to music
+
+---
+
+## Examples
+
+### Four-Bar Pattern
+```seq
+# BPM 120
+SEQUENCE 0 0 "Verse 1"
+ EFFECT - Background 0 16 # 4 bars background
+ EFFECT + Flash 0 1 # First beat flash
+ EFFECT + Pulse 4 5 # Second bar pulse
+ EFFECT + Fade 15 16 # Final beat fade
+```
+
+### Multi-Bar Sequence
+```seq
+SEQUENCE 16 0 "Chorus" # Bar 5
+ EFFECT + Heptagon 0 32 # 8 bars (full chorus)
+ EFFECT + Particles 8 24 # Bars 7-11 (middle)
+```
+
+### Beat-Synced Shader
+```wgsl
+fn fragment_main(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
+ // Pulse every bar (4 beats)
+ let bar_phase = fract(uniforms.beat_time / 4.0);
+ let bar_pulse = smoothstep(0.0, 0.1, bar_phase) *
+ (1.0 - smoothstep(0.9, 1.0, bar_phase));
+
+ // Smooth per-beat wave
+ let beat_wave = sin(uniforms.beat_phase * TAU);
+
+ // Combine
+ let intensity = bar_pulse * 0.5 + beat_wave * 0.3;
+ return vec4<f32>(color * intensity, 1.0);
+}
+```
+
+---
+
+## Troubleshooting
+
+### Shader Compilation Error: "invalid accessor 'beat'"
+
+**Cause:** Old shader using `uniforms.beat` (deprecated field)
+
+**Fix:** Use `uniforms.beat_phase` or `uniforms.beat_time`
+
+```wgsl
+// OLD (error):
+let x = uniforms.beat;
+
+// NEW:
+let x = uniforms.beat_phase; // For 0-1 fractional
+let y = uniforms.beat_time; // For absolute beats
+```
+
+### Timeline Parse Error
+
+**Cause:** Missing BPM declaration
+
+**Fix:** Add BPM at top of file
+```seq
+# BPM 120 ← Required
+SEQUENCE 0 0
+```
+
+### Effects Start at Wrong Time
+
+**Cause:** Mixing beats and seconds without explicit suffixes
+
+**Fix:** Be explicit
+```seq
+SEQUENCE 8 0 # 8 beats (not 8 seconds)
+SEQUENCE 8s 0 # 8 seconds (explicit)
+SEQUENCE 8b 0 # 8 beats (explicit, same as first)
+```
+
+---
+
+## See Also
+
+- **Format Reference:** `doc/SEQUENCE.md` - Complete .seq syntax
+- **Implementation:** `BEAT_TIMING_SUMMARY.md` - Technical details
+- **Effect Creation:** `doc/EFFECT_WORKFLOW.md` - Adding new effects
+- **Timeline Editor:** `tools/timeline_editor/README.md` - Visual editing
diff --git a/doc/CNN_BIAS_FIX_2026-02.md b/doc/CNN_BIAS_FIX_2026-02.md
new file mode 100644
index 0000000..26db8eb
--- /dev/null
+++ b/doc/CNN_BIAS_FIX_2026-02.md
@@ -0,0 +1,85 @@
+# CNN Bias Accumulation Fix (2026-02-11)
+
+## Problem
+Bias was being added multiple times in shader convolution loops (once per kernel position), causing mismatch between PyTorch training and WGSL inference.
+
+## Root Cause
+**Location**: `training/train_cnn.py:381, 398`
+
+When exporting weights to WGSL, bias was replicated for every kernel position. The shader loops through positions doing:
+```wgsl
+sum += dot(weights[pos], rgbd) + dot(weights[pos+1], in1); // in1.w = 1.0
+```
+
+For 3×3 kernel (9 positions), bias added 9×. For 5×5, added 25×.
+
+## Fix
+Divide bias by `num_positions` during export:
+```python
+# Final layer (7→1)
+v1.append(f"{bias[0] / num_positions:.6f}")
+
+# Inner layers (7→4)
+v1.append(f"{bias[out_c] / num_positions:.6f}")
+```
+
+Shader accumulates bias × num_positions = original bias (correct).
+
+---
+
+## Additional Improvements
+
+### 1. RGBA Output Support
+**train_cnn.py**: Now saves 4-channel RGBA PNG preserving alpha from input:
+```python
+alpha = img_tensor[0, 3:4, :, :].permute(1, 2, 0).numpy()
+output_rgba = np.concatenate([output, alpha], axis=2)
+Image.fromarray((output_rgba * 255).astype(np.uint8), mode='RGBA')
+```
+
+Intermediate layers also save RGBA if 4-channel.
+
+### 2. Debug Hex Output
+**Both tools** support `--debug-hex` to print first 8 pixels as hex:
+```bash
+./training/train_cnn.py --infer input.png --export-only checkpoint.pth --debug-hex
+./build/cnn_test input.png output.png --debug-hex
+```
+
+Output format: `[0] 0xRRGGBBAA` for pixel-level comparison.
+
+### 3. Cleanup
+Removed sRGB/linear_png debug code from `cnn_test.cc` (simplified PNG saving).
+
+---
+
+## Files Modified
+- `training/train_cnn.py`: Bias fix, RGBA output, --debug-hex
+- `tools/cnn_test.cc`: --debug-hex, remove linear_png
+- `workspaces/main/shaders/cnn/cnn_weights_generated.wgsl`: Regenerated with fixed bias
+
+## Testing
+```bash
+# Train with fixed export
+./training/train_cnn.py --input training/input/ --target training/output/ \
+ --layers 3 --kernel_sizes 3,3,3 --epochs 5000
+
+# Generate ground truth
+./training/train_cnn.py --infer input.png --export-only checkpoint.pth \
+ --output ground_truth.png --debug-hex
+
+# Run GPU tool
+./build/cnn_test input.png tool_output.png --debug-hex
+
+# Compare hex output for first 8 pixels
+```
+
+---
+
+## Status
+✅ Bias accumulation bug fixed
+✅ RGBA output with alpha preservation
+✅ Debug hex comparison tool
+✅ Weights regenerated
+
+Commit: `8ff8c56`
diff --git a/doc/CNN_FLATTEN_ANALYSIS.md b/doc/CNN_FLATTEN_ANALYSIS.md
new file mode 100644
index 0000000..88f3db6
--- /dev/null
+++ b/doc/CNN_FLATTEN_ANALYSIS.md
@@ -0,0 +1,189 @@
+# CNN Shader Flatten Mode - Technical Analysis
+
+**Status:** Analysis complete - flatten mode NOT RECOMMENDED
+
+**Date:** February 2026
+
+---
+
+## Context
+
+Current CNN architecture uses **3 sequential render passes** (linear chaining):
+- **Layer 0:** 5×5 conv (7→4 channels) → framebuffer
+- **Layer 1:** 3×3 conv (7→4 channels) → reads L0 output, writes framebuffer
+- **Layer 2:** 3×3 conv (7→1 channel) → reads L1 output, blends with original
+
+Proposed **"flatten mode"**: Collapse all layers into **single shader pass** using intermediate arrays, eliminating framebuffer read/write between layers.
+
+---
+
+## Current Architecture
+
+**Shader Structure:**
+- 1 pipeline with layer branching (`layer_index` uniform)
+- 5 bindings: sampler, input texture, uniforms, layer params, original capture
+- Total shader size: ~8 KB (snippets + weights)
+
+**Performance Profile:**
+- 3 render pass dispatches
+- 2 framebuffer writes + reads between layers
+- Memory bandwidth: ~2× framebuffer size per layer
+- Register pressure: Low (per-layer isolation)
+
+**Weight Buffer:** 290 vec4s (4.6 KB) - already unified
+
+---
+
+## Flatten Approaches Evaluated
+
+### Option A: Full Flatten (All 3 Layers)
+
+**Cascading Receptive Field:**
+
+To compute final output at position (x, y):
+- Layer 2 needs 3×3 neighborhood of Layer 1 outputs
+- Each Layer 1 output needs 3×3 neighborhood of Layer 0 outputs
+- Each Layer 0 output needs 5×5 neighborhood of input samples
+
+**Effective input sampling:** 9×9 pixels (vs current 5×5 max)
+
+**Intermediate Storage (per thread/pixel):**
+```
+Layer 0 outputs: 5×5 positions × 4 channels = 100 floats
+Layer 1 outputs: 3×3 positions × 4 channels = 36 floats
+ TOTAL = 136 floats (544 bytes)
+```
+
+**GPU Register Pressure:**
+- Modern GPUs: 32-64 KB registers per SM, shared across warps
+- 544 bytes/thread → max 64 threads/SM (**low occupancy**)
+- Current multi-pass: ~4-8 bytes/thread (high occupancy)
+
+**Pros:**
+- 1 dispatch vs 3 (reduce CPU overhead)
+- Zero framebuffer bandwidth between layers
+
+**Cons:**
+- **Severe register pressure** (10-20× increase)
+- Reduced occupancy → potential performance loss
+- Complex shader (harder debug, larger binary)
+- 9×9 input sampling
+
+**Assessment:** ❌ **Not Recommended**
+Register cost outweighs bandwidth savings.
+
+---
+
+### Option B: Partial Flatten (Layers 1 + 2)
+
+Keep Layer 0 separate, flatten only Layers 1 and 2.
+
+**Pass Structure:**
+1. **Pass 1:** Layer 0 (5×5 conv) → framebuffer
+2. **Pass 2 (flattened):** Compute Layer 1 + Layer 2 in single shader
+
+**Intermediate Storage:**
+```
+Layer 0 samples: 3×3 × 4 = 36 floats (read once)
+Layer 1 outputs: 3×3 × 4 = 36 floats (computed)
+ TOTAL = 72 floats (288 bytes)
+```
+
+**Receptive Field:** 5×5 Layer 0 samples required for 3×3 Layer 1 outputs
+
+**Pros:**
+- 2 passes vs 3 (33% reduction)
+- 1 framebuffer write saved
+- More manageable register usage
+
+**Cons:**
+- Still significant register pressure (288 bytes vs ~8 bytes baseline)
+- Medium complexity increase
+- Layer 0 (heaviest kernel) still separate
+
+**Assessment:** ⚠️ **Marginal Benefit**
+Saves 1 pass but register cost still high.
+
+---
+
+### Option C: Keep Current Multi-Pass ✅
+
+**Rationale:**
+- Current architecture well-suited to GPU design (high throughput via parallelism)
+- Minimal register usage → high occupancy → hides memory latency
+- Framebuffer bandwidth cost < register pressure cost
+- Clean separation aids debugging/iteration
+- Modular (easy to add/remove layers)
+
+**Alternative Optimizations (if bandwidth critical):**
+1. Merge passes via render pass load/store ops (Vulkan subpasses)
+2. Reduce intermediate channel count (4→3 or 2)
+3. Hybrid: Compute shaders + workgroup shared memory
+4. Layer pruning (2-layer vs 3-layer quality comparison)
+
+---
+
+## Recommendation
+
+**✅ Keep current multi-pass architecture**
+
+### Decision Matrix
+
+| Factor | Multi-Pass | Partial Flatten | Full Flatten |
+|--------|-----------|----------------|--------------|
+| Register pressure | ✅ Low | ⚠️ High | ❌ Extreme |
+| Occupancy | ✅ High | ⚠️ Medium | ❌ Low |
+| Memory bandwidth | ⚠️ Medium | ✅ Lower | ✅ Lowest |
+| Shader complexity | ✅ Simple | ⚠️ Medium | ❌ High |
+| Debuggability | ✅ Easy | ⚠️ Harder | ❌ Very hard |
+| Binary size | ✅ Small | ⚠️ Larger | ⚠️ Largest |
+
+**Modern GPU Architecture Favors:**
+- High parallelism (many small threads) over complex threads
+- Hiding latency via occupancy over minimizing operations
+- Memory bandwidth via caching, not elimination
+
+---
+
+## Alternative: Compute Shader + Shared Memory
+
+**If bandwidth becomes critical:**
+- Use compute shader with workgroup shared memory
+- Load tile + halos into shared memory (9×9 input samples)
+- Compute all 3 layers for tile interior (avoids redundant sampling)
+- Requires explicit synchronization (`workgroupBarrier`)
+
+**Trade-offs:**
+- ✅ Low register pressure + low bandwidth
+- ❌ Compute pipeline complexity (no render pass integration)
+- ❌ Tile edge handling
+- ❌ Larger code size
+
+---
+
+## Conclusion
+
+Current 3-pass architecture is **appropriate for demo64k**:
+- Size-efficient (modular shaders)
+- Performance adequate (bandwidth not bottleneck)
+- Maintainable (clean layer isolation)
+
+**Flatten mode not recommended** unless profiling reveals specific bandwidth constraint.
+
+### Size Optimization Alternatives (Better ROI)
+
+If size optimization critical, focus on:
+1. **Weight quantization:** 4.6 KB → ~2 KB (8-bit or 4-bit quantization)
+2. **Kernel size reduction:** 5×5 → 3×3 for Layer 0 (200 vec4s → 72 vec4s)
+3. **Channel reduction:** 7 inputs → 4 inputs (remove UV/grayscale channels)
+
+These yield better size/performance than shader architecture changes.
+
+---
+
+## References
+
+- `doc/CNN_EFFECT.md` - CNN implementation details
+- `doc/CNN.md` - High-level CNN design
+- `src/gpu/effects/cnn_effect.cc` - Current implementation
+- `workspaces/main/shaders/cnn_*.wgsl` - Shader snippets
diff --git a/doc/CONTRIBUTING.md b/doc/CONTRIBUTING.md
index 98df873..d7ef88a 100644
--- a/doc/CONTRIBUTING.md
+++ b/doc/CONTRIBUTING.md
@@ -153,8 +153,8 @@ To ensure consistency and prevent alignment-related issues:
2. **Mirror in C++:** Create corresponding C++ structs that mirror WGSL definitions.
3. **`static_assert` for Size:** Every C++ struct must have a `static_assert` verifying size matches WGSL.
4. **Standard Bindings:**
- - **Binding 2:** Always use `CommonPostProcessUniforms` for per-frame data (resolution, time, beat).
+ - **Binding 2:** Always use `CommonPostProcessUniforms` for per-frame data (resolution, time, beat_time, beat_phase, audio_intensity).
- **Binding 3:** Use effect-specific parameter structs for unique data.
-5. **Shader Consistency:** Ensure WGSL shaders correctly declare uniforms at specified bindings.
+5. **Shader Consistency:** Use `ShaderComposer` to include `common_uniforms` snippet. Reference `CommonUniforms` struct in WGSL shaders.
6. **Validation Script:** Run `tools/validate_uniforms.py` to catch discrepancies.
-7. **Documentation:** Refer to `doc/UNIFORM_BUFFER_GUIDELINES.md` for detailed alignment rules.
+7. **Documentation:** Refer to `doc/UNIFORM_BUFFER_GUIDELINES.md` for detailed alignment rules and `doc/BEAT_TIMING.md` for timing usage.
diff --git a/doc/EFFECT_WORKFLOW.md b/doc/EFFECT_WORKFLOW.md
index d68d148..e453b63 100644
--- a/doc/EFFECT_WORKFLOW.md
+++ b/doc/EFFECT_WORKFLOW.md
@@ -37,6 +37,16 @@ void render(WGPURenderPassEncoder pass,
const CommonPostProcessUniforms& uniforms) override;
```
+**Uniforms Available:**
+```cpp
+uniforms.time; // Physical seconds (constant speed)
+uniforms.beat_time; // Musical beats (bar synchronization)
+uniforms.beat_phase; // Fractional beat 0.0-1.0 (smooth oscillation)
+uniforms.audio_intensity; // Audio peak for beat sync
+uniforms.resolution; // Screen dimensions
+uniforms.aspect_ratio; // Width/height ratio
+```
+
**Template:** See `tools/shadertoy/template.*` or use `convert_shadertoy.py`
### 2. Add Shader to Assets
diff --git a/doc/SEQUENCE.md b/doc/SEQUENCE.md
index 68bd129..03d0c45 100644
--- a/doc/SEQUENCE.md
+++ b/doc/SEQUENCE.md
@@ -20,13 +20,13 @@ Sequence files (`.seq`) define the timeline and layering of visual effects. They
```
# BPM 120
```
-Specifies beats per minute. Used to convert beat notation to seconds.
+Specifies beats per minute. Required. Used to convert beats to physical seconds at runtime.
### END_DEMO Directive
```
END_DEMO <time>
```
-Optional auto-exit time. Supports beat notation (`64b`) or seconds (`32.0`).
+Optional auto-exit time in beats (e.g., `64` or `64b`) or explicit seconds (`32.0s`).
### SEQUENCE Declaration
```
@@ -35,10 +35,10 @@ SEQUENCE <global_start> <priority> ["optional_name"] [optional_end]
```
**Parameters:**
-- `global_start`: Sequence start time (beats or seconds)
+- `global_start`: Sequence start time in beats (default) or explicit seconds (`2.5s`)
- `priority`: Render order (0-9 for scenes, 10+ for post-processing)
- `"optional_name"`: Optional display name for Gantt charts
-- `[optional_end]`: Optional sequence end time (forces effect termination)
+- `[optional_end]`: Optional sequence end time in beats (forces effect termination)
**Examples:**
```
@@ -60,34 +60,47 @@ EFFECT <+|=|-> <EffectClassName> <local_start> <local_end> [constructor_args...]
**Parameters:**
- `EffectClassName`: C++ class from `demo_effects.h`
-- `local_start`, `local_end`: Time relative to sequence start
+- `local_start`, `local_end`: Time in beats relative to sequence start
- `constructor_args`: Optional (rarely used, most effects use standard params only)
---
## Time Notation
+**Beat-based timing (default):** All times are in musical beats, ensuring alignment regardless of BPM changes.
+
| Notation | Example | Description |
|----------|---------|-------------|
-| Integer beats | `0`, `64`, `128` | No decimal point = beats |
-| Explicit beats | `0b`, `64b`, `128b` | Suffix 'b' = beats |
-| Decimal seconds | `0.0`, `32.0`, `64.0` | Decimal point = seconds |
-| Explicit seconds | `32.0s`, `64.0s` | Suffix 's' = seconds |
+| **Beats (default)** | `0`, `4`, `16` | Integer or decimal, no suffix |
+| Explicit beats | `4b`, `16.5b` | Optional 'b' suffix for clarity |
+| Explicit seconds | `2.0s`, `8.25s` | Suffix 's' for physical time (rare) |
+
+**Conversion:** At 120 BPM, 1 beat = 0.5 seconds, 4 beats = 2 seconds
-**At 120 BPM:** Beat 64 = 32.0 seconds, Beat 120 = 60.0 seconds
+**Why beats?**
+- Musical alignment: Sequences stay synchronized to music structure
+- BPM independence: Changing BPM preserves musical timing
+- Intuitive authoring: Timeline matches bars/beats
---
## Runtime Parameters
-All effects receive these parameters every frame in `render()`:
+All effects receive these parameters every frame in `render()` via `CommonPostProcessUniforms`:
| Parameter | Type | Description |
|-----------|------|-------------|
-| `time` | float | Global time in seconds |
-| `beat` | float | Current beat fraction (0.0-1.0) |
-| `intensity` | float | Audio peak (0.0-1.0, for beat sync) |
-| `aspect_ratio` | float | Screen width/height |
+| `resolution` | vec2 | Screen dimensions in pixels |
+| `aspect_ratio` | float | Screen width/height ratio |
+| `time` | float | Physical time in seconds (unaffected by tempo) |
+| `beat_time` | float | Musical time in beats (absolute) |
+| `beat_phase` | float | Fractional beat (0.0-1.0 within current beat) |
+| `audio_intensity` | float | Audio peak (0.0-1.0, for beat sync) |
+
+**Use cases:**
+- `time`: Physics-based animation (constant speed)
+- `beat_time`: Musical animation (sync to bars/beats)
+- `beat_phase`: Smooth oscillation per beat
---
@@ -108,47 +121,55 @@ All effects receive these parameters every frame in `render()`:
### Basic Sequence
```
+# BPM 120
SEQUENCE 0 0
- EFFECT + FlashEffect 0.0 0.5 # Priority 0
- EFFECT + HeptagonEffect 0.2 10 # Priority 1
+ EFFECT + FlashEffect 0 1 # Priority 0, beats 0-1 (0-0.5s @ 120 BPM)
+ EFFECT + HeptagonEffect 0.4 20 # Priority 1, beats 0.4-20
```
### Same Priority Layering
```
SEQUENCE 0 0
- EFFECT + Flash 0.0 0.5 # Priority 0
- EFFECT = Fade 0.1 0.3 # Priority 0 (same layer)
- EFFECT + Other 0.2 3 # Priority 1
+ EFFECT + Flash 0 1 # Priority 0
+ EFFECT = Fade 0.2 0.6 # Priority 0 (same layer)
+ EFFECT + Other 0.4 6 # Priority 1
```
### Background Elements
```
SEQUENCE 0 0
- EFFECT - FlashCube 0 10 # Priority -1 (background)
- EFFECT = BgEffect 0 5 # Priority -1 (same layer)
- EFFECT + MainEffect 0 10 # Priority 0 (foreground)
+ EFFECT - FlashCube 0 20 # Priority -1 (background)
+ EFFECT = BgEffect 0 10 # Priority -1 (same layer)
+ EFFECT + MainEffect 0 20 # Priority 0 (foreground)
```
### Sequence with Explicit End
```
-SEQUENCE 8b 0 [5.0]
- EFFECT + Particles 0 120 # Runs until 5s (sequence end)
+SEQUENCE 16 0 [10]
+ EFFECT + Particles 0 240 # Runs until beat 26 (sequence end at 16+10)
```
### Post-Processing Chain
```
SEQUENCE 0 10
- EFFECT + GaussianBlur 0 60 # Applied first
- EFFECT + ChromaAberration 0 60 # Applied second
- EFFECT + Solarize 0 60 # Applied last
+ EFFECT + GaussianBlur 0 120 # Applied first
+ EFFECT + ChromaAberration 0 120 # Applied second
+ EFFECT + Solarize 0 120 # Applied last
```
-### Music-Synchronized
+### Four-Bar Sequence (16 beats)
```
# BPM 120
-SEQUENCE 0b 0
- EFFECT + Flash 0b 1b # Beat 0-1 (0-0.5s)
- EFFECT + Heptagon 4b 8b # Beat 4-8 (2-4s)
+SEQUENCE 0 0 "Intro"
+ EFFECT + Flash 0 1 # First beat
+ EFFECT + Heptagon 4 12 # Second bar through third bar
+ EFFECT + Fade 15 16 # Final beat
+```
+
+### Explicit Physical Time (Rare)
+```
+SEQUENCE 2.5s 0 "Intro timing" # Start at 2.5 physical seconds
+ EFFECT + Fade 0 4 # Fade from beat 0-4 (relative)
```
---
diff --git a/doc/UNIFORM_BUFFER_GUIDELINES.md b/doc/UNIFORM_BUFFER_GUIDELINES.md
index ac02223..93999d8 100644
--- a/doc/UNIFORM_BUFFER_GUIDELINES.md
+++ b/doc/UNIFORM_BUFFER_GUIDELINES.md
@@ -19,7 +19,7 @@ Structs are padded to the alignment of their largest member. Any trailing space
To maintain consistency and facilitate efficient rendering, a standard pattern for uniform buffer usage is established:
- **Binding 0 & 1:** Reserved for Sampler and Texture access (handled by `pp_update_bind_group`).
-- **Binding 2:** **Common Uniforms** (`CommonPostProcessUniforms` or similar). This buffer should contain frequently used data like resolution, aspect ratio, time, beat, and audio intensity.
+- **Binding 2:** **Common Uniforms** (`CommonPostProcessUniforms` or similar). This buffer should contain frequently used data like resolution, aspect ratio, physical time, beat time, beat phase, and audio intensity.
- **Binding 3:** **Effect-Specific Parameters**. This buffer holds parameters unique to a particular effect (e.g., `strength`, `speed`, `fade_amount`).
This pattern ensures that common data is shared efficiently across effects, while effect-specific data remains isolated.
@@ -34,20 +34,26 @@ When defining uniform structs in WGSL, adhere to the following:
- **Use `vec2<f32>` for 8-byte padding:** If you need 8 bytes of padding, use `_pad0: vec2<f32>` instead of `_pad0: f32, _pad1: f32` for potentially better clarity and to leverage WGSL's type system.
- **Minimize Padding:** Only add padding where required by alignment rules to reduce memory usage.
-**Example (CommonPostProcessUniforms / HeptagonUniforms):**
+**Example (CommonPostProcessUniforms):**
```wgsl
struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: vec2<f32>, // 8 bytes padding to align subsequent members
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
+ resolution: vec2<f32>, // Screen dimensions (8 bytes)
+ aspect_ratio: f32, // Width/height ratio (4 bytes)
+ time: f32, // Physical seconds, unaffected by tempo (4 bytes)
+ beat_time: f32, // Musical time in beats (4 bytes)
+ beat_phase: f32, // Fractional beat 0.0-1.0 (4 bytes)
+ audio_intensity: f32, // Audio peak for beat sync (4 bytes)
+ _pad: f32, // Alignment padding (4 bytes)
};
-// Expected size: 32 bytes
+// Total size: 32 bytes (8 f32 values)
```
+**Use cases:**
+- `time`: Constant-speed physics animation
+- `beat_time`: Musical bar/beat synchronization
+- `beat_phase`: Smooth per-beat oscillation
+
**Example (EffectParams with f32 members):**
```wgsl
@@ -73,14 +79,15 @@ For every WGSL uniform struct, a corresponding C++ struct must exist. This C++ s
```cpp
struct CommonPostProcessUniforms {
- vec2 resolution; // 8 bytes
- float _pad[2]; // 8 bytes padding (matches vec2<f32> in WGSL)
- float aspect_ratio; // 4 bytes
- float time; // 4 bytes
- float beat; // 4 bytes
- float audio_intensity; // 4 bytes
+ vec2 resolution; // 8 bytes - screen dimensions
+ float aspect_ratio; // 4 bytes - width/height ratio
+ float time; // 4 bytes - physical seconds
+ float beat_time; // 4 bytes - musical beats
+ float beat_phase; // 4 bytes - fractional beat 0-1
+ float audio_intensity; // 4 bytes - audio peak
+ float _pad; // 4 bytes - alignment padding
};
-static_assert(sizeof(CommonPostProcessUniforms) == 32,
+static_assert(sizeof(CommonPostProcessUniforms) == 32,
"CommonPostProcessUniforms must be 32 bytes for WGSL alignment");
```
diff --git a/go.sh b/go.sh
index 1f2fc26..e6ad52b 100644
--- a/go.sh
+++ b/go.sh
@@ -3,3 +3,8 @@
# ./training/train_cnn.py --layers 3 --kernel_sizes 3,3,3 --epochs 10000 --batch_size 16 --input training/input/ --target training/target_2/ --checkpoint-every 1000
./training/train_cnn.py --export-only training/checkpoints/checkpoint_epoch_2000.pth
./training/train_cnn.py --export-only training/checkpoints/checkpoint_epoch_2000.pth --infer training/input/img_001.png --output test/toto.png
+./training/train_cnn.py --export-only training/checkpoints/checkpoint_epoch_2000.pth \
+ --infer training/input/img_001.png \
+ --output output/ref/toto0.png --save-intermediates output/ref/
+./build/cnn_test training/input/img_001.png output/toto.png --save-intermediates output/
+open output/*
diff --git a/output/layer_0.png b/output/layer_0.png
new file mode 100644
index 0000000..5e66a7f
--- /dev/null
+++ b/output/layer_0.png
Binary files differ
diff --git a/output/layer_1.png b/output/layer_1.png
new file mode 100644
index 0000000..3fc7102
--- /dev/null
+++ b/output/layer_1.png
Binary files differ
diff --git a/output/ref/layer_0.png b/output/ref/layer_0.png
new file mode 100644
index 0000000..b518ce0
--- /dev/null
+++ b/output/ref/layer_0.png
Binary files differ
diff --git a/output/ref/layer_1.png b/output/ref/layer_1.png
new file mode 100644
index 0000000..91e5b9c
--- /dev/null
+++ b/output/ref/layer_1.png
Binary files differ
diff --git a/output/toto.png b/output/toto.png
new file mode 100644
index 0000000..b5fb086
--- /dev/null
+++ b/output/toto.png
Binary files differ
diff --git a/output/toto0.png b/output/toto0.png
new file mode 100644
index 0000000..f970b84
--- /dev/null
+++ b/output/toto0.png
Binary files differ
diff --git a/src/audio/backend/wav_dump_backend.cc b/src/audio/backend/wav_dump_backend.cc
index 3f72c87..7427fa9 100644
--- a/src/audio/backend/wav_dump_backend.cc
+++ b/src/audio/backend/wav_dump_backend.cc
@@ -123,7 +123,7 @@ void WavDumpBackend::write_wav_header(FILE* file, uint32_t num_samples) {
const uint32_t bits_per_sample = 16;
const uint32_t byte_rate = sample_rate * num_channels * bits_per_sample / 8;
const uint16_t block_align = num_channels * bits_per_sample / 8;
- const uint32_t data_size = num_samples * num_channels * bits_per_sample / 8;
+ const uint32_t data_size = num_samples * bits_per_sample / 8;
// RIFF header
fwrite("RIFF", 1, 4, file);
diff --git a/src/gpu/effect.cc b/src/gpu/effect.cc
index 58e011c..3ee2acd 100644
--- a/src/gpu/effect.cc
+++ b/src/gpu/effect.cc
@@ -226,7 +226,8 @@ void MainSequence::resize(int width, int height) {
}
}
-void MainSequence::render_frame(float global_time, float beat, float peak,
+void MainSequence::render_frame(float global_time, float beat_time,
+ float beat_phase, float peak,
float aspect_ratio, WGPUSurface surface) {
WGPUCommandEncoder encoder =
wgpuDeviceCreateCommandEncoder(gpu_ctx.device, nullptr);
@@ -260,11 +261,12 @@ void MainSequence::render_frame(float global_time, float beat, float peak,
// Construct common uniforms once (reused for all effects)
CommonPostProcessUniforms base_uniforms = {
.resolution = {static_cast<float>(width_), static_cast<float>(height_)},
- ._pad = {0.0f, 0.0f},
.aspect_ratio = aspect_ratio,
.time = 0.0f, // Will be set per-effect
- .beat = beat,
+ .beat_time = beat_time,
+ .beat_phase = beat_phase,
.audio_intensity = peak,
+ ._pad = 0.0f,
};
for (const SequenceItem* item : scene_effects) {
@@ -455,13 +457,9 @@ void MainSequence::register_auxiliary_texture(const char* name, int width,
int height) {
const std::string key(name);
- // Check if already exists
+ // Check if already exists (silent, idempotent registration is valid)
auto it = auxiliary_textures_.find(key);
if (it != auxiliary_textures_.end()) {
-#if !defined(STRIP_ALL)
- fprintf(stderr, "Warning: Auxiliary texture '%s' already registered\n",
- name);
-#endif /* !defined(STRIP_ALL) */
return;
}
@@ -564,7 +562,8 @@ void MainSequence::simulate_until(float target_time, float step_rate,
for (float t = 0.0f; t < target_time; t += step_rate) {
WGPUCommandEncoder encoder =
wgpuDeviceCreateCommandEncoder(gpu_ctx.device, nullptr);
- float beat = fmodf(t * bpm / 60.0f, 1.0f);
+ float absolute_beat_time = t * bpm / 60.0f;
+ float beat_phase = fmodf(absolute_beat_time, 1.0f);
std::vector<SequenceItem*> scene_effects, post_effects;
for (ActiveSequence& entry : sequences_) {
if (t >= entry.start_time) {
@@ -575,11 +574,12 @@ void MainSequence::simulate_until(float target_time, float step_rate,
for (const SequenceItem* item : scene_effects) {
CommonPostProcessUniforms test_uniforms = {
.resolution = {static_cast<float>(width_), static_cast<float>(height_)},
- ._pad = {0.0f, 0.0f},
.aspect_ratio = aspect_ratio,
.time = t - item->start_time,
- .beat = beat,
+ .beat_time = absolute_beat_time,
+ .beat_phase = beat_phase,
.audio_intensity = 0.0f,
+ ._pad = 0.0f,
};
item->effect->compute(encoder, test_uniforms);
}
diff --git a/src/gpu/effect.h b/src/gpu/effect.h
index ed90ac7..b9709a4 100644
--- a/src/gpu/effect.h
+++ b/src/gpu/effect.h
@@ -49,16 +49,19 @@ class Effect {
// Helper: get initialized CommonPostProcessUniforms based on current dimensions
// If aspect_ratio < 0, computes from width_/height_
- CommonPostProcessUniforms get_common_uniforms(float time = 0.0f, float beat = 0.0f,
+ CommonPostProcessUniforms get_common_uniforms(float time = 0.0f,
+ float beat_time = 0.0f,
+ float beat_phase = 0.0f,
float intensity = 0.0f,
float aspect_ratio = -1.0f) const {
return {
.resolution = {static_cast<float>(width_), static_cast<float>(height_)},
- ._pad = {0.0f, 0.0f},
.aspect_ratio = aspect_ratio < 0.0f ? static_cast<float>(width_) / static_cast<float>(height_) : aspect_ratio,
.time = time,
- .beat = beat,
+ .beat_time = beat_time,
+ .beat_phase = beat_phase,
.audio_intensity = intensity,
+ ._pad = 0.0f,
};
}
@@ -130,8 +133,8 @@ class MainSequence {
void init_test(const GpuContext& ctx);
void add_sequence(std::shared_ptr<Sequence> seq, float start_time,
int priority = 0);
- void render_frame(float global_time, float beat, float peak,
- float aspect_ratio, WGPUSurface surface);
+ void render_frame(float global_time, float beat_time, float beat_phase,
+ float peak, float aspect_ratio, WGPUSurface surface);
void resize(int width, int height);
void shutdown();
diff --git a/src/gpu/effects/flash_effect.cc b/src/gpu/effects/flash_effect.cc
index 4357c34..e53cbce 100644
--- a/src/gpu/effects/flash_effect.cc
+++ b/src/gpu/effects/flash_effect.cc
@@ -77,7 +77,7 @@ void FlashEffect::render(WGPURenderPassEncoder pass,
// Animate color based on time and beat
const float r = params_.color[0] * (0.5f + 0.5f * sinf(uniforms.time * 0.5f));
const float g = params_.color[1] * (0.5f + 0.5f * cosf(uniforms.time * 0.7f));
- const float b = params_.color[2] * (1.0f + 0.3f * uniforms.beat);
+ const float b = params_.color[2] * (1.0f + 0.3f * uniforms.beat_phase);
// Update uniforms with computed (animated) values
const FlashUniforms u = {
diff --git a/src/gpu/effects/post_process_helper.h b/src/gpu/effects/post_process_helper.h
index 23cde0e..1c649e7 100644
--- a/src/gpu/effects/post_process_helper.h
+++ b/src/gpu/effects/post_process_helper.h
@@ -8,12 +8,13 @@
// Uniform data common to all post-processing effects
struct CommonPostProcessUniforms {
- vec2 resolution;
- float _pad[2]; // Padding for 16-byte alignment
- float aspect_ratio;
- float time;
- float beat;
- float audio_intensity;
+ vec2 resolution; // Screen dimensions
+ float aspect_ratio; // Width/height ratio
+ float time; // Physical time in seconds (unaffected by tempo)
+ float beat_time; // Musical time in beats (absolute, tempo-scaled)
+ float beat_phase; // Fractional beat (0.0-1.0 within current beat)
+ float audio_intensity;// Audio peak for beat sync
+ float _pad; // Padding for 16-byte alignment
};
static_assert(sizeof(CommonPostProcessUniforms) == 32,
"CommonPostProcessUniforms must be 32 bytes for WGSL alignment");
diff --git a/src/gpu/effects/shader_composer.cc b/src/gpu/effects/shader_composer.cc
index fe3ad74..9234b7a 100644
--- a/src/gpu/effects/shader_composer.cc
+++ b/src/gpu/effects/shader_composer.cc
@@ -89,6 +89,9 @@ ShaderComposer::Compose(const std::vector<std::string>& dependencies,
void ShaderComposer::VerifyIncludes() const {
#if !defined(STRIP_ALL)
+ // Known placeholders that get substituted at composition time
+ std::set<std::string> known_placeholders = {"render/scene_query_mode"};
+
std::set<std::string> missing;
for (const auto& [name, code] : snippets_) {
std::istringstream stream(code);
@@ -99,7 +102,8 @@ void ShaderComposer::VerifyIncludes() const {
size_t end = line.find('"', start + 1);
if (start != std::string::npos && end != std::string::npos) {
std::string included = line.substr(start + 1, end - start - 1);
- if (snippets_.find(included) == snippets_.end()) {
+ if (snippets_.find(included) == snippets_.end() &&
+ known_placeholders.find(included) == known_placeholders.end()) {
missing.insert(included);
}
}
diff --git a/src/gpu/gpu.cc b/src/gpu/gpu.cc
index e89a2f0..41f5bcf 100644
--- a/src/gpu/gpu.cc
+++ b/src/gpu/gpu.cc
@@ -381,8 +381,10 @@ void gpu_init(PlatformState* platform_state) {
platform_state->height);
}
-void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat) {
- g_main_sequence.render_frame(time, beat, audio_peak, aspect_ratio, g_surface);
+void gpu_draw(float audio_peak, float aspect_ratio, float time,
+ float beat_time, float beat_phase) {
+ g_main_sequence.render_frame(time, beat_time, beat_phase, audio_peak,
+ aspect_ratio, g_surface);
}
void gpu_resize(int width, int height) {
diff --git a/src/gpu/gpu.h b/src/gpu/gpu.h
index 8c59aee..c7ee89f 100644
--- a/src/gpu/gpu.h
+++ b/src/gpu/gpu.h
@@ -42,7 +42,8 @@ struct RenderPass {
class MainSequence; // Forward declaration
void gpu_init(PlatformState* platform_state);
-void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat);
+void gpu_draw(float audio_peak, float aspect_ratio, float time,
+ float beat_time, float beat_phase);
void gpu_resize(int width, int height);
void gpu_shutdown();
diff --git a/src/gpu/headless_gpu.cc b/src/gpu/headless_gpu.cc
index 1a649d3..1eedc66 100644
--- a/src/gpu/headless_gpu.cc
+++ b/src/gpu/headless_gpu.cc
@@ -47,11 +47,13 @@ void gpu_init(PlatformState* platform_state) {
}
}
-void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat) {
+void gpu_draw(float audio_peak, float aspect_ratio, float time,
+ float beat_time, float beat_phase) {
(void)audio_peak;
(void)aspect_ratio;
(void)time;
- (void)beat;
+ (void)beat_time;
+ (void)beat_phase;
}
void gpu_resize(int width, int height) {
diff --git a/src/gpu/sampler_cache.h b/src/gpu/sampler_cache.h
index 0f012a8..5df3958 100644
--- a/src/gpu/sampler_cache.h
+++ b/src/gpu/sampler_cache.h
@@ -58,4 +58,11 @@ public:
return {WGPUAddressMode_ClampToEdge, WGPUAddressMode_ClampToEdge,
WGPUFilterMode_Linear, WGPUFilterMode_Linear, 1};
}
+
+ void clear() {
+ for (auto& pair : cache_) {
+ wgpuSamplerRelease(pair.second);
+ }
+ cache_.clear();
+ }
};
diff --git a/src/gpu/stub_gpu.cc b/src/gpu/stub_gpu.cc
index 0b4185c..8d69996 100644
--- a/src/gpu/stub_gpu.cc
+++ b/src/gpu/stub_gpu.cc
@@ -41,11 +41,13 @@ void gpu_init(PlatformState* platform_state) {
(void)platform_state;
}
-void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat) {
+void gpu_draw(float audio_peak, float aspect_ratio, float time,
+ float beat_time, float beat_phase) {
(void)audio_peak;
(void)aspect_ratio;
(void)time;
- (void)beat;
+ (void)beat_time;
+ (void)beat_phase;
}
void gpu_resize(int width, int height) {
diff --git a/src/gpu/texture_readback.cc b/src/gpu/texture_readback.cc
index f3e4056..e25da9e 100644
--- a/src/gpu/texture_readback.cc
+++ b/src/gpu/texture_readback.cc
@@ -71,6 +71,7 @@ std::vector<uint8_t> read_texture_pixels(
wgpuQueueSubmit(queue, 1, &commands);
wgpuCommandBufferRelease(commands);
wgpuCommandEncoderRelease(encoder);
+ wgpuQueueRelease(queue); // Release the queue reference
// Wait for copy to complete before mapping
wgpuDevicePoll(device, true, nullptr);
diff --git a/src/main.cc b/src/main.cc
index 6132841..45a642a 100644
--- a/src/main.cc
+++ b/src/main.cc
@@ -13,6 +13,9 @@
#include "audio/backend/wav_dump_backend.h"
#include "util/file_watcher.h"
#include <vector>
+#if defined(DEMO_HEADLESS)
+#include <csignal>
+#endif
#endif
#include "generated/assets.h" // Include generated asset header
#include "gpu/demo_effects.h" // For GetDemoDuration()
@@ -24,6 +27,17 @@
#include <cstdlib>
#include <cstring>
+#if !defined(STRIP_ALL) && defined(DEMO_HEADLESS)
+static WavDumpBackend* g_wav_backend_ptr = nullptr;
+static void signal_handler(int sig) {
+ if (g_wav_backend_ptr != nullptr) {
+ g_wav_backend_ptr->shutdown();
+ g_wav_backend_ptr = nullptr;
+ }
+ exit(sig);
+}
+#endif
+
int main(int argc, char** argv) {
PlatformState platform_state;
bool fullscreen_enabled = false;
@@ -93,6 +107,11 @@ int main(int argc, char** argv) {
if (dump_wav) {
wav_backend.set_output_file(wav_output_file);
audio_set_backend(&wav_backend);
+#if defined(DEMO_HEADLESS)
+ g_wav_backend_ptr = &wav_backend;
+ signal(SIGINT, signal_handler);
+ signal(SIGTERM, signal_handler);
+#endif
printf("WAV dump mode enabled: %s\n", wav_output_file);
}
#endif
@@ -262,6 +281,9 @@ int main(int argc, char** argv) {
printf("\nWAV dump complete: %.2fs physical, %.2fs music time\n",
physical_time, g_music_time);
+#if defined(DEMO_HEADLESS)
+ g_wav_backend_ptr = nullptr;
+#endif
audio_shutdown();
gpu_shutdown();
platform_shutdown(&platform_state);
@@ -269,6 +291,7 @@ int main(int argc, char** argv) {
}
#endif
+#if !defined(DEMO_HEADLESS)
int last_width = platform_state.width;
int last_height = platform_state.height;
@@ -325,11 +348,10 @@ int main(int argc, char** argv) {
const float raw_peak = audio_get_realtime_peak();
const float visual_peak = fminf(raw_peak * 8.0f, 1.0f);
- // Beat calculation should use audio time to align with audio events.
- // The graphics loop time (current_physical_time) is used for frame rate.
- const float beat_time = current_audio_time * g_tracker_score.bpm / 60.0f;
- const int beat_number = (int)beat_time;
- const float beat = fmodf(beat_time, 1.0f); // Fractional part (0.0 to 1.0)
+ // Beat calculation: convert audio time to musical beats
+ const float absolute_beat_time = current_audio_time * g_tracker_score.bpm / 60.0f;
+ const int beat_number = (int)absolute_beat_time;
+ const float beat_phase = fmodf(absolute_beat_time, 1.0f); // Fractional part (0.0 to 1.0)
// Print beat/time info periodically for identifying sync points
// Use graphics time for the print interval to avoid excessive output if
@@ -339,20 +361,21 @@ int main(int argc, char** argv) {
0.5f) { // Print every 0.5 seconds
if (tempo_test_enabled) {
printf(
- "[GraphicsT=%.2f, AudioT=%.2f, MusicT=%.2f, Beat=%d, Frac=%.2f, "
+ "[GraphicsT=%.2f, AudioT=%.2f, MusicT=%.2f, Beat=%d, Phase=%.2f, "
"Peak=%.2f, Tempo=%.2fx]\n",
current_physical_time, current_audio_time, g_music_time,
- beat_number, beat, visual_peak, g_tempo_scale);
+ beat_number, beat_phase, visual_peak, g_tempo_scale);
} else {
- printf("[GraphicsT=%.2f, AudioT=%.2f, Beat=%d, Frac=%.2f, Peak=%.2f]\n",
- current_physical_time, current_audio_time, beat_number, beat,
+ printf("[GraphicsT=%.2f, AudioT=%.2f, Beat=%d, Phase=%.2f, Peak=%.2f]\n",
+ current_physical_time, current_audio_time, beat_number, beat_phase,
visual_peak);
}
last_graphics_print_time = current_physical_time;
}
- // Draw graphics using the graphics frame time and synchronized audio events
- gpu_draw(visual_peak, aspect_ratio, (float)current_physical_time, beat);
+ // Draw graphics using physical time and musical beat time
+ gpu_draw(visual_peak, aspect_ratio, (float)current_physical_time,
+ absolute_beat_time, beat_phase);
last_frame_time = current_physical_time;
// Update audio systems (tracker, synth, etc.) based on audio time
@@ -360,8 +383,12 @@ int main(int argc, char** argv) {
audio_update();
}
+#if !defined(STRIP_ALL) && defined(DEMO_HEADLESS)
+ g_wav_backend_ptr = nullptr;
+#endif
audio_shutdown();
gpu_shutdown();
platform_shutdown(&platform_state);
+#endif /* !defined(DEMO_HEADLESS) */
return 0;
} \ No newline at end of file
diff --git a/src/test_demo.cc b/src/test_demo.cc
index b8e9381..9cbeae2 100644
--- a/src/test_demo.cc
+++ b/src/test_demo.cc
@@ -21,33 +21,25 @@ extern void LoadTimeline(MainSequence& main_seq, const GpuContext& ctx);
// Inline peak meter effect for debugging audio-visual sync
#include "gpu/effects/post_process_helper.h"
+#include "gpu/effects/shader_composer.h"
+
class PeakMeterEffect : public PostProcessEffect {
public:
PeakMeterEffect(const GpuContext& ctx) : PostProcessEffect(ctx) {
- // Use standard post-process binding macros
- const char* shader_code = R"(
+ // Use ShaderComposer to include CommonUniforms from common_uniforms.wgsl
+ const char* shader_main = R"(
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
};
- struct Uniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
- };
-
struct EffectParams {
unused: f32,
};
@group(0) @binding(0) var inputSampler: sampler;
@group(0) @binding(1) var inputTexture: texture_2d<f32>;
- @group(0) @binding(2) var<uniform> uniforms: Uniforms;
+ @group(0) @binding(2) var<uniform> uniforms: CommonUniforms;
@group(0) @binding(3) var<uniform> params: EffectParams;
@vertex
@@ -86,32 +78,23 @@ class PeakMeterEffect : public PostProcessEffect {
}
)";
+ // Compose shader with common_uniforms to get CommonUniforms definition
+ std::string shader_code = ShaderComposer::Get().Compose(
+ {"common_uniforms"}, shader_main);
+
pipeline_ =
- create_post_process_pipeline(ctx_.device, ctx_.format, shader_code);
+ create_post_process_pipeline(ctx_.device, ctx_.format, shader_code.c_str());
}
- void update_bind_group(WGPUTextureView input_view) {
+ void update_bind_group(WGPUTextureView input_view) override {
pp_update_bind_group(ctx_.device, pipeline_, &bind_group_, input_view,
uniforms_.get(), {});
}
- void render(WGPURenderPassEncoder pass, float time, float beat,
- float peak_value, float aspect_ratio) {
- (void)time;
- (void)beat;
-
- CommonPostProcessUniforms u = {
- .resolution = {(float)width_, (float)height_},
- .aspect_ratio = aspect_ratio,
- .time = time,
- .beat = beat,
- .audio_intensity = peak_value,
- };
- uniforms_.update(ctx_.queue, u);
-
- wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
- wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
- wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Full-screen triangle
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override {
+ uniforms_.update(ctx_.queue, uniforms);
+ PostProcessEffect::render(pass, uniforms);
}
};
@@ -347,11 +330,10 @@ int main(int argc, char** argv) {
const float raw_peak = audio_get_realtime_peak();
const float visual_peak = fminf(raw_peak * 8.0f, 1.0f);
- // Beat calculation should use audio time to align with audio events.
- // The graphics loop time (current_physical_time) is used for frame rate.
- const float beat_time = current_audio_time * g_tracker_score.bpm / 60.0f;
- const int beat_number = (int)beat_time;
- const float beat = fmodf(beat_time, 1.0f); // Fractional part (0.0 to 1.0)
+ // Beat calculation: convert audio time to musical beats
+ const float absolute_beat_time = current_audio_time * g_tracker_score.bpm / 60.0f;
+ const int beat_number = (int)absolute_beat_time;
+ const float beat_phase = fmodf(absolute_beat_time, 1.0f); // Fractional part (0.0 to 1.0)
#if !defined(STRIP_ALL)
// Log peak (either per-frame or per-beat)
@@ -377,22 +359,23 @@ int main(int argc, char** argv) {
if (current_physical_time - last_graphics_print_time >= 0.5f) {
if (tempo_test_enabled) {
printf(
- "[GraphicsT=%.2f, AudioT=%.2f, MusicT=%.2f, Beat=%d, Frac=%.2f, "
+ "[GraphicsT=%.2f, AudioT=%.2f, MusicT=%.2f, Beat=%d, Phase=%.2f, "
"Peak=%.2f, Tempo=%.2fx]\n",
current_physical_time, current_audio_time, g_music_time,
- beat_number, beat, visual_peak, g_tempo_scale);
+ beat_number, beat_phase, visual_peak, g_tempo_scale);
} else {
- printf("[GraphicsT=%.2f, AudioT=%.2f, Beat=%d, Frac=%.2f, Peak=%.2f]\n",
- current_physical_time, current_audio_time, beat_number, beat,
+ printf("[GraphicsT=%.2f, AudioT=%.2f, Beat=%d, Phase=%.2f, Peak=%.2f]\n",
+ current_physical_time, current_audio_time, beat_number, beat_phase,
visual_peak);
}
last_graphics_print_time = current_physical_time;
}
#endif
- // Draw graphics using the graphics frame time and synchronized audio events
+ // Draw graphics using physical time and musical beat time
const float graphics_frame_time = (float)current_physical_time;
- gpu_draw(visual_peak, aspect_ratio, graphics_frame_time, beat);
+ gpu_draw(visual_peak, aspect_ratio, graphics_frame_time,
+ absolute_beat_time, beat_phase);
// Update audio systems (tracker, synth, etc.) based on audio time
// progression
diff --git a/src/tests/assets/test_sequence.cc b/src/tests/assets/test_sequence.cc
index 44aac46..157b462 100644
--- a/src/tests/assets/test_sequence.cc
+++ b/src/tests/assets/test_sequence.cc
@@ -96,7 +96,7 @@ void test_effect_lifecycle() {
main_seq.add_sequence(seq1, 0.0f, 0);
// Before effect starts
- main_seq.render_frame(0.5f, 0, 0, 1.0f,
+ main_seq.render_frame(0.5f, 0, 0, 0, 1.0f,
dummy_surface); // This will still call real render, but
// test counts only init
assert(effect1->init_calls == 1);
@@ -105,26 +105,26 @@ void test_effect_lifecycle() {
assert(effect1->end_calls == 0);
// Effect starts
- main_seq.render_frame(1.0f, 0, 0, 1.0f, dummy_surface);
+ main_seq.render_frame(1.0f, 0, 0, 0, 1.0f, dummy_surface);
assert(effect1->start_calls == 1);
// assert(effect1->render_calls == 1); // No longer checking render calls
// directly from here
assert(effect1->end_calls == 0);
// During effect
- main_seq.render_frame(2.0f, 0, 0, 1.0f, dummy_surface);
+ main_seq.render_frame(2.0f, 0, 0, 0, 1.0f, dummy_surface);
assert(effect1->start_calls == 1);
// assert(effect1->render_calls == 2);
assert(effect1->end_calls == 0);
// Effect ends
- main_seq.render_frame(3.0f, 0, 0, 1.0f, dummy_surface);
+ main_seq.render_frame(3.0f, 0, 0, 0, 1.0f, dummy_surface);
assert(effect1->start_calls == 1);
// assert(effect1->render_calls == 2); // Render not called on end frame
assert(effect1->end_calls == 1);
// After effect ends
- main_seq.render_frame(3.5f, 0, 0, 1.0f, dummy_surface);
+ main_seq.render_frame(3.5f, 0, 0, 0, 1.0f, dummy_surface);
assert(effect1->start_calls == 1);
// assert(effect1->render_calls == 2);
assert(effect1->end_calls == 1);
diff --git a/src/tests/audio/test_wav_dump.cc b/src/tests/audio/test_wav_dump.cc
index eb14652..85b168d 100644
--- a/src/tests/audio/test_wav_dump.cc
+++ b/src/tests/audio/test_wav_dump.cc
@@ -134,12 +134,8 @@ void test_wav_format_matches_live_audio() {
const uint32_t expected_min_size = expected_bytes_per_sec * 1.5;
const uint32_t expected_max_size = expected_bytes_per_sec * 2.5;
- // For now, accept if stereo format is correct (main regression test goal)
- if (header.data_size < expected_min_size ||
- header.data_size > expected_max_size) {
- printf(" WARNING: Data size outside expected range\n");
- // Don't fail on this for now - stereo format is the critical check
- }
+ assert(header.data_size >= expected_min_size);
+ assert(header.data_size <= expected_max_size);
// Verify file contains actual audio data (not all zeros)
fseek(f, sizeof(WavHeader), SEEK_SET);
diff --git a/tools/cnn_test.cc b/tools/cnn_test.cc
index 39ed436..c2983a9 100644
--- a/tools/cnn_test.cc
+++ b/tools/cnn_test.cc
@@ -42,6 +42,8 @@ struct Args {
float blend = 1.0f;
bool output_png = true; // Default to PNG
const char* save_intermediates = nullptr;
+ int num_layers = 3; // Default to 3 layers
+ bool debug_hex = false; // Print first 8 pixels as hex
};
// Parse command-line arguments
@@ -73,6 +75,14 @@ static bool parse_args(int argc, char** argv, Args* args) {
}
} else if (strcmp(argv[i], "--save-intermediates") == 0 && i + 1 < argc) {
args->save_intermediates = argv[++i];
+ } else if (strcmp(argv[i], "--layers") == 0 && i + 1 < argc) {
+ args->num_layers = atoi(argv[++i]);
+ if (args->num_layers < 1 || args->num_layers > 10) {
+ fprintf(stderr, "Error: layers must be in range [1, 10]\n");
+ return false;
+ }
+ } else if (strcmp(argv[i], "--debug-hex") == 0) {
+ args->debug_hex = true;
} else if (strcmp(argv[i], "--help") == 0) {
return false;
} else {
@@ -90,7 +100,9 @@ static void print_usage(const char* prog) {
fprintf(stderr, "\nOPTIONS:\n");
fprintf(stderr, " --blend F Final blend amount (0.0-1.0, default: 1.0)\n");
fprintf(stderr, " --format ppm|png Output format (default: png)\n");
+ fprintf(stderr, " --layers N Number of CNN layers (1-10, default: 3)\n");
fprintf(stderr, " --save-intermediates DIR Save intermediate layers to directory\n");
+ fprintf(stderr, " --debug-hex Print first 8 pixels as hex (debug)\n");
fprintf(stderr, " --help Show this help\n");
}
@@ -273,6 +285,7 @@ int main(int argc, char** argv) {
WGPUTexture input_texture =
load_texture(device, queue, args.input_path, &width, &height);
if (!input_texture) {
+ SamplerCache::Get().clear();
fixture.shutdown();
return 1;
}
@@ -303,6 +316,7 @@ int main(int argc, char** argv) {
if (pipeline_final) wgpuRenderPipelineRelease(pipeline_final);
wgpuTextureViewRelease(input_view);
wgpuTextureRelease(input_texture);
+ SamplerCache::Get().clear();
fixture.shutdown();
return 1;
}
@@ -360,8 +374,8 @@ int main(int argc, char** argv) {
WGPUSampler sampler =
SamplerCache::Get().get_or_create(device, SamplerCache::clamp());
- // Multi-layer processing (fixed 3 layers)
- const int NUM_LAYERS = 3;
+ // Multi-layer processing
+ const int NUM_LAYERS = args.num_layers;
int dst_idx = 0; // Index of texture to render to
// First layer reads from input, subsequent layers read from previous output
@@ -373,11 +387,12 @@ int main(int argc, char** argv) {
// Update uniforms
CommonPostProcessUniforms common_u = {
.resolution = {static_cast<float>(width), static_cast<float>(height)},
- ._pad = {0.0f, 0.0f},
.aspect_ratio = static_cast<float>(width) / static_cast<float>(height),
.time = 0.0f,
- .beat = 0.0f,
+ .beat_time = 0.0f,
+ .beat_phase = 0.0f,
.audio_intensity = 0.0f,
+ ._pad = 0.0f,
};
wgpuQueueWriteBuffer(queue, common_uniform_buffer, 0, &common_u,
sizeof(common_u));
@@ -427,6 +442,18 @@ int main(int argc, char** argv) {
printf("Reading pixels from GPU...\n");
std::vector<uint8_t> pixels = rt.read_pixels();
+ // Debug: print first 8 pixels as hex
+ if (args.debug_hex && !pixels.empty()) {
+ printf("First 8 pixels (BGRA hex):\n");
+ for (int i = 0; i < 8 && i < width * height; ++i) {
+ const uint8_t b = pixels[i * 4 + 0];
+ const uint8_t g = pixels[i * 4 + 1];
+ const uint8_t r = pixels[i * 4 + 2];
+ const uint8_t a = pixels[i * 4 + 3];
+ printf(" [%d] 0x%02X%02X%02X%02X (RGBA)\n", i, r, g, b, a);
+ }
+ }
+
if (pixels.empty()) {
fprintf(stderr, "Error: GPU readback failed\n");
wgpuTextureViewRelease(intermediate_views[0]);
@@ -440,6 +467,7 @@ int main(int argc, char** argv) {
wgpuBindGroupLayoutRelease(bgl);
wgpuRenderPipelineRelease(pipeline_final);
wgpuRenderPipelineRelease(pipeline_intermediate);
+ SamplerCache::Get().clear();
fixture.shutdown();
return 1;
}
@@ -466,6 +494,7 @@ int main(int argc, char** argv) {
wgpuBindGroupLayoutRelease(bgl);
wgpuRenderPipelineRelease(pipeline_final);
wgpuRenderPipelineRelease(pipeline_intermediate);
+ SamplerCache::Get().clear();
fixture.shutdown();
return 1;
}
@@ -501,6 +530,18 @@ int main(int argc, char** argv) {
std::vector<uint8_t> pixels = texture_readback_fp16_to_u8(
device, queue, intermediate_textures[dst_idx], width, height);
+ // Debug: print first 8 pixels as hex
+ if (args.debug_hex && !pixels.empty()) {
+ printf("Layer %d first 8 pixels (BGRA hex):\n", layer);
+ for (int i = 0; i < 8 && i < width * height; ++i) {
+ const uint8_t b = pixels[i * 4 + 0];
+ const uint8_t g = pixels[i * 4 + 1];
+ const uint8_t r = pixels[i * 4 + 2];
+ const uint8_t a = pixels[i * 4 + 3];
+ printf(" [%d] 0x%02X%02X%02X%02X (RGBA)\n", i, r, g, b, a);
+ }
+ }
+
if (!pixels.empty()) {
save_png(layer_path, pixels, width, height);
} else {
@@ -517,6 +558,9 @@ int main(int argc, char** argv) {
}
}
+ // Wait for all GPU work to complete before cleanup
+ wgpuDevicePoll(device, true, nullptr);
+
// Cleanup
wgpuTextureViewRelease(intermediate_views[0]);
wgpuTextureViewRelease(intermediate_views[1]);
@@ -529,6 +573,7 @@ int main(int argc, char** argv) {
wgpuRenderPipelineRelease(pipeline_final);
wgpuTextureViewRelease(input_view);
wgpuTextureRelease(input_texture);
+ SamplerCache::Get().clear();
fixture.shutdown();
return 0;
diff --git a/tools/seq_compiler.cc b/tools/seq_compiler.cc
index ecb9908..069122a 100644
--- a/tools/seq_compiler.cc
+++ b/tools/seq_compiler.cc
@@ -633,30 +633,22 @@ void generate_gantt_html(const std::string& output_file,
// (seconds)
std::string convert_to_time(const std::string& value, float bpm) {
std::string val = value;
- bool is_beat = false;
- // Check for explicit 'b' suffix (beat)
- if (!val.empty() && val.back() == 'b') {
- is_beat = true;
- val.pop_back();
- }
- // Check for explicit 's' suffix (seconds)
- else if (!val.empty() && val.back() == 's') {
+ // Check for explicit 's' suffix (seconds) - return as-is
+ if (!val.empty() && val.back() == 's') {
val.pop_back();
- return val; // Already in seconds
- }
- // If no suffix and no decimal point, assume beats
- else if (val.find('.') == std::string::npos) {
- is_beat = true;
+ return val;
}
- if (is_beat) {
- float beat = std::stof(val);
- float time = beat * 60.0f / bpm;
- return std::to_string(time);
+ // Check for explicit 'b' suffix (beats) - strip and convert
+ if (!val.empty() && val.back() == 'b') {
+ val.pop_back();
}
- return val; // Return as-is (seconds)
+ // DEFAULT: All numbers (with or without 'b' suffix) are beats
+ float beat = std::stof(val);
+ float time = beat * 60.0f / bpm;
+ return std::to_string(time);
}
int main(int argc, char* argv[]) {
diff --git a/tools/timeline_editor/README.md b/tools/timeline_editor/README.md
index adf9d4e..6e368cf 100644
--- a/tools/timeline_editor/README.md
+++ b/tools/timeline_editor/README.md
@@ -1,73 +1,43 @@
# Timeline Editor
-Interactive web-based editor for `demo.seq` timeline files.
+Interactive web-based editor for `timeline.seq` files.
## Features
-✅ **Implemented:**
-- 📂 Load/save `demo.seq` files
-- 📊 Visual Gantt-style timeline
-- 🎯 Drag & drop sequences along timeline
-- 🎯 Drag & drop effects along timeline
-- 🎯 Resize effects with left/right handles
-- ⏱️ Edit timing (start/end times)
+- 📂 Load/save `timeline.seq` files
+- 📊 Visual Gantt-style timeline with sticky time markers (beat-based)
+- 🎯 Drag & drop sequences and effects
+- 🎯 Resize effects with handles
+- 📦 Collapsible sequences (double-click to collapse)
+- 📏 Vertical grid lines synchronized with time ticks
+- ⏱️ Edit timing and properties (in beats)
- ⚙️ Stack-order based priority system
-- ⚙️ Edit effect class names and constructor arguments
-- 🔍 Zoom in/out (10% - 200%)
-- 🎵 Audio waveform visualization (WAV files)
-- 📋 Real-time statistics
+- 🔍 Zoom (10%-200%) with mouse wheel + Ctrl/Cmd
+- 🎵 Audio waveform visualization (aligned to beats)
+- 🎼 Snap-to-beat mode (enabled by default)
+- 🎛️ BPM slider (60-200 BPM)
+- 🔄 Re-order sequences by time
- 🗑️ Delete sequences/effects
-- ➕ Add new sequences
-- 🎼 Snap-to-beat mode with beat markers
+- ▶️ **Audio playback with auto-expand/collapse** (NEW)
+- 🎚️ **Sticky audio track and timeline ticks** (NEW)
## Usage
-1. **Open the editor:**
- ```bash
- open tools/timeline_editor/index.html
- ```
- Or double-click `index.html` in Finder.
-
-2. **Load a timeline:**
- - Click "📂 Load demo.seq"
- - Select your `assets/demo.seq` file
-
-3. **Edit the timeline:**
- - **Drag sequences/effects** to move them along the timeline
- - **Click an item** to select it and view properties
- - **Edit properties** in the panel below
- - **Click "Apply"** to save property changes
-
-4. **Save your changes:**
- - Click "💾 Save demo.seq"
- - Choose where to save the modified file
-
-5. **Load audio waveform (optional):**
- - Click "🎵 Load Audio (WAV)" to visualize your music track
- - The waveform appears above the timeline for visual reference
- - Use it to align sequences with beats, drops, and musical phrases
- - Click "✖ Clear Audio" to remove the waveform
-
- **Tip:** Generate a WAV file from your demo using:
- ```bash
- ./build/demo64k --dump_wav output.wav
- ```
- Then load `output.wav` in the timeline editor to align sequences with the actual audio output.
-
-6. **Zoom controls:**
- - Use the zoom slider to adjust timeline scale
- - Higher zoom = more pixels per second
- - Waveform scales automatically with zoom
-
-7. **Snap-to-beat mode:**
- - Enable "Show Beats" checkbox to display beat markers
- - Sequences and effects snap to beat boundaries when dragged
- - Helps maintain musical timing
-
-## Keyboard Shortcuts
-
-- **Delete key**: Delete selected item (when implemented)
-- **Escape**: Deselect current item
+1. **Open:** `open tools/timeline_editor/index.html` or double-click in browser
+2. **Load timeline:** Click "📂 Load timeline.seq" → select `workspaces/main/timeline.seq`
+3. **Load audio:** Click "🎵 Load Audio (WAV)" → select audio file
+4. **Playback:**
+ - Click "▶ Play" or press **Spacebar** to play/pause
+ - Click waveform to seek
+ - Watch sequences auto-expand/collapse during playback
+ - Red playback indicator shows current position
+5. **Edit:**
+ - Drag sequences/effects to reposition
+ - Double-click sequence header to collapse/expand
+ - Click item to edit properties in side panel
+ - Drag effect handles to resize
+6. **Zoom:** Ctrl/Cmd + mouse wheel (zooms at cursor position)
+7. **Save:** Click "💾 Save timeline.seq"
## File Format
@@ -87,71 +57,43 @@ SEQUENCE <start_time> <priority> ["optional_name"] [optional_end]
- `=` = Keep same priority as previous
- `-` = Decrement priority (background layers)
-**Time Notation:**
-- `0b`, `4b`, `64b` = Beats (converted using BPM)
-- `0.0`, `2.0`, `32.0` = Seconds
-- Integer without 'b': treated as beats
-- Decimal point: treated as seconds
+**Time Notation (Beat-Based):**
+- **Default:** All numbers are beats (e.g., `4`, `16.5` = beats)
+- `4b`, `16b` = Explicit beats (optional 'b' suffix for clarity)
+- `2.0s`, `8.25s` = Explicit seconds (rare, for physical timing)
-Example:
+Example (Beat-Based):
```
# BPM 120
-SEQUENCE 0b 0 "Opening Scene"
- EFFECT - FlashCubeEffect .2 3 # Background (priority -1)
- EFFECT + FlashEffect 0.0 1.0 # Foreground (priority 0)
- EFFECT + FadeEffect 0.5 2.0 # Overlay (priority 1)
-
-SEQUENCE 4b 1 "Beat Drop"
- EFFECT + HeptagonEffect 0.0 0.5 # Priority 0
- EFFECT = ParticlesEffect 0.0 2.0 # Priority 0 (same layer)
-```
-
-## Color Coding
-
-- **Blue boxes**: Sequences (container for effects)
-- **Gray boxes**: Effects (visual elements)
-- **Green highlight**: Selected sequence
-- **Orange highlight**: Selected effect
-
-## Tips
-
-- **Sequences** have absolute start times
-- **Effects** have start/end times **relative to their sequence**
-- Priority determines rendering order (higher = rendered later = on top)
-- Effect constructor arguments are passed as-is to the C++ code
-
-## Limitations
+SEQUENCE 0 0 "Opening Scene" # Start at beat 0
+ EFFECT - FlashCubeEffect 0 4 # Beats 0-4 (0-2s @ 120 BPM)
+ EFFECT + FlashEffect 0 2 # Beats 0-2 (0-1s)
+ EFFECT + FadeEffect 1 4 # Beats 1-4 (0.5-2s)
-- No preview rendering (this is intentional - it's just a timeline editor)
-- No automatic overlap detection yet
-- No undo/redo (coming soon)
-- Cannot add effects to sequences (manually edit properties for now)
+SEQUENCE 8 1 "Beat Drop" # Start at beat 8 (bar 3)
+ EFFECT + HeptagonEffect 0 1 # First beat of sequence
+ EFFECT = ParticlesEffect 0 4 # Full bar (4 beats)
-## Future Enhancements
-
-- [ ] Undo/redo functionality
-- [ ] Add effect button (create new effects within sequences)
-- [ ] Overlap detection warnings
-- [ ] Timeline playback indicator
-- [ ] Multiple file comparison
-- [ ] Export to different formats
-- [ ] **Music.track visualization**: Parse `music.track` file and overlay tracker patterns/samples on timeline for alignment assistance
-
-## Technical Details
-
-- Pure HTML/CSS/JavaScript (no dependencies)
-- No backend required
-- Works offline
-- All processing happens in the browser
-- Files are saved via browser download API
+SEQUENCE 2.5s 0 "Explicit seconds" # Rare: start at 2.5 physical seconds
+ EFFECT + Fade 0 4 # Still uses beats for duration
+```
-## Integration
+## Keyboard Shortcuts
-After editing in the timeline editor:
+- **Spacebar**: Play/pause audio playback
+- **Ctrl/Cmd + Wheel**: Zoom in/out at cursor position
-1. Save the modified `demo.seq`
-2. Copy it to `assets/demo.seq`
-3. Rebuild the project: `cmake --build build`
-4. The new timeline will be compiled into the demo
+## Technical Notes
-No code changes needed - the `seq_compiler` automatically processes the updated file.
+- Pure HTML/CSS/JavaScript (no dependencies, works offline)
+- **Internal representation uses beats** (not seconds)
+- Sequences have absolute times (beats), effects are relative to parent sequence
+- BPM used for seconds conversion (tooltips, audio waveform alignment)
+- Priority determines render order (higher = on top)
+- Collapsed sequences show 35px title bar, expanded show full effect stack
+- Time markers show beats by default (4-beat/bar increments)
+- **Waveform and time markers are sticky** at top during scroll/zoom
+- Vertical grid lines aid alignment
+- Snap-to-beat enabled by default for musical alignment
+- **Auto-expand/collapse**: Active sequence expands during playback, previous collapses
+- **Auto-scroll**: Timeline follows playback indicator (keeps it in middle third of viewport)
diff --git a/tools/timeline_editor/ROADMAP.md b/tools/timeline_editor/ROADMAP.md
index 4bfc35c..216adbf 100644
--- a/tools/timeline_editor/ROADMAP.md
+++ b/tools/timeline_editor/ROADMAP.md
@@ -4,6 +4,37 @@ This document outlines planned enhancements for the interactive timeline editor.
---
+## Known Bugs (High Priority)
+
+### Audio Playback Integration Issues
+
+1. **Audio waveform doesn't scale with zoom nor follow timeline**
+ - Waveform should horizontally sync with timeline ticks/sequences
+ - Should scale to match `pixelsPerSecond` zoom level
+ - Currently remains static regardless of zoom
+
+2. **Playback indicator doesn't follow zoom and height issues**
+ - Vertical red bar position calculation doesn't account for `pixelsPerSecond`
+ - Doesn't reach bottom when sequences have scrolled
+ - Needs to span full `timeline-content` height dynamically
+
+3. **Sequences overlap timeline at scroll origin**
+ - Some sequences still go behind timeline ticks
+ - Notably when wheel pans back to beginning (scrollLeft = 0)
+ - Need proper clipping or z-index management
+
+4. **Timeline and waveform should be fixed, not floating**
+ - Currently using sticky positioning
+ - Should use true fixed positioning at top
+ - Should remain stationary regardless of scroll
+
+5. **Status indicator causes reflow**
+ - Green status text appears/disappears causing layout shift
+ - Should be relocated to top or bottom as fixed/always-visible
+ - Prevents jarring reflow when messages appear
+
+---
+
## Phase 1: Core Editing Features (High Priority)
### 1.1 Snap-to-Beat ⭐ Priority: HIGH
diff --git a/tools/timeline_editor/index.html b/tools/timeline_editor/index.html
index db71beb..c9385ad 100644
--- a/tools/timeline_editor/index.html
+++ b/tools/timeline_editor/index.html
@@ -3,7 +3,7 @@
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
- <title>Timeline Editor - demo.seq</title>
+ <title>Timeline Editor - timeline.seq</title>
<style>
* {
margin: 0;
@@ -33,11 +33,17 @@
padding: 20px;
border-radius: 8px;
margin-bottom: 20px;
+ display: flex;
+ align-items: center;
+ justify-content: space-between;
+ gap: 20px;
+ flex-wrap: wrap;
}
h1 {
- margin-bottom: 10px;
+ margin: 0;
color: #4ec9b0;
+ white-space: nowrap;
}
.controls {
@@ -45,7 +51,6 @@
gap: 10px;
flex-wrap: wrap;
align-items: center;
- margin-bottom: 20px;
}
.checkbox-label {
@@ -101,17 +106,24 @@
background: #252526;
border-radius: 8px;
padding: 20px;
- overflow-x: auto;
- overflow-y: auto;
position: relative;
height: calc(100vh - 280px);
min-height: 500px;
+ display: flex;
+ flex-direction: column;
+ }
+
+ .timeline-content {
+ flex: 1;
+ overflow-x: auto;
+ overflow-y: auto;
+ position: relative;
/* Hide scrollbars while keeping scroll functionality */
scrollbar-width: none; /* Firefox */
-ms-overflow-style: none; /* IE/Edge */
}
- .timeline-container::-webkit-scrollbar {
+ .timeline-content::-webkit-scrollbar {
display: none; /* Chrome/Safari/Opera */
}
@@ -121,20 +133,56 @@
border-left: 2px solid #3c3c3c;
}
+ .sticky-header {
+ position: relative;
+ background: #252526;
+ z-index: 100;
+ padding-bottom: 10px;
+ border-bottom: 2px solid #3c3c3c;
+ flex-shrink: 0;
+ }
+
+ .playback-controls {
+ display: flex;
+ align-items: center;
+ gap: 10px;
+ padding: 10px 0;
+ }
+
+ #playPauseBtn {
+ width: 60px;
+ padding: 8px 12px;
+ }
+
#waveformCanvas {
position: relative;
height: 80px;
width: 100%;
- margin-bottom: 10px;
background: rgba(0, 0, 0, 0.3);
border-radius: 4px;
cursor: crosshair;
}
+ .playback-indicator {
+ position: absolute;
+ top: 0;
+ width: 2px;
+ height: 100%;
+ background: #f48771;
+ box-shadow: 0 0 4px rgba(244, 135, 113, 0.8);
+ pointer-events: none;
+ z-index: 90;
+ display: none;
+ }
+
+ .playback-indicator.playing {
+ display: block;
+ }
+
.time-markers {
position: relative;
height: 30px;
- margin-bottom: 10px;
+ margin-top: 10px;
border-bottom: 1px solid #3c3c3c;
}
@@ -155,6 +203,17 @@
background: #3c3c3c;
}
+ .time-marker::after {
+ content: '';
+ position: absolute;
+ left: 0;
+ top: 30px;
+ width: 1px;
+ height: 10000px;
+ background: rgba(60, 60, 60, 0.2);
+ pointer-events: none;
+ }
+
.sequence {
position: absolute;
background: #264f78;
@@ -190,6 +249,36 @@
}
}
+ .sequence-header {
+ position: absolute;
+ top: 0;
+ left: 0;
+ right: 0;
+ padding: 8px;
+ z-index: 5;
+ cursor: pointer;
+ user-select: none;
+ }
+
+ .sequence-header-name {
+ font-size: 14px;
+ font-weight: bold;
+ color: #ffffff;
+ }
+
+ .sequence:not(.collapsed) .sequence-header-name {
+ display: none;
+ }
+
+ .sequence.collapsed {
+ overflow: hidden !important;
+ background: #1a3a4a !important;
+ }
+
+ .sequence.collapsed .sequence-name {
+ display: none !important;
+ }
+
.sequence-name {
position: absolute;
top: 50%;
@@ -283,8 +372,8 @@
.properties-panel {
position: fixed;
- top: 80px;
- right: 20px;
+ bottom: 20px;
+ left: 20px;
width: 350px;
max-height: 80vh;
background: #252526;
@@ -297,7 +386,7 @@
}
.properties-panel.collapsed {
- transform: translateX(370px);
+ transform: translateY(calc(100% + 40px));
}
.panel-header {
@@ -331,8 +420,8 @@
.panel-collapse-btn {
position: fixed;
- top: 80px;
- right: 20px;
+ bottom: 20px;
+ left: 20px;
background: #252526;
border: 1px solid #858585;
color: #d4d4d4;
@@ -408,49 +497,57 @@
<div class="container">
<header>
<h1>📊 Timeline Editor</h1>
- <p>Interactive editor for demo.seq files</p>
+ <div class="controls">
+ <label class="file-label">
+ 📂 Load timeline.seq
+ <input type="file" id="fileInput" accept=".seq">
+ </label>
+ <button id="saveBtn" disabled>💾 Save timeline.seq</button>
+ <label class="file-label">
+ 🎵 Load Audio (WAV)
+ <input type="file" id="audioInput" accept=".wav">
+ </label>
+ <button id="clearAudioBtn" disabled>✖ Clear Audio</button>
+ <button id="addSequenceBtn" disabled>➕ Add Sequence</button>
+ <button id="deleteBtn" disabled>🗑️ Delete Selected</button>
+ <button id="reorderBtn" disabled>🔄 Re-order by Time</button>
+ </div>
</header>
- <div class="controls">
- <label class="file-label">
- 📂 Load demo.seq
- <input type="file" id="fileInput" accept=".seq">
- </label>
- <button id="saveBtn" disabled>💾 Save demo.seq</button>
- <label class="file-label">
- 🎵 Load Audio (WAV)
- <input type="file" id="audioInput" accept=".wav">
- </label>
- <button id="clearAudioBtn" disabled>✖ Clear Audio</button>
- <button id="addSequenceBtn" disabled>➕ Add Sequence</button>
- <button id="deleteBtn" disabled>🗑️ Delete Selected</button>
- <button id="reorderBtn" disabled>🔄 Re-order by Time</button>
- </div>
-
<div class="zoom-controls">
<label>Zoom: <input type="range" id="zoomSlider" min="10" max="200" value="100" step="10"></label>
<span id="zoomLevel">100%</span>
- <label style="margin-left: 20px">Pixels per second: <span id="pixelsPerSec">100</span></label>
+ <label style="margin-left: 20px">BPM: <input type="range" id="bpmSlider" min="60" max="200" value="120" step="1"></label>
+ <span id="currentBPM">120</span>
<label class="checkbox-label" style="margin-left: 20px">
- <input type="checkbox" id="showBeatsCheckbox">
- Show Beats (BPM: <span id="currentBPM">120</span>)
+ <input type="checkbox" id="showBeatsCheckbox" checked>
+ Show Beats
</label>
</div>
<div id="messageArea"></div>
<div class="timeline-container">
- <canvas id="waveformCanvas" style="display: none;"></canvas>
- <div class="time-markers" id="timeMarkers"></div>
- <div class="timeline" id="timeline"></div>
+ <div class="sticky-header">
+ <div class="playback-controls" id="playbackControls" style="display: none;">
+ <button id="playPauseBtn">▶ Play</button>
+ <span id="playbackTime">0.00s</span>
+ </div>
+ <canvas id="waveformCanvas" style="display: none;"></canvas>
+ <div class="time-markers" id="timeMarkers"></div>
+ </div>
+ <div class="timeline-content" id="timelineContent">
+ <div class="playback-indicator" id="playbackIndicator"></div>
+ <div class="timeline" id="timeline"></div>
+ </div>
</div>
- <button class="panel-collapse-btn" id="panelCollapseBtn">◀ Properties</button>
+ <button class="panel-collapse-btn" id="panelCollapseBtn">▲ Properties</button>
<div class="properties-panel" id="propertiesPanel" style="display: none;">
<div class="panel-header">
<h2>Properties</h2>
- <button class="panel-toggle" id="panelToggle">▶ Collapse</button>
+ <button class="panel-toggle" id="panelToggle">▼ Collapse</button>
</div>
<div id="propertiesContent"></div>
</div>
@@ -464,7 +561,7 @@
let currentFile = null;
let selectedItem = null;
let pixelsPerSecond = 100;
- let showBeats = false;
+ let showBeats = true;
let bpm = 120;
let isDragging = false;
let dragOffset = { x: 0, y: 0 };
@@ -473,10 +570,18 @@
let handleType = null; // 'left' or 'right'
let audioBuffer = null; // Decoded audio data
let audioDuration = 0; // Duration in seconds
+ let audioSource = null; // Current playback source
+ let audioContext = null; // Audio context for playback
+ let isPlaying = false;
+ let playbackStartTime = 0; // When playback started (audioContext.currentTime)
+ let playbackOffset = 0; // Offset into audio (seconds)
+ let animationFrameId = null;
+ let lastExpandedSeqIndex = -1;
// DOM elements
const timeline = document.getElementById('timeline');
const timelineContainer = document.querySelector('.timeline-container');
+ const timelineContent = document.getElementById('timelineContent');
const fileInput = document.getElementById('fileInput');
const saveBtn = document.getElementById('saveBtn');
const audioInput = document.getElementById('audioInput');
@@ -490,10 +595,13 @@
const messageArea = document.getElementById('messageArea');
const zoomSlider = document.getElementById('zoomSlider');
const zoomLevel = document.getElementById('zoomLevel');
- const pixelsPerSecLabel = document.getElementById('pixelsPerSec');
const stats = document.getElementById('stats');
+ const playPauseBtn = document.getElementById('playPauseBtn');
+ const playbackControls = document.getElementById('playbackControls');
+ const playbackTime = document.getElementById('playbackTime');
+ const playbackIndicator = document.getElementById('playbackIndicator');
- // Parser: demo.seq → JavaScript objects
+ // Parser: timeline.seq → JavaScript objects
// Format specification: doc/SEQUENCE.md
function parseSeqFile(content) {
const sequences = [];
@@ -502,13 +610,18 @@
let bpm = 120; // Default BPM
let currentPriority = 0; // Track priority for + = - modifiers
- // Helper: Convert time notation to seconds
+ // Helper: Parse time notation (returns beats)
function parseTime(timeStr) {
+ if (timeStr.endsWith('s')) {
+ // Explicit seconds: "2.5s" = convert to beats
+ const seconds = parseFloat(timeStr.slice(0, -1));
+ return seconds * bpm / 60.0;
+ }
if (timeStr.endsWith('b')) {
- // Beat notation: "4b" = 4 beats
- const beats = parseFloat(timeStr.slice(0, -1));
- return beats * (60.0 / bpm);
+ // Explicit beats: "4b" = 4 beats
+ return parseFloat(timeStr.slice(0, -1));
}
+ // Default: beats
return parseFloat(timeStr);
}
@@ -551,7 +664,8 @@
startTime: parseTime(seqMatch[1]),
priority: parseInt(seqMatch[2]),
effects: [],
- name: seqMatch[3] || ''
+ name: seqMatch[3] || '',
+ _collapsed: true
};
sequences.push(currentSequence);
currentPriority = -1; // Reset effect priority for new sequence
@@ -587,7 +701,7 @@
return { sequences, bpm };
}
- // Serializer: JavaScript objects → demo.seq
+ // Serializer: JavaScript objects → timeline.seq (outputs beats)
function serializeSeqFile(sequences) {
let output = '# Demo Timeline\n';
output += '# Generated by Timeline Editor\n';
@@ -619,12 +733,15 @@
async function loadAudioFile(file) {
try {
const arrayBuffer = await file.arrayBuffer();
- const audioContext = new (window.AudioContext || window.webkitAudioContext)();
+ if (!audioContext) {
+ audioContext = new (window.AudioContext || window.webkitAudioContext)();
+ }
audioBuffer = await audioContext.decodeAudioData(arrayBuffer);
audioDuration = audioBuffer.duration;
renderWaveform();
waveformCanvas.style.display = 'block';
+ playbackControls.style.display = 'flex';
clearAudioBtn.disabled = false;
showMessage(`Audio loaded: ${audioDuration.toFixed(2)}s`, 'success');
@@ -641,8 +758,9 @@
const canvas = waveformCanvas;
const ctx = canvas.getContext('2d');
- // Set canvas size based on audio duration and zoom
- const canvasWidth = audioDuration * pixelsPerSecond;
+ // Set canvas size based on audio duration (convert to beats) and zoom
+ const audioDurationBeats = audioDuration * bpm / 60.0;
+ const canvasWidth = audioDurationBeats * pixelsPerSecond;
const canvasHeight = 80;
// Set actual canvas resolution (for sharp rendering)
@@ -707,24 +825,157 @@
}
function clearAudio() {
+ stopPlayback();
audioBuffer = null;
audioDuration = 0;
waveformCanvas.style.display = 'none';
+ playbackControls.style.display = 'none';
clearAudioBtn.disabled = true;
renderTimeline();
showMessage('Audio cleared', 'success');
}
+ // Playback functions
+ function startPlayback() {
+ if (!audioBuffer || !audioContext) return;
+
+ // Resume audio context if suspended
+ if (audioContext.state === 'suspended') {
+ audioContext.resume();
+ }
+
+ // Create and start audio source
+ audioSource = audioContext.createBufferSource();
+ audioSource.buffer = audioBuffer;
+ audioSource.connect(audioContext.destination);
+ audioSource.start(0, playbackOffset);
+
+ playbackStartTime = audioContext.currentTime;
+ isPlaying = true;
+ playPauseBtn.textContent = '⏸ Pause';
+ playbackIndicator.classList.add('playing');
+
+ // Start animation loop
+ updatePlaybackPosition();
+
+ audioSource.onended = () => {
+ if (isPlaying) {
+ stopPlayback();
+ }
+ };
+ }
+
+ function stopPlayback() {
+ if (audioSource) {
+ try {
+ audioSource.stop();
+ } catch (e) {
+ // Already stopped
+ }
+ audioSource = null;
+ }
+
+ if (animationFrameId) {
+ cancelAnimationFrame(animationFrameId);
+ animationFrameId = null;
+ }
+
+ if (isPlaying) {
+ // Save current position for resume
+ const elapsed = audioContext.currentTime - playbackStartTime;
+ playbackOffset = Math.min(playbackOffset + elapsed, audioDuration);
+ }
+
+ isPlaying = false;
+ playPauseBtn.textContent = '▶ Play';
+ playbackIndicator.classList.remove('playing');
+ }
+
+ function updatePlaybackPosition() {
+ if (!isPlaying) return;
+
+ const elapsed = audioContext.currentTime - playbackStartTime;
+ const currentTime = playbackOffset + elapsed;
+
+ // Update time display
+ playbackTime.textContent = `${currentTime.toFixed(2)}s`;
+
+ // Convert to beats for position calculation
+ const currentBeats = currentTime * bpm / 60.0;
+
+ // Update playback indicator position
+ const indicatorX = currentBeats * pixelsPerSecond;
+ playbackIndicator.style.left = `${indicatorX}px`;
+
+ // Auto-scroll timeline to follow playback
+ const viewportWidth = timelineContent.clientWidth;
+ const scrollX = timelineContent.scrollLeft;
+ const relativeX = indicatorX - scrollX;
+
+ // Keep indicator in middle third of viewport
+ if (relativeX < viewportWidth * 0.33 || relativeX > viewportWidth * 0.67) {
+ timelineContent.scrollLeft = indicatorX - viewportWidth * 0.5;
+ }
+
+ // Auto-expand/collapse sequences
+ expandSequenceAtTime(currentBeats);
+
+ // Continue animation
+ animationFrameId = requestAnimationFrame(updatePlaybackPosition);
+ }
+
+ function expandSequenceAtTime(currentBeats) {
+ // Find which sequence is active at current time
+ let activeSeqIndex = -1;
+ for (let i = 0; i < sequences.length; i++) {
+ const seq = sequences[i];
+ const seqEndBeats = seq.startTime + (seq.effects.length > 0
+ ? Math.max(...seq.effects.map(e => e.endTime))
+ : 0);
+
+ if (currentBeats >= seq.startTime && currentBeats <= seqEndBeats) {
+ activeSeqIndex = i;
+ break;
+ }
+ }
+
+ // Changed sequence - collapse old, expand new
+ if (activeSeqIndex !== lastExpandedSeqIndex) {
+ // Collapse previous sequence
+ if (lastExpandedSeqIndex >= 0 && lastExpandedSeqIndex < sequences.length) {
+ sequences[lastExpandedSeqIndex]._collapsed = true;
+ }
+
+ // Expand new sequence
+ if (activeSeqIndex >= 0) {
+ sequences[activeSeqIndex]._collapsed = false;
+ lastExpandedSeqIndex = activeSeqIndex;
+
+ // Flash animation
+ const seqDivs = timeline.querySelectorAll('.sequence');
+ if (seqDivs[activeSeqIndex]) {
+ seqDivs[activeSeqIndex].classList.add('active-flash');
+ setTimeout(() => {
+ seqDivs[activeSeqIndex]?.classList.remove('active-flash');
+ }, 600);
+ }
+ }
+
+ // Re-render to show collapse/expand changes
+ renderTimeline();
+ }
+ }
+
// Render timeline
function renderTimeline() {
timeline.innerHTML = '';
const timeMarkers = document.getElementById('timeMarkers');
timeMarkers.innerHTML = '';
- // Calculate max time
- let maxTime = 30; // Default 30 seconds
+ // Calculate max time (in beats)
+ let maxTime = 60; // Default 60 beats (15 bars)
for (const seq of sequences) {
- const seqEnd = seq.startTime + 10; // Default sequence duration
+ const seqEnd = seq.startTime + 16; // Default 4 bars
maxTime = Math.max(maxTime, seqEnd);
for (const effect of seq.effects) {
@@ -734,7 +985,8 @@
// Extend timeline to fit audio if loaded
if (audioDuration > 0) {
- maxTime = Math.max(maxTime, audioDuration);
+ const audioBeats = audioDuration * bpm / 60.0;
+ maxTime = Math.max(maxTime, audioBeats);
}
// Render time markers
@@ -742,23 +994,22 @@
timeline.style.width = `${timelineWidth}px`;
if (showBeats) {
- // Show beats
- const beatDuration = 60.0 / bpm; // seconds per beat
- const maxBeats = Math.ceil(maxTime / beatDuration);
- for (let beat = 0; beat <= maxBeats; beat++) {
- const timeSec = beat * beatDuration;
+ // Show beats (default)
+ for (let beat = 0; beat <= maxTime; beat += 4) {
const marker = document.createElement('div');
marker.className = 'time-marker';
- marker.style.left = `${timeSec * pixelsPerSecond}px`;
+ marker.style.left = `${beat * pixelsPerSecond}px`;
marker.textContent = `${beat}b`;
timeMarkers.appendChild(marker);
}
} else {
// Show seconds
- for (let t = 0; t <= maxTime; t += 1) {
+ const maxSeconds = maxTime * 60.0 / bpm;
+ for (let t = 0; t <= maxSeconds; t += 1) {
+ const beatPos = t * bpm / 60.0;
const marker = document.createElement('div');
marker.className = 'time-marker';
- marker.style.left = `${t * pixelsPerSecond}px`;
+ marker.style.left = `${beatPos * pixelsPerSecond}px`;
marker.textContent = `${t}s`;
timeMarkers.appendChild(marker);
}
@@ -786,20 +1037,53 @@
const seqVisualWidth = seqVisualEnd - seqVisualStart;
+ // Initialize collapsed state if undefined
+ if (seq._collapsed === undefined) {
+ seq._collapsed = false;
+ }
+
// Calculate sequence height based on number of effects (stacked vertically)
const numEffects = seq.effects.length;
const effectSpacing = 30;
- const seqHeight = Math.max(70, 20 + numEffects * effectSpacing + 5);
+ const fullHeight = Math.max(70, 20 + numEffects * effectSpacing + 5);
+ const seqHeight = seq._collapsed ? 35 : fullHeight;
seqDiv.style.left = `${seqVisualStart * pixelsPerSecond}px`;
seqDiv.style.top = `${cumulativeY}px`;
seqDiv.style.width = `${seqVisualWidth * pixelsPerSecond}px`;
seqDiv.style.height = `${seqHeight}px`;
+ seqDiv.style.minHeight = `${seqHeight}px`;
+ seqDiv.style.maxHeight = `${seqHeight}px`;
// Store Y position for this sequence (used by effects and scroll)
seq._yPosition = cumulativeY;
cumulativeY += seqHeight + sequenceGap;
+ // Create sequence header (double-click to collapse)
+ const seqHeaderDiv = document.createElement('div');
+ seqHeaderDiv.className = 'sequence-header';
+
+ const headerName = document.createElement('span');
+ headerName.className = 'sequence-header-name';
+ headerName.textContent = seq.name || `Sequence ${seqIndex + 1}`;
+
+ seqHeaderDiv.appendChild(headerName);
+
+ // Prevent drag on header
+ seqHeaderDiv.addEventListener('mousedown', (e) => {
+ e.stopPropagation();
+ });
+
+ // Double-click to toggle collapse
+ seqHeaderDiv.addEventListener('dblclick', (e) => {
+ e.stopPropagation();
+ e.preventDefault();
+ seq._collapsed = !seq._collapsed;
+ renderTimeline();
+ });
+
+ seqDiv.appendChild(seqHeaderDiv);
+
// Create sequence name overlay (large, centered, fades on hover)
const seqNameDiv = document.createElement('div');
seqNameDiv.className = 'sequence-name';
@@ -807,6 +1091,11 @@
seqDiv.appendChild(seqNameDiv);
+ // Apply collapsed state
+ if (seq._collapsed) {
+ seqDiv.classList.add('collapsed');
+ }
+
if (selectedItem && selectedItem.type === 'sequence' && selectedItem.index === seqIndex) {
seqDiv.classList.add('selected');
}
@@ -827,7 +1116,8 @@
timeline.appendChild(seqDiv);
- // Render effects within sequence
+ // Render effects within sequence (skip if collapsed)
+ if (!seq._collapsed) {
seq.effects.forEach((effect, effectIndex) => {
const effectDiv = document.createElement('div');
effectDiv.className = 'effect';
@@ -842,16 +1132,14 @@
effectDiv.style.width = `${effectWidth}px`;
effectDiv.style.height = '26px';
- // Format time display based on mode (for tooltip)
- let timeDisplay;
- if (showBeats) {
- const beatDuration = 60.0 / bpm;
- const startBeat = (effect.startTime / beatDuration).toFixed(1);
- const endBeat = (effect.endTime / beatDuration).toFixed(1);
- timeDisplay = `${startBeat}-${endBeat}b`;
- } else {
- timeDisplay = `${effect.startTime.toFixed(1)}-${effect.endTime.toFixed(1)}s`;
- }
+ // Format time display (beats primary, seconds in tooltip)
+ const startBeat = effect.startTime.toFixed(1);
+ const endBeat = effect.endTime.toFixed(1);
+ const startSec = (effect.startTime * 60.0 / bpm).toFixed(1);
+ const endSec = (effect.endTime * 60.0 / bpm).toFixed(1);
+ const timeDisplay = showBeats
+ ? `${startBeat}-${endBeat}b (${startSec}-${endSec}s)`
+ : `${startSec}-${endSec}s (${startBeat}-${endBeat}b)`;
// Show only class name, full info on hover
effectDiv.innerHTML = `
@@ -894,6 +1182,7 @@
timeline.appendChild(effectDiv);
});
+ }
});
updateStats();
@@ -926,11 +1215,9 @@
const newX = e.clientX - timelineRect.left - dragOffset.x;
let newTime = Math.max(0, newX / pixelsPerSecond);
- // Snap to beat when in beat mode
+ // Snap to beat when enabled
if (showBeats) {
- const beatDuration = 60.0 / bpm;
- const nearestBeat = Math.round(newTime / beatDuration);
- newTime = nearestBeat * beatDuration;
+ newTime = Math.round(newTime);
}
if (selectedItem.type === 'sequence') {
@@ -977,11 +1264,9 @@
const newX = e.clientX - timelineRect.left;
let newTime = Math.max(0, newX / pixelsPerSecond);
- // Snap to beat when in beat mode
+ // Snap to beat when enabled
if (showBeats) {
- const beatDuration = 60.0 / bpm;
- const nearestBeat = Math.round(newTime / beatDuration);
- newTime = nearestBeat * beatDuration;
+ newTime = Math.round(newTime);
}
const seq = sequences[selectedItem.seqIndex];
@@ -1153,6 +1438,7 @@
sequences = parsed.sequences;
bpm = parsed.bpm;
document.getElementById('currentBPM').textContent = bpm;
+ document.getElementById('bpmSlider').value = bpm;
renderTimeline();
saveBtn.disabled = false;
addSequenceBtn.disabled = false;
@@ -1172,7 +1458,7 @@
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
- a.download = currentFile || 'demo.seq';
+ a.download = currentFile || 'timeline.seq';
a.click();
URL.revokeObjectURL(url);
showMessage('File saved', 'success');
@@ -1189,12 +1475,52 @@
audioInput.value = ''; // Reset file input
});
+ playPauseBtn.addEventListener('click', () => {
+ if (isPlaying) {
+ stopPlayback();
+ } else {
+ // Reset to beginning if at end
+ if (playbackOffset >= audioDuration) {
+ playbackOffset = 0;
+ }
+ startPlayback();
+ }
+ });
+
+ // Waveform click to seek
+ waveformCanvas.addEventListener('click', (e) => {
+ if (!audioBuffer) return;
+
+ const rect = waveformCanvas.getBoundingClientRect();
+ const clickX = e.clientX - rect.left;
+ const audioDurationBeats = audioDuration * bpm / 60.0;
+ const clickBeats = (clickX / waveformCanvas.width) * audioDurationBeats;
+ const clickTime = clickBeats * 60.0 / bpm;
+
+ const wasPlaying = isPlaying;
+ if (wasPlaying) {
+ stopPlayback();
+ }
+
+ playbackOffset = Math.max(0, Math.min(clickTime, audioDuration));
+
+ if (wasPlaying) {
+ startPlayback();
+ } else {
+ // Update display even when paused
+ playbackTime.textContent = `${playbackOffset.toFixed(2)}s`;
+ const indicatorX = (playbackOffset * bpm / 60.0) * pixelsPerSecond;
+ playbackIndicator.style.left = `${indicatorX}px`;
+ }
+ });
+
addSequenceBtn.addEventListener('click', () => {
sequences.push({
type: 'sequence',
startTime: 0,
priority: 0,
- effects: []
+ effects: [],
+ _collapsed: true
});
renderTimeline();
showMessage('New sequence added', 'success');
@@ -1232,7 +1558,7 @@
const newIndex = sequences.indexOf(currentActiveSeq);
if (newIndex >= 0 && sequences[newIndex]._yPosition !== undefined) {
// Scroll to keep it in view
- timelineContainer.scrollTop = sequences[newIndex]._yPosition;
+ timelineContent.scrollTop = sequences[newIndex]._yPosition;
lastActiveSeqIndex = newIndex;
}
}
@@ -1245,13 +1571,24 @@
const zoom = parseInt(e.target.value);
pixelsPerSecond = zoom;
zoomLevel.textContent = `${zoom}%`;
- pixelsPerSecLabel.textContent = zoom;
if (audioBuffer) {
renderWaveform(); // Re-render waveform at new zoom
}
renderTimeline();
});
+ // BPM slider
+ const bpmSlider = document.getElementById('bpmSlider');
+ const currentBPMDisplay = document.getElementById('currentBPM');
+ bpmSlider.addEventListener('input', (e) => {
+ bpm = parseInt(e.target.value);
+ currentBPMDisplay.textContent = bpm;
+ if (audioBuffer) {
+ renderWaveform();
+ }
+ renderTimeline();
+ });
+
// Beats toggle
const showBeatsCheckbox = document.getElementById('showBeatsCheckbox');
showBeatsCheckbox.addEventListener('change', (e) => {
@@ -1266,13 +1603,13 @@
panelToggle.addEventListener('click', () => {
propertiesPanel.classList.add('collapsed');
panelCollapseBtn.classList.add('visible');
- panelToggle.textContent = '◀ Expand';
+ panelToggle.textContent = '▲ Expand';
});
panelCollapseBtn.addEventListener('click', () => {
propertiesPanel.classList.remove('collapsed');
panelCollapseBtn.classList.remove('visible');
- panelToggle.textContent = '▶ Collapse';
+ panelToggle.textContent = '▼ Collapse';
});
// Click outside to deselect
@@ -1283,18 +1620,27 @@
updateProperties();
});
+ // Keyboard shortcuts
+ document.addEventListener('keydown', (e) => {
+ // Spacebar: play/pause (if audio loaded)
+ if (e.code === 'Space' && audioBuffer) {
+ e.preventDefault();
+ playPauseBtn.click();
+ }
+ });
+
// Mouse wheel: zoom (with Ctrl/Cmd) or diagonal scroll
- timelineContainer.addEventListener('wheel', (e) => {
+ timelineContent.addEventListener('wheel', (e) => {
e.preventDefault();
// Zoom mode: Ctrl/Cmd + wheel
if (e.ctrlKey || e.metaKey) {
- // Get mouse position relative to timeline container
- const rect = timelineContainer.getBoundingClientRect();
+ // Get mouse position relative to timeline content
+ const rect = timelineContent.getBoundingClientRect();
const mouseX = e.clientX - rect.left; // Mouse X in viewport coordinates
// Calculate time position under cursor BEFORE zoom
- const scrollLeft = timelineContainer.scrollLeft;
+ const scrollLeft = timelineContent.scrollLeft;
const timeUnderCursor = (scrollLeft + mouseX) / pixelsPerSecond;
// Calculate new zoom level
@@ -1308,7 +1654,6 @@
// Update zoom slider and labels
zoomSlider.value = pixelsPerSecond;
zoomLevel.textContent = `${pixelsPerSecond}%`;
- pixelsPerSecLabel.textContent = pixelsPerSecond;
// Re-render waveform and timeline at new zoom
if (audioBuffer) {
@@ -1319,17 +1664,17 @@
// Adjust scroll position so time under cursor stays in same place
// After zoom: new_scrollLeft = time_under_cursor * newPixelsPerSecond - mouseX
const newScrollLeft = timeUnderCursor * newPixelsPerSecond - mouseX;
- timelineContainer.scrollLeft = newScrollLeft;
+ timelineContent.scrollLeft = newScrollLeft;
}
return;
}
// Normal mode: diagonal scroll
- timelineContainer.scrollLeft += e.deltaY;
+ timelineContent.scrollLeft += e.deltaY;
// Calculate current time position with 10% headroom for visual comfort
- const currentScrollLeft = timelineContainer.scrollLeft;
- const viewportWidth = timelineContainer.clientWidth;
+ const currentScrollLeft = timelineContent.scrollLeft;
+ const viewportWidth = timelineContent.clientWidth;
const slack = (viewportWidth / pixelsPerSecond) * 0.1; // 10% of viewport width in seconds
const currentTime = (currentScrollLeft / pixelsPerSecond) + slack;
@@ -1361,12 +1706,12 @@
// Smooth vertical scroll to bring target sequence to top of viewport
const targetScrollTop = sequences[targetSeqIndex]?._yPosition || 0;
- const currentScrollTop = timelineContainer.scrollTop;
+ const currentScrollTop = timelineContent.scrollTop;
const scrollDiff = targetScrollTop - currentScrollTop;
// Smooth transition (don't jump instantly)
if (Math.abs(scrollDiff) > 5) {
- timelineContainer.scrollTop += scrollDiff * 0.3;
+ timelineContent.scrollTop += scrollDiff * 0.3;
}
}, { passive: false });
diff --git a/training/debug/cur/layer_0.png b/training/debug/cur/layer_0.png
new file mode 100644
index 0000000..0cb977b
--- /dev/null
+++ b/training/debug/cur/layer_0.png
Binary files differ
diff --git a/training/debug/cur/layer_1.png b/training/debug/cur/layer_1.png
new file mode 100644
index 0000000..801aad2
--- /dev/null
+++ b/training/debug/cur/layer_1.png
Binary files differ
diff --git a/training/debug/cur/toto.png b/training/debug/cur/toto.png
new file mode 100644
index 0000000..9caff40
--- /dev/null
+++ b/training/debug/cur/toto.png
Binary files differ
diff --git a/training/debug/debug.sh b/training/debug/debug.sh
new file mode 100755
index 0000000..083082b
--- /dev/null
+++ b/training/debug/debug.sh
@@ -0,0 +1,45 @@
+#!/bin/sh
+
+pwd=`pwd`
+
+img=../input/img_003.png
+
+# img=/Users/skal/black_512x512_rgba.png
+#img=/Users/skal/rgba_0_0_0_0.png
+check_pt=../checkpoints/checkpoint_epoch_10000.pth
+#check_pt=../chk_5000_3x3x3.pt
+
+#../train_cnn.py --layers 3 --kernel_sizes 3,3,3 --epochs 10000 --batch_size 8 --input ../input/ --target ../target_2/ --checkpoint-every 1000
+#../train_cnn.py --export-only ${check_pt}
+#../train_cnn.py --export-only ${check_pt} --infer ${img} --output test/toto.png
+
+#../train_cnn.py --layers 2 --kernel_sizes 1,1 --epochs 10 --batch_size 5 --input ../input/ --target ../target_2/ --checkpoint-every 10
+#../train_cnn.py --export-only ${check_pt}
+#../train_cnn.py --export-only ${check_pt} --infer ${img} --output test/toto.png
+
+## XXX uncomment!
+../train_cnn.py --export-only ${check_pt} \
+ --infer ${img} \
+ --output ref/toto.png --save-intermediates ref/ # --debug-hex
+
+echo "== GENERATE SHADERS =="
+echo
+cd ../../
+./training/train_cnn.py --export-only ${pwd}/${check_pt}
+
+echo "== COMPILE =="
+echo
+cmake --build build -j4 --target cnn_test
+cd ${pwd}
+
+echo "== RUN =="
+echo
+rm -f cur/toto.png
+../../build/cnn_test ${img} cur/toto.png --save-intermediates cur/ --layers 3 # --debug-hex
+
+open cur/*.png ref/*.png
+
+echo "open cur/*.png ref/*.png"
+
+#pngcrush -rem gAMA -rem sRGB cur/toto.png toto.png && mv toto.png cur/toto.png
+#pngcrush -rem gAMA -rem sRGB cur/layer_0.png toto.png && mv toto.png cur/layer_0.png
diff --git a/training/debug/ref/layer_0.png b/training/debug/ref/layer_0.png
new file mode 100644
index 0000000..3e0eebe
--- /dev/null
+++ b/training/debug/ref/layer_0.png
Binary files differ
diff --git a/training/debug/ref/layer_1.png b/training/debug/ref/layer_1.png
new file mode 100644
index 0000000..d858f80
--- /dev/null
+++ b/training/debug/ref/layer_1.png
Binary files differ
diff --git a/training/debug/ref/toto.png b/training/debug/ref/toto.png
new file mode 100644
index 0000000..f869a7c
--- /dev/null
+++ b/training/debug/ref/toto.png
Binary files differ
diff --git a/training/debug/training/checkpoints/checkpoint_epoch_10.pth b/training/debug/training/checkpoints/checkpoint_epoch_10.pth
new file mode 100644
index 0000000..54ba5c5
--- /dev/null
+++ b/training/debug/training/checkpoints/checkpoint_epoch_10.pth
Binary files differ
diff --git a/training/debug/training/checkpoints/checkpoint_epoch_100.pth b/training/debug/training/checkpoints/checkpoint_epoch_100.pth
new file mode 100644
index 0000000..f94e9f8
--- /dev/null
+++ b/training/debug/training/checkpoints/checkpoint_epoch_100.pth
Binary files differ
diff --git a/training/debug/training/checkpoints/checkpoint_epoch_50.pth b/training/debug/training/checkpoints/checkpoint_epoch_50.pth
new file mode 100644
index 0000000..a602f4b
--- /dev/null
+++ b/training/debug/training/checkpoints/checkpoint_epoch_50.pth
Binary files differ
diff --git a/training/ground_truth.png b/training/ground_truth.png
deleted file mode 100644
index 6e1f2aa..0000000
--- a/training/ground_truth.png
+++ /dev/null
Binary files differ
diff --git a/training/layers/chk_10000_5x3x3.pt b/training/layers/chk_10000_5x3x3.pt
new file mode 100644
index 0000000..1840b53
--- /dev/null
+++ b/training/layers/chk_10000_5x3x3.pt
Binary files differ
diff --git a/training/layers/chk_5000_3x3x3.pt b/training/layers/chk_5000_3x3x3.pt
new file mode 100644
index 0000000..db05d57
--- /dev/null
+++ b/training/layers/chk_5000_3x3x3.pt
Binary files differ
diff --git a/training/pass1_3x5x3.pth b/training/pass1_3x5x3.pth
deleted file mode 100644
index a7fa8e3..0000000
--- a/training/pass1_3x5x3.pth
+++ /dev/null
Binary files differ
diff --git a/training/patch_32x32.png b/training/patch_32x32.png
deleted file mode 100644
index a665065..0000000
--- a/training/patch_32x32.png
+++ /dev/null
Binary files differ
diff --git a/training/toto.png b/training/toto.png
new file mode 100644
index 0000000..2044840
--- /dev/null
+++ b/training/toto.png
Binary files differ
diff --git a/training/train_cnn.py b/training/train_cnn.py
index 1ea42a3..4171dcb 100755
--- a/training/train_cnn.py
+++ b/training/train_cnn.py
@@ -218,7 +218,10 @@ class PatchDataset(Dataset):
class SimpleCNN(nn.Module):
- """CNN for RGBD→grayscale with 7-channel input (RGBD + UV + gray)"""
+ """CNN for RGBD→RGB with 7-channel input (RGBD + UV + gray)
+
+ Internally computes grayscale, expands to 3-channel RGB output.
+ """
def __init__(self, num_layers=1, kernel_sizes=None):
super(SimpleCNN, self).__init__()
@@ -272,11 +275,11 @@ class SimpleCNN(nn.Module):
if return_intermediates:
intermediates.append(out.clone())
- # Final layer (grayscale output)
+ # Final layer (grayscale→RGB)
final_input = torch.cat([out, x_coords, y_coords, gray], dim=1)
- out = self.layers[-1](final_input) # [B,1,H,W]
+ out = self.layers[-1](final_input) # [B,1,H,W] grayscale
out = torch.sigmoid(out) # Map to [0,1] with smooth gradients
- final_out = out.expand(-1, 3, -1, -1)
+ final_out = out.expand(-1, 3, -1, -1) # [B,3,H,W] expand to RGB
if return_intermediates:
return final_out, intermediates
@@ -378,7 +381,7 @@ def export_weights_to_wgsl(model, output_path, kernel_sizes):
v0 = [f"{weights[0, in_c, row, col]:.6f}" for in_c in range(4)]
# Second vec4: [w4, w5, w6, bias] (uv, gray, 1)
v1 = [f"{weights[0, in_c, row, col]:.6f}" for in_c in range(4, 7)]
- v1.append(f"{bias[0]:.6f}")
+ v1.append(f"{bias[0] / num_positions:.6f}")
f.write(f" vec4<f32>({', '.join(v0)}),\n")
f.write(f" vec4<f32>({', '.join(v1)})")
f.write(",\n" if pos < num_positions-1 else "\n")
@@ -395,7 +398,7 @@ def export_weights_to_wgsl(model, output_path, kernel_sizes):
v0 = [f"{weights[out_c, in_c, row, col]:.6f}" for in_c in range(4)]
# Second vec4: [w4, w5, w6, bias] (uv, gray, 1)
v1 = [f"{weights[out_c, in_c, row, col]:.6f}" for in_c in range(4, 7)]
- v1.append(f"{bias[out_c]:.6f}")
+ v1.append(f"{bias[out_c] / num_positions:.6f}")
idx = (pos * 4 + out_c) * 2
f.write(f" vec4<f32>({', '.join(v0)}),\n")
f.write(f" vec4<f32>({', '.join(v1)})")
@@ -776,8 +779,11 @@ def export_from_checkpoint(checkpoint_path, output_path=None):
print("Export complete!")
-def infer_from_checkpoint(checkpoint_path, input_path, output_path, patch_size=32, save_intermediates=None):
- """Run sliding-window inference to match WGSL shader behavior"""
+def infer_from_checkpoint(checkpoint_path, input_path, output_path, patch_size=32, save_intermediates=None, zero_weights=False, debug_hex=False):
+ """Run sliding-window inference to match WGSL shader behavior
+
+ Outputs RGBA PNG (RGB from model + alpha from input).
+ """
if not os.path.exists(checkpoint_path):
print(f"Error: Checkpoint '{checkpoint_path}' not found")
@@ -796,6 +802,15 @@ def infer_from_checkpoint(checkpoint_path, input_path, output_path, patch_size=3
kernel_sizes=checkpoint['kernel_sizes']
)
model.load_state_dict(checkpoint['model_state'])
+
+ # Debug: Zero out all weights and biases
+ if zero_weights:
+ print("DEBUG: Zeroing out all weights and biases")
+ for layer in model.layers:
+ with torch.no_grad():
+ layer.weight.zero_()
+ layer.bias.zero_()
+
model.eval()
# Load image
@@ -810,15 +825,26 @@ def infer_from_checkpoint(checkpoint_path, input_path, output_path, patch_size=3
if save_intermediates:
output_tensor, intermediates = model(img_tensor, return_intermediates=True)
else:
- output_tensor = model(img_tensor) # [1,3,H,W]
+ output_tensor = model(img_tensor) # [1,3,H,W] RGB
- # Convert to numpy
- output = output_tensor.squeeze(0).permute(1, 2, 0).numpy()
+ # Convert to numpy and append alpha
+ output = output_tensor.squeeze(0).permute(1, 2, 0).numpy() # [H,W,3] RGB
+ alpha = img_tensor[0, 3:4, :, :].permute(1, 2, 0).numpy() # [H,W,1] alpha from input
+ output_rgba = np.concatenate([output, alpha], axis=2) # [H,W,4] RGBA
- # Save final output
+ # Debug: print first 8 pixels as hex
+ if debug_hex:
+ output_u8 = (output_rgba * 255).astype(np.uint8)
+ print("First 8 pixels (RGBA hex):")
+ for i in range(min(8, output_u8.shape[0] * output_u8.shape[1])):
+ y, x = i // output_u8.shape[1], i % output_u8.shape[1]
+ r, g, b, a = output_u8[y, x]
+ print(f" [{i}] 0x{r:02X}{g:02X}{b:02X}{a:02X}")
+
+ # Save final output as RGBA
print(f"Saving output to: {output_path}")
os.makedirs(os.path.dirname(output_path) if os.path.dirname(output_path) else '.', exist_ok=True)
- output_img = Image.fromarray((output * 255).astype(np.uint8))
+ output_img = Image.fromarray((output_rgba * 255).astype(np.uint8), mode='RGBA')
output_img.save(output_path)
# Save intermediates if requested
@@ -828,10 +854,25 @@ def infer_from_checkpoint(checkpoint_path, input_path, output_path, patch_size=3
for layer_idx, layer_tensor in enumerate(intermediates):
# Convert [-1,1] to [0,1] for visualization
layer_data = (layer_tensor.squeeze(0).permute(1, 2, 0).numpy() + 1.0) * 0.5
- # Take first channel for 4-channel intermediate layers
+ layer_u8 = (layer_data.clip(0, 1) * 255).astype(np.uint8)
+
+ # Debug: print first 8 pixels as hex
+ if debug_hex:
+ print(f"Layer {layer_idx} first 8 pixels (RGBA hex):")
+ for i in range(min(8, layer_u8.shape[0] * layer_u8.shape[1])):
+ y, x = i // layer_u8.shape[1], i % layer_u8.shape[1]
+ if layer_u8.shape[2] == 4:
+ r, g, b, a = layer_u8[y, x]
+ print(f" [{i}] 0x{r:02X}{g:02X}{b:02X}{a:02X}")
+ else:
+ r, g, b = layer_u8[y, x]
+ print(f" [{i}] 0x{r:02X}{g:02X}{b:02X}")
+
+ # Save all 4 channels for intermediate layers
if layer_data.shape[2] == 4:
- layer_data = layer_data[:, :, :3] # Show RGB only
- layer_img = Image.fromarray((layer_data.clip(0, 1) * 255).astype(np.uint8))
+ layer_img = Image.fromarray(layer_u8, mode='RGBA')
+ else:
+ layer_img = Image.fromarray(layer_u8)
layer_path = os.path.join(save_intermediates, f'layer_{layer_idx}.png')
layer_img.save(layer_path)
print(f" Saved layer {layer_idx} to {layer_path}")
@@ -861,6 +902,8 @@ def main():
parser.add_argument('--early-stop-patience', type=int, default=0, help='Stop if loss changes less than eps over N epochs (default: 0 = disabled)')
parser.add_argument('--early-stop-eps', type=float, default=1e-6, help='Loss change threshold for early stopping (default: 1e-6)')
parser.add_argument('--save-intermediates', help='Directory to save intermediate layer outputs (inference only)')
+ parser.add_argument('--zero-weights', action='store_true', help='Zero out all weights/biases during inference (debug only)')
+ parser.add_argument('--debug-hex', action='store_true', help='Print first 8 pixels as hex (debug only)')
args = parser.parse_args()
@@ -872,7 +915,7 @@ def main():
sys.exit(1)
output_path = args.output or 'inference_output.png'
patch_size = args.patch_size or 32
- infer_from_checkpoint(checkpoint, args.infer, output_path, patch_size, args.save_intermediates)
+ infer_from_checkpoint(checkpoint, args.infer, output_path, patch_size, args.save_intermediates, args.zero_weights, args.debug_hex)
return
# Export-only mode
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt
index af8b9e9..750bf15 100644
--- a/workspaces/main/assets.txt
+++ b/workspaces/main/assets.txt
@@ -37,6 +37,7 @@ SHADER_ELLIPSE, NONE, shaders/ellipse.wgsl, "Ellipse Shader"
SHADER_PARTICLE_SPRAY_COMPUTE, NONE, shaders/particle_spray_compute.wgsl, "Particle Spray Compute"
SHADER_GAUSSIAN_BLUR, NONE, shaders/gaussian_blur.wgsl, "Gaussian Blur Shader"
SHADER_CNN_ACTIVATION, NONE, shaders/cnn/cnn_activation.wgsl, "CNN Activation Functions"
+SHADER_CNN_CONV1X1, NONE, shaders/cnn/cnn_conv1x1.wgsl, "CNN 1x1 Convolution"
SHADER_CNN_CONV3X3, NONE, shaders/cnn/cnn_conv3x3.wgsl, "CNN 3x3 Convolution"
SHADER_CNN_CONV5X5, NONE, shaders/cnn/cnn_conv5x5.wgsl, "CNN 5x5 Convolution"
SHADER_CNN_CONV7X7, NONE, shaders/cnn/cnn_conv7x7.wgsl, "CNN 7x7 Convolution"
diff --git a/workspaces/main/shaders/cnn/cnn_conv1x1.wgsl b/workspaces/main/shaders/cnn/cnn_conv1x1.wgsl
index d468182..f77cfa8 100644
--- a/workspaces/main/shaders/cnn/cnn_conv1x1.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_conv1x1.wgsl
@@ -44,7 +44,7 @@ fn cnn_conv1x1_7to4_src(
) -> vec4<f32> {
let step = 1.0 / resolution;
- let original = (textureSample(tex, samp, uv) - 0.5) * 2.0;
+ var original = (textureSample(tex, samp, uv) - 0.5) * 2.0;
let gray = dot(original.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));
let uv_norm = (uv - 0.5) * 2.0;
let in1 = vec4<f32>(uv_norm, gray, 1.0);
@@ -55,7 +55,7 @@ fn cnn_conv1x1_7to4_src(
for (var dy = -0; dy <= 0; dy++) {
for (var dx = -0; dx <= 0; dx++) {
let offset = vec2<f32>(f32(dx), f32(dy)) * step;
- let rgbd = (textureSample(tex, samp, uv + offset) - 0.5) * 2.0;
+ var rgbd = (textureSample(tex, samp, uv + offset) - 0.5) * 2.0;
sum.r += dot(weights[pos+0], rgbd) + dot(weights[pos+1], in1);
sum.g += dot(weights[pos+2], rgbd) + dot(weights[pos+3], in1);
diff --git a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
index 48bb392..f7d11b1 100644
--- a/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_conv3x3.wgsl
@@ -1,33 +1,26 @@
// 3x3 convolution (vec4-optimized)
-// Source layers: 7→4 channels (RGBD output)
-// Assumes 'tex' (the input) is *not* normalized to [-1,1], but is [0,1]
-// UV coordinates remain in [0,1] and are normalized internally
-// weights: array<vec4<f32>, 72> (9 pos × 4 ch × 2 vec4)
-fn cnn_conv3x3_7to4_src(
+// Inner layers: 7→4 channels (vec4-optimized)
+// Assumes 'tex' is already normalized to [-1,1]
+fn cnn_conv3x3_7to4(
tex: texture_2d<f32>,
samp: sampler,
uv: vec2<f32>,
resolution: vec2<f32>,
+ gray: f32,
weights: array<vec4<f32>, 72>
) -> vec4<f32> {
let step = 1.0 / resolution;
-
- // Compute grayscale from original (converted in [-1,1])
- let original = (textureSample(tex, samp, uv) - 0.5) * 2.0;
- let gray = dot(original.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));
-
- // Normalize UV to [-1,1]
let uv_norm = (uv - 0.5) * 2.0;
- let in1 = vec4<f32>(uv_norm, gray, 1.0);
var sum = vec4<f32>(0.0);
-
var pos = 0;
+
for (var dy = -1; dy <= 1; dy++) {
for (var dx = -1; dx <= 1; dx++) {
let offset = vec2<f32>(f32(dx), f32(dy)) * step;
- let rgbd = (textureSample(tex, samp, uv + offset) - .5) * 2.0;
+ let rgbd = textureSample(tex, samp, uv + offset);
+ let in1 = vec4<f32>(uv_norm, gray, 1.0);
sum.r += dot(weights[pos+0], rgbd) + dot(weights[pos+1], in1);
sum.g += dot(weights[pos+2], rgbd) + dot(weights[pos+3], in1);
@@ -40,31 +33,29 @@ fn cnn_conv3x3_7to4_src(
return sum;
}
-// Inner layers: 7→4 channels (vec4-optimized)
-// Assumes 'tex' is already normalized to [-1,1]
-// UV coordinates remain in [0,1] and are normalized internally
-// weights: array<vec4<f32>, 72> (9 pos × 4 ch × 2 vec4)
-fn cnn_conv3x3_7to4(
+// Source layer: 7→4 channels (vec4-optimized)
+// Normalizes [0,1] input to [-1,1] internally
+fn cnn_conv3x3_7to4_src(
tex: texture_2d<f32>,
samp: sampler,
uv: vec2<f32>,
resolution: vec2<f32>,
- gray: f32,
weights: array<vec4<f32>, 72>
) -> vec4<f32> {
let step = 1.0 / resolution;
- // Normalize UV to [-1,1]
+ let original = (textureSample(tex, samp, uv) - 0.5) * 2.0;
+ let gray = dot(original.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));
let uv_norm = (uv - 0.5) * 2.0;
+ let in1 = vec4<f32>(uv_norm, gray, 1.0);
var sum = vec4<f32>(0.0);
-
var pos = 0;
+
for (var dy = -1; dy <= 1; dy++) {
for (var dx = -1; dx <= 1; dx++) {
let offset = vec2<f32>(f32(dx), f32(dy)) * step;
- let rgbd = textureSample(tex, samp, uv + offset);
- let in1 = vec4<f32>(uv_norm, gray, 1.0);
+ let rgbd = (textureSample(tex, samp, uv + offset) - 0.5) * 2.0;
sum.r += dot(weights[pos+0], rgbd) + dot(weights[pos+1], in1);
sum.g += dot(weights[pos+2], rgbd) + dot(weights[pos+3], in1);
@@ -79,8 +70,7 @@ fn cnn_conv3x3_7to4(
// Final layer: 7→1 channel (vec4-optimized)
// Assumes 'tex' is already normalized to [-1,1]
-// UV coordinates remain in [0,1] and are normalized internally
-// weights: array<vec4<f32>, 18> (9 pos × 2 vec4)
+// Returns raw sum (activation applied at call site)
fn cnn_conv3x3_7to1(
tex: texture_2d<f32>,
samp: sampler,
@@ -90,14 +80,12 @@ fn cnn_conv3x3_7to1(
weights: array<vec4<f32>, 18>
) -> f32 {
let step = 1.0 / resolution;
-
- // Normalize UV to [-1,1]
let uv_norm = (uv - 0.5) * 2.0;
let in1 = vec4<f32>(uv_norm, gray, 1.0);
var sum = 0.0;
-
var pos = 0;
+
for (var dy = -1; dy <= 1; dy++) {
for (var dx = -1; dx <= 1; dx++) {
let offset = vec2<f32>(f32(dx), f32(dy)) * step;
diff --git a/workspaces/main/shaders/cnn/cnn_layer.wgsl b/workspaces/main/shaders/cnn/cnn_layer.wgsl
index 73816c6..cbd1686 100644
--- a/workspaces/main/shaders/cnn/cnn_layer.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_layer.wgsl
@@ -8,6 +8,7 @@
#include "common_uniforms"
#include "cnn_activation"
#include "cnn_conv3x3"
+#include "cnn_conv5x5"
#include "cnn_weights_generated"
struct CNNLayerParams {
@@ -32,12 +33,12 @@ struct CNNLayerParams {
let uv = (p.xy - 0.5) / (uniforms.resolution - 1.0);
let original_raw = textureSample(original_input, smplr, uv);
let original = (original_raw - 0.5) * 2.0; // Normalize to [-1,1]
- let gray = dot(original.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));
+ let gray = (dot(original_raw.rgb, vec3<f32>(0.2126, 0.7152, 0.0722)) - 0.5) * 2.0;
var result = vec4<f32>(0.0);
// Layer 0: 7→4 (RGBD output, normalizes [0,1] input)
if (params.layer_index == 0) {
- result = cnn_conv3x3_7to4_src(txt, smplr, uv, uniforms.resolution, weights_layer0);
+ result = cnn_conv5x5_7to4_src(txt, smplr, uv, uniforms.resolution, weights_layer0);
result = cnn_tanh(result);
}
else if (params.layer_index == 1) {
diff --git a/workspaces/main/shaders/cnn/cnn_weights_generated.wgsl b/workspaces/main/shaders/cnn/cnn_weights_generated.wgsl
index b0ea94a..510f86f 100644
--- a/workspaces/main/shaders/cnn/cnn_weights_generated.wgsl
+++ b/workspaces/main/shaders/cnn/cnn_weights_generated.wgsl
@@ -1,174 +1,302 @@
// Auto-generated CNN weights (vec4-optimized)
// DO NOT EDIT - Generated by train_cnn.py
-const weights_layer0: array<vec4<f32>, 72> = array(
- vec4<f32>(-0.044026, 0.047628, -0.063265, 0.218504),
- vec4<f32>(-0.190022, -0.135119, -0.081008, 0.099647),
- vec4<f32>(-0.283728, -0.120157, -0.016922, 0.053865),
- vec4<f32>(0.086367, -0.126319, -0.150105, 0.182299),
- vec4<f32>(0.202147, 0.136897, 0.107852, -0.172833),
- vec4<f32>(0.064442, -0.233385, -0.018957, -0.228280),
- vec4<f32>(0.071521, 0.098132, -0.040425, -0.063967),
- vec4<f32>(0.165120, 0.211831, 0.059642, -0.057744),
- vec4<f32>(0.274886, 0.228993, 0.188158, 0.205993),
- vec4<f32>(0.075958, 0.041069, 0.387262, 0.099647),
- vec4<f32>(0.147526, 0.113838, 0.063860, 0.094863),
- vec4<f32>(0.019145, -0.029763, 0.182342, 0.182299),
- vec4<f32>(-0.043916, 0.052574, 0.111200, -0.222292),
- vec4<f32>(-0.105018, -0.183294, -0.101293, -0.228280),
- vec4<f32>(-0.226260, -0.126595, -0.194007, -0.232597),
- vec4<f32>(-0.046487, 0.081828, -0.265402, -0.057744),
- vec4<f32>(0.157029, 0.267859, 0.601152, 0.075284),
- vec4<f32>(-0.020990, -0.051241, 0.225214, 0.099647),
- vec4<f32>(0.063772, 0.069126, 0.113609, 0.160308),
- vec4<f32>(0.028664, -0.008940, 0.121347, 0.182299),
- vec4<f32>(-0.011553, 0.015435, 0.024504, -0.185267),
- vec4<f32>(-0.204193, -0.133882, -0.136576, -0.228280),
- vec4<f32>(-0.129196, 0.035281, -0.257606, -0.228596),
- vec4<f32>(-0.208470, 0.177381, -0.007807, -0.057744),
- vec4<f32>(-0.167317, -0.116130, -0.294129, 0.148693),
- vec4<f32>(-0.034772, -0.031158, -0.007236, 0.099647),
- vec4<f32>(-0.027831, 0.042411, -0.088279, 0.096020),
- vec4<f32>(0.057835, 0.021072, 0.016300, 0.182299),
- vec4<f32>(0.023852, 0.054272, 0.095647, -0.064063),
- vec4<f32>(-0.092098, -0.274072, 0.102436, -0.228280),
- vec4<f32>(-0.062181, -0.175155, -0.084286, -0.254635),
- vec4<f32>(-0.021370, -0.054084, -0.094507, -0.057744),
- vec4<f32>(0.163740, 0.418951, 0.236017, 0.168628),
- vec4<f32>(-0.072125, -0.004540, 0.243056, 0.099647),
- vec4<f32>(0.137025, 0.252152, 0.089128, 0.212421),
- vec4<f32>(-0.111771, -0.086444, 0.200819, 0.182299),
- vec4<f32>(-0.111774, -0.136604, 0.106531, -0.035990),
- vec4<f32>(-0.104085, -0.185459, -0.028727, -0.228280),
- vec4<f32>(-0.195858, -0.185688, -0.057940, -0.110030),
- vec4<f32>(0.119684, 0.015679, -0.282928, -0.057744),
- vec4<f32>(0.182249, 0.183774, 0.485198, 0.283122),
- vec4<f32>(0.073703, -0.066022, 0.369654, 0.099647),
- vec4<f32>(0.153869, 0.214244, 0.123994, 0.015235),
- vec4<f32>(-0.032879, -0.127768, 0.153828, 0.182299),
- vec4<f32>(0.020066, -0.187911, -0.002227, -0.188773),
- vec4<f32>(-0.018035, -0.176750, 0.025871, -0.228280),
- vec4<f32>(0.003240, -0.110074, -0.137812, -0.099725),
- vec4<f32>(-0.030633, -0.135231, 0.025956, -0.057744),
- vec4<f32>(-0.362614, -0.213325, -0.263322, 0.096670),
- vec4<f32>(-0.032143, 0.081475, -0.343777, 0.099647),
- vec4<f32>(-0.297917, -0.083748, -0.133821, 0.091547),
- vec4<f32>(-0.037656, 0.022276, -0.011297, 0.182299),
- vec4<f32>(0.161341, 0.086857, 0.165727, -0.090049),
- vec4<f32>(-0.081491, -0.282614, 0.025270, -0.228280),
- vec4<f32>(0.090399, 0.050758, 0.107328, -0.038184),
- vec4<f32>(0.070251, 0.011528, -0.091525, -0.057744),
- vec4<f32>(-0.056355, -0.009971, -0.150000, 0.235577),
- vec4<f32>(-0.095561, -0.065592, -0.089876, 0.099647),
- vec4<f32>(0.091840, 0.128219, -0.083141, 0.169319),
- vec4<f32>(-0.046781, 0.121648, 0.103069, 0.182299),
- vec4<f32>(-0.096114, -0.144242, 0.084139, -0.106471),
- vec4<f32>(-0.027582, -0.292333, 0.076865, -0.228280),
- vec4<f32>(0.075125, 0.031164, 0.130597, -0.157298),
- vec4<f32>(-0.056810, -0.046527, 0.091355, -0.057744),
- vec4<f32>(-0.187192, -0.008480, -0.099564, 0.320084),
- vec4<f32>(-0.023413, 0.142330, -0.207555, 0.099647),
- vec4<f32>(0.060672, -0.047472, 0.057659, 0.195330),
- vec4<f32>(0.092087, 0.119028, -0.038835, 0.182299),
- vec4<f32>(-0.008512, 0.075632, 0.019646, -0.134091),
- vec4<f32>(0.017238, -0.226524, -0.049809, -0.228280),
- vec4<f32>(0.026540, 0.106392, 0.130047, -0.184493),
- vec4<f32>(-0.176890, -0.118572, 0.130286, -0.057744)
+const weights_layer0: array<vec4<f32>, 200> = array(
+ vec4<f32>(0.235493, 0.070711, -0.007171, 0.029242),
+ vec4<f32>(0.010796, -0.007094, 0.104870, -0.001741),
+ vec4<f32>(-0.363645, 0.625662, 0.044248, 0.046890),
+ vec4<f32>(0.016731, -0.099652, 0.198682, -0.002050),
+ vec4<f32>(-0.738196, -1.196639, -0.153794, 0.059818),
+ vec4<f32>(-0.012392, 0.206094, -1.159788, 0.001624),
+ vec4<f32>(-0.089846, -0.097056, 0.533546, -0.256308),
+ vec4<f32>(0.052460, 0.007740, -0.025518, -0.011569),
+ vec4<f32>(0.024563, -0.123127, -0.189236, -0.034605),
+ vec4<f32>(0.027494, 0.077022, -0.073083, -0.001741),
+ vec4<f32>(0.127897, -1.191688, -0.289229, -0.057213),
+ vec4<f32>(-0.017651, -0.095915, -0.540725, -0.002050),
+ vec4<f32>(0.459141, 1.047422, 1.008783, 0.082279),
+ vec4<f32>(-0.148789, 0.141891, 0.964934, 0.001624),
+ vec4<f32>(-0.458732, -0.253084, 0.429181, -0.267647),
+ vec4<f32>(0.029582, 0.043901, -0.332350, -0.011569),
+ vec4<f32>(-0.089206, -0.379760, -0.267976, -0.033062),
+ vec4<f32>(-0.059616, 0.042331, -0.297211, -0.001741),
+ vec4<f32>(0.347450, 0.349807, -0.107598, -0.038193),
+ vec4<f32>(-0.054979, -0.022737, 0.368773, -0.002050),
+ vec4<f32>(1.185666, 2.203693, 1.743948, 0.015765),
+ vec4<f32>(-0.004807, 0.138734, 2.114184, 0.001624),
+ vec4<f32>(-0.397312, -0.423930, 0.436068, -0.309529),
+ vec4<f32>(-0.025822, 0.061618, -0.358850, -0.011569),
+ vec4<f32>(0.031591, -0.133625, -0.210201, -0.058735),
+ vec4<f32>(0.026377, 0.074180, -0.075918, -0.001741),
+ vec4<f32>(-0.632064, -0.365984, -0.183357, -0.064294),
+ vec4<f32>(-0.038233, -0.027135, -0.529794, -0.002050),
+ vec4<f32>(-0.079942, -0.108489, 0.284420, 0.068003),
+ vec4<f32>(-0.033783, 0.131316, -0.006431, 0.001624),
+ vec4<f32>(-0.096003, -0.037157, 0.523401, -0.332369),
+ vec4<f32>(0.098362, 0.049597, 0.024988, -0.011569),
+ vec4<f32>(-0.042374, 0.215371, 0.044488, -0.079190),
+ vec4<f32>(-0.108483, 0.244548, 0.195395, -0.001741),
+ vec4<f32>(0.121079, 0.214838, 0.292411, -0.013912),
+ vec4<f32>(0.098564, -0.117552, 0.392438, -0.002050),
+ vec4<f32>(-0.994368, -0.526871, 0.165568, 0.006371),
+ vec4<f32>(-0.142932, 0.234835, -0.612723, 0.001624),
+ vec4<f32>(-0.430247, -0.230031, 0.035994, -0.340101),
+ vec4<f32>(-0.134622, -0.045299, -0.264801, -0.011569),
+ vec4<f32>(-0.116651, 0.042012, -0.004781, 0.018667),
+ vec4<f32>(0.000405, -0.068494, 0.084279, -0.001741),
+ vec4<f32>(0.180754, -0.853766, -0.384955, 0.013426),
+ vec4<f32>(0.038369, 0.010519, -0.437544, -0.002050),
+ vec4<f32>(0.373661, 0.677625, 0.617145, -0.028541),
+ vec4<f32>(0.071383, 0.012678, 0.734573, 0.001624),
+ vec4<f32>(-0.187586, -0.167658, 0.445526, -0.213674),
+ vec4<f32>(-0.054012, -0.048233, -0.111101, -0.011569),
+ vec4<f32>(-0.329708, 0.124956, 0.150447, 0.038372),
+ vec4<f32>(0.042139, -0.014901, 0.056693, -0.001741),
+ vec4<f32>(0.547166, 1.493724, 0.572366, 0.044038),
+ vec4<f32>(-0.055818, 0.022352, 1.209448, -0.002050),
+ vec4<f32>(-0.669255, -0.481531, -0.593402, 0.125846),
+ vec4<f32>(-0.086191, -0.012315, -0.692654, 0.001624),
+ vec4<f32>(-0.667836, -0.543086, 0.253854, -0.236805),
+ vec4<f32>(0.045048, 0.047535, -0.607491, -0.011569),
+ vec4<f32>(-0.262418, 0.247133, 0.225155, -0.084126),
+ vec4<f32>(0.017065, 0.007371, 0.103683, -0.001741),
+ vec4<f32>(0.216644, 1.179116, 0.436799, 0.041116),
+ vec4<f32>(0.006571, 0.012147, 0.674660, -0.002050),
+ vec4<f32>(0.290965, -0.022340, -0.616338, 0.021808),
+ vec4<f32>(-0.091234, -0.016764, 0.116976, 0.001624),
+ vec4<f32>(-0.689736, -0.685681, 0.342797, -0.213249),
+ vec4<f32>(0.040683, 0.038921, -0.663171, -0.011569),
+ vec4<f32>(-0.150412, 0.018053, -0.103426, 0.026070),
+ vec4<f32>(0.016183, -0.090006, 0.028738, -0.001741),
+ vec4<f32>(0.851827, -0.499315, 0.146696, 0.047324),
+ vec4<f32>(0.059725, 0.031269, 0.184268, -0.002050),
+ vec4<f32>(0.160719, -0.309456, -0.432633, -0.021171),
+ vec4<f32>(-0.060075, -0.052701, -0.248520, 0.001624),
+ vec4<f32>(-0.217727, 0.354527, 0.663356, -0.267530),
+ vec4<f32>(-0.032714, 0.000761, 0.246687, -0.011569),
+ vec4<f32>(0.077123, 0.069934, 0.077986, 0.004388),
+ vec4<f32>(-0.107897, 0.103689, 0.072698, -0.001741),
+ vec4<f32>(-0.216285, -0.206663, -0.497913, -0.019433),
+ vec4<f32>(0.042063, -0.036315, -0.306115, -0.002050),
+ vec4<f32>(0.351038, 0.116104, -0.046132, 0.022280),
+ vec4<f32>(-0.026460, -0.025197, 0.286924, 0.001624),
+ vec4<f32>(-0.480131, -0.253209, -0.259724, -0.353796),
+ vec4<f32>(-0.069436, -0.026651, -0.285359, -0.011569),
+ vec4<f32>(0.225811, -0.092313, -0.152689, 0.007505),
+ vec4<f32>(0.120530, 0.012846, -0.020303, -0.001741),
+ vec4<f32>(0.305262, 0.699468, 0.474383, -0.002565),
+ vec4<f32>(-0.036377, 0.008052, 0.424588, -0.002050),
+ vec4<f32>(0.557323, 0.489104, 0.312243, 0.072877),
+ vec4<f32>(0.096476, -0.012612, 0.586454, 0.001624),
+ vec4<f32>(-0.370964, -0.252666, 0.235903, -0.299915),
+ vec4<f32>(-0.066341, -0.008435, -0.158507, -0.011569),
+ vec4<f32>(0.070604, -0.016186, -0.079075, 0.015055),
+ vec4<f32>(0.042533, -0.085281, -0.014053, -0.001741),
+ vec4<f32>(-1.115748, -0.531544, -0.207050, -0.040691),
+ vec4<f32>(0.010035, -0.008330, -0.718958, -0.002050),
+ vec4<f32>(-1.404958, -2.000416, -1.884062, 0.014171),
+ vec4<f32>(0.019375, -0.078894, -1.999592, 0.001624),
+ vec4<f32>(-1.144367, -0.681485, 0.145197, -0.310542),
+ vec4<f32>(0.071912, -0.001021, -0.817277, -0.011569),
+ vec4<f32>(-0.018298, 0.109930, -0.067419, -0.031281),
+ vec4<f32>(0.072086, -0.047123, -0.018405, -0.001741),
+ vec4<f32>(-2.926982, -5.479454, -1.936543, 0.034851),
+ vec4<f32>(0.005592, 0.052238, -4.695754, -0.002050),
+ vec4<f32>(0.504616, -0.384917, -0.623795, 0.009371),
+ vec4<f32>(-0.105685, -0.049385, -0.154266, 0.001624),
+ vec4<f32>(-1.428979, -0.829611, 0.160294, -0.239524),
+ vec4<f32>(0.054180, -0.058797, -0.939519, -0.011569),
+ vec4<f32>(0.088147, -0.158820, -0.199674, -0.083067),
+ vec4<f32>(0.073984, -0.059593, -0.103344, -0.001741),
+ vec4<f32>(0.465084, 2.259005, 0.899806, -0.010464),
+ vec4<f32>(0.058231, -0.075668, 1.383652, -0.002050),
+ vec4<f32>(-0.162736, -0.899540, -0.559890, 0.066380),
+ vec4<f32>(0.029594, 0.036117, -0.780812, 0.001624),
+ vec4<f32>(-0.605431, 0.342970, 0.671602, -0.313734),
+ vec4<f32>(0.072950, 0.058100, 0.232742, -0.011569),
+ vec4<f32>(0.161941, -0.017279, -0.010904, -0.041589),
+ vec4<f32>(-0.118079, 0.090886, 0.001212, -0.001741),
+ vec4<f32>(-0.136354, 0.155269, 0.058437, -0.043499),
+ vec4<f32>(0.029368, 0.079326, -0.060807, -0.002050),
+ vec4<f32>(0.222824, 0.267939, 0.010260, 0.093258),
+ vec4<f32>(-0.091763, 0.028527, 0.290062, 0.001624),
+ vec4<f32>(-0.584501, -0.074002, -0.187352, -0.247388),
+ vec4<f32>(-0.067679, -0.036398, -0.237425, -0.011569),
+ vec4<f32>(-0.026121, -0.231360, 0.002505, -0.096021),
+ vec4<f32>(0.073173, -0.059323, -0.128630, -0.001741),
+ vec4<f32>(-0.118509, -0.931686, -0.328151, 0.027222),
+ vec4<f32>(0.006670, -0.094619, -0.605555, -0.002050),
+ vec4<f32>(0.260254, 0.186958, 0.235441, -0.030871),
+ vec4<f32>(0.111987, -0.056380, 0.227175, 0.001624),
+ vec4<f32>(0.012446, -0.068683, 0.273271, -0.315052),
+ vec4<f32>(-0.020011, 0.046984, 0.026316, -0.011569),
+ vec4<f32>(0.149830, 0.108146, 0.141757, 0.040947),
+ vec4<f32>(-0.060874, -0.004303, 0.196782, -0.001741),
+ vec4<f32>(1.031257, 1.493831, 0.443644, -0.089572),
+ vec4<f32>(-0.035087, 0.049431, 1.193984, -0.002050),
+ vec4<f32>(-0.204666, -0.340174, -0.045684, 0.053997),
+ vec4<f32>(0.000214, -0.073696, -0.299299, 0.001624),
+ vec4<f32>(-1.040674, -0.828753, 0.007912, -0.326534),
+ vec4<f32>(0.040669, -0.036526, -0.794626, -0.011569),
+ vec4<f32>(-0.018212, -0.031610, 0.259871, -0.041978),
+ vec4<f32>(0.021055, -0.061307, -0.004348, -0.001741),
+ vec4<f32>(0.002720, 0.570871, 0.371837, -0.076940),
+ vec4<f32>(0.023420, 0.006175, 0.318983, -0.002050),
+ vec4<f32>(0.259713, 0.294528, 0.907401, 0.043367),
+ vec4<f32>(-0.087576, -0.053953, 0.273380, 0.001624),
+ vec4<f32>(-1.177213, -0.464727, 0.211285, -0.266637),
+ vec4<f32>(0.075274, -0.007404, -0.703821, -0.011569),
+ vec4<f32>(-0.089204, -0.053316, 0.280138, -0.056155),
+ vec4<f32>(0.030981, -0.005136, 0.038455, -0.001741),
+ vec4<f32>(0.936459, -0.196866, 0.270033, -0.096884),
+ vec4<f32>(0.025329, -0.032176, 0.473732, -0.002050),
+ vec4<f32>(0.312348, 0.234105, 0.580837, 0.099177),
+ vec4<f32>(0.019877, -0.096514, 0.450075, 0.001624),
+ vec4<f32>(-1.099700, -0.203693, 0.157253, -0.331450),
+ vec4<f32>(-0.033353, -0.072074, -0.453590, -0.011569),
+ vec4<f32>(-0.084598, -0.039735, 0.162495, -0.070988),
+ vec4<f32>(-0.038491, 0.071525, 0.034601, -0.001741),
+ vec4<f32>(-0.199528, -0.475454, -0.297979, 0.037322),
+ vec4<f32>(-0.003106, 0.003258, -0.475664, -0.002050),
+ vec4<f32>(-0.282845, 0.058921, -0.300971, -0.011632),
+ vec4<f32>(-0.102320, 0.065302, -0.035173, 0.001624),
+ vec4<f32>(-0.515296, 0.497936, 0.313751, -0.245144),
+ vec4<f32>(-0.126936, 0.016721, 0.233370, -0.011569),
+ vec4<f32>(-0.220154, 0.069414, 0.194344, 0.000786),
+ vec4<f32>(0.037788, -0.095021, -0.055585, -0.001741),
+ vec4<f32>(-0.186244, 0.434960, 0.138978, -0.017604),
+ vec4<f32>(0.014466, 0.055976, 0.306540, -0.002050),
+ vec4<f32>(0.000614, -0.087365, -0.327816, 0.025776),
+ vec4<f32>(0.227096, -0.143725, -0.046319, 0.001624),
+ vec4<f32>(0.468607, -0.441809, -0.025186, -0.260166),
+ vec4<f32>(0.018770, -0.067388, -0.240128, -0.011569),
+ vec4<f32>(-0.013968, 0.032027, -0.111361, -0.023976),
+ vec4<f32>(0.041929, -0.033460, 0.001994, -0.001741),
+ vec4<f32>(0.005203, -0.837762, -0.287991, -0.026139),
+ vec4<f32>(-0.077592, 0.021388, -0.524153, -0.002050),
+ vec4<f32>(0.250865, 0.313428, -0.248465, 0.059517),
+ vec4<f32>(0.034922, -0.054528, 0.257107, 0.001624),
+ vec4<f32>(0.010692, -0.067238, 0.233031, -0.310017),
+ vec4<f32>(0.176915, -0.059644, 0.016072, -0.011569),
+ vec4<f32>(0.016422, 0.016187, -0.037382, -0.083725),
+ vec4<f32>(0.002691, -0.110865, -0.012957, -0.001741),
+ vec4<f32>(0.095561, 0.396829, 0.128803, 0.037097),
+ vec4<f32>(0.019823, 0.093399, 0.310928, -0.002050),
+ vec4<f32>(-0.193791, -0.079385, 0.332894, 0.039734),
+ vec4<f32>(0.119291, -0.053947, 0.020449, 0.001624),
+ vec4<f32>(-0.446965, -0.003325, 0.231982, -0.298212),
+ vec4<f32>(0.063248, -0.060392, -0.103558, -0.011569),
+ vec4<f32>(-0.044501, -0.246630, -0.254448, -0.025872),
+ vec4<f32>(0.044620, -0.074284, -0.183828, -0.001741),
+ vec4<f32>(-0.369636, -0.171104, -0.485456, -0.085980),
+ vec4<f32>(-0.053131, 0.016452, -0.377567, -0.002050),
+ vec4<f32>(-0.183644, -0.028271, 0.226453, 0.010102),
+ vec4<f32>(0.039391, -0.132828, -0.009034, 0.001624),
+ vec4<f32>(-0.644046, -0.335421, 0.011161, -0.222670),
+ vec4<f32>(0.091183, 0.005457, -0.472058, -0.011569),
+ vec4<f32>(0.045107, 0.080623, -0.132791, 0.064920),
+ vec4<f32>(-0.110745, 0.109524, 0.092569, -0.001741),
+ vec4<f32>(0.064397, 0.190407, 0.257845, 0.024637),
+ vec4<f32>(-0.042557, 0.128625, 0.317239, -0.002050),
+ vec4<f32>(-0.362482, 0.271381, -0.115412, 0.103104),
+ vec4<f32>(0.088766, 0.042583, 0.069687, 0.001624),
+ vec4<f32>(-0.353634, 0.554832, 0.442496, -0.351794),
+ vec4<f32>(-0.140207, -0.064649, 0.346336, -0.011569)
);
const weights_layer1: array<vec4<f32>, 72> = array(
- vec4<f32>(-0.550220, -0.217290, 0.172294, 0.131499),
- vec4<f32>(0.087800, -0.013060, -0.012493, -0.118784),
- vec4<f32>(0.414634, 0.110057, -0.148279, -0.164066),
- vec4<f32>(-0.067937, 0.015316, 0.110874, 0.170621),
- vec4<f32>(0.202338, 0.237349, -0.198003, -0.018883),
- vec4<f32>(0.096353, -0.033149, -0.075566, -0.012686),
- vec4<f32>(0.540664, -0.019039, -0.187934, -0.017433),
- vec4<f32>(-0.093819, -0.032389, -0.075676, -0.045023),
- vec4<f32>(-0.454297, -0.094218, 0.153827, 0.131527),
- vec4<f32>(-0.075634, 0.034528, -0.179401, -0.118784),
- vec4<f32>(0.250372, 0.110398, -0.088627, -0.247025),
- vec4<f32>(-0.017120, -0.036461, 0.085890, 0.170621),
- vec4<f32>(0.157555, 0.055556, -0.209897, -0.072719),
- vec4<f32>(0.009895, 0.007367, -0.068084, -0.012686),
- vec4<f32>(0.470887, -0.026009, -0.130709, -0.190289),
- vec4<f32>(0.042477, 0.099113, 0.024500, -0.045023),
- vec4<f32>(0.004836, -0.032572, 0.196070, 0.127080),
- vec4<f32>(-0.094058, -0.110672, -0.099101, -0.118784),
- vec4<f32>(0.251474, 0.026879, -0.072475, -0.221995),
- vec4<f32>(0.004570, 0.095751, 0.241107, 0.170621),
- vec4<f32>(-0.039411, 0.212567, -0.146248, -0.181935),
- vec4<f32>(-0.048444, -0.100834, -0.040524, -0.012686),
- vec4<f32>(0.279418, 0.027548, -0.172508, -0.243648),
- vec4<f32>(-0.072080, 0.084367, -0.125451, -0.045023),
- vec4<f32>(-0.762915, -0.254977, 0.125205, 0.235909),
- vec4<f32>(-0.038104, -0.075417, -0.146520, -0.118784),
- vec4<f32>(0.339557, 0.229433, -0.050644, -0.131365),
- vec4<f32>(-0.129065, -0.050450, 0.095530, 0.170621),
- vec4<f32>(0.256145, 0.078530, -0.183619, -0.206955),
- vec4<f32>(-0.050830, -0.048353, 0.147183, -0.012686),
- vec4<f32>(0.581766, -0.000920, -0.038922, -0.233026),
- vec4<f32>(0.054928, 0.125764, 0.045640, -0.045023),
- vec4<f32>(-0.656914, -0.193329, 0.142118, 0.112047),
- vec4<f32>(0.055497, -0.066662, -0.127356, -0.118784),
- vec4<f32>(0.381869, 0.121043, -0.193973, -0.053474),
- vec4<f32>(-0.135338, 0.102084, 0.047766, 0.170621),
- vec4<f32>(0.157373, 0.108581, -0.056749, -0.190385),
- vec4<f32>(0.059588, -0.079601, 0.116529, -0.012686),
- vec4<f32>(0.615891, -0.003999, -0.044733, -0.233113),
- vec4<f32>(-0.013833, 0.158467, 0.069948, -0.045023),
- vec4<f32>(-0.370423, -0.001432, 0.188960, 0.234769),
- vec4<f32>(-0.067498, 0.029365, -0.139773, -0.118784),
- vec4<f32>(0.397838, 0.223050, -0.266812, -0.218634),
- vec4<f32>(0.026448, -0.063605, 0.172133, 0.170621),
- vec4<f32>(0.091567, 0.082715, -0.157309, -0.080454),
- vec4<f32>(0.164888, -0.075561, 0.031425, -0.012686),
- vec4<f32>(0.211481, 0.062354, -0.139909, -0.166563),
- vec4<f32>(-0.052356, 0.195890, 0.002621, -0.045023),
- vec4<f32>(-0.722615, -0.098662, 0.050131, 0.208800),
- vec4<f32>(0.015331, 0.048369, 0.020104, -0.118784),
- vec4<f32>(0.510514, 0.267948, -0.167085, -0.073239),
- vec4<f32>(0.013588, 0.029198, 0.011374, 0.170621),
- vec4<f32>(0.434384, 0.234026, -0.016845, -0.053492),
- vec4<f32>(0.048535, -0.021576, 0.119118, -0.012686),
- vec4<f32>(0.504202, 0.059151, -0.076747, -0.100093),
- vec4<f32>(0.065644, 0.111175, 0.023457, -0.045023),
- vec4<f32>(-0.589185, -0.167617, 0.017656, 0.154815),
- vec4<f32>(-0.068627, 0.014695, -0.001009, -0.118784),
- vec4<f32>(0.477531, 0.147435, -0.190240, -0.063934),
- vec4<f32>(0.092949, 0.164573, 0.090508, 0.170621),
- vec4<f32>(0.216511, 0.208554, -0.094266, -0.180448),
- vec4<f32>(0.027521, -0.009373, 0.038030, -0.012686),
- vec4<f32>(0.373956, 0.047154, 0.029470, -0.198022),
- vec4<f32>(0.054003, 0.064209, 0.009144, -0.045023),
- vec4<f32>(-0.357275, -0.065495, 0.150350, 0.111417),
- vec4<f32>(0.071622, -0.082439, -0.197320, -0.118784),
- vec4<f32>(0.422302, 0.061022, -0.108647, -0.244366),
- vec4<f32>(-0.058943, 0.114681, -0.041863, 0.170621),
- vec4<f32>(0.238027, -0.022158, 0.021928, -0.176080),
- vec4<f32>(-0.059569, 0.164817, 0.009572, -0.012686),
- vec4<f32>(0.285508, -0.027414, -0.011562, -0.042465),
- vec4<f32>(0.125779, 0.231493, -0.069255, -0.045023)
+ vec4<f32>(-0.059078, -0.087833, -0.048345, -0.276761),
+ vec4<f32>(-0.101904, 0.058647, -0.405575, -0.064215),
+ vec4<f32>(-0.382952, 0.579364, -0.051813, -0.155723),
+ vec4<f32>(-0.140997, -0.006771, 0.212267, 0.120289),
+ vec4<f32>(-0.152651, -0.134768, -0.076617, -0.506104),
+ vec4<f32>(0.089304, 0.078492, 0.541122, 0.129289),
+ vec4<f32>(0.739323, -0.014103, -0.012980, -0.112747),
+ vec4<f32>(-0.089971, -0.088661, -0.520901, 0.158290),
+ vec4<f32>(0.819725, 2.866048, 0.080441, 0.380885),
+ vec4<f32>(0.035196, 0.028422, -0.748029, -0.064215),
+ vec4<f32>(-0.551722, 0.995924, -0.203047, -0.220742),
+ vec4<f32>(-0.081721, 0.039584, 0.581791, 0.120289),
+ vec4<f32>(-0.752329, -0.482903, -0.317275, 0.515372),
+ vec4<f32>(-0.087637, 0.040969, 0.481261, 0.129289),
+ vec4<f32>(0.532382, -0.653574, 0.078268, 0.139585),
+ vec4<f32>(-0.089350, -0.072701, -1.289249, 0.158290),
+ vec4<f32>(0.384272, -0.051717, 0.428463, -0.006561),
+ vec4<f32>(0.034003, 0.036653, -0.778556, -0.064215),
+ vec4<f32>(-0.788796, 0.332339, -0.181283, -0.213141),
+ vec4<f32>(0.196044, -0.062422, 0.724631, 0.120289),
+ vec4<f32>(-0.416297, -0.520778, -0.009510, -0.304383),
+ vec4<f32>(0.094475, -0.033135, 0.942838, 0.129289),
+ vec4<f32>(0.887455, 0.054078, 0.193434, 0.268549),
+ vec4<f32>(-0.055369, -0.042953, -0.172902, 0.158290),
+ vec4<f32>(0.419144, -0.159019, 0.189637, -0.235703),
+ vec4<f32>(-0.098285, 0.021026, -0.041846, -0.064215),
+ vec4<f32>(-1.009575, 0.934207, -0.120383, -0.243756),
+ vec4<f32>(-0.054562, 0.123804, 0.004157, 0.120289),
+ vec4<f32>(-0.504099, 0.696545, -0.850290, 0.493131),
+ vec4<f32>(-0.090043, -0.020600, -1.148702, 0.129289),
+ vec4<f32>(0.302269, -0.662429, 0.315052, -0.276341),
+ vec4<f32>(-0.084626, -0.029208, -0.799132, 0.158290),
+ vec4<f32>(0.318365, 2.531235, 0.349606, 0.231242),
+ vec4<f32>(0.053525, -0.031474, -0.570432, -0.064215),
+ vec4<f32>(-0.635031, 0.498836, 0.009884, -0.465079),
+ vec4<f32>(0.059087, 0.038415, 0.009928, 0.120289),
+ vec4<f32>(-0.522592, -3.781285, 0.418296, -0.608186),
+ vec4<f32>(0.100879, -0.083891, 1.653884, 0.129289),
+ vec4<f32>(0.258571, 2.590279, 0.221239, -0.143175),
+ vec4<f32>(0.121409, -0.084177, -1.397735, 0.158290),
+ vec4<f32>(0.907284, -0.034063, 0.573987, -0.125626),
+ vec4<f32>(-0.017610, -0.059485, -0.242599, -0.064215),
+ vec4<f32>(-0.748146, 0.686047, -0.074510, -0.248879),
+ vec4<f32>(-0.034986, -0.121423, -0.406087, 0.120289),
+ vec4<f32>(-0.559352, -2.921763, -0.718019, -0.764524),
+ vec4<f32>(0.165658, 0.097044, 0.773885, 0.129289),
+ vec4<f32>(0.006276, -0.801820, 0.215264, 0.115919),
+ vec4<f32>(0.081513, -0.023028, -0.590423, 0.158290),
+ vec4<f32>(-0.207850, 0.088171, -0.173170, 0.351969),
+ vec4<f32>(-0.042732, -0.024059, -0.087492, -0.064215),
+ vec4<f32>(-0.711148, 0.312318, -0.145549, -0.113749),
+ vec4<f32>(0.053038, 0.093166, -0.473856, 0.120289),
+ vec4<f32>(-0.343481, -0.137305, -0.340862, 0.445920),
+ vec4<f32>(-0.070473, -0.024914, -0.735660, 0.129289),
+ vec4<f32>(0.212955, -0.200508, 0.105125, -0.165284),
+ vec4<f32>(-0.123633, 0.052941, 0.099918, 0.158290),
+ vec4<f32>(0.362468, -0.709693, 0.281097, -0.155976),
+ vec4<f32>(-0.034566, 0.002014, 0.443026, -0.064215),
+ vec4<f32>(-0.346208, 1.179972, -0.563868, -0.424647),
+ vec4<f32>(0.012676, -0.023351, -0.703819, 0.120289),
+ vec4<f32>(-0.476282, -0.001002, -0.456911, -0.143433),
+ vec4<f32>(0.061018, -0.051173, -0.992671, 0.129289),
+ vec4<f32>(0.340925, -0.869046, 0.333377, -0.070414),
+ vec4<f32>(0.022279, 0.022837, -0.389711, 0.158290),
+ vec4<f32>(0.217347, -0.092030, -0.004346, 0.209850),
+ vec4<f32>(-0.116637, -0.096003, -0.333961, -0.064215),
+ vec4<f32>(-0.105262, 0.443411, -0.443104, 0.032732),
+ vec4<f32>(0.014939, 0.058855, -0.723723, 0.120289),
+ vec4<f32>(-0.598907, -0.166341, -0.635385, 0.463685),
+ vec4<f32>(0.151976, 0.049510, 0.155364, 0.129289),
+ vec4<f32>(0.138981, -0.109141, 0.272429, 0.190495),
+ vec4<f32>(-0.005729, 0.020860, -0.062157, 0.158290)
);
const weights_layer2: array<vec4<f32>, 18> = array(
- vec4<f32>(-0.005880, 0.219661, 0.076830, 0.031369),
- vec4<f32>(0.019447, -0.157183, -0.072867, 0.019890),
- vec4<f32>(-0.190992, 0.094952, 0.243652, 0.101839),
- vec4<f32>(-0.073730, -0.097028, 0.130087, 0.019890),
- vec4<f32>(-0.048538, 0.255178, 0.072403, 0.162183),
- vec4<f32>(0.068563, -0.177353, -0.031857, 0.019890),
- vec4<f32>(-0.075366, 0.082456, 0.196628, 0.101995),
- vec4<f32>(-0.061104, -0.091889, -0.083985, 0.019890),
- vec4<f32>(-0.249014, 0.051544, 0.211691, -0.042091),
- vec4<f32>(0.002831, 0.053599, 0.029920, 0.019890),
- vec4<f32>(-0.048174, 0.040130, 0.219902, 0.065074),
- vec4<f32>(0.034129, -0.058673, -0.094574, 0.019890),
- vec4<f32>(-0.249925, 0.243446, 0.268119, 0.031839),
- vec4<f32>(-0.151316, 0.014516, -0.058603, 0.019890),
- vec4<f32>(-0.207769, 0.219873, 0.041389, 0.142059),
- vec4<f32>(0.036077, 0.056158, -0.059980, 0.019890),
- vec4<f32>(-0.100513, 0.210483, 0.012164, 0.071910),
- vec4<f32>(0.130846, 0.074247, -0.018889, 0.019890)
+ vec4<f32>(0.043207, -0.056041, 0.131565, 0.116278),
+ vec4<f32>(-0.038849, -0.028105, -0.112979, 0.023741),
+ vec4<f32>(-0.010112, -0.085145, 0.257510, 0.245113),
+ vec4<f32>(0.041108, 0.049255, -0.082008, 0.023741),
+ vec4<f32>(0.012368, -0.035856, 0.018924, 0.174452),
+ vec4<f32>(0.052554, 0.039427, -0.279445, 0.023741),
+ vec4<f32>(-0.160061, -0.232735, 0.256951, 0.208887),
+ vec4<f32>(-0.088352, 0.100106, 0.103566, 0.023741),
+ vec4<f32>(-0.406607, -1.336396, 0.454171, 0.310834),
+ vec4<f32>(-0.061166, 0.105463, 1.572779, 0.023741),
+ vec4<f32>(-0.188413, -0.523344, 0.082813, 0.209113),
+ vec4<f32>(0.052509, -0.069748, -0.065008, 0.023741),
+ vec4<f32>(-0.124016, 0.005237, 0.177859, 0.138953),
+ vec4<f32>(0.072167, 0.070582, -0.209545, 0.023741),
+ vec4<f32>(-0.384457, -0.186386, 0.273595, 0.235457),
+ vec4<f32>(-0.032392, -0.086899, -0.006561, 0.023741),
+ vec4<f32>(-0.195800, 0.017395, 0.023080, 0.181437),
+ vec4<f32>(-0.035524, -0.095398, -0.204917, 0.023741)
);
diff --git a/workspaces/main/shaders/common_uniforms.wgsl b/workspaces/main/shaders/common_uniforms.wgsl
index ce1be53..1ab8939 100644
--- a/workspaces/main/shaders/common_uniforms.wgsl
+++ b/workspaces/main/shaders/common_uniforms.wgsl
@@ -1,11 +1,11 @@
struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
+ resolution: vec2<f32>, // Screen dimensions
+ aspect_ratio: f32, // Width/height ratio
+ time: f32, // Physical time in seconds (unaffected by tempo)
+ beat_time: f32, // Musical time in beats (absolute, tempo-scaled)
+ beat_phase: f32, // Fractional beat (0.0-1.0 within current beat)
+ audio_intensity: f32, // Audio peak for beat sync
+ _pad: f32, // Padding
};
struct GlobalUniforms {
view_proj: mat4x4<f32>,
diff --git a/workspaces/main/shaders/ellipse.wgsl b/workspaces/main/shaders/ellipse.wgsl
index 05dfcfc..69b2712 100644
--- a/workspaces/main/shaders/ellipse.wgsl
+++ b/workspaces/main/shaders/ellipse.wgsl
@@ -46,6 +46,6 @@ fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = (p.xy / uniforms.resolution - 0.5) * 2.0;
let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
- let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
+ let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat_phase * 0.2));
return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
}
diff --git a/workspaces/main/shaders/particle_spray_compute.wgsl b/workspaces/main/shaders/particle_spray_compute.wgsl
index a4041f2..4b6e48f 100644
--- a/workspaces/main/shaders/particle_spray_compute.wgsl
+++ b/workspaces/main/shaders/particle_spray_compute.wgsl
@@ -29,7 +29,7 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
}
let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
+ p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat_phase));
p.vel.y = p.vel.y - 0.01;
particles[i] = p;
}
diff --git a/workspaces/main/timeline.seq b/workspaces/main/timeline.seq
index 42d81a0..ab9e40d 100644
--- a/workspaces/main/timeline.seq
+++ b/workspaces/main/timeline.seq
@@ -2,103 +2,104 @@
# Generated by Timeline Editor
# BPM 120
-SEQUENCE 0.00 0
- EFFECT - FlashCubeEffect 0.00 2.44
- EFFECT + FlashEffect 0.00 1.00 color=1.0,0.5,0.5 decay=0.95
- EFFECT + FadeEffect 0.10 1.00
- EFFECT + SolarizeEffect 0.00 2.00
- EFFECT + VignetteEffect 0.00 2.50 radius=0.6 softness=0.1
+SEQUENCE 0.00s 0
+EFFECT - FlashCubeEffect 0.00s 2.44s
+EFFECT + FlashEffect 0.00s 1.00s color=1.0,0.5,0.5 decay=0.95
+EFFECT + FadeEffect 0.10s 1.00s
+EFFECT + SolarizeEffect 0.00s 2.00s
+EFFECT + VignetteEffect 0.00s 2.50s radius=0.6 softness=0.1
-SEQUENCE 2.50 0 "rotating cube"
- EFFECT + CircleMaskEffect 0.00 4.00 0.50
- EFFECT + RotatingCubeEffect 0.00 4.00
- EFFECT + GaussianBlurEffect 1.00 2.00 strength=1.0
- EFFECT + GaussianBlurEffect 3.00 4.00 strength=2.0
+SEQUENCE 2.50s 0 "rotating cube"
+EFFECT + CircleMaskEffect 0.00s 4.00s 0.50
+EFFECT + RotatingCubeEffect 0.00s 4.00s
+EFFECT + GaussianBlurEffect 1.00s 2.00s strength=1.0
+EFFECT + GaussianBlurEffect 3.00s 4.00s strength=2.0
-SEQUENCE 5.93 0
- EFFECT - FlashCubeEffect 0.11 1.45
- EFFECT + FlashEffect 0.00 0.20
+SEQUENCE 5.93s 0
+EFFECT - FlashCubeEffect 0.11s 1.45s
+EFFECT + FlashEffect 0.00s 0.20s
-SEQUENCE 6.90 1 "spray"
- EFFECT + ParticleSprayEffect 0.00 2.00
- EFFECT + ParticlesEffect 0.00 3.00
- EFFECT = GaussianBlurEffect 0.00 2.00 strength=3.0
+SEQUENCE 6.90s 1 "spray"
+EFFECT + ParticleSprayEffect 0.00s 2.00s
+EFFECT + ParticlesEffect 0.00s 3.00s
+EFFECT = GaussianBlurEffect 0.00s 2.00s strength=3.0
-SEQUENCE 8.50 2 "Hybrid3D"
- EFFECT + ThemeModulationEffect 0.00 2.00
- EFFECT + HeptagonEffect 0.20 2.00
- EFFECT + ParticleSprayEffect 0.00 2.00
- EFFECT = ParticlesEffect 0.00 2.00
- EFFECT + Hybrid3DEffect 0.00 2.00
- EFFECT + GaussianBlurEffect 0.00 2.00
- EFFECT + ChromaAberrationEffect 0.00 1.50 offset=0.01 angle=1.57
+SEQUENCE 8.50s 2 "Hybrid3D"
+EFFECT + ThemeModulationEffect 0.00s 2.00s
+EFFECT + HeptagonEffect 0.20s 2.00s
+EFFECT + ParticleSprayEffect 0.00s 2.00s
+EFFECT = ParticlesEffect 0.00s 2.00s
+EFFECT + Hybrid3DEffect 0.00s 2.00s
+EFFECT + GaussianBlurEffect 0.00s 2.00s
+EFFECT + CNNEffect 0.0s 2.0s layers=3 blend=.9
+# EFFECT + ChromaAberrationEffect 0.00 1.50 offset=0.01 angle=1.57
-SEQUENCE 10.50 0 "CNN effect"
- EFFECT + HeptagonEffect 0.0 12.00
+SEQUENCE 10.50s 0 "CNN effect"
+EFFECT + HeptagonEffect 0.0s 12.00s
# EFFECT + RotatingCubeEffect 0.00 12.0
# EFFECT + Hybrid3DEffect 0.00 12.00
- EFFECT + Scene1Effect 0.0 12.0
- EFFECT + CNNEffect 1.0 12.0 layers=3 blend=.5
+EFFECT + Scene1Effect 0.0s 12.0s
+EFFECT + CNNEffect 1.0s 12.0s layers=3 blend=.5
-SEQUENCE 22.0 0 "buggy"
- EFFECT + HeptagonEffect 0.00 0.20
- EFFECT + FadeEffect 0.11 1.01
+SEQUENCE 22.0s 0 "buggy"
+EFFECT + HeptagonEffect 0.00s 0.20s
+EFFECT + FadeEffect 0.11s 1.01s
-SEQUENCE 22.14 3
- EFFECT + ThemeModulationEffect 0.00 4.00
- EFFECT = HeptagonEffect 0.00 4.00
- EFFECT + GaussianBlurEffect 0.00 5.00 strength=1.5
- EFFECT + ChromaAberrationEffect 0.00 5.00 offset=0.03 angle=0.785
- EFFECT + SolarizeEffect 0.00 5.00
+SEQUENCE 22.14s 3
+EFFECT + ThemeModulationEffect 0.00s 4.00s
+EFFECT = HeptagonEffect 0.00s 4.00s
+EFFECT + GaussianBlurEffect 0.00s 5.00s strength=1.5
+EFFECT + ChromaAberrationEffect 0.00s 5.00s offset=0.03 angle=0.785
+EFFECT + SolarizeEffect 0.00s 5.00s
-SEQUENCE 23.00 2
- EFFECT - FlashCubeEffect 0.20 1.50
- EFFECT + HeptagonEffect 0.00 2.00
- EFFECT + ParticleSprayEffect 0.00 2.00
- EFFECT + ParticlesEffect 0.00 2.00
+SEQUENCE 23.00s 2
+EFFECT - FlashCubeEffect 0.20s 1.50s
+EFFECT + HeptagonEffect 0.00s 2.00s
+EFFECT + ParticleSprayEffect 0.00s 2.00s
+EFFECT + ParticlesEffect 0.00s 2.00s
-SEQUENCE 22.75 2 "Fade"
- EFFECT - FlashCubeEffect 0.20 1.50
- EFFECT + FlashEffect 0.00 1.00
+SEQUENCE 22.75s 2 "Fade"
+EFFECT - FlashCubeEffect 0.20s 1.50s
+EFFECT + FlashEffect 0.00s 1.00s
-SEQUENCE 23.88 10
- EFFECT - FlashCubeEffect 0.20 1.50
- EFFECT + GaussianBlurEffect 0.00 2.00
- EFFECT + FlashEffect 0.00 0.20
- EFFECT = FlashEffect 0.50 0.20
+SEQUENCE 23.88s 10
+EFFECT - FlashCubeEffect 0.20s 1.50s
+EFFECT + GaussianBlurEffect 0.00s 2.00s
+EFFECT + FlashEffect 0.00s 0.20s
+EFFECT = FlashEffect 0.50s 0.20s
-SEQUENCE 25.59 1
- EFFECT + ThemeModulationEffect 0.00 8.00
- EFFECT + HeptagonEffect 0.20 2.00
- EFFECT + ParticleSprayEffect 0.00 8.00
- EFFECT + Hybrid3DEffect 0.00 8.06
- EFFECT + GaussianBlurEffect 0.00 8.00
- EFFECT + ChromaAberrationEffect 0.00 8.14
- EFFECT + SolarizeEffect 0.00 7.88
+SEQUENCE 25.59s 1
+EFFECT + ThemeModulationEffect 0.00s 8.00s
+EFFECT + HeptagonEffect 0.20s 2.00s
+EFFECT + ParticleSprayEffect 0.00s 8.00s
+EFFECT + Hybrid3DEffect 0.00s 8.06s
+EFFECT + GaussianBlurEffect 0.00s 8.00s
+EFFECT + ChromaAberrationEffect 0.00s 8.14s
+EFFECT + SolarizeEffect 0.00s 7.88s
-SEQUENCE 33.08 0
- EFFECT + ThemeModulationEffect 0.00 3.00
- EFFECT + VignetteEffect 0.00 3.00 radius=0.6 softness=0.3
- EFFECT + SolarizeEffect 0.00 3.00
+SEQUENCE 33.08s 0
+EFFECT + ThemeModulationEffect 0.00s 3.00s
+EFFECT + VignetteEffect 0.00s 3.00s radius=0.6 softness=0.3
+EFFECT + SolarizeEffect 0.00s 3.00s
-SEQUENCE 35.31 0
- EFFECT + ThemeModulationEffect 0.00 4.00
- EFFECT + HeptagonEffect 0.20 2.00
- EFFECT + GaussianBlurEffect 0.00 8.00
- EFFECT + SolarizeEffect 0.00 2.00
+SEQUENCE 35.31s 0
+EFFECT + ThemeModulationEffect 0.00s 4.00s
+EFFECT + HeptagonEffect 0.20s 2.00s
+EFFECT + GaussianBlurEffect 0.00s 8.00s
+EFFECT + SolarizeEffect 0.00s 2.00s
-SEQUENCE 42.29 0
- EFFECT + ThemeModulationEffect 0.00 6.00
- EFFECT = HeptagonEffect 0.20 2.00
- EFFECT + Hybrid3DEffect 0.00 4.00
- EFFECT + ParticleSprayEffect 0.00 5.50
- EFFECT + HeptagonEffect 0.00 8.00
- EFFECT + ChromaAberrationEffect 0.00 7.50
- EFFECT + GaussianBlurEffect 0.00 8.00
+SEQUENCE 42.29s 0
+EFFECT + ThemeModulationEffect 0.00s 6.00s
+EFFECT = HeptagonEffect 0.20s 2.00s
+EFFECT + Hybrid3DEffect 0.00s 4.00s
+EFFECT + ParticleSprayEffect 0.00s 5.50s
+EFFECT + HeptagonEffect 0.00s 8.00s
+EFFECT + ChromaAberrationEffect 0.00s 7.50s
+EFFECT + GaussianBlurEffect 0.00s 8.00s
-SEQUENCE 50.02 0
- EFFECT + ThemeModulationEffect 0.00 4.00
- EFFECT + HeptagonEffect 0.00 9.50
- EFFECT + ChromaAberrationEffect 0.00 9.00
- EFFECT + GaussianBlurEffect 0.00 8.00
+SEQUENCE 50.02s 0
+EFFECT + ThemeModulationEffect 0.00s 4.00s
+EFFECT + HeptagonEffect 0.00s 9.50s
+EFFECT + ChromaAberrationEffect 0.00s 9.00s
+EFFECT + GaussianBlurEffect 0.00s 8.00s
diff --git a/workspaces/main/timeline.seq.backup b/workspaces/main/timeline.seq.backup
new file mode 100644
index 0000000..c3e2316
--- /dev/null
+++ b/workspaces/main/timeline.seq.backup
@@ -0,0 +1,105 @@
+# Demo Timeline
+# Generated by Timeline Editor
+# BPM 120
+
+SEQUENCE 0.00 0
+ EFFECT - FlashCubeEffect 0.00 2.44
+ EFFECT + FlashEffect 0.00 1.00 color=1.0,0.5,0.5 decay=0.95
+ EFFECT + FadeEffect 0.10 1.00
+ EFFECT + SolarizeEffect 0.00 2.00
+ EFFECT + VignetteEffect 0.00 2.50 radius=0.6 softness=0.1
+
+SEQUENCE 2.50 0 "rotating cube"
+ EFFECT + CircleMaskEffect 0.00 4.00 0.50
+ EFFECT + RotatingCubeEffect 0.00 4.00
+ EFFECT + GaussianBlurEffect 1.00 2.00 strength=1.0
+ EFFECT + GaussianBlurEffect 3.00 4.00 strength=2.0
+
+SEQUENCE 5.93 0
+ EFFECT - FlashCubeEffect 0.11 1.45
+ EFFECT + FlashEffect 0.00 0.20
+
+SEQUENCE 6.90 1 "spray"
+ EFFECT + ParticleSprayEffect 0.00 2.00
+ EFFECT + ParticlesEffect 0.00 3.00
+ EFFECT = GaussianBlurEffect 0.00 2.00 strength=3.0
+
+SEQUENCE 8.50 2 "Hybrid3D"
+ EFFECT + ThemeModulationEffect 0.00 2.00
+ EFFECT + HeptagonEffect 0.20 2.00
+ EFFECT + ParticleSprayEffect 0.00 2.00
+ EFFECT = ParticlesEffect 0.00 2.00
+ EFFECT + Hybrid3DEffect 0.00 2.00
+ EFFECT + GaussianBlurEffect 0.00 2.00
+ EFFECT + CNNEffect 0.0 2.0 layers=3 blend=.9
+# EFFECT + ChromaAberrationEffect 0.00 1.50 offset=0.01 angle=1.57
+
+SEQUENCE 10.50 0 "CNN effect"
+ EFFECT + HeptagonEffect 0.0 12.00
+# EFFECT + RotatingCubeEffect 0.00 12.0
+# EFFECT + Hybrid3DEffect 0.00 12.00
+ EFFECT + Scene1Effect 0.0 12.0
+ EFFECT + CNNEffect 1.0 12.0 layers=3 blend=.5
+
+SEQUENCE 22.0 0 "buggy"
+ EFFECT + HeptagonEffect 0.00 0.20
+ EFFECT + FadeEffect 0.11 1.01
+
+SEQUENCE 22.14 3
+ EFFECT + ThemeModulationEffect 0.00 4.00
+ EFFECT = HeptagonEffect 0.00 4.00
+ EFFECT + GaussianBlurEffect 0.00 5.00 strength=1.5
+ EFFECT + ChromaAberrationEffect 0.00 5.00 offset=0.03 angle=0.785
+ EFFECT + SolarizeEffect 0.00 5.00
+
+SEQUENCE 23.00 2
+ EFFECT - FlashCubeEffect 0.20 1.50
+ EFFECT + HeptagonEffect 0.00 2.00
+ EFFECT + ParticleSprayEffect 0.00 2.00
+ EFFECT + ParticlesEffect 0.00 2.00
+
+SEQUENCE 22.75 2 "Fade"
+ EFFECT - FlashCubeEffect 0.20 1.50
+ EFFECT + FlashEffect 0.00 1.00
+
+SEQUENCE 23.88 10
+ EFFECT - FlashCubeEffect 0.20 1.50
+ EFFECT + GaussianBlurEffect 0.00 2.00
+ EFFECT + FlashEffect 0.00 0.20
+ EFFECT = FlashEffect 0.50 0.20
+
+SEQUENCE 25.59 1
+ EFFECT + ThemeModulationEffect 0.00 8.00
+ EFFECT + HeptagonEffect 0.20 2.00
+ EFFECT + ParticleSprayEffect 0.00 8.00
+ EFFECT + Hybrid3DEffect 0.00 8.06
+ EFFECT + GaussianBlurEffect 0.00 8.00
+ EFFECT + ChromaAberrationEffect 0.00 8.14
+ EFFECT + SolarizeEffect 0.00 7.88
+
+SEQUENCE 33.08 0
+ EFFECT + ThemeModulationEffect 0.00 3.00
+ EFFECT + VignetteEffect 0.00 3.00 radius=0.6 softness=0.3
+ EFFECT + SolarizeEffect 0.00 3.00
+
+SEQUENCE 35.31 0
+ EFFECT + ThemeModulationEffect 0.00 4.00
+ EFFECT + HeptagonEffect 0.20 2.00
+ EFFECT + GaussianBlurEffect 0.00 8.00
+ EFFECT + SolarizeEffect 0.00 2.00
+
+SEQUENCE 42.29 0
+ EFFECT + ThemeModulationEffect 0.00 6.00
+ EFFECT = HeptagonEffect 0.20 2.00
+ EFFECT + Hybrid3DEffect 0.00 4.00
+ EFFECT + ParticleSprayEffect 0.00 5.50
+ EFFECT + HeptagonEffect 0.00 8.00
+ EFFECT + ChromaAberrationEffect 0.00 7.50
+ EFFECT + GaussianBlurEffect 0.00 8.00
+
+SEQUENCE 50.02 0
+ EFFECT + ThemeModulationEffect 0.00 4.00
+ EFFECT + HeptagonEffect 0.00 9.50
+ EFFECT + ChromaAberrationEffect 0.00 9.00
+ EFFECT + GaussianBlurEffect 0.00 8.00
+
diff --git a/workspaces/test/shaders/common_uniforms.wgsl b/workspaces/test/shaders/common_uniforms.wgsl
index ce1be53..1ab8939 100644
--- a/workspaces/test/shaders/common_uniforms.wgsl
+++ b/workspaces/test/shaders/common_uniforms.wgsl
@@ -1,11 +1,11 @@
struct CommonUniforms {
- resolution: vec2<f32>,
- _pad0: f32,
- _pad1: f32,
- aspect_ratio: f32,
- time: f32,
- beat: f32,
- audio_intensity: f32,
+ resolution: vec2<f32>, // Screen dimensions
+ aspect_ratio: f32, // Width/height ratio
+ time: f32, // Physical time in seconds (unaffected by tempo)
+ beat_time: f32, // Musical time in beats (absolute, tempo-scaled)
+ beat_phase: f32, // Fractional beat (0.0-1.0 within current beat)
+ audio_intensity: f32, // Audio peak for beat sync
+ _pad: f32, // Padding
};
struct GlobalUniforms {
view_proj: mat4x4<f32>,
diff --git a/workspaces/test/shaders/ellipse.wgsl b/workspaces/test/shaders/ellipse.wgsl
index 05dfcfc..69b2712 100644
--- a/workspaces/test/shaders/ellipse.wgsl
+++ b/workspaces/test/shaders/ellipse.wgsl
@@ -46,6 +46,6 @@ fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = (p.xy / uniforms.resolution - 0.5) * 2.0;
let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
- let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat * 0.2));
+ let d = sdEllipse((uv * vec2<f32>(uniforms.aspect_ratio, 1.0)) - movement, vec2<f32>(0.5, 0.3) * (1.0 + uniforms.beat_phase * 0.2));
return mix(vec4<f32>(0.2, 0.8, 0.4, 1.0), vec4<f32>(0.0), smoothstep(0.0, 0.01, d));
}
diff --git a/workspaces/test/shaders/particle_spray_compute.wgsl b/workspaces/test/shaders/particle_spray_compute.wgsl
index a4041f2..4b6e48f 100644
--- a/workspaces/test/shaders/particle_spray_compute.wgsl
+++ b/workspaces/test/shaders/particle_spray_compute.wgsl
@@ -29,7 +29,7 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
p.color = vec4<f32>(hash(r + 0.1), hash(r + 0.2), 1.0, 1.0);
}
let new_pos = p.pos.xyz + p.vel.xyz * 0.016;
- p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat));
+ p.pos = vec4<f32>(new_pos, p.pos.w - 0.01 * (1.0 + uniforms.beat_phase));
p.vel.y = p.vel.y - 0.01;
particles[i] = p;
}
diff --git a/workspaces/test/timeline.seq b/workspaces/test/timeline.seq
index 100c7da..3cbfb93 100644
--- a/workspaces/test/timeline.seq
+++ b/workspaces/test/timeline.seq
@@ -2,7 +2,7 @@
# Minimal timeline for audio/visual sync testing
# BPM 120 (set in test_demo.track)
-SEQUENCE 0.0 0 "Main Loop"
- EFFECT + FlashEffect 0.0 16.0
+SEQUENCE 0.0s 0 "Main Loop"
+EFFECT + FlashEffect 0.0s 16.0s
END_DEMO 32b
diff --git a/workspaces/test/timeline.seq.backup b/workspaces/test/timeline.seq.backup
new file mode 100644
index 0000000..100c7da
--- /dev/null
+++ b/workspaces/test/timeline.seq.backup
@@ -0,0 +1,8 @@
+# WORKSPACE: test
+# Minimal timeline for audio/visual sync testing
+# BPM 120 (set in test_demo.track)
+
+SEQUENCE 0.0 0 "Main Loop"
+ EFFECT + FlashEffect 0.0 16.0
+
+END_DEMO 32b